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Tzolkat

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Posts posted by Tzolkat

  1. 1 hour ago, Cerikus said:

    Pablo said that when companions go down you lose Vacuum and Animal instict temporarily. I will say this:

    If this is how it's going to work, then all that hard work team has put into the rework was a WASTE OF TIME.

    With companions also getting significant stat buffs and the removal of restrictions such that they benefit from more sources of healing, they should not be going down quite as often.

    I'd rather wait until I can get hands-on with the changes and see how they feel from a qualitative standpoint before I offer feedback. On paper, this is looking like a pretty good first pass.

    • Like 7
  2. Grineer are clones, and I think somewhere it's hinted that if the original dies they just grow another one.

    Corpus robots are mass produced.

    The Sargent is an unnamed corpus commander, so they could just promote someone to take his place.

    Nef Anyo is smart enough he could fake his death. In fact his 'death audio' is unusually long and dramatic compared to other bosses. 🤔

    The Infested are a hive mind so they just grow another one.

    We never *actually* kill the Stalker. He just teleports away once he reaches 1hp.

    And so on...

    Spoiler

    There's also the fact Orokin continuity is a thing and liches are undying thanks to similar technology. We don't need to invoke Eternalism every time a boss doesn't stay dead.

     

  3. Dedicated Valkyr main here. I'd prefer to keep Ripline with the following changes:

    • Lower base energy cost.
    • Tap for a quick pull or to violently yank enemies. Hold to use the line to swing, or pull enemies more slowly.
    • Augment: Swing Line should remain as-is, making subsequent casts cost no energy while in midair.
    • New Augment: <unnamed>. Rip line chains to multiple enemies in a short radius.

    I'd personally like to see a change to Paralysis that allows holding the ability key to choose how much shields to release beyond the base amount, increasing the damage and stagger duration. Hysteria is also mostly fine, though I agree Forward+Block+E should perform some sort of distance-closing leap attack.

     

    • Like 1
  4. A lot of good points being made here. I've recently been helping some new players and it's pretty telling how much I need to compensate for with my presence and access.

    Resource Drop Locations and Scarcity - As has already been pointed out, some of the resource requirements vs where and how they drop feels a bit unbalanced. It can also be rather opaque where and how to acquire those resources. Though it seems to be a standard among early-access titles lately, players shouldn't have to rely on a community-run wiki to figure out how to get what they need.

    It would be a good idea to make drop locations on the starchart and in foundry more obvious in the UI, and add something to the tutorial quest that teaches players about drop sources in missions, perhaps by handholding them through getting the resources they need to craft the Ascaris Negator using waypoints to lockers, containers, deposits, etc... that are guaranteed to give them the necessary resources. It would also be a good idea to provide some nodes where acquisition of certain resources is heightened; perhaps using revamped dark sector nodes as 'loot caves' that unlock after a certain number of other nodes on a planet have been cleared. Perhaps they could use an arbitration-like mechanics. For instance, higher resource drop chances/amounts and affinity gain, but no revives and slightly tougher enemies compared to the average level for that planet.

    Mods and Mod Capacity - I agree there should be some starting capacity even for a MR0 player. Since there are items and features gated behind MR up to 15 or so, it doesn't seem like it would be too much of a giveaway to allow mod capacity to start at 15 and not start to scale up further until players reach ranks beyond MR15. It preserves a feeling of tangible progression without being too harsh on new players. Mod access should definitely be addressed in a systematic way. Vitality, Redirection, Serration, etc... should be accessible early in the game, and as DE are already doing, flawed mods should be dropped in favor of their normal variants. Generally speaking, mod acquisition order should help teach players how to mod successfully as enemy level increases, and there should be a tutorial in-game on mods, polarity, forma, etc...

    Bounties and Open World Syndicate Progression - Each open world should have tokens you can use to increase/rank up your standing with the faction that are guaranteed to drop in fixed amounts per completion. This was only of the only good things to come out of Deimos. It should be backported into Cetus and Fortuna in some manner. I've not needed to grab anything from Ticker in a while, but back when I did, it felt very weird to need to farm the Index to rank up in Fortuna due to the sheer number of credits required to guarantee access to certain debt bonds. It made the open-world experience feel like it was mainly meant for players who had already completed the starchart, rather than the early accessibility currently allowed.

    Then again, maybe allowing such early access to them isn't the best idea. I understand why DE did it; those zones are major draws for retaining new players. But also, look how they had to butcher the Heart of Deimos quest's lore to make that accessibility possible. In my personal opinion/headcanon, exploring the open worlds feels like it should fit in right after The Sacrifice. Given the events that transpire at the end of that quest, it makes narrative sense for the Tenno to begin searching for broader meaning, and in doing so find the Ostron, the Solaris, and the Entrati family. All of this giving players something of an anchor point as they gear up for doing the New War.

