web01 said:
The problem with Naughty Dogs internal testing is that it is completely isolated from real gameplay settings seen in online matchmaking and it has caused alot of these problems to begin with. Also it does not help that it seems like they were sitting aroung playing MW2 and trying to think of ways to make their game more like it.
If your playing with friends in a private game or people you know in a work setting you are going to play in the spirit of the game and not result to cheap tactics. The problem is this is completely isolated from the real world setting of matchmaking against people who have the only goal of playing for themselves and increasing their KDR as much as possible and not helping the team.
The fact that people at Naughty Dog didnt use any common sense when implementing the crushing health patch just shows how detached they are from the real way this game was played online before they ruined it.
It was completely obvious to many people on GAF and other forums who pointed out before the implementation of the patch and during the crushing weekend that reducing health would increase the amount camping and reduce traversal gameplay. These are the main aspects that main uncharted online so great and also the fact that it wasnt always the person who shot first that won a battle as a smart player could turn the tables around and outsmart/ outflank opponent.
Yet Naughty Dog still pushed ahead with the changes misrepresenting polled results to support their changes despite the fact they refuse to address issues everyone agrees are completely broken like the instant grenade spam a millisecond before death.
Anyone called them Naughty Gods deserves to be shot after this mess especially considering they brought the backlash upon themselves.
EDIT: The smart ass coments from Arne to people criticizing the changes just show much they were "listening" to the fans.
oh god really?
what smart ass comments? the ones where our player population hasn't decreased? that the games per player hasn't decreased either? that's not smart ass, that's true. i don't know what to say if you feel that doesn't fit with your perception of what's happened, that's just how it is.
we are listening and we're taking the feedback that's being discussed everywhere to heart. I don't know how you want to say that makes our post ungenuine. We can't discuss everything we're looking into right now, but I felt we couldn't say nothing, which is where this post came from. mostly because I and some of my colleagues kept trying to respond in different places and a good number of people, however small the subset that is, thought we weren't responding at all and just posted the update and went away and didn't bother to come back and read. which is wholly untrue.
if you don't think I don't read what's on here and other forums and I go over to our game designers or Evan and tell them about it and ask them to address certain things since the game has launched, you're dead wrong. the blog post we went up is a direct result of the fact that we sat down and talked about player reaction to the changes and since are *are* looking into it *because* of all the discussion, I felt we could mention that we were testing some stuff out to make further adjustments. it had nothing to do with the dlc and this would have gone down the same way (the blog post) even without dlc on the way.
I get it, you hate this update. Being the loudest, most persistent voice in the room doesn't make it true. neither do your blanket assumptions.
there is some truth in what you say, no matter how much we test anything, internally or even in a limited external capacity, you can never expect the gameplay strategies and workarounds a dedicated, sizable population of players. even our limited and "open" betas prior to release of the game didn't expose gameplay behaviors and workarounds that hinder enjoyment of the game overall.
this is true for any/most games, because the constant "testing" of thousands and thousands of players outnumbers the hours of testing you could ever do with a limited population and/or time period.
we do have more than several people playing in the public modes quite a bit to see how any of our changes reflect in real-world gameplay and we listen to their feedback as well. not to mention we have gameplay data that lets us know, to a certain degree, how games are being played and that also informs what we do.
grenades are a different matter and we have been tweaking them here or there since prior to release. what we have currently, as much as you dislike it, is the best compromise so given our gameplay and animation system, etc. we have not yet found a better solution to our liking in terms of our how grenades work -- that doesn't mean we "refuse to address it" it means there's nothing we feel is better so far. sorry.
you seem to really want to paint the picture that we're just running around with our hands over our eyes and ears trying to ignore anything when you couldn't farther from the truth. we don't think our MP game was or is perfect. it's solid and, as is obvious, we feel it needs tuning because it does. we've got something different and new on our hands and we'll support and progress it to make it better over time. that's just what we have to do.
CozMick said:
And finally, fuck the damage system and fix the glitches on Fort, no game I've ever played has had such a glitch that wasn't fixed immediately
we've been trying, i know i always mention these things when we're working on updates. we put in whatever fixes/solutions we can to prevent glitching.