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Attn Developers: Please expain limited use grenades. Will we lose our Orange Grenades

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  • 09-05-2013, 10:48 AM
    Slyfox2001
    Quote:

    Originally Posted by PseudoCool View Post
    From what I saw on the twitch feed, the grenade "recharges" are not based on the RARITY of the grenade, but on the grenade type.. frag.. bio.. fire.. cluster It didn't look like "oh man, I need grenade refills, but there's a purple for a grenade I haven't picked up yet?!?!" but more like "hey, I need to refill my orange cluster grenade.. ahh.. there's a cluster refill! Sweet!"

    I honestly think that's what people are freaking out about. I think the drop rates for getting those ORIGINAL Oranges are going to be the same, but the grenade refills are based on the TYPE of the grenade.. NOT ON THE RARITY. In that way, it won't be like hunting for a needle in a haystack. Your orange frag grenade, my purple frag grenade, and Smeegel's white frag grenade can all be recharged from the exact same refill drop. Its all good homies.. everyone can relax :)

    I'm not thinking that and the below quote is why:

    (From Trick):
    "Now, for clarification on some issues. “Grenade ammo” is not a thing. When a person picks up an uncommon frag grenade loot, they will get a stack of 3 uncommon frag grenades added to their inventory. If they pick up an Orange bio grenade drop, they will get three orange bio grenades added. “Smart Loot” ensures that players will primarily see drops of things they already have of the same rarity they have or lower. Essentially, players who don’t want to spend money to refill grenade stacks will rely on the luck of the drops to refill the grenades that they have in their inventory."

    That quote right there, about the grenades, SPECIFICALLY talks about rarity.
  • 09-05-2013, 10:50 AM
    Zugo
    Quote:

    Originally Posted by PseudoCool View Post
    From what I saw on the twitch feed, the grenade "recharges" are not based on the RARITY of the grenade, but on the grenade type.. frag.. bio.. fire.. cluster It didn't look like "oh man, I need grenade refills, but there's a purple for a grenade I haven't picked up yet?!?!" but more like "hey, I need to refill my orange cluster grenade.. ahh.. there's a cluster refill! Sweet!"

    I honestly think that's what people are freaking out about. I think the drop rates for getting those ORIGINAL Oranges are going to be the same, but the grenade refills are based on the TYPE of the grenade.. NOT ON THE RARITY. In that way, it won't be like hunting for a needle in a haystack. Your orange frag grenade, my purple frag grenade, and Smeegel's white frag grenade can all be recharged from the exact same refill drop. Its all good homies.. everyone can relax :)

    Sounds great, but if it was that simple wouldn't they have told us that by now?
  • 09-05-2013, 10:51 AM
    skepticck
    Quote:

    Originally Posted by PseudoCool View Post
    From what I saw on the twitch feed, the grenade "recharges" are not based on the RARITY of the grenade, but on the grenade type.. frag.. bio.. fire.. cluster It didn't look like "oh man, I need grenade refills, but there's a purple for a grenade I haven't picked up yet?!?!" but more like "hey, I need to refill my orange cluster grenade.. ahh.. there's a cluster refill! Sweet!"

    I honestly think that's what people are freaking out about. I think the drop rates for getting those ORIGINAL Oranges are going to be the same, but the grenade refills are based on the TYPE of the grenade.. NOT ON THE RARITY. In that way, it won't be like hunting for a needle in a haystack. Your orange frag grenade, my purple frag grenade, and Smeegel's white frag grenade can all be recharged from the exact same refill drop. Its all good homies.. everyone can relax :)

    This would make sense but then why wouldn't they say it clearly like this instead of that lengthy post that said pretty much nothing.
  • 09-05-2013, 10:53 AM
    PseudoCool
    Quote:

    Originally Posted by Slyfox2001 View Post
    I'm not thinking that and the below quote is why:

    (From Trick):
    "Now, for clarification on some issues. “Grenade ammo” is not a thing. When a person picks up an uncommon frag grenade loot, they will get a stack of 3 uncommon frag grenades added to their inventory. If they pick up an Orange bio grenade drop, they will get three orange bio grenades added. “Smart Loot” ensures that players will primarily see drops of things they already have of the same rarity they have or lower. Essentially, players who don’t want to spend money to refill grenade stacks will rely on the luck of the drops to refill the grenades that they have in their inventory."

    That quote right there, about the grenades, SPECIFICALLY talks about rarity.

    And see.. that is NOT what was shown during the twitch feed from PAX. Go watch it. The loot on the ground specifically says "Frag Grenade".. "Pyro Grenade".. nothing at all about the type or rarity. Personally, I don't like the idea of this change, I think it's time and energy wasted that could have been used on other things.. like fixing the scope bug or getting any of the hundred other issues with the game fixed. However.. maybe it's just because I've been using the same purple grenade for 2000 levels, I'll just go to the store and spend some of my over-abundance of scrip on getting more grenades. Then again, if I'm carrying only one type of grenade, the "Smart Loot" should only be giving me that type of grenade.. thus.. problem solved no matter how you look at it.

    Which.. shouldn't be a problem in the first place except for the dev's mucking with the only part of the system that really works already as intended :)
  • 09-05-2013, 10:58 AM
    skepticck
    Quote:

    Originally Posted by PseudoCool View Post
    ...Then again, if I'm carrying only one type of grenade, the "Smart Loot" should only be giving me that type of grenade.. thus.. problem solved no matter how you look at it....

    that's of course on the off chance that the "smart loot" feature will actually work as intended, given that they can't even code a simple chat system what are the chances that it will work properly.
  • 09-05-2013, 11:02 AM
    Cavadus
    The bottom line of this entire debacle is that the existing grenade mechanics were never criticized or complained about by the community. These proposed changes are completely arbitrary and were brought about by some bored developer.

