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Health and Shield Gates


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#626
RedJohn

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Eric Fagnan wrote...

Hey everyone, the team does feel the game has become more difficult with the latest content and patch and we think there are a lot of reasons for this, but we don't believe it is the health/shield gate issue. We will continue to investigate the gates to see if we've missed any edge cases, but at this time we are working on other solutions to the jump in difficulty.



I did some tests and Health and Shield gate are working perfectly.

Thank you for all your answers and your attention on these topics.


http://social.biowar...ndex/14508492/1 <------- i did my tests.

#627
jotun04

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Eric Fagnan wrote...

Hey everyone, the team does feel the game has become more difficult with the latest content and patch and we think there are a lot of reasons for this, but we don't believe it is the health/shield gate issue. We will continue to investigate the gates to see if we've missed any edge cases, but at this time we are working on other solutions to the jump in difficulty.


My feeling is that enemies have been less restricted in where they respawn, creating more situations where you just suddenly have enemies flanking you from a direction you just came from, and much more difficult hack circle objectives because the enemies just keep respawning 10 feet away.

There were always a few places where this happened, but lately it seems to be happening all over the place.

#628
drmoose00

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jotun04 wrote...


My feeling is that enemies have been less restricted in where they respawn, creating more situations where you just suddenly have enemies flanking you from a direction you just came from, and much more difficult hack circle objectives because the enemies just keep respawning 10 feet away.

There were always a few places where this happened, but lately it seems to be happening all over the place.


on this note, if the enemies have the AI to anticipate where we are going to be (like collectors camping at upload spots), doesn't it make sense that when enemies spawn, they would strategically spawn in a safe (i.e. away from us) spot? And again along those similar lines, doesn't also make sense that they don't float in anywhere, but actually have to come into the game at "landing zones". It is kinda ridiculous when you are data uloading and clear everyone away, only to have the same exact enemy collection spawn in the exact same place, right on top of you. I know it is to up the difficulty a bit, but it seems there would be better, more logical ways to do this on upload/activate objectives.

To me, if you clear a zone (like the upload zone), you should be given some sort of repreive while the enemy regroups and advances again.

#629
ElectroNeonPanda

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Eric Fagnan wrote...

Hey everyone, the team does feel the game has become more difficult with the latest content and patch and we think there are a lot of reasons for this


In your haste - I refer to BW not you in particular - to aggressively combat a particular playstyle - namely camping - you've essentially managed to make the game a painful, frustrating, and unforgiving experience.  I've gone from playing this every day since launch to playing it one day in the last week.  I'm assuming you receive regular player figures and I'd hazard a guess they've went through the floor since this DLC hit, quite the opposite result of what most DLCs hope to achieve.

Modifié par ElectroNeonPanda, 15 octobre 2012 - 05:48 .


#630
staindgrey

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Eric Fagnan wrote...

Hey everyone, the team does feel the game has become more difficult with the latest content and patch and we think there are a lot of reasons for this, but we don't believe it is the health/shield gate issue. We will continue to investigate the gates to see if we've missed any edge cases, but at this time we are working on other solutions to the jump in difficulty.


Thank you, Eric. It's been hard trying to reel in old teammates with the way the game plays now; they get too frustrated and just leave to play something else.

#631
Nitrocuban

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Huh, unsticky?

#632
Chaoswind

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This has nothing to do with camping so please take your troll and leave.

The issue isn't a single one, I think is a combination of broken mechanics that has created this huge problem.

Off Host is a lot more deadly now, even when lag isn't noticeable (you don't jump all over the place) we are actually lagging more often now that the Host makes all the calculations as part of the vanguard glitch fix.

Health evaporates 1000 health isn't the same as 1000 shield, health appears to go down faster, but that could very well be because how the host calculates damage.

Third point:

If the game felt the same to bioware while testing on their labs with 0 lag, and feels much more difficult while playing with players then is pretty clear that the only issue is lag aka Host calculations screwing the players.

#633
ElectroNeonPanda

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Chaoswind wrote...

This has nothing to do with camping so please take your troll and leave.


While the changes brought about to combat camping may not be the entirety of the issue they have certainly exacerbated the situation.

#634
SapientesGladio

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Just extend the times and call it a friggin day.

#635
Foxtrot813

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Eric Fagnan wrote...

