Lol yah this exactly. There is no good way to spin this other than it makes things artificially harder because your adaptability is reduced.
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Harder is harder. There's nothing artificial about it. I've said this to someone before but look at the hardest difficulty in TLOU, Grounded mode restricts ammo, takes away listen mode, and makes you take more damage. No one would dare say "ehhh it's only artificially difficult"
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Editado por Kone19ps: 7/11/2017 1:17:42 PMI don't know what that acronym is but I consider it artificial because the encounter doesn't change and isn't modified. Your weapon tool kit is restricted. I don't really think that will make the encounter any harder just punish teams less experienced with each other. How you describe whatever game that is changes the encounter from the restrictions.
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The acronym is The Last Of Us, and i think restricting weapons does add actual difficulty. Not an insane amount, but it does
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That's pvp then. Not really what I'm worried about. My problem is it will hurt non dedicated team engagement if this is a permanent fixture on the activities
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...and what do modifiers like Grounded do? I'd rather play with a modifier that demands I put thought into my loadout, than ones that artificially nerf the damage I do, and buffs the damage enemies do. It is the gamer who is adaptable....not the gear.
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Editado por Kone19ps: 7/11/2017 12:40:22 PMExcept adapting to grounded doesn't take away the majority of my toolkit. It carries a risk. It also doesn't disproportionately hurt teams that aren't experienced with playing together. I can compensate for teammates with grounded. If they chose a bad loadout I can't do much about that. Leading to kicks and frustration.
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1. Adapting to Grounded takes away (for all practical purposes) the ability to fight form the AIR...and in strikes like Shield Bros (where there is basically no effective cover) that is a MUCH more crippling limitation than is the ability to change weapons. 2. If you listened to the interview, Luke Smith prefaced all of this by saying "At the very pinnacle of the game." Which made it pretty clear that "Loadout locking" was going to be limited to end-game level activities. Probably those activities where there isn't any random matchmaking.
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[quote]1. Adapting to Grounded takes away (for all practical purposes) the ability to fight form the AIR...and in strikes like Shield Bros (where there is basically no effective cover) that is a MUCH more crippling limitation than is the ability to change weapons. [/quote] I jump all the time in grounded. It's a risk not a hard restriction. And I'd prefer that. My issue isn't encounter difficulty. It's that the dependent factor is my teammates. [quote]2. If you listened to the interview, Luke Smith prefaced all of this by saying "At the very pinnacle of the game." Which made it pretty clear that "Loadout locking" was going to be limited to end-game level activities. Probably those activities where there isn't any random matchmaking.[/quote] Exactly that's my problem. Bungie considers all heroic activities as end-game level from their guided game limitations. So I'm going to likely have to deal with this annoyance in nightfall, activities like COE, and raids which is where it annoys me if it's always active.
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It still limits your play options....and makes the content more difficult through that limitation.
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Yes but through factors I can't control. My teammates. And limits one of the main ways of compensating for that. Won't bother me if it's transient. But I'm not expecting that
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Part of the challenge....and why I believe that this is not going to be extended to activities where there is random matchmaking. Bungie firmly believes that----once content reaches a certain level of difficulty----it is NOT suitable for random matchmaking. That the lack of communication is a set up for failure. Which is why they stubbornly refuse to provide random MM for raids, Trials, and NFs....despite certain sectors of the community clamoring for it. Loadout Locking (in PVE) elevates content to that same level. Because you now are basically forcing people into either generalist loadouts that leave them unprepared for situations that require a particular type of damage.....or specialist loadouts that require coordination with team mates. So while I think adding it to end game activities where you're going to be bring your own fireteam with you, offers the possibility of some interesting challenges and fresh game play.... ...I think adding it to content where there is random MM would be disastrous...and I think Bungie is aware of the problems it would create if they did that.
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I never worried about matchmade activities but I'm one of those that never thought nightfall needed communication. Quick message always solved any problems. It's the restriction to heroics I worry about
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I don't think you're going to see this modifier in Heroic strikes. Bungie keeps very close data, and I think they are aware of how unpopular the Wretched Eye final boss battle was....and how often people bailed out of that strike. ...and that's a boss battle that requires LESS coordination and team play than the Loadout Locking we're talking about. I just dont' see Bungie stumbling blindly into that one.
