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A Few points (out of many) why this Game is going fatally wrong


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#26
Pork

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I'm enjoying it just fine :)

 

So am I, but the fact remains that it takes me less time to find a full lobby in ME3MP than it does in DAIMP. Thats embarrassing. The game could have been so much better if St. Bluke, Blair and Billy were all around 6 months ago instead of Amelias memes and radio silence. Dragonslayer should have been bundled in with the first DLC (if we can even call it that). We should have had full expansion packs dropping every 2-3 months since launch (because thats what we got in ME3), instead we got some glitchy dogs that still have appalling pathfinding for 6 months, in which time, 90% of the population decides this MP is a waste of time.

 

Dragonslayer drops and we all love bioware again, then we all get dragon weapons which render all other weapons in the game totally useless. There is no challenges for the new characters or dragons until a month later, which aren't retroactive, and buggy when they are. What is the incentive to play anymore exactly?

 

Lets face it. This could have been given legendary status if Dragonslayer dropped at Christmas, we had regular content drops (characters, maps, enemies, challenges etc) and we had all the interaction we have now BEFORE 'the incident'. 


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#27
Geth Supremacy

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Lol, this is exactly how I feel with the latest Spirit Blade. 

 

350x700px-LL-d37c5b7e_3413764_f9af4c5528

 

Seriously though, overall I'm pretty happy with Bioware's efforts, even if they're like a bull in a china shop with the nerfs. 

 

hilarious and true.



#28
Silversmurf

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For a non-subscription , single player game they did ok. The improvements have been nice.

They didn't have to make multiplayer at all and it obviously was just a stick-on bonus.

Considering I don't play that much as I have job, wife, 2 kids, I am 92 on PS4 leaderboard. That tells me not a lot of people are playing as I shouldn't be that high.

There won't be a massive budget allocated to a game that doesn't have the playerbase. Yes things could have been so much better in the beginning but I prefer not to dwell in the past.

Big thank you to all the people who bought platinum as it's probably the only reason game is getting more support now.

I've been playing since January and I still see me playing until next January.

I'm not much for single player games anymore and enjoy the multi player very much. I have even met a couple of new "friends" that play quite a bit which probably helps with exp gaining.

I'm finding pug groups fill up a lot more quickly since the dlc dropped.
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#29
scynn

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For a non-subscription , single player game they did ok. The improvements have been nice.

They didn't have to make multiplayer at all and it obviously was just a stick-on bonus.

Considering I don't play that much as I have job, wife, 2 kids, I am 92 on PS4 leaderboard. That tells me not a lot of people are playing as I shouldn't be that high.

There won't be a massive budget allocated to a game that doesn't have the playerbase. Yes things could have been so much better in the beginning but I prefer not to dwell in the past.

Big thank you to all the people who bought platinum as it's probably the only reason game is getting more support now.

I've been playing since January and I still see me playing until next January.

I'm not much for single player games anymore and enjoy the multi player very much. I have even met a couple of new "friends" that play quite a bit which probably helps with exp gaining.

I'm finding pug groups fill up a lot more quickly since the dlc dropped.

 

I could be totally wrong about this, but I do recall reading somewhere that the DAIMP was actually being developed before they started on DAI. Or, it was another project, and it just merged with DAI. Again, I don't remember the specifics or where I read it, I just remember thinking "Then why does it feel so slapped together?". And on the flip side, I also remember a comment where ME3MP was an afterthought to ME3, and it worked out famously. 

 

As Pork mentioned, it was incredibly painful waiting for Dragonslayer to come out, especially since we were told to expect ME3MP treatment. Again, I feel like simple communication with your players does wonders, because if we knew we had to wait til May for an actual DLC, I feel like people would've just taken a break and come back fresh to enjoy it. Instead of drudging through the Chateau day in day hope, hoping for something new to do...


