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LordRusty

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Posts posted by LordRusty

  1. 22 minutes ago, Duality52 said:

    If they change the other enemies that are status immune (Kuva Liches, Sentients especially, the Wolf of Saturn Six) into reduced status duration like the Kuva Guardians, it would be a lot more manageable.

    This is actually a really good idea. You can even have sliding scales of how status immune enemies are then. Maybe something enormous like the hemocyte is has 1% status duration and is barely affected, while something like a like might have 40% status immunity meaning status hits way less hard, but is still relevant.
    I dunno about sentients being status immune. I like that it's kinda their whole schtick and you bring different damage types to get around immunities rather than to apply status. You'd definately have a LOT of symbols above their hp bar with the status symbols, the new numbers to show how many of each status you've applied AND the red symbols showing immunity.
    Going forwards, we NEED some sentient to be status vulnerable though otherwise this new initiative to make status viable has been a complete waste of time because the upcoming new war content will ignore it.
     

    • Like 1
  2. 5 hours ago, Educated_Beast said:

    I don't get why they wasted development time removing self damage.  It certainly was not a major complaint I heard on formuns, maybe 1 or 2 wackos out of thousands.  

    It was a direct response to people not picking up the kuva bramma right? This entire discussion came out of not being able to use cautious shot on it. (Though who uses cautious shot anyway) 

  3. In theory, I like that impact weapons now have an identity as the premier cc weapons of choice now, but you're right, they should not be ragdolling enemies as much as they do.
    The change to give statuses multiple tiers is cool on paper, but this is a bit silly. Maybe just make it so the stagger lasts longer if you double proc impact?

    • Like 1
  4. Ok, I'm going to make a lot of gripes, but they're purely that, gripes. The fundamental gameplay loop for railjack is so solid. 


    All of the archwings apart from the amesha seem like paper. Once I get to saturn, I can't board a crewship or objective without getting blown up without using slingshot. 

    Also, there needs to be a UI distinction between refined and un-refined resources (carbides, pustrels, diodes and coppernics). It is incredibly confusing that I can board a ship, find a chest full of pustrels, then teleport back to my ship only to find I can't craft more omni as the resources I find onboard enemy crew ships come pre-refined and go straight to inventory. This was a big hurdle for me to understand the system. The failstate for railjack missions is running our of resources to craft enough omni to make repairs, this entire system needs to be clearer, it didn't get much attention in the devstreams and buildup (I guess because engineering isn't as sexy) and the system has little in the way of tutorial.

    Also, all resources found by away teams needs to be shared. It's really awkward in the galleon missions for the away team to hit the target, mark if they drop a BP and then have everyone else trek through the ship to find it after the mission. (This may have been fixed already, I haven't done many galleons)

    The fact that the optimal way to get resources from a mission is to be 5 minutes of action then 20 minutes of farming resources is also a mistake. There needs to be an option to leave the ship once you've completed the objective with all your loot intact rather than being forced to wait for the rest of your crew to gather resources. This also ties into the idea that it might be nice to alter loadouts between missions.

     

    • Like 1
  5. My 2 cents is that the problem isn't the time it takes to grind. More that it's a really bad feedback loop.
    Having it be tied to some nodes on the planets but not others feels bad. (I know it's tileset related, but this is NOT new player friendly)
    Having there be RNG withing the RNG of waiting for eximus feels bad too, why have a drop rate of less than 100% and then make them drop in bundles of 7-10!?
    It would make way more sense to have them drop in bundles of 1-2 (or whatever the numbers need to be to keep average drop-rate the same) and just have every eximus drop some. Then there isn't this bad feeling every time you kill an eximus and it doesn't drop anything.
    The fact that the most efficient way to farm is to deliberately fail the lich and spread him to the planets in question is also dumb.

    I know rationally that it's a much less time intensive farm than the creds, (Even with efficient index farming, 1mill per part is an enormous investment) but it's the carbides and diodes which really annoy me as a farm.

    • Like 1
  6. On 2019-11-06 at 8:47 PM, LordRusty said:

    Could we have a lich station in the orbiter please? The integration into the codex is nice, but time consuming. Here's my suggested bit of game design. While we're already looking at this particular area which includes noggles. Can I float the idea of being able to turn our lichs into custom noggles? I would pay good plat for that.
    sND3SKX.jpghttps://imgur.com/a/YaI7YTi
     

     

    23 hours ago, --Blame-- said:

    i think they gonna put this on dojo

    Do you mean as a foundry buildable segment (like kavat station) or a console in the dojo? That said, having a console in dojo where you can give lichs to teamates you don't want would be great and I know DE have talked about it.

