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Health and Shield Gates


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#301
Aaron360

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aeryk117 wrote...

Could it be that shield/health gate are fine, but the AI's ability to focus fire has been improved?


Whatever the cause, Bioware has to find out what's going on and tell us. Even if the health/shield gates were fudged with, if they would have posted such updates, we wouldn't be so confused as to why so many more medigels are being used. As long as the root of the issue is found and posted, it's all good. Personally I just want to know what's up. I've already adapted pretty well to the changes and it's going to take some time to change playstyles a bit to avoid wasting consumables, but right now, gold can be brutal. :whistle:

#302
kaileena_sands

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 Hmm, it may be a freak occurence, but I want to give my input for what I experienced the other day with shieldgate/healthgate. Sadly, I did not record the play since I did not know it was going to happen.

Cerberus/Gold/Jade, I was host. Another player and I were the only ones left. There was a single Atlas left and I wanted to run to cover to shoot the Atlas from safety with my demolisher. But while I was running an Atlas single rocket dropped me instantly. I was on full shields, with three bars of health beneath them. This... should not have happened. I know the demo is fragile (but I do not even run the fitnessless build) but with the gates mechanics... she shouldn't have died from one single rocket. :unsure:



Aaron360 wrote...

Personally I just want to know what's up. I've already adapted pretty well to the changes and it's going to take some time to change playstyles a bit to avoid wasting consumables, but right now, gold can be brutal. [smilie]http://social.bioware.com/images/forum/emoticons/whistling.png[/smilie]


Yeah, this. I was playing Gold fine yesterday, despite my fears I was going to do horrible, but I either dropped way too often, or I was popping Ops packs for invulnerability.

Modifié par kaileena_sands, 13 octobre 2012 - 09:08 .


#303
spudspot

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aeryk117 wrote...

Could it be that shield/health gate are fine, but the AI's ability to focus fire has been improved?


Well, it certainly would explain why this was possible three months ago. Imagine what would happen now if you're dancing around a Geth spawn like this. Btw, along the entire vid he is taken down to healthgate/shieldgate pretty often without dying in the end.

This can either mean that his gates had a longer duration or that enemies just didn't shoot him as much and focussed as they are doing it now.


Edit: Ok, also this happened three months ago. To be honest, it doesn't look like the healthgate would be any longer than it is now. Maybe it really is the AI...

Modifié par spudspot, 13 octobre 2012 - 09:16 .


#304
A Raging God

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I appreciate this post bioware it explains a lot but something is deffinately off as so many people have noticed it! Obviously you guys know what your talking about but ever since the dlc it just feels like instant death all the time now

#305
Stinja

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Ok so the direct health/shield gate code hasn't changed, but something IS different from a month ago.

TBH I notice this less on gold and more soloing silver (so no host-client issues one would assume), and you still melt.

I have to question is it platform specific? Ie less noticed on PC and more consoles? So resource related, or LIVE/PSN-specific code the PC version dosent run.
Is it regional? Is the EXACT same code deployed to USA and foreign platforms? Something odd like language checks, which aren't in all code-bases.
Is it Origin related?  How often do stat/DRM checks occur?  And again is pure PC Origin different from LIVE/PSN-Origin APIs?

Does Bioware need details of who is getting the issue?  
I'm a PS3 (first gen) slim, UK, BT Infinity broadband 65mbps up / 16mbps down.  I notice an oddity with health/shields.

Modifié par Stinja, 13 octobre 2012 - 09:35 .


#306
Dream-Maker

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spudspot wrote...

Well, it certainly would explain why this was possible three months ago. Imagine what would happen now if you're dancing around a Geth spawn like this. Btw, along the entire vid he is taken down to healthgate/shieldgate pretty often without dying in the end.

This can either mean that his gates had a longer duration or that enemies just didn't shoot him as much and focussed as they are doing it now.


Edit: Ok, also this happened three months ago. To be honest, it doesn't look like the healthgate would be any longer than it is now. Maybe it really is the AI...


I remember a pretty recent thread where it has been more or less proven that the enemy AI is affected by the host's in-game FPS and basically the lower it is, the more dull the enemy's AI becomes. And in this vid the FPS look really slow.

I know that for a fact as I used to have a really slow PC until recently and many of my friends reported that the game felt easier when I hosted. On the opposite the game often felt a lot more difficult to me when I was playing off host.

Modifié par Dream-Maker, 13 octobre 2012 - 09:56 .


#307
Anagorrax

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Chris Schanche wrote...

