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.
-
[quote]it's almost always better to incentivize than the penalize[/quote] This is a core, fundamental principle in games and in role playing/large world grinds especially. Bungie seems to have missed the boat on it everywhere including the raid. There are Four activities that I think are properly incentivized at large. Nightfall gives me the week long buff and a decent shot at a Legendary/Exotic (got Exotic Hunter gauntlets last night). Weekly gives me 9 strange coins, the Daily gives me some ascendant mats to work on some gear. Daily Public events also give me some ascendant mats. Beyond that the rest of the game is "do this task for a low percentile chance of reward". I agree with a lot of what you are saying regarding the platform kill volume. Bungie designed the Templar level, knew full well those platforms were within range of everyone's jump/glide at that point and pushed the raid out built that way. If they didn't want us to potentially use them to our tactical advantage they should have playtested it first and then once someone found this method simply [i]shorten the height of the stone columns that players use to reach the sniper platforms[/i], then publish the raid. If it was done that way, no one would have ever gotten up there and no one would feel that Bungie is telling them [quote]You are having fun incorrectly. You are playing wrong[/quote] This is exactly how I feel now. I have beaten the Templar both ways and depending on the group I am with the tactic was used because it better suited the group. I would tell Bungie overall with Destiny you are designing wrong and your are responding to your community incorrectly. Bungie was in a huge hurry to get this Raid out live so that the 1% of the player base who was 26+ at the time could have a go at it. One week, [i]maybe even a few days[/i] of play testing would have revealed this and a [i]better designed game[/i] would have removed the potential for people to feel slapped in the face by their game publisher. When presented with the tactical option the high ground with cover is always preferable to being on ground level with a 90 degree obstacle to peer around for cover. Yes it is quicker to kill the Templar from the ground because killing the Harpies powers the relic holder's super faster but it is safer to play from the elevated position with a sound strategy that the environment provided enabled. The raid frustrates me on a lot of levels none of which are based on difficulty. There is a substantial time investment required for nothing more than a roll of the dice with the RNG to get what you are really looking for. I have never gotten anything from the raid but ascendant mats (which I can more easily acquire elsewhere) and a useless class item.