Original Post — Direct link
over 5 years ago - /u/ChrisGansler - Direct link

Originally posted by UncleThursday

The joke is that, like Destiny's loot cave, they were quick to fix a way that players could actually get loot-- maybe some of it useful-- but are going to make us wait until TU 3.1 for the AI fix, which could still be weeks away. Destiny had many of its own problems at the time, including getting useful loot, which is why the loot cave became popular.

They already said they identified the problem in the last SotG, so they SHOULD release a stand alone patch that fixes the AI behavior. They won't, though, because they apparently have to pay MS and Sony some money to get the patches validated. So in order to save a few bucks, they'll make us wait up to the next month with this borked AI and wonder why the raid isn't being completed by as many people on console as it could be, because the AI moves too fast to aim at and dodges bullets like Neo.

Just to clarify, we have a first fix for the AI being overly aggressive coming Friday. Some more improvements after that will come later.

And as zFireBG points out, some things are easier to fix than others. We do not shy away from fixing single issues because it's expensive or we have to "bother" Microsoft and Sony. We just sometimes need more time to fix something, because it's either not ready or we need to test it to make sure it doesn't break more things.

Lastly, as a Raptors fan: I love the Drake meme.

over 5 years ago - /u/ChrisGansler - Direct link

Originally posted by Imronideutch

All i want is my. f**king. Last. Ivory. Key. f**k

We're looking for a way to allow you to get missing keys and masks once you've done Hunters. This has been quite tricky to fix and actually broke Hunters spawning at all when testing this internally. We'll try to get something that doesn't break the game to you as soon as possible.

edit: a word

over 5 years ago - /u/ChrisGansler - Direct link

Originally posted by gX-kiD

Every.

Loot game.

Dev.

Ever.

As soon as players benefit too much from something it will be patched immediately. Things that bother players or flat out hinder their progression always take weeks or months to fix.

They will of course tell you their default excuse of "sOmE fIxEs tAkE lOngEr tHaN oTHeRs" but it really is one giant coincidence that these exploits that benefit the players ALWAYS fall in the "easy to fix" category whereas literally everything else is always super complicated.

I understand the sentiment. As a player I'd also wonder why these exploits are always easy fixes. And to be fully transparent, exploits totally have a very high priority for us, so the turnaround will be quicker than something that doesn't break the game.

That being said, we actually need to be able to fix them quickly. The normalized armor issue is an example of something we'd love to fix quickly and we couldn't. Another example are the NPCs being too aggressive; It's really, really difficult and that's why we can't patch it quickly.

Again: Totally get where you're coming from and there's a lot of frustration out there currently. We're sorry if you feel that our communication is part of it. We'll try to get better and get you some more information on the pain points you guys are reporting to us.

over 5 years ago - /u/ChrisGansler - Direct link

Originally posted by gX-kiD

exploits totally have a very high priority for us

Without discrediting the rest of your reply, I think this right here is the problem.

I personally haven't used that exploit because I'm not playing the game atm but when it came up I knew immediately that the fix is imminent.

Why exactly do you consider some players getting loot at a faster pace "game breaking"? I know you're aware of all the discussions around the dissatisfaction with the amount of RNG, gear sets, exotics, and whatnot. Things like this can ease the pain for your players a little, at least until you have a real solution to the issue ready. But instead of letting them farm for a week you've given everyone the impression again that players getting too much loot is a "STOP THE PRESSES!!" kind of emergency scenario - and I don't think that sits well with a lot of players.

A lot of time in a game like this it feels like the community and the developers actually turn into enemies rather than allies, and priorities like this amplify that impression. I'm not saying that's your fault, players like myself are just as much to blame for this, but it could be so much more productive and constructive than what we have today.

Saying that I just wanted to let you know that your communication efforts don't go unnoticed, and having worked as a community manager and in QA myself I know how endangered the species of "Chatty Devs" actually is.

I might not enjoy or play the game right now but I do enjoy a developer of a AAA-game talking to players like human beings. It's a sad state of affairs that this is such a rare occurrence but big up yourself for being real.

We definitely see the point that some players are totally fine with just a room with endlessly spawning NPCs dropping loot being fun and fine. We don't think that's the best experience the game can be and for example wouldn't want to purposefully design a mission that plays like that. In the end it comes down to what our developers think the game should be and it's not just a door spawning NPCs and players purposefully wiping to reset that.

It's a pretty dry answer and I'm sure there are a bunch of counter arguments on what people think is currently not fun, but I hope it explains our thoughts a little bit.