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Board index » Global Agenda - Official Forums » Global Agenda - General Public Forums » Global Agenda - Announcements and Information » Patch Notes

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Patch Notes: VERSION 1.35 (SANDSTORM PHASE 2) - July 22,2010



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 Patch Notes: VERSION 1.35 (SANDSTORM PHASE 2) - July 22,2010 
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rekk
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Joined: Tue Feb 02, 2010 10:35 pm
Posts: 1278
Post Re: Patch Notes: VERSION 1.35 (SANDSTORM PHASE 2) - July 22,2010
Shanesan wrote:
You guys had a lot of time (3 weeks) to try the beta on weekends and voice your opinions.

Way to wait until after.

To quote myself on July 1st:

rekk wrote:
I see absolutely no upsides to this change. We will have to see how it plays out, but I'm just voicing my opinion about the idea here now, so in a few weeks when the forums are filled with complaints and someone says "why didn't you complain BEFORE" I can link them to this thread.

Here you go!


Sat Jul 24, 2010 1:08 am
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Jestunhi

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Joined: Fri Apr 10, 2009 2:01 pm
Posts: 2133
Post Re: Patch Notes: VERSION 1.35 (SANDSTORM PHASE 2) - July 22,2010
rekk wrote:
IrateCustomer wrote:
Show me something I can sink my teeth into, instead of pulling the Chicken Little routine.

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Does the API provide any data of volume of characters created?

Would be interesting to see that and the match volume combined to show a wider view of the current activity.

Account created would be a better figure but I doubt that will be in the API. At least characters created may be there because I know you have data on the volume of each class on agendastats already.
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Sat Jul 24, 2010 1:45 am
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a4nic8er
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Post Re: Patch Notes: VERSION 1.35 (SANDSTORM PHASE 2) - July 22,2010
Screw this, I'd rather play TF2. It is also a low-skill AoE spamfest, but at least it can balance teams, hardly ever has one-sided roflstomp facewipe matches, doesn't coerce me into grinding PvE, or have stupid consumables that add further imbalance to PvP.

Would love to know if HiRez have any intention of turning GlobalAgenda back into the twitch-skill shooter we tested for, or if they are going to continue with WoWAgenda.
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Sat Jul 24, 2010 1:48 am
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LeCBadMonkey


Joined: Sat Feb 06, 2010 10:29 pm
Posts: 101
Post Re: Patch Notes: VERSION 1.35 (SANDSTORM PHASE 2) - July 22,2010
It's more than a just a little ironic that this game was put out as the "anti-WoW MMO", yet the developers have turned direction, and are now on a course towards becoming like WoW.

Questing is ghey, please leave that s*** to WoW. This game has excelled at what it began as, a great fast paced TPS co-op. So why change course now and ruin it?


Sat Jul 24, 2010 2:31 am
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Wildtaz


Joined: Thu Jul 02, 2009 11:06 pm
Posts: 34
Post Re: Patch Notes: VERSION 1.35 (SANDSTORM PHASE 2) - July 22,2010
Shanesan wrote:
You guys had a lot of time (3 weeks) to try the beta on weekends and voice your opinions.

Way to wait until after.


Key Words> Toke a Break, IE did not play. the whole time the talked about the The Sonoran Desert Open Zone, they once never mentioned it would be designed for a speific level. By the way the talked about Sonoran Desert , it sounded like it was going to be an area for all levels.


Sat Jul 24, 2010 4:06 am
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MisterGee

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Joined: Tue Apr 07, 2009 4:36 pm
Posts: 568
Location: Swindon, UK
Post Re: Patch Notes: VERSION 1.35 (SANDSTORM PHASE 2) - July 22,2010
Personally I think it's awesome.

It's not like wow because it's a shooter at heart.

Now don't mistake that for "everything is fine" - just don't knock the questing because you didn't get what you want from it.

From what I see this was GA was always supposed to be an MMO shooter (the shooter being the differentiator from WOW)

I thin what's great about the game is that your character and the cool gameplay elements can be used in
PvE Single Player
PvE Adventure Game
a online multiplayer
Competitive multiplayer

I think what HiRez should look at next is almost separating each element conceptually and address each issue.

