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#feedback

Edited by Leogan: 10/16/2014 12:00:11 AM
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Leogan

The Kill Volume on Templar is the worst part of the Hotfix, and I'll tell you why (Constructive Feedback inside)

EDIT 1: I want to thank everyone who participated in the discussion so far. I didn't expect this topic to take off when I posted it last night, but I guess I wasn't alone in my thoughts. Special thanks to people who educated me about the Bonus Chest fact which you can't get through the platform Cheese, and everyone who maintained a positive, constructive tone (as well as stayed on topic). EDIT 2: Spelling and grammar, 'cause it was driving me nuts. There's been a lot of noise about the weapon nerfing/balancing during the 10/14/14 Hotfix. Most of it was pretty predictable. This isn't the first time [url=http://kotaku.com/death-threats-follow-small-call-of-duty-tweak-888324886]weapon stats have been tweaked in a FPS game[/url]. Arguments for and against have been pretty standard fare. Overall the changes seem fairly well calculated to balance the experience and extend enjoyment for the broadest subsection of players possible. To these I say 'Hoorah!'. I always liked Scout Rifles, now I am more justified in doing so. But the Kill Volume on the sniper platforms in the Templar encounter bothers me. It bothers me a lot. Please allow me to explain. I'm not against adjusting risk vs. reward. A true Cheese Strategy which makes a challenge trivial consequently trivializes the rewards that come after, and that is not good for games (this is why Atheon probably should have been patched first, but maybe solving that one is trickier and will take a bit of time). However, the "4 seconds until we kill you for playing the game incorrectly" solution to this is wrong on so many levels. An easy fix, yes, but quite possibly the laziest, and least fun way to patch the encounter. I worry about its implications on the overall philosophy behind what the game is supposed to be about. My problem is that it's almost always better to incentivize than to penalize. Invisible walls and kill zones are extremely heavy-handed penalization. They are a slap in the face, a clear message that you are trying to do something you were not intended to do. But finding an easy way to meet a challenge isn't always an exploit. In fact, finding a cool way to accomplish a task can be just as satisfying as getting loot for completing it, especially if you've been banging your head against the wall, failing constantly ahead of the suddenly successful idea. This is why my clan initially said we didn't want to watch Raid guide videos; we wanted the thrill of finding our own way. This stuff is gold, in terms of design. It isn't loot you have to make models, art, and stats for, but it can be just as essential. Slamming the door on it is, in my humble opinion, far worse than nerfing a cool weapon's damage. It's more like hacking players' inventories and [i]deleting[/i] that cool weapon, leaving a note saying "You are having fun incorrectly. You are playing [b]wrong[/b]" in its place. The sniper platforms were made. They were made reachable through our cool flight/jumping abilities. They included strategic cover. How could anyone [b]not[/b] anticipate players not wanting to try and use them? If we are worried about Cheese, here are some alternative ideas: [i]Make it tougher, enemies adapt[/i] - Goblins throw more grenades, target the platforms - Harpies fly out to platforms - Templar can hit platforms from longer range - Templar teleports one random player from platform instead of himself back into the arena [i]Make it cooler not to Cheese It[/i] - Include an achievement and/or additional rewards (shaders, emblems) for completing the encounter without anyone being marked by the Oracles (something you can't avoid by hiding on the platforms during the last phase, you just have to cleanse constantly because Oracles aren't dying). Patching how the encounter reacts to player strategies, rather than just killing them for using part of the map you designed and made available leaves the choice in the players' hands. They can still do it, but will probably choose a different strategy not because they feel forced, but because they will now figure out something that works better, and it will still feel rewarding because A) verisimilitude is maintained (of course hyper-intelligent robots are going to be smart enough to counter my camping), and B) you didn't have to slap them right in the ego with a kill volume which just seems to broadcast: [b]We didn't think of this! We will now wave a wand and you will play how we intend, your creativity is not the goal here, ours is[/b]. I like raiding. I want to keep figuring out new raiding mechanics and strategies with the friends I've made in this game. I don't want kill volumes to be the go to hotfix tool for future raids where players will inevitably find the paths of least resistance. Please keep this in mind and leave me my illusions of choice. They are really fun. Thank you for your time.

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  • Necrobump

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    • Haha back when kill volumes were the biggest thing players worried about

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    • I did the daily in the VoG. Jumped down and back up and got killed for leaving my teammates lol. I was solo. Its not the easiest thing to do, jumpin back up. So i just finished that part in 5 min without dyin, just would have rather tried out my new sniper. So lame that theyve made the free roam even worse than before. The brothers strike at the end, i soloed the nightfall tell that point. I finally made it on top of the core lol pretty sweet platform up there almost like it was intended to be used. Got booted right as I scanned everything and started the end of the strike. Coulda solod the whole thing up ther haha

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      • BUMP

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        • I haven't done the Raid yet, but regardless, I've said it 1000 times all over these forums. The cheapest, laziest, most boring way to make a boss hard in a game, any game, is add ons. Think about the other bosses in the game if they didn't have waves/adds. Embarrassingly easy and pretty lazy designs. And from what I'm gathering there was a sweet spot people found that was somewhat "safe" in a section of the raid but now some adds spawn there?! Never heard of a game that patches *punishes* players for finding mechanics that work for them to beat something/enjoy themselves.