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#30
Denrok1

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I came over from ME3 mp, a game that had it right from the start. Minor weekly tweaks, nerfs and buffs kept it at pace, and to this day the game is still a challenging pleasure to play.

The community started DA mp with a set of rules handed to us and played within those boundaries. Yes, certain characters did more damage while others offered more support and all were unique in their own way. Basically it followed a typical RPG construct carried over from early D&D.

But right now my arcane is wielding a floppy rubber hose while my archer is finishing off enemies on caltrops. In the meantime the avvar has emerged as an op killing machine more deadly than any character that came before. Here the weekly "tweaks" are becoming a source of game altering frustration in what appears to be an attempt to nerf players who have worked for the promotions that advance gameplay. Yet bugs and glitches and cheats are addressed in a "we'll get to it when we get to it" fashion.

And here is the elephant in the room: When we see op players, regardless of class, it is because these individuals have put in the time, followed the rules and promoted diligently to the point where no matter what class they play they have become close to invincible.

The character tweaks are drastic and aggravating to those at the top, slowing gameplay, but not adding challenges, unless not falling asleep is a challenge. However to people just starting out lacking the tools to advance and promote will make this game less attractive.

It seems Bioware changes the game rules to satisfy forum trolls rather than support the most loyal players. With such an outstanding mp experience as ME3, how did we end up with this?

Finally one last thing should be mentioned - ME3 kicked players that went AFK. Here they are rewarded.

 

 

I started playing DAIMP in mid February and have stuck around until now and I agree with all of Saigeo had to write but I see the state of the game a little differently.

 

THE BAD:

 

When the designers gave players the ability to promote endlessly they automatically opened the door for players to eventually become invincible.  As time goes on, more and more people are going to get the promotions necessary to make all difficulties easy. If I am Bioware I would not want this. A bored gamer moves onto a different game; thus, this game had an end life at launch (I guess you could argue all games do).

 

THE UGLY:

 

The bugs bother me a lot. Here is a list of some of the ones not yet fixed:

  1. The hunter’s perma crit
  2. The virtuoso’s infinite mana glitch
  3. Killing the dragon mid air and having her float between the pavement not being able to finish the match
  4. Dashboarding to main menu (I count this as a glitch)
  5. Unable to find a match (matchmaking)
  6. Mindblast upgrade not working after first death

The one thing I would urge the Bioware staff to do now is to start focusing on fixing the list of known bugs. Nothing frustrates me more than being dashboarded during the middle of zone 5 only to find out the game is full when I try to rejoin.

 

THE GOOD:

 

Lastly, I would like to applaud the Bioware team for their recent communication with the community over the last several weeks. Yes the arcane warrior hits like a wet noodle, but we know the developers are aware of this, and yes the archer is killing things with caltrops but we also know too that the developers are aware of this. If a tweak is needed to the arcane warrior and archer, I trust Bioware will do their thing.

 

Bottom line, with the amount of communication the Bioware staff has had with the community lately, the game should improve.

 

Fix the bugs, look into adjusting the broken promotion system and move from there.

 

If you are reading this Bioware, please address bugs one through six!

 

*I wish I could post more thoughts but I have to head out now


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#31
Medallian

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I came over from ME3 mp, a game that had it right from the start. Minor weekly tweaks, nerfs and buffs kept it at pace, and to this day the game is still a challenging pleasure to play.

The community started DA mp with a set of rules handed to us and played within those boundaries. Yes, certain characters did more damage while others offered more support and all were unique in their own way. Basically it followed a typical RPG construct carried over from early D&D.

But right now my arcane is wielding a floppy rubber hose while my archer is finishing off enemies on caltrops. In the meantime the avvar has emerged as an op killing machine more deadly than any character that came before. Here the weekly "tweaks" are becoming a source of game altering frustration in what appears to be an attempt to nerf players who have worked for the promotions that advance gameplay. Yet bugs and glitches and cheats are addressed in a "we'll get to it when we get to it" fashion.

