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Audbot

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  1. Okay, so! First of all, I'm putting this in a new thread instead of the Titania Revisited Feedback thread because I don't want to muddy the waters there more, and because this isn't feedback about the existing change as much as it is an idea for further changes.

    The goals of this concept are to solve the following problems:

    1. People don't like the Tribute buffs. Dust and Thorns are good defensive boosts, but even Dust is pretty subtle and Entangle and Full Moon don't have much of an effect.
    2. People don't like Tribute buffs depending on enemy types. I didn't actually mind this! But I get why people didn't like it: it means that you can't actually do the thing you want unless the game happens to throw the right kind of enemy at you.
    3. Tribute Toggle feels really fiddly to use. I just really really really hate how this feels to use right now on my fingers. It's bad in kind of a sensory way that makes me hate it, and leads to the "correct" use being an unfun kind of play pattern.
    4. Spellbind and Lantern are too similar. They're both 'hard' crowd control options, it's just that one is quicker and cheaper and the other is more expensive and area-based.
    5. Titania should be different than Wisp. I've seen a bunch of suggestions to tie Tribute buffs into the Lantern zone somehow, but want a way to distinguish that from the Wisp style of "drop beacons that give nearby warframes buffs."

    Anyways, here's the concept:

    Passive: Razorflies
    A number of Titania's abilities will create razorflies, which attack enemies and draw fire. Titania can have a maximum of 12 razorflies active.

    Unless Titania is in razorwing mode, razorflies lose 2 Health per second, giving them a natural duration of 120 seconds.

    Each active razorfly helps buoy Titania, granting a 5% bonus to bullet jump and aim glide duration. In Razorwing mode, each razorfly grants +5% maneuver and sprint speed instead.

    Spellbind (25+5 Energy)
    Tap to suspend enemies within a 5 meter zone up to 50 meters away in the air for 16 seconds. Affected enemies are held in place, as per the current effect of Lantern.

    Holding the ability key costs 5 energy per second, and increases the radius of the zone by 2 meters per second. (Energy cost should probably ramp up the longer the ability key is held.)

    Lantern Synergy: Casting Spellbind on a Lantern doubles its range.

    Tribute (15 Energy)
    Tap to select a Tribute type. When Titania casts Spellbind, the selected Tribute applies an additional effect.

    Additionally, enemies killed while under the effect of Spellbind will leave behind a soul of that type, which players can pick up to receive a buff that can stack up to three times. All buffs have a duration of one minute, and when the duration runs out one stack is lost and the duration resets. Picking up an additional soul of a type will reset its duration, even at maximum stacks. Souls are duplicated for each player, and last 16 seconds before vanishing if not picked up.

    Holding the ability key will consume a soul from the selected Tribute type to create a razorfly and release a pulse that restores 50 Health or Shields to Titania and allies within 35 meters, including razorflies. This will consume one soul every 0.5 seconds, or cycle the Tribute selector if the selected type has no souls remaining. 

    Tribute Types:

    • Dust (Yellow) Spellbound enemies are surrounded by a dust cloud that blocks enemy line of sight. A Dust Soul reduces the movement speed and accuracy of enemies within 35 meters by 20%.
    • Entangle (Green) Allies affected by Spellbind are immune to status effects for the duration. An Entangle Soul increases Status Duration and slam attack radius (including the bullet jump launch) by 20%.
    • Full Moon (Blue) Spellbound enemies release a razorfly when they die. A Full Moon Soul increases the move, attack, and reload speed of the player's companions by 20%, and gives them 10% lifesteal.
    • Thorns (Red) Each attack that hits a Spellbound enemy has a 50% chance to inflict Slash status. A Thorns Soul grants 20% Damage reduction and has a 10% chance of staggering an enemy that hits the player, opening them to melee finishers.

    Razorwing Synergy: While in Razorwing mode, the range of the healing pulse is doubled, and always affects Titania's razorflies regardless of range.

    Lantern (75 Energy)
    Tap to create a Lantern up to 25 meters away, a growing ball that hovers above the ground and lasts for 25 seconds. Enemies that come within 20 meters of the Lantern will be pacified and slowly walk towards it. Titania can have up to 4 Lanterns active at once.

    Enemies killed within the Lantern's area of effect will release a cloud spectral razorflies that swarm around the Lantern, dealing damage every second to enemies within 8 meters of its center. Each enemy killed this way adds 10% of their max Health and Shields as Heat damage.

    When a Lantern expires it explodes, dealing 3,000 Heat damage plus 500% of its stored damage to all enemies within 8 meters.

