• Hi-Rez Studios
  •  Language
    • English - United StatesEnglish
  • Games
    • SMITE
      • Home
      • Refer A Friend
      • My referrals
      • Gods
      • Items
      • Player Stats
      • Teams
      • Leaderboard
    • Tribes
      • Home
      • Refer A Friend
      • My Referrals
    • Global Agenda
  • Support
  • Store
FAQ • Login • Register

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

All times are UTC - 5 hours [ DST ]


Global Agenda Hot Fix - 6/18/2010



Post new topic This topic is locked, you cannot edit posts or make further replies.  Page 10 of 12
 [ 118 posts ]  Go to page Previous  1 ... 7, 8, 9, 10, 11, 12  Next
Print view | E-mail friend Previous topic | Next topic 
 Global Agenda Hot Fix - 6/18/2010 
Author Message
Wildtaz


Joined: Thu Jul 02, 2009 11:06 pm
Posts: 34
Post Re: Global Agenda Hot Fix - 6/18/2010
Spynet wrote:
AvA seriously needed a mechanic that makes it exponentially harder to keep large territories. I've been asking for this for over a month now. We might ACTUALLY have a player-driven world soon. *GASP*

Well... I'm not holding my breath to see if these changes make AvA any more casual/small agency-freindly.


my thoughts as well.


Fri Jun 18, 2010 7:59 pm
Profile
onorc


Joined: Tue Feb 02, 2010 7:19 pm
Posts: 2
Post Re: Global Agenda Hot Fix - 6/18/2010
Greeve wrote:
I dont understand how you dont feel the knockback was causing the problem. If your guys arent getting knocked off the point, then there is no way for the guy to cap it, even if he is invincible for 10s. A better nerf would have been to simply add a perfect target like effect to the character who is shielded to not be able to cap anything. I would rather they take this boost back to the drawing board and come up with something more creative than simply taking our original boost, making it single target and adding a knockback effect, because thats really all it is now. Very little differentiation in terms of playstyle and a half assed fix in my opinion.


agreed. now its meh and i wish i hadn't spent 50 c-tokens on it.
should have left the boost alone except for to make user unable to cap.
i don't think ive gotten to use it more than 5x in one match anyway, and that was a long match. as it is now its kinda worthless.


Fri Jun 18, 2010 10:15 pm
Profile
Fiftysixk
User avatar


Joined: Fri Mar 26, 2010 11:27 am
Posts: 942
Location: Vancouver BC Canada
Steam Gamer Name: [PLC] BIGRED
Post Re: Global Agenda Hot Fix - 6/18/2010
Wildtaz wrote:
Spynet wrote:
AvA seriously needed a mechanic that makes it exponentially harder to keep large territories. I've been asking for this for over a month now. We might ACTUALLY have a player-driven world soon. *GASP*

Well... I'm not holding my breath to see if these changes make AvA any more casual/small agency-freindly.


my thoughts as well.

What I wrote in a thread the other day:
camaro406ss wrote:
Im glad they decided that the situation was bad enough that it warranted an immediate change to the system. I like the idea of strategically placing your HQ where you think it would most benefit your agency.

My only complaint is the whole random aspect of losing hexes that are "too far" away. Randomly losing hexes is uninteresting, I would rather see some sort of meaningful disadvantage given to the defending team if the hex they control is too far from their HQ.

How about a scorched earth aura? Maybe something like an escalating stat disadvantage? What do you think about speed, protection, and damage being adjusted by how far they are away from their HQ? Each piece of tech they bring can have less health and damage. Dropships can carry less cargo. Why not have it so if its 4 hexes away from the HQ its -5% per player and 10% per tech? When its 20 hexes away its 30% less speed, protection, and damage per player and -50% per tech. Losing hexes too far away from your main base would take care of itself, screw random losses.
_________________
Image


Fri Jun 18, 2010 10:26 pm
Profile
Wildtaz


Joined: Thu Jul 02, 2009 11:06 pm
Posts: 34
Post Re: Global Agenda Hot Fix - 6/18/2010
onorc wrote:
Greeve wrote:
I dont understand how you dont feel the knockback was causing the problem. If your guys arent getting knocked off the point, then there is no way for the guy to cap it, even if he is invincible for 10s. A better nerf would have been to simply add a perfect target like effect to the character who is shielded to not be able to cap anything. I would rather they take this boost back to the drawing board and come up with something more creative than simply taking our original boost, making it single target and adding a knockback effect, because thats really all it is now. Very little differentiation in terms of playstyle and a half assed fix in my opinion.


agreed. now its meh and i wish i hadn't spent 50 c-tokens on it.
should have left the boost alone except for to make user unable to cap.
i don't think ive gotten to use it more than 5x in one match anyway, and that was a long match. as it is now its kinda worthless.


think if they modify anything from the Conquest or Merc store, they should also remove 'Said" item from peoples inventory and credit back the tokens spent on it. That way IF you still want to keep it you can go back and purchase it.


Fri Jun 18, 2010 10:36 pm
Profile
Hyral

Beta Tester
Beta Tester

Joined: Wed Dec 23, 2009 12:39 pm
Posts: 62
Post Re: Global Agenda Hot Fix - 6/18/2010
Sansa wrote:
Please leave minimun time at 1 hr. 2 hrs will burn us out more than we already are. Even after you defend your hexes while open, you still have to spend time trying to take back any hexes you lost after production is closed. This requires someone to play 3 hrs a night, that's not practical.


