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Phaedruss

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  1. You make some solid points. I think a mix of fixing the really big exploits like checkpoint res, creating better rewards for bonuses, and what you've suggested would be a good way to make group finder more varied and create incentive to actually run them.
  2. For some reason people think I'm attacking stealth mechanics and use of cc to get past trash mobs, I'm not. This is 100% not exploiting (though a lot of other mmos make it so most mobs have stealth detection in the dungeons), but it's using stealth to abuse the checkpoints where it becomes an exploit and ruins the content. Sitting around waiting to kill yourself is not content. My other concerns are with some of the terrain usage, where players are getting to areas that were not intended to skip mobs - there is a reason so many people struggle with the ledge jump in Athiss: players were not intended to get onto that ledge, which is why so many get stuck or struggle with it/spend way too much time on it when the mobs down the stairs might take an extra 30 seconds to just clear; this game is not known for it's platforming - exploits that revolve around it are some of the worst because of how bad the platforming is. Quaker had a good explanation of the cadimemu exploit - any exploit like these should 100% be patched up. I personally think a lot of the mobs have too short of aggro range, but never meant that strategically running past them is an exploit - just that they are too easy to run past. I also want to reiterate that I am not advocating forcing players to do full clears. I have never said this. Wanting exploits patched up in no way entails a full clear. As I've said numerous times, flashpoints that take 10min when others are 30min in a lvl sync based gearing system ruin the group finder experience and results in everyone running the same flashpoints over and over again to maximize rewards.
  3. From my knowledge that is only for using vanish type abilities while already in combat - which doesn't alert mobs to you, but rather keeps you in combat so you cant use stealth res or other abilities that can only be used out of combat. I don't think it will effect stealthing past mobs while not in combat.
  4. Actually there is. I can voice my opinions on the forums, and there's nothing you can do about it.
  5. If the exploits aren't fixable, then this would remove them. I said I didn't think it was a solution, cause it's not. Combat content is important in an theme park mmo based on combat classes. But it would be better than using platforming onto things you're not supposed to jump on (hence why most people get stuck when trying.) or using checkpoint res to skip most of it...
  6. On some of these you can easily skip 75% or more of the flashpoints, this is NOT intended. That is abusing mechanics to skip stuff. You saying it's not, doesn't it make it so. I've never played an mmo where you could skip the combat content of dungeons to this extent - if it was intended, you would see these exploits in all flashpoints. Again these are mainly old flashpoints that are abused - why can't you skip 75% of all flashpoints? This is an imbalance caused by... guess what? Exploits! Thank you for repeating my words... when exploits become the meta, they are the norm and people feel entitled to keep using them. You again are a prime example. Just because it's the norm doesn't mean it's not an exploit... just because everyone abuses them doesn't mean they aren't exploits - on the contrary, the damages they do with the gearing systems this game has in place and are putting in (mixed with lvl sync) is far more than if only a few people were doing it. You say you are sick of running the same flashpoints, then stop *********** abusing the introductory flashpoints! You won't though. Again, why would you spend 30min for the same rewards exploiting gives in 10min?
  7. While I'd rather have flashpoints with no trash mobs than have flashpoints riddled with exploits to skip that content - I don't see this as a solution in my opinion, but this would at least be acceptable. With the other part though, splitting up the queues - the reason vet queues are almost instant pop for everyone is that everyone that queues for vet is put into the same pool. This makes it so people don't have to wait for an hour just to do a vet, splitting that up would just create longer queue times for one category and the one that is most efficient will still be the most used, so you'd end up with a category no one used because of longer queue times. Imo the best solution is just to fix the flashpoints. Any kind of bandaid solution will not fix the problem and create problems elsewhere. Players just need to realize that dungeons in any game are a commitment - they most usually cannot be completed in 10min, while the rest are 30min. In the current and new gearing systems this creates incentive to abuse the broken flashpoints to maximize rewards. What it comes down to, is that when the game was created - you couldn't get good gear from the introductory flashpoints. So them being more forgiving and easier wasn't an issue; larger gaps between groups of mobs with said mobs having less aggro range, etc.. when you mix these introductory flashpoints into the same category as endgame flashpoints this is what you get, people abusing the introductory flashpoints. The other is issue is how bad the engine for the game is (modified city of heroes engine.) and a lack of testing for exploits at launch and a lack of fixing exploits in them as they were found over the years. My biggest fear for these problems would be that they are unfixable because the current devs have no actual way of patching them up because of how old and bad some of the legacy code might be. If this is the case then a lot of the old flashpoints need to be taken out of group finder - like coilocoid war games - and the new flashpoints that are fixable need to have the exploits patched up to keep from having these problems pop up again.
