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MirageKnight

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Posts posted by MirageKnight


  1. On 2019-12-24 at 12:32 AM, Cyberius_001 said:

    Hey @master_of_destiny, love the well constructed critiques of DE. Pretty spot on, but I feel like you're part of the playerbase that has forgotten that Warframe, in the 6+ years it's been a game (not sure exactly when it started), it has never left Open Beta status. 

    That "open beta" tag is just an excuse that DE can hide behind to justify endless change and lots of experimentation and try and get away with half-baked releases. Needless to say, it's an excuse that some people seem to have swallowed readily - hook, line and sinker.

    Warframe unofficially gave up its open beta status the moment they had the capital to make their product extremely visible and hype it like there's no tomorrow. Like, ads all over the web and in Times Square visible.

    That kind of visibility is the realm of full blown AAA titles with big name publishers...not beta releases put out by indie devs.

    On 2019-12-24 at 12:32 AM, Cyberius_001 said:

    tl;dr I don't think it's fair to expect much from a developer that won't call their game "released" after six years.

    When you spend thousands of dollars for ad space in Times Square...It most certain is fair to have high expectations. It means you're playing hard ball now with the major league players in the gaming market and people will expect you to deliver and live up to the hype you're pushing.

    If you fail to live up to the hype, that's totally on you.

    • Like 5

  2. 3 hours ago, kuryux said:

    Is there a recap somewhere? Couldnt find it here nor in reddit

    See below.

    7 hours ago, FoxyKabam said:
    • team says sorry they rushed rail jack, hints of crunch
    • doubling end of mission resources
    • RNG and balance is on their minds....
    • archwing nerfs, reworks and modular archwings on the way, amesha used 60% of the time
    • rebecca gets carried in rail jack for 3.5/4ths of the entire dev stream where she tickles the grineer with her synapse
    • skins are talked about, new valkyr deluxe mentioned

    Also, possible rework of Valkyr.


  3. On 2019-12-18 at 4:35 PM, PerishedFraud said:

    I can easily say that far more people are annoyed by it than empowered in any way. The opinions I've seen so far were either neutral or negative. I've seen zero people two people say something nice about it.

    If Empyrean wasn't released in such a half-baked and buggy state, the general consensus would have been far more positive.

    Don't get me wrong - I think Railjack is generally enjoyable (when it's working as intended), it offers something new for players to do, adds a bit of depth to the game that's needed, and it has great potential.

    However, there are things that, quite honestly, tarnish the experience somewhat - things that I feel could have been avoided if they'd delayed releasing for at least a week or two.


  4. As someone that prefers to play solo, I'd like to know when the Command branch for Railjack Intrinsics will be released. This will be immensely helpful not just to solo players but also regular players. When I run pugs, I frequently find myself alone on a ship because everyone else decided to either leave a match or go outside in their Archwings.

    Also, when will you be revisiting the Lich Nemesis system? There are still a number of contentious issues, in particular the continued existence of "Lich roulette" and the lack of an opt-out for players that have a Lich nemesis that they no longer want to fight.

    Has any thought been given to making all Archwings (except Amesha - doesn't need it) more survivable in the face of Railjack enemies, particularly Crewships? Two hits from Crewship missiles will end even Odonata Prime and Elytron - despite either having max shields, armor and health. Most ability-based countermeasures are ineffective against Crewships as well.

    Could we also have an option to sabotage ship reactors for extra XP when in a mission that has a Grineer capital ship? Killing the captain is interesting and all, but this would be a nice thing to see. We have regular sabotage missions on Galleons, right? Why not role that into Railjack as well?


  5. 12 minutes ago, [DE]Megan said:

    Ramsleds have been given an upgrade the farther you progress into the Railjack Star Chart! Be on the lookout for shielded variants that will require precise aim and firepower!

    What...seriously? What's the reasoning behind this then? Added challenge? Arguably all this is going to do is increase the chances of being boarded by extra bullet-spongy Grineer troops.

    On that topic, wasn't Steve going to address how extra tanky Grineer railjack troops are in comparison to the troops we'd normally fight on Galleons and such?

    No offense but some of us are waiting for an answer on this, because boarding parties on high levels are really frustrating to deal with - especially when everyone else is outside in Archwings.

     

     

    • Like 2

  6. Nice fixes - much appreciated! Particularily for resource acquisition in Railjack!

    The quick updates following the release of U27 and all the additions, fixes, and optimizations that have come with them are also welcome. That said, I don't see any mention of fixes and solutions for the following bugs and issues in the update notes, so here's a polite reminder. Quite a few of these are long-standing issues and concerns that have been reported elsewhere by other players as well as myself. 

    Bugs: 

    - Ranged Stealth kills do not trigger the stealth kill XP bonus timer. This has been broken for more than two months.

    - Baruuk's Desolate Hands' orbiting daggers will target and kill wildlife, including animals that have been tranquilized for capture as part of Conservation activities. This makes Conservation activities impossible to complete while Desolate Hands is active. 

    - Deth Cube Prime looses its ability to engage enemies with any sentinel weapon after a while when equipped with the Assault mod and the Vaporize mod.

    - Loss of sfx for Baruuk's orbiting daggers when they transfer to other players when playing as a Client.
     