    • Like 2
  5. What if I don't want Regal Aya or Plat? I feel like there should be some option to get the skins without all the extras that's friendlier on one's budget.

    I agree with everyone else here saying the way this is structured is predatory, taking advantage of FOMO. I won't be buying them.

    Edit: Also agree with the sentiment about the exclusivity of the "10 years supporter" prestige stuff. I've been here 10 years, spent thousands of hours and hundreds of dollars on the game, but the guy who joined 3 days ago with a few hundred in cash to burn is the 'real' supporter and deserving of special recognition. Bravo, DE.. *slow clap*

    • Like 6
  6. I've had multiple instances where the bounties of Deimos are glitched and suddenly fail with no warning or explanation. Such as:

    • Corpus Scientist dying immediately when he spawns, as if he had no health at all, and before I've reached him despite beelining with an archwing.
    • Loid dying immediately in isolation vaults despite me being right there with him keeping enemies away, causing dialog to back up.
    • Grineer instantly winning the 'contest' even when I'm miles ahead of them in progress.

    Additionally I've had these issues occur:

    • Arcane revives not being added (noticed this one while tabbed out to scream after enduring the above 3 happening 2/3 of the time)
    • Infested enemies spawning in invincible (gray health bars or no damage numbers at all when hit)

    Specs: Solo, friends-only game, mission selected from Necralisk, Windows 11, 32GB RAM, RTX 2070, etc, etc....

    It seems to happen only in the cambion drift, and only in some missions, leading me to think entities, including the player, are not initializing properly when spawning into this map specifically. Frankly though, the entire cambion drift has major balance issues that make it borderline unplayable. I can kill efficiently and stay alive, but the bounties are just not in a great place. Either the defense targets in general don't have enough durability or these missions are glitching out most of the time and rigging themselves against the player.

  7. Honestly, I feel like a lot of the technical issues behind making the simulacrum more friendly to playtesting could be solved by making it a true sandbox. As in, make its connection to the rest of the game read-only. Data can be imported into it from your account but any changes you make are completely temporary and only exist in your current instance of the simulacrum. When you leave, it resets, or alternately is stored in a separate place that the 'live' part of the game doesn't know exists.

    If this was done previously and there was leakage of simulacrum builds into the main game, then it wasn't really sandboxed as it needed to be.

  8. Sometimes I do like secret hunting, but the Orb Vallis is just too big and full of other distractions for me to dedicate hours to finding tiny objects in it. Others are even more "meh" about it than I am. I found a guide document on the first evening after the event launched and did my scans, and have shared said document among the Discord groups I'm part of, in case others want or need those hints as well.

    Since decent guides have existed from day one, the current pace of completion doesn't really surprise me enough to make me suspect this particular event is being fluffed. At least, not yet.

  9. I'm one of those 'hyper casual' players. With some coordination, my group has managed to do everything that has been thrown at us. It's mostly been more tedious than challenging; only the hydrolyst fight and the last few minutes of the kuva survival have really felt like they had a challenge factor.

    So far, only three things have managed to down me in a mission:

    1. Bugs and rough edges introduced by melee 2.9.
    2. Intentionally dying to correct unrecoverable issues caused by 1.
    3. Me being careless around high-level content and/or slow casting speed.

    Sortie level and higher seems to be when the bugs really start to show up. We gotta do more of it, for science. 😛

  10. The high price to change a name is likely meant to make people think carefully about what they want to be called, and keep user names somewhat stable.

    It likely also helps curtail abuse and players constantly choosing inappropriate names.

    • Like 1
  11. 3 hours ago, krc473 said:

    To update: I found some outside of OV. They only gave 50 each (150 total). So perhaps the bonus multiplier in OV is what is doubling it?

    A reasonable conclusion. I'm about to log on and test things out as well.

  12. 2 minutes ago, krc473 said:

    I assumed it was just coming under the doublers for OV missions. Are they doubled outside of the OV too? (I have not encountered any in normal missions yet)

    No idea. I haven't encountered them outside OV because I've not played any other missions tonight.

  13. A shortened version of my feedback in other places, plus a little extra:

    • Slot 3 Ayatans in a week instead of 5, or make it an Elite Act.
    • Reduce Survival time requirement from 60 minutes to 40 minutes. That's still double the length most people normally stay.
    • Allow groups formed from clan alliances and possibly general recruiting to count in addition to friends and clanmates. (Play with allies instead of play with friends)
    • Consider allowing alerts to return in a modified form. (See spoiler for details about what I think would work and why)
    Spoiler

     

    Nightwave's strongest point is alleviating 'snooze-you-lose' RNG. The strongest points of the old alert system were ease of matchmaking for public groups and friendliness to newbies (via the aforementioned matchmaking and making certain needed resources available for them earlier in the star chart). Given that they somewhat target different things, I think Nightwave and the old alerts system could exist just fine in the same space with some adjustments. It's technically still in the game code, because DE can still push Gift of the Lotus alerts and other special cases. The way I would envision it working is like this:

