Jump to content

WolfieJoeyNoob

PC Member
  • Posts

    12
  • Joined

  • Last visited

Posts posted by WolfieJoeyNoob

  1. This has been a problem for a while but I think Nightwave has highlighted it even more now.

     

    I understand why in some of the more linear mission, e.g. Sabotage and Capture, you need to time out players who are hanging around once the mission is complete forever for more exp grind. However it's becoming increasingly frustrating when there is no UI or gameplay prompt telling us when we're at risk of being timed out. It's incredibly jarring having a mission seemingly randomly fail from both a gameplay and thematics perspective.

    I find this occurs most frequently in Syndicate Missions. Now up until Nightwave I never bothered with them too much but because there's that "Complete 10 Syndicate Missions" in Nightwave I've been focusing on them more. Which is great, that's the point of Nightwave but here's the problem: The Syndicate Medallions. And to a similar extent the Lua Puzzle Rooms.

     

    Syndicate Medallions are one of the fastest ways to gather rep on a Syndicate Mission and are best farmed on missions where you have full rein to explore the maps, e.g. Sabotages and Captures. However depending on the Map layout you can have 2-3 Medallions down a sections of the map that leads you away from extract and towards a dead end. So not only to you often have to reach the end of that dead end to often get the Medallions but you have to return back up to get to extract, losing time on the currently invisible timeout countdown. With Lua Puzzle Rooms, they hold many of the current meta mods for frames, as well as parts for the Octavia warframe. Add in their random nature and if you say finally find the one room you need for that mod or that Octavia piece, struggle completing it and then time out during the puzzle or on your way to extract, it feels really cheap. This happened to a clanmate of ours and we stopped playing for the evening out of frustration.

    Now I honestly don't mind this as a form of risk-reward in these missions, however with no way to tell and make that calculation is just feels cheap and causes rage quitting. Like I said, I can see the reasons for it and I actually like it but there really needs to be an alert from Lotus and a timer when the countdown is getting close.

    Here's my suggestion:

    Let's say on completion of a mission objective the game gives you 10-20 minutes to get to extract (I'm pulling these number from experience, I don't know what the actual values are). After half of that time passes, so 5-10 minutes, you get a alert from the Lotus. Something like:

    "Tenno, the Grineer Generals/Corpus Investors/Corrupted Sentries have noticed that this area has gone silent. I'm detecting a ship on it's way to investigate. Hurry, you need to extract before they arrive, or else this mission will be a failure."

    Then a timer starts counting down. Now you've made it clear to players the consequences and given us a in-lore reason why the extract is timed. Players then have to make the decision themselves over rushing to extract or to keep searching. Now if they fail, they are less likely to feel cheated as it was their choice to remain and not extract when they could have. At the very least we really need to have the timer visible to us.

  2. Pobbers are a bit bugged at the moment.

    If you fail to tranq any, they will disappear but the game doesn't flag that the conservation failed, so the UI stays up and there's no notification/comment from the Biz (i.e. "You lost it!"), leading to frozen call points that can only be reset by leaving Fortuna. I've had this happen 3 times in two separate instances.

    Quote

    Horrasques: Horrasque hunting appears to be broken unless there's something i'm missing. If you tranq a horrasque while it's in tunneling mode (hittting it with 2 tranqs while it's poking its head up) it instantly disappears often without so much as a word from the business. Even if it does come above ground there's no way without using warframe abilities to hit it twice before it enters it's tunneling mode and becomes impossible to capture. (pictures of this don't quite work out because it appears that I'm just letting the horrasque get away by either continuing to miss it or scaring it off, essentially it's there and after it gets tranq'ed it just pops out of existence with no words spoken by the biz)

    My group has had some luck getting perfects when Horrasques fully emerge but the shots has to be super coordinated. We make sure we've both got it in aim then fire, and we can just about down it before it finishes the tunneling animation. It's certainly very tight.

  3. 1 hour ago, BlindStalker said:

    For OP, are you sure you definitely hit all 3 pobblers with the tranq-gun? I could've sworn they should be definitely invulnerable after they've been sedated and did the animation of falling asleep. But I can definitely see this being bugged because hotfix 24.0.2. introduced a weird series of bugs in my opinion. Hopefully this gets looked into.

    I only hit one, because I'm terrible at hitting multiples atm lol, but it was definitely asleep when I landed as I always wait for them to keel over before coming down.

    Dunno if it has been fixed as the most recent notes only mention Volt's Passive, I'll go quickly check it now.

    EDIT: It's been fixed it seems! Closing the Thread, thanks DE!

  4. So I was doing a ton of Track and Tranq (Conservation) last night and found a bug concerning this part of one of the hotfixes:

    Quote

    Animals that have been Tranq’d are now invulnerable to avoid teammates/enemies killing them by accident (or on purpose).

    I was running Rhino Prime and on collection of a Tranq'd Sunny Pobbler I landed too hard and his passive explosive Heavy Landing activated. This was close to the Pobbler to kill it, which is obviously in opposition to the pervious fix.

    I don't know if this is unique to just Rhino or any of the passives that can do damage (e.g. Hydroid's Tendril's) can kill a tranq'd target, but Rhino's is the easiest to trigger, especially when hiding up on rocks/mushroom sections to avoid spooking targets.

  5. 20 minutes ago, krc473 said:

    Its nothing new.

      Reveal hidden contents

    Complete the Sacrifice quest to unlock that dialogue.

     

    Ah fair enough! I only completed The Sacrifice and Chimera a day or two ago, as myself and my partner wanted to complete it together and due to irl issues we couldn’t find time to do it until the Chimera update. 

    4 minutes ago, TARINunit9 said:

    This was supposed to happen when you beat Sacrifice, weird it took this long for you

    Huh, odd. My partner completed the quest at the sane time as me and has yet to receive this

  6. As Mentioned in the tags, spoilers for The Sacrifice Quest

     

    So I logged in very early this morning as I have work today (around 3.20am BST) to collect my finished foundry bits, like Chroma Prime and got straight to work admiring him and decking out an appearance with my main colours. As I didn't really have time to do anything else like a alert or levelling mission, I headed back to my ship's main deck (aka in front of Navigation) to log off.

     

    SUDDENLY I'm startled by the Man in the Wall, doubly so as, like I said, I hadn't been on a mission before this. Then, unlike all my other on ship encounters with him when he just goes "Hey kiddo!" and buggers off, he started to converse we my Operator! The convo went something like this:

    MitW: "How do you feel/What do you remember?"

    Operator: "I... killed Issah."

    MitW: "Is that how you remember it?"

    Operator: "Yeah."

    MitW: "Good."

    This is the first time to my knowledge he has communicated to the operator in a back-and-forth to my knowledge. Who else has encountered this? Ofc this hasn't been in any of the patch notes recently, and I've not seen any talk about it yet in my bleary early morning internet searches... Interestingly, my partner has had a occurence with the Man in the Wall where his voice was much deeper and louder than usual on returning from a mission before this.

    For context: I'm MR 14, and have completed all main story quests up to and including The Chimera Prologue.

×
×
  • Create New...