Health and Shield Gates
#676
Posté 16 octobre 2012 - 01:38
#677
Posté 16 octobre 2012 - 02:44
#678
Posté 16 octobre 2012 - 02:52
Probably. Bioware is hapless with bug-fixes, their favourite method is to remove feature or to avoid potential bug.Dimlor wrote...
I don't know if someone already thought of this but could it be that the fix to the Vanguard bug is causing this when you are off-host?
#679
Posté 16 octobre 2012 - 03:27
Characters without high health/shields seem to be having a lot more trouble surviving the Silver matches I've played.
I didn't notice the problem while playing the turian ghost w/ stim packs and tactical cloak, but squishier characters and melee-based characters seem to drop like flies now.
IMO it's only a problem insofar as the level of challenge the game presents. Silver was a moderate challenge before, now it's a harder challenge. Be it health gates, enemies populating more aggressively near objectives, or the addition of the various new adversaries, the difficulty has increased. Whether that's a good thing or a bad thing is up to, I guess, the community and the developers to decide.
For my part, I find I no longer enjoy Silver matches unless I'm playing a character optimized for health/shields with the stronghold package. IMO they now feel close enough to Gold matches that I might as well play Gold instead if I want that level of challenge. I miss the moderate challenge that Silver used to present. Just my 2 cents.
#680
Posté 17 octobre 2012 - 02:39
#681
Posté 17 octobre 2012 - 11:12
That's really good to hear. Thanks to you and them for looking at this, and for all the hard work.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.
#682
Posté 17 octobre 2012 - 11:50
#683
Posté 17 octobre 2012 - 01:02
#684
Posté 17 octobre 2012 - 01:15
Shield gate & health gate does not work properly off host. I was doing my solo challenges and it was just fine but playing a public match it was a nightmare.
Also, they need to have cooldowns for Dragoon's Smash & Bomber's Bombs & Geth Prime's Drone n Turret. & Dragoons need to have some form of sound or unique dialogue (they sound just like Troopers and Centurions & that Hornet makes you think its just a bunch of troopers).
As for hacking & extraction, I am okay with bosses and powerful enemies constantly spawning on Gold & Platinum, but it is seriously not cool to have up to 4 Preatorians, 3 Scions on the map with the mobs on Silver. Or 4 Geth Primes , tons of bombers, hunters, pyros & rocket troopers. Silver is supposed to be balanced. Not too easy, not too hard. You can sort of relax and play it, not get all stressed up.
I mean Gold & Platinum are supposed to be challenging and its for people who want a challenge. But Silver & Bronze is for people to have a good time shooting and killing stuff. Not getting dropped, finishing all the consummables and spending the credits obtained for Jumbo Equipment Packs
#685
Posté 17 octobre 2012 - 01:41
That didn't always happen. It's basically the host killing you, so the client simulation isn't working too well in these cases.
#686
Posté 17 octobre 2012 - 03:51
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.
There is a clear difference with rapid-firing enemies. Cannibals and Marauders, for example. Nothing in the notes indicates the difficulty of these enemies was tweaked, outside of changes related to stomping. But this is specifically an issue with weapon firing. If the game truly has been made more difficult, it was done in a way that was not communicated to us.
I'm not sure what we're supposed to believe here. Some BioWare representatives are claiming there were no changes to the fundamental combat mechanics, but your post seems to indicate a jump in difficulty.
So what would make a Cannibal or Marauder capable of taking you down much more quickly than before? It seems that there HAVE been changes made that aren't being communicated to us. If that's the case, it would be better for someone to admit that gameplay was tweaked, even if you aren't willingly to tell us exactly how.
The game simply plays differenly now. Both on and off Host. It might not have anything to do with gates, but it has to do with SOMETHING.
#687
Posté 17 octobre 2012 - 06:28
#688
Posté 17 octobre 2012 - 07:49
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.
Eric,
It is not difficulty that is the issue, it is a change in how the game runs that is the problem.
If my HUD shows that I have full Health and Shields (or any amount of both) and suddenly drop dead from enemy fire unseen that is not a jump in difficulty, that is a broken game.
The more I play the game since the changes the more I believe that the issues I am having are related to lag and the changes to how the game calculates position and damage data to fix the Vanguard glitch . It now feels like two different games are being played, the one I am seeing on my monitor here in Australia, where I have health and shields with enemy at positions ABC and the game on the host machine where the enemies at positions XYZ have now shot and killed me. Host machine then tells my machine I am dead and there was nothing I could do about it.
I have already listed my experiences since the changes on this thread so I won't repeat them, but I find it bizarre that that no one in the Bioware team has experienced what I and obviously many many other players are experiencing. If you have not done so already please try some PUG games off host with a good run of different lag times, I'm sure once you start playing some games with hosts on the other side of the world you will start to see what we are all banging on about.
Thankyou for your time.
Cheers.
#689
Posté 17 octobre 2012 - 07:58
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.
