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Playford

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Posts posted by Playford

  1. At the moment there are problems with tooltips on ability cards, such as

     

    Missing completley on:

    Banshee

    Hydroid

    Mirage

    Nekros

    Nova

    Oberon

    Saryn

    Valkyr

    Vauban

    Zephyr

     

    Missing on a specific ability:

    Loki - Switch teleport

    Nyx - Mind Control

    Rhino - Roar

     

    Out of date:

    Ash - Shuriken, makes no mention of extra shuriken

    Trinity - Blessing, tooltip talks about invulnerability which was replaced with damage reduction.

     

     

    Side note:


    Seems tooltips were last updated sometime before update 7... seriously?

     

    Other abilites that changed since then but the tooltips are accurate enough:

    Ash - Bladestorm

    Ember - Accelerant, used to be Overheat, a completley different ability


     

    Strangely written:

    Frost

    Nyx

     

    How it is:

    iCxZRf0ICmOXE.png

     

    How it should be:

    iNAwdHx38jJCO.png

     

    I understand what it's trying to say, but it is not technically correct, Using that card doesn't boost the ability, it IS the ability.

     

    If I missed something please let me know.

  2. Unfortunately the low FOV is necessary to prevent clipping issues and constant zooming in and out when the camera reaches the level boundaries. It is a common problem with the third person perspective in narrow spaces and has nothing to do with pc/console ports.

     

    Turning off the vignette effect could help slightly, however we don't have that option.

  3. Clicking the default colors option in the appearance menu makes the Despair holster turn grayscale despite the colors in the UI being different:

     

    igjHjtMmDKrbR.png

     

    After switching to another preset and then switching back they look like this

     

    ilKrIovZluO3U.png

     

    And I have to say, that set of colors doesn't really fit with Stalker's other weapons which use darker browns.

     

    Also noticed this a few days ago, before the recent gamma/colors fix.

  4. How long did you stay? If you want more stuff, stay longer, thats all there is to it.

     

    EDIT:

    I honestly have no idea what I was wrong with me, thought this was about survival, ingore me.

  5. I started up that Capture - Sprint Boost alert that was on just a moment ago, and after I joined the mission got pretty buggy, after capturing the first target suddenly several more capture targets showed up on the map, a fifth player joined and then a moment later the map just froze. Soon after the host disconnected, and after the (failed) host migration I got... this:

     

    i6dbnJZiozK7E.jpg

    I seem to have misplaced my head... among other things

     

    iPpfGR8Dqnol.jpg

    You know, I really should get a better PC, those rendering errors really annoy me

     

    ibvWasQ3arYP9e.jpg

    Wait what

     

  6. Weapon(s) used: Various

     
    Faction(s) fought: All
     
    Mod(s) equipped/Stance used: Various
     
    Thoughts & Experiences:
    While it depends on the weapon used, the lack of vertical aiming is a serious problem, weapons that mostly use horizontal swings (Nikana) become very unreliable on any sort of incline, swinging below the enemies feet, or above their head often missing completley.
    While less of a problem with weapons that have an overhead swing, that swing tends to be 3rd or 4th in a combo, and it is a bit annoying to miss an enemy that is right there. Furthermore, the weapons with overhead swings tend to be somewhat slower, and on a few occasions I even managed to lose the combo multiplier while attacking an enemy that was right in front of me.
     
    Approximate Time Spent: An unhealthy amount
  7. Thoughts & Experiences:

    While my impression of Melee 2.0 has largley been positive, I do have a few problems with it.

     

    First, weapon selection - Cycling through three weapons with a single key is less clumsy than I thought it would be, and I like that there are new bindings (Switch guns and Equip melee), but I would prefer if there was a way to select each weapon directly.

     

    Example purely for the sake of examples:

    Pressing 1 equips primary

    Pressing 2 equips secondary

    Pressing 3 equips melee

     

    Second, controls - quick melee attacks with the E key while I have a gun equipped are alright, but using E with the melee weapon equipped I found to be awkward and would like to use LMB for those types of attacks (channeling can always be bound to something else).

