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noneuklid

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Posts posted by noneuklid

  1. In a Kuva lich node mission (Lares) after mercying my lich, I was unable to pick up loot or interact with a spawned Convergence orb.  The loot was depicted as following me around, similar to the effect of being out-of-phase from Limbo, but I was able to attack enemies normally.  I was able to pick up ammo and other loot normally earlier in the mission.  I'm not 100% certain that mercying the lich was the exact time I stopped interacting with loot -- the mission at that point was quite chaotic, but it was within a minute of that event.

  2. Searched to find info about this issue after coming back from a hiatus -- I wish I could say that I was astonished it's been a problem for almost six months.  Melee lock-on dashing was the best thing about Archwing.

  3. 19 minutes ago, Llamatronian said:

    For longer term players Nitain and Oxium are already flooded. I have like 200 Nitain (after crafting a lot of the things that use it) and tens of thousands of Oxium without even trying. Crafting a Splat part for a new kit-gun doesn't even make a dent. I would add Orokin Cells and Neural Sensors as things I'm not flooded with though.

    I get that.  I just don't think this system was intended to accelerate the pace at which new players are also flooded with those things, nor (even if it were so intended) would that be desirable. 

    Also -- if you're flooded with Nitain, there are presumably very few things that are outside of your reach to craft immediately unless they come with the introduction of a new resource.  Gating isn't really applicable to you.  There are some broader implications there that really exceed this topic.

  4. 1 hour ago, xGryphus said:

    For a while Nitan might seem out of reach but soon you'll be drowning in it.

    This isn't a good thing.  Right now, there are only a handful of non-flooded resources, and consequently nearly all crafting recipes include and are gated on Nitain, Oxium, Cryotic, eidolon gems, etc.  

    Flooding another resource doesn't solve the frustrations of that system; it just means we'll need exponentially more of one/several of the other gated resources in the future.

  5. The current missability of Alert rewards, particularly Nitain, is absolutely a huge frustration and I welcome the move away.

    With that said, I'm concerned that this promotes burnout.  The current alert system offers the following:

    • (Virtually) guaranteed grouping.  I don't think I've ever done an alert, even for only Credits, and not had at least one other person not matched in before I left the spawn room.  But for Faction dailies etc, doing them at an off-peak time has often left me running solo.
    • Monotony breaks.  Seeing a random Kubrow egg or whatever come up will often get me to switch tasks, and alleviate the boredom of grinding through dailies.
    • Bite-sized gameplay.  Related to the above, there's a ton of grind in Warframe.  Alerts, by their nature, cannot be effectively 'ground,' and so help mitigate burnout.

    The new system furthers a "thanksgiving" style gameplay -- an eat-till-you're-sick buffet.  My hope is for you to counterbalance this somehow, and not dive to deeply into the daily chore cycle in an attempt to solve other problems.

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  6. When the update rolled out, I was very vocal in my dislike of the new UX.  I think I was respectful, but I'm pretty sure I made it clear I'm never going to love this.

    I still feel that way.  And I've largely stopped posting... and playing.  I log in for events and that's about it.  I'm hoping that eventually changes will roll through that make the UI elements easier for me; the mod cards were not a step in that direction, but hopefully this time next year I'll be happily parkouring around an asteroid belt or something.

    And I've come to accept that the "immersion" aspect of the UX isn't going away -- but at the same time, the "Ordis" experience is very uncomfortable for me.  On two levels: First, the ship is visually claustrophobic.  I am spending much of my time looking at my avatar looking at a bulkhead.  I feel more constrained than I did when I couldn't move the avatar.  This isn't nearly as severe a problem as the players who get motion sickness from unstable elements, but it definitely contributes to my unpleasant reaction to the environment.

    Second, it's thematically problematic.  Ordis isn't a unique part of my personal journey; Ordis is the mass-production model.  Every Tenno in the universe has the same 'quirky' companion constantly nagging them.  I'd like to say I understand why that was necessary, but I don't.  It's a corner we never needed to be painted into.

    So my request is for a different, but still immersive, UX -- a "personal dojo," either independent of or (preferably) linked to the Clan Dojo.  This would take the form of a larger room with meditation pads allowing access to the menu functions (with the ESC menu being available here as well) in a more serene environment, something like one of the zen garden rooms.  Of course, I'd love this to be customizable as well, but I wouldn't expect that any sooner than a customizable Ordis for players who still prefer to feel trapped in a space coffin.

    Having a stable, screen-facing UI is still the number one thing that I need to be comfortable playing again, but escaping the dark, noisy and confined environment of the ship is a close second.  Please.

  7. I was knocked through part of the Europa tileset by an extractor (separate issue).  While falling infinitely, I tried to use the menu.  The ESC menu would 'flicker' on briefly at intervals, then disappear.  The flickers were too short to verify whether or not the buttons were operable or not.

  8. I wonder if Pablo is still reading this thread, or if it has been left to die....  Hopefully he's still around and is going to surprise us with some welcome changes soon.

     

    Going by the community poll, over 2/3rds of players see nothing wrong with the UI.  Pablo mentioned that it should be better in a year or so... so I guess I'm  on a semi-hiatus for a while.

  9. does it die when it reaches 0?

    -100%, we believe.  0 just seems like a logical place.  I'd be okay with this module kicking it down another -20 or -40 something if it goes off due to our irresponsibility to our space ninja responsibilities.

     

    feed it dna stablilizers

    This is for people like me who might get caught up with weird IRL schedules for a week or two at a time, not have time to play, and forget to log-in just to feed the digi-dog.

  10. For the UI, "I like it" vs "I don't like it" is probably too broad.  Many of the comments in the thread seem to suggest that while people like the ship experience (which I think is crazy; I feel like I'm stuck in a space coffin -- but to each their own I suppose) they dislike elements of the UI itself.

    I'd rather see "I like the ship but don't like the new menus," "I like the new menus but don't like the ship," "I like everything about it!" and "I dislike everything about it."

  11. A quest that awards (a blueprint for?) a ship augmentation that automatically puts an active Kubrow into stasis on the next reset if it reaches 0% Health or Loyalty, as long as there is an empty stasis slot.

    Please.

  12. So trivializing content and leaving nothing for endgame players to do is acceptable?

     

    A treadmill game works because the scenery keeps changing in the background.  Putting players on a bare treadmill -- as fast as you run, you stay in place -- is a terrible decision.  It's a lot easier to start asking why you're doing it.

  13. Sadly there is very little interest on DE's side to acknowledge there is even something wrong.

    Give it a bit.  They had some gamebreaking crash bugs and a couple user issues having to do with real-world currency to resolve.  I really dislike the new UI, but even I acknowledge that those were more immediate in nature.

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