That’s why you scale the enemies to the players armour and level!
Comment on Is this true?
OhNoMoreLemmy@lemmy.ml 5 days ago
I’m not sure that it’s *better*, but it’s hilarious when you go off and do all the side quests and end up completely over powered by the time you get round to the main quest and just beat the shit out of the main bad guy without realizing that they’re important.
panda_abyss@lemmy.ca 5 days ago
vaultdweller013@sh.itjust.works 5 days ago
Honestly I really don’t like that in most open world games, mostly cause enemy levels tend to make it feel like I’m just as powerful at lvl 1 as at lvl 40. Bethesda games post Morrowind are particularly bad about this IMO, not to say you can’t have leveled shit just don’t do it to all the enemies, do it like NV where some enemies are leveled but most are flat preset levels.
panda_abyss@lemmy.ca 5 days ago
Sorry, was being sarcastic.
It sucks when you get an item and do 10,000 damage, but now your enemies all have 50,000 HP, especially when it’s the same old enemies just stronger.
At least in Skyrim you start seeing new enemies later on, but sometimes it’s just fun to wreck some bandits as the Dragonborn.
rumschlumpel@feddit.org 5 days ago
I hate it too, but I don’t think it was that bad in Skyrim or Fallout 4. Mostly just Oblivion that dropped the ball on this hard.
vaultdweller013@sh.itjust.works 5 days ago
Nah it was also pretty miserable in Fallout 4, though in that particular case it was moreso due to issues of bullet sponges rather than damage dealt. But Fallout 4 is also probably the worst of the 3D games IMO, especially when it comes to enemy health.
Cethin@lemmy.zip 4 days ago
I disagree. I hate when games do this, particularly open world ones. The point of going to find loot and stuff is that it benefits you. If there is no benefit then the game shouldn’t give you the option. Those games should be linear, because they’re trying to make a linear experience out of something non-linear.
If I’m struggling, I want to be able to leave and come back stronger. Even if I wasn’t, I want to come back and feel that I’ve gained power with the time I spent. If I don’t, I know I’m wasting my time.
BurntWits@sh.itjust.works 4 days ago
That’s what Elden Ring really did well imo. The game sort of guides you towards Margit at the start, but he completely destroys newcomers, which causes them to explore the map more and discover more content in the intro areas. By the time they’ve done most of the interesting stuff in the first couple areas and go back to Margit, he’s far more balanced to fight. Still not a push over but far more reasonable to fight and no longer frustrating.
Cethin@lemmy.zip 4 days ago
Yep, and, if you’re paying attention and thoroughly exploring, you can actually go around the castle and totally avoid him. You can get incredibly strong before fighting him. It makes you feel like you’re actually progressing.
Valmond@lemmy.dbzer0.com 5 days ago
That’s so fucking lazy by the gamedesigner, and takes away all the fun too IMO.
MNByChoice@midwest.social 5 days ago
Yes! It helps if it is clear the bad guy has been doing things as well. (Aren’t there a few games where the bad guy moves locations with this, so if one is really fast, they can catch them rather weak.)
sp3ctr4l@lemmy.dbzer0.com 4 days ago
Imagine scaling enemies by actual player skill needed to defeat them, instead of just ‘my number more big than your number’.
CancerMancer@sh.itjust.works 5 days ago
Big bad: “so you have finally come to meet your doo-”
Competitionist: *drops bag of loot on boss, crushing all his bones*