     

    Third, combos - when executing combos there is no feedback on when different combos "branch off" and sometimes I get them purely by mashing buttons and sometimes no matter how hard I try, I only get the basic combo.

    Some sort of indicator, like the weapon flashing or a sound would really help.

  8.  
    Not really. The rooms don't actually have to physically line up with one another. I'm not sure if you've noticed - but sometimes when the spawn count gets too high, opening a door will reveal a black void instead of the room beyond. This is because the engine appears to dynamically load the rooms connected to the one you're currently in as you progress throughout the level. It would simply be a matter of adding more unlocked doors, and having enough spare rooms to link to each doorway.
     
    My understanding of the level generation is this: during the loading screen the level is generated, once you are in, there is no additional generation, the rooms that are black voids are loaded and in memory, and physically exist, but the graphics effects (textures, lighting) aren't, this is in an attempt at optimisation.
     
     

    Even if thats not how the level generation system works, all that would have to be rewritten is the generation algorithm. The current tilesets are fine - not every door has to lead onto a connecting room. They can lead to connecting passageways or corridors that link to the next room along. At the most there'd have to be a pack of connecting tiles (hallways and such) made up to help with situations where there wasn't a hub room that would fit.
     
    The thing is, the current tiles are not designed to work that way. Just using the current tiles with a new algorithm could cause tiles overlapping, misaligned doors and loads of other problems.
    Those connecting corridors you mentioned? Creating a corridor to connect every combination of two tiles would be a lot of work, for multiple paths, you would need to connect several tiles to eachother with those corridors, that would ba (a lot of work)^2
     
    Don't get me wrong, I would love to see that kind of level generation, but half-assing it is not the way to go.
     
     

    There are. But I find it hard to beleive we're even beginning to scratch the surface with that. Aside from maybe texture memory, the game sits at a steady 1.2gb usage on my system - and being a 64x application it should be easily able to address up to 4x that amount.
     
    If nothing else it would be nice to have half as many fancy particle effects on loot containers - or tons of braindead NPCS - if it meant a level that wasn't more linear than a ruler.
     
    There are people running the 32bit version of this game on 2 gb of DDR2. Instead of a proper graphics card they have a potato (not the orokin kind) shoved into their PCIe slot. Sad but true.
     
     

    I can understand, but honestly I'm at the point where the sheer challenge of fighting Jackal in a tiny little corpus corridor with only a single exit, having to hide behind crates and try and time my fire to avoid being shredded to pieces by him, or take the risk of charging in and bashing him on the head - would be a refreshing change of pace. Even if he did instakill me the first 3 times. The game is so lacking in difficulty, maybe even a bit of the artifical variety would help a bit. Though I understand not every boss would work well roaming the corridors so to speak.
     
    Artificial difficulty might be fine for experienced veterans.
    On first time players it leaves the impression of a bad game and P2W.
    I forgot to say it in my previous post, but I agree that boss rooms and encounters need variety, but again, it needs to be done properly.
     
    What you need is endgame content, and that doesn't exist... yet.
     

    In that case - have different missions for different experiences. Just as we do with nightmare mode. Want a quick little skirmish to grab loot? Run Mars. Want a long drawn out epic campaign? Go to the outer terminus. As it stands the only real difference between missions are the faction, tileset and enemy hp level. There are no faction specific mission types - the outer systems don't have longer campaigns - or ones with different objectives. One really wonders why both corpus and grineer have the hots for stealing Tenno cryopods. Other than repetitive game design that is.
     
    I agree completley.
  9. I agree that the levels get stale and predictable after a while, however:

     

     


    - Every mission - regardless of type should have multiple paths to the objective. -

    We need about double the amount of unlocked doors. If a treasure room is going to be a dead end, make sure its lockers / crates contain more than just credits. There should be some reward for actually bothering to explore a bit.

     

    This is a programming and level design nightmare and while tehnically possible, it would require completley rewriting the level creation algorithm and scrapping all the current tilesets and creating new ones from scratch.

     

     

     


    - Maps should be about twice as dense.

