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  1. #1
    Member Mike Chone's Avatar
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    Before another DLC is released.....

    An open letter to Trion:

    This is not your average "I'm sick of the bugs" thread, in fact, I'm not worried about bugs at this point. This is also not a QQ thread, as while I love Defiance, if Trion seeks not to heed my advice, I can play elsewhere without issue. This is also not a troll thread -- while what I'm about to write is brutally honest, take note that I will offer up logical suggestions that will both be cost effective and well-thought out. I will attempt to keep my critiques as constructive as possible.

    What I am worried about is the players base and what the population has dwindled down to. I know there are on official numbers and only you guys possess these records, but it doesn't take a statistical genius to see that there are considerably less folks online than there were three months ago. I am full aware that the series is in-between seasons, however the TV Show doesn't need a game to garner an audience, and nor should this game need the show to garner an audience. I fear this dependence on the TV Show, if not addressed could be a crippling issue to leave as is.

    I'm going to infer a few things as well as use logic a bit generously to get right down to the problems behind population. These issues have either been felt by myself, brought up by friends (even those that don't play any more that I constantly nag to play again), and family that plays off and on (the wife).

    CONTENT
    Nearly every complaint I see in the forums, or hear from a friend, or read from a clan-mate seems directly or indirectly centered around the lack of content in the game. The content in the game is very weak -- I'm not going to sugar-coat that -- yet content is also the most critical and signature aspect of any MMO on the market. So lets examine for a moment how content is so crucial to Defiance.

    When a player joins a MMO, the one thing they look at is your signature quest-line. It is cut-'n-dry, if you can't give them something to call an achievement at the end (such as a huge time or skill investment) and be incremental at that, continuously pandering the grind is not something that is desirable. People have more fun when there are tons of people online to help them out and to create impromptu pugs than having to pay over 1K script to extract multiple times from an arkfall.

    So now we have an out-of-control chain reaction where the lack of players causes burnout, content causes people to become less interested, the ease of content doesn't achieve any stigma of achievement, and the sheer speed one can zoom through the content means those people we do snag into the game are generally out as soon as they beat the boss at the end. This runs full circle until the last player logs in.

    This situation is dire I do believe yet it is so easily fixed. What I'm about to say will likely get me a few stalkers and a few bricks thrown through my window, but I'm going to say it: Artificial Time Syncs. Loading a few quests in the main quest line that require a player to sit at an area for a while killing numbered amounts of mobs (where it is tracked and kept so they can log out and back in and finish) will create a time sync that is not super imposing on the player. These types of quests should be all around as well. They should require a player to capture a position and over a period of hours to kill and defend the area.

    I know this sounds a lot like contracts, and honestly it is very similar, but a required part of the quest line. With these syncs in place you can virtually multiply the content more than ten-fold. The problem comes in a point where the devs can't go nuts. For every one of these types of quests, there must be intermissions and times where the player doesn't feel he's doing the same rinse-and-repeat quest (like the side-quests currently are).

    This problem can also be mitigated slightly by leveling mobs -- mobs around the San-Fran area should one-shot-on-sight players that "go-to-friend" at level 2 ego. Likewise, a ego rated 200 character should also stand a snow-balls chance in hell in that area as well. This will encourage players to grab more ego instead of barreling *** through the quest-line. This will encourage the players to additionally and crucially stop the quest progression and seek ego points to continue their progression. This could add another ten-fold to the game's content.

    These two items I see will greatly benefit the content of the game without adding ANY new content while making the content seem 100 times longer. Players here now may not like this idea too much, and new players may not like that idea too much -- but once they begin playing and see the challenges and achievements of those before them, the game becomes more addicting to play.

    ARKFALLS
    I'm aware that this new DLC will allow players to somewhat "raid" Arkfalls indoors now, so I'm going to skip this part until I evaluate the new DLC.

    WEAPONS AND GEAR
    While this game has an incredible array of weapons it is lacking in gear and armor. I understand there is a range of appearance armors, however consideration needs to be made for adding a new slot to the character to give them access to equip armor that will mitigate 1-2% damage and even give additional perk slots and so-on. I can't imagine that 1-2% damage mitigation and one extra perk could be even close to OP or game breaking, but I can see how that folks may get the idea that they can tailor their character exactly the way they want.