    Of all the things they could have pedantically focused on they choose grenades? Not the completely broken chat system? The broken Raptor? The broken arenas? The broken (new) PvP map? The broken arkfalls (stuff sitting multiple stories above ground)? The corrupted "The Defiance service has timed out" accounts which can't even log into the game? The perma-patcher errors where players can't update?

    And they invest time in some arbitrary changes that no one suggested and no one wants?

    I guess that's why we're where we are, isn't it?
  • 09-05-2013, 11:04 AM
    Slyfox2001
    Quote:

    Originally Posted by PseudoCool View Post
    And see.. that is NOT what was shown during the twitch feed from PAX. Go watch it. The loot on the ground specifically says "Frag Grenade".. "Pyro Grenade".. nothing at all about the type or rarity. Personally, I don't like the idea of this change, I think it's time and energy wasted that could have been used on other things.. like fixing the scope bug or getting any of the hundred other issues with the game fixed. However.. maybe it's just because I've been using the same purple grenade for 2000 levels, I'll just go to the store and spend some of my over-abundance of scrip on getting more grenades. Then again, if I'm carrying only one type of grenade, the "Smart Loot" should only be giving me that type of grenade.. thus.. problem solved no matter how you look at it.

    Which.. shouldn't be a problem in the first place except for the dev's mucking with the only part of the system that really works already as intended :)

    Well, you can watch a video of a Zeta test server that may never even see light or you can take a Developer's word. Which is more accurate? Well, as we've seen, neither. Say one thing, show another, vice versa.

    The "smart loot" system, again, via Trick, is stated as "primarily" giving drops of things they already have at the same rarity or lower... which means that there is a chance that if you only have one grenade, Purple Grenade Shimmy-Town, that the "smart loot" system could still drop you a White Grenade Slum-Dump. It's all crap, really.

    If I'm not mistaken, about the video, isn't Greg using a white Infector grenade? Then wouldn't "primarily" all of the grenade drops he sees be white? I'm getting part of what you are saying, but rarity is still an issue, I'm sure. So, combining our two thoughts, I get:

    You have Purple Frag Grenade Shimmy-Tim equipped. One mob drops a Green Frag Grenade (minus the actual type, Shimmy-Tim) and another mob drops a Purple Cluster Grenade (minus the type). So now if you grab the Green Frag Grenade drop, you then have 3 Green Frag Grenade Shimmy-Tim "charges."

    Right? I think that's your BEST bet. Only time and DLC will tell!
  • 09-05-2013, 11:06 AM
    Slyfox2001
    Quote:

    Originally Posted by Cavadus View Post
    The bottom line of this entire debacle is that the existing grenade mechanics were never criticized or complained about by the community. These proposed changes are completely arbitrary and were brought about by some bored developer.

    Of all the things they could have pedantically focused on they choose grenades? Not the completely broken chat system? The broken Raptor? The broken arenas? The broken (new) PvP map? The broken arkfalls (stuff sitting multiple stories above ground)? The corrupted "The Defiance service has timed out" accounts which can't even log into the game? The perma-patcher errors where players can't update?

    And they invest time in some arbitrary changes that no one suggested and no one wants?

    I guess that's why we're where we are, isn't it?


    I posted this before, but I think the only reason they would attack something that nobody ever complained about is because they broke it with the new changes they are making to DLC2+. Then they come up with stupid reasons why we need the changes so they can justify themselves breaking the system because they can't afford to NOT put something in the DLC because, if it's like DLC 1, it's going to be lackluster.
  • 09-05-2013, 11:11 AM
    PseudoCool
    Quote:

    Originally Posted by Slyfox2001 View Post
    Well, you can watch a video of a Zeta test server that may never even see light or you can take a Developer's word. Which is more accurate? Well, as we've seen, neither. Say one thing, show another, vice versa.

    The "smart loot" system, again, via Trick, is stated as "primarily" giving drops of things they already have at the same rarity or lower... which means that there is a chance that if you only have one grenade, Purple Grenade Shimmy-Town, that the "smart loot" system could still drop you a White Grenade Slum-Dump. It's all crap, really.

    If I'm not mistaken, about the video, isn't Greg using a white Infector grenade? Then wouldn't "primarily" all of the grenade drops he sees be white? I'm getting part of what you are saying, but rarity is still an issue, I'm sure. So, combining our two thoughts, I get:

    You have Purple Frag Grenade Shimmy-Tim equipped. One mob drops a Green Frag Grenade (minus the actual type, Shimmy-Tim) and another mob drops a Purple Cluster Grenade (minus the type). So now if you grab the Green Frag Grenade drop, you then have 3 Green Frag Grenade Shimmy-Tim "charges."

    Right? I think that's your BEST bet. Only time and DLC will tell!

    Yup.. and like Cavadus has said, and which I've said before as well.. this GrenadeGate debacle is nothing more than a futile waste of developers time and energy, stuff that should have been put to use on the more game breaking issues involving lag, a completely broken chat system, etc etc. I don't see how they'll have "smart loot" working at all, and infact I have a fear it's going to totally break things that involve loot, specifically lock boxes. So, if I have a full load out of orange weapons, grenade, and shields equipped, I'm going to primarily receive those items in my loot from lock boxes. I can see it acting that way, and I can see no one listening to us when we point it out off the test server. And then I can see the oranges flooding the player-derived market, and driving the prices down so far on those spiffy orange grenades that people will still have a reason to complain about the change.

