Powered by vBulletin

Paradise Public Service Announcement: DLC 5 - Griefing & the Low Ego Arkhunter

Printable View

Show 40 post(s) from this thread on one page
Page 5 of 13 FirstFirst Previous ... 3 4 5 6 7 ... Next LastLast
  • 04-11-2014, 06:13 PM
    Deunan
    Quote:

    Originally Posted by Overwatch View Post
    Why raise your weapon EGO when all you need to do is find another one or purchase from a Vendor?

    It takes time and effort farming multiple loot drops from events, vendors and lock boxes to get a really good weapon (weapon type and model, rarity, rarity bonus stats, synergy, mastery bonus and nano effect). These bonuses can make one weapon of the same EGO rating deliver over 50% more DPS compared to another weapon of the same EGO rating. Players aren't going to want to abandon their good weapons, especially the most rare (orange ones with good variables) as they may not find another one as good as it is for weeks to months.
  • 04-11-2014, 07:13 PM
    Chocolatelover67
    Quote:

    Originally Posted by Overtkill21 View Post
    On Tuesday April 15 a new “DLC” or rather “Patch” will drop for the red-headed stepchild that is Defiance.

    When this happens, there will be griefers that will be able to ratchet up the level of the enemies you are facing and then they will leave – leaving you at the mercy of “scaled” enemies.

    These folks are going to be able to do this because of Trion’s infinite wisdom of adding a vertical progression to weapons and enemies without fully thinking it through (a very common theme for Defiance as you’ll see if you stick around).

    The idea was that an EGO 5000 player, and EGO 2000 player, and an EGO 100 player could still play together because – though the enemies would scale up to the highest player’s EGO the lower EGO players would scale up to the average of the players around. (So in the case of the situation above – the EGO 100 & 2000 players would scale up to about 2367 EGO) Now, what if the EGO 5000 player leaves?

    Well apparently you will lose your EGO Scaling and drop down to previous pitiful damage levels – but, get this – the enemies will stay scaled to that EGO 5000 player until they are defeated!

    So good luck killing those beasts…

    But it gets better –

    Here’s a story for you:

    Once upon a time there was an EGO 500 player at Mine 98 plugging away at 99ers when an EGO 5000 player drives by. Bolstered by the possibility of high EGO help the EGO 500 player dives into the fray as the threat level elevates, the enemies get harder, and they scale to roughly half of the high EGO player.

    The EGO 500 player’s enthusiasm soon turns to dread though as the high EGO player continues driving past. The EGO 500 player goes down for the first time; his EGO scaling drops back to EGO 500 as does the threat level but the enemies stay at EGO 5000 until they are defeated. So he revives, in hopes he can put up some sort of defense, but that hope is immediately dashed as he goes back down again…then he extracts.

    The End.

    This will be the ultimate grief-fest on Tuesday, April 15 for ALL low EGO players out there…

    I wish you all luck, for I know there are those players out there that will be intentionally griefing and then add to that all of us just driving around.


    OMFG..................

    That happened to me a while back when I died from the mine foreman at "turrets and technicians"... I don't know if the other player was a high EGO player but he seemed to one shot the big guy and my mission ended with no rewards, plus the other bad guys were a lot harder to kill then when I first started that mission.

    I don't know if that's the kind of thing you mean Overtkill21 but that's what happened. This was my 2nd attempt at that mission with no other players helping.
  • 04-11-2014, 11:07 PM
    InfamousBrad
    Fixed in the 4/10 patch. I say "fixed," what they did was change all conflict sites to EGO 0, they only spawn low-level mobs. Running through a conflict site with a level 5000 weapon is hilarious, you one-shot everything, so it'll be basically no XP. But it will be fast dailies and weeklies.
  • 04-12-2014, 01:13 AM
    Tsort
    Quote:

    Originally Posted by Morgana View Post
    If a high level player leaves the encounter, it doesn't actually reduce the threat rating, and so the amount of boost that a low-level player has isn't reduced either.

    ...but his (albeit buffed-up) low EGO equipement still doesn't fully match buffed up enemies, right? Or else there would be no point to scaling and leveling at all.
  • 04-12-2014, 02:01 AM
    Overtkill21
    Quote:

    Originally Posted by Tsort View Post
    ...but his (albeit buffed-up) low EGO equipement still doesn't fully match buffed up enemies, right? Or else there would be no point to scaling and leveling at all.

    Heyyyyyy, I thought I was the one poking holes...LOL
  • 04-12-2014, 02:56 AM
    Bonehead
    There are some apex hellbugs hanging out near bug and chug with a long leash.
    Good troll bait.
  • 04-12-2014, 10:50 AM
    Overtkill21
    The Griefing - It is coming...
  • 04-12-2014, 11:55 AM
    drackiller
    Quote:

    Originally Posted by Overtkill21 View Post
    The Griefing - It is coming...

    Releasing SOON in a PC/Console near you ;)
  • 04-12-2014, 12:32 PM
    mr8liner
    Maybe if we do enough greifing, they will get rid of this change that is coming. I know that from time to time I'm gonna do some griefing myself.

    I really think this is going to drive away alot of players.

    I don't know why they don't give an option to play"normal" or "difficult" I think doing that would make this Patch alot better.
  • 04-12-2014, 12:49 PM
    BJWyler
    Quote:

    Originally Posted by Morgana View Post
    Hi guys, I just wanted to drop you guys a line after reading this thread and talking with Trick himself about how the boosting works.

    Encounters and events scale up their threat rating based on the number of players that show up to take them on: it's the increased threat rating itself that boosts up low-level players and enemies alike.

    If a high level player leaves the encounter, it doesn't actually reduce the threat rating, and so the amount of boost that a low-level player has isn't reduced either.

    What about those that don't want to take part in the boosting or the scaling? What about those people who think the challenge they are getting from the game right now is just fine? Finding a way to increase challenge and difficulty is fine for those players who desire such things, but what about those who do not?
Show 40 post(s) from this thread on one page
Page 5 of 13 FirstFirst Previous ... 3 4 5 6 7 ... Next LastLast
All times are GMT -7. The time now is 03:01 PM.
Powered by vBulletin™ Version 4.1.3
Copyright © 2021 vBulletin Solutions, Inc. All rights reserved.