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Was FBWGG farming really that big a problem?


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#376
Zero132132

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Grumpy Old Wizard wrote...

I'm disappointed the developers have chosen not to comment on the exploit of spawn point rushing.

Clearly many fans are upset about defensive playing being considered expolitative but spawn point rushing/nuking not being addressed.

It isn't an exploit. Neither is camping, but SPECIFICALLY camping that room in Firebase: White trivialized the difficulty of the game to a great degree. Rushing spawn points still requires that you either use a missile or deal with enemies quickly, so it burns a consumable or it's still fairly difficult. Having enemies walk in slowly, one at a time, and being able to pass most of a match just with counter grabs isn't nearly the same.

Also, FYI, they moved the room of shame spawn into Glacier's basement. There are two spawns down there now. So they DID actually try to tweak the ability to rush spawn points on the map on which it's most popular.

#377
Jay_Hoxtatron

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Grumpy Old Wizard wrote...

I'm disappointed the developers have chosen not to comment on the exploit of spawn point rushing.

Clearly many fans are upset about defensive playing being considered expolitative but spawn point rushing/nuking not being addressed.


They've commented. They said it's a clever way to use in game mechanics.

#378
Razerath

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Megadawg, Formica.

#379
Megadawg169

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Zero132132 wrote...

Grumpy Old Wizard wrote...

I'm disappointed the developers have chosen not to comment on the exploit of spawn point rushing.

Clearly many fans are upset about defensive playing being considered expolitative but spawn point rushing/nuking not being addressed.

It isn't an exploit. Neither is camping, but SPECIFICALLY camping that room in Firebase: White trivialized the difficulty of the game to a great degree. Rushing spawn points still requires that you either use a missile or deal with enemies quickly, so it burns a consumable or it's still fairly difficult. Having enemies walk in slowly, one at a time, and being able to pass most of a match just with counter grabs isn't nearly the same.

Also, FYI, they moved the room of shame spawn into Glacier's basement. There are two spawns down there now. So they DID actually try to tweak the ability to rush spawn points on the map on which it's most popular.

And? 

Where does it say in the game's terms of service that they can enforce their idea of playstyle on you?  Rushing spawns is creative but holding a defendable position is a problem?  Thats favoratism and very very distasteful form a company and borderline insulting to the consumers they are hired to serve.

#380
Jay_Hoxtatron

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Megadawg169 wrote...

Zero132132 wrote...

Grumpy Old Wizard wrote...

I'm disappointed the developers have chosen not to comment on the exploit of spawn point rushing.

Clearly many fans are upset about defensive playing being considered expolitative but spawn point rushing/nuking not being addressed.

It isn't an exploit. Neither is camping, but SPECIFICALLY camping that room in Firebase: White trivialized the difficulty of the game to a great degree. Rushing spawn points still requires that you either use a missile or deal with enemies quickly, so it burns a consumable or it's still fairly difficult. Having enemies walk in slowly, one at a time, and being able to pass most of a match just with counter grabs isn't nearly the same.

Also, FYI, they moved the room of shame spawn into Glacier's basement. There are two spawns down there now. So they DID actually try to tweak the ability to rush spawn points on the map on which it's most popular.

And? 

Where does it say in the game's terms of service that they can enforce their idea of playstyle on you?  Rushing spawns is creative but holding a defendable position is a problem?  Thats favoratism and very very distasteful form a company and borderline insulting to the consumers they are hired to serve.


The problem isn't holding a defendable position. It's that holding a certain position on a certain map completely trivialized Gold/Platinum difficulty. 

30% of games were played on White/Geth. It's understandable why BioWare would want people to play other maps/factions.

#381
theTman

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I think the real issue was that people found a very good way to earn credits, which reduced the chance of people spending BW points. That is their only way to make money off of MP after all.


Edit: I still do think farming like that is lame and makes the game boring, I just wanted to point out that BW has something to gain from making it harder to earn credits.

Modifié par theTman, 14 octobre 2012 - 11:38 .


#382
Zero132132

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Megadawg169 wrote...
And?  

Where does it say in the game's terms of service that they can enforce their idea of playstyle on you?  Rushing spawns is creative but holding a defendable position is a problem?  Thats favoratism and very very distasteful form a company and borderline insulting to the consumers they are hired to serve.

