Twitchy Questioning 6: The Undiscovered Question
May 30, 2017 15:35:09 GMT
SalMasRac, Qui-Gon GlenN7, and 4 more like this
Post by JRandall0308 on May 30, 2017 15:35:09 GMT
Twitchy Questioning 6: The Undiscovered Question
link to where my live-posting begins --> bsn.boards.net/post/714835/thread
reddit thread link --> www.reddit.com/r/MECoOp/comments/6eomml/twitch_chat_questions_for_bioware/ and www.reddit.com/r/MECoOp/comments/6eosl9/multiplayer_livestream_summary_1_june_2017/
Twitch stream link -->
As in the past several weeks, I will attend the Bioware Twitch stream and ask questions in the text chat. This is on Thursday, 1 June 2017 at 10:00 AM Pacific / 13:00 Eastern / 17:00 UTC .
Previous threads: 1, 2, 3, 4, 5
Billy Buskell (MEA Producer) has pointed out that there are categories of questions Bioware cannot answer, particularly around upcoming content.
Therefor, going forward, I will not ask about upcoming content. This includes any questions about characters, weapons, enemy factions, maps, and so forth.
Things we know they will not answer:
Whatever I gather up I will also post on the reddit thread once that is created.
Questions are housed in my Google Drive and also shown below.
This week I am emphasizing follow-up questions, design intent, and user interface (U.I.).
Please review the questions and if you think something is phrased badly, let me know.
link to where my live-posting begins --> bsn.boards.net/post/714835/thread
reddit thread link --> www.reddit.com/r/MECoOp/comments/6eomml/twitch_chat_questions_for_bioware/ and www.reddit.com/r/MECoOp/comments/6eosl9/multiplayer_livestream_summary_1_june_2017/
Twitch stream link -->
As in the past several weeks, I will attend the Bioware Twitch stream and ask questions in the text chat. This is on Thursday, 1 June 2017 at 10:00 AM Pacific / 13:00 Eastern / 17:00 UTC .
Previous threads: 1, 2, 3, 4, 5
Billy Buskell (MEA Producer) has pointed out that there are categories of questions Bioware cannot answer, particularly around upcoming content.
Therefor, going forward, I will not ask about upcoming content. This includes any questions about characters, weapons, enemy factions, maps, and so forth.
Things we know they will not answer:
- When will the next patch be released? (they are not allowed to give dates)
- Can/will Bioware do balance changes without a patch? (yes, they have such a framework in place, but they won't go into specifics)
- Why don't you play on Gold difficulty? (the Twitch stream is just background to the discussion and it's hard to play and talk at the same time) --> they are actually playing on Gold today!
- Are we getting DLC? (they've been coy and hinted at 'yes'... I strongly suspect it will drop in conjunction with EA Play which starts on 10 June 2017)
- Are they doing anything about cheating? (yes, but they don't want to say what countermeasures they take - they stated to continue to report cheating via the EA form)
- That Fiend man! (they are aware, asking about it over and over doesn't help)
Whatever I gather up I will also post on the reddit thread once that is created.
Questions are housed in my Google Drive and also shown below.
This week I am emphasizing follow-up questions, design intent, and user interface (U.I.).
Please review the questions and if you think something is phrased badly, let me know.
INTRO
As usual I have gathered up questions from fellow players on uBSN (the unofficial Bioware Social Network forum). This week we have more hard-hitting questions, then follow ups, and then questions around design intent and the user interface (U.I.).
HARD HITTING QUESTIONS
Can you talk about why the pre-launch beta test was cancelled?
For DAI, both SP and MP had patch and DLC community beta testing. Is this something being considered for MEA? If not, why not?
FOLLOW UPS
Regarding EA Answers HQ -- a few weeks ago we suggested you split bug reporting between SP and MP which you acknowledged as a good suggestion. Any movement on this?
A few weeks ago you said you were looking into unlocking FOV (field of view) settings on console. Is that still a possibility?
A few weeks ago you said you were looking into allowing console players to re-map powers. Is that still a possibility?
A few weeks ago you said you were looking into allowing PC players to re-map the console button (currently tilde) away from other buttons that are used for powers. Is that still a possibility?