    - Host Migrations on Defense missions can randomly reset some player scores to zero while leaving one player's scores intact. This happens after players elect to leave or stay for the next set of waves. 

    - Host Migrations NOT "pausing" the game at times, wherein enemies will still attack and do damage to the player. This has been an issue for years and it can be game-breaking. 

    - When no other melee weapon is equipped, Garuda's Talons switch to their "undeployed" animation state after performing a Stealth Kill finisher.

    - Limbo's Stasis no longer pauses the duration of existing status effects afflicting enemies within the Rift.

    - Polearms cannot be used properly when modded for very high speed.

    Balance / Gameplay-related Issues and Concerns: 

    - Archwing "Blink" ability is only marginally useful and awkward to employ.

    - Archwings are too easily destroyed by Crewships and abilities that are designed to counter their missiles seldom seem to work.

    - A Lich ally's contribution to gameplay is largely insignificant. The Lich will only show up at random when player health is very low and will leave after only 2 minutes. Lich allies need to be far more reliable to justify the grind spent obtaining them. Specters are more useful. Please make Lich allies a summonable ally via a deployable beacon.

    - Acquiring Grendel is incredibly and needlessly grindy and tiring. Players are not only forced to run numerous Arbitrations to get the needed amount of Vitus Essence (75), but they are also required to run lengthy level 40 Excavation, Defense, and Survival missions without the aid of mods, arcanes or the Operator.This isn't providing "challenge". This is placing hardcore arbitrary restrictions / conditions and immense pressure on a player to succeed. Grendel's parts being guaranteed rewards doesn't justify forcing us into long, mid-level missions where we are completely stripped of any and all bonuses. As far as being a reward for our troubles, Grendel might be fun, but he is not worth the slog.

    - Attempting a kill or conversion on a Lich nemesis with the Parazon without the right mod sequence or any mods should not result in the player dying, nor should it automatically level up the Lich. This is needlessly punishing. On defeat and a failed "hack", the Lich should only initiate an emergency teleport escape so it can fight another day. In addition, the Lich should only be able to level up if it defeats the player in an actual fight. We level our weapons and 'Frames by defeating enemies. It should be no different with a Lich. When the Lich defeats a player, it teleports away and levels up. When it levels up, it only reclaims the nodes the player previously cleared out but doesn't spread further.

    - Allowing Requiem mods to be rendered useless after 3 successful Lich kills / conversions fails to respect player time and effort and it's completely inconsistent with how all other mods work.

    - As the Rising Tides update has painfully pointed out, Dojo planning and assembly can be a really frustrating and time consuming task, especially when trying to accomodate something as massive as the Dry Dock.

    - Duplicate Kuva weapons are still a thing and this needs to be properly addressed. One idea would be to give the Larva a regular version of the Kuva weapon it would get if it became a Lich nemesis. This way, players can quickly decide as to whether or not to simply gun down the Larva and let it die or trigger it so that it turns into a Lich with the appropriate Kuva weapon. This gives the player more agency and a better idea of what they'd wind up getting at the end of the grind.

    - Having Kuva and Ayatan Amber Stars as possible rewards for cracking open Requiem Relics is nothing more than needless drop-table filler.

    - Kuva Weapons require no less than 5 Forma each to get Mastery for them, which is inconsistent with how other weapons work. Don't even bring the Paracesis into this - it's not even comparable in terms of acquisition and origin.

    - There is a need for an opt-out mechanic / "peace offering" option for players that have a Lich nemesis that they don't or no longer want to fight for whatever reason.

    - Mercy Kills on anything but Lich nemesis enemies and Thralls are absolutely pointless. In addition, the window of opportunity to perform a Mercy Kill on regular enemies is ridiculously small.

    - Nekros Shadows are affected by Oberon's Renewal despite Nekros having his own means of "healing" them if the player so desires. This can pose a large and unreasonable energy drain on Oberon players who are modded for healing. Shadows need and should be exempt from the effects of Renewal.

    - Warframes with spam-able "Nuke" abilities, such as Saryn, Equinox, Mesa, and Volt, are still not co-op friendly due to being able to dominate small defense maps by hogging the vast majority of kills. All players should be able to contribute and participate in missions in meaningful ways with whatever 'Frame they choose, not be bored to tears because someone was able to delete most of the enemies for everyone else with extremely powerful and easy to spam abilities that also has massive range. Nerf nuke abilities to more acceptable levels and you'll also make CC-based 'Frames relevant again without the need to rework them.

    - Zenistar's default timer for having its disc out is still too low. No, the time should not be based on combos.

      
    Also, it would be really appreciated if you all could: 

    - Allow us to completely remove Focus Lenses from 'Frames and Weapons, as opposed to just replacing them. In fact, Focus Lenses ought to work like Arcanes in that you can equip and un-equip them at well.

    - Allow us, if it's possible, to opt out of certain Warframe abilities (such as Volt's Speed and Limbo's Rift Walk portals) via a game preference toggle. We can turn off Octavia's sounds for other players because of how intrusive they can be, so why not potentially intrusive abilities? Not everyone wants to be Rifted or wind up running around like a Russian Dwarf Hamster on meta-amphetamines. Win-win for all, with no need for a player to have to "manually opt out" by rolling / dodging every time an intrusive ability is activated and winds up adversely affecting said player. 