When was this forcing done? There are still camp spots on White, and still camp spots on most maps. Glacier may be an exception now. Really no good positions with ammo boxes within walkingg distance.

They just made it so that one specific camping spot was no longer trivially easy compared to the rest of the game. You can still hold that room, it just isn't as absurdly easy anymore. Nobody's forcing you to play any specific playstyle, they just made it a bit trickier in that one spot. Stop whining.

#383
Razerath

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theTman wrote...

I think the real issue was that people found a very good way to earn credits, which reduced the chance of people spending BW points. That is their only way to make money off of MP after all.


Very good way? Through speed running you can halve your time farming. You don't see them addressing that issue. Almost every map can be done in about 10 minutes on Gold. Add a couple of mins if you don't want to missile. Still a much better time than FBW camping.

One takes skill, one takes laziness.

#384
theTman

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Razerath wrote...

theTman wrote...

I think the real issue was that people found a very good way to earn credits, which reduced the chance of people spending BW points. That is their only way to make money off of MP after all.


Very good way? Through speed running you can halve your time farming. You don't see them addressing that issue. Almost every map can be done in about 10 minutes on Gold. Add a couple of mins if you don't want to missile. Still a much better time than FBW camping.

One takes skill, one takes laziness.


Sorry, I have never even played a gold game or farmed, it just seemed like everyone was using this setup to earn gold so I figured it was good. My main point is that BW has something to gain from making credits harder to get, as long as they don't end up driving us away.

#385
ShepComing4U

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Razerath wrote...

theTman wrote...

I think the real issue was that people found a very good way to earn credits, which reduced the chance of people spending BW points. That is their only way to make money off of MP after all.


Very good way? Through speed running you can halve your time farming. You don't see them addressing that issue. Almost every map can be done in about 10 minutes on Gold. Add a couple of mins if you don't want to missile. Still a much better time than FBW camping.

One takes skill, one takes laziness.


No.

#386
ReverendBeast

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Razerath wrote...

ReverendBeast wrote...

Razerath wrote...

Why do most of you have to **** about this? Like a pile of dirty diapered babies.

The change was for the best and I am sure the few people, all 6 of you lame asses, can change your camping style. Camping is BORING especially for the other players. We do not like to do 80% of the work while you ride a desk waiting for a stray Cannibal to walk by.


Did you buy my game for me??? Do you speak for the entire player community???  No one contacted me so I never ceded you that power...  You want to make a point out of the garbled mass of hidden and overt insults of a post please???  Could not start your own room either by the sounds of it, so obviously you come from a diminished point of view in my eyes...

AND the RGL tries to climb the Bull Pucky Mountain and rule from above...  Please try and be respectful of other opinion...  Only morons,comiedians and idiots try to make a point through insults...  Are you a comeidian??? 


Fine, buy and play the game to suck. I should have known sucky players would rise up and complain about someone telling them to get better.


Okay so you're not a comedian... Point taken, so I should listen to a moronic point of view why??? 
Your opinion means absolutely less than nothing to me and your thoughts are proof that evolution obviously leads to inevitable dead ends. 

#387
K_O_513

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Jay_Hoxtatron wrote...

The problem isn't holding a defendable position. It's that holding a certain position on a certain map completely trivialized Gold/Platinum difficulty. 

30% of games were played on White/Geth. It's understandable why BioWare would want people to play other maps/factions.


Why should they care? People are still playing it. And who cares if Gold/Platinum become easy? Isn't that the point of getting better equipment and characters: to make higher difficulties easier?

#388
Razerath

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Tman I would agree with you if BioWare was making it harder to get credits. They're not. Is much easier after the new DLC for several reasons. New characters that rock, more missiles and Glacier is even easier to nuke now.

Modifié par Razerath, 14 octobre 2012 - 11:43 .


#389
Razerath

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No what Shep? And Reverend, get a clue.

#390
Jay_Hoxtatron

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Rad_Rage wrote...

Jay_Hoxtatron wrote...

The problem isn't holding a defendable position. It's that holding a certain position on a certain map completely trivialized Gold/Platinum difficulty. 

30% of games were played on White/Geth. It's understandable why BioWare would want people to play other maps/factions.


Why should they care? People are still playing it. And who cares if Gold/Platinum become easy? Isn't that the point of getting better equipment and characters: to make higher difficulties easier?


There is a difference between making it easier, and completely trivializing it.


Razerath wrote...

