Poll on the 10/10 and 10/11 Update

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T
Tyrent Frath
Krytan Explorer
#341
i left for a week to go to italy and i came back to this patch

i do not like it, BUT i can see the reasons it was implemented

i have mostly played pvp lately, but maybe i can pick up a ranger or necromancer in pve now since the tank/healer/nuker team build has severely been nerfed.
m
meranlliril
Pre-Searing Cadet
#342
like i said.... im still farming... have to tinker with my build... threw this one together to see if i could still do it... and i can.. so now i have to work on speed.. btw.... im an invinci monk... i love my monk but i hate the new fad that hit... i wanted them to do something that reduced the numbers of invinci monks... but i think the changes they have done are stupid.... i consider myself a c**p player.... many would argue but im a perfectionist... but after i cooled down it took me all of 10 seconds to do a new build and its as easy as it was to solofarm, so i dont see how it can stop/reduce it. but it kinda put a kybosh on the twoman farming which i loved... will have to work alongside fachtna to see if we can rework our builds so we can still kill all the hydra's near aug in 30mins.... :/ thats if nc and anet doesnt pull another stupid stunt likethis... if they do im going back to paytoplay.... atleast then if the designers dont listen to you, you can make a big enough impact to make them change their minds over a patch..
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entropy
Wilds Pathfinder
#343
Quote:
Originally Posted by Arianna Darkfire
Rayzor
Town Dweller


Join Date: Nov 2005

--------------------------------------------------------------------------------

Here is a statement by Gaile Gray

Quote:
Originally Posted by Gaile
Hey, there.

First of all, let's clear something up: Defensive? Moi? Nah. If I was defensive I would have spent today hiding under my desk. I'd rather head into LA and talk to the players. I know I saw some of you there; thanks for stopping by. It was a good chat, even if the window scrolled so quickly I couldn't keep up. (Sorry!) Yes, there were a number of upset people. I think a lot of us can remember the same sort of reaction in other titles with their “Patch Days.” But the difference is, we understand and we are listening. And we'll be the first to admit that in addition to changing the game in ways that you may not have expected, we changed the game in ways that we didn't expect either, with adding a few bugs.

Can't remember all I said, but here in greater detail is what I'd like to say now:

Guild Wars has had a bit of a disconnect between the two forms of gameplay: PvP and PvE. What works beautifully in PvP may not work well in PvE, and vice versa. In part, that is ok, but it has also been not ok, because there should be a form of seamlessness between the two gameplay choices, so that what you use in one is also useful in the other. Also, there were problems with the monster and henchman AI. So, in order to bring the game back to more of a shared-experience feeling, rather than a feeling of having two entirely separate and different games, we undertook the first of a few changes: We improved the monster and henchman AI. Henchmen are more intelligent and will do things that you need them to do to get the job done. In other words, they will be more like human players. Likewise, monsters will be given a swift kick in the behi... excuse me.. will be given an similar increase in intelligence, too. Where before they stood stupidly by as Fire Storm rained death and destruction upon them, now, they might actually make a defensive move and, you know, get out of the spell effect!

For after all, monsters shouldn't be stupid. While they may never match a human player in intelligence, they should be clever and canny and crafty in figuring out how to win. If you've ever played with a kitten, you know that animals are not stupid. They assess their opponent -- even if it's just a catnip mouse. They weigh when to scratch or bite, when to pounce, and if you suddenly make ferocious noices that makes the kitten sense peril, the kitten even knows when to back away and reappraise the situation. Animals have a sense of self-preservation equal to or greater than that of humans.

The improvement to the AI will help make the monsters more "realistic," I guess you could say. It will make them more worthy opponents. Some players don't like that. They prefer the "play with one hand, eat a pizza with the other, while watching TV and talking on the phone." Or they prefer being able to solo the Underworld without breaking a sweat. And come on, guys, no one should be soloing the Underworld! It makes no sense at all, and we know it and we accept full responsibility for the fact that it was possible when it never should have been. Things were imbalanced. We've made a move towards putting them back into balance and giving greater valuation to foes of all kinds: Undead, White Mantle, Charr, and all. As monsters improve in intelligence, it allows us to improve skills so that skills that were never used in PvP will be more viable against both players and monsters. It allows us to make skills that were once used exclusively in PvP more appropriate for PvE as well.

A substantial number of people have been testing these changes for several weeks. But none of us really caught the fact that some of what we were doing wasn't quite right, and that some was, in fact, quite broken. Monster run-away was a selected, intentional mechanic. However, having them run away in a Dance Macabre, "like chickens with their heads cut off," wasn't on the To Do List. We made the change purposely because the feedback we got was that monsters were too stupid -- we knew that was true. But the change options were (1) have monsters run out of the AOE and stand on the edge in order to attack again, or (2) have them run away without the turn-and-fire, making them harder to track down and kill. We are trying for greater variety of reactions and certainly believe the animations were improveable over what we had last night.

