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SpaceAU

Hunter
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Posts posted by SpaceAU

  1. I was having a great time with the kuva lich system until this change 
    Fixed ALL players receiving Kuva Lich Requiem Murmur progress whenever someone in the squad fails to kill their Kuva Lich instead (is only meant to apply to the player that did the failing). While all Thralls share Requiem Murmurs, the Lich entity itself is exclusive to a player. This also fixes receiving Requiem Murmur progress when successfully killing a Kuva Lich - only failure/testing of your Requiem on a Kuva Lich will grant Murmur progress.

    The process right now is far too grindy, and making that change removed my enthusiasm for the liches despite myself really enjoying it.


    So, how to adjust the system for the better. It involves work unfortunately!

    I get why the change was made to other peoples liches. However, as it stands it takes far too long to unlock a murmur. Reverting the change would be my first suggestion. 
    Then, reduce the amount of murmurs needed from 60/60/140 to 50/50/50%

    As for requiem mods, add them to the kuva siphon/flood mission complete as a chance on top of the relic. Small chance is fine. 
    Now for the big stuff.
    Instead of using forma to upgrade our KUVA weapons we should use kuva instead. 65 forma for max mastery is alot but this updates tagline is personalize your villain. Rng gun with a pseudo rng element type isn't exactly personalized. So lets have upgrades or modifications to the kuva weapons that cost Kuva, such as Max Rank and element type..
    And then the next change, have killing a Lich award say, 20-30k kuva but converting a lich, That should reward with a hefty 50k.

    And lastly, something to think about. If we could personalize our villain with kuva after conversion. Upgrade them to use their powers, switch or upgrade their weapons etc. That would be fantastic.

    • Like 2
  2. Started the quest, first mission.

    Nothing happened/spawned. Host migration happened, and then I crashed. 

    I restarted and then suddenly I was on the 2nd mission. When I realised this, I quit. And now I can't start any more missions

    Edit:
    I restarted and have now skipped the 2nd mission as well. 

    2nd Edit:
    I finished the quest, and didn't receive blueprints for quest exclusive weapons Orvius & Broken Staff

    3rd Edit: 
    19.0.2 update fixed the mission rewards atleast.

  3. 1 hour ago, Raniu said:

    That was a one swift reaction to the players' feedback. I wonder how many other companies listen to their players in the same fashion. Can't tell if it's good or bad. DE, you lack patience and persistence. Why revert a change you made almost instantly due to majority of the playerbase being so loud about it? It is your game not theirs. I don't say the previous solution was perfect but I say that we should've let it be for a little longer and seen the results.

     

    Anyway...

    Still no fix for:

    • Orokin moon tileset puzzles showing correct order for the host only sine... ever

    • arcane rewards being different for reconnecting players since SotR

     

    Also. Polar Glaxion skin PBR when? :S

    With the 6m range offhost, it would lag out and I would have to manually pick up items anyway. By keeping it as a mod, it does limit modspace for sentinels, but its sort of a best of both worlds for players who want it, and the ones who don't. Im super happy with 12m as a just a precept, but I would love it as just a menu toggle. Ahwell, its still better this way.

  4. This solution may not apply to most players. But as someone who has over 1300 relics already, plus the additional 40,

    I'd be ok if DE released a relic conversion BP for the equivalent Tier, that cost nothing if course. Otherwise, a few credits and 5-15 void traces.

    This solution means that people that ran Void fissures and used their keys wouldn't botch DE's re-re-roll scripts. And other players can redistribute depending on what they are farming. Its win-win.

  5. 3 minutes ago, Ronin_Diederick said:

    They should iron out everything and give one big update a month instead of making everyone update almost everyday just to find out we cant play the game afterwards. There are people in our clan who just dont bother to play anymore because of issues like this..and the constant random dc's mid-mission. Great game...but this has got more bugs than Fallout 4 did when it came out. lol

    You can't really iron out a DDoS attack...

    And honestly, while DE have been DDoS'd before the only ones this year was last and this weekend.

    I'm not going to say there aren't bugs, but sometimes you are going to disconnect from a mission. But those are rare, unless your internet or hardware is sketchy. 

    That said DE has no control whatsoever when someone or some group commences a DDoS like this.

  6. I don't understand their undercover new player testing.

    They're testing it with people who know exactly what to do, where to go and what to farm.

    This seems counter-intuitive. You guys need to either use devs that don't play the game at all (art asset team, PR, whoever), or hire a new player testing team to report on their findings to supplement player feedback.

  7. Mission is unable to be completed as Enemy is inside a location unaccessible by the player. As enemies no longer teleport to 2 rooms prior when reaching extraction in Exterminate, the mission becomes impossible.

     

    Additionally, I could not invite a killframe player to help me as 'the objective had been completed'. This seems odd, as there is still one enemy remaining and I have joined sabotage missions with players literally waiting in the extraction zone to complete the mission.

     

    Here are a couple of screenies 

    5rR0KE8.jpg

    EjZHv4K.jpg

  8. Okay, I just used Convectrix a bit and I dislike how I have to wait for the lasers to set themselves back to their original positions before I can actually reload.  I'm not too sure how I feel about the laser scissor mechanic but it seems okay. It's just a bit slow.  I wonder if that corrupted mod that tightens spread can help.

    That mod reduces spread, but massively reduces fire rate, cutting effective damage significantly. I'm not sure but I seem to recall fire rate affecting the lasers of the phage, so reducing firerate, while making the lasers start closer together, take much longer to reset.

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