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Posts posted by Genitive

  1. 7 hours ago, (NSW)Mbek said:

    I don't think enemy spawn is the problem for Liberation, but the size of area you need to defend, it's way too big so there's always hidden enemies stuck somewhere obscure or groups hanging around on the edges.

    Maybe you're right and I simply don't see them because they are too far away or obstructed. Most of the time this bounty fails is when it appears on uneven terrain, like that one hill in the plains, so maybe it's pathing that fails.

    • Like 1
  2. 32 minutes ago, sunderthefirmament said:

    remove all cave bounties from the Plains of Eidolon (it's never clear if a bounty is in a cave, not in a cave, or sometimes both, which can lead to forced failure)

    Instead of removing, they should be marked as underground. Adding arrows pointing down on the bounty area would be enough. And perhaps bounties shouldn't activate when we enter the area, but above the cave.


    Spawns should be definitely looked at, mainly in the liberation bounty in Plains of Eidolon, where control drops down to 0% because game doesn't spawn anything quickly enough. Strip mining in Deimos has similar problem, enemies and cell carriers don't spawn, which makes the bounty unnecessarily long.

    Spawns should be looked at in general, not only open world.

    • Like 3
  3. Here's an idea – standardise stats, don't allow abilities, and heavily restrict weapons. Then it might resemble something playable.


    51 minutes ago, (PSN)Unstar said:

    Oh if you wanna have fun with friends in PvP, then I would definitely recommend Lunaro.  Then you don't even need to make PvP better, because Lunaro is already good!

    That's true, a shame it is not very popular.

  4. I have a few problems with the stance.

    1. Combos don't chain well together, maybe some animations could be sped up so it doesn't feel so sluggish to chain combos together. The moves are slow and enemies have a lot of time to run away before an attack lands. Out of four combos only 2 feel useful (forward and forward + block combos).
    2. Forward combo doesn't loop very well. In the devstream preview it looked like it was a continuous attack whereas in the game the animation doesn't look so smooth. It feels weird to use, the sound doesn't loop very well either. Still, this is the most useful combo of the bunch.
    3. The slam in the forward + block combo should be decoupled from the first attack. Currently, we press the button once and perform the slide and the slam. It doesn't feel good and makes it impossible to interrupt the combo with a different attack without rolling. After pressing attack once we should ride the saw and then jump off. Slam should be after the second press of a button.
    • Like 1
  5. 1 minute ago, nslay said:

    Yeah, it looks like a Famorian, but this is Void Sabotage... it's not related to the recent Fomorian event.

    That's Europa tileset, where void sabotage will teleport you to to get the thing. Fomorians are a part of the Europa skybox.

  6. This test is busted, mainly the last part. A couple of years ago there was a similar thread, so I did a run of this test to see if it was broken, and there were numerous issues, such as enemies taking different paths with each respawn or incredibly large line of sight, which didn't even allow to learn the patterns well (like other stealth games do).

    As some point DE broke the test with an update, because when I first tried it I had none of these issues.


    • Like 1
  7. 6 hours ago, Zimzala said:

    So what is it, specifically, that you enjoy about arguing in circles?

    I wouldn't treat my first response too seriously. 

    I don't think I need any profound reason, or a reason at all, for that matter. I enjoy coming here and participating in topics that interest me, even if the discussion leads nowhere or I can't convince anybody of anything. However, there is always that small chance that whatever I post here might change someone's mind or even influence the devs, so I guess that's why I care.

    • Like 2
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