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Adenela

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Posts posted by Adenela

  1. To be honest, avionic capacity shouldn't even be tied to components because that is by default an RNG mechanic. Furthermore, the range of what avionic capacity differs between house which means the only good one is vidar. Reactors of any other house essentially do not exist as a result. Instead, it would make more sense if the reactor increase boost fuel capacity or turret heat capacity. In my opinion, avionic capacity should be upgradable by feeding it dirac which a lot of people are starting to flood up to the hundred thousands(I personally have over 80k dirac).

    • Like 1
  2. We all know that railjack is pretty barren and filled with issues right now. In this post I will specifically address two of those issues:

    1. Connectivity to the rest of the game

    2. Dead railjack starchart and incentive to backtrack

    Problem statement:

    The problem with connectivity is that you play railjack to progress in railjack and nothing else. It does not help with archwing or normal missions aside from common items found else where or the 3 new weapons where two can be bought from the market. As for the starchat, all the nodes are essentially the same where the objectives are randomized and each proxima has a required amount of things to kill. You either have no objectives, one objective, or two objective, where some nodes are guaranteed to spawn a very specific objective. Aside from guaranteed spawns on certain nodes, the other nodes are essentially the same so what you'll see are abandoned nodes that no one will ever visit aside from progressing through the starchart.

    Suggestion:

    First, I would recommend reducing the railjack starchart into an alert based system where each CLAN has randomized selection of missions where the objectives are implicitly stated in navigation BEFORE you enter the mission as well as implicitly state what some rewards will be. It must state the objectives to prevent players from entering and leaving missions they do not like. The selection of missions should also not reroll until at least one of the missions has been completed or until hourly reset(like arbitrations). As for rewards, it is to prevent players from being constantly disappointed in the reward.

    As a result of changing it to  clan based mission select with explicitly stated rewards, the rewards should be strictly railjack resources like titanium. As for where the other rewards go, they should be added into a clan specific alert that the clan as a whole unlocks. Each railjack mission should reward two types of points:

    1. Clan Intel points to unlock the alert

    2. Clan member participation points to accept the end reward

    This alert should be a randomized mission that is either archwing or normal gameplay ship tileset. Completing the alert enough times collectively as a clan(much like razorback or fomorian) should unlock the clan reward that ANY member can collect whether they participated in the alert or in unlocking the alert or NOT. However, it should cost clan member participation points earned at any point of time. Furthermore clan member participation points should decay(like argon) weekly while clan alerts can earned be hourly. This way, players can choose to cash in if the alert's reward was something they want. For example:

    Player A wants forma bundle and doesn't like railjack

    Player B wants forma bundle and can't play railjack

    Player C wants railjack reactor for their railjack

    Player D wants vidar reactor specifically and has a good railjack

    Player E wants rush drones

    Alert FINISHED and reward is stated to be a forma bundle

    Player A chooses to buy it with participation points

    Player B doesn't have enough participation points cus they just found out about this and cries in chat

    Player C decides to save points for next time

    Player D decides to save points for next time

    Player E is flooding participation points because rush drone is 0.25% drop chance and decides to buy the forma anyway

    New Alert objective, players sortie out and run more railjack missions to earn the clan alert and participation points

    Players A and B play other parts of warframe until clan alert is unlocked

    Players D hosts railjack missions with Player C in tow

    Player E is rolling around their orbiter

    Alert EARNED

    Players A and B start running the alert the alert

    Player C and D continue doing railjack missions to farm avionics and materials

    Player E is alt tabbed and watching anime or something

    Alert FINISHED and reward is stated to be another forma bundle because of course

    Player A has enough forma and decides to save points for next time

    Player B finally has enough points and decides to buy the forma

    Player C has excess points and decides to buy the forma

    Player D curses and decides to make a lengthy forum post on progression until the other clan members @ him on discord once a chance to get a vidar reactor finally becomes a reward later on

    Player E is still flooding participation points and chooses to buy even more forma

    Rinse and repeat

    Summary:

    Clan members run railjack to unlock clan alert.