    Making lovely unique tiles that look very distinct from their neighbours is all very well and good. But spaceships and astroid bases are going to be made out lots of similar rooms. That's okay. Whats not okay is only having one entrance and exit from any room. At best there's one correct route and one or two dead ends in any mission. Personally It should be closer to 3-4 possible routes to the objective, 3-6 exits from any one room and as many dead ends as the compiler can handle.

     

    Similair to above, also there are memory limits, there is only so much stuff you can shove into a level before the engine starts leaking all over the place.

     

     

     


    - The location of enemy spawns should be logical but not predictable. They should surprise and attempt to flank the player.

    This is the space ninja future. Enemies shouldn't just spawn in any room we're currently not in. We should hear alarm klaxons - see flashing lights over doors, be able to hack into the personnel files and lock doors to keep the goons off our trail. Enemies should tumble out of air vents, or spring out of cryopods. Maybe even beam down from the barracks, star trek style. None of this hearing enemies in the next room over, opening the door and finding a room packed with soldiers patrolling a canteen or locker room.

     

    Teaching the enemy AI the art of dynamic entry? I approve.

     

     

     


    - Don't put every single boss on a convenient stage or podium.

    It would be so much more engaging if everytime you walked into a new room you had to stop and consider "could this be where the boss is?" - instead of opening a door onto a giant hanger with a large metal raised platform in the middle, bright lighting overhead and no random enemies in sight. I understand this is somewhat of a subjective point as DE likes to add their bosses with little cinematics and tie-ins to the plot(?) - but we could stand to see a few more stalker-type encounters. Its much more immersive when I'm huddled behind a desk praying to the lotus that its bulletproof, than when I walk into a room and instantly know to start charging my Lanka.

     

    It would work for some bosses but not for others, I can't see myself fighting the Jackal in a narrow corridor for example.

     

     

     


    - No mission should ever have the objective in the same place. -

    This is something that earlier builds of the game managed to pull off. You'd sometimes find the reactor only two rooms from the spawn, with another 16 to the evacuation. Or it'd be right before the drop ship bay. Somewhere along the line though it was decided that this wasn't ideal, and a profile was introduced, requiring a minimum amount of rooms between certain key tiles. I think this decision was needlessly stifling. For example, Corpus endless defence on the 'dam' map at Kiliken. The pod can spawn in one of three locations on a huge open map, with enemies spawning in at several different points, and trying to take 2-3 different paths to the pod.

    2013-06-08_00019.jpg

    Now look, at the grineer galleon endless defense we got 3 updates later.

    2013-06-08_00007.jpg

     The pod is always in exactly the same place, in exactly the same tiny little room filled with doors our of which enemies endlessly pour. This follows onto the next point...

     

    Updating the defense mission tilesets for more variation? I approve, but it is another thing that would work well with some missions, not with others

     

     

     


    - Combine map types and mission objectives.

    Again another feature we saw once or twice, and never again. Remember those missions where you'd start out searching for a reactor and half way through the Lotus would have a change of heart and tell you to kill everything in sight? Sure they got annoying sometimes when you were all hyped to go hack some consoles, not kill people - but at least they added a bit of variation. By now we should have maps that start of as simple datanode gathering, then halfway through switch to destroying a reactor - which opens up a path to a cryopod - which you have to defend until it opens and then escort the occupant to extraction. We saw some of this in the multi-stage missions - with one or two objectives - or mobile defence. But key thing thats once again missing is procedural generation. There should be some runs you get to free the hostage before blowing the reactor. Where if you fail one objective - instead of insta-failing the whole mission, part of the ship blows up and you have to struggle through zero gravity to reach the dropship before you die of asphyxiation. Once again I shouldn't walk into a room and be able to say "Oh here are the twin consoles for mobile defence." Because I've run it a hundred times and those two consoles are always the ones, and the 'artifact' always comes out on a little rail truck. There's no reason one of the consoles couldn't be two rooms away from the spawn - or the artifact on the other side of the station.

     

    The problem with this is that some people just want to jump in, do a quick mission and jump out, they don't want to collect 8 datamasses while defending a braindead NPC follower, while also trying to destroy a reactor, all of that taking 30+ min.

    But I understand both desires, sometimes I'm not in a mood for a long mission, sometimes I don't want a mission to end and I just want mess around.

     

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