This patch was DESIGNED to do just that, burn the big agencies out so the little ones get a shot at some territory, stop thinking about yourself and think about the entire game and how the rest of the community/smaller AvA agencies see this change, to them, its fantastic, to you, well now you have to do more work to deal with your 120 some-odd hexes. this is the price you pay for over expansion. And if you can't deal with it, well go troll the forums and cry about it some more, iunno what to tell you there (but since the trolling/crying of forums is typical JL behavior I expect this in the near future).

In conclusion: deal the f*** with it.


Sat Jun 19, 2010 12:52 pm
Profile
Sycarius
User avatar


Joined: Wed Jan 20, 2010 5:20 pm
Posts: 2298
Location: Near HiRez :)
Post Re: Global Agenda Hot Fix - 6/18/2010
Hyral wrote:
Sansa wrote:
Please leave minimun time at 1 hr. 2 hrs will burn us out more than we already are. Even after you defend your hexes while open, you still have to spend time trying to take back any hexes you lost after production is closed. This requires someone to play 3 hrs a night, that's not practical.


This patch was DESIGNED to do just that, burn the big agencies out so the little ones get a shot at some territory, stop thinking about yourself and think about the entire game and how the rest of the community/smaller AvA agencies see this change, to them, its fantastic, to you, well now you have to do more work to deal with your 120 some-odd hexes. this is the price you pay for over expansion. And if you can't deal with it, well go troll the forums and cry about it some more, iunno what to tell you there (but since the trolling/crying of forums is typical JL behavior I expect this in the near future).

In conclusion: deal the f*** with it.

Okay then, so you think large Agencies who have a big stake in winning will burn-out? In the process of them burning out, what happens to the small Agencies with 2 hexes open during the 8-10 hours a day that the large Agencies have to be online to produce and defend?

I'm sure the "little guys" will thank you for being so insightful as they are on for 3 hours a night minimum wasting their time by gaining little-to-no map coverage. You aren't thinking about smaller Agencies. You're just happy the large Agencies take a hit. It's a completely counter-productive change that is basically a reversion toward the previous system that forced people to play 40+ hours a week.
_________________
Image

Signature by -Nomad-


Sat Jun 19, 2010 1:03 pm
Profile
blue

Beta Tester
Beta Tester

Joined: Fri May 15, 2009 8:49 am
Posts: 3877
Steam Gamer Name: blue
Post Re: Global Agenda Hot Fix - 6/18/2010
"Burn-Out" means get tired of the game and quit. If you think 'making players quit' is a good design concept.....


Sat Jun 19, 2010 1:07 pm
Profile
LiuAnshan
User avatar

Beta Tester
Beta Tester

Joined: Sat Jan 09, 2010 8:41 pm
Posts: 502
Steam Gamer Name: 刘安山 or LiuAnshan
Post Re: Global Agenda Hot Fix - 6/18/2010
Hyral wrote:
Sansa wrote:
Please leave minimun time at 1 hr. 2 hrs will burn us out more than we already are. Even after you defend your hexes while open, you still have to spend time trying to take back any hexes you lost after production is closed. This requires someone to play 3 hrs a night, that's not practical.


This patch was DESIGNED to do just that, burn the big agencies out so the little ones get a shot at some territory, stop thinking about yourself and think about the entire game and how the rest of the community/smaller AvA agencies see this change, to them, its fantastic, to you, well now you have to do more work to deal with your 120 some-odd hexes. this is the price you pay for over expansion. And if you can't deal with it, well go troll the forums and cry about it some more, iunno what to tell you there (but since the trolling/crying of forums is typical JL behavior I expect this in the near future).

In conclusion: deal the f*** with it.


I don't think she's only "thinking about herself", I'm pretty sure she's thinking about the future of the game as a whole and how good an idea it is to have a game mechanic that is likely to burn out players that are successful.
_________________
Always trying to get better.
Image
Image


Sat Jun 19, 2010 1:47 pm
Profile
Wildtaz


Joined: Thu Jul 02, 2009 11:06 pm
Posts: 34
Post Re: Global Agenda Hot Fix - 6/18/2010
its not desgined to "burn players out" but as ya said its to give smaller agencys a fighting chance,and to prevent large ones from just dominating everyting and making AvA pointless.
IF it was about who had the bigger agency you mite as well just have Fubar,Vortex,and Protocol roll a dice to see who wins.now this is no disrespect to those agencys, but even Protocol tried to point out the Exploits with in the AvA system so HR would change it.
And as I stated earlyer,its NOT about how many HEXES you own its your NET WORTH. PvP games are really hard to balance aspecially when you throw territory control into the mix,GA is only 4months old.


Sat Jun 19, 2010 3:15 pm
Profile
GaleDogma


Joined: Sat Feb 06, 2010 12:37 am
Posts: 2
Post Re: Global Agenda Hot Fix - 6/18/2010
Love how JL just completely beats the system by creating a bunch of extra agencies and throwing a couple of their extra people in there so that their hexes don't auto open as much.


Sat Jun 19, 2010 10:35 pm
Profile
Display posts from previous:  Sort by  
Post new topic This topic is locked, you cannot edit posts or make further replies.  Page 10 of 12
 [ 118 posts ]  Go to page Previous  1 ... 7, 8, 9, 10, 11, 12  Next

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

All times are UTC - 5 hours [ DST ]


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Jump to:  
Powered by phpBB © phpBB Group.
Phpbb Style Designed and Copyrighted by Vjacheslav Trushkin for Free Forums/DivisionCore.
Terms of Service and Privacy Policy

All content © Hi-Rez Studios.