You've made a lot of changes in a short period of time. Maybe it's time to put a lockdown on the number of changes that can be made in a month, say, 20 or so.
Another thing you can do is test to see whether FPS on the host machine has any bearing on the difficulty experienced by the players. Test with graphics cards on the host machine that are capable of high FPS and with graphics cards that are minimal spec, therefore can only run at low FPS.
This may only be an issue on the PC, as the consoles have a much more consistent range of FPS.
#690
Posté 17 octobre 2012 - 08:07
#691
Posté 18 octobre 2012 - 04:49
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.
- yes, and there should be a solution to it, i mean - before the recent patch+DLC it was a real fun for me experienced player to play with the common-rarity human classes and standard hitpoint N7 classes "power and melee use only bronze matches" - what was a perfectly state of the game as it should be in my eyes - but nowadays?
i would not dare to bring a character without high hitpoints or health/shield skill or both, not even to an unknown-unknown-bronze match if it shall be fun for me too! this clearly marks a just hardly acceptable imbalance to me - especially as it is a recent change - truly best example might be the scions here for sure:
even on bronze two of its three-shots-salve cannon-hits are enough to deplete (guessed absolute) every shield, ROF seems slow enough for every follow-up hit to hit past-gates anyway, when getting hit by it in the open the resulting stagger effects mostly prevents the player-character from performing any reaction - so for low hitpoint characters it is even on bronze so often just being "stun-lock-distance-attack-insta-killed",
from close range out it has also its sync-kill ability too (what appears to me as being the most unbalanced combination to think of anyway! and like that it has become the most dangerous foe in the ME3-MP to date in my eyes - and this just out of bad work in balancing! (the most dangerous ME3-MP foe to date at least on the lowest difficulty, where phantoms are found nowhere as often like on the higher difficultys...)
(how about removing the sync-kill ability of it - as it has a devastating melee anyway - and increasing the ROF of its cannon-salve drastically, to ensure less of it will hit past-gates?)
- but the best example of the bad-balancing-additional-work the ME3-MP has recived recently - and on the scion at that - is that this even on bronze such hyper-powerful foe - shows up there about as often (including multiple at once) as harmless cerberus-guardians!!! what were you thinking there?
not even relatively harmless ravagers spawn on bronze-extractions - or even respawn (at least seemingly) limitless on this difficulty! so pleeease - re-balance the enemy-factions there back to the point where the common-rarity human characters and low-hitpoint N7 characters are at least really great for bronze to at least the experienced players among us - as it should be again!
Modifié par HELLHOUND_ROCKO, 18 octobre 2012 - 07:00 .
#692
Posté 20 octobre 2012 - 08:33
In between waves, shields being damaged, stripped to zero.
Silver, Ghost, Reapers. Happened between wave one and two, so not related to Ravagers, and happened a few times in later between wave breaks and at start of a few waves, no enemies in sight.
Last enemy of wave, on other side of map, no Ravager juice or swarmers around, BANG! shields gone.
How on earth am I taking fire if there are no enemies around.
#693
Posté 20 octobre 2012 - 08:49
On games where I go from full shields to dead in an instant are also games where enemies will disappear and reappear in a different location, I'll get insta-killed by an enemy that is not close to me, downed when I'm in cover with nothing around- those types of shenanigans. And it's not every game or even all the way through the same game sometimes. But it is often enough to make it really frustrating.
However, if a little more shieldgate will compensate for the lag, please BW guys, do it!
Modifié par MinatheBrat, 20 octobre 2012 - 08:49 .
#694
Posté 20 octobre 2012 - 11:55
#695
Posté 24 octobre 2012 - 09:04
It sounds like you didn't figure out what "hazard" meant for the Ghost map... Sigh. "Shields being damaged, stripped to zero"... It's acid rain storms that come and go through the match, man, and it strips your shields. Think a little before you go blaming others.Nylon Angel wrote...
oooh good, another problem.
In between waves, shields being damaged, stripped to zero.
Silver, Ghost, Reapers. Happened between wave one and two, so not related to Ravagers, and happened a few times in later between wave breaks and at start of a few waves, no enemies in sight.
Last enemy of wave, on other side of map, no Ravager juice or swarmers around, BANG! shields gone.
How on earth am I taking fire if there are no enemies around.
#696
Posté 24 octobre 2012 - 09:08
#697
Posté 24 octobre 2012 - 09:14
Nylon Angel wrote...
oooh good, another problem.
In between waves, shields being damaged, stripped to zero.
Silver, Ghost, Reapers. Happened between wave one and two, so not related to Ravagers, and happened a few times in later between wave breaks and at start of a few waves, no enemies in sight.
Last enemy of wave, on other side of map, no Ravager juice or swarmers around, BANG! shields gone.
How on earth am I taking fire if there are no enemies around.
I spotted that one at the end of a wave on Giant. Sounds like our friend lag again.
#698
Posté 13 novembre 2012 - 10:33
Modifié par Zodhiarche, 13 novembre 2012 - 10:33 .





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