Skyrim 1.9 update “effectively removes the level cap”, adds legendary difficulty. Beta now on Steam
39 replies, posted
[QUOTE=mixshifter;39798250]I hope this fixes a lot of the bugs I have with the Thieves Guild quests. Characters not following, even walking away from the objective, scripted scenes never starting.. Really frustrating.[/QUOTE]
I remember a quest once where I had to talk to an NPC in a temple or something and when I went to meet him he just dropped dead on the spot and the quest was left impossible to finish.
TES has had shitty difficulty forever, this is nothing new.
I decided to actually test this out, so maybe I can clarify some things
- Advancing a skill to Legendary gives you back all the perk points you spent in it, and you still earn levels and perk points for levelling up that skill. So yes, you can now legitimately get every perk in every skill.
- Legendary difficulty makes it really damn hard to hunt deer early in the game as they will probably survive being pelted by your entire quiver of 30 iron arrows followed by running up to them and hacking at them with an axe repeatedly.
Now to look forward to an update to SKSE when this patch rolls around.
[QUOTE=Foogooman;39797251]Skyrim is the definition of how to do difficulty levels in the worst way possible[/QUOTE]
How else would you scale difficulty in a game of that size? Go through and manually add more traps or more difficult terrain? Go through every quest and add more enemy spawns then bugtest every quest on every difficulty level to ensure the AI didn't mess up at higher population levels? Code and bug test three or four different AI profiles with a range of stupidity levels and make it more of an AI intelligence scaling system?
Scaling difficulty by manipulating damage/health levels is the only time/cost effective way that I can see to do it. It's how games like Half-Life 2 do it, and I'm fine with it
[QUOTE=Maloof?;39804492]How else would you scale difficulty in a game of that size? Go through and manually add more traps or more difficult terrain? Go through every quest and add more enemy spawns then bugtest every quest on every difficulty level to ensure the AI didn't mess up at higher population levels? Code and bug test three or four different AI profiles with a range of stupidity levels and make it more of an AI intelligence scaling system?
Scaling difficulty by manipulating damage/health levels is the only time/cost effective way that I can see to do it. It's how games like Half-Life 2 do it, and I'm fine with it[/QUOTE]
by having a combat system that requies any amount of skill would really help when making difficulty
Still no amulet of Talos objective in Solitude fix yet
[QUOTE=Maloof?;39804492]How else would you scale difficulty in a game of that size? Go through and manually add more traps or more difficult terrain? Go through every quest and add more enemy spawns then bugtest every quest on every difficulty level to ensure the AI didn't mess up at higher population levels? Code and bug test three or four different AI profiles with a range of stupidity levels and make it more of an AI intelligence scaling system?
Scaling difficulty by manipulating damage/health levels is the only time/cost effective way that I can see to do it. It's how games like Half-Life 2 do it, and I'm fine with it[/QUOTE]
I got a mod that adds a simple damage modifier that effects everyone in the game and it has worked wonders. It makes everything in the game more lethal depending on the difficulty. So you can kill enemies with 3-4 hits but the same applies to you. Suddenly poisons, using traps, utility spells, resistence potions, and special melee moves matter because you can't just run in with your invincibilty armor and your one-shot greatsword and swing it like a chopstick at everyone.
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