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Please nerfbat stealth-bombing


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35 réponses à ce sujet

#1
stragonar

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I would like to see bombs treated as an attack, tossing a bunch of bombs at mobs without breaking stealth is not only overpowered it also makes damage traps obsolete. For the sake of gameplay balance, please fix this. If i cant shoot an arrow from 40 yards away without breaking stealth how can i toss a bomb from 15 yards and stay stealthed, it needs to be treated as and ability use or attack instead of an item to fix this i would imagine.

#2
1xs3thx1

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You provide a valid point. Maybe this should be brought to the attention of BioWare, but on another note, throwing a vial is much different to picking up a bow, standing there, aiming, and firing it at the target, it is by far easier to discern the location of someone shooting an arrow at you rather than someone throwing a glass of some strange liquid. Namely because of the angle of the projectile, whilst most bows fire straight foward or within a certain degree of this, vials tend to be thrown over-arm, hence making it harder to tell where the said vial originated from.

But maybe they should just put a limit on the distance you can throw a vial and remain stealthed.

Please enjoy the game.

Modifié par 1xs3thx1, 08 décembre 2009 - 12:23 .


#3
Loc'n'lol

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Yeah this is total bull****...

Until someone fixes it, just don't use it (grenades and stealth are quite potent on their own, no need to combine them together)

#4
stragonar

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Logically speaking I agree with you, but until i found out about this i always assumed bombs were meant for in-combat usage and i was fine with that. I would prefer to see bombs used as an opener to draw aggro into traps, not to replace them. Ex. stealth in, lay traps launch a bomb and run like hell leading enemies into traps. Not stealth in, throw lots of bombs remaining stealthed until all mobs are dead. There is another alternative however, but i imagine it would take much more work to fix, for those that think bombs should not break stealth. When you do launch bombs at mobs you will notice, they run around a bit like "WTF just happen?" but then go back into a clustered group anxiously awaiteing the next assault...if the AI was programmed for them to remain scattered after a bomb it might not be as much of a problem for game balance. I do however, believe this approach is not worth the effort and in my opinion it should just break stealth upon use.

#5
rumblefv

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1xs3thx1 wrote...

You provide a valid point. Maybe this should be brought to the attention of BioWare, but on another note, throwing a vial is much different to picking up a bow, standing there, aiming, and firing it at the target, it is by far easier to discern the location of someone shooting an arrow at you rather than someone throwing a glass of some strange liquid. Namely because of the angle of the projectile, whilst most bows fire straight foward or within a certain degree of this, vials tend to be thrown over-arm, hence making it harder to tell where the said vial originated from.

But maybe they should just put a limit on the distance you can throw a vial and remain stealthed.

Please enjoy the game.


I think you have the logic reversed. It's much easier to spot whoever was throwing a grenade since this requires a much closer distance using game metrics versus someone sniping from long range. 

#6
Koralis

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stragonar wrote...

I would like to see bombs treated as an attack, tossing a bunch of bombs at mobs without breaking stealth is not only overpowered it also makes damage traps obsolete. For the sake of gameplay balance, please fix this. If i cant shoot an arrow from 40 yards away without breaking stealth how can i toss a bomb from 15 yards and stay stealthed, it needs to be treated as and ability use or attack instead of an item to fix this i would imagine.



Noise.  Bows twang on firing, alerting them.  Vials make no sound until they crack at their feet.

#7
Brigonos

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Hey guys. Here's a thought. Don't do it if you don't like it.



There is no reason at all to spend one second fixing this. Users can fix this themselves by not being douchebags.



Let the devs address real issues.

#8
Washell

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Brigonos wrote...

Let the devs address real issues.


Hint: balance fixers(game designers), bug/code fixers(programmers), model/texture fixers(artists) are different people, usually not qualified to do each others job. There is no such thing as a dev who does everything, except for a few fairly unique people in the industry.

Also, stealth bombing is a real issue according to OP and others. Just because you feel otherwise doesn't change that. Some of us like the added challenge of bombing from stealth, than dealing with the agro your rogue acquired from that action.

#9
Brigonos

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Throw your bomb, then unstealth. Save dev time.



Hint: Balance fixers can work on real problems if they don't have to waste time on user-created non-issues.

#10
soteria

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Brigonos wrote...

Throw your bomb, then unstealth. Save dev time.

Hint: Balance fixers can work on real problems if they don't have to waste time on user-created non-issues.


If you don't think creating a balanced game that isn't easy to exploit isn't important, then I can't help you.  You aren't contributing to the thread, though.

#11
Brigonos

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The thread itself contributes nothing.



The game is in no way balanced. Nor should it be. Your merry band of (up to) four accomplishes what armies cannot. Besides, what is unbalanced about throwing potions while hidden? You can beat the game if you do it, you can beat the game if you don't. Balance.



Exploiting in a single-player game is meaningless. Do it if you like it. Don't if you don't. Problem solved.

#12
soteria

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You need to look up the definition of "balance," as it pertains to game design, specifically. Being able to deal effectively infinite damage while never exposing yourself to danger isn't "balanced." Where do you get the idea that being able to beat a game without exploits means the presence of exploits is meaningless? Redefining words, now, are we?



It matters because a sizable number of paying customers think that exploits like this make for a worse experience. Bioware is trying to expand their customer base, right?

#13
Chartis

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Please nurf Rock, Rock is OP, Paper is fine as is. -Scissors

#14
Brigonos

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Sizable is in the eyes of the beholder. The five people who can't seem to resist taking a very specific action that produces a very specific result need to think about cause and effect for a minute.