    Weapons are also, while in great variety, not that great. There is no holy grail of weapons to chase after that is so awesome (by a fraction) that it has its own name. Even legendary weapons seem to be lesser than that of green weapons after a few hundred ego. All legendary weapons should level up with the character, because the awful chance of ever having the pleasure of seeing one (without pay-to-win buffs), is so low, that after 3 months of playing, a player could go the entire time without ever being awarded one -- so they should be very special.

    These are items that need to be seriously considered to allow players to feel as if their character isn't a pre-molded mechanic.

    REAL DLC
    In accordance with industry standard, when a company advertises they are releasing DLC for $10.00, there are certain expectations of that DLC:
    • It will grant the player another 5-10 hours of play-time
    • It will grant new features that will dazzle and entertain
    • It will give new areas to explore and more loot to grab

    As it stands, only the ladder has been achieved thus far. No DLC, (unless the DLC released today does it) to date has given us more than an hour of play time, nor have they come with the features one would come to expect from the industry.

    I personally feel insulted for buying the season pass to see such content so half-baked that even a turret based vehicle didn't come with the turret working. This, I can only interpret as a huge blundering fumble that needs to be recognized as such and fixed. But that's not the point -- the point is there are many other half-baked items in this game that seems to have just been pushed out at the last minute to satisfy the basic legal requirements to honor "5 DLC". The point is, you may not be a criminal for meeting this basic requirement, but a con you can still be.

    DELIVER ON YOUR PROMISES
    Many players are under the impression that promise after promise has been broken -- and that impression would be somewhat correct. While you may have never made any direct claims, many indirect claims are nonetheless broken. Just an example -- when you started advertising the season pass, this implied that players would receive 5 DLC's during the first season of Defiance.

    Players went the entire season before ever seeing a DLC. This kind of insidious contempt for the players cannot go without apology and yet Trion has made none to-date. There are many other promises, some direct that was never kept such as motorcycles and getting turrets working in the over-world vehicles.

    Until you can deliver a solid promise, no advice I can give will ever work -- so every thing that I've covered thus far is utterly dependent upon Trion keeping its commitments and promises to their players in a punctual manner.

    SUMMERY
    In short, there is a wide array of things that would help this game, much of it wouldn't even scratch a modest budget or a modest team of developers. But the question becomes why hasn't it been done already? If the game is dying or close to such a point where development is near zero, be honest with us, let us know. The worst and most despicable thing you can do is lead on our audience into thinking that there will be season after season of this game to suddenly tell them "Nope! Sorry, that's all, server is shutting down!" just to cram in a few more bucks.

  2. #2
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    Very well stated and I applaud your efforts, including the point about heeding your advice affecting your own decision to play (or not to play), instead of the usual blanket statement of “everyone”.

    So let’s dig into it:
    Quote Originally Posted by Mike Chone View Post
    CONTENT
    … continuously pandering the grind is not something that is desirable.

    This situation is dire I do believe yet it is so easily fixed. What I'm about to say will likely get me a few stalkers and a few bricks thrown through my window, but I'm going to say it: Artificial Time Syncs. Loading a few quests in the main quest line that require a player to sit at an area for a while killing numbered amounts of mobs (where it is tracked and kept so they can log out and back in and finish) will create a time sync that is not super imposing on the player. These types of quests should be all around as well. They should require a player to capture a position and over a period of hours to kill and defend the area.

    I know this sounds a lot like contracts, and honestly it is very similar, but a required part of the quest line. With these syncs in place you can virtually multiply the content more than ten-fold. The problem comes in a point where the devs can't go nuts. For every one of these types of quests, there must be intermissions and times where the player doesn't feel he's doing the same rinse-and-repeat quest (like the side-quests currently are).
    Artificial Timesinks are one of the very definitions of grind. The example you give here is one of the premier examples of mind-numbing repetitive boredom – even with breaks in between. Many people simply do not have that kind of time to put into a game – either in a single sitting, or overall just to feel like they are doing the same thing over and over again just to try to advance to the next stage of their mission progress. There is a reason why the game industry is becoming more “casual”. It’s because those of us who were there when it was born and helped form the industry have realized that the playstyle of the olden days no longer befits us as players. I did the hardcore grind for the first half of my 40+ years of life, and have no desire to bring those days back. A quick trip back here and there on one of my aging systems is more than enough.

