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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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  • My problem with this was as such: I've had my Ice Breaker for weeks (before Xur). I have played with scout rifles since launch. I have long been the dedicated sniper role, and prefer to sit back as far as I can and provide sniper support. One less player on the field to distract enemies, but providing deadly snipes and saving people's skins by sniping what's sneaking up behind. When I got to the Templar fight, the first thing I did was try to find the safest place to use my scout rifle and tear apart the hordes of Vex. Shortly after, the hobgoblins spawned, and I immediately turned to figure out a way I could get up there to snipe. I found a lovely perch on the left, just above the hobgoblin that spawns, and everyone knew what I was up to. One person warned to not die up there, they couldn't safely get up to me, but I had it covered. I could reach two oracles, all four hobgoblins on the left, and could regularly shoot the boss. Sure, I could be shot back at as well, and I had little to no cover from anything, but I could safely survey the whole field, and play my unique sniper role. This was no attempt at cheese; this was one person in the fireteam taking a dedicated sniper role, a role that is partly necessary in team mechanics. We tried figuring out if there was a cheese method of fighting from these platforms, but we couldn't really handle the oracles, and most people couldn't shoot anything. Unless everyone had snipers, everyone was perched all around the map to handle the oracles, and everyone could self revive, a very team-based effort to make a party of snipers work... this method was just absolute crap. So I, the dedicated sniper in our regular VoG fireteam, have lost out on the ability to snipe. The Ice Breaker doesn't let you change scopes, so it's best used from long ranges exclusively. This was one of the few times it was useful: taking the high perch, not dealing with ammo, and sniping down on everything, the way the Ice Breaker was intended to work. I would have to take a weaker zoom sniper, and have to deal with reloading and enemies around me as I try to snipe. There aren't many places in the game where you can use the Ice Breaker effectively. Now it too has been nerfed in the VoG due to restricting sniping like the enemies are allowed to. PS Someone clearly put the pillar on the left to get up to the platform there. That pillar is short and provides almost no sort of functional cover or other design elements; it's clearly a stepping stone. Someone designed the map so you could get up there and snipe with the snipers or fight them with shotguns or melees if you wished. Now someone else has realized that's there, and told players "No". Now enemies can still spawn up there... But players aren't allowed near. Kinda unfair, don't you think? Provide a stepping stone for snipers to snipe from where snipers snipe, but don't allow snipers to snipe where snipers snipe.

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