Hey everyone, the team does feel the game has become more difficult with the latest content and patch and we think there are a lot of reasons for this, but we don't believe it is the health/shield gate issue. We will continue to investigate the gates to see if we've missed any edge cases, but at this time we are working on other solutions to the jump in difficulty.

Appreciate it sir. Glad to know you're taking community feedback seriously.

You guys rock.

#636
NuclearTech76

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Eric Fagnan wrote...

Hey everyone, the team does feel the game has become more difficult with the latest content and patch and we think there are a lot of reasons for this, but we don't believe it is the health/shield gate issue. We will continue to investigate the gates to see if we've missed any edge cases, but at this time we are working on other solutions to the jump in difficulty.

Thanks for addressing it at least.

Are you guys 100% sure that the times on immunity weren't off before the patch and now function as they were intended to?

Silver soloing seemed more like the old gold solo immunity frames. The game is more frustration than fun right now though.

#637
Zero132132

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Eric Fagnan wrote...

Hey everyone, the team does feel the game has become more difficult with the latest content and patch and we think there are a lot of reasons for this, but we don't believe it is the health/shield gate issue. We will continue to investigate the gates to see if we've missed any edge cases, but at this time we are working on other solutions to the jump in difficulty.

Thanks for the response. You guys sure that the shieldgate invlunerability time wasn't 0.5s on ALL difficulties before? Maybe some unrelated fix fixed that too? Because my basic standard is still my fitnessless Asari Adept going from full shields to dead against a Cerberus turret in the time it takes to use 'warp' from cover. Didn't use to happen... can't imagine what could relate to that besides the gates working differently.

#638
HLake

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Mozts wrote...

We really appreciate the explanation.


This

#639
NuclearTech76

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Zero132132 wrote...

Eric Fagnan wrote...

Hey everyone, the team does feel the game has become more difficult with the latest content and patch and we think there are a lot of reasons for this, but we don't believe it is the health/shield gate issue. We will continue to investigate the gates to see if we've missed any edge cases, but at this time we are working on other solutions to the jump in difficulty.

Thanks for the response. You guys sure that the shieldgate invlunerability time wasn't 0.5s on ALL difficulties before? Maybe some unrelated fix fixed that too? Because my basic standard is still my fitnessless Asari Adept going from full shields to dead against a Cerberus turret in the time it takes to use 'warp' from cover. Didn't use to happen... can't imagine what could relate to that besides the gates working differently.

After playing silver a few times for the solo banner, I'm almost sure this has to be it.

#640
Fox-snipe

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Zero132132 wrote...

Eric Fagnan wrote...

Hey everyone, the team does feel the game has become more difficult with the latest content and patch and we think there are a lot of reasons for this, but we don't believe it is the health/shield gate issue. We will continue to investigate the gates to see if we've missed any edge cases, but at this time we are working on other solutions to the jump in difficulty.

Thanks for the response. You guys sure that the shieldgate invlunerability time wasn't 0.5s on ALL difficulties before? Maybe some unrelated fix fixed that too? Because my basic standard is still my fitnessless Asari Adept going from full shields to dead against a Cerberus turret in the time it takes to use 'warp' from cover. Didn't use to happen... can't imagine what could relate to that besides the gates working differently.


That, and health seems to deplete at a slightly faster rate now.  Even taking into account the Host doing the calculations, health seems to fall off in larger chunks (and it's not just the fact that shield depletion has an animation).

Regardless, the investigation & consideration are much appreciated.

Modifié par Fox-snipe, 15 octobre 2012 - 07:27 .


#641
MinatheBrat

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Eric Fagnan wrote...

Hey everyone, the team does feel the game has become more difficult with the latest content and patch and we think there are a lot of reasons for this, but we don't believe it is the health/shield gate issue. We will continue to investigate the gates to see if we've missed any edge cases, but at this time we are working on other solutions to the jump in difficulty.


Thanks for looking into it Eric and team.
And thanks for responding :)

Anything you can share at this point?

Modifié par MinatheBrat, 15 octobre 2012 - 07:29 .


#642
GeneralElectric

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Eric Fagnan wrote...

Hey everyone, the team does feel the game has become more difficult with the latest content and patch and we think there are a lot of reasons for this, but we don't believe it is the health/shield gate issue. We will continue to investigate the gates to see if we've missed any edge cases, but at this time we are working on other solutions to the jump in difficulty.


Like additional credits awarded per objective/match? ;)

Anyway, good to have a response on this. I'm shocked, though, that Chris Schanche didn't feel like he was dying more frequently after the release of the DLC!

