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  1. #21
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    Quote Originally Posted by Arrielle Shaw View Post
    The general point behind this post is that you play and get top billing for little to no work as well as working your ganchi off. However, I've done the same, where I've soloed 3 crystals (destructions) and was very active on the Monarchs and Hellions on an Arkfall and did 5 million damage. While on the other hand, I played half-ganchi, received top billing, but only did 2 million total. It seems to count up the damage pretty accurately to me. I started a thread specifically about this, and come to find out, there's a fair population of people who only do one crystal and move on to another Arkfall. They said they receive the same rewards (5 keys, 5000 xp, ~200? Scrip, and T2 Lockbox). Basically it seems like no matter what you do, if you stick around to the end of the Arkfall and do every crystal, you'll be top 5 for sure.
    Well, that's just the thing, experiences are all over the place. As I said, I've done just what you are saying and have had the opposite happen-I've had it all work in my favor when it shouldn't have and had the opposite happen. Sometimes, it seems more accurate than others. But, I also know a lot of people are not getting credit for getting a killshot that they got. I've told plenty of people to contact support (just as I did for one of mine) to see if they can fix it.

    There are many things that point to it not being at all accurate. One is as I said the tally of revives-that is rarely accurate. It used to be that people were having problems getting credit for kills and damage because they used cluster grenades and yes, that's gotten better, and so has revives credit, but it's in no way accurate.

    And if it can't count for revives then why is it assumed it's counting right for kills/damage. I know it isn't. I've been at arkfalls as I said where the game has credited me with 1 kill and I've gotten the top spot even though I only came in to do the boss part and didn't just focus on shooting the boss. I've also as I said been present for most of the smaller parts, focused on shooting at the crystal and not maximizing my killcount, gotten to the boss, focused on shooting only the boss, and not placed on the leaderboard. Your experience may be different but I think if more people paid attention they'd see there are big problems with this.

    I know in PvP this problem is widespread because whenever anyone talks about PvP they mention the problems it has with all of the things I mentioned-and if the game cannot count in PvP or coop (which is never right, either) where there are much smaller groups then I know it's having problems keeping track at arkfalls (and it was at sieges too).


    I don't even care about where I place, but I do care when people start suggesting that the quality and quantity of rewards should be tied to placement on the leaderboard or that special tournaments should be tied to this. Unless they fix this there is no way this should ever happen in my opinion.


    As it is I'm participating in a clan contest with PvP, coop, and a lot more events, and as I said, PvP was found to be broken (I knew it was) so they've postponed that part of the contest, and the end rewards will be based upon placement on the leaderboard. I'd protest but that would just mean the whole contest should be stopped and I know our clan wants to have some fun doing these things together. I don't care if I win, but I'd really like it to be accurate.

  2. #22
    Quote Originally Posted by Arrielle Shaw View Post
    Vastly making changes to the gameplay mechanics I've gotten used to as primarily a soloer to pander to the PvPers just simply doesn't make sense.
    Same here, it seemed odd they had to nerf shotguns for PvP AND PvE at the same time. For Infectors I would envisage reducing/removing altogether the homing attribute in PvP, but if they did this in PvE at the same time it would be a disaster. The two gameplay modes seem to be too linked to separate; that might be a design decision from the start that can't now be reversed, or it might be reversible.

    Personally I'm a lone wolf player and usually take or leave PvP in other games (mostly leave, I hated PvP in WoW and never tried it in GW2), but Defiance doesn't really give me a choice if I want my EGO to hit 5000, so I've learned to deal with it begrudgingly. Oddly enough I quite enjoy it now (cloak/shotgun user and Level 20 Cerberus). I also don't feel Infectors are overpowered, which I know goes against the grain of most players but I can handle them just like most other combos - I hate getting point-blanked by cloak/shotgun users or squished by Cerberuses though.

  3. #23
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    Quote Originally Posted by Arrielle Shaw View Post
    To kind of expand on this point, and basically go off on a tangent: I can understand competitive multiplayer, but Shadow War doesn't make sense from the lore we get from the show. While there is vast racism and bigotry in the post-Arkfall world, it doesn't seem to me like there's really enough reason for any of the 7 races (excluding the Volge, though there isn't much information to go on for them) to go to war over anything. And that brings me back on topic. The PvP in this game seems to be an afterthought, meant to cater to people who prefer to PvP, while the game was meant to deepen the story and provide immersion into the Defiance universe for the solo gamer. Vastly making changes to the gameplay mechanics I've gotten used to as primarily a soloer to pander to the PvPers just simply doesn't make sense.

    I agree and this is part of where I have a really big problem with Echelon being so tied into just PvP. In all the missions we did there were none where Echelon was about people fighting against each other-it was all about raiders, 99ers, dark matter, and bugs. Well until sort of the Manhunt quest, but even that is really about Mercs bounty hunting Nolan for Varus. If we were even set up as different entities within PvP-one side plays as Echelon, another as ark hunters, or one side as ark hunters and another as raiders and so on, this would make more sense.

  4. #24
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    Quote Originally Posted by FantasyMeister View Post
    Same here, it seemed odd they had to nerf shotguns for PvP AND PvE at the same time. For Infectors I would envisage reducing/removing altogether the homing attribute in PvP, but if they did this in PvE at the same time it would be a disaster. The two gameplay modes seem to be too linked to separate; that might be a design decision from the start that can't now be reversed, or it might be reversible.

