My opinion, basically, is that you should remove the baby bumpers and "Turn Back!" zones and whatnot, but add a tiered loot system. Players who kill Atheon via the exploit have a higher chance of earning crap (Chatterwhite), and people who do it the right way have a better chance of winning useful stuff. And the Mythoclast would only be obtainable by killing him legit. This way, people who take the raid (way too) seriously wouldn't feel like they did more work for no reason, [i]and[/i] players who game more casually or who can't (for some reason) normally complete the raid could still get to enjoy it, and not miss out on anything. Except the Mythoclast.
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Edited by Saxifraga: 11/12/2014 2:22:03 PMI guess the devs would have to redo the whole script logic of the VoG. They could use an additional map layer to make the Atheon script aware where the chasms are. At the moment the script logic seems to be as stipud as possible. Just a bunch of reactions to player behaviour and what to do if he gets splash damage. Instead of bumbers monsters have to learn how to think fast. A monster should plan how to kill the players and learn from defeats. He should be able to learn wich player has wich weapons and what to do against them. The monsters in all games are still stupid scripts without any memory and learning abilities. They are just overpowered tanks. No progress on the AI at all in the last 10 years. :( Just saw a game where Atheon got provoked to step forward, got outwitted with solar flares and fell to his grave because he just went backwards even steping over an obstacle into the abyss. lol My conclusion: The game is still 'bungie'? rofl