    Ahhh... it's all cylindrical.. it's one giant mobius constant.. we're all on the giant merry go round of doomed vehicles, nerfed weapons, broken chat systems, and the infamously unfounded "pvp balance".... over and over and over ad nauseum...
  • 09-05-2013, 11:40 AM
    Slyfox2001
    Quote:

    Originally Posted by PseudoCool View Post
    Ahhh... it's all cylindrical.. it's one giant mobius constant.. we're all on the giant merry go round of doomed vehicles, nerfed weapons, broken chat systems, and the infamously unfounded "pvp balance".... over and over and over ad nauseum...

    Geez, someone's all cheery today... ;)
  • 09-05-2013, 01:53 PM
    Zabuza
    Quote:

    Originally Posted by Cavadus View Post
    ...and were brought about by some bored developer.

    Lulz, with all the bugs in this game there shouldn't be any bored developers.

    Quote:

    Originally Posted by Cavadus View Post
    I guess that's why we're where we are, isn't it?

    You are correct ser.
  • 09-05-2013, 03:19 PM
    Indra Echo
    Quote:

    Originally Posted by Slyfox2001 View Post
    I'm not thinking that and the below quote is why:

    (From Trick):
    "Now, for clarification on some issues. “Grenade ammo” is not a thing. When a person picks up an uncommon frag grenade loot, they will get a stack of 3 uncommon frag grenades added to their inventory. If they pick up an Orange bio grenade drop, they will get three orange bio grenades added. “Smart Loot” ensures that players will primarily see drops of things they already have of the same rarity they have or lower. Essentially, players who don’t want to spend money to refill grenade stacks will rely on the luck of the drops to refill the grenades that they have in their inventory."

    That quote right there, about the grenades, SPECIFICALLY talks about rarity.

    The key phrase there is "of the same rarity they have or lower." I take that to mean this: You have an orange pyronova and it's the super duper best of all pyros possible. You have a stack of 3. You use 3 then yes you will have to decide what to do next.

    Your choices are:

    Door number 1-
    Ok, maybe you have another load out with a bionova in it--great idea, try another load out---STOP, don't do it. Oh crap, lagged out.

    Door number 2-
    There's stuff laying on the ground. Go ahead, it's glowing green but well I'm sure it's an ok Bio grenade right? Well, it still works-not like what you're used to but oh well. Wait, why aren't there more loot drops like there used to be-and what happened to all the ammo and salvage and scrip drops you used to get? Great to have all these grenade stacks you can't sell now--no idea if they become part of your inventory or not or what the heck happens.

    Door number 3-
    Ooh you have something that gets you a smart loot grenade drop. Orange Bionova stacks are in the bag. Wait you paid for that thing so you could replenish that Bionova so why are all the grenades blueish looking and why are they pyros? Oh yeah, "the same rarity or lower". So exactly what did you pay for?
  • 09-05-2013, 03:24 PM
    Indra Echo
    Quote:

    Originally Posted by skepticck View Post
    This would make sense but then why wouldn't they say it clearly like this instead of that lengthy post that said pretty much nothing.

    It's deflection or just his way of explaining things. It's using a lot of words to say very little-I excel at it because I was brought up to write long letters to the older people in my family. I also resist Twitter speak. This information here should actually have been in Twitter speak because it would be clearer. There's a reason for it to be so wordy-either he writes as I do, or there's a need to make it sound better than it is or to have more of a basis and a reason for being changed.

    It sounds far more authoritative to talk about the axis of a grenade than to merely say the properties of the grenades were not necessarily scaling along with EGO ratings and rarities. But to say that, he'd have to admit they could just change the properties instead of doing this elaborate thing to them. The concern should rightly be that this will be the direction they consider for a lot of things in the game--well, the concern of those who remain and play.

    This kind of doublespeak is both a curse and a gift and occurs in many professions.
  • 09-05-2013, 03:30 PM
    Zabuza
    Quote:

    Originally Posted by Indra Echo View Post
    I excel at it

    This explains so much. I never read your whole posts because they are so long (first two sentences), they are as daunting as text walls without punctuation. I come here to see a few comments, not read novellas. Although they are very well articulated and bring up good points (when I do read past the first two). It's just such a fluffy bunny...
  • 09-05-2013, 03:35 PM
    JxSiN
    Quote:

    Originally Posted by Indra Echo View Post
    Might be so. I just have this overwhelming disgust for the whole thing and a suspicion like others that we're being treated like fools here when the intent is to get us to use our scrip, so we need more scrip, and we'll buy more boosts. If so, then they really do need to fold up this game and call it a day.

    Here's the thing--I have no doubt had they made some new cool area, say an underground city, that people would gladly use scrip to pay for a ticket to transportation to the city. They could have created this in segments, small areas like coop zones, but with shopkeepers that sold say, new outfits that you could get for large amounts of scrip or that you could enter in a trade of loot with--the game would allow the AI to agree to or reject the trade. These items could also be purchased with bits.

    The vendors could also sell weapon upgrades (not mods) but things like new random bonus rolls for scrip or same as for outfits.

    This would encourage people to buy scrip boosts and maybe loot boosts. Furthermore, I'd create a bunch of these areas that have different things-vehicle upgrades as well. And then make some of them only available at certain levels. I'd also have some of them be random conflict areas--so you get to one and it's empty except for mutants trying to take over, or Volge looking for a weapon cache or Raiders trying to steal scrip. You can enter them alone or in a group and may end up fighting or buying. If you fight and win, you get the stuff the foes were looking for.

    This type of thing could also be used as a trade house for players. You have to pay some scrip for transportation to it-then put stuff up for sale or trade or buy things there.

