Vault Dweller said:
PorkaMorka said:
a) I encounter an enemy which I am too low level to fight. He insta gibs my party, I reload, note it's location in a text file and move on. Note that in Avernum 6 these guys will often be placed in lower level areas, although you can avoid them easily once you know about them (after a reload).
Most of the time there are text descriptions indicating that whatever you're looking at is a powerful creature and you should think twice before charging it.
That's true, at least for the guys who are like 10+ levels too high for the zone they're in.
Vault Dweller said:
"You see a big fucking demon. This thing is huge and looks angry. The demon is busy skullfucking some poor bastard, so you better get the fuck outta here while you can."
On the other hand, and I'm afraid I can't remember specifics, I recall incidents where I got flavor text about how somebody was a bad ass, and then I flattened him in about two seconds, despite him having plenty of HP. Probably it was some of the plot/semi plot bosses. So you pretty much always have to test (and reload).
Vault Dweller said:
As for running away, you can and I've often done it. Sometimes it's fairly easy, sometimes not. Casting Slow on enemies helps a lot.
It's pretty easy to run away unless you're right next to stairs that you need to get out of combat to go up. However once you've ascertained you're 10 levels too low to beat a guy it's probably better to just reload the quicksave, so you don't mess up the scripting of the encounter. Especially since the only consequence of losing party members is having to run back to town for an auto rez.
Vault Dweller said:
Bullshit.
There are a lot of interesting, well designed, and challenging fights.
Close.
There are a lot of interesting and well designed fights, but their challenge is entirely dependent on when you get around to them, thus their challenge is inevitably less well tuned than it would be in a more linear game, or a game with scaling of some sort.
Often this results in wasted encounters where you only get around to them when you're too powerful for them and the neat gimmick Vogel put in is wasted.
Ultimately fights are far more satisfying when they're properly tuned to your power, like in the AOD combat demo for example. Vogel has a lot of interesting gimmick fights, but the AOD demo was much more satisfying, on the hard fights, because the fights were tuned so that many builds could juuuust barely eke out of a win by playing right, instead of just outleveling the fight and trivializing it (or being 10 levels too low for it).
Vault Dweller said:
And it's a problem because...? Would it be better if the difficulty curve was the same for the entire area? i.e. this area is for lvl10-12 characters instead of this area has some lvl4-6 content, plenty of lvl10-12 content, and several lvl20+ fights.
It's not a huge problem with the super high level fights in low level zones, but it's a bit weird to gain access to a fight at level 3 that you have no chance of beating for 10+ levels, so you end up checking every few levels and reloading when it still insta gibs you.
And it's kind of irritating compared to more linear games as you're constantly backtracking to check on stuff in your text file that you've saved for later.
And it's sort of immersion breaking (heh) when you figure out that you're not missing the best strategy, you just need to go gain some levels and brute force will work fine.
I'm just used to a more linear progression of challenges, either due to linearity or scaling, so I could struggle to beat tougher encounters instead of having to come back later.
I wouldn't call it the super high level encounters a huge problem, but it's a downside of the non linear nature of the game.
Outleveling encounters and ruining them is a pretty significant problem though, once you outlevel a dungeon the odds of getting a satisfying fight are nil.