And here is the elephant in the room: When we see op players, regardless of class, it is because these individuals have put in the time, followed the rules and promoted diligently to the point where no matter what class they play they have become close to invincible.

The character tweaks are drastic and aggravating to those at the top, slowing gameplay, but not adding challenges, unless not falling asleep is a challenge. However to people just starting out lacking the tools to advance and promote will make this game less attractive.

It seems Bioware changes the game rules to satisfy forum trolls rather than support the most loyal players. With such an outstanding mp experience as ME3, how did we end up with this?

Finally one last thing should be mentioned - ME3 kicked players that went AFK. Here they are rewarded.

lol I tried to make the same point. not as elegantly said as you  but the same point never the less..... there killing future player base and, leaving it to the vets to care clueless new players with little to no stats through perilous of all things... like they take and don't add....it is so frustrating.. lord oh lord lets see whats coming up this weekend 



#32
Silversmurf

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I could be totally wrong about this, but I do recall reading somewhere that the DAIMP was actually being developed before they started on DAI. Or, it was another project, and it just merged with DAI. Again, I don't remember the specifics or where I read it, I just remember thinking "Then why does it feel so slapped together?".

 

 

You are correct in a way.

 

MP had it's own team and was developed alongside SP.

 

MP was 2 years in development.

 

I am wondering how many hours per day were spent on it though.  I think I read the Frostbite engine was forced upon the dev's and they had a hard time working with it.

 

EDIT: edited my horrible spelling



#33
Dieb

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As much as I am jealous of people with high promotions, there is a distinct difference between DAMP and MEMP, in that the former is still more of a numbers-based RPG.

 

I want it to stay that way. Some players are stronger by default because they have the numbers on their side for training their characters by promoting.

 

MEMP is a shooter, which rewards a quick reaction way more than time spent, and that's also fine.

 

(My Mantis X salutes your wretched BW X!)


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#34
Silversmurf

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there is a distinct difference between DAMP and MEMP, in that the former is still more of a numbers-based RPG.

I want it to stay that way. Some players are stronger by default because they have the numbers on their side for training their characters by promoting


Exactly. Well said.

#35
Lil Mantis

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The community started DA mp with a set of rules handed to us and played within those boundaries. Yes, certain characters did more damage while others offered more support and all were unique in their own way. Basically it followed a typical RPG construct carried over from early D&D.

But right now my arcane is wielding a floppy rubber hose while my archer is finishing off enemies on caltrops. In the meantime the avvar has emerged as an op killing machine more deadly than any character that came before. Here the weekly "tweaks" are becoming a source of game altering frustration in what appears to be an attempt to nerf players who have worked for the promotions that advance gameplay. Yet bugs and glitches and cheats are addressed in a "we'll get to it when we get to it" fashion.

And here is the elephant in the room: When we see op players, regardless of class, it is because these individuals have put in the time, followed the rules and promoted diligently to the point where no matter what class they play they have become close to invincible.

The character tweaks are drastic and aggravating to those at the top, slowing gameplay, but not adding challenges, unless not falling asleep is a challenge. However to people just starting out lacking the tools to advance and promote will make this game less attractive.

It seems Bioware changes the game rules to satisfy forum trolls rather than support the most loyal players. With such an outstanding mp experience as ME3, how did we end up with this?
 

Saigeo,

Well said.  I'm noticing a lot of the individuals that I normally play with are not playing DAIMP as often as they did and are just about done with the game and are moving on to other game titles.  Primarily due to the reasons you listed.


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#36
Denrok1

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Saigeo,

Well said.  I'm noticing a lot of the individuals that I normally play with are not playing DAIMP as often as they did and are just about done with the game and are moving on to other game titles.  Primarily due to the reasons you listed.

 

Yes Mantis, but every game has a shelf life. People are going to one day stop playing eventually. Given what you said Saigeo, what changes do you propose Bioware should implement to make the game better?