Guild Wars had a few design issues concerning AI, and we've taken and will continue to take steps to correct that. The changes that we make may affect how you play, or perhaps even what you play. I wouldn't rush out to change every one of your characters because we're still making adjustments. And do be assured that we will be monitoring the changes to make sure that we don't change needlessly, and to make sure that what we do doesn't make a skill, or an entire skill line, useless. If a particular skill has been overly affected by the recent updates, we'll make amends by correcting that skill. If you have a case to state, state it on that: "This skill has suffered from the changes and should be improved and here’s what I’ve experienced." Not “Roll back the update,” or “I’m going to play some other game.” Help us with good analysis and with comments of a constructive nature. And watch for positive changes in the future.
__________________
Gaile Gray
Community Relations Manager
ArenaNet
www.guildwars.com

Just to let you all know they are listening to us

Also and thank you Sir Gayle for taking your time out to speak with all of us here in Guild Wars cuz we really do care about this game and community
Like a politician. All bs. They tested this??? It took me 2 minutes to see what went wrong. And they tested this for two weeks Pfft. Definetley incompetent.
Theos
Theos
Wilds Pathfinder
#344
Quote:
Originally Posted by entropy
Like a politician. All bs. They tested this??? It took me 2 minutes to see what went wrong. And they tested this for two weeks Pfft. Definetley incompetent.
Right... thats why in a test zone all variables are exactly the same as in real life. When performing an experiment you set variables, say dependant, independant, and controlled. Anet did just that (perhaps not the exact same variables) you can never account for annomolies such as people who don't see farther then their nose and blame Anet for not doing everything. I am sorry that Anet did not use one thousand players in their test... but then would anyone use one thousand test subjects? No. If anything take these next few days as a test period that anything goes through.
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entropy
Wilds Pathfinder
#345
So what youare saying was that it was impossible for them to see the obvious errors in the patch?
Theos
Theos
Wilds Pathfinder
#346
Quote:
Originally Posted by entropy
So what youare saying was that it was impossible for them to see the obvious errors in the patch?
The term obvious error is so opinionated and subjective to a view point that it cannot be used.
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entropy
Wilds Pathfinder
#347
Well if you really want to argue that point sure I will. I say obvious as in my first 2 mins of playing with the new update I could see many things that went wrong.
Ignite sending them running is an easy example. Gaile Gray(pfft) said that they had tested for 2 weeks I believe. In two weeks testing one hit aoe's didnt occur to them once?
Theos
Theos
Wilds Pathfinder
#348
Quote:
Originally Posted by entropy
Well if you really want to argue that point sure I will. I say obvious as in my first 2 mins of playing with the new update I could see many things that went wrong.
Ignite sending them running is an easy example. Gaile Gray(pfft) said that they had tested for 2 weeks I believe. In two weeks testing one hit aoe's didnt occur to them once?
For the ignite arrow, I have yet to see that running occur. I went out with my R/Me and tested ignite in a group, did they run? Nope.
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entropy
Wilds Pathfinder
#349
O.K. check out the vid. Telling me I didn't test this wow. If my comp was fast enough I get fraps and record it .
Theos
Theos
Wilds Pathfinder
#350
Quote:
Originally Posted by entropy
O.K. check out the vid. Telling me I didn't test this wow. If my comp was fast enough I get fraps and record it .
I didn't say you tested it, I just said that when I went out and did it I saw no change at all, no monsters went running away like morrons. After some time they did spread out and not stay clumped but thats a good thing .
m
meranlliril
Pre-Searing Cadet
#351
this is a poll and an opinion thread... stop this from going any further, it will do no one and good if it de-evolves into a slagging match..

wether you run 10 simulations of 10,000 simulations you cant determine every posible outcome.. some patches were great.. some.... like this... was total codswollop... i believe that they tested.. human error is what they call it... not bs... but putting that asside... i still think the changes should be scrapped and the game backdated 2 days. i dont know how many more so called "improvements" i can take.... its still too easy to solo farm... all they did was make it annoying for me... i actualy enjoyed the hydra standing still near me so i could smite them... that way i could talk to people in my room apposed to being deemed an unsocialable pig.....

also to the insultive post earlier.... whats the point making it harder if there are people that already cant do the game... do you want to make it so expert gamers can play... if you want challange go to the oldschool games like flashback and the old x-com games.... these days you have a wider range of players..... not just veterans... you have kids as well that dont get as much playtime... not only do they have to fit game time around school and homework... they also have to fight their elders for the computer... and one who says "good they are making it harder, now the noobs cant play and spoil it for us" should have their accounts deleted and permanently banned... every one starts some where
Numa Pompilius
Numa Pompilius
Grotto Attendant
#352
Quote:
Originally Posted by meranlliril
i actualy enjoyed the hydra standing still near me so i could smite them... that way i could talk to people in my room apposed to being deemed an unsocialable pig.....
Yeah, imagine, actually having to pay attention to what's going on on the screen... Anet are evil.