    Quote Originally Posted by Mike Chone View Post
    This problem can also be mitigated slightly by leveling mobs -- mobs around the San-Fran area should one-shot-on-sight players that "go-to-friend" at level 2 ego. Likewise, a ego rated 200 character should also stand a snow-balls chance in hell in that area as well. This will encourage players to grab more ego instead of barreling *** through the quest-line. This will encourage the players to additionally and crucially stop the quest progression and seek ego points to continue their progression. This could add another ten-fold to the game's content.
    But you are not adding more content, simply artificially gating the content there is. Historically, the gaming community has disliked artificial gating of content. The joy that is Defiance is that you CAN go anywhere (with the one exception of not being able to get past the Monolith until you complete the relevant main mission – the friend porting being the exception), and do anything that your skill allows you to do.

    I, for one, appreciate the friend porting workaround immensely. It means that a lower EGO friend can still join me in SF to do content with me when we are on-line together, instead of being forced to stay on the mainland. Dark Matter is already designed to be harder than most of the mainland mobs, so it makes it all the more fun when we group up together and adds to the challenge of the area.

    Quote Originally Posted by Mike Chone View Post
    These two items I see will greatly benefit the content of the game without adding ANY new content while making the content seem 100 times longer. Players here now may not like this idea too much, and new players may not like that idea too much -- but once they begin playing and see the challenges and achievements of those before them, the game becomes more addicting to play.
    There’s a reason that players won’t like it – for the reasons stated above. It is simply adding grind where no grind is required, and no longer desired by the gaming community as a whole (generally speaking). The good thing about Defiance is that you can still make the content seem 100 times longer by re-doing the repeatable content (Emergencies, Conflicts, Arkfalls, Co-ops, PvP) to your heart’s content. The only difference between what you propose and what is in game now is that the current implementation puts the power to do so in the hands of the player. The gaming community (generally) has always desired to have that power in their hands and not be dictated to them by the devs.

    Quote Originally Posted by Mike Chone View Post
    WEAPONS AND GEAR
    While this game has an incredible array of weapons it is lacking in gear and armor. I understand there is a range of appearance armors, however consideration needs to be made for adding a new slot to the character to give them access to equip armor that will mitigate 1-2% damage and even give additional perk slots and so-on. I can't imagine that 1-2% damage mitigation and one extra perk could be even close to OP or game breaking, but I can see how that folks may get the idea that they can tailor their character exactly the way they want.

    Weapons are also, while in great variety, not that great. There is no holy grail of weapons to chase after that is so awesome (by a fraction) that it has its own name. Even legendary weapons seem to be lesser than that of green weapons after a few hundred ego. All legendary weapons should level up with the character, because the awful chance of ever having the pleasure of seeing one (without pay-to-win buffs), is so low, that after 3 months of playing, a player could go the entire time without ever being awarded one -- so they should be very special.

    These are items that need to be seriously considered to allow players to feel as if their character isn't a pre-molded mechanic.
    And that’s the difference between Defiance and the typical MMO. Like GW2, Defiance breaks the mold a bit to remove the gear treadmill (read grind), and focuses on letting player skill be the deciding factor between success and failure instead of gear being that factor. I, for one, appreciate the fact that I do not have to hop on the gear treadmill when playing Defiance, and have noticed a considerable difference in skill from when I started playing up to now – and that’s using my favorite weapons nearly from start to finish (several of which are the common white items from the Ark Hunter rewards, and several others from the quest lines). Personally speaking, I have found Trion’s implementation of this system better than Arenanet’s. I did not enjoy GW2, but immensely enjoy Defiance.

    I have never felt that my character was a pre-molded mechanic outside of the initial character creation, which is limited in comparison to a typical RPG game’s character design. The only thing I feel limited by is the number of loadout slots we currently have. With the number of perks and the selection of weapons we have to choose from, not to mention that our clothing is completely cosmetic, I think there is more than enough room for customization of our characters. And thanks to the new Proxy Memory adjustment coming with Arkbreaker, I no longer have to worry about looking at a ton of General Steve’s anymore.

    Quote Originally Posted by Mike Chone View Post
    REAL DLC
    In accordance with industry standard, when a company advertises they are releasing DLC for $10.00, there are certain expectations of that DLC:
    • It will grant the player another 5-10 hours of play-time
    • It will grant new features that will dazzle and entertain
    • It will give new areas to explore and more loot to grab

    As it stands, only the ladder has been achieved thus far. No DLC, (unless the DLC released today does it) to date has given us more than an hour of play time, nor have they come with the features one would come to expect from the industry.