    Spellbind Synergy: Lantern is cast on a Spellbound enemy, the cost is reduced to 25 Energy and the targeted enemy becomes the Lantern, immediately contributing 30% of their max Health and Shields to its damage. The target is invulnerable for the duration, but takes any received damage when the duration expires.

    Razorwing (25+5 Energy)
    Titania turns into a tiny fairy and flies around. The basics of this are unchanged!

    While in Razorwing mode, razorfly health does not decay.

    If Titania has less than 4 razorflies active, entering Razorwing mode will create enough for her to have 4 razorflies. These razorflies persist even when Razorwing mode ends.

     

    Quote

    Commentary
    Obviously this would need playtesting to see if it actually works, but I think it keeps the basic elements of what makes Titania fun, while shoring up some of her weaker areas!

    Combining Tribute and Spellbind gives a reason to Spellbind groups of enemies and to hoover up souls even if you don't need the crowd control, and provides some fun secondary effects, including More Razorflies from Full Moon and a way to help whittle down high-HP enemies with Thorns. And having them be on different keys (and Spellbind grabbing multiple enemies at once) means that you're not doing as much tap/hold dancing... and having Tributes be presents your squad can pick up means they'll appreciate it more!

    For the Tribute effects themselves:

    • Dust is still pretty subtle, but it combines the slow from Old Tangle to give a general sort of slowing field.
    • Entangle might need a name change, but I figure that status effects are a big source of crowd control anyways, and letting you increase your ability to stun large groups of enemies by slamming and bullet-jumping around kind of made more sense than just a zone.
    • Full Moon being a speed boost instead of a damage boost should hopefully magnify your companions' secondary effects (such as status application and crowd control) as well, even if they aren't doing much damage, and life steal helps them stay alive and offsets razorfly health decay while it's active.
    • Thorns keeps its damage reduction, but reflection stagger (a la Revenant) seemed like it would be a much bigger benefit than damage reflection while keeping the same theme -- just given they way damage and health scaling works, damage reflection is pretty useless, but getting enemies to stop shooting at you for a bit is pretty good.

    People have been asking for Lantern to be a deployable for a while, and I don't think that's a bad idea! But I think that having the "classic" Lantern be a synergy with Spellbind is a good compromise, and helps tie the abilities closer together. Having its damage over time be related to the enemies you kill around it feels like it's a good solution to help that scale, too: once you feed a Lantern enough, it can start eating on its own for the rest of its duration.

    I didn't change Razorwing that much, other than adapt it to razorflies not being Razorwing-exclusive. I think there's still some weird stuff around it, but that -- like Diwata being kind of useless -- feels more like it depends on the upcoming Archwing rework rather than being Titania-specific.

    Having razorflies be something Titania creates all the time instead of just in Razorwing mode feels like it helps tie into both her aesthetic theme and her crowd-controlly playstyle, and having the presence of tons of razorflies be what boosts her maneuverability just seems kind of fun. Razorfly health decay seems like it's something that would need to be tuned, though, since it feels necessary but I'm not sure what kind of values to give it.

     

    • Like 1
  2. 2 hours ago, zhellon said:

    The problem with the old system was that you might not get the right buff, because this type of enemy simply doesn't exist in this type of missions (the corpus faction doesn't have melee enemies (they have up to level 11, but no more)). Plus, you could always have only 1 buff and very situationally all the others, because your allies exist that will not wait for you, and you need to leave your team to find a certain enemy that may not spawn for a long time. Plus, most of the old buffs were useless, so it was much easier not to click on this button. And now you can still remember the system by which you had to stack your buffs, which made the situation much worse.

    First, I've never had trouble with my allies killing all the enemies before I could Tribute any -- in the worst case, you need to be a little more aggressive to get there first. (And if your allies are effortlessly killing all the enemies before you can blink... then the mission is easy and you don't need the defensive buffs anyways.)

    Second, melee enemies are pretty common everywhere but Corpus missions: the biggest risk with Grineer and Corrupted missions is that it's easy to reflexively kill the Butchers just with muscle memory before remembering that you need to Tribute them, but this isn't that hard to learn!

    Third, Thorns has given Damage Reduction since all the way back in Update 26, that's not "the new system."

    (Things like Full Moon, Entangle, and pre-DR Thorns being kind of useless and Corpus missions not having melee enemies once Prod Crewmen phase out were definitely problems, but the selector toggle isn't actually a solution to any of them? Even stuff like reclassifying Shockwave Moas as "melee" for the purposes of Tribute or something would have solved that without having to redesign the entire control scheme.)

