This isn't checkers though its an "MMO" FPS. I don't see the point of trolling players like that. It's not gonna make anyone happy, all it does is give the players another thing to talk trash about.
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My point was that it is a game with a specific design that is pretty blatant. Deviating from that design is very easy, due to the amount of freedom you have, but is not part of the game design. It is a game, as is checkers, and is founded off the same principles.
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I think the issue here is that the devs are not designing with the amount of player freedom in mind. It is like a dungeon master punishing his friends for thinking out side the box when he could reward them, than use it as a learning experience for the next dungeon he creates.
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Edited by Sigurd Fatima: 10/17/2014 1:22:48 PMP.S. it seems, sadly, the devs are giving people too much freedom. They may have to adjust to prevent this type of thing from happening again. Hopefully it won't be too drastic. Personally I would want to put a free roaming boss in a box with flat walls and blocks for the team to take cover behind. No mechanics just good ol' you shoot him and he tries to shoot you. Wait I take that back, alternating blocks. At certain points some of the block would sink into the ground and other block rise. Maybe I'll keep thinking about this. As fin as that sounds to me, they won't do that because people would complain how simple it was, how unimaginative the arena was, so forth, so on. It's just frustrating and I'd imagine the devs feel somewhat frustrated. They handed us the tools and a large portion of us said, "nope. Screw that. I'm gonna take the easy road." *facepalm* But the tools are right there. Don't step in the poop, kill the oracles, shoot the boss with the relic, keep him from teleporting if you want, and kill the adds as best you can. Boom, easy.
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Nah, it's like not allowing them to mix player knowledge with character knowledge. It would be one thing is the people using the platforms and pushing Aetheon off the ledge didn't refer to it a cheesing themselves. They know they're not supposed to be on the platforms. They know they're not supposed to push Aetheon off the ledge, but they do it because it's easy and can take the least amount of effort. But if we know we're not supposed to then why are we getting upset that it got fixed? And why in the world are we now complaining about how it got fixed (it never ends @_@). Yes it was easy, but it was comparable to the loot cave. You just sat there and shot the boss, but you couldn't destroy all the oracles from any of those positions, and you couldn't keep the Templar from teleporting if you wanted the bonus chest. Those last two things suggest that using the platforms isn't the way to run the fight, but I think we already knew that anyways.
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I am going to treat you two replies as a single reply, I hope that is not an issue. Now player knowledge are character knowledge are sometimes impossible to not mix. Like if you always explore and try to get to places that would give you tactical advantages in fights, it becomes part of that characters personality, to the point where if they do not try and get to the most advantageous piece of terrain would be out of character. Now when I did the raid for my first time, We used the platforms. I did not know at the time it was a cheese strategy or "exploit". I thought the devs wanted us to use the platform since it was placed just close enough to jump onto as well as hobgoblins there hinted it was part of the playable area as no where else in the game are enemies located in inaccessible areas. This leads me to believe that the team that developed and designed the raid expected us to use the platforms. Which makes me believe that either the team that designed the raid is not the same team that is maintaining the raid (different design philosophy), or the change to the platforms was from someone higher than the team leader of the design team. Now I never thought player freedom was a bad thing or that you could have to much player freedom. The mechanics are not just the raid mechanics but all the mechanics that the players has access to. This includes their jumping ablity, their supers, the terrain, and Enemy AI. There seem to be two design philosophy in regards to raid design. One where players can use or not use any tools they want to solve the problems(encounters) and the other more common philosophy is that players have to use and only use the tools provided in the raid. I hope you can agree that there are different design philosophies in regards to raids and open world games, and a lot of MMO player are used to the more directed experience that only uses the tools of the raid.
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Edited by OtakuDEV: 10/17/2014 3:49:17 AMVideo games and board games are miles apart from each other, but I get what your saying. I personally never did this "exploit" while doing the raid. I do feel like it was unnecessary though to snub people who used it. No one was benefited by doing this, and if you never used the "exploit" you still weren't benefiting. I just don't know why they keep making changes to the game that are only pissing people off, not the other way around.
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Their only real difference is their complexity and approach, but in the end a games a game. There are ways they are supposed to be played and ways they are not. I have a hard time believing that most of the people using the platforms didn't know they weren't supposed to be there. Also it was an unintended use of the platforms and was allowing people to progress faster than they were supposed to and allowed them to circumvent the entire mechanics of the fight. It also upset the people who were playing the game as intended, and rightfully so. If you spent the tome to figure out the mechanics and got them down so you could clear with ease within them, which is the way raids have been designed to be played, it would upset you that someone ignore the actual game and stepped outside of it then looked down on you for how you do the raid, calling you a try hard or telling you how much tine you wasted. The truth is that raiders do raids because they like raids, the mechanics, making them work together, and figuring them out, then effortlessly clearing until the next content patch (for a time) and work on other things they want to do after they have the raid on farm. That's the normal, and intended progression. In any case I've got to go to bed. Thanks for the reply.