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Editado por Kone19ps: 7/11/2017 3:20:17 PMHonestly that's just because of poor design and with burns in my opinion. The ogre is just too oppressive. There should have been some kind of stagger mechanic. But if you didn't focus on the shanks with the burn you were just dead. But I'm not too worried about strikes. I'm was worried about raids, nightfall, and equivalent activities like COE. I can always skip a week....I hope
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The problem isn't poor design....its poor MATCHING of the design to the content. If you're dealing with a fireteam that is on headphones and talking....the Wretched Eye is annoying but very doable. The problem is when you don't have a team that is talking....and one or more people are either unfamiliar with the fight...or are unwilling to respect its mechanics. That's less of a problem these days, but I still run into. All the strike requires is one person to kite the Ogre around....while the other two focus on alternating between DPSing the boss, and dealing with the adds. But you need to be in communication because you need swap roles if the Ogre loses aggro on the person trying to kite him. But just a few weeks ago I basically had to quit out of the strike because I got stuck with two people who just REFUSED to deal with the adds. (I always kite the Ogre when playing with randos, just to make sure this vital role gets dealt with). So while I was kiting the Ogre, they were just trying to burn down the boss as fast as possible. The problem was that neither one of them could do enough damage to kill the boss before the number adds reached the point of overwhelming the team....and because I was kiting the Ogre I couldn't do any add control beyond my immediate viciminty. So they got overrun by the adds they were ignoring....died...and then as last guardian standing (and a Warlock at that)....game over. So we wipe....I give it a second go. Since I figured out right away what went wrong, and that I"d try to do what little bit more add control I could do while still kiting the Ogre.... Same thing. They ignore the adds, and try to burn the boss as fast as possible. Because I'm trying to do add control AND kit the Ogre....we make it deeper into the strike and nearly kill the boss. But its the same outcome. They die from the adds I couldn't kill (and they were ignoring)...then I die when everything in the room is aggro-ing on me, and there's no cover. After the second wipe, I just said "-blam!- this"...and left. Bottomline, the mechanics are simply too complex for a team that is not in communication...and if one of the vital roles is not being attended to. Throwing Loadout Locks into more difficult material along with random MM will make the problems that Wretched Eye creates look like child's play by comparison.
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Editado por Kone19ps: 7/11/2017 3:46:10 PMI see your point. I'm more focusing on the ogre pushing you as poor design and I find dedicated kiting to be poor design from preference. No one wants to just be bait for an entire encounter. So a small stagger with a complex mechanism for that kiter I think would be far better design. Like having to melee a small area on its back or something. But not the normal long ogre stagger. Just a short one.
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Agreed. I just focused on the part of the strike that is relevant to the larger point that I've been trying to make here. All in all, I think that strike is "Too Clever by Half"...and therefore is just a poor strike. Its an effort to replicate the success of the Shield Bros. strike, while at the same time having NO real understanding of the things that MAKE that strike work. Although kiting around the Ogre is tedious. IMO, the **real** problem is the Boss itself. In Shield Bros, each boss has a weakness that compensates for the fact that you're being forced to fight in a closed room with no cover. One has no long range attacks...and need to get to within melee range. The other has no short range attacks...and is forced to stand off and bombard you from a distance. Thus allowing you to find relative safety by intelligently managing your distance from the bosses, in lieu of cover. But in the Wretched Eye strike you have a boss who can SNIPE you from ANYWHERE in the place space....and only three tiny pillars for cover. Then you have an indestructible Ogre who chases you from behind it....and adds (shanks) who spawn in ABOVE the play space and can shoot you while you're in what little cover the game has. Its just a poorly designed strike. But one where---good team communications----can overcome the strike's poor design. But without that communication, things can Go To Hell in a Handbasket pretty quick.....and that's what you usually have to contend with in the strike playlist.
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I think that's kind of the point, why would you go into a difficult activity that requires coordination and preparation with random people?
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Editado por Kone19ps: 7/11/2017 1:29:21 PMBecause that's how D1 has always been for me. My schedule is to erratic to always play with the same people and clans always dissolve on me. With current clan limits still in effect I see no reason for things to change much. Especially with clans already booting for only a week of inactivity to be in one large enough that has a pool of players available to play when I can. If this is universal along with no guided games support for heroic then I probably won't purchase. I'm sick of all the wasted time finding teams and the whole game going even further towards players with all the time in the world
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Locked loadouts is not going to be universal, they've said that it's only going to be for specific activities, meaning it could just be a modifier in the nightfall or challenge mode or something. It's not going to be a game wide thing. D2 if anything is geared to be more streamlined and accessible for solo players based on everything they've shown and said.
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Editado por Kone19ps: 7/11/2017 1:35:13 PMThat's your assumption. From what I've seen it seems pretty safe to assume it will be all heroic activities. Especially with lack of guided games.
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and that's your assumption... How is it safe to assume it will be all heroic activities? There is no footage nor anything bungie has said that even points in that direction. The only thing they said, and this is word for word "because for some of those activities you're going to be loadout locked", which reveals literally nothing about the nature of the activity and which activity.
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Because of lack of guided games. This is supposed to increase difficulty and the reason for no guided games is to difficult to not be coordinated. The reasoning for both match up.
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lack of guided games for heroic only means there won't be guided games for heroic activities. They immediately compared the omission of guided games with the heroic raid. Not once did they compare locked loadouts to heroic activities. Seems to me you're just looking for something to complain about, you're grasping onto something that might not even affect you
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Editado por Kone19ps: 7/11/2017 2:10:12 PMNo. Bungie has been vague. I will always assume the worst from their history of being silent about bad or controversial news. Also it's feedback no complaining. It could affect me so I'm going to say something while plans can change