    2 hours ago, zhellon said:

    If you are experiencing a problem with what the wheel does, I can advise you to make a quick-click and long-click macro and put it on different mouse or keyboard buttons. This will completely solve the problem and it does not violate the game's policy.

    Gross. If the solution to "this is a bad control scheme that feels horrible to use" is "download and run a third party app that hacks your controls to use this specific power on this specific warframe" than... no.

    That's not the kind of game I've been playing, and that's not the kind of game I want to play.

  3. 8 minutes ago, zhellon said:

    What about infinite duration?

    So, you just have an infinitely long zone that disabled every enemy within [20 x Ability Range] meters? That you just drop over the Defense objective and never have to worry about it again?

    That's too good and not actually fun. (Unless you're doing something like "dropping beacons that last forever but only provide the buff, and you cast Lantern on them to turn them into crowd control"... at which point that's literally just Wisp. You've just redesigned Wisp.)

    . . .

    It's also worth noting that pulling Tribute buffs from enemy types means that your casts are spread out and it flows better -- you hit a bunch of enemies, Tribute one of them, and when you hit the next bunch you Tribute a different one. And I typically started looking to reset buffs when they hit around a minute of remaining duration, so you're frequently keeping an eye out for someone you want to Tribute.

    But when you have a toggle, the "optimum" way to play is to cast Tribute four times times to get all the buffs, which is "stronger" but feels more tedious and less fun to actually use.

  4. 7 hours ago, zhellon said:

    That's the problem with Titania. We need to use the ability on the enemy. I have already suggested making Lantern beacons instead, which would emit auras in their zone and which Titania could drag and place in the air. This would work almost like wisp tanks, only instead of long buffs we have a large area around the beacons or around Titania when she drags the beacon. This is a small nerf, because Titania then can only have 1 buff around her and the rest of the stationary buffs, but it seems to me that as a mechanic this would look a lot better than knockdown 4 enemies every 120 seconds. 

    This is a huge nerf, because this means that every Tribute cast:

    • a) Costs 75 Energy instead of 25 Energy.
    • b) Has duration of 25 sec instead of 120 sec. (Unless you're making Lantern last 120 seconds, which would make Lantern way too strong.)
    • c) Don't follow you when you're on the move. (Unless you're letting Titania carry the beacon... which would make Lantern way too strong.)

    I do like the idea of Lantern zones having a buff that interacts with Tribute somehow, but as a straight-up replacement for the existing Tribute auras it just turns Titania into a crappier Wisp knockoff.

    And I don't think there's even anything wrong with punching enemies to get buffs! It was fun! It gave you a reason to pay attention to what enemies you were fighting instead of just letting them evaporate in front of you! Sure, sometimes the enemy with the buff you want didn't show up for a bit, and it'd be nice to have a more roundly useful set of effects... but it was basically fine and could use some tweaking.

    I don't see why having to wait a few seconds to spot the right enemy to get the two-minute buff you want is the worst thing in the world compared to constant fiddly toggling that it's been turned into. It was okay, if not amazing: now it's actually bad

  5. Hi! Popping back into this thread to ask...

    Can we please revert the Titania Buff Selector?

    When this came out I thought I might just be struggling because it was new and unfamiliar, but it just feels... too clunky. This isn't a balance issue, it just... feels bad and clunky and awkward, to the extent that I've stopped playing Titania in general. (She's still currently my most-used warframe!)

    (Like, other warframes with selectors are fine, because you're often using those powers out of combat! I've been playing a lot of Wisp instead, and it's not a huge deal to cycle through all three Reservoirs... but that's okay because there's only three and because I'm dropping them on the ground, often out of combat, instead of having to aim them at enemies and because I don't have to do the extra step of picking the buffs up and because the icons are color-coded and don't all look alike and because I don't have to keep track of durations for each of them.)

    Please, this isn't an "oh, it's not as optimal!" complaint or a "but this used to work with My One Strat and now it doesn't!" one. It's a "this was a perfectly okay ability that I used a lot and now it just feels like I'm trying to solve a Rubik's Cube in the middle of a fight and I've stopped using this warframe because of it" complaint. There's probably a good way to overhaul Tribute but this isn't it, please put it back. 

  6. 9 minutes ago, TheEnderBlade said:

    After some testing of Titania in the Simulcrum the full moon buff doesn't seem to do anything. It says it gives you a 50% health and armor buff along with a 75% damage buff but i am not noticing any damage increase and my health pool certainly wasn't increasing. Not sure if her other buffs are bugged or not hard to tell.

