While we are at fixing things,I see that Hook and tackle bug survived (stuck in the wall).
Things Bioware should fix next
#51
Napisano 10 sierpień 2015 - 07:48
#52
Napisano 10 sierpień 2015 - 10:10
1) blah blah 11)
i knew it that they would fix everything
#53
Napisano 10 sierpień 2015 - 10:29
The whole salvaging system. Getting materials to unlock the new characters (Amund and Zither in my case) is proving to be a nightmare... Literally nothing gives me cloth when I break it down, and when I do it's always a different type of cloth. There should be a store where you can buy say, Plaidweave, for 20G to make armours with ![]()
#54
Napisano 10 sierpień 2015 - 10:54
Hang on, what exactly is your position here? Because you've stated two mutually exclusive ones:
A, stability/connection issues are significantly problematic in DAMP to the point where they outweigh the problem of leavers
B, even if there were zero (or as close to it as possible) stability/connection issues, people should still be rewarded with XP/gold/items despite leaving early because leavers aren't a problem
So which is it?
My original post on this matter was mainly geared towards a way to solve issues with lost experience due to issues with game stability. The wording in that post makes it quite clear that I was talking about people being dropped out of games due to stability problems. I never included the notion that people who leave games intentionally should still get XP until you brought that point up. I do not believe that people intentionally leaving mid-match is a very large issue. Someone you may consider a "leaver" very well may be someone who's game crashed.
I believe that stability is an issue in this game. I believe that people who spent time helping a team deserves compensation for their time and effort. I do not see how these two opinions are contradictory to each other.
I never said, not once, that people should be punished for leaving DAMP. In fact, the only time I used the word punish was referencing LoL -- where people who keep leaving will actually get *banned* (which I am not advocating for DAMP).
You seem to be confusing the terms "reward" and "punishment." Punishment would mean something like losing gold, XP, or promotions as a result of leaving (or being suspended/banned, of course). And, of course, that's not what happens -- at an absolute minimum you stay exactly the same and, in fact, you currently keep gold/items obtained.
Hence why you design the system to encourage *not* leaving (or discourage leaving, however you prefer to say it). And that's why leavers shouldn't get the XP -- so they have an incentive to stay and at least try to continue until the groups actually wipes (or succeeds).
Now, if I understand your logic right, no one earns experience until they are all standing around the flag at the end. That is when XP is handed out, so that must be how it is earned, right? But then... why does it show some people with higher scores at the end than other people?
Experience is earned through performing actions during the game. Have you never seen anything pop up when you perform an action that says something along the lines of +110XP (DAMAGE)? This clearly shows that you are earning the XP through your actions throughout the game. Withholding the XP you already earned until completion is not an example of a reward, it is a threat of punishment. You will be punished for leaving by losing your XP.
An example of a reward would be something akin to gaining an XP bonus for completion, or a system that awards progressively larger bonuses or multipliers to your XP for every consecutive zone completed.
To defend the system that is in place instead of try to find or suggest something better is lazy. I understand that they have this system in place to dissuade people from leaving early, but it is flawed. I would hazard a guess that more XP is lost due to poor stability than to people intentionally leaving games before they are completed. Instead of keeping people from leaving matches, it is discouraging people from playing the game at all.
#55
Napisano 11 sierpień 2015 - 12:34
If I leave a pug early of my own volition, for whatever reason, then I'm happy to forfeit the XP. However, stability has been a HUGE issue for me with this game. I get CTDs reasonably often, especially in zone 4 or 5, and especially on perilous or nightmare, even though my rig is above the recommended requirements. I get randomly booted from the DA servers a all the time, even when my internet is behaving itself. And then there's Narnia, which prefers zone 4 and 5 on perilous or nightmare. And sometimes the game is ok until zone 4 or 5 uber lag spikes. I don't think it's unreasonable to leave if I can't freaking move or see the enemies because the host's internet couldn't cope with zone 5. But having helped out until then, I'd like some goddam XP for the life that I wasted getting that far.
It's pretty irritating to spend an hour getting to zone 5 and repeatedly crashing/disconnecting and having gained 0XP at the end of it. It's why I, and many others, pug only very rarely. And since they "fixed" XP on rejoining a lobby, it simply means that when I rejoin a private lobby having been unwillingly ejected halfway through zone 4, I will be contributing next to nothing in terms of XP.
We will probably never know whether people leaving games is more of an issue for a larger proportion of the playerbase than losing XP due to instability. Clearly leavers have affected you more than instability. My personal experience is the exact opposite.