    There would be 4 tiers of alerts, much like that of void fissures, with up to 6 available at a time. Tiers 1 and 2 could have up to 2 alerts going at a time, while tiers 3 and 4 would have one each. The bottom two tiers would offer varying amounts of credits along with some amount of a resource that drops on a planet with enemies in the tier 3 or 4 range, respectively. Obviously, the lower tier alerts would be mostly skippable for veteran players, but they would be a boon to newbies. Tier 3 and 4 alerts would offer some amount of Nightwave creds or standing (one or the other, not both). This would correct for the net loss in reward-for-play when comparing alerts to the creds store, either by directly adding to the number of creds players can get, or allowing more players to reach rank 30 and potentially gain more credits via prestiging.

    After you do an alert, it disappears for you and you cannot earn the reward again by repeating it with someone else (traditional alert behavior), so DE could easily balance this concept by changing the length alerts stick around. Maybe they refresh every 4 hours instead of hourly, because most of the trivial/trash/one-time drops (with respect to your level of progression) have been taken out of rotation.

     

     

    • Like 2
  14. Okay, so in my opinion the Nightwave system has some strong points, and some weak points. On the one hand, it is an improvement over dealing with the 'snooze-you-lose' nature of RNG with the old system. On the other, it seems to have been balanced around aggregate data about the playerbase as a whole, without taking into account outlier cases that would skew the average significantly towards 'playing more than is healthy', often repeating the same things over and over to amass large amounts of some resource. As a result, you get challenges like 'you have less than a week to slot 5 ayatans', or 'give yourself a repetitive motion injury by staying in a survival mission for an amount of time many would consider warped'. These clearly need a bit of balancing, and from what I heard on the devstream, DE seems to realize that.

    The old system also had strong points and weak points. One of their strongest points was that they were spontaneous, which was great for public matchmaking on alert nodes. Additionally, lower level alerts were a boon to very new players, both because of the ease of matchmaking and the resource rewards. Imagine a level 7-10 survival alert that rewarded players with an Orokin Cell, and how that would affect a brand new player. They can't yet reach a planet that drops those on their own, but acquiring just one of them opens the door to building so many things that will be critical for them as they progress.

    That is why this thread has convinced me that both Nightwave and the old alerts system could exist just fine in the same space with some adjustments. It's technically still in the game code, because DE can still push Gift of the Lotus alerts and other special cases. The way I would envision it working is like this:

    There would be 4 tiers of alerts, much like that of void fissures, with up to 6 available at a time. Tiers 1 and 2 could have up to 2 alerts going at a time, while tiers 3 and 4 would have one each. The bottom two tiers would offer varying amounts of credits along with some amount of a resource that drops on a planet with enemies in the tier 3 or 4 range, respectively. Obviously, the lower tier alerts would be mostly skippable for veteran players, but they would be a boon to newbies. Tier 3 and 4 alerts would offer some amount of Nightwave creds or standing (one or the other, not both). This would correct for the net loss in reward-for-play when comparing alerts to the creds store, either by directly adding to the number of creds players can get, or allowing more players to reach rank 30 and potentially gain more credits via prestiging.

    After you do an alert, it disappears for you and you cannot earn the reward again by repeating it with someone else (traditional alert behavior), so DE could easily balance this concept by changing the length alerts stick around. Maybe they refresh every 4 hours instead of hourly, because most of the trivial/trash/one-time drops (with respect to your level of progression) have been taken out of rotation.

  15. Ayatan sculptures can be difficult to come by for lower level players outside of Maroo's weekly mission, and slotting one fully isn't trivial either.

    Doing that 5 times in a single week is ridiculous to ask in a normal Act, and may, I think, be a bit much even for some veterans.

    Personally, I think the challenge should have been to fully slot 3 Ayatans, and/or it should have been classed as an Elite Act.

  16. 18 hours ago, AXCrusnik said:

    Honestly I'm fine with Archwing on pc... but I never go out of my way to play it. It's just there. I did my first archwing mission on NSW last night for an Aura mod... and my god was it horrendous. I know why I wasn't enjoying myself after the fact... and that's that toggle sprint on makes navigating tight areas atrocious either because you move around wildly when not moving toward your crosshair, or because you literally can't move up and down while it's on because you just use afterburners without moving.

    Wish I could disable toggle sprint for only archwing. Also NSW literally doesn't have a crouch key. There's Slide/Roll/Crouch and Toggle crouch but not crouch....

    I agree that there should be an option to disable toggle sprint only for Archwing mode. The toggle is great for normal missions but in Archwing missions it leads to terrible steering issues.

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