     

    Upon further testing her other tribute buffs seem to be fine but Full Moon definitely  isn't working unless i am misunderstanding it.

    The Full Moon aura gives a Health and Damage buff to companions (i.e. pets), not to warframes! (I haven't tested this, but it sounds like this might be the issue.)

    . . .

    As someone who plays a lot of Titania, though, I do think that the Tribute changes might have made it harder to use? It might just be because it's different, and it's nice that you don't have to wait for a particular kind of enemy to show up to get a particular buff... but it's a lot more fiddly now.

    Instead of just being like "oh, there's a lancer, I should whap him to get the Dust aura," now it's "tap tap tap is that the right icon, no it's the other one, since they all look kind of similar, tap, now hold the same key down until I see it cast, okay, while I'm at it I should grab Thorns, too, tap, hold... crap, I got Dust twice, did I screw that up?" 

    This might be something that I'll get used to in time, but so far it's felt like a lot more complex and easy-to-fumble button-wrangling to accomplish something that used to be easier.

    . . . 

    The Spellbind and Lantern changes are great, though! I'd kind of stopped using Lantern for a bit, and it feels much more reliable, now. And (somewhat ancillary to this thread), the shield changes have made her feel a lot less squishy, too -- she'd been in the "fun to play, but just too prone to getting instantly squashed by high level enemies" zone for a while, and this immediately feels much better!

    • Like 1
  7. It's for the same reason as why when you destroy an enemy fighter, the loot they drop doesn't keep traveling in that direction at full speed and fly off into space, and why these vast quantities of raw material that you hoover up disappear into thin air and are then duplicated for everyone on your team.

    And why you have these interesting, dense fields of absolutely stationary asteroids to fly around and fight in, when differences in velocity should have lead them to drift miles and miles away from each other by now. (Even in the far future where humanity has put a ton of things into space, space will still be mostly empty.)

    And whey the Grineer shipkiller gun only starts trying to shoot you when you're close enough to fly around to hide behind something, instead of plugging you from across the map while you're stuck in the open and surrounded by fighters. And why enemy ships in general don't notice you until you get close or start shooting at them.

    And honestly, it's why you're having cool dogfights at spitting distance instead of playing "launch-relativistic-projectiles-at-each-other-from-several light-seconds-away-frame," where you can't see the enemy and are just pressing a button, waiting a few minutes and watching a blip disappear off your radar if you hit.

    . . . 

    The reason, of course, is because this isn't a space simulation, it's a space-themed action game where things are designed to be fun first and obey realistic laws of physics... possibly a distant fifth.

    • Like 2
  8. I think it's also probably worth noting that (AFAIK) repairing Hull Ruptures removes the maximum health penalty and heals your ship for 20% of its max health, and only costs 10 Revolite compared to a Hull Breach's 30 Revolite.

    So I think that the takeaway is something like...

    1. If you're in a hard mission where you're getting put back into Hull Breach almost immediately upon fixing it, then your invulnerability time is the only thing keeping your Railjack alive... which means that yeah, you probably want to only fix the Hull Breaches, and to wait as long as possible before doing that to maximize how long you spend invincible.
       
    2. If you've picked up Hull Ruptures but you're still comfortably at full health, then it might be good to hold off until you need the healing... though if you're in this situation, the mission might be easy enough that it doesn't matter and you might as well fix 'em for the experience points.
       
    3. But if you're taking a lot of damage but haven't hit a Hull Breach yet, then I think you should fix a Hull Rupture. Combined with your ship's natural regeneration (and your pilot hopefully doing some dodging), if you fix three Hull Ruptures over the course of a minute and thereby avoid a Hull Breach, then you're breaking even in terms of Revolite cost.

      And if you'd used that 30 Revolite to only fix the Hull Breach, then when your invincibility wears off you'd still have the substantial Max HP penalty from the ruptures and be that much closer to yet another expensive Hull Breach.
       
    4. If you're not in Situation #1 where your ship's health is useless anyways, I do also think you should always put out fires: their damage-over-time isn't that much, but it can cripple your ship's natural health regeneration. (Electrical faults could go either way, I think; on one hand, Railjacks have enough armor that the vast majority if your Effective Hit Points are Health... but on the other hand, if enough of your shields have regenerated to take a few hits, those are hits that aren't inflicting more Hull Ruptures.)