    This is one suggestion about how they actually could encourage boosts and the use of real money, create a new area, create new content, appeal to higher level play, encourage trade-not just with people but with the AI, and so on. But grenades, no thank you.

    ^I really like the ideas you gave. :)
  • 09-05-2013, 03:44 PM
    Indra Echo
    Quote:

    Originally Posted by Cavadus View Post
    The bottom line of this entire debacle is that the existing grenade mechanics were never criticized or complained about by the community. These proposed changes are completely arbitrary and were brought about by some bored developer.

    Of all the things they could have pedantically focused on they choose grenades? Not the completely broken chat system? The broken Raptor? The broken arenas? The broken (new) PvP map? The broken arkfalls (stuff sitting multiple stories above ground)? The corrupted "The Defiance service has timed out" accounts which can't even log into the game? The perma-patcher errors where players can't update?

    And they invest time in some arbitrary changes that no one suggested and no one wants?

    I guess that's why we're where we are, isn't it?

    Yep and add to that the lack of appreciation for the feedback I and many others have offered in trying to address lag-one primary concern has been BMGs and anything that uses that glowy static effect--Trick just yesterday did address it but mainly to say they are working on a lot to do with BMGs (or rather considering them) and maybe should tone down the insta-lag effect of things like BMGs. Ok, yesterday???

    This new mechanic seems to have been created in the vacuum of a pristine game with little thought to just exactly what everyone has been complaining about. Lag is understandable. Some timeouts are explainable and even defensible since other things can influence them. Routine frequent crippling lag is unacceptable. To not even consider it when introducing new mechanics is unconscionable. Top that off with the fact that the new mechanics are meant in part to use old current items that were never a problem as Trick described them (I know of no one that complained about things he listed), and it's ludicrous.

    So to keep track of what we know, this will be in DLC2 so far:

    New grenade mechanics.
    Do it yourself Arkfalls.

    Things to use to bump your HP or boost your EGO--we haven't even attempted to discuss this and in light of the grenade thing, I'm wondering what this means for HP and EGO. I don't have the link to the Twitch video anymore--but I'm hoping these are additional boosts when needed (or EGO like at DM arkfalls) and won't be in place of regeneration.

    Just wanted to make sure I had this right.
  • 09-05-2013, 03:45 PM
    thefndodge
    iM SO EXCITED!!!!!!!!!!!!!!!!!!!!!!!!!!!! THEY ARE REMOVING THE MOD HOARDS!!!!!!!!!!!!!!!!!!!!! AND COMPENSATING THOSE POOR SOULS THAT PURCHASED THEM!!!!!!!!!!!!!!!!!!!!!!!!!!! IF THE DEV'S WOULD'VE ONLY LISTENED TO WHAT WE SAID PRIOR TO THE DLC RELEASE. WE KNEW THESE WERE CRAP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    Edit: Yes, I am pretty excited.
  • 09-05-2013, 03:53 PM
    Zabuza
    Quote:

    Originally Posted by thefndodge View Post
    iM SO EXCITED!!!!!!!!!!!!!!!!!!!!!!!!!!!! THEY ARE REMOVING THE MOD HOARDS!!!!!!!!!!!!!!!!!!!!! AND COMPENSATING THOSE POOR SOULS THAT PURCHASED THEM!!!!!!!!!!!!!!!!!!!!!!!!!!! IF THE DEV'S WOULD'VE ONLY LISTENED TO WHAT WE SAID PRIOR TO THE DLC RELEASE. WE KNEW THESE WERE CRAP!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

    Edit: Yes, I am pretty excited.

    Source of news?
  • 09-05-2013, 03:54 PM
    maverick07
    Quote:

    Originally Posted by Cavadus View Post
    The bottom line of this entire debacle is that the existing grenade mechanics were never criticized or complained about by the community. These proposed changes are completely arbitrary and were brought about by some bored developer.

    Yep completely agree. I still might make a bigger post going into more detail, but this pretty much sums up how I feel, and everyone else. Don't fix things that aren't broken. Fix the things that are broken!
  • 09-05-2013, 03:57 PM
    thefndodge
    Quote:

    Originally Posted by Zabuza View Post
    Source of news?

    This stickied thread, duh:

    http://forums.defiance.com/showthrea...ing-Mod-Hoards
  • 09-05-2013, 04:18 PM
    Arcisen
    so after watching that, dlc 2 all i have to look forward to arkfalls that i can create myself with friends, ? GIVE US NEW CO-OP MAPS DEATHMATCH 'REAL' STORY MISSIONS
  • 09-05-2013, 05:01 PM
    WhiteF8ng
    Alright here's my 2 cents...

    Quote:

    Originally Posted by TrickDempsey View Post
    Grenade Identity
    The variety of the grenades in game lacked identity. Due to the four axis variability of each grenade mod, many of the rarer mods were not an actual improvement over the lower rarity mods. The only axis which provided significant benefit to our players was damage. (And duration for flashbang, pyro, and bio grenades.) This created a deeply negative experience for players when looting higher-tier grenades, and generally cluttered and already cumbersome inventory. By focusing on grenade identity, we are able to guarantee that each type of grenade is distinct and each rarity an improvement.

    Ok there was/is a problem with the stat progression. I'm a little confused as to why this would clutter inventory. Unless the new grenade mod system won't take up inventory slots. Not sure what this is hinting at...

