So just wanted to rant about something else besides PSN. A buddy of mine wanted to play a bit as kind of a potential last hurrah so we went in to play a two player game on suicide and just immediately got overwhelmed with enemies on something we normally hold our own.

Dropped down into extreme after a few losses because we just wanted a easy win, just got overrun at the extraction multiple times with the hilltop extraction point with gobs of enemies including I think at one point 3 chargers 2 guys.

Just a wtf moment with asking what were they thinking here with this change, killing the experience and the fun.

  • Rentlar@lemmy.ca
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    7 months ago

    I recall them doing a spawn increase several weeks ago. Are you comparing to before that or directly before and after the most recent update?

    Could be A: People did too well on the kill a billion bugs mission and defence missions so they were trying to balance that. Or, B: the development team are all disillusioned, don’t know what to patch anymore. I’m doubtful it’s B, or anything else related to the linking fiasco. It’s just unfortunate.

    • all-knight-party@kbin.run
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      7 months ago

      The last major patch, 1.000.300, had this as a note:

      "Enemy Patrols We unintendedly had non-linear scaling of the patrol spawns so they didn’t spawn as often as they should have when less than 4 players. The intention is that 1 player has 1/4th of the patrols compared to 4 players, but it used to be that they had 1/6th.

      • Balancing adjustment to patrol spawning.
      • Patrol spawning has been increased when there are fewer than 4 players. The fewer the players the bigger the change. For 4 player missions there will be no change compared to before.The biggest noticeable change will be for solo players at higher difficulties."

      Originally the paragraph about it being unintended was not included and was edited in later, and this is listed under gameplay balancing, so my critique is that if it was unintended it should’ve been listed under fixes, and would help prevent the perception that it was an unneeded balance change, and move it towards that this was a fix that was always supposed to be intended.

      I still think even if it was unintended that they should’ve left the rates how they were, it worked just fine and was still challenging, and even with open matchmaking sometimes my game just doesn’t fill up, and add on to that that randoms don’t always follow orders and may try to extract before super samples are collected on higher difficulties, etc.

      Making higher difficulties more punishing for parties that are already very limited by being less than full just really didn’t seem needed or asked for.