Showing Posts For Cypher.6491:
Hold on just a minute there cowboy/cowgirl. This isn’t my first rodeo. I did mention that this would be a painful fix, and I abhor the use of the word “impossible”. Maybe it is “impossible” to transmit the data for conditions the way it is currently set up. Now stay with me here. What if, for example, Anet consolidated all of the other players’ condition damage into a single stat and just transmitted that stat to all other players. Yes, I understand that would involve a massive increase to the computing on their end, but would solve the bandwidth issue. This may or may not be a viable solution, but I’m sure there a are literally thousands of other ways to skin this cat, if we just apply a little innovation.
As for your comment about the difficulty of heavy redesigns of traits, skills, and gear, please see my above references to “painful” and “responsibility to customers”.
This horse has been beaten to death so I’ll try to make a clear and concise post and get my two-cents out there. We all know by now that your server structure cannot efficiently (think profitably) handle tracking separate stacks of conditions, but my question is when did you figure this out? I know it was at some point before game release, because conditions have always been capped out at 25 stacks. With that being said, you released a game that allowed condition based builds and then universally punished those builds in PVE content, not because you wanted to create a gameplay challenge, but because you lacked the infrastructure to support what you offered in those condition based builds. Bottom line, you messed up, and now it’s time to show your customers that you truly do appreciate them and show them you’re going to endure some hard work and late nights to fix the problem. The way I see it, you have two choices: 1) upgrade your infrastructure to allow conditions to stack appropriately and live up to what you initially offered or 2) go through some heavy skill redesign to offer more direct damage build options. Either way, it’s going to be painful, but it’s what you owe your customers. If anything, the next time the devs are out having a smoke break and some good-idea fairy pops up with the next great idea without considering whether or not you can viably support that idea, the pain of this fix will prompt you to consider the viability of the idea before you jump straight into implementation. Believe me, I fully appreciate the monumental amount of work involved in either fix, but you guys made the bed, and it’s yours to sleep in. Now it’s time for you boys and girls to go to work fixing the mistake you made.
Ok, bring on the trolls and fanboi’s.