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DEATHLOK

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Posts posted by DEATHLOK

  1. 6 hours ago, Autongnosis said:

    To be honest i like the fact we can fight with operators now because of how the sroty was set, for me TWW was the "empowerment" quest and thus it makes sense that if before going out of the frame's shell was suicidal now it's feasible, even if it's still a worse option. 

    The point is that if the Operators were to be added to any other standard TPS they'd feel just fine. 

    But on WF we've been addicted to this incredible speed and fluidity of combat for years now, and it's just jarring. 

    Operators really should have a more defined role in combat. Bringing the kid on the battlefield shoukd be a much bigger deal. 

    Like, technically speaking the dream and the frames are made to contain the kid's power. If the kid is actually there, I'd expect him/her to be able to do a burst of mass murdering then have to "rest". Not having him be a subpar version of a frame with some skills. 

    Then again consider i like having the option of playing as a Tenno. I would love to have it stay, in a better way. 

    Ah, and also if they ever make the Operator combat system good, dying as the kid should be a big @(*()$ deal. Right now Transference Static barely has any effect (at least, i don't know what it does and never felt it doing anything, i'd have to look at the wiki to make sure about what it does...). 

    I am disappointed that most replies focus on my Operator criticisms, but at least someone read that much.

    I appreciate that others noted how jarring it was for veterans to experience the game one way for years, then suddenly be forced to play in a new, perhaps unwelcome manner. My greatest problems with the Operator are not that it exists, or even that we have to use it, but the poor implementation—which seemed rushed and sloppy at the time it was introduced and has never been improved. The Operator moves like a bowlegged ninety-year-old man with a broom handle up his backside. The Operator animations are atrocious. The new grind system for leveling the Operator is abrasive, to say the least. Together all of this feels like an amateur mini-game painfully shoehorned into the larger game I love in order to squeeze more money out of me.

    DE need to polish the hell out of the Operator and make it feel as though it belongs.

  2. On 12/22/2017 at 5:31 PM, peterc3 said:

    lol

    The entire concept of player housing is cosmetic. Companies don't really respond well to being told to do work for free while simultaneously telling them they are terrible.

    Good thing I did not write anything like that.

  3. That is another way of looking at the problem, yes. DE could make the Acolytes spawn near a party member before extraction becomes available, rather than binding the spawn to a fixed tile somewhere on the enormous map. This would be an improvement, though I wager a more difficult solution to code for, given the disparity in mission lengths and unpredictable nature of player action. And while your suggestion would be an improvement over the current model, it would not completely address the impact of the new, larger size of many game maps, which is adding time to the length of our missions and therefore more grind to the entire event. The new measure of time to get from A to B in these new maps is adding grind, apart from the current need to "search" every tile. I've played a long while, now, and I feel the impact the of new map sizes as certainly as I feel the bitter cold outside this morning. I imagine other veteran players have noticed the same.

    How the Acolytes spawn is one issue, but not the larger issue, which is the size of the maps and the time required to navigate them weighed against a drop table that was hardly bearable when we had smaller maps and shorter missions. Today, the Acolyte drop table, which is likely easy to alter, is bitterly infuriating.

  4. Since just the last time the Acolytes were around, the maps can be two or three times larger than before. I've searched some GIANT maps for Acolytes this time around that never existed when the event was designed.

    Please take a look at those drop tables in light of the fact that we cannot run as many missions as before with these enormous maps.

  5. I did not want to sign in with my Google account, but I did, because I earnestly wanted to participate. As far as surveys go, it asked questions I expected, but missed some important concerns, and offered no way to explain certain answers, which may not matter to DE, but here goes:

    Watch the grind a bit more carefully. You guys have a way of slapping players in the face that is not appreciated. The original 2.0 Focus grind was insane. The fishing grind is obscene, given how great the need for fish oil is for flight (of all things). Fishing is tolerable in small doses. I am not going to spend two and three hours a week doing it. Something needs to be done.

    Moving Focus lenses to  the Plains was done to force players to play those missions. That was lame. On top of that, getting specific lenses from Bounties is a PITA. Moreover, the rewards for Bounties are generally pathetic. Morphics? Bounty rewards need to be revisited. High-end rewards need to be high-end.

