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Tauni

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About Tauni

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    Silver Disciple

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  1. Ree. Limbo Deluxe's "Tarock" skin has broken textures on the Pox. Same exact color scheme on Spira Prime, for reference and contrast: Also the holster positions are messed up for some reason with Spira Prime.
  2. Hearing Profit-Taker talk? Hearing Exploiter talk like some haughty, Shakespearean, British nanny?
  3. So, in other words... "You're all a bunch of boosted animals."
  4. I'm angery that the Limbo deluxe tarot cards skin for throwing weapons doesn't work for the Staticor.
  5. How about addressing the rewards of the Bounties and Heists?
  6. You guys seem to have a thing for the lower half of womens' faces.
  7. Boy you sure got me good today. Almost thought I could believe the Devstream saying to expect an update this week. When your update cycle starts to match the frustratingly sluggish rate of other companies, you start to naturally garner the same kind of scrutiny and ire.
  8. Fortuna stagnates for the exact same underpinning reasons that PoE does. Why this newer content is literally more dead than many-years-old-now star chart nodes is their use of stale, stationary reward tables in place of LIVE ones that the rest of the game operates on. It's ridiculously simple: There's always about 7 different relics of each tier in the live rotation on the star chart. Having the landscapes' bounties give only ONE of those and nothing but that ONE oversaturates circulation with it and devalues that item into being effectively worthless, making it a non-reward every time it pops up, and a reminder that we would have grofited doing any number of other things instead. And grofit is, at the end of the day, the real reason we do most missions. If it's pretty but pointless, it loses out to more productive uses of our time. We farm various nodes for relics, we farm the Kuva missions and the survival for Kuva, people do Index for credit injections, and so when an activity is just a diluted shadow of that (by having so many of its reward slots taken up by what is effectively empty space wasting our time), it finds no real place in our routines. I'd like to know how willing you guys are to look into this matter/suggestion: "Payment preference" for the so-called Bounties. IE: a submenu that'll let us select the kind of reward tables the bounties go off of for our payment, such as one that focuses on (the LIVE rotation of) relics, one that's Endo and Credits, one that offers indigenous materials from the landscape, one that gives mostly Kuva, etc. Mercenaries don't work for gift baskets, they have standards for wages and payment method/structure. While the places were neat for a brief visit, that's all they end up being to us - brief visits - until they can start paying industry standards.
  9. I'd sure love to see what you guys have actually been working on. First month of 2019 has passed and literally all we've seen from it has been a roadmap from the devstream (which you'll excuse a shaky faith in at best), and a visual improvement to Mesa prime's ass. Meanwhile Fortuna stagnates for the exact same underpinning reasons that PoE does; why this newer content is literally more dead than many-years-old-now star chart nodes: their use of stale, stationary reward tables in place of LIVE ones that the rest of the game operates on. It's ridiculously simple: There's always about 7 different relics of each tier in the live rotation on the star chart, having the bounties give only ONE of those and nothing but that ONE oversaturates circulation with it and devalues that item into being effectively worthless, making it a non-reward every time it pops up, and a reminder that we would have grofited doing any number of other things instead of wasting our time with it. Actually on that note, here's a proposal: "payment preference" on Bounties, where one could select what reward tables they want to see out of them. IE: submenu to select a table type for bounties to go off of, such as a reward table set focused on relics (the live rotation), one on Endo and credits, one on indigenous materials from the landscape, one that'd mostly give Kuva, etc. Mercenaries do have preferences on wages and payment methods, after all.
  10. They say you can't rush perfection, and that's proven true again. Nearly a month after her release her visuals are finally as they should be. Still, happy it's here at all, all the same. An exception to the "month" rule was very much in order. If unclear, the "month rule": You guys [DE] have a bad habit of seeming to forget about a frame's existence about a month after it comes out, leaving players to stew on the imperfections for a very long time before even looking in its direction again.