Deeper into the Ruins was popular and everyone liked the dynamic map. Can this map or others like it be added to the regular map rotation?
Can the 'Random' matchmaking filter be changed to search specifically for lobbies also set to 'Random'? Currently, 'Random' acts unintuitively like 'Any' which severely limits joining options. ‘Any’ appears heavily weighted towards Apex and popular maps/enemies, instead of being more varied as the proposed ‘Random’ would be.
DESIGN INTENT
Did the design team intend for combo detonation to *discourage* team play by having the detonation end team-wide debuffs?
Ex: Cryo Beam’s substantial debuff to enemy armor is ended when a Cryo Combo is detonated. But the players are not told this anywhere.
Some actions have unintuitive priorities. Landing interrupts a reload. Rockets, cover vaulting, and revive interactions cannot interrupt a reload. Almost anything interrupts and puts away an equipped rocket. Is this something you will look at, to improve game flow?
Shotguns are fully blocked by Shieldgate: all pellets’ damage is blocked by even 1 remaining hitpoint in shields. Is this intentional design, or something that should be reported as a bug?
Chain Overloads do not detonate Combos (they did in ME3). Intentional design or bug?
For weapon accuracy, is there a cap or point of diminishing returns?
Ex: stacking a weapon scope, the Turian Soldier passive tree, Turbocharge, and Fortify accuracy.
Certain enemy behavior seems suicidal, particularly dogs, who will charge through weapons fire or sustained powers (Flamethrower) to get to the player. Is this the intended design?
Observers still feel frustrating to fight -- their detection range is enormous and they seem to lock onto the player instantly with a hitscan weapon. Is this the intention with this enemy?
Charge-up weapons (ex: Venom) don’t hold their charge when the player performs any other action, which makes those weapons frustrating and not fun to use in this fast-paced game. What was the design intent behind this mechanic?
Projectile tracking for the Thokin is significantly more detrimental to the weapon in MP than it is useful. Is there consideration to make the projectiles travel faster or make the tracking more forgiving? (like able to hit an enemy by shooting over cover they're ducking behind)
How does matchmaking work? Does it take into account geographical distance (like Europe to U.S.A. or vice versa)?
BUGS
Are you aware of the issue that a downed ally who can be revived within view will prevent melee use? (This happens even on PC where revive and melee are on different keybinds!) This is extremely frustrating and cripples melee dependent classes.
When reporting bugs, is there a way to know what game patch / version to report them?
Ex: Common weapon challenges were partially fixed in the last live update but most Common weapon challenges are still not progressing. Under what patch / version should the latter bug be reported?
USER INTERFACE
Can the U.I. text size be made adjustable, primarily for console users? The current text size is too small to read on TVs from more than a few feet away.
Would you consider adding an optional, more detailed killfeed with detailed damage information and timings? This would make testing much easier for both you and the dedicated fan community.
Is there any inclination to unhide the "hidden" stats on weapons? For example, reload time (in seconds), headshot multiplier, modifiers against defense types, etc. Previously you stated this might fit into a U.I. update.
Various timers are not shown in the game’s U.I. Why is this information hidden from the player?
(Examples: time until next Saving Barrier, Rage / Ascension kill count to goal, Rage countdown timer, Martial Artist killcount / bonus amount & countdown timer, Biotic Warrior countdown timer)
Would you consider adding manageable loadouts to the Character Customization screen, to allow players to save multiple sets of weapons and equipment?
JUST FOR FUN
What does Ryncol taste like?
Will will ever get to fight an Architect in MP?
Why do all the Asari MP characters have the same face?
OUTRO
Thank you very much for answering our questions! Keep up the good work.
As usual I have gathered up questions from fellow players on uBSN (the unofficial Bioware Social Network forum). This week we have more hard-hitting questions, then follow ups, and then questions around design intent and the user interface (U.I.).
HARD HITTING QUESTIONS
Can you talk about why the pre-launch beta test was cancelled?
For DAI, both SP and MP had patch and DLC community beta testing. Is this something being considered for MEA? If not, why not?
