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Old 2013-06-14, 01:08 PM   [Ignore Me] #1
Shogun
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Re: New Patch Notes - Test Sever 13-06-13


Originally Posted by Dragonskin View Post
This can't be correct. So the player that kills a player keeps the kill while the player that was killed gets the death erased because he was revived? That would be even worse than removing both.

Incoming stat padding 3 ways....
Player 1 shoots and kills player 2.
Player 3 revives player 2.
Player 1 gets a better KDR while player 2 suffers zero penalties.

All 3 players are medics so they can take turns raising their KDR into the oblivion.
read the patchnotes.

it says the death is wiped from the stats of a revived player. it says nothing about the "kill"

and i wouldn´t give a fuck even if all vanu went to the hills to shoot each other and boost their k/d ratio in the way you described. in fact i care so little, that i didn´t even read it completely to try to comprehend the system!

k/d is just a number and it isn´t even worth a pile of vanu poo. so let everybody who thinks this stat is important cheat and exploit it as much as they want! they don´t gain anything of importance from it, and i don´t lose anything. so what? if you need to use your k/d as e-peen, go ahead!
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Old 2013-06-14, 01:51 PM   [Ignore Me] #2
Climhazzard
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Re: New Patch Notes - Test Server 13-06-13


Originally Posted by Stanis View Post
The timer makes it seems as though its now a case of "can ZOE help me in this fight?"
And that's the current problem with ZOE, right there. You never had to ask that question because the answer was, apparently, always "yes".

Originally Posted by Sledgecrushr View Post
This will probably be the new meta where people stay dead hoping to get a rezz and erase that death off of their stats.
Let them. If they wait too long, they're doing themselves more harm by not getting back into the fight.

And do you honestly believe that there are so many players so obsessive about their stats that this will lead to a noticeable and significant decline in overall player performance?

Honestly, it seems to me that there are more people in this community obsessing over the idea that other people obsess over their stats than there are people actually obsessing over their stats. It's kind of insane.
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Old 2013-06-14, 02:01 PM   [Ignore Me] #3
Dragonskin
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Re: New Patch Notes - Test Sever 13-06-13


Guess I will just condense my thoughts on this revive change in 1 post.

It was a worthless stat to begin with because it doesn't encourage good game play habits in a game that revolves around team work and taking objectives.

Unless they make the change retro-active or adjust KDR across the board then new players will have higher KDR stats than people that started at launch. If KDR was something you care about then it wouldn't help people that started at launch... it would over time, but not immediately. People that play with outfits or squads will have better KDRs over time than people that solo because they will be more readily able to get a medic revive. Which in turn makes the death stat pointless for people that actually care about it.

The new change could encourage other bad habits as well. Like allowing people to exploit it for stat padding. People waiting around for revives because they don't want the hit to their death stats instead of reviving in a safe location and re-joining the action. There will be a lot more bodies on the ground just waiting for medics to stroll by. Which in turn will reduce the amount of people in the push because they will be dead waiting for a medic... which isn't exactly what I would think SOE would be going for.

If they changed it so you had a revive timer so that if you stayed dead too long you would be forced to respawn at a spawn point. Then they are basically putting another bandage on the system that is broken while not really fixing the issue.

If they removed death tracking completely people would revive from medics in risky situations more often because they wouldn't have this number telling them they are doing poorly. People would tend to push the objective more because dying wouldn't impact their stats. Less people would be encouraged to hide in spawn rooms behind shields trying to kill enemies instead of pushing out to fight the enemy. I see more WIN coming from removing the death tracking all together than removing it IF you get a medic revive.
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Old 2013-06-14, 10:18 AM   [Ignore Me] #4
Calista
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Re: New Patch Notes - Test Sever 13-06-13


Oops nvm

Last edited by Calista; 2013-06-14 at 10:20 AM.
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Old 2013-06-14, 01:57 PM   [Ignore Me] #5
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Re: New Patch Notes - Test Server 13-06-13


Those ZoE changes are a joke right?

Just change ZoE so it says "8 seconds of blinking light" and remove all the pros/cons of it. That'll be better than the shit you're coming up with SoE.