    Clan members run alert to unlock reward.

    Clan members earn points by running railjack or doing alert.

    Clan members spend points to receive reward.

    Points can be saved if reward is undesirable on player to player basis.

    Points decay weekly so players incentivized to spend regularly and not grind endlessly to horde(why aggressively farm something for it to fade away anyhow)

    Conclusion:

    This should do a number of things. First, it gives incentive to play railjack not just to earn items that benefit the player in the base game but also other players in the clan as a whole. Furthermore, it gives clan members that aren't comfortable with the chaos and stress of railjack to participate in some way. And finally, it helps players that are willing to do the work but don't have the luck to still get the rewards they want by relying on the clan.

    As for rewards, I would personally like to see things along the lines of railjack components, boosters, rush drones, riven slivers, forma bundles(not just one because then you might as well farm prime parts as a clan and sell them for plat to buy the bundle), and possibly new archwing gear. The end reward should be SUBSTANTIAL as multiple runs(not just railack but the clan alert as well) are required to earn points to even buy the reward.

    Thank you for reading and I would greatly appreciate feedback.

  3. I have played railjack since the day it was released and have gotten up to 8599 intrinsics and completed basically all the nodes. My feedback will be based on the experience I've gained so far and be split in the following categories:

    I. Repeated old mistakes

    II. Intrinsics and the Cooperative Experience

    III. Other Suggestions

    IV. Closing

     

    I. Repeated old mistakes

    The biggest fear I had with railjack was how connected to the base game it would be. As I feared, it's currently more disconnected than archwing. Railjack has it's own resources and gear with only forma and three weapons being capable of affecting the rest of the game. In other words, it feels more like a side game where you'd only play railjack to progress through railjack. Similarly, archwing was released in a way that you'd only need to run archwing to level archwing or to get archwing specific mods. It wasn't until later where DE had to make it so you need archwing for Uranus or use archwing gear in open world because the gamemode was already dying. Archwing had such a small player base because everyone had everything already or it was seen as not being relevant for anything outside of archwing. This caused archwing to receive very little updates in gear where there's still only 4 archwings and you can fit almost all of the archwing mods into the 8 slots. Why waste time developing new content for a dead gamemode? I'm worried that railjack will fail in the same manner. If railjack is to succeed, every bit of effort will have to go into developing new content specifically for railjack even if players complain at first (which they already are and will continue to do for the next year).

    Isolated gamemode aside, the gamemode itself repeats several old problems that DE struggled with in the past. First is a balance problem with armor scaling which the railjack has very little answers to other than brute force. It is more or less damage 1.0 all over again. Status effect approach on railjack is too unreliable and there is not much we can do about it. In other words, railjack is basically at the stage of warframe before the tigris prime or dual stat mods exist where boltor prime reigns supreme with a full elemental build (about 3-4years ago). Furthermore, battle avionics have a severe damage falloff and there isn't much you can do about it because there are no mods to increase overall performance of those abilities. Because of this, CC battle avionics reign supreme much like Vauban before damage builds for warframes like Saryn could reliably kill enemies before they had a chance to do anything. Again, it's like we've regressed 4-5 years. People are used to killing enemies easily without having to rely on completely debilitating enemies. Having to force them to go back to those dark times is asking for trouble. At the very least, make it so the exterminate objective isn't on every node and that there is another approach other than being forced to  murder everything. Personally, I'd like to at least see battle avionics changed to be more utility than damage where things like seeker volley will remove some armor or disable engines.