    I've not yet fought an Eidolon. There is the Crippled Kid Simulator to work around, something I thought would surely be reworked if it was to feature so prominently in the game going forward—but I guess not! I have to find a way to upgrade my worthless Operator, which is more grind than I have time for. Then I have to find three other players in a public match who all know exactly what they are doing. The game's problem with not explaining what the hell is going on is growing worse, and has hurt the Plains release quite a bit, I imagine. Record a few more lines of dialogue, add some pop-ups—do something more.

    The idea that there will be another dozen Plains-type environments, each with their own fishing, lack of narration, and miserly rewards is worrisome when it should be exhilarating.

    Lastly, platinum purchases for the living quarters items should be a way to get those items now, not the only way to get those items. I can ignore the area. I'm not going to get that upset about the monetization or the prices, because I just don't care. The doll house thing isn't adding anything I need to the game. It may mean a good deal to others, and hopefully they don't mind paying. I was really hoping you guys would draw the line with charging for the Forma, slots, skins and other cosmetics. At least the Liset doesn't have any more rooms you can bill us for.

    I will leave this thread to the White Knights and their torches.

  6. 12 hours ago, Haxa6 said:

    It's a JoJo reference. Those are everywhere...

    Apparently not. No idea who JoJo is, either, though I imagine he's another hip hop/pop sensation for the kids to worship.

    The thing with Limbo wasn't an exploit. Players using a frame in precisely the way the developers designed it is an exploit, now? Rather, it's something a few people did not anticipate, owing to their various limitations. Next they'll realize Rhino can throw enemies up in the air, and put a stop to that nonsense in short order!

    I don't view using Limbo for this challenge as an exploit, which I've always regarded as a cheat that takes advantage of something broken in a game. I do, however, realize the irony, in that it would be easy to regard Limbo the Troll Frame as a broken portion of the game.

    Maybe I need some Red Bull and LAN parties to help me see things more clearly.

  7. I've now done this several times on Sedna/Selkie with the Soma Prime, Primed Shred, and Zephyr. It's fast and easy. I don't need a staircase, just a little pack of enemies—and there are countless packs of enemies. I can jump up, sideways, whatever. With a Shred mod, the fire rate is so fast that I only have to aim along the top of any crowd. I imagine Twin Grakatas would be great, as well.

    I don't think I'll bother with Limbo or air vents now.

  8. They removed the glow from the Cephalon Suda trophies. Yes, the glow was probably a bit high before. Now, they just look like dull blue clumps of plastic. Quite primitive.

    In a lighted area, they are blue, but not glowing.

    In a dark area, they are pitch black with little green specks on them. You will not find them, not even by accident, unless you have a loot mod equipped.

    The Perrin Sequence trophies lost the red-orange stripe and very slight glow. They have a cheap, low-rent aesthetic about them, now.

    The Arbiters of Hexis trophies always were a bit Spartan and harder to spot; it does not appear DE did anything to them.

    I feel they overdid the changes to Cephalon Suda and Perrin Sequence trophies, and should dial back a bit. Frankly, it calls their motivation into question. They can't say "It makes it easier to get what you want!" this time.

    I don't know how the other three Syndicate trophies have changed, but would appreciate knowing.

  9. Look at the Cephalon Suda datum. They are pitch black with tiny green dots on them. Very difficult to see.

    I noticed they removed the red-orange stripes from the Perrin Sequence trophies the other day, so they are just a matte grey, now. I thought that was in poor taste, as the new aesthetic was simply ugly in comparison, and it's not as if they had neon lights before.

    Then I see these Cephalon Suda trophies this morning. I could not find them at first, even when standing on top of one. It took me a while to realize the black thing with little green flecks was the glowing blue trophy I had seen for years.

    I really hope I am dead wrong, and this was an interplay of my dark Infested map and a cache that is a bit off.

  10. Blackening the Syndicate trophies to keep players from accidentally noticing them is an all-time low.

    Really? Players getting standing too fast? Getting too many Relics?

    Making them dark to the point that they are hard to see even when standing atop them reveals that you guys are pushing the envelope a bit too far.

    How about you dial things back down a touch?

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