    I personally feel insulted for buying the season pass to see such content so half-baked that even a turret based vehicle didn't come with the turret working. This, I can only interpret as a huge blundering fumble that needs to be recognized as such and fixed. But that's not the point -- the point is there are many other half-baked items in this game that seems to have just been pushed out at the last minute to satisfy the basic legal requirements to honor "5 DLC". The point is, you may not be a criminal for meeting this basic requirement, but a con you can still be.
    To each his own there. I am unaware of any industry standard that lists the things you do – and I have been a part of the community and have followed the industry in some form or another for 20+ years. What you list is simply a Player’s Possible Expectations. I have no expectations of what any game’s DLC is going to be other than what the developers decide to include in that DLC. I remember a time, not too long ago, when some DLC was nothing more than a set of armor ... for a mount.

    Personally speaking, going by your list, both DLC 1 and DLC 2 have given me each of those three things:
    I have played the Battle Arenas for much longer than 5-10 hours at this point, and continue to play them
    Arkbreaker will certainly add several dozen hours of play time with the new Emergencies and Arkfall Interiors.

    I have been entertained by the content provided by each DLC up to this point. The “story missions” of DLC 1 did not quite “dazzle” me, but DLC 2 certainly improved upon that aspect.

    Both the Battle Arenas and the Arkfall interiors are new areas to be experienced and explored, and there certainly has been a good number of additional weapons to be had from both DLCs.

    Quote Originally Posted by Mike Chone View Post
    DELIVER ON YOUR PROMISES
    Many players are under the impression that promise after promise has been broken -- and that impression would be somewhat correct. While you may have never made any direct claims, many indirect claims are nonetheless broken. Just an example -- when you started advertising the season pass, this implied that players would receive 5 DLC's during the first season of Defiance.

    Players went the entire season before ever seeing a DLC. This kind of insidious contempt for the players cannot go without apology and yet Trion has made none to-date. There are many other promises, some direct that was never kept such as motorcycles and getting turrets working in the over-world vehicles.

    Until you can deliver a solid promise, no advice I can give will ever work -- so every thing that I've covered thus far is utterly dependent upon Trion keeping its commitments and promises to their players in a punctual manner.
    That’s just players not managing their expectations. Nothing was ever said about getting 5 DLCs during the first season of Defiance. I certainly never expected that when I purchased the SP. The only thing I expected was to get 5 DLCs within one year. We currently have 2 and they said they are on track to provide the other 3 before the start of Season Two. I would say that no claim of broken promises can be made until the premier episode of the second season airs.

    And Trion did apologize about the Raptor confusion – again most of the confusion stemming from a hyped up dev post that really promised nothing other than what Trion hoped to bring into the game. I also never saw any promise that motorcycles would be included in the game. Anyone with an ounce of common sense knows that game development is fluid and that what may seem possible turns out to be impossible (or impractical) so changes must be made or entire ideas scrapped. Again, much of the controversy and “broken promises” come from players not being able to manage their own expectations and pretty much taking on the “Chicken Little” attitude where one small thing said must be taken as gospel.

  3. #3
    Quote Originally Posted by Mike Chone View Post
    Players went the entire season before ever seeing a DLC. This kind of insidious contempt for the players cannot go without apology and yet Trion has made none to-date. There are many other promises, some direct that was never kept such as motorcycles and getting turrets working in the over-world vehicles.
    They in fact did have the turrets working on the rapter. Prior to the release of DLC 1 one of the developers had spawned one in and was messing around with it. There is video of it somewhere. I'm doubtful they'll put it back in the game, despite it being part of the dlc.

  4. #4
    Member Atticus Batman's Avatar
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    Quote Originally Posted by BJWyler View Post
    Very well stated and I applaud your efforts, including the point about heeding your advice affecting your own decision to play (or not to play), instead of the usual blanket statement of “everyone”.

    So let’s dig into it:

    Artificial Timesinks are one of the very definitions of grind. The example you give here is one of the premier examples of mind-numbing repetitive boredom – even with breaks in between. Many people simply do not have that kind of time to put into a game – either in a single sitting, or overall just to feel like they are doing the same thing over and over again just to try to advance to the next stage of their mission progress. There is a reason why the game industry is becoming more “casual”. It’s because those of us who were there when it was born and helped form the industry have realized that the playstyle of the olden days no longer befits us as players. I did the hardcore grind for the first half of my 40+ years of life, and have no desire to bring those days back. A quick trip back here and there on one of my aging systems is more than enough.


    But you are not adding more content, simply artificially gating the content there is. Historically, the gaming community has disliked artificial gating of content. The joy that is Defiance is that you CAN go anywhere (with the one exception of not being able to get past the Monolith until you complete the relevant main mission – the friend porting being the exception), and do anything that your skill allows you to do.