I've been playing all evening with a number of people, and I'm just not feeling the difference. I'll still be keeping an eye on it, and I will try to run some more tests when I get back into the office on Monday. But we havn't changed anything, there hasn't been a stealth hotfix, and Eric and I have been pretty through in testing the shield and health gate timers.

I spent part of my afternoon going through and stepping back patches one at a time and running time checks, and the gates are giving their expected duration every time. I'm not closed to the idea that there could be an edge case here or certain conditions that cause this, but so far we havn't found it. And I would hope it goes without saying that we have no reason to lie about this. If there's an issue here and we find it, we'll be up front about it.


Hey Chris, thanks for testing this, if its not a gate issue what else could have been affected by the recent patch/dlc that could be causing  so many players to be getting killed so fast? Is it possible that what ever you did to fix the vanguard glitch has had some other effect and its now that the glitch is fixed that the game is running properly and its something we hadn't experienced before? Are there any way the player base could assist you guys by testing stuff ingame? 

#308
the slynx

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I don't know if it's directly related to health/shield gates or not, but something's felt off to me since the patch. I'm dying a lot more than usual (I'm actually using medigel often now on Silver) and it's not against new enemy types or anything like that which I think can be explained from the patch. Other people I talk to who don't come to the forums have also been saying as much without prompting and complaining about mysteriously fast or even instantaneous deaths. I'm glad you guys are checking up on this, because it's bugging me.

I know players are seeing some problems as host. Can you simulate tests in studio with some low to mid level lag/latency in the chance that's something affecting off-host players? I'm particularly interested in visual/auditory clues - because my guess is that those aren't syncing up properly with damage taken for a split second, causing an apparent influx of damage at once. Could players be taking damage without knowing it because of how the connection is operating? I've had a few deaths on high health characters without ever showing the 'screen bleeding' effect in the last few days, and that makes me wonder if this is a problem.

EDIT: Also, I endorse the idea another poster had of checking telemetry data since the DLC. Are deaths, medigel use and mission failures up since then (beyond what you would expect from arrival of the Collectors)? Could you just run the checks on Geth and Reapers, who haven't been changed as much as Cerberus with the Dragoon and faster Atlases? (Excluding players using the squishy Volus might help with this.)

Modifié par torudoom, 13 octobre 2012 - 11:57 .


#309
Olivia Wilde

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the games where I was taken down an unusual amount were also laggy

games where I didn't have lag issues I performed fine (ie my usual mediocre self)

#310
Nitrocuban

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Two things noticed in my latest matches:
Silver (and to a degree Bronze) got way harder. Gold not so much.
And the more interessting thing: players mostly go down simultaneously, even far apart. So there is not only 1 to revive but 2, 3 or even all 4 are down at the same time nad that is what makes matches so medigel consuming.
I don´t know but maybe with the Vanguardfix the game is a bit more lag vulnerable and if lag occures the feedback when to take cover/run away/use OPs pack is to delayed and peple are killed.
Just my 2 cents.

#311
SabreWulfxX

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Shield Gate or not, something is obviously wrong or different. Med gelling a solo bronze match against Geth 5 times while using a Destroyer perked for max shields and damage reduction with a Shield booster 5 is the last straw for me.

I've stopped playing Gold because I can't use cover properly due to gnade happy new enemies, constantly getting downed from automatic weapon grunts, and an onslaught of mindless team mates. Bioware, you've ruined the game for me. Constantly tweaking in game values has taken its toll on me and ruined the experience I used to enjoy.

Until you can stop tweaking the game like a heroine addict looking for a fix, I'll look else where for an enjoyable gaming experience.

#312
Kulli

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My guess here is, that the difference is in how the shield/health gate's cool down timer works. After the DLC, it now works as intended. Before the DLC, it did not and the enemies were hitting multiple times in a row, to the shield or health gate.

#313
Flambirex

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I used to do a FBWGG farm and then U/U/S for the rest of my playing time, but Silver has gotten way harder. I'm currently at 0 Medigel, which is the first time that's happened since March. I can hold my own but any automatic fire is near certain death.

#314
ElSuperGecko

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SabreWulfxX wrote...
Shield Gate or not, something is obviously wrong or different....


I agree with this sentiment.  Compared the last weekend, the game is much more difficult, and it's not simply down to the new units.

If shield/health gate is working exactly the same as it was last weekend, then it has to be something else.