  7. For whatever reason, grineer have been unable to use rampart turrets since the update. I have multiple screenshots of this happening, but here's a couple examples. They all go into this running man pose and don't fire/spin the turret.0427B90BA8788C55A6E5EF0DD0ADBB0AEC992144
    F12917E45D92FABC8F2F7CE4E8D086F7AD1A2522

  8. The liches themselves are great, I loved the satisfaction of finally nailing my lich, their randomly generated personalities are fun, there's so much going right with this new system.

    But

    First problem. It took me ages to get my first lich as I had no idea I had to play Basic grineer missions to spawn them. As a veteran player I never play vanilla missions, if I need a resource from a particular planet, I'll do a void fissure, or a syndicate mission or similar on that planet.
    So I was running round running grineer mission relics and kuva siphons all over the system for a day before another player explained how they spawn to me. After killing a lich, it feels like a huge waste of time to trek back to saturn to spawn a new one. Anyone who has finished war within should have no trouble doing level 20+ grineer missions, so running these basic missions felt like an uneeded grind.  Please integrate spawning a new lich into missions people who want to fight lichs actually play.

    The 2nd problem is that it feels like the whole 'lich territory' system is an entirely optional side-thing. Loot theft only becomes serious if you make the lich angry by hunting their thralls, I want the lich to spawn it's minions or itself as invasions (like the syndicates do, or stalker invasions) if I'm running missions on their planets. I'd much rather just play the missions I would normally play and have my lich popping in every now and again rather than having these 'lich territory' missions be the only way to interact with the lich. I like the idea of having lich held nodes in the star chart full of high level enemies where I can hunt murmurs, but I'd like them to be more integrated.
     

    1 minute ago, Test-995 said:

    Ignoring them being most fast and easy way to defeat the lich is extremely strange.

    This is the other problem. It also means that if I'm trying to hunt my lich in public missions after getting the murmurs, I can't get a shot in at my lich, because someone else spawns one and refuses to fight it because there's literally no reason to risk attempting random requiem mods, cause the odds are it'll just get themselves killed and level up the lich. The lich needs to de-spawn after a minute or something if the player doesn't fight them, or the penalty for using requiems needs to be reduced enough that people risk trying the wrong one. (Maybe using the wrong one supercharges the lich or something like that)
    I don't mind the lich having one hit finishers, but the trigger for them using them has to be more interesting than "you used the wrong requiem, guess you die now"

     

  9. I know a lot of people are upset about getting hold of the relics, but I think once I havea full set and I'm only occasionally replacing them as they lose charges it'll be fine.

    Randomised liches are fun, still on my first, but I'm enjoying fighting other peoples liches in controlled territory and hearing all their different dialogues.

    Having players liches blocking lich spawns for other players isn't fun. 3 players waiting for their turn at their own liches and having to re-squad because someone else just wants to farm thralls is a bad system. If players can evade the lich for 3 minutes they should despawn. This would also mean players only had a narrow time to kill liches too, which would add intensity to fights.

    Hunting the thralls feels bad. It doesn't feel like an exciting hunt, more of a grind.
    I would much prefer one mini-boss thrall per planet in lich controlled territory, then there would actually be a reason to clear lich territory out besides not wanting my rewards stolen, I'd know I was narrowing the search area for the thrall on that planet.

    Otherwise the system is fun.

  10. There's been talk for a while about the switch eventually getting cross platform as nintendo actually want to play ball, it's never going to happen with playstation though and it's unlikely on xbox. That's mostly to do with the companies who own those platforms more than technical limitations though.

  11. Why on earth do the profit taker heist missions give solaris standing rather than vox solaris standing? We already have max rank solaris to get into the back room, what good is more solaris standing as a reward.
    I wanted to report this as a bug, but I didn't know if it was intentional design (In which case gosh, that's bad design) or an oversight.

  12. Hi, I've noticed a bug with the atamos's ammo clip. If you start reloading and then cancel it by weapon swapping halfway through the reload animation, the clip is left floating off your thigh.

    If you then swap back to atamos the clip is left floating around the tenno's hand.174B408455545C74B5C7C2DE4F02C08207A1CBE7
    550AAA6456424359CA359689DBF03D9E994BD003

  13. I need to get through this door to reach point C in Defecction, Caracol on saturn. No way to open it and no other ways round in the map.
    Can't continue mission as it drops to 3% power then stays there. Enemies are unable to kill defectors as they can't reach them either, so no new defectors can spawn.

     

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  14. The new minimap icon for power cores in extraction is way too much. The quantity of them, combined with the fact they're yellow. (the same colour as the objective marker on the minimap) means I'm getting swamped and can't see where new drills have dropped when using loot detector mods.

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