    Second is the lack of explanation for almost all the things you would have to do in railjack that most players wouldn't even know if they didn't follow the livestreams or witness/hear from other players. This is a repeat of the new player experience where the entire community is technically a new player in this new gamemode. How would a player know to board a crewship if they didn't see it during a devstream? How would a player know what any of the new damage types did or convert to if they didn't read the patch notes? I even have to explain how to repair the ship by selecting the omni that is discretely placed in the gear wheel when you start the mission. What makes this worse is that there is a crewship in the very first node and it can kill a default railjack in seconds. It's like meeting Lt. Krill armed with a corrupted bombard's ogris in the next room after coming out of the cryopod when you start a new account. Don't know that you're supposed to shoot the pipes on his back? Better figure that out or else you're dead in the next few seconds! Watch out for those homing rockets so you can dodge! Oh wait, you have to earn the ability to dodge those rockets(instrinics), whoops guess you're just dead!

    Then there are the mandatory avionics where you can't really survive or enjoy the game unless you have specific gear like a decent amount of avionic capacity, damage avionic, health/armor avionic. Instead of having avionics be about customizing how we play the game, it's actually more restrictive than ever because most of us can only fit hyperstrike, hullweave, bulkhead, and maybe a tactical and/or battle avionic assuming we've found any of them because all of this AND avionic capacity is locked behind really bad RNG. There are probably more old mistakes but I will leave just these three as they're the biggest problems I have with this update and it will probably plague this gamemode for several years as most of them are still unsolved in the base game.

    II. Intrinsics and the Cooperative Experience

    This section should technically be in the intrinsics megathread but its so integral to the railjack gameplay that it is weird that it is in its own thread to begin with. When I first heard of intrinsics, I thought it would be DE's response to mandatory mods by having performance stats be moved into a more reliable progression system. Instead it is more like earning the ability to sprint, aim down sights, or even reload. Imagine the base game where you have to earn those abilities. Granted, most of the basic mechanics are earned relatively early on, it shouldn't even be earned to begin with. A lot of these "skills" should be available to the player by default. Instead, the intrinsics system should give performance stats with diminishing returns per level. For example, gunners should have increased critical and status chance per level with large boosts early on and small boosts by the end. Pilots would have evasion and battle avionic cooldown while engineers should have faster forge and tactical avionic cooldown. Tactical should just be removed and replaced with an interceptor intrinsic that should inherit all of the archwing boosts and be specifically for away teams that are constantly in archwing mode. Why does pilot even have an archwing boost? It doesn't make any sense.

    As for the roles themselves, it's definitely overcrowded. There are too many interaction required parts of the railjack. I believe having two gunners is excessive and unnecessary. It honestly feels like it should be a pilot and a single wingman gunner like the crewship. Furthermore, having the forward artillery be a separate seat from the pilot is really annoying. It feels like the forward artillery is supposed to be used by the pilot and not a secondary gunner because it is in a separate room from the gunner seats and it is locked to the ship's direction which only the pilot has control over. The forward artillery should just be the pilot's exclusive tool while munitions and BOTH wing turrets should be the wingman's responsibility. The engineer, on the other hand, is normally busy dealing with boarders, common breaches and other status effects, and the forge which is on the opposite side of the ship. Therefore, I find it rare for an engineer to have enough free time to be a spare gunner. This leaves there being a 4th slot which is normally someone in archwing boarding crewships and it seems almost mandatory so it's really odd that it isn't its own intrinsic.

    Then there is the actual cooperative experience and it is a terrible mess. It's to a point where it is actually better to solo than deal with randoms. Because the ship uses consumables that you build with resources both during and outside of missions, it is possible for players to deliberately waste them. Furthermore, only the host is really affected by this as it is their ship. So what some players can and will do is empty out your ammo and energy for literally no other reason but to make the game less enjoyable for the rest of the party. I have had people join the party and spam the battle avionics at the end of a mission when everything is dead already before the party heads to drydock so that I would have to build it all again. They can literally sabotage the host. Added to that, some randoms can also snatch the pilot seat from host and drive the railjack right next to a shipkiller platform. No one can do anything about that because it isn't possible for the host to kick someone out of the party or forcefully take the wheel. At essentially any given point of time, a person can deliberately fail the mission for the entire party. Because of this, some people opt to solo or only play with their friends.

