Why do Developers not follow through with their corrections of GM inconsistentancies? They immediately fix things that we as players like such as cheeses, but dont make the changes needed in GM's. Such as... The average conqueror that can solo the Arms dealer,
but struggle repeatedly in the lightblade with a full competant fireteam. They said they were making all GM's equal in difficulty. WHEN??????
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[quote]Why do Developers not follow through with their corrections of GM inconsistentancies? They immediately fix things that we as players like such as cheeses, but dont make the changes needed in GM's. Such as... The average conqueror that can solo the Arms dealer, but struggle repeatedly in the lightblade with a full competant fireteam. They said they were making all GM's equal in difficulty. WHEN??????[/quote] Bungie never said that. It’s also basically impossible for everything to have the same difficulty and still be different.
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12 通の返信
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7 通の返信My favorite part is removed fun interesting mods and going with the very basic just make things hit harder, like congrats bungie your now as creative as outriders for difficulty aka not at all
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1 返信I think the lack of consistency is good. Hard GMs are really accomplishments—many players will be satisfied completing them just once. Easier GMs are entry points for most players and do well at getting players accustomed to the playstyle and intensity of GMs. It’s okay for different strikes to have varying levels of difficulty and require different playstyles and skill sets, so long as the average difficulty of all strikes remains reasonable. Where the problem lies is the inequality in reward. A 45 minute Corrupted GM gives you the same loot as a 15 minute Lake of Shadows GM. This doesn’t really make sense. Rewards should be weighted by average completion time and success rate so that it feels worthwhile to complete more challenging GMs. For example, if the average Lake of Shadows run takes 20 minutes and has a 33% completion rate, that should be taken as a baseline (1 adept weapon for completion with platinum and normal drop rates for additional rewards). All other strikes will have a reward scalar based on how much higher the average completion time is and how much lower the success rate is. So if it takes 40 minutes for the average Corrupted run and it has a success rate of 10% you should get something like 2 adept weapons per platinum and twice as many additional rewards. These kinds of scalars would have to be guesstimated upon a strikes initial launch but could be adjusted the season after (it could even be automated to change the reward scalar based on where a strike belongs in set brackets of difficulty in real time or at the start of every season, if their coders fancy it) It’s a lot of work, but currently hard GMs are mostly ignored by players unless there’s double loot AND the drop is particularly good (like Palindrome) so they should consider fixing that. It’s okay if some strikes are hard and meant to be aspirational for players to complete so long as the reward matches the increase in difficulty.
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While Lightblade was annoying the only real complain I had about it was the suppressor grenades not having enough of an indicator or time for you to run away from them. Other than that it was one of the most difficult GM's to complete but thats okay honestly. The boss fight is very intense and is actually pretty fun because of the intensity of having to kite alak-hul around the arena. The only other thing I think they could change about the strike is make Alak-hul's range attack a bit slower so it isn't like firing so many projectiles at once at a player but other than that I think its fine.
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4 通の返信Illuminaryにより編集済み: 4/29/2022 3:38:09 PMGM Lightblade is difficult because it's plagued with issues; rubberbanding champs/guardians, RNG shield toss around three corners, no sound or sight of suppressor grenade but you die instantly, damage through physics/walls, misadventure deaths that send you far forward into the strike waiting for your team, champs that don't stun even though the notification pops up, adds that can see through invis even when you cast it behind a crate. If Bungie ever cared to correct their network and coding issues half of the GMs wouldn't be as hard as they are. Then, they keep the stupid acute burn in them when they said they wouldn't. Bungaroni should actually develop difficult content that requires strategy instead of adding gimmick on top of artificial gimmick each season.
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3 通の返信I would say, why are some GMs not too bad while other make you want to delete the game? I think the problem is they don't always play test strikes on the highest difficulty and adjust the modifiers or champion spawns. Like why does Glassway have so many champions that spawn in the boss fight and why do enemies teleport to whichever side your taking cover in. Seriously if you turn invisible and run to the other side for cover, all the enemies (including the mini hydra) can immediately teleport to that side even without seeing you.
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1 返信You want them all to be the same difficulty? In the sense that they should all be as hard as Lightblade or Glassway? I wouldn’t mind, but many would.
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4 通の返信[quote]Why do Developers not follow through with their corrections of GM inconsistentancies? They immediately fix things that we as players like such as cheeses, but dont make the changes needed in GM's. Such as... The average conqueror that can solo the Arms dealer, but struggle repeatedly in the lightblade with a full competant fireteam. They said they were making all GM's equal in difficulty. WHEN??????[/quote] Oh damn, an [i]actual[/i] compliant. I vibe with this.