Tman I would agree with you if BioWare was making it harder to get credits. They're not. Is much easier after the new DLC for several reasons. New characters that rock, more missiles and Glacier is even easier to nuke now.


Armored compartment is awesome. [smilie]http://social.bioware.com/images/forum/emoticons/grin.png[/smilie]

Modifié par Jay_Hoxtatron, 14 octobre 2012 - 11:49 .


#391
ShepComing4U

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Razerath wrote...

No what Shep? And Reverend, get a clue.


No.

#392
K_O_513

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Jay_Hoxtatron wrote...

Rad_Rage wrote...

Jay_Hoxtatron wrote...

The problem isn't holding a defendable position. It's that holding a certain position on a certain map completely trivialized Gold/Platinum difficulty. 

30% of games were played on White/Geth. It's understandable why BioWare would want people to play other maps/factions.


Why should they care? People are still playing it. And who cares if Gold/Platinum become easy? Isn't that the point of getting better equipment and characters: to make higher difficulties easier?


There is a difference between making it easier, and completely trivializing it.


Really subjective take on it. There are people who make the game look like a cakewalk even on gold/platinum.

#393
Jos Hendriks

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 A request: Could we please stay civil about a discussion like this? There is no need for insults or belittling in discussing something like this. 


There are some people who disagree with the changes to Firebase White and Firebase Glacier. This is clear from having read (and re-read) this thread and others on the subject.
Earlier in the thread I made the following post:

The layout changes to Firebase White were made (at my personal request) to address camping, not farming. Farming has never been an issue.

In hindsight (oh wonderful hindsight), this post does not convey all the information that it really should to explain my reasoning for this. I apologize for being unclear, and am writing this post to (hopefully) properly explain the reasoning behind the changes.

1) My first and pretty much only goal here is to create balanced levels that offer a decent challenge to players. My employer's bottom line only directly affects me in the sense that I make quality levels for you. Beyond that, I do not have, get, or want numbers on people who pay actual money for packs versus those who spend credits and all that entails. There are people who look at that stuff, but it is far removed from anything I do. (and to me it should stay that way)

2) Take a look at the levels in the game, both the original levels and the DLC ones that came later. Each of these has strong positions to defend, each of them has areas where you are not safe. On the whole, the levels worked out pretty well for this. People who like to occupy a strong position can find one in basically any level and do their thing, and people who want to run and gun can also do so. Add to that several types of objectives that require people to move or to stay put and you have a pretty interesting thing going.
Taking a look at most of the defendable positions in the levels, you can tell that - while they're defendable - they still require some coordination to mitigate the risk of getting flanked or exposed. The reward is that you have a strong and safe position, the risk is that enemies can flank you. 
The specific problem I (and others at the office) saw with Firebase White and to a slightly lesser extent Firebase Glacier is that specific strong, defendable positions offered the reward of being secure at almost no risk. The lower interior space in White proved to have no real alternative route for enemies to be able to flank you, or really any other type of risk that would balance out the reward. Similarly, in Glacier the tight bottleneck entrances to the basement area proved to be such a powerful funnel that no enemies would get through.
The main reason for the changes to both levels is to introduce more of a risk element to those defendable positions. The lower interior in White is still defendable, but requires attention to the new flank enemies can take, and the basement in Glacier is still defendable but requires more coordination. 

3) I'm really not on a hunt to address camping throughout the game. Firstly, camping is a valid play style and many people (as evidenced by the many passionate replies in this thread) favour it. Secondly, trying to get camping removed as a valid play style is impossible. 
The thing I wanted to refer to was defendable positions that offered the reward without the risk, and calling that camping was a poor choice of words on my part.

4) Farming is not a problem I'm concerned with. The act of repeating the same match/level/setup to gain its rewards multiple times is a product of players figuring out how to best get to the thing they want and then doing that. People can have fun with that or do it for utilitarian reasons, and it doesn't really factor into my work.

I hope this clears up why Firebase White and Glacier underwent changes.:)

Modifié par Jos Hendriks, 15 octobre 2012 - 12:02 .


#394
DC69

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ReverendBeast wrote...
BW is making the changes because they wanted to end camping period.  Anything else is really not born out by the facts of the game change mechanics... Again it goes back to this whole "Campers are low life" and "they ruin my game" meme...  It bothered you because your connection is poor and you could not make your own room or was it because camping was not your style of play???  The first is on you,(get a better connection) the second is your choice of game play. I should not have to alter my farming style to satisy your play style choices.  See my point???  