    So yeah. I feel like the "don't fix Hull Ruptures" strategy is definitely a thing, but it's a mostly a thing for relatively flimsy ships that have rushed into hard missions? But the takeaway is that you probably want to be fixing Hull Ruptures if it'll help you avoid a Hull Breach... but switch to only fixing Hull Breaches if frequent Breaches are inevitable. The situations where you run out of Revolite are usually the ones where you're spending twice as much resources to fix both.

  9. 44 minutes ago, GameOrDerp said:

    So. Is Railjack suppose to be a massive middlefinger to every soloclan? Just to research the MK I versions of the reactor, shields and engines I'd need 7.5k titanium but I barely have 1.2k without booster. Also playing Railjack solo, since no friends and socially akward, if that has something to do with it, well S#&$.

    As someone who's also been solo-clanning this, some helpful notes!

    • Researching these parts requires regular, non-Railjack resources. You only need Titanium to build them for yourself once they're researched, and building those Sigma components is actually cheaper than repairing the randomly generated "wreckage" versions you'll pick up in missions. 
    • Once you've built a Railjack component, you can scrap it to get the materials back if you find a better one you'd like to build instead.
    • The latest update massively buffed Titanium drops, and they drop from asteroids (the small, glowy ones) -- so if you can get through any mission at all, you can reliably hoover up a ton if you hang out and mine the area for a bit. (Which is something I'd rather do solo, honestly, since I'd feel like I'm wasting everyone else's time otherwise.)

    And as someone who was worried that they'd be locked out of Railjack content because they're a fairly solitary gamer, it's... not actually that bad? I was imagining a "voice comms mandatory" style of teamwork where everyone has to be working pretty closely in sync... but for the most part it's not too bad, and once people know the basics of the game mode they can usually figure out what they need to be doing without too much trouble.

    It's the "Forge Resources" that have been giving me much more trouble to collect, honestly, which brings me to...

    . . . 

    Actual Feedback: Am I missing something, or are Cubic Diodes the only Forge Resource with substantial in-map deposits? 

    The map has these "destructible disk in a green cloud" formations that reliably have a ton of free-floating Cubic Diodes around, so I'm consistently swimming in Diodes... but as far as I can tell, I don't think there are any equivalents for the other Forge Resources, so I'm not sure if there's anything specific I can do if I specifically need a ton of Copernics or Pustrels.

    It'd be nice if there was some more parity around this -- or if there is already parity and I've just missed it, some kind of signpost for where other resource deposits might be.

    • Like 1
  10. I'd like to register a vote for "please please please don't revert archwing guns to hitscan, because they're so much more fun now." Like, they could probably use a projectile speed boost, but they're so much more fun to use now and leading targets genuinely feels like a more natural way to aim when you're zooming around in the air.

    Ditto for archwings and fighters being on similar speed levels. The fact that Railjack dogfights were so immediately joyful pretty much confirmed what I'd suspected around classic archwing, which is that the lack of fun was mostly down to hitscan weapons and boring enemies that just kind of fly slowly towards you. Things are so much better now!

    (That said, it is kind of hard to hit fighters with the Imperator from further than point-blank range, and since Railjack and Archwing share so many UI elements, it'd be nice if Gunnery 1 gave you aim indicators in Archwing mode, too. I actually feel really optimistic about Railjack-style space battles being a solid enough framework to make Archwing revisions worth doing, and possibly augment or replace the existing Archwing missions, and I'd love to see how that shakes out once the mode itself stabilizes a bit.)

  11. So, by its nature "feedback" tends to be "things we think need changing," because if things are fine then they're fine and you don't need to talk about them!

    But I've actually been having a ton of fun with this update, and I figure that I might as well talk about some of the stuff that feels like it's really working, too:

    • The dogfighting is really good! I feel like I've definitely played space games where the mouse-and-keyboard controls just don't work very well, but flying the Railjack is lovely. It goes just where I want without feeling sluggish or being prone to oversteering, feels like a great mix of the inertia of a big old ship and the handling you'd expect from something flown by space ninjas, the sound design that goes along with it is great, and even seeing my warframe pull at the controls along with me is a really nice touch.

      Plus, the swooping of the Grineer fighters is a huge improvement over the "fly slowly towards you and shoot" behavior of previous Archwing enemies, and getting chased around by swarms of them is super fun.

      (Like, we've been griping a lot about the progression, but the progression wouldn't matter if Railjack just wasn't fun enough to keep playing, and I was honestly a little worried going into this update that it'd feel kind of janky and undercooked... but it worked out, and the actual fundamental meat of the space battles is great!)
       