If they think the exploit hurts their experience, they shouldn't exploit. Once again, problem solved.


#15
Dark83

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Who cares? Seriously, the only people who can do this is the player.

So if you don't like it, don't do it. Or are you trying to force your play-style on everyone else for no reason other than you don't like them doing it?

#16
Darthain

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you can just not use it, the idea never even occurred to me.

Modifié par Darthain, 08 décembre 2009 - 06:26 .


#17
Onlyasandwich

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When I've fooled with this as a combat opener, the mobs regen their health between bombs. Once your other part members have engaged, stealth bombing works, but it's pretty pointless.

#18
Dark83

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soteria wrote...

If you don't think creating a balanced game that isn't easy to exploit isn't important, then I can't help you.  You aren't contributing to the thread, though.

Actually, I want to address this.
If you think fixing an exploit in a single player game is important, you'll never actually produce anything.
Exploits in an MMO are important because it negatively impacts other people.
Exploits in a single player game are utterly unimportant because it only ever impacts people positively - those who don't notice it aren't affected, those who don't want to be cheap don't use it, those who want to be more powerful do.

#19
WillieStyle

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Dark83 wrote...

soteria wrote...

If you don't think creating a balanced game that isn't easy to exploit isn't important, then I can't help you.  You aren't contributing to the thread, though.

Actually, I want to address this.
If you think fixing an exploit in a single player game is important, you'll never actually produce anything.
Exploits in an MMO are important because it negatively impacts other people.
Exploits in a single player game are utterly unimportant because it only ever impacts people positively - those who don't notice it aren't affected, those who don't want to be cheap don't use it, those who want to be more powerful do.


This is obviously false.  Bioware thought fixing the infinite xp exploit in Ostragar was important. So they did it.  Bioware has also produced something: Dragon Age.

#20
finnwop

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This "Nerf A, B is too OP" is annoying enough in MMOs, but this is a single player game right? Whom are you cheating? Just yourself.



Why are you asking for dev/tech time to be wasted because you have no self control? I'd rather actual bugs that are causing other people to not be able to play the game be fixed, rather then have someone working on a way to artificially keep you from doing something you know is probably an exploit, that only hurts your own enjoyment.

#21
WillieStyle

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finnwop wrote...

This "Nerf A, B is too OP" is annoying enough in MMOs, but this is a single player game right? Whom are you cheating? Just yourself.

Why are you asking for dev/tech time to be wasted because you have no self control? I'd rather actual bugs that are causing other people to not be able to play the game be fixed, rather then have someone working on a way to artificially keep you from doing something you know is probably an exploit, that only hurts your own enjoyment.


False choice.

#22
Id of Ith

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soteria wrote...

You need to look up the definition of "balance," as it pertains to game design, specifically. Being able to deal effectively infinite damage while never exposing yourself to danger isn't "balanced." Where do you get the idea that being able to beat a game without exploits means the presence of exploits is meaningless? Redefining words, now, are we?

It matters because a sizable number of paying customers think that exploits like this make for a worse experience. Bioware is trying to expand their customer base, right?


Well, that's good because this "exploit" does none of those things.

Consider:

A) Flasks are on a cooldown
B) Flasks are mostly finite, and due to A you cannot repeatedly "spam" one type of flask
C) Monsters regenerate out of combat as players do
D) The rest of your party must engage said monsters to put them in combat status
E) Monsters move towards the direction of the attack even if you are not immediately detected increasing their chance to detect you

I looked at this the last time someone complained about this "exploit" and it was beyond stupid. If you really care to do this then quite frankly by all means I do not see why you shouldn't be able to. It will either cost you far too much time or a ridiculous amount of gold to accomplish anything in the game like this.

#23
Faerell Gustani

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Koralis wrote...

stragonar wrote...

I would like to see bombs treated as an attack, tossing a bunch of bombs at mobs without breaking stealth is not only overpowered it also makes damage traps obsolete. For the sake of gameplay balance, please fix this. If i cant shoot an arrow from 40 yards away without breaking stealth how can i toss a bomb from 15 yards and stay stealthed, it needs to be treated as and ability use or attack instead of an item to fix this i would imagine.



Noise.  Bows twang on firing, alerting them.  Vials make no sound until they crack at their feet.

Vials fly slower, it's easier to see trajectory and direction than an arrow flying past you at several hundred feet per second.

#24
Jestert

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rumblefv wrote...

1xs3thx1 wrote...

You provide a valid point. Maybe this should be brought to the attention of BioWare, but on another note, throwing a vial is much different to picking up a bow, standing there, aiming, and firing it at the target, it is by far easier to discern the location of someone shooting an arrow at you rather than someone throwing a glass of some strange liquid. Namely because of the angle of the projectile, whilst most bows fire straight foward or within a certain degree of this, vials tend to be thrown over-arm, hence making it harder to tell where the said vial originated from.

But maybe they should just put a limit on the distance you can throw a vial and remain stealthed.

Please enjoy the game.


I think you have the logic reversed. It's much easier to spot whoever was throwing a grenade since this requires a much closer distance using game metrics versus someone sniping from long range. 

mmmm.... yeah...

Hey! there's an arrow sticking out of me...
look at the directon where the arrow came from...
WTF!  that guy trying to hide shot me! get him!

#25
Skellimancer

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People use bombs and traps?