    Quote:

    Originally Posted by TrickDempsey View Post
    Risk-reward
    Grenades had a serious risk-reward imbalance in a variety of common situations. With a fast-fire grenade thrown from a third-person perspective, misses were common and the long cooldown on grenades made this incredibly punishing. As such, grenades become something which lacked real strategic choice. Even with all the cooldown reduction synergies and bonuses, grenades could not be relied upon as a problem solving tool. Ideally, players should be able to make significant strategic decisions prior to a fight to enable themselves to play in the style they most enjoy. The original execution of grenades did not feed this dynamic.

    I get it. But what happens to synergies that decrease grenade cooldown? Are these numbers changing? Maybe change cooldown % to % chance of earning a grenade? If grenades are gonna be consumable then why even have a cooldown? If I wanna spam my grenades to "problem solve" then why not let me? If the max amount able to carry is gonna be 3 (or is it?) then why am I restricted by a cooldown? I know I'll run out. I know how to manage ammo (Oh wait, it's not ammo, it's something else...). I also know I'll run out. Let me choose to do so if this consumable grenade change is set in stone.

    Quote:

    Originally Posted by TrickDempsey View Post
    Economic Issues
    Ark hunters are the elite scavengers and warriors of the New Frontier. They are equal parts treasure hunter, bounty hunter, and monster hunter, and an infinite supply of high explosives really stretched this fiction and prevented a players from making significant economic decisions. An intended mechanic which never played out was that players should be making a significant decision between selling their loot and scrapping it. However, there was no viable economic sink for scrip, and this removed a significant choice from players. The answer was always to break down loot for salvage to get ark keys.

    This robbed players of choice and the ability to own their decisions.

    The consumables (grenades, spikes, and stims) provide an economic pressure with significant gameplay implications. They allow players to convert scrip into significant short-term power increases. Now the scrip vs salvage decision has teeth.

    This actually makes since. Scrip has been on the back burner for many moons. Now its viable to want scrip. However, the payout from EVERYTHING in general sucks.

    In one of the first episodic missions, Varus offers Nolan and Arisa s90,000 (EACH). I get 500 jekking scrip for doing the whole jekking Motherlode? Wtf? Dark Matter runs around in top-of-the-line shtako constantly and you're gonna tell me that those Monitors only carry 5 scrip total? The in-game NPCs wouldn't survive on the amount of scrip they carry for the prices that we have in the vendors.

    If everything is gonna be a scrip vs salvage decision, then where are the big money events? I know how to get salvage, show me a viable place to get paid (fairly) for the work I put in.

    Quote:

    Now, for clarification on some issues. “Grenade ammo” is not a thing. When a person picks up an uncommon frag grenade loot, they will get a stack of 3 uncommon frag grenades added to their inventory. If they pick up an Orange bio grenade drop, they will get three orange bio grenades added. “Smart Loot” ensures that players will primarily see drops of things they already have of the same rarity they have or lower. Essentially, players who don’t want to spend money to refill grenade stacks will rely on the luck of the drops to refill the grenades that they have in their inventory.
    This went downhill the very second I read Uncommon. Is this a:
    • "You get more nades depending on the rarity" thing?
    • "If you got a purp and that drop ain't purp, you ain't got shtako" thing?
    • "You need the same rarity and type of nade to replenish but if you pic up a lower rarity nade 'stack' you now have the latter" thing?
    And is 3 gonna be the max amount of nades allowed or am I gonna have to purposely leave a nade drop on the ground in case I need it later?
  • 09-06-2013, 02:57 AM
    Tekrunner
    I was going to write a long post to express my feedback, but other people have already said pretty much what I wanted to say. So instead I'm going to leave it at two short points:
    • A move away from cooldowns to consumables saddens me, and goes against what many modern games (that don't aim to be as realistic as possible) have been doing. I'm usually not one to complain about changes before I can actually experience them, but I'm almost certain I'm not going to like this one. I don't like consumables, I find them much less interesting to use tactically (grenade and spike spam, woo...) and they make you miss out on a whole range of possible cooldown-reduction mechanisms and builds centered around them.
    • From the explanation we've had, the planned change goes against Occam's razor. The current grenade system may have some flaws (though I don't really understand the arguments about grenade identity, and feel like the risk-reward balance is perfectly fine, especially when using 24s grenades with refresh-reduction perks / bonuses), but it's simple and fairly efficient. The proposed changes sound complicated and confusing in many ways (balance problems in PvE and PvP, performance issues with too many items on the ground, confusing players who may have trouble deciding whether they should pick up the grenades or not, inventory management issues...)

    So yeah, I'm personally unconvinced, at least for now.

    And uh, if you really want to make scrip useful... just add an auction house where you can only pay with scrip, and all complaints about scrip being useless will instantly vanish.
  • 09-06-2013, 03:04 AM
    Zabuza
    Quote:

    Originally Posted by TrickDempsey View Post
    “Grenade ammo” is not a thing.

    So what you're saying is we will lose our Orange grenades when they run out??

    Quote:

    Originally Posted by Tekrunner View Post
    And uh, if you really want to make scrip useful... just add an auction house where you can only pay with scrip, and all complaints about scrip being useless will instantly vanish.

    I think they are afraid that will take away lockbox sales.
  • 09-06-2013, 06:01 AM
    Indra Echo
    The main point on this issue seems to be this: if you have no good reason for changing some current mechanic that is not geared toward fixing something and seems likely to add to one big thing driving people away, why do it?

    Also, this as part of DLC (though I know the idea is that stims and spikes are new content) is just sad. Spikes I can understand as a way to call down arkfalls (where's the story immersion here-we're arkhunters I thought, not ark controllers), but stims? As I've said I've seen this show before. Grenades today, ammo, EGO, and HP tomorrow.