    I, for one, appreciate the friend porting workaround immensely. It means that a lower EGO friend can still join me in SF to do content with me when we are on-line together, instead of being forced to stay on the mainland. Dark Matter is already designed to be harder than most of the mainland mobs, so it makes it all the more fun when we group up together and adds to the challenge of the area.


    There’s a reason that players won’t like it – for the reasons stated above. It is simply adding grind where no grind is required, and no longer desired by the gaming community as a whole (generally speaking). The good thing about Defiance is that you can still make the content seem 100 times longer by re-doing the repeatable content (Emergencies, Conflicts, Arkfalls, Co-ops, PvP) to your heart’s content. The only difference between what you propose and what is in game now is that the current implementation puts the power to do so in the hands of the player. The gaming community (generally) has always desired to have that power in their hands and not be dictated to them by the devs.


    And that’s the difference between Defiance and the typical MMO. Like GW2, Defiance breaks the mold a bit to remove the gear treadmill (read grind), and focuses on letting player skill be the deciding factor between success and failure instead of gear being that factor. I, for one, appreciate the fact that I do not have to hop on the gear treadmill when playing Defiance, and have noticed a considerable difference in skill from when I started playing up to now – and that’s using my favorite weapons nearly from start to finish (several of which are the common white items from the Ark Hunter rewards, and several others from the quest lines). Personally speaking, I have found Trion’s implementation of this system better than Arenanet’s. I did not enjoy GW2, but immensely enjoy Defiance.

    I have never felt that my character was a pre-molded mechanic outside of the initial character creation, which is limited in comparison to a typical RPG game’s character design. The only thing I feel limited by is the number of loadout slots we currently have. With the number of perks and the selection of weapons we have to choose from, not to mention that our clothing is completely cosmetic, I think there is more than enough room for customization of our characters. And thanks to the new Proxy Memory adjustment coming with Arkbreaker, I no longer have to worry about looking at a ton of General Steve’s anymore.


    To each his own there. I am unaware of any industry standard that lists the things you do – and I have been a part of the community and have followed the industry in some form or another for 20+ years. What you list is simply a Player’s Possible Expectations. I have no expectations of what any game’s DLC is going to be other than what the developers decide to include in that DLC. I remember a time, not too long ago, when some DLC was nothing more than a set of armor ... for a mount.

    Personally speaking, going by your list, both DLC 1 and DLC 2 have given me each of those three things:
    I have played the Battle Arenas for much longer than 5-10 hours at this point, and continue to play them
    Arkbreaker will certainly add several dozen hours of play time with the new Emergencies and Arkfall Interiors.

    I have been entertained by the content provided by each DLC up to this point. The “story missions” of DLC 1 did not quite “dazzle” me, but DLC 2 certainly improved upon that aspect.

    Both the Battle Arenas and the Arkfall interiors are new areas to be experienced and explored, and there certainly has been a good number of additional weapons to be had from both DLCs.


    That’s just players not managing their expectations. Nothing was ever said about getting 5 DLCs during the first season of Defiance. I certainly never expected that when I purchased the SP. The only thing I expected was to get 5 DLCs within one year. We currently have 2 and they said they are on track to provide the other 3 before the start of Season Two. I would say that no claim of broken promises can be made until the premier episode of the second season airs.

    And Trion did apologize about the Raptor confusion – again most of the confusion stemming from a hyped up dev post that really promised nothing other than what Trion hoped to bring into the game. I also never saw any promise that motorcycles would be included in the game. Anyone with an ounce of common sense knows that game development is fluid and that what may seem possible turns out to be impossible (or impractical) so changes must be made or entire ideas scrapped. Again, much of the controversy and “broken promises” come from players not being able to manage their own expectations and pretty much taking on the “Chicken Little” attitude where one small thing said must be taken as gospel.
    Darn Bj. You didn`t leave much for me to say, except that you can keep the horse armor. Most of the long~-term forumites know I`d love some new types of nades and melee/ranged weapons and have suggested some, but this is Trion`s game and creative endevour, not ours, so they can and will legally do what they want with it.

    Guess I did figure out something to say afterall.
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  5. #5
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    This is the best conversation I've read on these forums in quite some time.

