what is the strategy behind the information policy
#1
Posté 24 mars 2015 - 06:24
implementing those things took waaaaay longer than writing a small note about them.
hence, they deliberately did not tell us .
WHY ??? for God's sake
we all also know that this is just one example of millions.
if it wasn't, I would not be writing this post.
#2
Posté 24 mars 2015 - 06:47
#3
Posté 24 mars 2015 - 06:52
#4
Posté 24 mars 2015 - 07:11
Because too many people went off the deep end at the weekly balance changes for ME3MP.
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#5
Posté 24 mars 2015 - 07:14
Because too many people went off the deep end at the weekly balance changes for ME3MP.
This was my theory as well. But it 'twas like a PARTY when they did the balance changes. I swear the ME3MP peeps rubbed their hands with glee- it was like- a soccer game gone wrong.
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#6
Posté 24 mars 2015 - 07:18
Who knows?
#7
Posté 24 mars 2015 - 07:58
I have no idea. Maybe Blizzard/Valve spoiled me to much with the patch notes.
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#8
Posté 24 mars 2015 - 08:44
This was my theory as well. But it 'twas like a PARTY when they did the balance changes. I swear the ME3MP peeps rubbed their hands with glee- it was like- a soccer game gone wrong.
Germany vs Brazil in the world cup.
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#10
Posté 24 mars 2015 - 08:53
They might as well just skip it and put "Fixed some stuff". Or maybe they should offer a commendation chest to the first person to figure out what changed.
^ This is a winner lol.

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#11
Posté 24 mars 2015 - 09:07
They might as well just skip it and put "Fixed some stuff". Or maybe they should offer a commendation chest to the first person to figure out what changed.
I'm on it for next time.
Really though, we missed adding the zone 5 change. Sorry.
Billy Please.
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#12
Posté 24 mars 2015 - 09:09
It has been like that with Bioware since the time immemoria or Baldur's Gate. I guess, they generally like to hide things and let the people find out by themselves. It encourages .... creativity. ![]()
Also, lots of hidden and undocumented bugs and general bs always. I still remember the infamous diamond ring hidden in a tree trunk in AR2700 worth 500 gold. http://www.gamebansh...bgee/ar2700.php
5- SPOILER (LOCATION: X 4418, Y 1956):
At this point, the road will be flanked by 2 trees, one on the right and one on the left. By searching the trunk of the tree on the left you will discover a diamond, worth a good 500 gp. in any shop!
That one was a game-breaker big time. No way you can find it on your own. Turns the early game into a cakewalk instead of torturous grind.
#13
Posté 24 mars 2015 - 09:27
Ahahahahahhahahahahahahhajah
MFW editing doesn't work on mobile or I'm a total noob.
Well played Blair.
#14
Posté 24 mars 2015 - 09:28
I'm on it for next time.
Really though, we missed adding the zone 5 change. Sorry.
Billy Please.
Any and all information provided to us would be welcomed for changes. I know I would rather know what to expect that be surprised by unexpected differences from normal game play.
#15
Posté 24 mars 2015 - 09:36
I'm on it for next time.
Really though, we missed adding the zone 5 change. Sorry.
Billy Please.
Really, Blar?
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#16
Posté 24 mars 2015 - 09:39
Any and all information provided to us would be welcomed for changes. I know I would rather know what to expect that be surprised by unexpected differences from normal game play.
That is the idea, this one just got missed from the final copy edit.
#17
Posté 24 mars 2015 - 09:49
That is the idea, this one just got missed from the final copy edit.
Out of curiosity, it seems that spawns have changed as well. Do you have any notes to share about any changes made in those regards?
edit - It is also great to have the interaction today and I love the change to wave 5. Whoever had that idea deserves a cookie
#18
Posté 24 mars 2015 - 09:56
Out of curiosity, it seems that spawns have changed as well. Do you have any notes to share about any changes made in those regards?
edit - It is also great to have the interaction today and I love the change to wave 5. Whoever had that idea deserves a cookie
Spawns shouldn't have changed, if they did it's a bug and not a sneaky design change. BioMasika was doing some investigation into that and a few other things he's seen pop up on the forums. I'll update if anything comes up from his investigation.
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#19
Posté 24 mars 2015 - 10:08
spawns are definitely different and seem to be out of sync compared to how they spawned before this patch. Groups that spawn in front of the last door of levels 1, 2 and 3 are particularly messed up.
#20
Posté 24 mars 2015 - 11:39
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#21
Posté 24 mars 2015 - 11:45
Spawns shouldn't have changed, if they did it's a bug and not a sneaky design change. BioMasika was doing some investigation into that and a few other things he's seen pop up on the forums. I'll update if anything comes up from his investigation.
I think the behaviour is also a bit different - I have noticed a bit more aggro. Or is that a spawn that pulls in its buddies from the next room. It does add some variation, which isn't entirely bad.
#22
Posté 25 mars 2015 - 12:39
Spawns shouldn't have changed, if they did it's a bug and not a sneaky design change. BioMasika was doing some investigation into that and a few other things he's seen pop up on the forums. I'll update if anything comes up from his investigation.
If it is a bug, may i request that it isnt changed. The additional enemies were great as they made the map feel really full an I enjoyed the extra XP
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#23
Posté 25 mars 2015 - 01:12
They can't write code properly so what makes you think they can write changelogs? ![]()
#24
Posté 25 mars 2015 - 02:21
Spawns shouldn't have changed, if they did it's a bug
It's not a bug, it's a feature.
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#25
Posté 25 mars 2015 - 03:00
If it is a bug, may i request that it isnt changed. The additional enemies were great as they made the map feel really full an I enjoyed the extra XP
I got sync killed three times by three invisible Shadows in one room this afternoon. I'm not sure I got any extra XP for it though.
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