    The fact that it seems no one thought about lag, no one thought about Arenas (you know DLC1), no one thought about grenade synergies, bonuses, or shield buffs to grenades and no one thought very hard about grenade refresh rates is sad and ridiculous. But they did think about economic pressures, risk reward, and some vague issue with inventory clutter--which means grenades must move out of our inventory, and leads to questions as to whether they'd still be able to be traded. It also raises questions as to how exactly this will work.

    If I have just 5 grenades right now-that are cluttering up my inventory and that I had no choice over and couldn't use to fit into my strategy (things also said as reasons for doing this), then what happens when I pick up those random grenade loot drops (ok seriously, ammo is ammo and grenade loot drops are ammo-but this probably will be put into the category of loot, to try and get us to buy loot boosts-it is ammo).

    My example is I have 5 grenades-say, an orange pyro, purple bio, frag, and cluster along with the infector grenade. I don't want to buy spikes or stims or stacks of grenades. I run out of the stack I have on me, but the placeholder remains-so if I buy more stacks at a vendor, I will again have the oj pyro, purple frag, bio, cluster, and I guess the infector as well. What happens to the stacks I get from enemy drops? Say I loot 3 green pyros-where do they go? Are they in my inventory? Once I use them are they totally gone or does a placeholder remain so I could refill them if I want to? And this placeholder (I don't have a good name for it, but this is supposed to help un-clutter our inventories, so I don't know what to call it), can we sell it if we don't have any reason to ever get a lot of green pyros?


    Again my fear is this is just the beginning. I've seen this before. There are games that have tried to up the degree of difficulty by limiting the amount of HP regenerating items you can carry-until you get to some place to replenish it. These other games decided to make a lot of things consumables so as to force players to consider paying real money for things, or as a way to force grinding (which people get sick of so they decide to pay real money), or as a way to insert that perceived difficulty, instead of creating real difficulty.


    I can understand wanting to find ways to get people to pay real money, for scrip and loot boosts-I just think there are better ways to do it, and it's a losing proposition to change existing things to try and make it happen. I am sure this is why grenade ammo (in a lot of other games you replenish it by going to an ammo box, if you have to replenish it) is being called loot and is not a thing, whatever that means. It will drop more often with loot boosts.

    I really do want this question answered but don't think it will be-I know because of so much that happened with DLC 1-but what part of this new (actually old) content will be part of paid DLC and what part is free? Can't say anyone would pay for a new grenade mechanic, stims, spikes, and different arkfalls. Well maybe some would but then does that mean DLC 3 will have even more types of arkfalls and a change to ammo mechanics which will then be called Gun Replenishment Loot because gun ammo is not a thing?
  • 09-06-2013, 06:07 AM
    Tekrunner
    Quote:

    Originally Posted by Indra Echo View Post
    I can understand wanting to find ways to get people to pay real money, for scrip and loot boosts-I just think there are better ways to do it, and it's a losing proposition to change existing things to try and make it happen. I am sure this is why grenade ammo (in a lot of other games you replenish it by going to an ammo box, if you have to replenish it) is being called loot and is not a thing, whatever that means. It will drop more often with loot boosts.

    I doubt it. I'm pretty sure that loot boosts actually make enemies drop more ammo as well.
  • 09-06-2013, 06:25 AM
    Overtkill21
    Quote:

    Originally Posted by Indra Echo View Post
    The main point on this issue seems to be this: if you have no good reason for changing some current mechanic that is not geared toward fixing something and seems likely to add to one big thing driving people away, why do it?

    Also, this as part of DLC (though I know the idea is that stims and spikes are new content) is just sad. Spikes I can understand as a way to call down arkfalls (where's the story immersion here-we're arkhunters I thought, not ark controllers), but stims? As I've said I've seen this show before. Grenades today, ammo, EGO, and HP tomorrow.

    The fact that it seems no one thought about lag, no one thought about Arenas (you know DLC1), no one thought about grenade synergies, bonuses, or shield buffs to grenades and no one thought very hard about grenade refresh rates is sad and ridiculous. But they did think about economic pressures, risk reward, and some vague issue with inventory clutter--which means grenades must move out of our inventory, and leads to questions as to whether they'd still be able to be traded. It also raises questions as to how exactly this will work.

    If I have just 5 grenades right now-that are cluttering up my inventory and that I had no choice over and couldn't use to fit into my strategy (things also said as reasons for doing this), then what happens when I pick up those random grenade loot drops (ok seriously, ammo is ammo and grenade loot drops are ammo-but this probably will be put into the category of loot, to try and get us to buy loot boosts-it is ammo).

    My example is I have 5 grenades-say, an orange pyro, purple bio, frag, and cluster along with the infector grenade. I don't want to buy spikes or stims or stacks of grenades. I run out of the stack I have on me, but the placeholder remains-so if I buy more stacks at a vendor, I will again have the oj pyro, purple frag, bio, cluster, and I guess the infector as well. What happens to the stacks I get from enemy drops? Say I loot 3 green pyros-where do they go? Are they in my inventory? Once I use them are they totally gone or does a placeholder remain so I could refill them if I want to? And this placeholder (I don't have a good name for it, but this is supposed to help un-clutter our inventories, so I don't know what to call it), can we sell it if we don't have any reason to ever get a lot of green pyros?


    Again my fear is this is just the beginning. I've seen this before. There are games that have tried to up the degree of difficulty by limiting the amount of HP regenerating items you can carry-until you get to some place to replenish it. These other games decided to make a lot of things consumables so as to force players to consider paying real money for things, or as a way to force grinding (which people get sick of so they decide to pay real money), or as a way to insert that perceived difficulty, instead of creating real difficulty.