FOLLOW UPS
Regarding EA Answers HQ -- a few weeks ago we suggested you split bug reporting between SP and MP which you acknowledged as a good suggestion. Any movement on this?
A few weeks ago you said you were looking into unlocking FOV (field of view) settings on console. Is that still a possibility?
A few weeks ago you said you were looking into allowing console players to re-map powers. Is that still a possibility?
A few weeks ago you said you were looking into allowing PC players to re-map the console button (currently tilde) away from other buttons that are used for powers. Is that still a possibility?
Deeper into the Ruins was popular and everyone liked the dynamic map. Can this map or others like it be added to the regular map rotation?
Can the 'Random' matchmaking filter be changed to search specifically for lobbies also set to 'Random'? Currently, 'Random' acts unintuitively like 'Any' which severely limits joining options. ‘Any’ appears heavily weighted towards Apex and popular maps/enemies, instead of being more varied as the proposed ‘Random’ would be.
DESIGN INTENT
Did the design team intend for combo detonation to *discourage* team play by having the detonation end team-wide debuffs?
Ex: Cryo Beam’s substantial debuff to enemy armor is ended when a Cryo Combo is detonated. But the players are not told this anywhere.
Some actions have unintuitive priorities. Landing interrupts a reload. Rockets, cover vaulting, and revive interactions cannot interrupt a reload. Almost anything interrupts and puts away an equipped rocket. Is this something you will look at, to improve game flow?
Shotguns are fully blocked by Shieldgate: all pellets’ damage is blocked by even 1 remaining hitpoint in shields. Is this intentional design, or something that should be reported as a bug?
Chain Overloads do not detonate Combos (they did in ME3). Intentional design or bug?
For weapon accuracy, is there a cap or point of diminishing returns?
Ex: stacking a weapon scope, the Turian Soldier passive tree, Turbocharge, and Fortify accuracy.
Certain enemy behavior seems suicidal, particularly dogs, who will charge through weapons fire or sustained powers (Flamethrower) to get to the player. Is this the intended design?
Observers still feel frustrating to fight -- their detection range is enormous and they seem to lock onto the player instantly with a hitscan weapon. Is this the intention with this enemy?
Charge-up weapons (ex: Venom) don’t hold their charge when the player performs any other action, which makes those weapons frustrating and not fun to use in this fast-paced game. What was the design intent behind this mechanic?
Projectile tracking for the Thokin is significantly more detrimental to the weapon in MP than it is useful. Is there consideration to make the projectiles travel faster or make the tracking more forgiving? (like able to hit an enemy by shooting over cover they're ducking behind)
How does matchmaking work? Does it take into account geographical distance (like Europe to U.S.A. or vice versa)?
BUGS
Are you aware of the issue that a downed ally who can be revived within view will prevent melee use? (This happens even on PC where revive and melee are on different keybinds!) This is extremely frustrating and cripples melee dependent classes.
When reporting bugs, is there a way to know what game patch / version to report them?
Ex: Common weapon challenges were partially fixed in the last live update but most Common weapon challenges are still not progressing. Under what patch / version should the latter bug be reported?
USER INTERFACE
Can the U.I. text size be made adjustable, primarily for console users? The current text size is too small to read on TVs from more than a few feet away.
Would you consider adding an optional, more detailed killfeed with detailed damage information and timings? This would make testing much easier for both you and the dedicated fan community.
Is there any inclination to unhide the "hidden" stats on weapons? For example, reload time (in seconds), headshot multiplier, modifiers against defense types, etc. Previously you stated this might fit into a U.I. update.
Various timers are not shown in the game’s U.I. Why is this information hidden from the player?
(Examples: time until next Saving Barrier, Rage / Ascension kill count to goal, Rage countdown timer, Martial Artist killcount / bonus amount & countdown timer, Biotic Warrior countdown timer)
Would you consider adding manageable loadouts to the Character Customization screen, to allow players to save multiple sets of weapons and equipment?
JUST FOR FUN
What does Ryncol taste like?
Will will ever get to fight an Architect in MP?
Why do all the Asari MP characters have the same face?
OUTRO
Thank you very much for answering our questions! Keep up the good work.