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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I love this post!! Nicely put! And that achievement/reward idea for not getting oracle marked is pure genius. (I would have got it last night too :D )
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Everyone tried lv30 raid would know that even with the sniper platform, players still get killed by the Templer......and can't be revived! Using the platform is the reasonable way in lv30 raid, because it will be rediculous to fight the overpowered Templer down there.
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Edited by RubberBunny: 10/15/2014 2:06:09 PMWe did it last night without a single issue. In fact, had our shield carrier not jumped off the ledge, we would've had it on the first go. It's about positioning and shooting the snipers...I'll give you a hint - Patience and Time comes in REAL handy here! Or a Supremacy... And the rest was still just as easy as it was last week...Just sayin.
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What is sad, Bungie does not care enough to read this. Though everything typed here is great.
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Remember, we have to play in Bungie's toy room with their rules. No exceptions. <_<
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you are ok with the final boss droping a gun that is out performed now by items you get from a vendor ? really ?
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Could of been so much better. Let's slap a 4 sec death timer n call it fixed. EPIC FAIL BUNGIE. It was too easy to begin with.
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Lazy fix to a lazy uncreative encounter. Makes me wonder who and what kind of people they have testing these games and what kind of creative director allows lazy super easy encounters
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Why does bad kids cry about a game suck it up and move on it ant like anybody cares
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Shizers cheese is now in effect and its 10x easier and faster than any sniper tower I will not be making shizers cheese public because i dont want it getting fixed
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Actually patching atheon would be easy, just add an exception that he walks through a source of constant damage (instead of backing away) if it's the only way he can go. They already have a thing in place so he knows where a ledge is, just program around that and they're good.
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I agree that you shouldn't get the 4 second turn back. Lazy fix to a lazy uncreative encounter
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I disagree. It's a tiny bit more challenging. Still very easy tho. I was confused as to why bungie made the Templar so easy to begin with.
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This would be great but people are kindaaa.... pushing the templar off the edge aswell now...xD.
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I did it last night with a bunch of 26-27s without a dingle wipe. Really not that hard if your team is good.
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Meh....I just introduced them to my ice breaker....I kept them down and supported centre and left side in killing mobs, did not seem to present any more of a problem than normal...
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[quote][b]it's almost always better to incentivize than the penalize[/b][/quote] Love this. And exactly the lesson they didn't learn after Iron Banner. Pretty much the whole point is to stay alive during that "fight". If the situation was real life, anyone with the will to live will do what it takes to do so. And yes it was an exploit, so is moving behind a wall or crouching for cover. First definition of "exploit" from a simple Google search: 1. make full use of and derive benefit from (a resource). The resource in question here is the terrain...that the level designer(s) created. And the players are making full use of, which actually is a tactic. Soooooo........ The level designers themselves need to a be a bit more clever, and think about what they would do to survive if they were thrown into a situation as the last Templar fight. Keeping in mind the idea (which seems to be out the window now) of gamers playing their own way, using the resources given to them. Because forcing this artificial ceiling nonsense is dated and actually very petty
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If a few praetorians warped in I would haul all my camping supplies out of there real quick!
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The templar is such an easy fight... you never needed those platforms. It's just for dumbeffing lousy lame poopers that are unable to to move further than 2 meters.
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All these patches and nerfs, are they nerfing the creatures? Huh? Nah didn't think so but they nerf us. The raids are not something that a working Joe can do daily or often at all yet the raid is designed for people with No Life, No Girl, No Job and so on. I am fine not ever getting to 30 I could care less. In the end it doesn't matter BC this game will be destroyed by the crybabies from crucible and next month by CoD AW and I hate cod but if you make your game so not interesting and less fun to play like you're doing people will leave this game and trade it at Gstop.
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Agreed, and I bet you they are going to have the kill volume on atheon that if you go up the steps behind him it give you the counter, cuss honestly I don't see any other fix for that one other that adding guard rails to the stage
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It wouldn't be a problem at all if Templar phase wasn't harder than the main boss lol. Done vault yday after patch 2 times. Took a while for temp phase..
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I've personally always did the platform did it bungies way 10x quicker and we got it first try
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Also another thing they could have done was make all the sniper plat forms have cover and all but one has a kill barrier which changes each time he teleports
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I understand where you are coming from and it especially impacts the 26 and 27s but after playing with my full level 29 raid team the legit way as we will be from now on to get the extra chest. it took us maybe 5 minutes total for killing the templar. Two defender titans one on each teleport point and drop shields with attack buffs. Everyone unloads all they have on him as his shield stays down the whole time along with a 30%~ attack boost and we emerged triumphant in no time
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Although I agree there were other things that could be done, just as players always look for the past of least resistance, so do developers on hotfixes for tactics that should not be employed. This was the fastest way a fix could have been applied. Other things like new spawn points and teleport sequence are far more difficult to code in. Either way the raid is now being done as intended and that is a good thing