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Orokin Derelict Explorafun: Feedback, Suggestion, Glitch Report


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#1 Kinperor

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Posted 16 September 2013 - 01:27 PM

General opinion about the tile set: It's ok. I just don't know what to tell you, I like the visuals and the theme of decay, but it reminds me bad things. Namely, the Demon Ruins in Dark Souls, including Dragon &#! Hell.  (I didn't like that area perso, but that's another game)

 

I also don't like the stability issues. I barely could complete any run without crashing (how I could host a whole Golem run is a miracle). Otherwise I really like all the sweet spots of loot. 

 

Dunno what else to say really. What I do know is that there are issues. Oh boy, are there. But we can start by fixing those:

 

#7 TBF: Collision issue.

 

Spoiler

 

 

 

Hope that helps you guys. I would snap more shots, but I have a hard time playing in the Derelicts because of the crashing issues, something I hope you are working on.  

 

Another thing I'd like to add: Will you add anything to make it worth my time to visit the Derelict? Cause right now, with Nekros building, I don't see a reason to go back. 

 

 

EDIT: The reported problems that were fixed has been removed (1 through 11). 


Edited by Kinperor, 02 November 2013 - 04:27 PM.


#2 Casardis

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Posted 16 September 2013 - 01:50 PM

#12 TBF: Weird lighting effects.

Spoiler

 

#13 TBF: Glowing reflective surface

Spoiler

 

#14 TBF: Part of wall un-runnable

Spoiler

 

#15 TBF: Golem poison bombs floating

Spoiler

 



#3 Shifty_Shuffler

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Posted 16 September 2013 - 04:13 PM

#16 TBF: Player Trap - Parkour Room

Spoiler

 

 

In respect to #1 TBF, that is not the only place it happens. They are those destructable crates, for some reason textures don't load for them sometimes.


Edited by Shifty_Shuffler, 16 September 2013 - 04:17 PM.


#4 Kinperor

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Posted 16 September 2013 - 05:10 PM

I know they aren't unique, I try to report those that I see. And generally speaking, when I see one texture-less, it will be texture less all the time. There's one container for instance that is always texture less in one of the Orokin Void vault. Can't remember if I reported it tho... 

 

Until a designer tells me otherwise, I'm assuming it's relevant to this thread. 



#5 Shifty_Shuffler

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Posted 16 September 2013 - 06:02 PM

I know they aren't unique, I try to report those that I see. And generally speaking, when I see one texture-less, it will be texture less all the time. There's one container for instance that is always texture less in one of the Orokin Void vault. Can't remember if I reported it tho... 

 

Until a designer tells me otherwise, I'm assuming it's relevant to this thread. 

 

Ok. I was just clarifying as you titled it 'Wierd Shadow'. Anyway, I would say it is relevant to the thread too.


Edited by Shifty_Shuffler, 16 September 2013 - 06:03 PM.


#6 otaku43ver

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Posted 16 September 2013 - 07:56 PM

My game keeps crashing i cant even make it to the end of a single mission. How do i fix this and does anyone else have this problem.



#7 Xylia

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Posted 16 September 2013 - 08:55 PM

Plenty of reason for you to go back to the Derelict, Kinperor: NEURODES!

 

They drop there far better than on Earth, and in my experiences, better than Eris too (while the mobs are a heck of a lot weaker than Eris).



#8 Kinperor

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Posted 16 September 2013 - 09:11 PM

Ok. I was just clarifying as you titled it 'Wierd Shadow'. Anyway, I would say it is relevant to the thread too.

 

Weird shadow is the generic term I use for that kind of glitch, be it on 'frames, walls, containers. 

 

My game keeps crashing i cant even make it to the end of a single mission. How do i fix this and does anyone else have this problem.

 

We'd need more details on the crash. I heard some people fixed their problem by un-checking Directx11 or something and checking the multi-thread in the launcher's setting. Haven't tried myself, but that could help.

 

Plenty of reason for you to go back to the Derelict, Kinperor: NEURODES!

 

They drop there far better than on Earth, and in my experiences, better than Eris too (while the mobs are a heck of a lot weaker than Eris).

 

I'm rolling in almost every mats that the Derelict gives really. Except maybe cells (it drops that, right?), but even those I'm starting to get in quantities with Ruk speed runs. 



#9 Firetempest

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Posted 17 September 2013 - 02:35 PM

The credit rewards for the standard derelict missions seem weak to cover the cost to even make the key and to buy the key blueprint. This is after full exploration containers and carrier vacuuming any credit enemies.

They are not remotely as rewarding as even t1 voids. So being a credit sink seems unwarranted.


Edited by Firetempest, 17 September 2013 - 02:37 PM.


#10 IanLai

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Posted 17 September 2013 - 04:10 PM

just enter a secret room and i can't go out , finding for exit for an hour and i finally quit game.waste me all 2 nav coord i got

the exit is at the place where i jump down from outside

need to climb the tree at the high place while wall jump can't access from inside

 

not sure wall jum get bug

sometime it totally not work at all

 

only feel this game wasting me time after spend an hour trap inside a room and get nothing


Edited by IanLai, 17 September 2013 - 04:15 PM.


