Jump to content

VENDOMINUS

PC Member
  • Posts

    133
  • Joined

  • Last visited

Posts posted by VENDOMINUS

  1. Normally syndicate missions have a base rewards, which is not affected by the things you kill and medallions you gather  (you turn those in later).

    Still the scaly of the standing change is what's strange, even if you consider the game bugging out and changing the mission parameters to a syndicate one.

    The only thing related to syndicates in that missions is that my teammate said that steel meridian attacked him in it. I also freed one prisoner with a crown.

    http://prntscr.com/45XdGPHWlGH4

     

    Remember, daily cap was at 0 at the time of the mission (normally is 28.5k), the mission was railjack fissure survival steel path where everyone was present at it's start. I also don't see and steel path syndicate missions.

    End screen shows a mission name from the normal star chart. I'm pretty sure I'm not mistaken on these things.

  2. Everyone had relics all 8 rounds. And then we exited and returned to the railjack. The screenshot clearly shows the prime parts gotten in the mission. If I'd known that'd be the question, I'd have scrolled down to screen shot the ambassador parts as well.

    The only thing that makes sense is that the guy who killed hiss assassins made the standing change. I've had similar standing changes in the past, but never anywhere near this amount. That's why I'm asking if someone has a better idea.

     

     

    It's also strange that it shows stickney as the mission. Despite it being in the proxima. What's more currently on Stickney the syndicate missions is that of the Arbiters of Hexis.

  3. I remember you used to keep your buffs when changing stages. Some of them seem to disappear whenever you change stage now (not all of them).

    Did they change it in the last update? I don't remember seeing it in the patch notes.

     

    That together with the new mass nullifier boss, this makes things pretty hard for some warframes that like to keep their buffs (Chroma, Gara etc.)

     

    I can understand if it's an intentional change. Imo it just reduced the fun and variety you can have at the price of balance in respect to the stacking frames, which will not be very disliked.

     

    1.What do you guys think, intentional change or bug?

    2.Do you like it, do you think it's good for balance or something else?

    • Like 4
  4. Fixed Host migration sending Clients to another Host that has their matchmaking set to Solo, leaving them in a non-functional state. 

     

    I'm not sure how that's possible, since you have to be in public to start a mission (to the best of my knowledge. Pls tell me how, if that's not the case). Hope this is a fix to an unexpected problem.

    If not, lets hope for the best.

     

     

    EDIT: Nevermind. It is still the same. Host leaves and all your efforts go to waste. Despite 3 peplewaiting at the exit.

    At this point I should really start insta-quiting when I'm at the exit. I would have saved over 2 hour of game time if I did in the past few days.

    And that's how this BS things propagates.

  5. Think of me as a person who got frustrated over a recurring problem and decided to check the forum. The search I did in the beginning did no show this as a topic, so I made a new one. I have no way of knowing what DE is aware or unaware of. I don't know if the horse is dead or hasn't been born yet.

    As for today, after a month of not checking it, I see the last several posts to be in a completely pointless direction that even if someone decided to check how the discussion went, they'd get the wrong idea. That why I just posted to bring the thread back on track.

     

    Host migration was way more stable in it's early days. saying :not it's better" it's a bit of a stretch. I understand that the Crossplay is to blame (probably) and understand that things are hard to fix once unexpectedly broken. Finding solutions in a code you've already forgotten how it works, is very hard.

     

    I hope you can see my point if view.

  6. 13 minutes ago, SneakyErvin said:

    Personally I've stopped playing public in 99.99% of the cases. There is pretty much a single mode where I enter a public group and that is Archon Hunt Interception. Everything else is ran solo, even if it could have been fun to mess around in Duviri or some other place with others, but I just cannot put up with host migrations.

    Here's an example of a person who already denies himself the more fun aspect of playing WF, which is playing with others and doing cool stuff together.

  7. 28 minutes ago, Birdframe_Prime said:

    Because this is a Forum, where your threads fall under discussion from your peers, we talk about things and the subjects can adapt and change.

    And that's why I'm both venting and looking for solutions. From my point of view you don't have a solution other than "it is what it is" and you have no wish for it to get better for some reason.

     

    28 minutes ago, Birdframe_Prime said:

    And because that problem is not one we can solve.

    But we could raise awareness and possibly have the devs take a notice. Not think. "it's fine as it it. No need to improve this'.

     

    28 minutes ago, Birdframe_Prime said:

    If the Host disconnects, for any reason, not just intentionally, the system has to try to connect you to a new Host or make you the Host. This is what 'Host Migration' is, it's trying to save your game and solve your problem of losing everything.

    Host Migration is the extra step. Already. 

    DE has set up the Plains and other game modes to specifically allow for a Host to leave and for the other players to continue playing. For some players this works very well, because they're in an area dense with other players and are often playing on machines that are easier to Host a session on. For other players, seemingly yourself included, it doesn't work very well. Either because none of the other members playing with you can Host, or because you're in a situation where you can't be connected to others very well.

    This shows that the two situations need to have two different solutions, and not just a catch all one that often doesn't work.

    28 minutes ago, Birdframe_Prime said:

    And you can't just deny a player rewards for a game completed successfully. They got there first and the game allowed them to finish playing, so yes, they get their rewards.

    But I'm already at the exit and waiting for him. I can't be any faster. He's already denying the rewards of potentially 3 other people. What you're saying seems to imply that only the RANDOM host has any right to deny others they loot, while KEEPING theirs.

