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Skillasaur

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Posts posted by Skillasaur

  1. Just the fact if I scroll too far left or right on the mods menu I can't read all the names of the mods on screen completely breaks the easy functionality of the mod menu. It's an incredible UI fail, and it horrific to use with a mouse and keyboard. I'm probably going to quit playing until this at least is fixed.

  2. So I'm trying to get new people into the game, 'cause I'm leader of a small clan and I've put a lot of hours into trying to unlock things but I find myself going through this same series of events again and again.

     

     

    Me: Wanna play a few missions? I know you're busy but it'll only take a few minutes.

    Them: Sure, I've got time.

    Me: Okay, so I've got a session - sending you an invite.

    Them: Okay, got it... and it failed. Resend?

    Me: Okay, resent.

    Them: Still nothing. Try again?

    Me: Okay. Now?

    Them: No... let me try creating a session and sending you an invite.

    Me: Okay. Got it... nope, won't connect.

    Them: Alright, let's try re-logging.

    *5 minutes later*

    Them: Okay, now it's saying you're not even in a session. 

    Me: Well, I am... I can see the lobby.

    Them: Well, I'll keep trying to join.

    *another 5 minutes later*

    Them: Okay, finally got in your group. Let's go- oh wait. I've gotta go now. Sorry. Maybe play some other time.

    Me: Okay... :'(

     

    Tl;Dr: Session joining is broken.

     

    I actually think this is probably a really easy fix. My suggestion would be to add an automatic retry on the connection, which would likely fix most instances of having to repeatedly manually retrying to get into a lobby. The fact we can eventually connect leads me to suspect it's not a ports or client-side issue - it's likely the server struggling to track sessions. 

     

    A multiplayer game which you can't play multiplayer with your friends is doomed to fail, and from what I hear I'm not the only one suffering here by far.

  3. Bosses now can drop more than 1 of rare resources at once, if they drop it. I often get 2. Once even got 3 control modules at once from Hyena.

    You didn't get a rare drop in 8 runs, that's totally possible and by no means broken. If you didn't get something in 30 runs, I'd have said that's broken.

    Bosses aren't dropping ANY materials since the most recent patch.

  4. So, most people are now aware the bosses are broken for materials. Whilst naturally this sucks, and makes bosses feel like a waste of time - especially if you're trying to farm Morphics or Neurodes or other rare components.

     

    Solution? Well, this is only anecdotal, but I ran 8 missions on Earth this morning and got no Neurodes. Ran one nightmare mission on Earth and got 2.

     

    Want rare materials now? Go farm nightmare.

     

    (You're still screwed for blueprints, but oh well!)

  5. I've had this bug occur to me as well. Thankfully I was in a room with destroy-able glass, and one in my party had the smart idea to break the glass to try to force trigger the panels. This succeeded and we were able to progress.

  6. Suggestion #1. Redesign of template.

     

    The module interface is a little clunky. Just submitting a suggestion to improve functionality.

     

    Current interface:

    http://i.imgur.com/g7xCdKG.jpg

     

    Suggested modification:

    http://i.imgur.com/ax2WkeVh.png?1

     

     

    Summary of differences: 

    Tightening up the visual interface, making drag-and-drop distances shorter and easier.

    Added statistics panel for summary. (If multiple saved-builds are ever implemented it could allow comparison as well)

    Added a drop-to-pool button to allow switching out of modules more easily.

     

    Pros:

    Potential additional functionality

    Greater ergonomic switching of modules

     

    Cons:

    May require shrinking or bumping of weapon/item name and orokin cell in order to make space for shifting the equipped grid. 

    Puts more information on screen - potentially overwhelming.

     

    Conclusion: I personally think that since modules are such as key part of this game the way in which they are presented and the ergonomics of the interface are essential aspects of accessibility, and thus should be treated as such by allowing players the greatest amount of control as possible with the greatest ease.

     

     

     

    Suggestion #2, Stacking of modules in the module pool.

     

    Currently modules are displayed in continuous rows with one module per slot. 

    http://i.imgur.com/4qv5Lmy.jpg?1

     

    This leads to problems as it becomes difficult to browse to selected modules with many duplicates. I propose that modules of the same kind should stack in the module pool selection screen on the equip screen. (No changes to be made to the module fusion screens). The primary motivation for this aside from simply making cards more organised is that currently players can only equip one kind of the same module anyway, thus there is no need to show duplicates in this menu.

    http://i.imgur.com/vB5C7L8.jpg?1

     

    Pros:

    Much more ergonomic module selection with no loss of information.

     

    Cons:

    Could potentially be confusing to new players, who may assume the stack number is the equip cost number. 

    It would need additional space if modules of the same type but different levels were shown (which would be a necessity for customization) 

     

    Conclusion:

    I believe this part of the interface definitely needs a change, but I recognize the suggestions here may prove difficult. I believe that regardless of the changes made, stacking cards of the exact same type and level can have no negative result capable of overpowering the positive benefit of usability.

     

  7. Hey.

     

    The hacking game is very simplistic, and mainly just seems to take up time. Whilst I'm all for a little variety in missions, and I don't mind the hacking game at all, the main reason I find myself avoiding it sometimes is that it takes a good two seconds or so to get back into the game after the hack is complete, and another 5 seconds or so for the hack to take effect and doors open. I don't really understands the mentality behind this other than allowing the pretty "hack plates disappear" animation, which is all well and good but doesn't really excite me after the 20,000th try.

     

    Summary of suggestions: 

     

    Give player control instantly as a hack is completed

    Open doors instantly as a hack is completed

  8. I'm looking for this as well. 4 missions on Venus and ~30 plates total doesn't seem all that great when you consider it takes about 500 alloy plates to build anything. Whilst the credit increase from missions was welcome and the losing of resources/items on a mission abort pretty much necessary, I'm looking at having around 800k in credits before I'll have enough alloy plates to complete a blueprint.

     

    If you want a good guarantee it's probably best restarting defense missions until you get a decent amount of plates (maybe 60+?) from crates, then completing until wave 5 before restarting. Alternatively, just run Venus Prime and look for secret rooms a lot.

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