This of course is a huge undertaking, but I think conceptually separating will help

So thinks like (and this is just to demonstrate the idea as I don't have enough time PvP to be an authority)

PvE - Single Player and co-op
    This is looking about right too - some times too difficult solo

PvE - Adventure Games
    This seems about right for early levels, some odd glitches (clicking accept buttons etc) but awesome.
    Maybe they just need the ability to go in the open world as a group (I haven't tried so it may be possible)
    This world for higher level players
    Maybe some sort of random generator for when the story run out - eg. go get, go kill or just go to PvE via this
    I absolutely love how you can help random people out on their quests

Online Multiplayer - merc etc
    Needs to be balanced separately to PvE, but needs to feel similar.
    Level the playing field so PvE isn't required to be competitive: Maybe something like only green armour counts - so blue and purple acts like green in MP - same with multipliers
    Consumables only work once per match - as this would make great tactics
    Off hands and boosts should have longer cool down - so it's a trade off, but PvE doesn't - so again, maybe only green stuff works in PvP and blue/purple has green level boost

Competitive Multiplayer (AvA and general competition level deathmatch)
    Maybe have a "no modifiers" match option for serious competition
    Have an "open" hex map, so hexes are held for 2hrs before being open for taking - this will let small agencies/casual players experience AvA and hopefully become new blood for the heavy stuff


The point of this, is to focus on changes you want rather than saying "this is rubbish do that instead". People play GA for a huge variety of reasons, personally I love that it has such variety.

So look at the various components (and maybe I'm not getting al of them) but hopefully you get the idea ;)
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Sat Jul 24, 2010 6:39 am
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Chidar


Joined: Thu Jul 01, 2010 5:37 am
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Location: Helsinki, Finland
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Post Re: Patch Notes: VERSION 1.35 (SANDSTORM PHASE 2) - July 22,2010
Gwiz42 wrote:

I think what HiRez should look at next is almost separating each element conceptually and address each issue.



+100
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Sat Jul 24, 2010 7:49 am
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Lorcian
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Post Re: Patch Notes: VERSION 1.35 (SANDSTORM PHASE 2) - July 22,2010
one thing ive noticed while doing these quests is that the enemy respawn rate is far too fast, i cant do a quest at level 40 without ticks ganging me and killing me because they just spawn to d*** fast to kill while also attempting to the the quest. i dont think anyone has mentioned about this yet so i figured i would.

seeing as HiRez prolly wont check through the flames and trolling in this topic im going to go add it in the bugs forum aswell ^_^
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Sat Jul 24, 2010 11:58 am
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Chidar


Joined: Thu Jul 01, 2010 5:37 am
Posts: 27
Location: Helsinki, Finland
Steam Gamer Name: Chidar_K_
Post Re: Patch Notes: VERSION 1.35 (SANDSTORM PHASE 2) - July 22,2010
What I most hate in this patch is that robotics got nerfed. The force wall and dome shield now have less HP and go down after some 10-15 secs of their deployment.

Oh well, the robotic class was really imba before this anyway. You could even say that robotic was the BEST class in the whole d*** game before this patch.

Not!

Aaargh!
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Sat Jul 24, 2010 5:35 pm
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Pseudonim
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Joined: Sun May 16, 2010 8:22 pm
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Post Re: Patch Notes: VERSION 1.35 (SANDSTORM PHASE 2) - July 22,2010
Lorcian wrote:
one thing ive noticed while doing these quests is that the enemy respawn rate is far too fast, i cant do a quest at level 40 without ticks ganging me and killing me because they just spawn to d*** fast to kill while also attempting to the the quest. i dont think anyone has mentioned about this yet so i figured i would.

seeing as HiRez prolly wont check through the flames and trolling in this topic im going to go add it in the bugs forum aswell ^_^
No pun intended?

Seriously though, I have gone through the quest series 3 times now: on a 20-25 medic and robo (on live) and a 39 assault (on test) and have not run into your problem. Yes, it is a pain solo, but if you tactically position yourself in the areas that have ticks in large numbers (waterworks and old yuma), they are not a major problem. You can pick them off quite quickly. In Yuma, you get into trouble if you get a ton of wasp aggro and run into the underground tunnel w/ the ticks. Try circling all the way around the city and approaching the entrance from the opposite side. You will get inside and have maybe 1-2 wasps, but your biggest issue will be the 2 ticks right by the entrance. Kill them, kill the 2 wasps, then you can kill the ant and the 2 other ticks in the main room (that should not have aggroed if you didn't go in past the box on the left). Then wait a few seconds, the entrance ticks respawn fast, but the ants do not. Do not stand up on the ramp though, you will get wasp aggro, tick aggro, and sometimes even the snipers.


Sat Jul 24, 2010 5:44 pm
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