A suggestion
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LOL, I feel for you. I was on dial-up all summer last year and it sucked miserably. I don't care if I die because of my own fault or because we weren't prepared for the enemy, or we have to replan our strategy, or whatever. But when we die just because there are enemies shooting us before the screen even lets us know they exist... that's bad.
Definitely more than one of these out there redside. I feel your pain, dude, this has happened to me multiple times in the past.
If I die due to my own failings, I don't mind. If I die because the enemy caught me off guard or weakened, I don't mind. If an enemy is just too damn powerful...Well, something should probably be done but I'll figure out how to deal with it until then. If I die because the enemy can see my character before I can, well eff you. I want no part of that. I run a medeocre PC, and average at least 3 minutes load time. That's more than enough time for me to get killed when there is literally nothing that I can do about it. |
Oh, just curious, anyone enter a mission with a massive spawn at the door that kills you, and the mission entry pop-up text says something along the lines of: "No guards stationed at the door? These guys are stupider than I thought..."
HAH! Funny, devs. Go on, finish laughing, then fix our doors please. Hehe.
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... which is pretty much what I said. The software's working the way it should from the computer's point of view, which is why I say it's not a bug; the situation we're seeing (PCs ending up dead before the players know what's happening) is - one would hope! - an unintended outcome of something that's working properly but not quite configured properly (i.e., patrols work, but shouldn't be routed into the vestibule). The code's working as intended, but the game mechanic isn't.
I really dont think the world reacting on your character before you have finished loading is "working as intended".
That would be a really really stupid bad design. |
(As for the whole issue of "loading screen is lying to the player", that's probably down to some unavoidable technical limitation or another. Standard code rant applies.)
It would work a lot better if the game didn't make you visible/targetable until the client said ready then it could do the load in animation and you could go.
I had this happen a lot with my MM on his way to 50. Squishy AT + entrance full of Arachnos attacking before I fully load = bad. I finally got around it by entering missions with Shadow Fall active.
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Bad design, bug... You're right I'm wrong, but it clearly shouldnt be that way.
... which is pretty much what I said. The software's working the way it should from the computer's point of view, which is why I say it's not a bug; the situation we're seeing (PCs ending up dead before the players know what's happening) is - one would hope! - an unintended outcome of something that's working properly but not quite configured properly (i.e., patrols work, but shouldn't be routed into the vestibule). The code's working as intended, but the game mechanic isn't.
(As for the whole issue of "loading screen is lying to the player", that's probably down to some unavoidable technical limitation or another. Standard code rant applies.) |
Can we have it fixed now?
I agree that the world already being able to interact with you while you still see the loading screen is just bad design. Whether or not I have all the shields, so's, pets or other precautions to prevent dying, this just shouldn't happen.
The M.A.D. Files - Me talking about games, films, games, life, games, internet and games
I'm not good at giving advice, can I interest you in a sarcastic comment?
@Lyrik
Buy some SO enhancements?