    Finally, we have the most troubling problem: dying content. This is actually a repeated old problem but it has a lot to do with the cooperative experience. Currently, railjack uses the same approach to missions as the starchart except with two major flaws in that all the missions are more or less the same per planet and railjack is meant to be a cooperative experience. So once the majority of the community runs through all the nodes, they have little to no reason to go back and do the easier nodes. So what ends up happening is there is a massive barrier to entry and that the early nodes will turn into complete ghost towns like in the normal starchart except worse because there is at least a reason to do missions like mercury capture. There is no real reason to run posit cluster more than once because it is no different than phanghoul satellites which is a little bit down the road. So people that will be starting railjack won't have many people to play with unless they're in an active clan with people willing to go back and help them. However, who wants to be that person being carried essentially? Already we have people who don't want to do railjack because they don't want to hold people back so they'll wait till they think they're prepared. Then by the time they start, there is no one to play the early railjack missions so they'll try to solo those too because their pride prevents them for asking for help. Then they give up and quit warframe. Meanwhile, people at the end of railjack don't gain those new players steadily enough while people stop playing railjack because they managed to get everything. It's a recipe for disaster; railjack will die unless this issue is addressed. I would recommend removing the railjack starchart altogether and making it an alert system where each player has randomly generated missions per proxima and their end mission rewards explicitly shown in the navigation menu(guaranteed avionics for early railjack missions like nightmare mods for nightmare missions in normal starchart). Please use Helldiver's lobby system as an example.

    III. Other Suggestions

    I would personally recommend changing the payload mechanic to more of a buff system where we have long cooldowns instead of ammo for munitions and forward artillery where engineers can reduce that cooldown substantially for a certain amount of time with the forge or tactical avionics. That way we can remove the loss aversion of using up consumables and regretting our spending choices. What ends up happening with consumables is that people will either horde it and never use it because they're afraid there will be a time where they'll need it even more or the exact opposite where they're afraid of missing good opportunities of using them and end up wasting everything. People will feel some level of regret whether or not they use those consumables.

    Furthermore, the whole revolite system feels poorly considered. It's hard to justify repairing minor breaches and hazards when that same revolite can be saved for a critical hull failure. I would like to see this changed so that omni is FREE to use on hazards while critical hull breaches can only be sustained for so long. It should be like borderlands where if you get downed, you can be revived but if you get downed again too soon you'll have less time to be revived. However, the hull should be fully restored from a critical hull breach with the use of resources at the forge.

    Aside from the payload, I would like to see railjack better connected to the rest of the game by adding more archwing/archgun mods to the droptables of fighters and crewships. This way railjack can revive the dead gamemode that is archwing. We already know that squads will be allowed to connect in the future so that ground teams can interact with railjack. I would like to see both parties have SUBSTANTIAL incentive because we're already seeing people turtle up into solo antisocial mode and we don't even have command intrinsic. Railjack needs to have good rewards that affect all parts of the game to be successful. It cannot afford to be restricted by concerns of balance with the base game.

    IV. Closing

    I actually enjoyed railjack quite a lot. I see that it has a lot of potential if DE decides to fully pursue it but it is certainly in a vulnerable state. Dropping this update right before a holiday where DE is unable to immediately fix many of the problems was probably a mistake but I'm hoping that railjack can recover from this. It definitely has many more problems than the ones I've address but most of them are bug fixes and number balancing that are obviously going to be looked at and fixed once everyone is back from holidays. Warframe has definitely suffered from worse and I'm sure by now that most of us expected many of the problems with this update. Railjack is certainly an ambitious move from DE and I am actually quite surprised they managed to get this gamemode to work as much as it is on the mess of a game that warframe has grown to be. I fully expect them to pile all their resources onto this project so we can safely assume that things will improve. Thank you for your hard work and may the next year be good.