Quote:
also to the insultive post earlier.... whats the point making it harder if there are people that already cant do the game...
It was too easy before (you could "talk to people in your room" while solo-killing a group of hydras, remember?), it's actually still too easy. Just not AS easy any more. One can't farm with the brain on autopilot any more. Well, at least I can't.

That's good. This is GUILDWARS, not Harvest Moon.
m
meranlliril
Pre-Searing Cadet
#353
eheh guess i shot my self in the foot there.... thats what i get for not proof reading :P
Keyote
Keyote
Frost Gate Guardian
#354
Quote:
Originally Posted by Theos
The term obvious error is so opinionated and subjective to a view point that it cannot be used.
When an error is so astoundingly obvious I dont even have to log into the game to see it, it's not a matter of opinion.

Mobs immediately ran away from AoE spells. Anyone who's used duration AoE's could tell you without even loggin in to the game that those skills would no longer work, and certainly wouldn't be worth 25 energy on a 60 sec timer with exhaustion. Not to mention the exploits it would bring through making mobs flee in panic as you're about to die by casting AoE damage that wouldn't even scratch them.

Some mistakes are forgivable, this one is absurd.
M
Mahanaxar
Krytan Explorer
#355
Quote:
Originally Posted by Numa Pompilius
It was too easy before
Wrong, it was easy for "pro" players.
Some mission like THK, all ring of fire, Aurora Glade, desert missions was hard for occasional pug players, and now are even harder.
No way to complete those mission for a new player using henchies, because they will aggro the whole map.
And is really hard to complete them with random pugs (expecially timed missions like river or elona).

To stop farmers (wich can still farm...it requires a bit more time, but is still easy) they killed the game for "regular" players.

For what? To make it funnier? Please, at least they should say "improved ai to nerf farmers again. We dont care if old players bought fow armor and a collection of perfect weapons. New players are not allowed to do it in a long but reasonable time".

The whole update description is really hypocritical. "Now enemies dont chase you forever." Please, it should be "Now SOME enemies like griffons and minos dont chase you forever, while some other enemies like devourers and wurms do".

They ruined the game for regular players trying to stop farmers (keyword here is "trying", because they will never stop them), for NO reason at all, because farmers' only goal is to buy expensive things *to look better*. Things like fow armor dont give any kind of advantage, so why the hell the conditions to buy it are supposed to change over time?

Sorry for crap english, look at my location.
Red Aideen
Red Aideen
Ascalonian Squire
#356
Okay I have read most of this but by the time I get to the bottom of the page there are two more pages. LOL! I agree with the update to a point. Why now do we have all these skills? Fire storm is your fist skill as an Ele, I don't think poeple are going to play long. Why is it our skills keep going to shit and the AI keeep getting smarter? (Kinda) I don't farm so much as I like to go back and go throw some areas, last night was hell. OMG there where all over! Somthing needs to be done yes.
L
Loviatar
Underworld Spelunker
#357
Quote:
Originally Posted by Red Aideen
Somthing needs to be done yes.
the suggestion i sent in was that the mob still scatter but carry the damage with them.

example is firestorm which you just mentioned.

cast firestorm

take initial burst of damage
run but still be burning for the specified time.

result is a useful spell that cant be rained down on the same group repeatedly (they scattered remember) but you still got in a good amount of damage for a high cost skill
Dead Lightning
Dead Lightning
Ascalonian Squire
#358
I don't feel one way or another, I can see both ways.
C
Crotalus
Frost Gate Guardian
#359
Quote:
Originally Posted by Perishiko ReLLiK
The pve game is still just as easy as before, i've had no such problems, besides the fact of not getting quite the full effect of aoe... and i would be willing to guarantee that you don't use a team of full aoe
I cut out all the flames even though they were somewhat correct. My Earth ele uses eruption (OH NOES!!!! AoE!!!) and has no problem killing monsters. I never thought that AoE spells were a "click this and all enemies will die" button. I have to be smart when i click instead of 'fire and forget' (pun intended).

Just like in a real PvP match when i set off an AoE the enemies flee to safety and return once it is over. If you care to disagree then make a PvP character and test it out in the arenas. The only ones standing in the AoE are the stupid ones.

Anyways this argument either way is moot now and probably should be closed. Anet has said the new AI is staying with more to come. If you are offended or can not adapt then go to another game where farming is allowed or even encouraged. I want my games hard and challenging. Not that this update made it any harder for a full team. It is quite exploitable but no more than PvPing.
c
calamitykell
Banned
#360
Quote:
Originally Posted by Loviatar
the suggestion i sent in was that the mob still scatter but carry the damage with them.

example is firestorm which you just mentioned.

cast firestorm

take initial burst of damage
run but still be burning for the specified time.
I never specc'd in fire, so I'm not exactly which skill it is, but I know it exists.

"For x...x seconds, whenever target foe takes fire damage, that foe is set on fire for 1...3 seconds."

(Ok, so the wording is wrong. I never specc'd in fire, never interested me.)

So uh... your suggestion is already there. >.>