And lest we forget the reason for the change first given my Jos was for "artistic" reasons, now its to combat a particular type of game play.

Modifié par DC69, 15 octobre 2012 - 12:17 .


#395
The Absurdity

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Jos Hendriks wrote...

The layout changes to Firebase White were made (at my personal request) to address camping, not farming. Farming has never been an issue.



Well then, i know who to point all my middle fingers to.  My favorite way to play this game was squashed by you.  Enjoy never seeing another dime form me. 

Seriously, i hope you get cancer.
 

#396
Razerath

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The problem wasn't camping. It was camp farming in one single spot that made it too easy. This only matters to me when those people went into a game that isn't FBW.

PuGs got a lot harder after the DLC because those people moved from FBW to other maps and had no clue of what to do. I'm all for people moving on to new things but most of them are not ready for Gold and yet they are there for the credit payout. That is basically griefing to me. Should be reportable..

#397
ShepComing4U

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Jos Hendriks wrote...

 A request: Could we please stay civil about a discussion like this? There is no need for insults or belittling in discussing something like this. 


There are some people who disagree with the changes to Firebase White and Firebase Glacier. This is clear from having read (and re-read) this thread and others on the subject.
Earlier in the thread I made the following post:

The layout changes to Firebase White were made (at my personal request) to address camping, not farming. Farming has never been an issue.

In hindsight (oh wonderful hindsight), this post does not convey all the information that it really should to explain my reasoning for this. I apologize for being unclear, and am writing this post to (hopefully) properly explain the reasoning behind the changes.

1) My first and pretty much only goal here is to create balanced levels that offer a decent challenge to players. My employer's bottom line only directly affects me in the sense that I make quality levels for you. Beyond that, I do not have, get, or want numbers on people who pay actual money for packs versus those who spend credits and all that entails. There are people who look at that stuff, but it is far removed from anything I do. (and to me it should stay that way)

2) Take a look at the levels in the game, both the original levels and the DLC ones that came later. Each of these has strong positions to defend, each of them has areas where you are not safe. On the whole, the levels worked out pretty well for this. People who like to occupy a strong position can find one in basically any level and do their thing, and people who want to run and gun can also do so. Add to that several types of objectives that require people to move or to stay put and you have a pretty interesting thing going.
Taking a look at most of the defendable positions in the levels, you can tell that - while they're defendable - they still require some coordination to mitigate the risk of getting flanked or exposed. The reward is that you have a strong and safe position, the risk is that enemies can flank you. 
The specific problem I (and others at the office) saw with Firebase White and to a slightly lesser extent Firebase Glacier is that specific strong, defendable positions offered the reward of being secure at almost no risk. The lower interior space in White proved to have no real alternative route for enemies to be able to flank you, or really any other type of risk that would balance out the reward. Similarly, in Glacier the tight bottleneck entrances to the basement area proved to be such a powerful funnel that no enemies would get through.
The main reason for the changes to both levels is to introduce more of a risk element to those defendable positions. The lower interior in White is still defendable, but requires attention to the new flank enemies can take, and the basement in Glacier is still defendable but requires more coordination. 

3) I'm really not on a hunt to address camping throughout the game. Firstly, camping is a valid play style and many people (as evidenced by the many passionate replies in this thread) favour it. Secondly, trying to get camping removed as a valid play style is impossible. 
The thing I wanted to refer to was defendable positions that offered the reward without the risk, and calling that camping was a poor choice of words on my part.

4) Farming is not a problem I'm concerned with. The act of repeating the same match/level/setup to gain its rewards multiple times is a product of players figuring out how to best get to the thing they want and then doing that. People can have fun with that or do it for utilitarian reasons, and it doesn't really factor into my work.

I hope this clears up why Firebase White and Glacier underwent changes.:)


Thank you for going into more detail about the changes and why they were made, but it doesnt change my dissatisfaction. Things were brought in to discourage camping in general, the additions of the Geth Bomber and Dragoon reinforce this. 

There was a lot of risk in Gold and Platinum camping of Firebase White. Out of twenty matches a day, I must've have only extracted 1 or 2 times, yet I thought it as fun and worth the effort. Now, I get downed every few shots and my teammates leave me to die. Thats not fun.