I wonder if there is any way for the game to track how you left? So XP is awarded unless you choose to leave/alt+f4/ctrl+alt+del. That said, I made a topic about this and PM'd BLuke, who couldn't comment on it unfortunately. So probably those of us cursed with connectivity issues will just have to suck it up and continue to have to put in double the amount of time to achieve the same rewards.
Inb4 "xp doesn't matter".
#56
Napisano 15 sierpień 2015 - 08:07
I believe that stability is an issue in this game. I believe that people who spent time helping a team deserves compensation for their time and effort. I do not see how these two opinions are contradictory to each other.
I said they were mutually exclusive, not contradictory, because earlier you argued that stability issues outweighed leaver concerns. Please tell me you see a difference between
1. People should get XP/gold even if they leave a game because that's the better design
and
2. People should get XP/gold even if they leave a game because although leavers are a problem and ideally they wouldn't get the XP/gold, the stability issues in DA outweigh that concern
Pick your argument. Either people should get XP/gold, period, stability/leavers aren't relevant...or people should get XP/gold because stability outweighs leavers. Or pick a third position.
Now, if I understand your logic right, no one earns experience until they are all standing around the flag at the end. That is when XP is handed out, so that must be how it is earned, right?
XP is earned throughout the match and *rewarded* at the end.
You will be punished for leaving by losing your XP.
No, you simply aren't being rewarded. If you were punished for leaving, then every time you left a game your character would lose 5 levels or something. Or a gold penalty would be applied. Or a promotion would be docked. Etc.
It's pretty irritating to spend an hour getting to zone 5 and repeatedly crashing/disconnecting and having gained 0XP at the end of it.
I can certainly understand that. I've had some CTDs too. I've never once argued that I think CTDs/DCs/etc weren't extremely frustrating when they happen -- the question is whether those outweigh the social problems from leavers. Hell, I'd be perfectly fine with allowing XP/gold being rewarded instantly in *private* lobbies, as I think I said earlier.
We will probably never know whether people leaving games is more of an issue for a larger proportion of the playerbase than losing XP due to instability. Clearly leavers have affected you more than instability. My personal experience is the exact opposite.
Even if we just look at the last decade, leavers have definitely affected me massively more than instability, yes. In fact, DAMP is the first game I've seen where anyone seemed to suggest the opposite. But in all fairness I've only been playing a month in DAMP (stats are about 22ish across the board, level 24+ purple weapons of every type, a few NM runs done so far) and maybe I'll feel differently in a few months. But so far the few technical issues I've experienced haven't convinced me that they're sufficiently bad to outweigh the leaver concerns.
I wonder if there is any way for the game to track how you left? So XP is awarded unless you choose to leave/alt+f4/ctrl+alt+del.
Unplug your ethernet cord or turn off wireless capacity. "Oops, I DCed!"
I've seen that happen in plenty of other games.
#57
Napisano 15 sierpień 2015 - 08:57
I said they were mutually exclusive, not contradictory, because earlier you argued that stability issues outweighed leaver concerns. Please tell me you see a difference between
1. People should get XP/gold even if they leave a game because that's the better design
and
2. People should get XP/gold even if they leave a game because although leavers are a problem and ideally they wouldn't get the XP/gold, the stability issues in DA outweigh that concern
Pick your argument. Either people should get XP/gold, period, stability/leavers aren't relevant...or people should get XP/gold because stability outweighs leavers. Or pick a third position.
My position has always been that "leavers" are a non-issue. Stability problems are an issue. Therefore, yes, stability problems outweigh something that is not an issue. I do not have to "pick my argument" from those two because I never made any statement like your second option because I do not find "leavers" to be an issue.
Just the other night, I played nine matches, about half with two friends and the last spot open to public, and the rest with one friend and two spots open to public. In these nine games, we had nine disconnects between my friends and I. I cannot remember how many of the PUGs left mid-game; maybe one or two. Judging by how often my friends and I were disconnecting, it is a reasonable assumption that at least one of the PUGs who left did not do so voluntarily.
- Proto, Xanterra i Spin-Orbit lubią to
#58
Napisano 15 sierpień 2015 - 11:50
The whole salvaging system. Getting materials to unlock the new characters (Amund and Zither in my case) is proving to be a nightmare... Literally nothing gives me cloth when I break it down, and when I do it's always a different type of cloth. There should be a store where you can buy say, Plaidweave, for 20G to make armours with
Make a Disciple Staff Blade
2 leather. 2 metal.
Then salvage that for cloth ^^
Enjoy
#59
Napisano 16 sierpień 2015 - 07:06
- Xanterra lubi to
#60
Napisano wczoraj, 02:26
- coldsteelblue i Minuos lubią to
#61
Napisano wczoraj, 02:55
- KallenX lubi to





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