Poll on 'Killing guards raises the Alert bar'

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Sarn88 wrote:
Exemplary Implementation: We are going to devide crew into 3 cathegories. Standard enemies (which do nothing besides being a kill target), patrols and elite guardsmen. Upon being spotted roamming patrol tries to run away to a selected waypoint where is suppose to sound the alarm. Killing it in time results in no alert being risen, otherwise player get notable alert increase. Elite guardsmen - they are stationary with exeptional defenses and HP also with squad of footmen at their disposal. Upon noticing player they start to channel "call to arms" if succeded allert increases significantly and more troops are being called to make it even harder. There might be some traps as well if set off a timer pops in which player has limited time to reach the turn off switch, if failed alert is risen by flat amount.

Summary
: the idea behind it is to put a preasure on the player in differnt spots than jsut lazy "dont kill anything". You can go very crative and make it intersting without breaking the core gameplay.[/i]


Okay, this sounds like a complete mechanic. However, it seems like it ends up encouraging much the same builds as just removing the Alert mechanic does i.e. just overpower everything by zooming through and dishing out massive damage. It doesn't really change anything about people's playstyle in Heists. In that sense, just removing the mechanic achieves the same thing with less effort.
I get the feeling they never wanted alert from killing to begin with. It's not often you see GGG throw up their hands and say, "Welp! this feature is dead! Enjoy!" The level design was clearly not meant for it either.
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Rekt_that wrote:
How i would do it is you build up alert when you are in combat, the quicker you kill alerted enemies the better, but you are still better off trying to avoid them


This alternative sounds like it'd be more suited to being a challenge only if the initial part of Heists worked the same as the later part i.e. with nigh-infinitely respawning enemies both while escaping AND while infiltrating.
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Exile009 wrote:
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Sarn88 wrote:
Exemplary Implementation: We are going to devide crew into 3 cathegories. Standard enemies (which do nothing besides being a kill target), patrols and elite guardsmen. Upon being spotted roamming patrol tries to run away to a selected waypoint where is suppose to sound the alarm. Killing it in time results in no alert being risen, otherwise player get notable alert increase. Elite guardsmen - they are stationary with exeptional defenses and HP also with squad of footmen at their disposal. Upon noticing player they start to channel "call to arms" if succeded allert increases significantly and more troops are being called to make it even harder. There might be some traps as well if set off a timer pops in which player has limited time to reach the turn off switch, if failed alert is risen by flat amount.

Summary
: the idea behind it is to put a preasure on the player in differnt spots than jsut lazy "dont kill anything". You can go very crative and make it intersting without breaking the core gameplay.[/i]


Okay, this sounds like a complete mechanic. However, it seems like it ends up encouraging much the same builds as just removing the Alert mechanic does i.e. just overpower everything by zooming through and dishing out massive damage. It doesn't really change anything about people's playstyle in Heists. In that sense, just removing the mechanic achieves the same thing with less effort.


While it is doable by the same builds its not the destination that counts (that much) here but how we get there. It is far more intersting and presents better challenges than just "you have ur mobs go kill them".
What u just said can be said about nearly any game mechanic implemented in PoE. We can get rid of all the fancy stuff and put some kill targets for the player. Is that what we want?
I know all player come and say : "ahahah nice, u have try a bot u get ban, sooo nice" but i tell u its just for try, for see and for know. I have use this 10 minutes maximum and i have insta uninstall." - some not-too-bright dude, 2013; Joined 2012, † 2013.
Last edited by Sarn88#3369 on Sep 22, 2020, 8:12:28 AM
I feel kinda bummed there is no "bring back metamorph/legion leagues" option. Oh well, voted anyway.
@Exile009 Im gonna turn around your opinion. Tell me what do You think.

If getting rid of gaining alert on kill does the trick what are we left with? Rising alert from chests right? So why not getting rid of the idea of alert all together and replace it with pick "X out of Y" chests and kill some stuff? It literally makes no difference right? Tell me how dull and uninspired that sounds for You.
I know all player come and say : "ahahah nice, u have try a bot u get ban, sooo nice" but i tell u its just for try, for see and for know. I have use this 10 minutes maximum and i have insta uninstall." - some not-too-bright dude, 2013; Joined 2012, † 2013.
Last edited by Sarn88#3369 on Sep 22, 2020, 8:08:15 AM
I did enough heists this weekend to get most of my rogues to skill level 3 and I enjoyed how the league mechanic is without changes.

The alert level gets better and easier to mitigate as you level certain rogues enough so that you can get two of the big chests and 3-6 little chests depending on how many guards you can avoid killing. This is about as much loot as a really juicy Metamorph drop or delirium map.

I liked having to dash past mobs to the skill points killing as little as possible to protect my Rogue then having to gauge how many chests I could open then safely leave a good enough window to dash back to the main prize.

Then after the lockdown it is a killing frenzy where you can slaughter to your hearts content. Sometimes it was better to run, others to just thin the herd and keep going, sometimes it was better to leave no witnesses at all. Again you had to strategize when and how to escape in the moment, and the tension is deliciously high.

You can see all the guards at the choke points ready to murder you, so you have a choice leap in the middle of them and slam em, or tease a few thru the door take them out then leaping into the middle of them and slamming them.
I only had a couple of early rips until I figured out the timing and have had no problems since. Also res capping and stacking some chaos res went a long way to getting more survivability, go figure.

The only thing that feels bad is the DCs. I had two. One on the way in and one on the way out where I had some pretty juicy loot and lost both. Then again I lost my only Lira yellow map to a DC too and it has messed up my atlas progression so I am not sure which is worse. Point is DCs are always bad especially if you lose a juiced map that cost a lot or a conqueror spawn or a Sirius kill.

TLDR:

I wish people would invest in a league for at least a week before they shit on it. GGG created something nuanced and quite elegant in its challenge and we the consumer cried because we couldn’t be bothered to try it and critically think to overcome its obstacles first before complaining that it was unfair and too hard.

Thanks for reading. Remember some times the worst thing that can happen to a person is that you get exactly what you wish for.


Last edited by cacmeister#6420 on Sep 22, 2020, 11:00:05 AM
well thats just your opinion
hard disagree with people who wants alert level to increase from killing mobs such people must've not done many heists or only ever open 5 chests per heist after 10 minutes of stealth such a thing is awful for a game like PoE it doesn't need to be toned down or changed mechanically or the player needs to invest into reduced alert level items it NEEDS to be REMOVED simple as that and you're wrong for wanting that mechanic to stay
Last edited by CAPSLOCK_ON#7907 on Sep 22, 2020, 11:33:42 AM
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cacmeister wrote:
GGG created something nuanced and quite elegant in its challenge




Lol get outta here.

I dont know how you breathe with your head completely embedded.
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln

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