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frogomatik

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  1. tried dousn't worck opens steam ... at least for mea : / I never paid attention if it launched steam or not...learn something new every day
  2. I kind of agree. But, I also grew up playing old school D&D where the mere mention of a dragon was enough to make you crap yourself and look for a new line of work...and possibly a new continent to live on.
  3. for my Nord, the opening sequence made the decision really easy. Summary execution? No charge, no trial? I'm not even on your stupid list? OK, screw you guys, I'm going to frag your whole empire. I skipped everything to go straight for the empire's throat. DEATH TO THE FALSE EMPEROR! lulz edited to add: Trying to kill me without just cause, made it personal.
  4. Totally agree. I really dislike the way nearly every game handles difficulty these days. Seems developers idea of "more difficult" is just increasing enemy damage and HP. For me, it doesn't make it any more difficult, just makes it take a lot longer. Not to mention how bad it wrecks the sense of realism in the game. The knowledge that a couple of hits will kill me, but the enemy would barely notice a direct hit from an ICBM really ruins any sense of immersion for me. Much harder to suspend disbelief when every enemy ends up running around looking like a porcupine. How the hell can they even see me with that many arrows sticking out of their face? simply increasing enemy damage and HP, is just flat out lazy. I would give anything for a difficulty system that made the enemy more intelligent, better coordinated, and gave them tactics more than just "HULK SMASH". Maybe even make the enemies aware of their own mortality, making them surrender, flee, or negotiate instead of every enemy effectively being a kamakazi. There are many ways a game could be made more difficult without wrecking it's realism.
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