Please hire someone that knows how to balance, that type of change should never have made it to the patch notes for the test.
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Old 2013-06-14, 02:38 PM   [Ignore Me] #6
Shogun
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Re: New Patch Notes - Test Server 13-06-13


Originally Posted by Assist View Post
Those ZoE changes are a joke right?

Just change ZoE so it says "8 seconds of blinking light" and remove all the pros/cons of it. That'll be better than the shit you're coming up with SoE.

Please hire someone that knows how to balance, that type of change should never have made it to the patch notes for the test.
get over it man!

this is a multiplayer game, so vs can´t have all the overpowered stuff. that would be no fun for the other players.
but vs players don´t seem to understand this.. yeah, technology equals might. so gimme ma overpowered stuff, i deserve it!

go and play serious sam, if you need to mow down hordes of enemies on your own!
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Old 2013-06-14, 03:51 PM   [Ignore Me] #7
Kail
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Re: New Patch Notes - Test Server 13-06-13


Hopped on the PTR to try out ZOE.

It appears to recharge at the same rate it's consumed, and is toggle on/off like the medic heal or heavy shield. So basically it amounts to a 50% maximum uptime if you like to think of it that way.

Just running around in the warpgate I honestly don't see the fuel addition changing my use of the ZOE much in actual combat; switching into/out of ZOE against infantry was very common for me. Hurts against AV and AA, but I think AA even before ZOE was super strong so I'm fine with that. Gonna miss the extra uptime against tanks though.

What I'm most worried about is the increase to damage taken, which I wasn't able to experience yet. At this point I'd be fine if with the burster nerf and fuel charge, hopefully the extra damage doesn't go through.
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Old 2013-06-14, 04:04 PM   [Ignore Me] #8
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Re: New Patch Notes - Test Server 13-06-13


In case anyone missed this key Tweet..

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Old 2013-06-14, 04:09 PM   [Ignore Me] #9
GeoGnome
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Re: New Patch Notes - Test Server 13-06-13


Originally Posted by Hamma View Post
In case anyone missed this key Tweet..

https://twitter.com/mhigby/status/345612241502093312
Something else people should know, is that in that same string of tweets, there is mention that bursters will be adjusted to short/medium range weapons with greater damage, and skyguards will become the long range AA monster we all want it to be.

The ZOE changes are not going to go live, and... there was something else, basically look here
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Old 2013-06-14, 05:43 PM   [Ignore Me] #10
MrMak
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Re: New Patch Notes - Test Server 13-06-13


Originally Posted by GeoGnome View Post
Something else people should know, is that in that same string of tweets, there is mention that bursters will be adjusted to short/medium range weapons with greater damage, and skyguards will become the long range AA monster we all want it to be.


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Old 2013-06-14, 06:09 PM   [Ignore Me] #11
ChipMHazard
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Re: New Patch Notes - Test Server 13-06-13


Originally Posted by GeoGnome View Post
Something else people should know, is that in that same string of tweets, there is mention that bursters will be adjusted to short/medium range weapons with greater damage, and skyguards will become the long range AA monster we all want it to be.

The ZOE changes are not going to go live, and... there was something else, basically look here
Thanks for the heads up. Glad to see that they will finally be tweaking the burster and skyguard properly... Well hopefully anyway.
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Old 2013-06-14, 05:58 PM   [Ignore Me] #12
Jaybonaut
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Re: New Patch Notes - Test Server 13-06-13


Holy hell... remember when VS rarely played MAX? ...you know, the entire time since beta until ZOE existed (exception: burster.) ...well, I guess it's back to seeing only burster VS MAXes again.

They already gave it two nerfs... but hell, let's listen to TR/NC cries because people are actually using VS MAX now and they are dying to them for once.

ZOE MAXes die regularly... but now they will be paper. 8 seconds eh? Only 15% maximum buff against ESFs during that 8 seconds... good god man.
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Old 2013-06-14, 06:46 PM   [Ignore Me] #13
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Re: New Patch Notes - Test Server 13-06-13


So do anyone know if their going to do any focused test this month? If so can you guys announce it on FNO and at least a week or two in advance, because I really wanted to go to these test server focused tests, but I never get a chance, because they have so little publicity that I only find out about it 24-48 hours in advance.

I am a busy guy, so its been very hard to schedule time for test server stuff without knowing more in advance. <-<
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