Modifié par ShepComing4U, 15 octobre 2012 - 12:08 .


#398
Razerath

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The Absurdity wrote...

Jos Hendriks wrote...

The layout changes to Firebase White were made (at my personal request) to address camping, not farming. Farming has never been an issue.



Well then, i know who to point all my middle fingers to.  My favorite way to play this game was squashed by you.  Enjoy never seeing another dime form me. 

Seriously, i hope you get cancer.
 


As an example, this is the attitude I see online after the DLC in PuGs. Most of them won't even go in equipped for it and will hardly ever even use a gel or missile.

#399
Megadawg169

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Jos Hendriks wrote...

 A request: Could we please stay civil about a discussion like this? There is no need for insults or belittling in discussing something like this. 


There are some people who disagree with the changes to Firebase White and Firebase Glacier. This is clear from having read (and re-read) this thread and others on the subject.
Earlier in the thread I made the following post:

The layout changes to Firebase White were made (at my personal request) to address camping, not farming. Farming has never been an issue.

In hindsight (oh wonderful hindsight), this post does not convey all the information that it really should to explain my reasoning for this. I apologize for being unclear, and am writing this post to (hopefully) properly explain the reasoning behind the changes.

1) My first and pretty much only goal here is to create balanced levels that offer a decent challenge to players. My employer's bottom line only directly affects me in the sense that I make quality levels for you. Beyond that, I do not have, get, or want numbers on people who pay actual money for packs versus those who spend credits and all that entails. There are people who look at that stuff, but it is far removed from anything I do. (and to me it should stay that way)

2) Take a look at the levels in the game, both the original levels and the DLC ones that came later. Each of these has strong positions to defend, each of them has areas where you are not safe. On the whole, the levels worked out pretty well for this. People who like to occupy a strong position can find one in basically any level and do their thing, and people who want to run and gun can also do so. Add to that several types of objectives that require people to move or to stay put and you have a pretty interesting thing going.
Taking a look at most of the defendable positions in the levels, you can tell that - while they're defendable - they still require some coordination to mitigate the risk of getting flanked or exposed. The reward is that you have a strong and safe position, the risk is that enemies can flank you. 
The specific problem I (and others at the office) saw with Firebase White and to a slightly lesser extent Firebase Glacier is that specific strong, defendable positions offered the reward of being secure at almost no risk. The lower interior space in White proved to have no real alternative route for enemies to be able to flank you, or really any other type of risk that would balance out the reward. Similarly, in Glacier the tight bottleneck entrances to the basement area proved to be such a powerful funnel that no enemies would get through.
The main reason for the changes to both levels is to introduce more of a risk element to those defendable positions. The lower interior in White is still defendable, but requires attention to the new flank enemies can take, and the basement in Glacier is still defendable but requires more coordination. 

3) I'm really not on a hunt to address camping throughout the game. Firstly, camping is a valid play style and many people (as evidenced by the many passionate replies in this thread) favour it. Secondly, trying to get camping removed as a valid play style is impossible. 
The thing I wanted to refer to was defendable positions that offered the reward without the risk, and calling that camping was a poor choice of words on my part.

4) Farming is not a problem I'm concerned with. The act of repeating the same match/level/setup to gain its rewards multiple times is a product of players figuring out how to best get to the thing they want and then doing that. People can have fun with that or do it for utilitarian reasons, and it doesn't really factor into my work.

I hope this clears up why Firebase White and Glacier underwent changes.:)

Thank you for clarification Jos. Its a relief to know that your orginal post was taken out of context.

#400
Jay_Hoxtatron

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Rad_Rage wrote...

Jay_Hoxtatron wrote...

Rad_Rage wrote...

Jay_Hoxtatron wrote...

The problem isn't holding a defendable position. It's that holding a certain position on a certain map completely trivialized Gold/Platinum difficulty. 

30% of games were played on White/Geth. It's understandable why BioWare would want people to play other maps/factions.


Why should they care? People are still playing it. And who cares if Gold/Platinum become easy? Isn't that the point of getting better equipment and characters: to make higher difficulties easier?


There is a difference between making it easier, and completely trivializing it.


Really subjective take on it. There are people who make the game look like a cakewalk even on gold/platinum.


Not really subjective. Anyone could farm FBWGG if he/she wished to do so. 0 risks, high rewards (Gold credits).