#11 Kinperor

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Posted 17 September 2013 - 04:41 PM

Um, do you have a better description of the room? Or better, a picture?

 

Were you pushed back to stairs by some wind effect? 

 

 

The credit rewards for the standard derelict missions seem weak to cover the cost to even make the key and to buy the key blueprint. This is after full exploration containers and carrier vacuuming any credit enemies.

They are not remotely as rewarding as even t1 voids. So being a credit sink seems unwarranted.

 

That is a good point.

 

I would also like to point out that I don't think Survival in the derelict has any rewards (baring the loot we got). It'd be nice to have a reward for those.

 

I'm not saying it could be Forma, but I am implying it. 



#12 Incursum

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Posted 17 September 2013 - 05:37 PM

#17 TBF: Ancient trap

 

Spoiler



#13 Kinperor

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Posted 19 September 2013 - 08:39 PM

More bedside readings: 

 

#20 TBF: Charger trap. (Probably fixed)

 

Spoiler

 

 

EDIT: Culled the reports (18 through 24).


Edited by Kinperor, 02 November 2013 - 04:33 PM.


#14 Casardis

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Posted 13 October 2013 - 02:13 PM

#25 TBF: Door clipping through wall from another tile

 

Spoiler


#15 Kinperor

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Posted 21 October 2013 - 03:10 PM

More reports:

 

General issue with the tileset: I've been noticing that the treasure rooms (formerly known as the vaults to me) are incredibly lackluster, without mentioning the fan room which has issues (more on that latter). I had an idea to make those interesting: First, give them a single assured rare drop for cell or neurode, with a slight chance for more (that's a straightforward addition that makes the rooms much more worthy of the player's time).

 

Second, make them drop increased Mutagen Samples (straightforward change again).

 

Finally, add a slight chance to spawn an additional Dragon Vault: I think it would make the parkour worth the running, reward sidetracking and throw a bones to single player who now have better odds of finding their keys in a derelict run. I think this last change is thematically strong (the parkour is now blocking the access to something cool, instead of some containers) and gives a lot more value to the parkours easily. Whether more than 2 vaults can spawn at a time is another matter I guess. 

 

Fan room: I've taken issue for some reasons with this room: First, the fan bottom that serves to return to the beginning is too prone to trapping the players on roots and trees, consider making the players float in the middle of the tunnel instead of anywhere close to the sides. The 'wind' effect should help make the wind tunnel more streamlined, if you ask my opinion.

 

Second, there is too many lasers IMO, especially with the stealth buff they seemingly had at some point. I suggest keeping the lasers that are in place, but make them light up randomly and not all at once. This way, there's still a risk, and the room is a bit less predictable.

 

I wish I had more to say on it, but I'd really need some pictures to keep this from becoming an essay. I think the two changes above would make the fan room far more enjoyable, at the very least.

 

Reports:

 

#29 TBF: Odd light. (To be verified)

 

Spoiler

 

 

#36 TBF: Invisible wall in middle of room. (To be verified)

 

Spoiler

 

 

#37 TBC: Teleporter shenanigan. (To be verified by Carp)

 

Spoiler

 

 

EDIT: Reports culled (26 through 37).


Edited by Kinperor, 02 November 2013 - 04:40 PM.


#16 From_Orion

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Posted 21 October 2013 - 05:11 PM

I Don't like these environments at all, they seem to be poorly designed, and are prone to many bugs as shown above.



#17 Kinperor

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Posted 21 October 2013 - 08:08 PM

That kind of feedback doesn't help. We don't know what you don't like, we don't know what design you're talking about (how it's done or how it looks).

And above all, don't use my reports to justify your bashing. These are actually meant to improve the tileset not, say "Durr, tileset iz bad". FYI, my other Explorafun features just as much (if not more) reports, the number of bugs reported doesn't mean jack.

Edited by Kinperor, 22 October 2013 - 06:26 AM.


#18 Kinperor

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Posted 22 October 2013 - 02:05 PM

More reports, hopefully you can look into these before the Humpdate, specifically those four reports. Reason is, they're small fixes/changes that can be done easily to improve the defense map:

 

 

#41 TBF: Square puddle.

 

Spoiler

 

 

EDIT: Reports culled (40 through 42). 


Edited by Kinperor, 02 November 2013 - 04:50 PM.


#19 Slaskia

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Posted 26 October 2013 - 08:23 PM

Just a note for the level designers:  for a LOT of the rooms some of the 'tree' parts are literally missing atm.  Some cases it's just anethetics, but in other cases the missing tree bit makes it impossible to get to certain areas...or back out of them (namely secret areas).

 

I'll see about posting some screenshot examples later, but I wont' post all incidents of them as there's so many.  It's like some model assets were accidently deleted in a recent patch.



#20 Slaskia

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Posted 27 October 2013 - 06:16 PM

Sorry for the delay, but here’s the examples I was going to post.  Just examples, as I said before, because there’s far too many to post…so I’m just pointing out some of the major ones.

 

*removed* since they are now fixed due to last patch.


Edited by Slaskia, 02 November 2013 - 05:38 PM.