#643
SuperADJ

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Your continued research into the problem is appreciated, Eric. It will be interesting to discover the root cause/s. I personally notice the oddities when I'm not hosting, but I've seen a number of videos from players who are hosting experience the same problems.

Anyway, I have faith that your team will be able to rectify the issues, looking forward to more updates.

#644
DinkumGem

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I look forward to the fix. A disproportionate amount of my credits earned now go into jumbo equipment packs and I'm not enjoying the game as much. Completing the manifest has always been an enjoyable part of multiplayer.

#645
drmoose00

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I am really glad they have noticed something. A small, but very vocal minority of elite players have been shouting how the game hasn't changed, and thaty everyone should go back down a level if they are having problems, and actually calling for buffs of enemy factions and specific enemies.

I understand the need for a challenge, but I don't understand why some feel it necessary to make the game harder and harder just so they can feel awesome.

#646
Nylon Angel

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Thanks to the dev team for looking into this and keeping us updated.

Cheers.

#647
OuterRim

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The issue is simple. The game is harder due to the implementations of TOO MANY anti-camping solutions (map changes, engineer class nerf, new units, modifications to old units, weapon nerfs). Stack all these together and you have definitely squashed the old style of camping, but also made other styles of play harder.

Some of the anti-camping implementations are ridiculous. When the Atlas & Scion are defined as 'melee' units just so they can bypass drones/decoys to bust campers, Houston, we have a problem!

#648
UpirNoir

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Well thanks again for continueing to look into this. So you feel the game has become more difficult as well. I think one reasone might be the spawning of the enemies. I think it was already mentioned before, but something seems to have changed with where and when enemies spawn. At least that is how it looks to me. Now I often am in situations, where no matter where I run, there is always an enemy already waiting. To give an example from a silver game I played today, it was on Dagger against Cerberus, one of the later waves.
I was in the middle ground area and tried to get out of there, because it is not exactly a save spot to be. So I turned to the fist ramp to get out, oh no, there is an Atlas and some mooks, not a good idea; turned to the next ramp, another Atlas; ok so how about that ramp (the last one available), oh great an Engineer just put up a turret there. OK, last chance, try to get in the area under the central building and climb up the ladder....wtf...there is a Phantom and a Nemesis......so there was no way to get out of there.
This is just an example, but my perception is, that this happens all the time. No matter where you try to run to maybe get a little breathing room, you always run into enemies. That also contributes to the perception, that you can't find save cover, because there will always be enemies behind you/flanking you within seconds.
Maybe it is just me seeing ghosts, but this is my experience. So could it be that the spawning is different than before ?

#649
Fox-snipe

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OuterRim wrote...

The issue is simple. The game is harder due to the implementations of TOO MANY anti-camping solutions (map changes, engineer class nerf, new units, modifications to old units, weapon nerfs). Stack all these together and you have definitely squashed the old style of camping, but also made other styles of play harder.

Some of the anti-camping implementations are ridiculous. When the Atlas & Scion are defined as 'melee' units just so they can bypass drones/decoys to bust campers, Houston, we have a problem!


Completely missed the point of most of the posts in this thread.

These issues started immediately after the patch, before Retaliation.

#650
Outrider42

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Here is how the game has become harder folks:

While so many adjustments have been made to stop camping, the problem is that so many of the mission objectives REQUIRE players to in fact camp a little. The activation and hack objectives are 10x harder than before because the enemies all have ways to force you out of the zone. Activations are getting ridiculous, one player simply cannot afford to sit defenseless for the amount of time required to activate something anymore. New enemies like Dragoons can rush right up to you in no time flat, Scions bomb you from across the map, geth bombers dive over head. This makes any activation harder, and even more so when the location is out in the open.

I just don't think Bioware thought this through. Its fine to discourage camping, but when your missions require players to hold a spot, you have to be very careful about how you do that. Dragoons need to be less aggressive. Phantoms will sometimes run away if they take damage, why don't Dragoons? And the entire Collector faction is just wack. They are superior to the reapers in every possible way, from their upgraded exploding husks to Scions which are much more powerful than brutes and ravangers combined, to their upgraded seekers over swarmers. Getting hit by seekers and loosing your cooldown is fatal for a power dependent class, not to mention they screw over the Fury with her AF.

Something needs to be done to make these objectives a bit easier for players. What if having multiple people activate the same object sped up the timer?