    - Buff fashion frame / customization a bit and give us a color wheel picker to choose colors from instead of having to scroll though numerous pallets to find the color we want. Grey out color blocks on the wheel that are associated with pallets that a player doesn't own.

    - Please bring back regular Alerts for players that either can't or don't want to deal with Nightwave. Players appreciate having options and Nightwave has not been particularly new-player friendly. To add to this, a number of players have complained about how Nitain is now being effectively locked behind Nightwave credits and a very unreliable reward system (Sabotage & Cetus Bounty, the latter only when Ghouls are present). 


    Thanks for reading.

    • Like 4

  7. That was fast o.O

    Thanks for the quick updates following the release of U27 and all the additions, fixes, and optimizations that have come with them.

    I don't see any mention of fixes and solutions for the following bugs and issues in the update notes, so here's a polite reminder. Quite a few of these are long-standing issues and concerns that have been reported elsewhere by other players as well as myself. 

    Bugs: 

    - Ranged Stealth kills do not trigger the stealth kill XP bonus timer. This has been broken for more than two months.

    - Baruuk's Desolate Hands' orbiting daggers will target and kill wildlife, including animals that have been tranquilized for capture as part of Conservation activities. This makes Conservation activities impossible to complete while Desolate Hands is active. 

    - Deth Cube Prime looses its ability to engage enemies with any sentinel weapon after a while when equipped with the Assault mod and the Vaporize mod.

    - Loss of sfx for Baruuk's orbiting daggers when they transfer to other players when playing as a Client.
     
    - Host Migrations on Defense missions can randomly reset some player scores to zero while leaving one player's scores intact. This happens after players elect to leave or stay for the next set of waves. 

    - Host Migrations NOT "pausing" the game at times, wherein enemies will still attack and do damage to the player. This has been an issue for years and it can be game-breaking. 

    - When no other melee weapon is equipped, Garuda's Talons switch to their "undeployed" animation state after performing a Stealth Kill finisher.

    - Limbo's Stasis no longer pauses the duration of existing status effects afflicting enemies within the Rift.

    - Polearms cannot be used properly when modded for very high speed.

    Balance / Gameplay-related Issues and Concerns: 

    - Archwing "Blink" ability is only marginally useful and awkward to employ.

    - Archwings are too easily destroyed by Crewships and abilities that are designed to counter their missiles seldom seem to work.

    - A Lich ally's contribution to gameplay is largely insignificant. The Lich will only show up at random when player health is very low and will leave after only 2 minutes. Lich allies need to be far more reliable to justify the grind spent obtaining them. Specters are more useful. Please make Lich allies a summonable ally via a deployable beacon.

    - Acquiring Grendel is incredibly and needlessly grindy and tiring. Players are not only forced to run numerous Arbitrations to get the needed amount of Vitus Essence (75), but they are also required to run lengthy level 40 Excavation, Defense, and Survival missions without the aid of mods, arcanes or the Operator.This isn't providing "challenge". This is placing hardcore arbitrary restrictions / conditions and immense pressure on a player to succeed. Grendel's parts being guaranteed rewards doesn't justify forcing us into long, mid-level missions where we are completely stripped of any and all bonuses. As far as being a reward for our troubles, Grendel might be fun, but he is not worth the slog.

    - Attempting a kill or conversion on a Lich nemesis with the Parazon without the right mod sequence or any mods should not result in the player dying, nor should it automatically level up the Lich. This is needlessly punishing. On defeat and a failed "hack", the Lich should only initiate an emergency teleport escape so it can fight another day. In addition, the Lich should only be able to level up if it defeats the player in an actual fight. We level our weapons and 'Frames by defeating enemies. It should be no different with a Lich. When the Lich defeats a player, it teleports away and levels up. When it levels up, it only reclaims the nodes the player previously cleared out but doesn't spread further.

    - Allowing Requiem mods to be rendered useless after 3 successful Lich kills / conversions fails to respect player time and effort and it's completely inconsistent with how all other mods work.

    - As the Rising Tides update has painfully pointed out, Dojo planning and assembly can be a really frustrating and time consuming task, especially when trying to accomodate something as massive as the Dry Dock.

    - Duplicate Kuva weapons are still a thing and this needs to be properly addressed. One idea would be to give the Larva a regular version of the Kuva weapon it would get if it became a Lich nemesis. This way, players can quickly decide as to whether or not to simply gun down the Larva and let it die or trigger it so that it turns into a Lich with the appropriate Kuva weapon. This gives the player more agency and a better idea of what they'd wind up getting at the end of the grind.

    - Having Kuva and Ayatan Amber Stars as possible rewards for cracking open Requiem Relics is nothing more than needless drop-table filler.

    - Kuva Weapons require no less than 5 Forma each to get Mastery for them, which is inconsistent with how other weapons work. Don't even bring the Paracesis into this - it's not even comparable in terms of acquisition and origin.

    - There is a need for an opt-out mechanic / "peace offering" option for players that have a Lich nemesis that they don't or no longer want to fight for whatever reason.

    - Mercy Kills on anything but Lich nemesis enemies and Thralls are absolutely pointless. In addition, the window of opportunity to perform a Mercy Kill on regular enemies is ridiculously small.

