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Game suddenly got too easy! :(


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#1
Duduziuz

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I coud not defeat even a "Despair Demon".

I just kept performing the missions I coud find around the map... suddenly, I was at level 14 (or anything like that) and the game got too easy! No dragons were a menace... no breaches were challenging... 

 

I thought that some later mission would demand a higher level character... but I'm almost finished (there just the final encounter left) and now I realized the game got too easy!

 

Sad... that was the reason I abandoned Elder Scrolls...

 

Nonetheless, the game was really fun! I'm sad I'm about to finish sooner than I expected (and with less efforts!) 

I have some sugestions:

 

- we could have the day/night system that Skyrim does have. It makes everything much more interesting!

- people around the maps should NOT be a "wall". You should be able to push them, and even kill them (but, deal with consequences!)

- battles should be more challenging, according to the level of the character

- it would be GREAT if the war table were more than just a place to pick missions to gain some coin... YOU should be able to move troops or something like that!

- if you could let the gamer make mistakes that could increase the difficult... something like... "hey, you moved your troops to an ambush! Now, that operation will get much more difficult (or it will even change the course of history, but I think you already do that)

 

That's it! Let me finish the game, so I can give more feedback! 



#2
Madrict

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Yeah even nightmare is too easy for most of the game......kinda ruins it.



#3
KaiserShep

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Having more interactivity with NPC's would be nice, like brushing past them with more elaborate animation, and perhaps even some various comments or sounds of disapproval. I don't think that consequences for killing random NPC's for no reason can ever really be handled well. In Origins, you were able to kill quite a lot of people, but often the results were kind of shallow. You can become a menace to society in Denerim, yet little becomes of it in the end, and you can still walk freely in the market square despite possibly being a thief that kills guardsmen for trying to stop your criminal activity. Of course, you can't simply be ousted from Denerim and told never to come back, because major plot points occur there.

It'd have to be a properly open world for it to work. In FO3, you could blow Megaton to hell for the fun of it and that's OK because you have somewhere else to go.


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#4
b10d1v

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Yea, that is the fault of the leveling system and why many of us play alone to have more challenge and not waste potions and aggravate mobs among other things. So they wanted a mix of fights in areas, well plan for it!  Rescale all when a new area is entered.

If you want to allow folks to move around the system as they like you must tailor the areas to reflect that freedom and not force them on incremental level paths.

 

KaiserShep if we had more interesting companions (NPCs) we might not leave them behind and if their behaviors were half way intelligent, maybe more so.


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#5
KaiserShep

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KaiserShep if we had more interesting companions (NPCs) we might not leave them behind and if their behaviors were half way intelligent, maybe more so.

 

When I say NPC, I mean strictly the people that populate the maps, not the companions, which I assume is the same definition the OP is using, considering the "wall" comment. As for whether or not they're more interesting, that's more a matter of opinion.



#6
Ilwerin

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Yeah even nightmare is too easy for most of the game......kinda ruins it.

Exactly! Probably the only "challenge" on nightmare was to get to Haven at the very beginning ;)

At least Frostback Basin was quite refreshment (played just before Doom Upon All the World). But then it was even simpler and really very quick to finish "the job". What a disappointment...



#7
Rawgrim

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Exactly! Probably the only "challenge" on nightmare was to get to Haven at the very beginning ;)

At least Frostback Basin was quite refreshment (played just before Doom Upon All the World). But then it was even simpler and really very quick to finish "the job". What a disappointment...

 

The enemies in the DLC just has X10 hitpoints and more barrier\guard.

 

What the heck is Guard anyway? I know what it does, but it makes zero sense.


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#8
c0bra951

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At first, I was saving areas for when I leveled up, thinking that when I first entered them they'd be at my level.  But that's just not how it works.  Some enemies scale with you, but many others don't, and most sadly, loot never seems to.  I get some very cool-looking pieces of rare gear now and then, only to discover they're 8 levels below me.



#9
In Exile

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Having more interactivity with NPC's would be nice, like brushing past them with more elaborate animation, and perhaps even some various comments or sounds of disapproval. I don't think that consequences for killing random NPC's for no reason can ever really be handled well. In Origins, you were able to kill quite a lot of people, but often the results were kind of shallow. You can become a menace to society in Denerim, yet little becomes of it in the end, and you can still walk freely in the market square despite possibly being a thief that kills guardsmen for trying to stop your criminal activity. Of course, you can't simply be ousted from Denerim and told never to come back, because major plot points occur there.

It'd have to be a properly open world for it to work. In FO3, you could blow Megaton to hell for the fun of it and that's OK because you have somewhere else to go.