    Mike, I agree with your overall point. The only thing I sort of disagree with is the weapon/gear section. The only reason I see it differently is due to other games I've played with that have that gear that is "better" than all the rest end up having every player in the game running around with one setup. Once people hit that point, the drive to continue can dwindle because you already have that top-tier gear. As for armor that gives you a certain bonus, it usually ends up the same way. Everyone will be running around with that specific suit and we'll have "general steve" all over again.

    Now, to argue with myself here, the one thing they could do with this idea is create... oh, how to put this... an undershirt of sorts. The trouble with things like this is a balance to make more than one item usable by a variety of people. To equate my thoughts on this, I'll point out how unbalanced all the nano's would be if they decided to create Syphon converters for our weapons. I doubt very many people would be using anything but Syphon on all their gear. If they were to add some sort of advantage to our armor, I'd like to see it varied enough to make different load outs worthwhile, while not effecting our actual appearance. Lest we see the same suit on everyone and *not* have it related to a lower server load.

    I agree with just about everything else you had to say, Mike, and I applaud you on your delivery. I second BJ's very first paragraph in his reply. It's quite refreshing knowing that there are other people on these forums that can bring about a well typed statement, devoid of hatred, and give some actual substance to their opinions beyond something like "this game isn't perfect *for me*, so it sucks and Trion should rot". Good on you, sir.

    BJ, I also agree heartily with your reply. Very well said.

    Again, it's great to see that there are still some realists here on these forums. What I mean by that is the few of us here that see the game for what it is, understand that Trion dropped the ball on a number of occasions (and admits this), and have an abundance of keeping our commentary civil. Vitriol will never make the game better, nor will it get them listening.

    What a way to start the day, guys. Keep up the level heads!!
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  6. #6
    Senior Member Sdric's Avatar
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    It's not only the content, it's the difficulty.
    Looking at other MMOs there usually is some frustratingly hard endgame content.
    A Raid, or dungeon which takes the whole community several weeks or evem month to figure out a solid way to deal with it.
    Defiance can be played with your eyes closed.
    While the Volge are strong enemies, they're boring.
    They are strong not because they are difficult to fight.
    They are strong because the have exaggerated damage and health.

    We need more enemies at Arkfalls (half of the time there isn't even anything to shoot at)
    We need faster and "smoother" (more fluently moving)enemies.
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    Quote Originally Posted by Sdric View Post
    It's not only the content, it's the difficulty.
    Looking at other MMOs there usually is some frustratingly hard endgame content.
    A Raid, or dungeon which takes the whole community several weeks or evem month to figure out a solid way to deal with it.
    Defiance can be played with your eyes closed.
    While the Volge are strong enemies, they're boring.
    They are strong not because they are difficult to fight.
    They are strong because the have exaggerated damage and health.

    We need more enemies at Arkfalls (half of the time there isn't even anything to shoot at)
    We need faster and "smoother" (more fluently moving)enemies.
    I tend to agree with that statement. The problem is not so much the difficulty, but with the scaling system. This kind of system is a boon to MMOs in that difficulty can be scaled up based on the number of players in an area. The problem we have now, is that the system as implemented does not go far enough in the high end of the spectrum, and thus we have things like Dark Matter Arkfalls where 90% of the Arkfall is just running around waiting for the Monolith to land again. Teak this system to do as you suggest - adding more enemies (and yes with higher health/shields), and trying to make them smarter (there's actually a whole discussion about AI and the actual fallbacks to smart AI, et al. in games out on the 'Webs), will do a lot to increase difficulty without severely handicapping the low-skill casual player.

  8. #8
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    It is rare to see nicely formatted posts which are well thought out. Unfortunately I stem from the branch of forum viewers who have difficulty reading long posts.

    I didn't want to say TLDR, because I did read through it, I just didn't absorb it. Potential suggestions, a summary at the top of the post, with key bullet points and descriptive section headers should aid in readability and allow more targeted feedback.
    Defiance Data the community resource site, Databases, Tools, Guides and News

  9. #9
    Member Bonehead's Avatar
    Join Date
    Jul 2013
    Location
    seattle wa usa
    Posts
    7,161
    YEA! HORSE ARMOR!
    and for the record...
    I can't play this game with my eyes closed.
    1.05 shotgun mag boost? REALLY?
    PC/NA&EU, too many toons to list.
    "If wishes were horses, we'd all be eating steak."- Jayne Cobb.
    "Daredevil"

  10. #10
    Senior Member zombiekitty's Avatar
    Join Date
    Aug 2013
    Location
    WV
    Posts
    349
    Very, very, well worded and truthful. Awesome. Perhaps they'll take the time to read it, also.

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