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parAnnoie

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Posts posted by parAnnoie

  1. Long story short, me and my friends (chateauvert86, CrushingHeadake) were in a Tower I Defense, and went for about 15 minutes, all choosing to leave at that point. One of us didn't receive any rewards while the other two did.

     

    After we all three of us chose to leave the mission, the game recognized 2 of 3 choices to leave, and left us in a state in which we could only watch through the rewards screen as the mission went on to fail. We were locked in position, unable to move and staring through our rewards screen, and only after the mission technically failed, did it let us move on to the loading screen and back to our lobbies in our ships.

     

    I received my rewards, so did chateauvert86, but CrushingHeadake didn't. He was the host, and reported that his screen upon reaching the lobby gave him the "mission failed" message and did not give him any of the rewards we earned in our little time.

     

    This is both a heads-up and a call for aid for the situation if possible.

     

    Thank you.

  2. My issue, which hasn't been mentioned here, is this (and I really hope DE sees this):

     

    None of my allies can see what enemies have been deafened and what enemies haven't been. They can see the little bubbles popping off around the area, but the glow that tells you which enemies were deafened and which have not been is client side--I can see the energy glow on them, but my friend' can't.

     

    So despite the added soft CC, it's rendered fairly useless. It would have made more sense if Silence had been changed to work as a short range, temporary silencer for yourself and allies, instead of relying on deafening enemies.

  3. One of my friends JUST mentioned this the other day and it sounds like a decent idea, one I thought perhaps someone from DE has to have at least thought of for a second. I see other similar ideas have been mentioned by players looking for a more interactive option, like a danger room, but I think this is a better middle ground than having a full on simulated fight room. It'd be better, in my humble opinion, to have a firing range over a danger room, where you could theorycraft in 3D and then afterwards go test it out in a mission and see how it goes in live situations. There's a "something I can't put my finger on" that gets removed from this kind of process if we go with a Danger Room over a Firing Range.

     

    TL:DR; Firing Range please, not a Danger Room Virtual Reality like some have been suggesting.

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