    • It's a good teamwork model! I feel like Railjack crewing hits a great sweet spot around requiring multiple players to perform different roles in concert, but also making sure those roles are obvious and intuitive enough that you don't need another player constantly yelling at you for not doing exactly the right thing at the right time. When you end up on a crew, it's usually pretty easy to see what isn't being done, and to do it -- and it mostly isn't stuff that needs to be done perfectly in sync.

      As a relatively solitary player who doesn't like talking, I was kind of worried going into this that there's a lot I wouldn't be able to do, but it's worked really well and it is genuinely neat doing one job and seeing everyone else do their thing around you.
       
    • It adds a great sense of scale and context. In the same way that Cetus felt like a game-changer because suddenly there were people in this world (beyond the faceless, bodysuited cultists who hang around the relays), we've spent years repeatedly fighting our way through Grineer ships and asteroid bases, and it's actually really neat to approach these levels from the outside for once, and have a sense of why we're jumping into them to kill everyone and hit some switches.

      And honestly, if you guys had said a few months ago that there'd be an Extra Space Segment before some missions, I'd be skeptical. But Railjack is fundamentally fun enough that I'm genuinely kind of excited to see it expand to be a delivery method for more sorts of missions, because flying your ship up alongside stuff and jumping aboard is just generally pretty neat -- and this feels like the sort of exciting expansion in scope that you guys were originally aiming for with Arcwhing, and it's awesome to see that finally being realized.

    So, yeah, tl;dr, I'm actually having a lot of fun! It's really good space battles, and I'm really excited to see things stabilize and eventually broaden into a greater variety of space battles.

     

    • Like 3
  12. It's probably also worth noting that in addition to knockdown-reducing mods, there are a number of Warframe abilities that prevent status effects as a side effect, including but not limited to:

    • Atlas's passive (knockdown only)
    • Ash's Smoke Screen (knockdown only)
    • Nezha's Warding Halo.
    • Nidus's Parasitic Link.
    • Oberon's Hallowed Ground.
    • Rhino's Iron Skin.
    • Titania's Spellbind.
    • Valkyr's Hysteria.
    • Wukong's Defy
    • Zephyr's Turbulence.

    ...and I'm sure I'm missing some! I think there definitely is a thing where this benefit isn't always signposted very well next to the ability's more obvious effect, and you kind of have to look through the wiki to see all the ins-and-outs of what a particular warfame's abilities do. But if you're struggling with knockdowns, there are a lot of tanky warframes that give you ways to protect yourself from them without having to sacrifice a mod slot.

    (And as an aside, I don't think I've ever gotten stunlocked-to-death by Grineer? Typically my reaction to getting knocked down is "mash 'bullet-jump' until I get up and am safely out of the way," which tends to be pretty effective.

    I've definitely died plenty of times in a high-level mission by getting knocked down once in the middle of a group and shot to death before I can get up, but that's less what you're complaining about and more on the list of "things that can instakill you at high difficulties if you let them sneak up on you," alongside Bombards and Scorches.)

  13. I've had a lot of good experiences so far, with both joining crews and hosting my own, but I'd like to echo a few of the requests above:

    • When hosting, having a way to get a full crew before starting a mission, rather than jumping into a mission you can't necessarily handle on your own and hoping you pick up people along the way before you get overwhelmed.

      Having some sort of "staging area" node on each planet and/or matchmaking per planet rather than per node both seem like good ideas.
       
    • Distinguish between "combat" groups and "mining" groups. Because some people want more space battles, and some people want to methodically get as much out of each area as possible, and ending up in the wrong group isn't a great experience!

      (I'm posting this in the "matchmaking" thread since it's a matchmaking-related problem, but I wonder if the solution might be somewhere else -- either as part of an economy change, or with more variety of mission types so it's easier to match into a crew doing the kind of mission you want. So it's not an easy, obvious fix, but it's still a problem that's worth mentioning.)

    Thanks for reading!

    . . . 

    As an aside, I'm not sure if "role-based" matchmaking is actually necessary? As far as I can tell (in missions up through Saturn, at least) in pickup groups things seem to shake out as:

    1. Helm. Whoever owns the ship has dibs on flying it, since it's their ship.
    2. Damage Control. Someone needs to stay on board to put out fires and fight boarders.
    3. Archwing. Someone needs to go outside and blow up crew ships.
    4. General. The final player mans a turret and pinch-hits wherever's needed.

