As the game progresses, it makes sense that your character would get a LOT better, but one shotting most enemies? Two shotting knights? This seems OP, and as the challenge is removed from combat, some of the fun of the game is removed as well.
But is the problem here with levelling? Is the system imbalanced? No, I dont think so.
As far as I can see there are 2 root causes for the imbalance in late game difficulty, and, ironically, these causes are the 2 most unrealistic things in the game.
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Although weapon craftsmanship, quality and variety should factor in, it makes no sense that one undamaged longsword is, in ANY way, 3Ă more powerful than another undamaged longsword. If all of the weapons were nerfed, one and two shotting would be impossible. This change would also affect the PC far more than the NPCs because, as far as Im aware, they never use Herodâs sword, the Madgeburg sword, or St. Georges sword.
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Cash flow. If I have only a little cash, I cant repair equipment as readily, so Im more careful in combat. This means sometimes you may be fighting with quite damaged equipment, much like a lot of enemies. It also means players are more likely to use a variety of weapon types to take advantage of certain armours. This means that the PC will have invested less time into, say, sword training, and more into mace, or axe, or bow. This would obviously reflect upon difficulty, especially late game, where instead of a sword skill of 16 and a mace skill of 3, I might have a sword skill of 10 and a mace skill of 8. Less cash also means not affording all of the best stuff, and because of the difficulty affording repairs, the best armours may even be ignored due to their more expensive repair. Finally, with the increased difficulty, as well as the increased threat of combat, players would be more inclined to avoid conflict altogether, whether it be through talking your way through issues more, or being more stealthy, more of the time. This would also decrease your characters weapon skills.
This is an issue that exists in all RPGs, but its oh so easy to fix.
This has nothing to do with carry weight, though I think this can be improved a little too high, and more to do with bulk. If every item has a bulk value, and your character has a bulk capacity (which obviously wouldnt count armor worn and weapons equipped), then I could no longer carry 15 swords and 8 pieces of armour to sell and earn triple that of the cost of my upkeep. If a bulk system were implemented so that if I were already carrying half a dozen potions, maybe a book, an extra mace and shield, and some food, I might then only have space to carry 2 or 3 extra swords, and maybe one piece of armor. Your income would drop drastically. This would encourage you to make more use of the alchemy system, dice games etc, for the purpose of additional income, while simultaneously pushing all of the points raised above.
What do you guys think?