    - Nekros Shadows are affected by Oberon's Renewal despite Nekros having his own means of "healing" them if the player so desires. This can pose a large and unreasonable energy drain on Oberon players who are modded for healing. Shadows need and should be exempt from the effects of Renewal.

    - Warframes with spam-able "Nuke" abilities, such as Saryn, Equinox, Mesa, and Volt, are still not co-op friendly due to being able to dominate small defense maps by hogging the vast majority of kills. All players should be able to contribute and participate in missions in meaningful ways with whatever 'Frame they choose, not be bored to tears because someone was able to delete most of the enemies for everyone else with extremely powerful and easy to spam abilities that also has massive range. Nerf nuke abilities to more acceptable levels and you'll also make CC-based 'Frames relevant again without the need to rework them.

    - Zenistar's default timer for having its disc out is still too low. No, the time should not be based on combos.

      
    Also, it would be really appreciated if you all could: 

    - Allow us to completely remove Focus Lenses from 'Frames and Weapons, as opposed to just replacing them. In fact, Focus Lenses ought to work like Arcanes in that you can equip and un-equip them at well.

    - Allow us, if it's possible, to opt out of certain Warframe abilities (such as Volt's Speed and Limbo's Rift Walk portals) via a game preference toggle. We can turn off Octavia's sounds for other players because of how intrusive they can be, so why not potentially intrusive abilities? Not everyone wants to be Rifted or wind up running around like a Russian Dwarf Hamster on meta-amphetamines. Win-win for all, with no need for a player to have to "manually opt out" by rolling / dodging every time an intrusive ability is activated and winds up adversely affecting said player. 

    - Buff fashion frame / customization a bit and give us a color wheel picker to choose colors from instead of having to scroll though numerous pallets to find the color we want. Grey out color blocks on the wheel that are associated with pallets that a player doesn't own.

    - Please bring back regular Alerts for players that either can't or don't want to deal with Nightwave. Players appreciate having options and Nightwave has not been particularly new-player friendly. To add to this, a number of players have complained about how Nitain is now being effectively locked behind Nightwave credits and a very unreliable reward system (Sabotage & Cetus Bounty, the latter only when Ghouls are present). 


    Thanks for reading.

    • Like 4

  8. 9 minutes ago, Illithar said:

    So uh... how do we get the new weapons (Quellor and Pennant) without spending plat? I don't see a research option in any of the labs and I am unable to buy the blueprint in the market.

    IIRC, I believe the BP's are drops from Grineer crews in Railjack.


  9. Thanks very much for the release of U27 and all the additions, fixes, and optimizations that come with it. Let's see how Railjack flies then.

    In the meantime, I don't see any mention of fixes and solutions for the following bugs and issues in the update notes, so here's a polite reminder. Quite a few of these are long-standing issues and concerns that have been reported elsewhere by other players as well as myself. 

    Bugs: 

    - Ranged Stealth kills do not trigger the stealth kill XP bonus timer. This has been broken for more than a month.

    - Baruuk's Desolate Hands' orbiting daggers will target and kill wildlife, including animals that have been tranquilized for capture as part of Conservation activities. This makes Conservation activities impossible to complete while Desolate Hands is active. 

    - Deth Cube Prime looses its ability to engage enemies with any sentinel weapon after a while when equipped with the Assault mod and the Vaporize mod.

    - Loss of sfx for Baruuk's orbiting daggers when they transfer to other players when playing as a Client.
     
    - Host Migrations on Defense missions can randomly reset some player scores to zero while leaving one player's scores intact. This happens after players elect to leave or stay for the next set of waves. 

    - Host Migrations NOT "pausing" the game at times, wherein enemies will still attack and do damage to the player. This has been an issue for years and it can be game-breaking. 

    - When no other melee weapon is equipped, Garuda's Talons switch to their "undeployed" animation state after performing a Stealth Kill finisher.

    - Limbo's Stasis no longer pauses the duration of existing status effects afflicting enemies within the Rift.

    - Polearms cannot be used properly when modded for very high speed.

    - Railjack Tycho Seeker launcher pod does not take on Railjack custom colors.

    - Joining / Forming Railjack crews seems to be bugged.

     

    Balance / Gameplay-related Issues and Concerns: 

    - Archwing "Blink" ability is only marginally useful and awkward to employ.

    - A Lich ally's contribution to gameplay is largely insignificant. The Lich will only show up at random when player health is very low and will leave after only 2 minutes. Lich allies need to be far more reliable to justify the grind spent obtaining them. Specters are more useful. Please make Lich allies a summonable ally via a deployable beacon.

    - Acquiring Grendel is incredibly and needlessly grindy and tiring. Players are not only forced to run numerous Arbitrations to get the needed amount of Vitus Essence (75), but they are also required to run lengthy level 40 Excavation, Defense, and Survival missions without the aid of mods, arcanes or the Operator.This isn't providing "challenge". This is placing hardcore arbitrary restrictions / conditions and immense pressure on a player to succeed. Grendel's parts being guaranteed rewards doesn't justify forcing us into long, mid-level missions where we are completely stripped of any and all bonuses. As far as being a reward for our troubles, Grendel might be fun, but he is not worth the slog.