    [Edit: In contrast, roles you don't need to make sure you have are:

    1. Artillery Gunner. The artillery turret isn't stabilized, which means you can't hit anything with it while the ship is moving anyways... which means using it's generally the pilot's job.
    2. Forge Operator. You don't need to run forges that frequently or urgently, usually! Anyone can usually handle this during a lull in the fighting.
    3. Away Team. Because point-of-interest objectives require cooperation between the away team and the railjack crew, and the railjack crew is usually buried under enemy ships until the Exterminate objectives are complete, away-team objectives tend to get handled after the main fight.
    4. Tactical Support. In missions I've done so far, stuff tends to go so fast and everyone's so busy that I don't get a lot of chance to use the Tactical abilities! I can see them eventually being useful if a point-of-interest gives the Away Team has something like a Defense objective... at which point this also probably defaults to being the pilot's job, if they're staying behind to mind the ship.

    The takeaway here is that the host/captain/pilot tends to need to have a lot of Intrinsics unlocked... but since they're also responsible for outfitting the ship, it's likely that they're the most Railjack-invested anyways. Everything else is stuff that Intrinsics (such as Tactical's convenient teleporting) are helpful for, but which players won't really to be in a situation of "sorry I can't do [x] because I don't have [y]," so for the most part anyone can do any job.

    This might change at Veil Proxima, where missions get much harder, Intrinsic costs get much steeper, and there's (possibly) more variety of objectives? But so far, after a player's first few missions, any random group of players seems like can probably handle everything the mission needs without needing role-specific matchmaking... as long as they actually do any amount of communicating to make sure someone's got the three major roles covered.]

  14. Hello! I've been loving the Intrinsics stuff so far, but a few things have cropped up...

    The Menu. I'd like to second suggestions that the Intrinsics menu be moved to the arsenal, or somewhere easier to find -- I had no idea how to get to it without googling it, and for a while being in the middle of the Rising Tide quest meant that I couldn't access it from the Railjack customization terminal, and thus couldn't spend points while in a squad.

    This seems especially important for players new to Railjack, since a lot of the Things You Can Do To Help are locked behind the first couple Intrinsic ranks, and this makes it hard for them to upgrade after their first mission.
     

    Piloting 4. This reduces collision damage by 50%... but as far as I can tell, you don't take collision damage. I've tried powersliding my railjack into both asteroids and crew ships at full speed just to make sure, not to mention catapulting my archwing into rocks, and I haven't seen any damage as a result.

    I'm not sure if the lack of collision damage is a bug, or if it's a design decision and the intrinsic just wasn't updated, but it seems like something about this isn't working as intended.
     

    And this is a more subtle how-things-feel thing, but...

    Piloting 5 offers a very fun powerslide/leap combo, but the fact that it's way faster for crossing distance means that travelling across the map is less about "majestic cruising" and a lot more about a series of sudden jerky accelerations. This is especially jarring if you're in the archwing and are trying to return to the railjack, and it suddenly just leaps a few hundred meters away from you.*

    It seems like it'd be nice if one or more of the following happened:

    • Regular boosting provided a steady acceleration up to a higher speed cap, so it'd be an easier way to get to that Grineer base that's 15km away.
    • Drifting had some sort of visual effect that was visible to gunners and archwing pilots (possibly growing in intensity as the drift builds up charge) so they'd have some warning that the ship is about to suddenly jump around.
       

    Otherwise, I've been having a lot of fun! Thanks for reading.
     

    *Though in a perverse way I do appreciate this as a spaceborne reflection of a Warframe's bullet-jumping -- of course a Tenno ship would travel best by repeatedly sliding and leaping! I would also like to very, very sincerely request that Cephalon Cy be programmed to detect if you've been drifting a lot and start yelling "Parkour!" in his angry monotone whenever you leap. 

  15. Hey! So first of all, I've been having a lot of fun with Railjack! The space battles are awesome, and the teamwork feels like it's around a good sweet spot of "you need to work together but people can mostly figure out what they need to be doing." It feels good! And I actually really love the Intrinsics and Avionics systems, too, and the progression there feels really satisfying.

    The equipment/wreckage progression feels kind of despondent, though. And I don't want to sound like I'm just super mad about everything, but here's the stuff that feels weird about it, as concisely as I can:

    • Losing rewards because you forgot to refine feels bad. This just feels like a quality-of-life thing, that "aw, dang, I did that whole mission and lost the materials I needed it for" feeling isn't very fun.
       
    • Resource rewards aren't signposted. So, if I'm out of repair glue and need Pustrels (or just need Pustrels in general) there's nothing that's flagged as "oh, that's a Pustrel Farm, so I'll get some if I blow that up!" This is especially a thing since the Forge mechanic means that it's possible to urgently need specific resources mid-mission.

