Best posts made by sharpq78
Latest posts made by sharpq78
I've been challenge by my friend about name of the mission where me as a agent DON'T GO TOWARDS light.
I spend few hours in the morning and unfortunately all missions where I played (normal and invaded) always I go towards light - did I miss something? Always I'm blinded by computer and that's make me confuse - is this some kind of bug or maybe level designer should be dismiss from massive?
Thank you Noxious81 for your response. For your information - I put global difficulty on heroic around 6 months ago and still keep that way - that should solve your problem with me having problems with dealing higher - more HP - difficult content.
Looks to me that you unfortunately don’t read my post - when I suggest to increase our armour or decrease damage that computer deal to player (on heroic difficulty) - I also suggest dynamic difficulty where computer scale automatically towards player level.
I understand that people want some kind of challenge - in that case I recommend playing a souls type game - that’s for sure. If you call a challenge where you are all red build and you are unable to take an opponent in a few shots but he takes you down almost immediately - well, we have a small problem here.
Also like I mentioned - devs try to address this already changing parameters Time To Kill and Time To Be Killed - and this makes a lot of mess. Increasing armour or decreasing damage is the fastest way to fix it. Most of our game is purely based on mathematics - that’s why we have so much mess.
I mentioned change difficulty by manipulating AI - that’s for the future - when you have a fixed game. Logical step will be difficulty where you can adjust the smartness of the AI to give players a challenge - but not by increasing the HP bar. On this stage when only the health bar is increased, it only creates bullet sponge opponents.
Off the record - I run on steel patch in Warframe (on my pc account) for long time, even there opponent need a bit of time to take me down...
First of all - English is not my primary language - sorry for any grammar mistakes.
Recently I achieved SHD level 1000 in the game, and had more than 1k hours on Xbox - happiness.
Because of the recent silence in our game, I had time to check other titles available on the market. I’m aware that something new in Division 2 is just around the corner, that’s why I decided to put some words here.
This must be addressed - now on with any possible future update. Is just silly that enemies hit so hard in the game, I checked armour value and there is clearly no difference between having all red build or 4 red and two blue - you just die the same fast…
There are two options - turn damage of opponents 10 times (at least) down or increase base of agent armour - 10 times. That’s for the start.
I know that developers spend so much time balancing with parameters Time To Kill or Time To Be Killed - because of this changes game is so much in the mess that I believe - changing armour value (or damage decrease) is the only option to save this.
At the same time - remove all scaling things like hard, challenging or heroic. The most ridiculous decision was to increase difficulty multiplying hit points of the opponent?
If we are going to keep difficulty, let’s adjust it in this way - on normal opponent accuracy is 50%, hard is 65%, challenging is 75% etc - the same as AI reaction. Normal - computer is lazy and slow but when we decide to do harder content - computer should get smarter. Hit points should be the same or similar size to agent armour - how often players - full DPS build (all red, full max out gear) shooting enemy all time, enemy turn towards agent - one shot - agent down.
Next on the list is SHD cap.
I see clearly that Massive copied the Diablo 3 paragon system and tried to integrate it into the game. Fine by me but let’s remove the cap and allow players to be over power - with time. Not saying that to be OP in two days but like we have now, took me a bit of time to get to SHD 1k, and now only one reward for me is scavenging?
Dynamic difficulty is going to solve the problem of getting too much armour or weapon damage. I believe that every player should have an opponent only for himself - if player A has a 10 000 000 armour - opponents have the same value - for him. Player B has 1 000 armour - opponents have 1 000 armour for player B. In this moment we can simplify all difficulties across the whole game and still give players the satisfaction of managing big numbers.
About players to be overpower - every player likes to be OP. Especially when playing for thousands of hours. That's a psychological thing. Some game developers are against this and we can observe results - Fallout 76 is a clear example. Elite Dangerous too. When developer's cut too much, players just leave the game.
Another implementation from Diablo 3 - again I’m ok with this - good mode but wrong implemented. Allow players to keep loot and progress - like D3 doing. If you die - still going to level yourself up but you have spare stuff in the stash - reason to play this mode. Personally I tried this mode - liked because the beginning of the game is really good in Division 2 - especially before I get to the endgame - but punishment is way too much - restarting all over again. Also game engine is not the best to fully trust game mechanics - today for example I was shot through the wall.
I hear that the massive overhaul coming to Division 2 is going to be another version of Warframe with levelling weapons and armour. With all respect - guys - you don’t have to ‘borrow’ ideas from others - just don’t lose your identity.
Small adjustments should put the game in a healthy spot.
Also - if we keep calling online game - let’s do things like other online games do. Communication on the weekly basis is a minimum…