    I can understand wanting to find ways to get people to pay real money, for scrip and loot boosts-I just think there are better ways to do it, and it's a losing proposition to change existing things to try and make it happen. I am sure this is why grenade ammo (in a lot of other games you replenish it by going to an ammo box, if you have to replenish it) is being called loot and is not a thing, whatever that means. It will drop more often with loot boosts.

    I really do want this question answered but don't think it will be-I know because of so much that happened with DLC 1-but what part of this new (actually old) content will be part of paid DLC and what part is free? Can't say anyone would pay for a new grenade mechanic, stims, spikes, and different arkfalls. Well maybe some would but then does that mean DLC 3 will have even more types of arkfalls and a change to ammo mechanics which will then be called Gun Replenishment Loot because gun ammo is not a thing?

    It would be amazing if the devs put half as much thought into this as you have. Your points are bang on, very cogent and constructive post.

    I find myself caring less and less about this game as this grenade change looms...from the look of the server population I am not the only one.
  • 09-06-2013, 06:48 AM
    Elric1
    I got an easy solution. Diablo 3.

    *No AH nor Bit store.
    *Offline mode unlike Defiance.
    *Almost (like 90%) BUG FREE!
    *Nearly 60 FPS!
    *BONUS: The game isn't made by this company.

    Sorry I found another game where I can be socialize without the drama this company creates.

    I have no idea why they want to make people angry. I could care less on the dlc known changes, I like Defiance as is but if every one of my friends is leaving there is little reason for me to play either regardless what they do to keep me.
  • 09-06-2013, 06:55 AM
    Zugo
    Quote:

    Originally Posted by Elric1 View Post
    I got an easy solution. Diablo 3.

    *No AH nor Bit store.
    *Offline mode unlike Defiance.
    *Almost (like 90%) BUG FREE!
    *Nearly 60 FPS!
    *BONUS: The game isn't made by this company.

    Sorry I found another game where I can be socialize without the drama this company creates.

    I have no idea why they want to make people angry. I could care less on the dlc known changes, I like Defiance as is but if every one of my friends is leaving there is little reason for me to play either regardless what they do to keep me.

    You too? Guess I'm the only one left in Gunsligners/Defiance. Gonna have to fix that today.
  • 09-06-2013, 07:09 AM
    DreadRaver
    Quote:

    Originally Posted by Elric1 View Post
    I got an easy solution. Diablo 3.

    *No AH nor Bit store.
    *Offline mode unlike Defiance.
    *Almost (like 90%) BUG FREE!
    *Nearly 60 FPS!
    *BONUS: The game isn't made by this company.

    Sorry I found another game where I can be socialize without the drama this company creates.

    I have no idea why they want to make people angry. I could care less on the dlc known changes, I like Defiance as is but if every one of my friends is leaving there is little reason for me to play either regardless what they do to keep me.

    I'm sorry, I don't understand - what Diablo 3 game are you talking about?

    No drama? Have you ever spent any time on the Diablo 3 forums!?!?

    60 FPS - WOW that's awesome for a 2D game, no?

    I played D3 for 3 months last year - and Defiance is much more fun for me.
  • 09-06-2013, 07:12 AM
    Stellin
    No Zugo I am still playing for now look me up sometime just not into pvp always willing to team up
  • 09-06-2013, 07:26 AM
    Dracian
    Quote:

    Originally Posted by Tekrunner View Post
    I was going to write a long post to express my feedback, but other people have already said pretty much what I wanted to say. So instead I'm going to leave it at two short points:
    • A move away from cooldowns to consumables saddens me, and goes against what many modern games (that don't aim to be as realistic as possible) have been doing. I'm usually not one to complain about changes before I can actually experience them, but I'm almost certain I'm not going to like this one. I don't like consumables, I find them much less interesting to use tactically (grenade and spike spam, woo...) and they make you miss out on a whole range of possible cooldown-reduction mechanisms and builds centered around them.
    • From the explanation we've had, the planned change goes against Occam's razor. The current grenade system may have some flaws (though I don't really understand the arguments about grenade identity, and feel like the risk-reward balance is perfectly fine, especially when using 24s grenades with refresh-reduction perks / bonuses), but it's simple and fairly efficient. The proposed changes sound complicated and confusing in many ways (balance problems in PvE and PvP, performance issues with too many items on the ground, confusing players who may have trouble deciding whether they should pick up the grenades or not, inventory management issues...)

    So yeah, I'm personally unconvinced, at least for now.

    And uh, if you really want to make scrip useful... just add an auction house where you can only pay with scrip, and all complaints about scrip being useless will instantly vanish.

    My thoughts, exactly.

    What saddens me the most is the risk/reward explanation letting us understand that it would be too difficult to use grenades as they are now... I guess Infectors' Aim Assist will still be present for a long time.

    I wish skill was more rewarded in that game.
  • 09-06-2013, 12:04 PM
    Indra Echo
    Quote:

    Originally Posted by Dracian View Post
    My thoughts, exactly.

    What saddens me the most is the risk/reward explanation letting us understand that it would be too difficult to use grenades as they are now... I guess Infectors' Aim Assist will still be present for a long time.

    I wish skill was more rewarded in that game.

    Yes because apparently grenades needed a change more than anything else. Amazingly enough other weapons and things got nerfed just because - scopes removed just because. But grenades well they need a new mechanic in order to save the game--they will reduce the clutter in our inventories, balance out play, fulfill an economic need, create a great RPG feel, and more. Cool. I prefer the plain version grenade--the one that I equip, that I use bonus rolls to enhance, and that don't need to have so much responsibility placed upon them.
  • 09-06-2013, 12:18 PM
    Indra Echo
    Quote:

    Originally Posted by Tekrunner View Post
    I doubt it. I'm pretty sure that loot boosts actually make enemies drop more ammo as well.