    - Attempting a kill or conversion on a Lich nemesis with the Parazon without the right mod sequence or any mods should not result in the player dying, nor should it automatically level up the Lich. This is needlessly punishing. On defeat and a failed "hack", the Lich should only initiate an emergency teleport escape so it can fight another day. In addition, the Lich should only be able to level up if it defeats the player in an actual fight. We level our weapons and 'Frames by defeating enemies. It should be no different with a Lich. When the Lich defeats a player, it teleports away and levels up. When it levels up, it only reclaims the nodes the player previously cleared out but doesn't spread further.

    - Allowing Requiem mods to be rendered useless after 3 successful Lich kills / conversions fails to respect player time and effort and it's completely inconsistent with how all other mods work.

    - As the Rising Tides update has painfully pointed out, Dojo planning and assembly can be a really frustrating and time consuming task, especially when trying to accomodate something as massive as the Dry Dock.

    - Duplicate Kuva weapons are still a thing and this needs to be properly addressed. One idea would be to give the Larva a regular version of the Kuva weapon it would get if it became a Lich nemesis. This way, players can quickly decide as to whether or not to simply gun down the Larva and let it die or trigger it so that it turns into a Lich with the appropriate Kuva weapon. This gives the player more agency and a better idea of what they'd wind up getting at the end of the grind.

    - Having Kuva and Ayatan Amber Stars as possible rewards for cracking open Requiem Relics is nothing more than needless drop-table filler.

    - Kuva Weapons require no less than 5 Forma each to get Mastery for them, which is inconsistent with how other weapons work. Don't even bring the Paracesis into this - it's not even comparable in terms of acquisition and origin.

    - There is a need for an opt-out mechanic / "peace offering" option for players that have a Lich nemesis that they don't or no longer want to fight for whatever reason.

    - Mercy Kills on anything but Lich nemesis enemies and Thralls are absolutely pointless. In addition, the window of opportunity to perform a Mercy Kill on regular enemies is ridiculously small.

    - Nekros Shadows are affected by Oberon's Renewal despite Nekros having his own means of "healing" them if the player so desires. This can pose a large and unreasonable energy drain on Oberon players who are modded for healing. Shadows need and should be exempt from the effects of Renewal.

    - Warframes with spam-able "Nuke" abilities, such as Saryn, Equinox, Mesa, and Volt, are still not co-op friendly due to being able to dominate small defense maps by hogging the vast majority of kills. All players should be able to contribute and participate in missions in meaningful ways with whatever 'Frame they choose, not be bored to tears because someone was able to delete most of the enemies for everyone else with extremely powerful and easy to spam abilities that also has massive range. Nerf nuke abilities to more acceptable levels and you'll also make CC-based 'Frames relevant again without the need to rework them.

    - Zenistar's default timer for having its disc out is still too low. No, the time should not be based on combos.

      
    Also, it would be really appreciated if you all could: 

    - Allow us to completely remove Focus Lenses from 'Frames and Weapons, as opposed to just replacing them. In fact, Focus Lenses ought to work like Arcanes in that you can equip and un-equip them at well.

    - Allow us, if it's possible, to opt out of certain Warframe abilities (such as Volt's Speed and Limbo's Rift Walk portals) via a game preference toggle. We can turn off Octavia's sounds for other players because of how intrusive they can be, so why not potentially intrusive abilities? Not everyone wants to be Rifted or wind up running around like a Russian Dwarf Hamster on meta-amphetamines. Win-win for all, with no need for a player to have to "manually opt out" by rolling / dodging every time an intrusive ability is activated and winds up adversely affecting said player. 

    - Buff fashion frame / customization a bit and give us a color wheel picker to choose colors from instead of having to scroll though numerous pallets to find the color we want. Grey out color blocks on the wheel that are associated with pallets that a player doesn't own.

    - Please bring back regular Alerts for players that either can't or don't want to deal with Nightwave. Players appreciate having options and Nightwave has not been particularly new-player friendly. To add to this, a number of players have complained about how Nitain is now being effectively locked behind Nightwave credits and a very unreliable reward system (Sabotage & Cetus Bounty, the latter only when Ghouls are present). 

     

    Note - if any of these issues have been addressed, thanks. I'll amend this post to reflect that.


    Thanks for reading.

    • Like 2

  10. 44 minutes ago, Pyrain said:

    1.  I think the whole point was the multi tasking.  i could be wrong, but i think the point was that you had to have different people doing diferent things at different times.  not everyone can be in engineering or on the guns.  Now, if your point is that there is to much or its in the wrong areas, that i can see.

    2.  I'd like to know were the 'sources come from too.  not so much because they should come from a certain player/place in the game, but because i want to be prepared.

    3.  Agreed!  though i would say that the AI/NPC crew during co-op should be limited.  have a friend who is support through and through and he's essentially told me that he really doesn't want any AI/NPC's in the engineering.  I do think it would be helpful to have AI/NPC you could stick on the gunner posts when someone goes arching though.  also having a limited amount of repair personnel would be helpful as well.

    4.  Did you mean imminently or were you going for immediately???  Either way, that is what im most concerned with as well.  DE, take you time please!!!!

    1. I feel that there's too much to do and that there's some really menial stuff that could be better handled by NPC's or the ship's Cephalon so we can focus more on the combat. Which begs another question...What does Cy actually do? The lore indicates that previously Cy could take control of the ship as needed, so one would assume that could happen again.

