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DiD Round 4 Talks; competition chat
Topic Started: Dec 29 2016, 12:50 PM (1,199 Views)
Areial
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Et'Ada
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So the new year bring's a new competition... You notice I did not put a theme... while we had talked Thieves round, we had not set anything in stone.

To Steal or not to steal...??? Or more of a Tomb Raider type ( aka Scavenger hunt..all unique and named items have points)

Other suggestion's would be fine also....

I would like to try something slightly different also, allowing mods.... as difficulties. For this 1st trial run they would not add up to a "winning" score, but would allow us to see how thing's go..

I would also like to use the sliding difficulty scale again, I think that was very interesting and took many people by surprise. ie Novice 1-10, Apprentice 11-20...and up...

About the mods... this would be on a +/- basis . So for instance Deadly Dragons is a + makes the game harder ( toggles must be OFF for NPC's to be essential), Convenient Horses - ( horse must be vanilla) so what you have is 0 for extra difficulty...

Mini load order:
Spoiler: click to toggle


Of course we could to a random draw skills also, though not I think changing the difficulty every 10 level's, that might be a bit much. Normal DiD rules of course, but I would like a more fun round.

I'm going to post this over on the Beth forum as well...
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Rick
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Jarl
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I am trialling 'Deadly Bandits of Skyrim' thats really evil.

Out of Valthiem towers came a 'bandit juggernaught' in steel plate with a nordic battleaxe.....I was only level 2 !

My population mods must have been working too...cost the total bandits at that place was like 15.....and they ALL came out onto the road. Frikkin scary...I just ran like the wind....er' but so did they...yikes..

Theres also one Im trying called "Disable combat boundary" basically enemies now run through loading screens and keep pursuing you.
Found Liars Retreat in the reach...went in....spotted by a Falmer...ran out...next thing...7 Falmer poured outside. Went to Stormcloak camp for help....the Falmer butchered all of them and only crossing a deep river saved my butt.

Realistic AI detection....ensures they see you at max range and just will not give up until you are physically unreachable...or dead.

Evil mods....really evil
Edited by Rick, Dec 29 2016, 01:11 PM.
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Areial
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Et'Ada
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Yep.. that would be a plus 1 x 3 because each mod add's a hardness to the game.

These are not perfect +/- 's...cause some mod's add more extremity to the game than others. But it's a begining and as we all use mods, we can debate if one mod need's a ++ in stead of a +...


edit: forgot to mention that what Your Bandit mod is doing is what ASIS does, but to all enemies... mages, draugr ...etc... all. Plus gives all mages get the same spell's the character has access to.. and armor and weapons ( only armors/ weapons with leveled lists). Then you can add Enemy Enhancer to give them better stat's.. by type.. lvl scale them.. which mean's the "bandit" will lvl scale, but the new "bandit Marauder" will have the same % up... so each would be say.. .05% stronger.. good for the bandit, bad for the Marauder...
Edited by Areial, Dec 29 2016, 02:46 PM.
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Andra Hawksdaughter
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Jarl
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Rick, are you playing on legendary with these mods? :'(
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Rick
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No.....cos I am trialling and being dead is hard to test stuff.....chuckles

I have been wimping on Adept......but deadly bandits still deliver one hit kills in most cases.

Without deadly bandits....and just using "Wildcat combat" with "Realistic AI Detection"...I could still survive Legendary...because the spawns are at the expected level and just a bit tougher...and cleverer than regular.

Deadly bandits is ridiculous....I will likely disable it....its the equivalent of pitching your level 1 Helgen escapee against a vanilla Plunderer...one hit and youre dead....but you can't hurt them back enough...if at all. They are not quite ALL that level...there is variety....but several of those bad boys emerge at every spawning...gulp!
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Andra Hawksdaughter
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Jarl
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All I can say is....YIKES!
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Areial
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Et'Ada
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What?? That's not normal? Dang it man... :meh:

Ok...so normal mod'd game for me... dragons be the same way...
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Andra Hawksdaughter
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Jarl
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Areial, me too! (though I haven't gotten a dragon mod for SSE yet, darn it.)
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Areial
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Et'Ada
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Yeah... lol...why I play on Adept... anything higher is almost suicide. .. I'm not using the SSE still have not got it playing right...so SL for me still...but I'm not unhappy. .. 487 mods...sure as heck could not get them all let alone have the data to download them.

Rick alternate start...near Helgen... camping start... bandit marauder...plus 3 buddies...lvl 1... 5 minutes after Character Creation. ...dead...
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Kane
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Big fan of the random skill drawings. :)
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Rick
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Areial
Dec 29 2016, 05:19 PM

Rick alternate start...near Helgen... camping start... bandit marauder...plus 3 buddies...lvl 1... 5 minutes after Character Creation. ...dead...
Yeah theres no solution to that except running....but they can run too!

I tried that Sands of Time ultimate mod....big draugr zombie apocalypse programmed in and very random enemy encounters in the wild and even more down tombs.....sounded exciting!