    • Like 2
  4. Zetki has the least efficient weapons, Vidar has the most efficient. Lavan is fire rate and status which is probably going to be the meta for now until we find avionics to change that. My preference for weapon is Lavan Carcinnox because it has plasma damage type for removing armor. Vidar is the best reactor in terms of avionic capacity. Lavan has the best shield capacity but then again I prefer zetki shields because its lower and can get a bonus for extra railjack damage when depleted (which is always cus shields are the worst). Zetki has the best bulkhead and hullweave. While Lavan has the worst warhead avionic, it is also the cheapest in terms of avionic capacity and not even that much weaker than vidar or even zetki.

    Vidar tends to have better weapons because their random bonus is weapon damage while lavan and zetki tend to have fire rate. vidar also has more crit rate than the other two houses. following the weapon theme, vidar damage type avionics are typically better than the other two. 

    Lavan tends to have better shields and engines. Their random weapon bonus is fire rate and their weapons all have better status. They have the best boost speed but are slower than vidar in terms of normal flight speed. They also have the best boost and flight speed avionic.

    Zetki is generally a trap. Their weapons seem to do tons of damage but they overheat so fast that they're almost unusable. However, they do have decent fire lasers and cold wave cannons which tend to overheat fast anyway. You'll probably only really use zetki bulkhead and hullweave as their avionics, while reaching slightly higher values, cost nearly double most of the time.

  5. I decided to renovate my whole dojo with the intent of turning one large room into the trophy room except that the greater hall and grandest hall are its children. However, trying to delete the grandest hall seems to demand that I delete all rooms that were made after I made the grandest hall including reactors. However, I moved my reactors while deleting the old ones made before the grandest hall. So now I have to delete all the reactors to delete the grandest hall. However, I cannot delete the reactors because then I wouldn't have the energy. So now I'm just stuck being unable to delete anything. I think it is silly that the halls would have such a requirement to delete while reactors don't. It opens the opportunity for this sort of situation to occur.

     

    edit: Turns out it lets me destroy it by setting the spawn to a different room. However, it is still misleading that it would tell me to delete other rooms in order to be allowed to delete the hall itself.

  6. The relics are insulting. If you're running Onslaught, you've probably gotten all the things you need. If it isn't radiant, it should be taken out of the drop table. In fact, it should reward something that functions as an alternative to void traces instead. Even then, it makes no sense to farm something like this to obtain those types of items. Onslaught is supposed to be the game type for showing how skilled or how well geared you are. If anything, the rewards should be some kind of trophy furniture or just plain furniture to decorate orbiter or dojo. At the very least, it should reward special materials needed to craft stuff like cosmetics or furniture.

    The possible rooms that the player can be placed in should also be rechecked. I got placed in a small derelict room where though I was killing things as soon as they respawned, the efficiency dropped too fast. It was literally impossible because there weren't enough spawns. What's worse is that efficiency was consistently at 100% until I got placed in that room.

  7. Ohh okay. I completely forgot what the Rubico was and thought it was just a random mod name. Thanks for the information!

     

    Edit: Lol...I don't even have the rubico anymore since I sold it long before this update...

  8. So I have this Riven mod and it has been unveiled. It used to be a rifle veiled mod but I did the task and it's supposed to be unlocked now but it says it's mastery locked at 12 but I'm MR21 already. I can't seem to put it on any of my weapons for some odd reason. Am I doing something wrong?

  9. They would have to change mastery rank test that had existed before. Honestly, I'd much rather they make these rank test not locked by mastery rank. In other words, have it be like VR missions in metal gear solid but still be required to complete in order to progress in mastery rank like how certain conditions must be met to complete a starchart junction. This way, every player can do all the mastery tests beyond their mastery rank in one go if they wanted to. This would also give the opportunity to add in even more of these tests with more variation and potentially new rewards.