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          • When VOT was released wasn't it " we aren't going to tell you how to beat this you have to figure it out" and we figure out ways that they didn't intend to be possible solutions and they punish us for it and say now you have to do it this way

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            • If dark souls made the platform with the ladder where archers stand over the bridge (smelter demon? Been a while, early on if you didn't go straight to Havel) inaccessible, many people would likely rage quit there of all places. But the giant can jump onto the tower after a short while- so you can't just arrow spam him or something. Why wouldn't this be an applicable situation to utilize the other towers? Assuming everyone's hunkered down in one spot aka shield man, the Templar could teleport to an adjacent tower incentivizing the group to find better cover. It would give the game more randomized flow, force people to work as a team to mow down the vex while simultaneously killing the boss. Give people a reason to kill the harpies/minions. Perhaps have a side objective to the oracles, of sorts, that would delay either the spawn rate of oracles (briefly) or the likelihood that the Templar tower hops after you. The point is, both platforms are just as strong of assets when fighting the boss- choosing to use them or not is up to the group (or player). Side note- you can kill the demon by making him fall off the bridge. You still have to get there and DO IT, it's never sure fire. A straight b-line to the center isn't a good fix.

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              • All of the patches have been hurting players in every way possible, and all of the patches have been lazy fixes(read the main/top comment on this page to understand), it seems like bungie just wants to hurt players in anyway they can, I don't have the Vex, but I understand why it was so powerful, you beat the hardest part of the game, you deserve it(but I'm sure people just like to complain about how they got killed by it for the 20th time). I know they are going to buff it soon but it shouldn't have been nerfed, at least not in pve. As for the raid, I like what the guy said, instead of putting up kill walls, make the Templar teleport to the sniper platforms, let the harpies fly over, or even have the platforms begin to fall apart, this lazy fix of just shoving a kill wall in there is like saying, "Oh, you found an easy way to tackle a hard challenge, well that's the wrong way, patch!" They got to let players play the game their way.

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              • Reward teams that don't leave the playing field with things such as a 6th chest, shards, or shaders, leave the platforms as they were. I'm sure everyone will want to defeat the boss on the ground to get those awesome secret rewards, I know my team most certainly would. Don't punish, reward.

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                • Or you could just kill him. This boss isn't that hard. I'm glad they made people stay inbounds.

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                  • Meanwhile: http://www.bungie.net/en/Forum/Post/76739077/0/0

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                  • Edited by Lord_Gilgamesh: 10/17/2014 10:44:06 AM
                    Just push Templar off edge 100 times easier then jumping up there and since ice breaker sold u can have all snipe oracles also hide in room during his legion.... What I like see fixed is atheon teleporting only 1 or 2 ppl in at time and the portals and we had one yesterday where one member got teleported in and died each time hard mode it teleported him over the ledge and fall to his death was funny first time after third wasn't so much

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                    • If they felt the need to change it, whether I agree with that change or not, they could have done it differently- don't want us on the platforms? Back them up just a bit, just out of reach of our jumping abilities- still prevents us from getting there but its not the annoying/lazy "Turn back we don't want you here" crap

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                    • Bump

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                      • Man up Junior

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                      • Edited by MrLeprechaun: 10/18/2014 1:32:32 AM
                        I've only been with one group that camped the tower and I must say the other team and strategy was more fun and actually faster though it required skill vs standing in one spot.... That being said I 100% agree. Allow us to utilize the entire map as was intended but also force strategy with "smarter" adapting enemies.. as for pushing atheon off the map I agree with a patch for this though it could have been more creative like several others on here have suggested.

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                      • Well spoken. I'll add nothing.

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                      • Why even need to get one platforms to be lazy. Have a sniper on both ends. So easy that part is to play it without even going near platforms. Easily can snipe 50 hobgoblins and even take out a few oracles if you were smart and purchased icebreaker last week. Again that part of the raid is so. Simple simon. Glad they needed the lazy ppl

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                      • I think the real problem is that the idea of the raid was that players would get no advice and would have to figure out the fight on their own. So what happens when they figure out a solution? It gets removed in one of the most lazy ways to do it. What would have been better would have been something like: The boss can teleport onto platforms that a player is on without warning instead of the designated teleportation location.

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                      • 0
                        An easy fix that would have been better would have been to move the platforms slightly out of reach. The only enemies that spawn on them are snipers.

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                      • My question is, who tested the Raid? Gorillas? One of the first things I did was vet those platforms. Every intelligent gamer looked at them and said "Sweet spot!". How did they NOT know we would use them? Derp!

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                        • Bump. This is one of, if not the well most thought out posts. Leogan, you consistently bring constructive criticism and a positive vibe. I cannot tell you how much I appreciate what you wrote. You're spot on in your observations and choice of words. I truly hope this garners more attention, as I believe your post warrants acknowledgement, hopefully a response. If nothing else, we can keep our fingers crossed that Bungie notices and doesn't resort to such adjustment tactics in the future. See you starside brother, I cannot wait.

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                        • My problem is, why make it so the enemy can go there, but we can't. If we can't, make it so they can't. I actually had a legendary engram drop from one...and guess what....I couldn't go get it. I don't know if it was one or not, but I saw purple light over by one and couldn't get to a point to see what it was.

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                          • Great post, please read this one and comment. The more people that comment and like these posts the better chance we have at a response from bungie. http://www.bungie.net/en/Forum/Post/72890980/0/0

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                          • its still is a pice of cake to beat with out standing one one piller so you cant be shot like a lil coward 2 jump down 4 stay on spawn 2 down take the relic and shoot orcals in the back the 4 up top cant see. relic user shoots shild and if he gets a bubble the 2nd guy with him shoots the shild off 4 up top shoot boss rinse and repeat simple

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                            • Nice perspective

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