#37
scynn

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Yes Mantis, but every game has a shelf life. People are going to one day stop playing eventually. Given the what you said Saigeo, what changes do you propose Bioware should implement to make the game better?

 

Exactly. People are always going to go play something new when it comes out, like the Witcher 3, for example. I lost a few squad members to that since it came out. I'm sure they'll be back when they're bored of it, though, just as I'm prolly gonna take a break from DAIMP when ESO comes out, but will eventaully come back as ESO is most likely going to be a huge failure. One game can't indefinately keep one's attention span forever, unlss they updated the hell out of it incredibly quickly.



#38
Saigeo

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Denrok - I posted another reply to Bioware on the 'to date' page. Basically stating buffs are not necessarily (both to enemies and players) a bad thing, while nerfs are driving us crazy. Add to that the bugs that are never addressed, and it's all round bad. They need to be 'badgered' by the community.

I bought the game mostly for the multiplayer and learned to play it within its limitations. But now it's become a bit like walking into your weekly poker game and finding a new set of house rules every time. I find this tedious, and the blackjack table is looking more attractive daily.

Also, regarding ME3, the moment they release the trilogy on the X1 you can expect to find me there. I still boot up the 360 every once in a while, and am surprised to easily find a lobby. The reason I don't play it more are my 360 issues. But until four gets released I expect I shall be playing that. So I think there are games and there are games. Some have a short shelf life while others don't.

I didn't expect, nor want a repeat of Mass Effect in this game and was glad it wasn't, however I did expect the same sort of thought would have gone into creating this, generating a pleasantly memorable game one wants to go back to.
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#39
Denrok1

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Here it is in a nut shell:

 

"Instead of tampering with gameplay Bioware needs to focus it's attention on bugs, glitches and cheats. As I remember from the key drop glitch, these problems take a long time to get resolved, yet loyal players such as myself tolerated it for the enjoyment of the game. Now the game is less enjoyable as the bugs are multiplying."

 

I agree with you on this completely Saigeo. Bioware should take the low hanging fruit off the tree by fixing their bugs. Fixing bugs is an immediate fix that could alleviate a lot of player frustration.

 

I also think promotions should have diminishing returns. Max defenses kick in at 170 so why not have diminishing returns after 170 in each category and scale a nightmare mode to those stats? Food for thought.

 

*high five for your pun. I loved it.*



#40
Saigeo

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Denrok - fixing bugs is more complicated because they have to find them and they may not know where to look. In the process something else might change. (Like when they fixed the key drop glitch, my archer's lovely red outfit turned brown). Tweaking things is easier since that's just changing numbers and they know where they are. The path of least resistance.

Level caps should have been implemented from day one, but as Spectr said it's probably way too late to do something about that. Remember that our stats were briefly nerfed when the DLC came out? I thought it was funny as hell since I thought it was temporary punishment for not finishing the weekend challenge, like when Bioware put Banshees into every enemy group for not finishing a challenge. But alas, the community had little sense of humor about this (and that) and I think Bioware has learned it's lesson about punishments. However games were refreshingly challenging at that point. *and the week of the three bosses - loved it!!!

For beginners one big problem was not being able to chose your enemy since preparing for battle was impossible - like what weapon/rune combo to take, or choosing potions. As a result I really only ever have used regens, healing mists, mighty offense, lyrium and the like. Resistance potions have been fairly useless. And a stamina potion might have been nice inclusion.

I digress. I think you might be a tad sulky about the cunning limitations. Time to unpack a few mages! You really, REALLY need to play your arcane right now, or you'll miss out on all the fun the rest of us are having!

It's not as if they can ever give us 100% resistance to everything. That would just be comical. Plus imagine not being able to die at all when encountering a glitch. I don't know what the status on a nightmare level is, but that's what I have been working towards and have assumed it would be out by now.
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#41
Texasmotiv

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There already are several soft caps. Once you hit the all around 80% defense bonus at lvl1 with no passives (160 promotes of each class) and 100% crit without any bonuses (200 rogue promotions) then you only have willpower to give you damage bonuses and constitution to give you 5 hp. I think I'd call that a diminishing return, after a certain point you are not getting the same benefit.

