sandpark wrote:
For now yes. That doesn't mean there can't be adjustments in the next few weeks. Perhaps they allowed it to be unlimited to see if they're servers could withstand huge loads in tight areas. Perhaps they allowed it to see if people preferred this over dungeons. Or perhaps they plan to remove the lockout timers from dungeons.
If the answer is obvious then why do people presume that SE is dumb or do not know how to implement content competently, I didn't say perfectly. Maybe the obvious answer is they meant to for reasons only known to the developers. I am not defending them. I am just saying they have turned this game around pretty good.
They are not idiots.
If the answer is obvious then why do people presume that SE is dumb or do not know how to implement content competently, I didn't say perfectly. Maybe the obvious answer is they meant to for reasons only known to the developers. I am not defending them. I am just saying they have turned this game around pretty good.
They are not idiots.
I guess that just seems somewhat more plausible than SE making their content a complete mess upon launch in order to do something like test their server load.
It's not like it's the first time SE has made some odd decisions before. The housing prices created an uproar and were changed shortly after to be more reasonable. They created a weekly lockout restriction in CT and still allowed loot to drop to someone who didn't pass if everyone leaves immediately after the dungeon has completed, even if it's seconds later. They let people drag others into later coil turns and prevent they from joining previous turns for the week with no prompt. Heck, just recently with frontlines it required 72 people to hit the "commence" button until it was immediately hotpatched, and anyone who's played CT with only 24 people could have told you beforehand that this was a bad idea. All of these create some plainly obvious issues too (some of them like the CT loot thing were predicted by players before CT even came out), but they still made their way into the game. I don't know if SE has some grand scheme involved in making hunts the way they did, but I don't think it's unreasonable that some players are writing it off as simply bad content with all of the issues people are having (the latest mentioned in this topic about mobs disappearing if there's too many players is another game breaking feature, and it's not even the first time it's popped up in this game).
Edited, Jul 13th 2014 8:16pm by Susanoh