  11. So where's the fix to Mesa Prime's (lack of) ass? There are also still numerous patches of uncolorable white on her.
  12. ... the Strain set needs to be the most amazing thing since Condition Overload, at the ludicrously stingy rewards-per-time structure we've got going on with these Heists, and that's before progression-breaking bugs making them border unplayable. Can't even get the first bounty to not break any less than 7 out of 8 every attempts. Usually it's a string of 10+ times it breaks in a row before one miraculously works. It's an ill-advised time to pull a Bethesda, guys. I stand by that I welcome the shift in design principle to the fight from Eidolons/Tridolons, but there's less actual incentive to the activity right now than even the base Teralyst hunts before Arcanes got added to their reward tables. I want to play them. I want to do the fight. I have a nice enough time with the activity itself, when it works. But without proper reward incentive to drive replay, it's a one-time spectacle fight experience, not sustainable content. An activity like this needs to function like a veritable loot cave, not a pointless timesink. Credits, resources, relics, kuva, cash-in-trinkets, unique stuff? Yes to all, and lots of it. In this one particular area, you guys would be well off molding this part to the formula of traditional games. Bosses need to drop either mountains of general wealth to at least give off the gesture that it respects your investment in the activity (even just the illusion of loot confetti from the boss pinata is psychologically rewarding), or some particularly powerful and desirable items, and most preferably both. The reward structure for Tridolons, currently, is alright. It's the main thing that's kept that activity remotely alive, not the fights themselves (a decent wealth of consolation Eidolon Shards and Cores for Focus and standing, and Arcanes to chip away at is at least 3 workable rewards). This Orb fight is virtually the opposite. The fight is accessible and we have no shortage of choices on how we can approach it, the lack of timegating liberates it from pressure to hyper-optimize, and yet the reward structure surrounding it legitimately couldn't be more unattractive if someone tried. Can't even rank up with the syndicate to make any use of those Toroids the Profit Taker drops, because it takes those damnable system-whatevers that are absolutely absurd to try and get a hold of from the bounties because of reasons mentioned at the top of this post. Not to mention the Vox Solaris rewards from those higher ranks look utterly pointless, so there's almost non-existent incentive there aside from mild completionist itches. I don't think anyone so far has looked at those amps or operator arcanes and found themselves going, "Ooh, I want that."
  13. Make the backroom meeting cutscenes skippable after the first clear. They're so long I can literally go make some food and come back and they're still going. It's all the more egregious when we have to be subjected to those unskippable cutscenes so much when having to redo the first bounty over and over because it breaks so much it feels like an honest-to-god miracle when it finally doesn't.
  14. Ok, yeah. This Orb fight, I can get behind. -Spectacular VO on the thing, love it. So much more, "O-O THAT'S COOL" every time it talks, than previous proxies just warbling and chirping robo-noises. -No time-of-day timegating, this is a much-needed and appreciated step up in accessibility. Tridolons were a real schedule commitment that you had to stand around waiting for - a huge turnoff altogether much of the time - it's much more psychologically enticing to partake when we can hop in whenever we like. -I'm a big fan of the design of the fight in that we're encouraged to use the diversity our arsenals afford us, very happy with this polar opposite swing from the exclusivity of Tridolons and their "only two weapons in existence are actually effective". I really like that it plays to the game's core strengths rather than abandons them. Rewards need to work to make it worthwhile, but the activity itself is looking right on track so far. However, those meeting cutscenes need to be skippable after we clear it the first time.Trying to farm the materials for the new weapons is pretty un-fun when there's a ~3 minute cutscene of unskippable dialogue every single time you take the mission.
  15. Please stop making everything force-toggle Sprint off. It defeats the entire purpose of it even being a toggle; I don't want to have to change sprint settings to hold-to-sprint and permanently tape the key down for it. So far we have: -Revenant's Danse Macabre -Mesa's Peacemaker -Activating K-drives -Activating Archwings Just why?
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