    2. Likewise.

    3. Again, agreed. See 1.

    4. Imminently. I, like a few others, suspect that Empyrean might be released this week. Hopefully, that won't be the case but Rebecca did hint at a big announcement for the 12th.


  11. 33 minutes ago, (PS4)xxav1xl6ivax said:

    It is a game, universe, system, that is not quite really “live” yet. 

    That's a fair point. PoE seems to be a bit more "alive" now than when it was first introduced, but it could use further work.

    37 minutes ago, (PS4)xxav1xl6ivax said:

    The only real question seems to be, Wil it become apparent that Warframe is really “alive,” gradually, (after it has already become so), or with a “Frankenstein” Cinema sort of flair “It’s ALIVE!” or, perhaps do the first one, just to make sure, then do the second as a sort of showpiece?

    That could work.

    38 minutes ago, (PS4)xxav1xl6ivax said:

    Of course if you’re gonna have water in there for the sake of a realistic effect, you’ll want to make sure there’s some blood in the water. Preferably Old Blood (and not YOUR blood ; )

    I see what you did there 😛

    13 minutes ago, BornWithTeeth said:

    Plus side: the mode looks absolutely gorgeous. Breathtakingly lovely. Interior of the Railjack too dark, but I'm sure that can be fixed. I like the UI. I actually like the idea of Intrinsic skill trees, they sound neat as hell.

    Agreed. Gotta give credit where it's due.

    15 minutes ago, BornWithTeeth said:

    The idea of having a ship that you work on, and having your Tenno develop spacing skills is cool.

    Not going to argue with that. It's nice that the Railjack is content we won't burn through in a couple of days but rather improve over a span of perhaps a couple of weeks at the very least. I'd also say it's about time we got something like that 🙂

    There are a few things that really concern me though. 

    First, the devstream mission show-off looked to be a micro-intensive nightmare. I get that the team was in a mission whose level was way above what they should have tackled, but it really underscored how much running around and multi-tasking is needed in a firefight.

    Another concern is the whole "build ammo and repair tools" in-mission gimmick. How exactly are they going to deal with the resources needed for them? Is it a shared pool or does that come from the Railjack's owner? Is it only resources gathered in the mission itself?

    Thirdly, the lack of an AI / NPC crew to assist in the fight when this goes live might be a bit of an obstacle for some players, in particular solo players.

    Finally, it's obvious that Phase 2 is going to be pushed out imminently. This begs a question: What else is going to be left out in DE's rush to get this into our hands?

     


  12. 10 minutes ago, SnuggleBuckets said:

    We also had the PoE "remaster" and the Jupiter Remasters

    That's right!

    PoE looks more natural and immersive than it was on release.

    Jupiter remaster is a major improvement. I never cared for v1.0 of the Gas City tileset, it felt too unrealistically polished and ornate for an industrial complex. v2.0 looks more functional and suitably worn...although the forced parkour at times can be a real pain in the butt.

    20 minutes ago, SnuggleBuckets said:

    I've also felt that the PoE and Orb Vallis have kind of been disappointing massive expansions with not much to do, day one I advocated adding more dynamic encounters, more varied factions, more wildlife with their own ecosystems, more secrety stuff to explore, not just boring scans with gibberish lore. They have potential, and it's been neglected because there's that massive pressure to move on to the next thing that substitutes for content. meaning for the last two years the game has stretched very little content over a very wide- albeit rather pretty - surface.

    I couldn't agree more. PoE and Orb Vallis, despite being "open worlds", don't feel particularly "alive".

    It's interesting that Steve mentioned "islands of content"...because they do very much feel like islands, despite the fact that they added resources there that are now required for certain things.

    • Like 2

  13. On 2019-12-08 at 4:43 PM, Eklectus said:

    Yes, this is the first piece of advice that has been posted in a polite and constructive manner. It totally won't be dumpstered like the countless pieces of feedback before it.

    Just a friendly reminder: You forgot the /s at the end. Some people might not be smart enough to detect sarcasm.

    4 hours ago, MarrikBroom said:

    Given hwo much we've been giving feedback wise on the liches before now? And DE acting as if they have nothing they can act on... And the fact that they were acting likerailjack is a done thing AND 'how often have they gone 'the stats aren't final gies! only for it to be effectivly final...'

    I'd be worried too.

    4 hours ago, MarrikBroom said:

    Is there even any point to gving feedback?

    If the last devstreams are a good indicator...unless it's with regard to game-breaking bugs, I'd say it's a bit pointless...at least for now.

    4 hours ago, MarrikBroom said:

    I feel like railjack is being forced out too soon. 

    Trust me, you're not the only one. I'll hazard an educated guess and say that solo players are going to feel a wee bit shafted that AI / NPC crews will only be a thing "later".

    4 hours ago, MarrikBroom said:

    'LOOK AT ALL WE HAVE DONE THIS YEAR!'

    4 new Warframes, an incomplete rework of melee with mixed results, Dry Dock + un-flyable Railjack, the controversial Lich Nemesis system, Night Wave, a few ingame events, some Primed / Deluxe stuff, some new weapons, a few ability reworks (mostly good), Exilus slots for ranged weapons, and Tennocon.

