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ATTN: Bioware: Healthgate is NOT working fine. (Video proof again).


3 réponses à ce sujet

#1
Guest_Lord_Sirian_*

Guest_Lord_Sirian_*
  • Guests
Quod erat demonstrandum.

A few things to keep in mind:

1. I *DID* wonder whether the geth hunter's GPS bypasses shield/healthgate like ours does. This argument fails on several counts though:

- My QMI has more shields than health, if the GPS bypasses shieldgate/healthgate then why does shieldgate work properly in this video but not healthgate?
- This happens with many other units (Phantoms etc.) 
- There is a demonstration in the video of the hunter's GPS clearly NOT bypassing shieldgate/healthgate.

2. Many of the best players rely heavily on the shield and healthgate mechanics in order to survive while dealing damage. Those who use them will know what I mean. Whatever you may think of these tactics, you should surely agree that the gates SHOULD work as described. They clearly do not.

3. Bioware has stated that they believe the gates to be working fine. This is clearly not the case. The incident in the video is NOT an isolated case, it happens several times a game usually, and certainly far too often to just be considered an outlier.

4. I would like a response from a dev on this topic. But I am not holding my breath. 

5. I had NOT had a shield or healthgate in the last 30 seconds, much less the last 4.


Feel free to post your thoughts/discuss/get outraged/run in a circle/whatever.

Modifié par Lord_Sirian, 16 octobre 2012 - 12:24 .


#2
Kristen Schanche

Kristen Schanche
  • BioWare Employees
  • 253 messages
We don't have anything additional to comment on this time that hasn't already been commented in the gate thread. Our response remains the same:

It is being investigated. Currently we have found no issues with the gates, and after heavy digging through the code, there is nothing that has been changed that would touch them, however we are not saying that there absolutely is no problem, just that we haven't located it at this time.

Our efforts have mostly shifted however to seeing what changes we'd like to make towards fixing the unintended spike in difficulty. After implementing some of those fixes we will see what effect that is having if any on this issue and then reassess.

#3
Kristen Schanche

Kristen Schanche
  • BioWare Employees
  • 253 messages
I don't want to derail this thread too much into talking about difficulty, Lord_Sirian created it primarily to talk about the health gates so lets try to keep it on topic.

For quick difficulty answers, our initial changes will probably target bronze and silver, from testing at work, playing at home, and assessing the information we've gotten back, it's pretty clear we've harmed the experience of the players who prefer to play on those difficulties, particularly with Cerberus.

We are all mostly happy with how gold is playing, and most of us play gold at home on our retail normal accounts, but are keeping an eye on things and haven't decided yet what if anything we are going to do there.

We have been looking out for this health/shield gate issue while playing live at home, we don't use special copies of the game, I play on 360 with a normal collectors edition on my normal cable internet connection. I havn't seen this issue happen yet and I'm playing a few hours every night right now. But again, there could still be something there, and when and if we find it, we'll report further.

We know this is a pretty big community concern right now so we're trying to stay very vocal about what the state of things is.

#4
Eric Fagnan

Eric Fagnan
  • BioWare Employees
  • 561 messages
Being a client can lead to situations like in the original video this since there is a delay between getting up to date health information from the host. There could have been a delay between receiving a health bar update from the host that would have put you in your health gate, before the next update which killed you. In my opinion, it is not possible to conclusively say that the health or shield gates are not working on a client with a video since clients only see a simulation of the game. On Gold, there is only a 0.1 second gate, which is often shorter than the ping time between players. Even if the client doesn't "see" the gate, it is still happening on the host since the host has full authority on all damage systems.