Are your opponents hitting more frequently?  Are they even missing at all?  (it certainly doesn't seem like it, I pop my head out of cover for half a second and there go my shields)
Are they doing more damage?
Are they focusing fire?
Is it a lag/server related issue?  (I've noticed a lot more players dropping out this week, a lot more pauses, and I've been disconnnected multiple times as well)

All I know is last week I was completing silver and gold games, if not easily, then at least consistently.  This week it's been a challenge to make it to extraction on silver.  I'm adapting to the new difficulty, but I'm curious as to WHY the game seems to play so differently and getting a bit frustrated.

#315
ValorOfArms777

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I think I know what's going on now.... the case is not with the gates it's the grenades...

Every faction has them now notably the geths grenades also give the illusion of no shield gate cause of the multiple grenades break through

Our timings are not all there either... and most enemies use a automatic weapon upon which they strike from multiple angles and you can't get out fast enough you die right there...

Cause of the new dragoons the cerbs blockade us from allot of movement with phantoms

so it's just the new units giving you this illusion it's not broken the "grenades of geth" the stomp feature of the reapers is a new challenge and finally some other things I'm sure BW will trial in fixing 

I do wish the SG/HG was 2 sec->1.5-sec-1 sec->0.5 sec instead

Modifié par ValorOfArms777, 13 octobre 2012 - 12:40 .


#316
ErrorTagUnknown

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ahhhh i knew it.

it's entirely other factors. wave composition changes, old rusty players coming back.... people using kits they aren't accustomed to.

it's everything but health/shield gate.

#317
Silbane_23

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Personally I can attest to seeing the gates working on my recent Volus games. I've clearly noticed it as its saved my rotund hide more than a few times (need to stop playing Volus like a batarian!).

I can only presume perhaps deaths feel different due to the change in the camera effects when downed. Idk. While I don't deny something could be amiss, this really feels like the Phoenix shield/fitness rumors where the overwhelming forum flare up caused the rumor to morph into fact. Then it was debunked and everyone just said oh ok and moved on to just enjoying the game...

#318
dream3873

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Eric thanks. Good precise explanation.

#319
SuperADJ

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Seems like a thorough investigation is underway which is great news. I don't know why these issues are occurring, only that I've never blasted through so many ops packs and medi-gel as quickly as I have this last week.

Going to have to stop hunting for new weapons and characters and start buying JEPs!

#320
Onyx Reaper

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A small form of invincibility? HA- don't make me laugh...>_>

#321
Deathcrave

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LOL this is a joke I noticed a hotfix was put in place friday since my shieldgate is now working properly.

Health STILL is broken not the gate just the AMONT doesnt matter if you have 500 or 1200 you will die the same.

Bioware claiming their isnt a problem is them trying to save face.....nothing more.

We got Trolled, by BIoware.....nothing new.

#322
BattleCop88

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Bioware developers, I appreciate the feedback. As a suggestion, I invite you all to play with us for a couple of weeks to help see what we're seeing. Your gamer tags are biowaredev1-10 right?

#323
Chaoswind

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Some people say the game is the same while others say something has changed, and I think it boils down to playstyle.

Campers and "tactical" players hardly ever had 3 or more enemies shooting at them out of cover, they don't notice the change because they don't play in a way to have any effect on them.

The people that say that something changed are the people that play in a aggressive way and usually had no problems handling a whole spawn without using rockets, the players that never used cover, the players that could strafe to the sides and dodge 70% of the enemy shots, the players that relied completely on the short immunity delay of the gates and went down to health more often, those are the ones that feel the game is out to rape them; I had to change my playstyle a bit (**** cover) and take less risk on open areas and the game does feel the same if you never reach health.

#324
The Big Palooka

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Chaoswind wrote...

Some people say the game is the same while others say something has changed, and I think it boils down to playstyle.

Campers and "tactical" players hardly ever had 3 or more enemies shooting at them out of cover, they don't notice the change because they don't play in a way to have any effect on them.

The people that say that something changed are the people that play in a aggressive way and usually had no problems handling a whole spawn without using rockets, the players that never used cover, the players that could strafe to the sides and dodge 70% of the enemy shots, the players that relied completely on the short immunity delay of the gates and went down to health more often, those are the ones that feel the game is out to rape them; I had to change my playstyle a bit (**** cover) and take less risk on open areas and the game does feel the same if you never reach health.


That's not the case, though, at least not for me.  My game has felt off since the patch too and I hug cover like it was my own beloved mother.

#325
GordianKnot42

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ZombieGambit wrote...

How do you explain this vid?

If you look closely there is absolutely no period of invulnerability from either health or shield gate and his health is already below half while he has a sliver of shields.

Does that mechanic only protect against one hit kills from massive damage single shot attacks or something?


Wow. Great example.