    My apologies if I missed anything.

    Edit: Yes I did miss something - Gas City and PoE remasters and a new boss encounter.

    :facepalm:


  14. I've been thinking about this a bit...and I think that Empyrean really needs to ship with the Command and NPC crew system working properly.

    I honestly don't care if it delays the update, I just think that shipping without that feature will result in just another buggy, frustrating, half-baked release with a lot of negative criticism following it.

    There's also solo clans to consider as well. Shipping without an AI crew option to help out might wind up alienating solo players a good deal.

     

    • Like 6

  15. 1 minute ago, DeMonkey said:

    I totally see their point now though. Realistically we're all a bunch of nerds, and for us physical exercise is an unwanted and horrifying concept.

    Thus having to pull the lever on slot machine of death is difficult for us, with our weedy arms, lack of proper sustenance (mountain dew and doritos don't count) and general inability to even access the slot machine in the first place due to being under the legal age for gambling.

    Why, so challenging in fact that I've even started to develop muscles in places I didn't even know I had muscles, namely my arms (I alternate arms when pulling the lever so that one arm doesn't get too ripped). /s

    Thanks mate - I really needed a good laugh 🙂

    • Like 2

  16. 15 minutes ago, Bountyboy312 said:

    -snip-

    You might want to reel in that attitude, mate. It's not doing you any favors.

    Quote

    Sorry Railjack, I'll dust you off in a year when they feel solo players are worth the time.

    At this rate, I think that might be the best option.

    • Like 6

  17. So despite weeks of feedback from players saying that Death by Lich is a terrible mechanic, amongst other concerns, Steve decided to blow us concerned players off on stream and say " cuz y'all need some challenge lol"

    Just. Wow.

    I'm also really concerned about the almost forced co-op aspect of Railjack and the amount of coordination needed just to survive in battles. In addition, I really don't want to be running around half the time putting out fires, patching hull breaches, and having to make new repair tools every 5 minutes. Don't we have a non-Tenno crew on-board to help with things like that?

    • Like 3

  18. Are there plans for a new / revised means of laying out and constructing Dojos?

    Are you going to address the lack of an opt-out mechanic for players that are stuck with a LIch nemesis they don't want to deal with anymore? A "peace offering" option would be extremely beneficial for players.

    Are you going to stop punishing players with an instant death and a free enemy level up for getting the wrong Requiem mod sequence when stabbing Liches? An incorrect stab should only result in the Lich teleporting away to fight another day.

    Are you going to make Lich allies more reliable? Having them show up for 2 minutes sometimes when you're about to die is not very useful. A summon beacon would be much appreciated.

    Are you going to address the fact that duplicate Kuva weapons are still a thing and a waste of player time and effort?

    Are nuke 'Frames like Saryn, Mesa, Equinox, Volt and so on going to be addressed? Some of us are a bit tired of seeing these Frames constantly dominating high level missions. Your own data shows that Mesa and Saryn dominate the usage graphs for Warframes among high MR level players (due to high killing potential). Didn't you nerf Catchmoon for exactly this reason?

    • Like 1

  19. 6 hours ago, klahjn said:

    Ivara Prime, the ARCHER....was given a submachine GUN...  the baza prime.  FANS wanted Daikyu Prime.  Might want to think about retrofitting that.

    DE won't.

    Mirage Prime got AkBolto Prime instead of Akzani Prime, despite Akzani being Mirage's signature weapon and all....yet Atlas Prime gets Tekko Prime.


  20. On 2019-11-26 at 2:33 PM, [DE]Megan said:

    Added a new slider for Orbiter ‘Wear & Tear ’in the Equipment > Orbiter > Orbiter Appearance menu! This new ‘Wear & Tear’ section allows you to choose how much internal amount of nicks and scratches you want the Arsenal section of your Orbiter to reflect AND what color those markings are.

    • Eventually these markings will apply to sections of the Orbiter outside of the Arsenal area once they have been given their updated looks!

     

    Very cool - thanks!

    On 2019-11-26 at 2:33 PM, [DE]Megan said:
    • Fixed ability to prematurely launch your Railjack into a never ending vortex. These babies aren’t ready to fly yet! 

    Much appreciated!

    Unfortunately, I don't see any mention of fixes and solutions for the following bugs and issues in the update notes, so here's a polite reminder. Quite a few of these are long-standing issues and concerns that have been reported elsewhere by other players as well as myself. 

    Bugs: 

    Spoiler

    - Ranged Stealth kills do not trigger the stealth kill XP bonus timer. This has been broken for more than a month. Note: I'm aware that Rebecca acknowledged this on the last devstream.

    - Baruuk's Desolate Hands' orbiting daggers will target and kill wildlife, including animals that have been tranquilized for capture as part of Conservation activities. This makes Conservation activities impossible to complete while Desolate Hands is active. 

    - Loss of sfx for Baruuk's orbiting daggers when they transfer to other players when playing as a Client.
     
    - Host Migrations on Defense missions can randomly reset some player scores to zero while leaving one player's scores intact. This happens after players elect to leave or stay for the next set of waves. 

    - Host Migrations NOT "pausing" the game at times, wherein enemies will still attack and do damage to the player. This has been an issue for years and it can be game-breaking. 