 

That is effectively your high ceiling - 170/170/170. The problem is that is a LOT of headroom. The difference between 10/10/10 and 170/170/170 is quite noticeable.


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#42
Sulaco_7

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No one likes soft caps or any kind of caps.  And Bioware isn't going to implement these anyways.

 

Alternatively, I would like to see "floor boosts".  I don't know what you call them, but this is how I imagine they would work:

 

1. When your promotes are low, each additional point gives a higher boost.  For example: your stats are between 10-20, then each point gives 7 health instead of 5.

2. At higher promotes, the boost is lowered.  For example, at 50 all your points give only 5 health.

 

Benefits:

 

High promoted players see no change.  They are still just as powerful as before.

Low promoted players get a boost - to close the promote gap with higher players.

 

Win-win for everyone.



#43
Brewskin

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I like caps, I'm wearing a soft one right now.


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#44
sonofbarak

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No one likes soft caps or any kind of caps.  And Bioware isn't going to implement these anyways.

 

Alternatively, I would like to see "floor boosts".  I don't know what you call them, but this is how I imagine they would work:

 

1. When your promotes are low, each additional point gives a higher boost.  For example: your stats are between 10-20, then each point gives 7 health instead of 5.

2. At higher promotes, the boost is lowered.  For example, at 50 all your points give only 5 health.

 

Benefits:

 

High promoted players see no change.  They are still just as powerful as before.

Low promoted players get a boost - to close the promote gap with higher players.

 

Win-win for everyone.

 

Win for you Lose for higher levels terrible idea.
 


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#45
Denrok1

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Denrok - fixing bugs is more complicated because they have to find them and they may not know where to look. In the process something else might change. (Like when they fixed the key drop glitch, my archer's lovely red outfit turned brown). Tweaking things is easier since that's just changing numbers and they know where they are. The path of least resistance.

Level caps should have been implemented from day one, but as Spectr said it's probably way too late to do something about that. Remember that our stats were briefly nerfed when the DLC came out? I thought it was funny as hell since I thought it was temporary punishment for not finishing the weekend challenge, like when Bioware put Banshees into every enemy group for not finishing a challenge. But alas, the community had little sense of humor about this (and that) and I think Bioware has learned it's lesson about punishments. However games were refreshingly challenging at that point. *and the week of the three bosses - loved it!!!

For beginners one big problem was not being able to chose your enemy since preparing for battle was impossible - like what weapon/rune combo to take, or choosing potions. As a result I really only ever have used regens, healing mists, mighty offense, lyrium and the like. Resistance potions have been fairly useless. And a stamina potion might have been nice inclusion.

I digress. I think you might be a tad sulky about the cunning limitations. Time to unpack a few mages! You really, REALLY need to play your arcane right now, or you'll miss out on all the fun the rest of us are having!

It's not as if they can ever give us 100% resistance to everything. That would just be comical. Plus imagine not being able to die at all when encountering a glitch. I don't know what the status on a nightmare level is, but that's what I have been working towards and have assumed it would be out by now.

 

I rather liked the nerf to all our stats that night too. I remember laughing after each hit in perilous. It made me feel like the nonathletic kid in sixth grade dodge ball that everybody aims for. 

 

I didn't know fixing bugs takes a long time, and this is not directed at you, but how long is an acceptable amount of time for Bioware to fix their bugs? How long is the hunter going to run around with perma crit? How long will the mind blast upgrade be continued to be bugged? I believe these two bugs have been in the game since launch.

 

Speaking of promotions, Texasmotive makes a good point. Diminishing returns kicks in at 170-170-170 and cunning is further completely capped at 210 (BOOOOOOOOOOOO).