    That's exactly what I mean. Trick doesn't want it called grenade ammo, even though we all know it is ammo. He's calling it loot. Well, to me loot is stuff you pick up and can sell or salvage or trade. He didn't say that was still possible. He didn't say what if any way there would be to still get new grenades if they still exist in some tangible form.

    However, the fact he is pretty set in calling them loot means to me this is one other thing they will hope we buy boosts for--loot. We know they will want us to buy scrip boosts because we'll need more scrip for that scrip sink.

    I should have been more clear, I think they've already lowered the loot drops for everything. At least that's how it's been since this last patch for me. So it doesn't mean we'll get more loot drops--it means we'll hope we do. Well, the few people that want to play this and actually want to even deal all this will hope they do.

    I think they lowered the loot drops for the Volge emergencies in order to limit lag at Sieges, but it's still terrible at times. It looks like they've lowered them further because I did arkfalls and sieges today and got less than half the drops I was getting. I wasn't even getting ammo drops.
  • 09-06-2013, 12:23 PM
    Zugo
    Quote:

    Originally Posted by Indra Echo View Post
    I think they lowered the loot drops for the Volge emergencies in order to limit lag at Sieges, but it's still terrible at times. It looks like they've lowered them further because I did arkfalls and sieges today and got less than half the drops I was getting. I wasn't even getting ammo drops.

    I agree, and the reason is that they can't distinguish a Viscera at an emergency from one at a seige. We would end up with waaaaay too much loot you know?
  • 09-06-2013, 12:30 PM
    Bonehead
    Quote:

    Originally Posted by Indra Echo View Post
    That's exactly what I mean. Trick doesn't want it called grenade ammo, even though we all know it is ammo. He's calling it loot. Well, to me loot is stuff you pick up and can sell or salvage or trade. He didn't say that was still possible. He didn't say what if any way there would be to still get new grenades if they still exist in some tangible form.

    However, the fact he is pretty set in calling them loot means to me this is one other thing they will hope we buy boosts for--loot. We know they will want us to buy scrip boosts because we'll need more scrip for that scrip sink.

    I should have been more clear, I think they've already lowered the loot drops for everything. At least that's how it's been since this last patch for me. So it doesn't mean we'll get more loot drops--it means we'll hope we do. Well, the few people that want to play this and actually want to even deal all this will hope they do.

    I think they lowered the loot drops for the Volge emergencies in order to limit lag at Sieges, but it's still terrible at times. It looks like they've lowered them further because I did arkfalls and sieges today and got less than half the drops I was getting. I wasn't even getting ammo drops.

    I run with the scavenger perk and yesterday was the first time in forever (been playing since release) I was running out of ammo regularly so I have to think your on to something there.
  • 09-06-2013, 12:34 PM
    Indra Echo
    Quote:

    Originally Posted by Bonehead View Post
    I run with the scavenger perk and yesterday was the first time in forever (been playing since release) I was running out of ammo regularly so I have to think your on to something there.

    It's got me wondering. I never have to get ammo from a box at any arkfall or siege. I can't say it's a sure thing, but it does seem to have changed to me. It comes after some of us were pointing out the lag that happens at sieges and arkfalls and the kinds of things causing it, and how new stuff will cause it to happen, including drops of more stuff.

    EDIT--I also tested this out using a BMG. Generally, if I do it right and heal those that need healing and do a lot of damage to a lot of foes, I am constantly busy picking up loot. Not so today. I did what I normally would do with a BMG--and got fewer drops. The drops were at about what I'd normally get using other weapons-nothing like BMG drops. I got full keycodes.
  • 09-06-2013, 03:11 PM
    Indra Echo
    The other important questions regarding this involve not only the grenades but the stims and sticks and anything else that players have to purchase with real or virtual money or resources.

    If I go to a vendor and "buy" some stacks of my orange frag grenades so I have a supply and I "buy" or reload whatever gets me a smart loot drop so I might get the same rarity or lower grenade as the orange frags (but that might just get me a drop of white marshmallow grenades or sloppy kisses grenades), what happens if say I decide to call for some smart loot grenades and I get lagged out? What happens if I start throwing some of the orange ones I have in the stack I bought, and I get lagged out?

    Furthermore, if I buy sticks to call in arkfalls, what happens if I call one in and I get lagged out? Well, at this point I know what will happen because I can't see buying them. I know I am more than likely going to lag out or not be able to play.

    Consider that the way it will actually work will be similar to how well Arenas and coop have worked-for me, the answer is clear-at times, ok. At other times, passable. At other times, not very well at all. I'm not going to "buy" anything that I am more than likely to not benefit from.
  • 09-06-2013, 10:01 PM
    Overtkill21
    Apparently they are looking into how this stupid change will affect the grenadier synergy, grenade rolls, and shields....LOL They're looking into it...

    Ahhh, so nice to know for a fact that none of you thought of it when making the decision to garbage up the game with your grenade B.S.
  • 09-07-2013, 12:03 AM
    Frozen
    I've called into question the recast timer on grenades in multiple threads. I don't understand why if my belt can regenerate grenades why it can't regenerate bullets too. Having two contrasting ideas like this working together doesn't make sense. It *does* pull me out of the "world" a little.

    I don't have a problem with adding grenade ammo. Just make it that, alone. Don't needlessly convolute the system with vendors and random loot drops. Just throw in some grenade ammo icons on the ground, make them nearly as common as ammo, and move the team on to something needed.
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