    I'm also not given the option to always be host (as far as I know) and still be able to have random people join, but that's an issues for a different topic which is not that likely to be made (even if it should)

     

    28 minutes ago, Birdframe_Prime said:

    The fixes you want are not something that's going to happen quickly, and not something that's going to happen in the way you want them to.

    So, as upsetting as that's going to be... You have to accept it.

    I'm not expecting things to happen quickly. This does not mean we should keep quiet about it.. Games that don't getting correct feedback often are left to the roadside. People don't usually want to pay in games where their efforts are ignored. While I know and understand why this is, imagine you're a new player and you randomly loose progress all the time. Would you stick for the game or support it by buying plat?.

     

    People who just steer the topic in another direction and then just say "accept it" at the end just sound like they're paid to comment things that make no sense. (I've had similar experience on blizzard forums. It's not something that ever leads to a productive discussion.

     

     

  8. Why do people keep trying to run the thread into the ground by changing the main issue, that is caused by INTENTIONAL leaving, and NOT DISCONNECT.

     

    In the past 2 days, I did a few Eidolon hunts and got 3 failed migrations. Now the thing is that I'm already at the exit and waiting to be extracted, as will the rest in about 10 sec, but the host still leaves to save a second for himself. Which causes me and the others to have wasted our time and efforts.

     

    If the host can't get the rewards either, then they wouldn't do it. It's as simple as that. The code to make that happen is neither that long or complicated, considering all the systems are already in place.

    Just make the leaving have an extra step to delay the host so that migration can happen.

  9. Seems to me that it just doesn't get enough attention. People in wf from what I can tell are pretty forgiving and focus on other stuff (farm and optimization) and don't look at the forums to complain. Heck, this is my first time actually writing here and it's only because of an accidental string of griefers. They may not intend to be. From their perspective, they're just exiting early and the rest will follow a few minutes later.

    • Like 1
  10. I played several years ago, and stopped due to playing too much. Back then I can't remember ever having a host migration fail (Around the time wisp came out). Now I'm back and I'm having most of the migrations fail. How has it improved? If anything it has gotten many, many times worse.

    As for the question of PTP or dedicated servers, that doesn't have anything to do with this topic. The game already asks for confirmation before you alt-F4 and try to close it with task manager on PC. It's not a stretch, To use that same delay to have the other players evacuated. OFC if the host hard crashes or DCs that's another issues, but what we're talking about here is manually leaving the squad mid mission.

  11. While an option to manually leave may be hard to implement (due to you loosing connection and all info being with the host), it may be easier to implement an option menu to BY DEFAULT finish/extract from a mission if the host leaves after the extract option is available.

    A simple Migrate or Finish choice in the options menu would make it so that when the host presses the leave squad button, before he leaves, the information will be sent back to the server for the others to be extracted.

    Imo that will be a lot simpler to implement.

    If you want to make it even better, you can choose the option by mission type too, but that's something that'd be in the future.

     

     

    Come to think of it I've come up with another way to improve the stability of the system: When ever the host tries to leave manually he must be made to wait until the migration is complete. That should ensure the players are connected until the process is finished. That way at least the griefer(leaver) won't get away with all the loot of the other players (This does not solve the issue with accidental disconnections, but it will fix probably around 95% of the current migrations)

  12. What (PSN)haphazardl  say, is not quite true. In some missions, you can get a portal right next to where you finish or in the nest room. No amount of looking at the minimap will help you if the host goes to the exit in 2-5 sec and leaves instantly.

    As for the 50%: for me it's accurate. Today it's been like 100%(3 times) of the host migrations at the end of a mission where the host leaves early. The host migration did not go well even once.

    • Like 5
  13. I mean it's is like a robber getting away with my loot. So I'm calling the police. (In this case the devs).

    So I guess the spicific experience I'm looking for is just to not get robbed out of my time and efforts. (RNG already does that,  I don't need another 50% to get even less).

     

    btw, talking about zariman, because the failed migration happens there far, far more often.

    • Like 3
  14. So I've been doing bounties in Zeriman and the instant the objective is complete the host leaves party which forces the host migration. Ofc this often fails and I'm left back at town as if the mission never happened, get teleported back to orbiter or return to a broken mission that can't be finished,
    This means that the leaver if getting all the rewards for the work the team did, And everyone else is effectively getting punished for trying to finish the mission normally.

    I've had this happen about 50% of the time in this scenario.

     

    While I can understand the idea that people should be able to leave, considering how often that leads to 3 other people getting shafted seems quite unfair.

    If you can't do something about the nullification of the mission due to the failed host migration, You should at least introduce a mechanic to discourage intaquit upon mission completion. Maybe a 50-75% reward decrease for the first 60 sec, after a mission objective is completed and you leave in that interval?

     

     

    Even if ppl say that you should get to the exit faster, there is nothing ppl can do when the host quits 5 sec after the objective is completed.

     

     

    PS: While I'm writing this I'm stuck in an exterminate mission after said bug/problem and every time I abort it I get placed right back in it. So my Limbo is stuck in limbo (hopefully the task manager will help).

    • Like 16
  15. -Current In-Game Name?  

    VENDOMINUS

    -Mastery Rank?  

    4 .Don't have enough things to level because of the long crafting times xD

    -Previous Clan?  

    None, started several days ago

    -Do you use Discord?  

    Yes

    -Anything we should know?

    I'm new to the game, and I could use some guidance. I'm an active casual player and I'm always looking for new friends

×
×
  • Create New...