 

I wonder how much of it is just a memory limit due to running on old gen. 



#10
Torgette

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I'm currently replaying with a dw rogue currently @ lvl 18 and yeah enemies go down fast but I also die pretty quickly. Also forget the rares, grind for money and craft that stuff! As for the war table, there's hints of stuff you mentioned ie: using forces too much on a mission can lead to casaulties, but it doesn't really do anything world-wise that i'm aware of.



#11
Baalthazar

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What the heck is Guard anyway? I know what it does, but it makes zero sense.

 

It's warrior magic...or something.



#12
Benman1964

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Well, just my remark: From AI to AS. (Artificial Stupidity).

"Hold Position"
"HOLD POSITION"
"HOLD POSITION!"
"HOLD POSITION ***damned"

and please don't run into AoE or into melee. PLEASE...... PLEASE!

 


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#13
Duduziuz

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Having more interactivity with NPC's would be nice, like brushing past them with more elaborate animation, and perhaps even some various comments or sounds of disapproval. I don't think that consequences for killing random NPC's for no reason can ever really be handled well. In Origins, you were able to kill quite a lot of people, but often the results were kind of shallow. You can become a menace to society in Denerim, yet little becomes of it in the end, and you can still walk freely in the market square despite possibly being a thief that kills guardsmen for trying to stop your criminal activity. Of course, you can't simply be ousted from Denerim and told never to come back, because major plot points occur there.

It'd have to be a properly open world for it to work. In FO3, you could blow Megaton to hell for the fun of it and that's OK because you have somewhere else to go.

KaiserShep, I think Skyrin handled it out very well. As you kill inoccent people, if you were spotted while performing it, you will gain an increasing bad reputation. If it reaches a certain level, guards will hunt you around the town. Anyway, I think Bioware could make a better use of such interactions. In the game "Fable", your actions will make people love or fear you... but I don't remember any benefit/drawback in any case...



#14
KaiserShep

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I wonder how much of it is just a memory limit due to running on old gen. 

 

This was sort of my assumption, though games like GTA V seem to be able to do this.



#15
Duduziuz

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Yea, that is the fault of the leveling system and why many of us play alone to have more challenge and not waste potions and aggravate mobs among other things. So they wanted a mix of fights in areas, well plan for it!  Rescale all when a new area is entered.

If you want to allow folks to move around the system as they like you must tailor the areas to reflect that freedom and not force them on incremental level paths.

 

KaiserShep if we had more interesting companions (NPCs) we might not leave them behind and if their behaviors were half way intelligent, maybe more so.

 

I walk along with all 3 partners (Cassandra, Varric and Solas) around the quests... most of the times, I found a group of enemy with 3 "mid-level" strength. It makes everything just SO easy, that I let the group do the job while I grab some roots or mine some stones...

 

IT MUST rescale all the are around the players. Good point! ;)


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#16
Duduziuz

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This was sort of my assumption, though games like GTA V seem to be able to do this.

Kaiser, the "trick" here is to render only the surroundings... anything "X meters/kilometers" away from the character will be unload/undone/cleaned from the memory. I'm not saying it is easy, but Skyrim and GTA had shown it is possible! 



#17
Duduziuz

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The enemies in the DLC just has X10 hitpoints and more barrier\guard.

 

What the heck is Guard anyway? I know what it does, but it makes zero sense.

But I don't want just a "strong enemy". It sounds much more like a cheating than a challenge. In the JRPG's, where combats use to be in turns, you need to think and plan your attack. I don't think ALL combats must be so difficult, but most of them, perhaps... 


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#18
suirazul

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This is normal for most RPG games.

#19
HM Vengeance

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If you do all the quests in the Hinterlands, Storm Coast, Fallow Mire and kill the Dragon you can get to level 14 before you even reach Val Royeux to speak to the Chantry. That's what i did and i was level 15 by the time i got to Alexius and killed him, i don't see a problem with it because i prefer to kill enemies quickly and not get B.S killed by terror demons.



#20
b10d1v

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When I say NPC, I mean strictly the people that populate the maps, not the companions, which I assume is the same definition the OP is using, considering the "wall" comment. As for whether or not they're more interesting, that's more a matter of opinion.

Minor disagreement, NPC is any character not the player.  The team is expected to have some better performance, as they are first tier.  But why not give the merchants and others you must interact with better dialog and the behavior to move when they are in the way?  These "community" NPCs don't appear as characters at all, but simply a picture on the background (picture in a picture) -less process overhead.  

"Interesting" is more than subjective and is related to the quantity and quality of dialog and behaviors and the skill of the observer.