      More broadly, it'd also be nice if mission rewards were shown for various nodes like they are with bounties, so it'd be easier to aim for specific things I need.
       
    • Payload costs coming at the expensive of progression feels bad. A bug meant that this wasn't happening for a bit, but now it's all, "Awesome, this mission got me 200 Pustrels! But I used 50 Pustrels' worth of repair glue and 100 Pustrels' worth of artillery shots, so I made a net profit of 50 Pustrels. I need 3,500 Pustrels to repair this cool gun, so I only have to do that (quick math) 70 more times."

      Or alternately, "okay, in order to make any progress I need to avoid using any of the cool stuff my ship has, and make sure I methodically scour every map for resources," which feels like I'm deliberately avoiding having fun.

      To fix this, it'd be nice if either...
      • Resources would be duplicated into both mission rewards and the Forge inventory, so you still have that "restock your ship with stuff you picked up along the way" mechanic (which is fun!) but without it setting you back from the stuff you want to build. 
        -- or -- 
      • Wreckage repair would use different materials (see below).
         
    • Repairing wreckage requiring huge piles of basic resources feels kinda bad. Since there's no way to aim specifically for a couple of components, it's just a matter of grinding the same missions over and over again until eventually I have enough stuff to build a thing -- which is exacerbated by the points above.

      This is a bigger economy rework, but it feels like it'd be nice if you could get the stuff you need to repair wreckage by scrapping other wreckage? This seems like it would make equipment crafting feel like less of an uphill slog, and make it nicer to get wreckage even if it's not strictly better than what you already have.

      So, for instance...
      • Repairing a gun might cost "3 Arc Coils, 5 Dermal Inducers, and 1000 Titanium." Better stuff would require more and/or different materials.
      • You might be able to scrap a gun for "1 Arc Coil, 1 Dermal Inducer, and 75 Titanium." Better wreckage would yield more and/or different materials, so it'd be worth more to scrap better stuff.
      • Dry Dock Research would let you use basic resource stockpiles to make these new materials, so you could craft "1 Dermal Inducer for 650 Cubic Diodes and 500 Pustrels" if you want to. (This is similar to how Fieldrons/Detonite Injectors/Mutagen Masses work now, where you can either chase them with missions or craft them at a greater expense if you just happen to have a surplus of stuff.)

    I'm not actually sure how much it has to change to feel better, and I've definitely been on crews where the host has been navigating that successfully and already has some high-tier stuff? And I wonder if more mission variety might make it feel like less of a grind otherwise, but... yeah, it'd be nice if it got a little friendlier.

    Thanks for listening!

  16. Hello! I'm sorry if this has already been answered, but I've searched around and had trouble finding information on it.

    My question is: what's the nitty-gritty math of how accuracy penalties (such as a Radiation proc or Titania's "Dust" Aura) affect enemy attacks? For example, suppose that an enemy's aim graph gives them an 80% chance to hit me at a given range, and there's an effect that gives them a 50% accuracy penalty. Does that effect...

    a) Reduce their 80% hit chance by 50%, resulting in a 40% chance of hitting me? 
    b) Reduce their 80% hit chance, but use some calculation like Base Hit Chance / (1 + Accuracy Penalty), which gives us something like 0.8 / 1.5 and results in a 53% chance of hitting me?
    c) Increase their 20% miss chance by 50%, increasing it to 30% and resulting in a 70% chance of hitting me?

    Option A seems like the simplest, most intuitive way... but given how math in Warframe tends to work, I'm inclined to be suspicious of it. (Note that I'm filing the "adds an additional roll with a 50% of causing the attack to miss" possibility under this option, since it's mathematically equivalent.)

    Option B seems a little more elegant, since it handles stacking effects more neatly by putting everything on a curve without any risk of pushing the hit chance below 0%... but it has a little bit of a "this effect is smaller than it might appear" thing going on.

    Option C (or something like it) is the one I'm worried about, but it's the one that's most similar to how accuracy modifiers effect the player's weapons -- where they only have a noticeable effect if an attack is already somewhat inaccurate. With the other options, I can consider accuracy penalties to be broadly equivalent to a similar amount of damage reduction, but with Option C I'll need to be aware that I'm still very vulnerable if I'm at an enemy's optimum range.

    This is definitely something that's hard to get a sense of in play, so it'd be nice to know how it's actually meant to work.

    Thanks for your help!

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