 

I am at a loss for words at the moment, but high on more puns!!



#46
Saigeo

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Denrok - as far as bugs go, they should have been beta tested out of existence. The final product really should not have them, and if they do then they need to be prioritized. But as Bethesda has demonstrated one can have a loyal fan base with bugs coming out of the developers nostrils and still sell tons of games. In the past Bioware has had higher standards, and it's sad this should become the norm. I suspect this is more to do with EA and the bottom line, i.e. not enough people putting in the hours.

Finding bugs can be very tricky. Which conflict causes bugs is often unrelated to the incidents they cause. First the devs need to consistently duplicate them so they know under what circumstances bugs occur and take note of when they don't occur. It could be something very random, such as (I don't know) an enemy spawning in an uncommon area which causes dash boarding on wave four. Or maybe it is caused by the type of event we're given, or which player runs into the room first, or, or, or. They are looking for a needle in a haystack since they need to keep track of everything that happens as the event occurs as much as what doesn't. If fixing bugs was easy it would be done.

#47
Texasmotiv

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Speaking of promotions, Texasmotive makes a good point. Diminishing returns kicks in at 170-170-170 and cunning is further completely capped at 210 (BOOOOOOOOOOOO).

 

On top of that, That is referring to a lvl 1 character with no weapons, armor or accessories equipped. I can't think if the starter armor has stats on it.

 

But further earlier soft caps could be reached based on passives and gear. But would vary based on class and spec. Also items equipped, etc. Like how ironically a rogue gets so much crit from passives and guaranteed crit that the crit% from cunning is not really that useful to them once you reach a certain base level.



#48
Theghostof_timmy

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Denrok - as far as bugs go, they should have been beta tested out of existence. The final product really should not have them, and if they do then they need to be prioritized. But as Bethesda has demonstrated one can have a loyal fan base with bugs coming out of the developers nostrils and still sell tons of games. In the past Bioware has had higher standards, and it's sad this should become the norm. I suspect this is more to do with EA and the bottom line, i.e. not enough people putting in the hours.

Finding bugs can be very tricky. Which conflict causes bugs is often unrelated to the incidents they cause. First the devs need to consistently duplicate them so they know under what circumstances bugs occur and take note of when they don't occur. It could be something very random, such as (I don't know) an enemy spawning in an uncommon area which causes dash boarding on wave four. Or maybe it is caused by the type of event we're given, or which player runs into the room first, or, or, or. They are looking for a needle in a haystack since they need to keep track of everything that happens as the event occurs as much as what doesn't. If fixing bugs was easy it would be done.

I think we can safely say the days of bug-less games( on launch) are long gone. Games these days are just too big and complicated to catch them all. Finding and fixing all the game breakers and minor bugs that pop up in a regular, non-intensive playthrough is the best that can be done. DAI didn't really achieve that, with the awful and super obvious dialogue glitch in SP and the key glitch in MP. But as long as the game runs properly 90% of the time and it's possible to get to the end, I consider it a success. People **** bricks over skyrim being buggy, but I played the game for a month straight after launch and never ran into anything game breaking. I find all the nerd rage about having some broken, miscellaneous side quest tucked away in the far corner of the map, that you purposefully glitched through the map to get to amusing.



#49
Yumi

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Can't fire my gun without caps.






Just sayin'
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#50
Saigeo

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Theghostof_timmy - the standards of both consumers and companies are really pathetic. If we look at auto manufacturers and all the recalls due to deaths caused by faulty equipment, then the quality of a game might seem minor. However it's more of the general attitude of acceptance here that is the problem - as long as the product is cheap and the bottom line is met both sides are happy, no? Would you pay $10 more for a flawless product? 20? 30? Are game manufacturers willing to forfeit heavy profits to bring us a flawless product? It like saying deaths are unavoidable because cars are now too complicatited to manufacture, and true beta testing doesn't happen until it hits the consumer. That's a sorry excuse.