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Hekkatos

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About Hekkatos

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  1. Range was increased by like 50 meters. It's completely negligible given the size of the map.
  2. Still no change to away team getting far more resourses than the others. Still no change to afinity range. Still no universal vacuum. Still no change to inconsistent intrinsic reward display. Still no fix for archwings being terrible. Host can still hold everyone hostage. Migration still resets progress.
  3. you need thousands of resources to repair upgrades yet you also burn through those same resources in-mission to make revolite. how did no one stop and say "this is a bad idea"? remove the resource cost for fixing breaches etc. just make it more of a mini game. the whole "refine resources" thing is bad. all it is is potential to screw over forgetful or unsuspecting players. it's especially infuriating when you finish the mission, refine, then mission progress resets due to migration and you die because you now have no resources to repair with.
  4. host got stuck in an asteroid and left so the rest of us could go back to drydock. after migration the mission was reset we died almost immediately because we'd refined the resources thinking we'd be extracting and couldn't repair. thanks for the waste of time. we had a lot of good loot we lost. maybe actually playtest your content before releasing it. that's what QA is for.
  5. enemy ships ignore Penumbra. once again, new content has forced a meta, this time with archwing selection.
  6. I'm sorry, but match making is really, really bad. - can't send or receive invites and get the "offline" bug. - open squads was telling me there were 15 yet I always end up solo 9/10 times. - when I do manage to get a group, 50% of the time it bugs out and 1 or more of the crew members is frozen or can't actually fly the ship. please guys, I'm begging you. test content properly before launch. pre-mades with dev tools are not enough to get a real baseline of usability or difficulty. you need to start making test servers for people to play on so you can iron this stuff out before it is released.
  7. - "open squads: 15" yet it puts me solo 9 times out of 10. I thought you just made match making better? play missions to farm resources to get better equipment to play stronger missions. this loop doesn't work if match making never matches me, because solo is too damn difficult. - a fundamental principal of game design is teaching players mechanics. a forum post does not count. you need to have proper explanations in-game. you are halfway there with free flight. now add actual tutorials that teach you the mechanics. - abandoning a mission puts you back in the dojo. it's annoying having to then fast travel to dry dock, board, then launch a mission again. just put us back in the ship when the mission ends. - repairing with the omni tool. the fact that it uses resources is absurd. as soon as the ammo for it hits zero you may as well abandon the mission. the ui for it is also very unclear. - camera is too far from frames when using turrets. too much screen real estate being taken up by frames. - this is 0 information in-game on how to kill crew ships. I had to use the forums to find out. Once again the new content feels rushed and untested. I was hoping it wouldn't be a repeat of TOB but I was wrong. You guys know how the mechanics work because you designed them. We don't have that knowledge. You need to test properly to get a solid baseline of usability and difficulty. in-office premade squads aren't doing the job, they never have and never will. It's high time you create public test servers to get real feedback before release.
  8. "open squads: 15" puts me solo 9 times out of 10. I thought you just made match making better? play missions to farm resources to get better equipment to play stronger missions. this loop doesn't work if match making never matches me, because solo is too damn difficult. a fundamental principal of game design is teaching players mechanics. a forum post does not count. you need to have proper explanations in-game. you are halfway there with free flight. now add actual tutorials. abandoning a mission puts you back in the dojo. it's annoying having to then fast travel to dry dock, board, then launch a mission again. just put us back in the ship when the mission ends. repairing with the omni tool. the fact that it uses resources is absurd. as soon as the ammo for it hits zero you may as well abandon the mission. the ui for it is also very unclear. camera is too far from frames when using turrets. too much screen real estate being taken up by frames.
  9. will the difference between the empyrean we were shown at tennocon and the version that gets released be as stark as the difference between tennocon Lichs and release Lichs?
  10. what ever your planned release date is wait an extra month and play test it to see if it's actually fun. I don't want another content release like Old Blood. and make the Lich an actual Lich. 99% of the community is telling you how stupid it is that we are the ones constantly dying to them instead of the other way around. The Lich system you showed at tennocon looked far better, I hope Empyrean hasn't suffered the same change in quality.
  11. what, breach surge couldn't be used at all unless targeting a mote? even if that's the case I see no problem with brining back the aeo effects as an augment. I'd rather have abilities that play off each other than just exist in a vacuum. it makes the game more dynamic and there is a big difference between "dependent on" and "synergizes with". nothing is lost here, only added to. having; A and B and; A + B = C isn't terrible design.
  12. I'm taking about that specific aspect of breach surge. why did that make her look like MR fodder?
  13. I like that idea of an acceleration in the direction he is travelling. I'd make then invulnerable while affected by feast to stop them being wiped out by nuke frames
  14. why would that make people dismiss her as MR fodder?
  15. the difference is workflow efficiency. Wisp is one of the few that they actually would have had to put more work into for her walk/run. but it your workflow is good and depending on what software they are using a good deal of fixing her melee would be automated as you already have both animation sets there. but it's just wishful thinking which is why I titled it nitpicking and not urgent. you've pretty much hit the nail on the head there. They see the player base dropping and instead of putting their heads down and focusing on crafting meaningful content they panic and release it in an unfinished and undercooked state. they worry people will burn through it too quickly and leave and the easiest way of extending gameplay is to add grind and rng to it. but people will inevitably burn through it quickly because DE want to include everyone in new content so they don't actually make it as difficult as it should be. I actually think the biggest problem is the framework itself and what we're seeing is the limitation of it. I honestly think they should pull a FFXIV and overhaul it but I know they can't as they don't have the same access to resources as that team. best we can hope for is that Empyrean has gameplay that provides enough of a challenge that it buys them time to address some of the core problems in the foundation of the game. it's the classic problem of fast, cheap, and good. you can only pick two. I just wish it weren't the two they are clearly picking.
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