Please nerfbat stealth-bombing
#1
Posté 08 décembre 2009 - 12:11
#2
Posté 08 décembre 2009 - 12:19
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
Posté 08 décembre 2009 - 12:27
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
Posté 08 décembre 2009 - 12:35
#5
Posté 08 décembre 2009 - 12:47
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
Posté 08 décembre 2009 - 12:54
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
Posté 08 décembre 2009 - 01:14
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
Posté 08 décembre 2009 - 01:26
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
Posté 08 décembre 2009 - 01:57
Hint: Balance fixers can work on real problems if they don't have to waste time on user-created non-issues.
#10
Posté 08 décembre 2009 - 02:06
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
Posté 08 décembre 2009 - 04:14
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
Posté 08 décembre 2009 - 04:51
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
Posté 08 décembre 2009 - 04:59
#14
Posté 08 décembre 2009 - 05:39
If they think the exploit hurts their experience, they shouldn't exploit. Once again, problem solved.
#15
Posté 08 décembre 2009 - 06:23
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
Posté 08 décembre 2009 - 06:26
Modifié par Darthain, 08 décembre 2009 - 06:26 .
#17
Posté 08 décembre 2009 - 06:50
#18
Posté 09 décembre 2009 - 01:36
Actually, I want to address this.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.
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
Posté 09 décembre 2009 - 01:42
Dark83 wrote...
Actually, I want to address this.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.
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
Posté 09 décembre 2009 - 01:44
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
Posté 09 décembre 2009 - 01:49
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
Posté 09 décembre 2009 - 01:54
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
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
Posté 09 décembre 2009 - 02:02
Vials fly slower, it's easier to see trajectory and direction than an arrow flying past you at several hundred feet per second.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.
#24
Posté 09 décembre 2009 - 02:36
mmmm.... yeah...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.
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
Posté 09 décembre 2009 - 02:53





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