  10. I don't quite see what the problem is. Those weapons are different weapons from the originals. DE could have given them a completely different model and name and you probably wouldn't be complaining about it right now. If you're going to complain about how they're basically the same weapon you could easily say the same for almost all of the melee weapons in the game. What's the difference between a jaw sword and a plasma sword? Stats. No one really uses either one. What's the difference between a strun and a strun wraith? Stats. No one really uses either one, either. If anything, DE should just give the variant types a slightly different model like they do with prime weapons and the rakta dark dagger.

  11. The whole idea of drop-able energy and having an energy bar to fuel warframe abilities is flawed to begin with:

     

    1. why/how do enemies drop glowing blue orbs of energy that power warframes? we're supposed to be advanced and from the void where all science and logic fails to even the orokin.

     

    2. it lets people spam abilities nonstop with energy plates or vampire which is the source of many overpowered builds and their respective nerfs.

     

    3. outside of overpowered energy plates and energy vampire, its pretty unreliable to get from enemies.

     

    4. doesn't even follow lore since the suit doesnt actually give the user powers as suggested by ember prime's profile. the tenno themselves are the ones that possess the abilities.

  12. Oh, please tell me when you last saw someone using Mag for anything but greedy pull.

    Destroying enemies shields with an ability is basically a waste since they don't even have any armor applied to them at any time.

    Getting overshields? Great, Trinity can give overshields to the whole group.

    2 mods have no penalties? Great advantage if her abilities don't do anything that other Warframes don't do 10 times better.

    Pull knocks everything in front of you over? Great, everything behind you is still standing. There are way better abilities for CC.

    Mag has nothing going for her except for Greedy Pull.

    shield polarize also causes an explosion with damage based on how much shield was taken away. the amount of shields taken away is by percent and therefore scales limitlessly. against the corpus, there are several enemies that will have more shields than health so shield polarize is a certain kill and thats without shield drones helping. the range on shield polarize is also a reason y mag is superior to a mesa or saryn when it comes to corpus(and sometimes corrupted) since at 260% range itll reach to about 60m or so and then 30m more cus of the explosion radius. maybe if u would run something other than draco or sechura u'd know something about the game

  13. he's also a really good low level killer since his cataclysm can have ridiculous range and is not centered around the frame.

     

    Here's my build:

    intensify, R5

    transient fortitude, R10

    blind rage, R2

    streamline, R5

    fleeting expertise, R5 

    overextended, R5

    stretch, R5

    natural talent, R5

     

    the reason this works is because theres an initial damage which u can modify, a rift entry damage, and a rift departure damage which ends up doing around 800 impact damage and like 750 blast damage which is not bad considering its range. just throw it out and cancel it immediately.

  14. i wouldnt say this is exactly a good way to test frame viability since manics are just gimmicky and arent threatening when ur prepared or aware of them. I would suggest pitting urself against a bunch of ancient healers hugging each other with 2 or 3 heavy gunners or even normal lancers and maybe a nullifier or two and u'll find a better representation there. the more threatening enemies in late game are ones that have hitscan weapons or just guns in general since only being underfire will most likely drop u in just a couple of seconds.

  15. itll set back to 0/0(without aura mod), orokin reactor only doubles the current mod capacity it has at the moment but dont worry the reactor will stay on and will always double whatever mod capacity you have at the moment. In otherwords you'll get 2 mod capacity every level once you forma and set back to rank 0.

  16. how long have you played this game? The only reason why most of those 'utility' mods exist is so that new players can at least put something in their weapons until they max out their essential mods. Now how many essential mods are there? About 6 or so. How many left over slots do you have for utility mods? Maybe 1 because chances are you'll just put another damage mod on. If you make utility mods more difficult to obtain/grind than essential mods then there will be even less reason to keep those mods in the game because lets face it, we barely use them as is.

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