    Personally I'm a lone wolf player and usually take or leave PvP in other games (mostly leave, I hated PvP in WoW and never tried it in GW2), but Defiance doesn't really give me a choice if I want my EGO to hit 5000, so I've learned to deal with it begrudgingly. Oddly enough I quite enjoy it now (cloak/shotgun user and Level 20 Cerberus). I also don't feel Infectors are overpowered, which I know goes against the grain of most players but I can handle them just like most other combos - I hate getting point-blanked by cloak/shotgun users or squished by Cerberuses though.

    Agreed and unfortunately a lot of other games have done this same thing-nerf them both. In some really tough games this can be a make or break it deal where the PvE part can be all but impossible to play and win. I've also seen some self-proclaimed hardcore pro players advocate nerfing some PvE things because they think it makes it too easy to beat a foe, when all they had to do was NOT use that it it makes it too easy. And most of the time that's exactly what they did, but they still wanted the thing nerfed. These were mostly defense items. But when it came to PvP these same people would be deadset against their favorite weapon being nerfed at all. This is a real problem.

    I can also point to specific differences in how certain weapons/perks in this game act that are different based upon if you play PvP or PvE-most of these differences I don't think were intended.

  5. #25
    Member Tharcion's Avatar
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    Quote Originally Posted by Coolrockski View Post
    Besides nerfing infectors. They already reward you with keys/script/xp, but that is not getting the job done (for most). I know Secret World started allowing PVPers to wear the PVP gear in PVE, but that did little to add new PVPers. One thought I had was a certain type of weapon or weapon skin that you can earn PVPing? Any ideas what could attract the general public?
    You'd have to nerf the players. Sort of. What puts me off PvP is the players and their strange desire to act like jerks.
    You are never going to get more people doing PvP until you have a player base with an average mental age above 6.

  6. #26
    Member GeordieReaper's Avatar
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    I've played this game from the beginning and there's nothing that could entice me to play PvP, I'd rather dangle my testicles over a hungry lions mouth in all honesty. Part of it is PvP overload after playing COD and BF3 so much and getting sick of the whining, cheap tactics, and outright cheating in those games. The PvP seems no different here.

    To a certain extent I think people in general are getting sick of PvP alone and its interesting that a game like the new Wolfenstein has announced no PvP. Single player should always be more important than multi-player and I have always disliked this drive to turn everything into multi player that has been happening for some years now.

    I don't mind the single player experience with added optional multi player elements like the upcoming the Division or even like Dark Souls with various types of invasions from other players but out and out PvP is boring as hell.
    You might be a King or a little street sweeper, but sooner or later you dance with the Reaper.

  7. #27
    Well since u said besides nerfing infectors, no comment. Jumping up and down with homing needles that will kill u guaranteed is ruining pvp, period. Cloaked shotty users don't even bother me, but infectors do

  8. #28
    Quote Originally Posted by Indra Echo View Post
    There are many things that point to it not being at all accurate. One is as I said the tally of revives-that is rarely accurate. It used to be that people were having problems getting credit for kills and damage because they used cluster grenades and yes, that's gotten better, and so has revives credit, but it's in no way accurate.

    And if it can't count for revives then why is it assumed it's counting right for kills/damage. I know it isn't. I've been at arkfalls as I said where the game has credited me with 1 kill and I've gotten the top spot even though I only came in to do the boss part and didn't just focus on shooting the boss. I've also as I said been present for most of the smaller parts, focused on shooting at the crystal and not maximizing my killcount, gotten to the boss, focused on shooting only the boss, and not placed on the leaderboard. Your experience may be different but I think if more people paid attention they'd see there are big problems with this.
    The problem may have been exacerbated by cluster grenades and explosives, but it wasn't caused by them. I got hit with this glitch many times, starting before I even saw my first cluster grenade. I saw on the forums that they were a problem before I got one, so never used them. I never even equipped them or held them in my inventory; they all went straight to salvage, and I still got hit with the glitch.

    The problem is simply that nothing in the results screen worked correctly. They can't count kills, they can't count revives, and nothing got added to your pursuit totals correctly. It's a complete joke. I used to do one revive, get credit on the results screen for forty-something, and none would be added to my pursuits. I've come in first in a major arkfall with a couple of million damage and one kill when I knew that I had killed a fair number of hellbugs that had simply wandered between me and my actual target, to say nothing of the ones I'd shot on purpose.

  9. #29
    Quote Originally Posted by Coolrockski View Post
    Besides nerfing infectors. They already reward you with keys/script/xp, but that is not getting the job done (for most). I know Secret World started allowing PVPers to wear the PVP gear in PVE, but that did little to add new PVPers. One thought I had was a certain type of weapon or weapon skin that you can earn PVPing? Any ideas what could attract the general public?
    fixing bug registration kills, fix cloak so you can still hear and see a Cloaked not invisible player, fix lag and boosts. let me actually wear my pvp outfits and I will be happy
    Sergeant Stryker

    23rd Stryker Echelon, USPS3

  10. #30
    Member PurePlayinSerb's Avatar
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    Quote Originally Posted by Coolrockski View Post
    Besides nerfing infectors. They already reward you with keys/script/xp, but that is not getting the job done (for most). I know Secret World started allowing PVPers to wear the PVP gear in PVE, but that did little to add new PVPers. One thought I had was a certain type of weapon or weapon skin that you can earn PVPing? Any ideas what could attract the general public?
    infectors arn't the problem for me, it just isn't that fun of a mode to play in my opinion
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