But in practice it was just OTT like a random bandit would be a Highwayman (and was) at level 1.....that's just unwinnable by a huge margin. That's the trouble with an unlevelled play. IRL...you get big guys and you get bad guys, but no one that's inhumanly super powered. Even a WWE wrestler would still go down with a length of timber wrapped across his head....

In the game world its like you are a golf cart and the enemies are Abrams M1 MBTs.....but its pointless complaining....the answer is to not use those mods.

This is where I come back to saying theres no level playing field with mods....on vanilla you have a benchmark...the Devs preset levels of difficulty..for good or ill. Mods can always just be increasingly ramped up to the point that no matter how skilled or practiced you are....the npcs will kill you.....making even trying....pointless.

So....I'm still getting my head around it....I think the answer for me is to add mods like Realistic AI and enhanced combat like Wildcat, which make combat more lively and less forgiving....but avoid mods that simply pitch you against ridiculous foes.
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Areial
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Et'Ada
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To me they aren't redicules though...reason I always have a follower... plus if you look at the majority of mod armors, they start with slightly higher stats... harder game...tougher armor. ..busy to back you up. Only 1-10 is seriously deadly... after that it's a matter of judgment. .. I'm used to it though... if you look at it like that is a pack of wolves on legendary. ..only you get to Riverwood and you can have fine and superior weapons armor before you leave...much easier. .still gotta run...reason for stews...stamina.

It's a different kinda hard, that's all... it's what I'm used too..

Edit. When Turija says Requiem unlevels the game, that's what he means. ..you can met anything at any time.

Not all my characters ls use the same mods... Sometimes I just don't want *that* hard... Tsuri IS that hard...Ash is a lvl 40 Character ( Stat wise) using and wearing armor that's the same as Tsuri's...meaning at the lvl they are playing. He has more health, stamina.. etc, But has hit his knees A few times. One of the reasons I have not pushed her story, she has not died. .. ( knock on wood ) and I don't want her to.... not DiD, but ...
Edited by Areial, Dec 29 2016, 06:31 PM.
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Andra Hawksdaughter
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Jarl
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Or it's another way to balance your game, when crafting or something else un-balances it.
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Rick
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Um...no....these deadly bandit guys weren't of a level where a slightly better armour might save you.....they were seriously OP.

But if you like instant guaranteed death upon being caught up with...give it a go! ;)

It does beg some testing though......I have cheat room for matching equipment and skills to levels...cos I havent got time to build towards glass armour several times in a row just to try out a mod.

So....I will rustle up some armour cap gear and see just how bad these guys are.......like if I had my jormal level 50 gear could I survive them.

I will report back!
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Areial
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Et'Ada
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Andra Hawksdaughter
Dec 29 2016, 06:22 PM
Or it's another way to balance your game, when crafting or something else un-balances it.
True that!

Kane...we can go that way also
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Sah
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Knight
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could we use the Sorting Hat
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Areial
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Et'Ada
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Sah
Dec 29 2016, 08:47 PM
could we use the Sorting Hat
Sure thing. ...
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Rick
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Reporting back.....

I take it all back!

Using the cheat room....I made AR 650 glass armour, shield of 105, glass mace of 450, glass bow of 350 including fortify apparels....took a good couple of hours!
Then increased one handed and light armour to 100 skill and block with archery to 60 skill each. Ramped up health to 600.

This equates pretty close to my usual level 50 with Adella.

Back at Valthiem towers....on Legendary this time....different story....I was soon surrounded by a gory pile of mostly headless corpses.

Only three bandits were trouble...an assassin due to his life drain spell....a heavy skirmisher called the hound in steel wolf armour.
And the one who still killed us with a single blow of his nordic warhammer...known as the Juggernaught.

On a re-run....Mr, juggernaught was a bit of a glass cannon...oh he could sponge plenty physically....but his poison resistance was zero....ha!

So..on balance...I have to say....I was wrong.

They were only so deadly due to my low level.
Of course it IS still pretty scary to face level 40+ foes when you are level 1... but If I saved those new spawn types for late game...it would be no harder than I am used to.
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Areial
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Et'Ada
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<shrugs> I don't play an unleveled game most of the time. I don't like the NPC's to be OP and I don't like my character to be OP...

You know if I didn't find it funnier than Hell... I'd probably be pissed about the "whimpy at Adept"...but since you have to go back to legendary and play with an AR of over 600... I don't feel so Cranky... I'll stick to Expert and Adept and my wussy AR's ...
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neildarkstar
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I had been intending to work on the modifiers for modded competitions, but... I can't seem to find the thread that had the good ideas in it. Really though I think that in general it's just a matter of assigning modifiers to mods that are being used. Not to effect score, of course, but to rate difficulty, eh?

I still don't have any mods that alter difficulty in SSE, but I'm playing comfortably on Master with an AR of 210 (that's with my flesh spells on, and stylishly dressed in underwear).
Edited by neildarkstar, Dec 30 2016, 01:37 AM.
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