  8. You can word it however you want, but these skips are exploits. It's abusing mechanics to skip content. Wanting these loopholes closed is not expecting too much or me being unreasonable. It's expecting the devs to maintain the health of the game by addressing bad design issues in the flashpoints. I'm not saying that people should be punished or that they are bad players for abusing them, it's a side effect of them being broken for so long and not the players fault. This doesn't mean they should remain broken for the sake of people saving 10 to 20min on a run to complete their conquest faster - this is where the balance issues come into play for a gearing system that rewards for doing any flashpoint. Those rewards don't scale with the longer flashpoints or flashpoints with less loopholes and they become content no one runs because the reward isn't there for time spent - why spend more time in a flashpoint for the exact same rewards that introductory flashpoints like HS provide in half to a third of the time? 7.0 will only mildly address this. After people complete their 3 forced weeklies to get their guaranteed rewards, it's back to farming the broken flashpoints over and over to increase rewards with time spent. This problem will persist. *edit - it also creates a highly toxic system that rewards players for kicking or leaving slower players behind, in the public group finder system meant to make it easier to experience group content in an MMO, because endgame players farming conquest only care about completing it as fast as possible. For the people that have compared this to wows mythic + system... mythic + is not tied to group finder, you have to find private preformed groups. New players signing up for group finder are not forced to play with endgame players trying to maximize their rewards. Mythic + is also only for the most current dungeons (or occasionally some timewalking) and in these dungeons there are no exploits that allow you to skip 75%+ of the combat content in them... I'm sorry, but I don't pay a subscription to not play the game and having a group finder system that encourages and rewards for not playing the game is toxic in nature. It's similar to systems that reward players for just being in the content, where you see afk players joining to soak rewards - but ultimately just ruin the content. It is exploitative and toxic. This is entirely based on bad design and can be fixed. A lot of the arguments here are basically acknowledging these problems exist, but that they are legitimate and designed to work this way. Again, similar to afk soakers in other games - 'going afk in this content is a totally legitimate way to play, you should learn how to play the game or play solo content...'
  9. Tell me then, how are these not exploits? I should be forced to sit and wait for a Stealth character to get to the checkpoint and then kill myself to res at the checkpoint - and spend most of the time in the flashpoint standing around? Im selfish for wanting these loopholes fixed? My bad for wanting to play the game and not wanting others getting an advantage for running flashpoints that came out 10 years ago by abusing exploits - and running those flashpoints over and over and over again. Group finder is supposed to randomized. It's selfish that these loopholes entitle players to ruin the experience of doing group content just so they can get rewards faster than they were intended to get - this isn't a case of 'play your way' - these are broken flashpoints mixed with broken gearing systems that essentially break the entire group finder system. And frankly I don't need your sympathy. Didn't ask for it. I don't have to be happy with how it currently is and am free to voice my complaint here.
  10. While I agree with being able to play the way you want, I don't agree with flashpoints riddled with exploits. The current group finder in vet mode is nice, because of the queue speed. But where this effects gearing with 6.0 is that you get the exact same rewards from being in hammer station for 10min that you would from being in a newer flashpoint for 30min - because of exploits. People think 7.0 will change this, but the new system only guarantees you upgrades for your first 3 runs in group finder, after people complete their 3 forced runs it will be back to exploiting flashpoints to increase the rate of rewards. This will still be a problem in 7.0.
  11. Maybe, doesn't mean I can't have a discussion about it though. If you're gonna tell me that I don't define what an exploit is, I'll tell you the same. I don't design the flashpoints, I can just point out where I see bad design and where the bad design is abused and exploited - the time the average flashpoint takes is all up to the devs. But having introductory flashpoints that can be exploited to be completed in 10min when they should take 30min but give the same rewards is bad design that is exploited by players. An exploit inside of an exploit o.0 I'm not saying these are exploits players should be punished for using, just that they should be fixed. You can disagree all you want, but your reasoning of 'I shouldn't have to run this flashpoint, it'll take forever, you need to respect other people's time' - no, you are just entitled to easy rewards that take no time or effort. As I've said before, why even have trash mobs? All new flashpoints should just be empty corridors where you just run down empty hallways til you get to the boss - would be just about as entertaining as exploiting your way through a flashpoint...
  12. I'm talking about exploits in general and have been. Multiple times I've listed the exploits.
  13. I have NUMEROUS times seen new players harassed for not knowing how or not wanting to skip all of a flashpoint. When my vote made it so they couldn't be kicked the group just leaves. I don't see how anyone can defend a system that encourages this type of behavior towards new players - in the flashpoints that are literally the introduction to flashpoints for new players... all because these flashpoints are very old and abused, they also give the exact same rewards as the newer flashpoints that have less exploits. So why spend 20 to 30min in better content when it only takes 10min to run hammer station? It comes down to some very bad level design for some of the vanilla (and even some of the newer ones) flashpoints that have never had the holes patched up in them. Just because the holes are there doesn't imply that any of them are intended - they are broken.
  14. You keep saying this, but I'm sure having a Stealth to a checkpoint and then having the group kill themselves to res at the checkpoint is totally baked in... what a bunch of crap. *edit - I have yet to meet a newer player that doesn't see it this way. Someone agrees and you're instantly 'look this is all baked in, get good or don't do flashpoints' - this exemplifies the problem. Toxic elitist endgame players exploiting flashpoints and expecting everyone to exploit with them because BW can't be bothered to to fix their game. *edit - even better, get good - if you're not taking advantage of and abusing the exploits in flashpoints to skip 75% or more of the flashpoint then you aren't playing correctly. It's all baked in! Get out of group finder chumps! The things you talk about like elevators, drills, etc... are literally baked in and part of the f#&@ing flashpoints. This is obviously not what is being talked about. So stop bringing them up.
  15. So new players are supposed to queue for master mode (doesn't fix the problem here.) or do pre-made groups just to experience the Flashpoint right? Don't tell me this system isn't toxic, it is. Again, no successful mmo allows exploits like these to remain in their game. I can find example after example of blizzard fixing exploits like these in their flasbpoints throughout every expansion. I don't get why BW is changing up the gearing system and messing with other unwanted changes when they should be fixing the game - this would be a good starting point. If you don't want people exploiting your gearing mechanics, then fix the flashpoints - the number one way to get geared right now and will still be a main way to get semi geared before operations in 7.0. Oh wait, 7.0 only caters to raiders... I guess keep all the broken content right? Keep broken flashpoints because the best gear comes from raids. So done with this game and it's toxic community.
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