    - Garuda's Talons switch to their "undeployed" animation state after performing a Stealth Kill, even if the Talons were previously "equipped".

    - Limbo's Stasis no longer pauses the duration of existing status effects afflicting enemies within the Rift.

    - Polearms cannot be used properly when modded for very high speed.


    Balance / Gameplay-related Issues and Concerns: 

    Spoiler

     

    - A Lich ally's contribution to gameplay is largely insignificant. The Lich will only show up at random when player health is very low and will leave after only 2 minutes. Lich allies need to be far more reliable to justify the grind spent obtaining them. Make them a summonable ally via a deployable beacon.

    - Acquiring Grendel is incredibly and needlessly grindy and tiring. Players are not only forced to run numerous Arbitrations to get the needed amount of Vitus Essence (75), but they are also required to run lengthy level 40 Excavation, Defense, and Survival missions without the aid of mods, arcanes or the Operator. I'm guessing this was introduced to provide "challenge" for whiny, entitled try-hards and "veterans". This isn't providing "challenge". This is placing hardcore arbitrary restrictions / conditions and immense pressure on a player to succeed. Grendel's parts being guaranteed rewards doesn't justify forcing us into missions where we are completely stripped of any and all bonuses. As far as being a reward for our troubles, Grendel might be fun, but he is not worth the slog.

    - Attempting a kill or conversion on a Lich nemesis with the Parazon without the right mod sequence or any mods should not result in the player dying, nor should it automatically level up the Lich. This is needlessly punishing. On defeat and a failed "hack", the Lich should only initiate an emergency teleport escape so it can fight another day. In addition, the Lich should only be able to level up if it defeats the player in an actual fight. We level our weapons and 'Frames by defeating enemies. It should be no different with a Lich. When the Lich defeats a player, it teleports away and levels up. When it levels up, it only reclaims the nodes the player previously cleared out but doesn't spread further.

    - Allowing Requiem mods to be rendered useless after 3 successful Lich kills / conversions fails to respect player time and effort and it's inconsistent with how all other mods work.

    - As the Rising Tides update has painfully pointed out, Dojo planning and assembly can be really frustrating and time consuming, especially when trying to accomodate something as massive as the Dry Dock.

    - Duplicate Kuva weapons are a bad thing and this needs to be properly addressed. One idea would be to give the Larva a regular version of the Kuva weapon it would get if it became a Lich nemesis. This way, players can quickly decide as to whether or not to simply gun down the Larva and let it die or trigger it so that it turns into a Lich with the appropriate Kuva weapon. This gives the player more agency and a better idea of what they'd wind up getting at the end of the grind.

    - Having Kuva and Ayatan Amber Stars as possible rewards for cracking open Requiem Relics is nothing more than needless drop-table filler.

    - Kuva Weapons require no less than 5 Forma each to get Mastery for them, which is inconsistent with how other weapons work. Don't even bring the Paracesis into this - it's not even comparable in terms of acquisition and origin.

    - There is a need for an opt-out mechanic / "peace offering" option for players that have a Lich nemesis that they don't or no longer want to fight for whatever reason.

    - Mercy Kills on anything but Lich nemesis enemies and Thralls are largely pointless. In addition, the window of opportunity to perform a Mercy Kill on regular enemies is ridiculously small.

    - Nekros Shadows are affected by Oberon's Renewal despite Nekros having his own means of "healing" them if the player so desires. This can pose a large and unreasonable energy drain on Oberon players who are modded for healing. Shadows need and should be exempt from the effects of Renewal.

    - Warframes with spam-able "Nuke" abilities, such as Saryn, Equinox, Mesa, and Volt, are still not co-op friendly due to being able to dominate small defense maps by hogging the vast majority of kills. All players should be able to contribute and participate in missions in meaningful ways with whatever 'Frame they choose, not be bored to tears because someone was able to delete most of the enemies for everyone else with extremely powerful and easy to spam abilities that also has massive range. Nerf nuke abilities to more acceptable levels and you'll also make CC-based 'Frames relevant again without the need to rework them.

    - Zenistar's default timer for having the disc out is still too low. No, the time should not be based on combos.

     

      
    Also, it would be really appreciated if you all could: 

    Spoiler

     

    - Allow us, if it's possible, to opt out of certain Warframe abilities (such as Volt's Speed and Limbo's Rift Walk portals) via a game preference toggle. We can turn off Octavia's sounds for other players because of how intrusive they can be, so why not potentially intrusive abilities? Not everyone wants to be Rifted or wind up running around like a Russian Dwarf Hamster on meta-amphetamines. Win-win for all, with no need for a player to have to "manually opt out" by rolling / dodging every time an intrusive ability is activated and winds up adversely affecting said player. 

    - Buff fashion frame / customization a bit and give us a color wheel picker to choose colors from instead of having to scroll though numerous pallets to find the color we want. Grey out color blocks on the wheel that are associated with pallets that a player doesn't own.

    - Please bring back regular Alerts for players that either can't or don't want to deal with Nightwave. Players appreciate having options and Nightwave has not been particularly new-player friendly. To add to this, a number of players have complained about how Nitain is now being effectively locked behind Nightwave credits and a very unreliable reward system (Sabotage & Cetus Bounty, the latter only when Ghouls are present). 

     


    Thanks for reading.

     

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