BioticArm wrote...
MuKen wrote...
...snip...
Which happens how often? You are proposing that you only ever really go down if you go down in a crowd big enough to bodily block you in. By far most downs will be easily revived and recovered. The vast majority of what is currently considered a "mistake" becomes "no big deal". You say you agree there should be consequences for mistakes, but I'm not seeing it. My point is that this is a DRASTIC reduction in overall game difficulty, probably far more than any other buff I've ever seen suggested on this board.
And simply calling the other side close-minded in any discussion contributes nothing. I could just as easily say you are being close minded from my point of view, but I understand that it is counterproductive.
I apologize for calling you closed-minded. You haven't really come out with good arguments like that above upon which we could discuss for better enlightenment. All I heard were "nays", hence the backhand verbal slap. Again, my apologies.
Please note that I did consider the difficulty factor. I've been actually waiting for someone to say a comment like, "If that's going to happen, maybe they should do "X" so that difficulty can be compensated". I'm not sure if spawns of the mooks increasing might work. I'll accept dealing with a buttload of Nemesis.
But then I remember that the computer can handle only a set amount of units at a time.
I'm for adding some stagger resistance/immunity.
And I am also for balancing the difficulty to compensate.
I just didn't say that second line for the title.
I believe that the game can still be challenging even with Stagger Resistance.
TL;DR: Still not against your idea but wonders that compensating might not be only possible via other method than adding more HP bloat, which would create other issue on higher difficulties. Perhaps reducing frequency of staggering attacks and slightly adjust wave compositions to compensate might be possibility.
Compensation is what I see problematic here. Again, I'm not against your suggestion, but I still wonder if it would be better to adjust stagger attack frequency, or nerf defences of some enemies with stagger attacks, so staggered to death situation could still happen and you had to be careful, but it wouldn't happen so often.
Like you said, there's only certain number of enemies that can be on map at the same time and because according to player reports (PC guy myself) number of boss units on Gold can cause PS3 to crash already number of enemies simultaneously on map isn't likely to change. Remaining option to compensate would be increasing enemy shields/barries and HP, or simply put, more HP bloat.
I still suck at Gold but I can't but to notice that lot of difficulty of Gold becomes of HP bloat already and I'm afraid that introducing more HP bloat to compensate might just create other problem.
There are few weapons that are good on Gold in hands of less experienced players (myself included) and while staggered to death situation is problem for everybody, player skill is which makes the difference in how often you end in that situation.
Adding more HP bloat on higher difficulties, would make surviving depend more of your weapons and gear. I wonder if this game has enough life time left for new players to grind Gold viable weapons = dead Gold PUG's.
I spent 4 hours last night trying to find people playing U/C/G. I was able to play 3 games, one I hosted myself. Then I gave up and leveled up characters on lower difficulties. Can't help but wonder, if Gold / Collectors is so balanced, where are the players? I thought people would be done with most of the mook/wave grinding for challenges on B/S by now.
Modifié par ZLurps, 21 novembre 2012 - 12:40 .