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impoveris

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Posts posted by impoveris

    • TYPE: In-Game
    • DESCRIPTION: Cache Reward Not Random After First Reward Given for Orphix Mission / (ie. Sebith's Duplicate Rewards)
    • REPRODUCTION: Run an Orphix Mission on any Proxima (I've mostly ran Venus, Neptune and Pluto). It does not matter if you do the Cache at the beginning of the mission or at the end; just as long as you do the Cache. The first time you run the mission, the Cache reward will be random. However, every subsequent run of that same mission (without going to Dry Dock) will result in the same Cache Reward. I found this always occurs on Orphix missions. However, I tried the same test on Exterminate missions and received different rewards. 
    • EXPECTED RESULT: A random reward
    • OBSERVED RESULT: Whatever the first reward Cache received for the mission (not mission type) will repeat as the cache reward every time for that mission until returning to Dry Dock. For example, if you run Mammon's Prospect on Neptune and receive a Cache reward of Lith C7 Relic, every time you re-run Mammon's Prospect you will recieve a Cache reward of a Lith C7 Relic. You can run other missions (like Nu-Gua Mines), but when you run Mammon's Prospect again, you will receive a Lith C7 Relic. This will continue until you go to Dry Dock (or exit the "overall Railjack continuing mission" in some way).
    • REPRODUCTION RATE: Consistently reproduced on 29.10.0, 29.10.1, 29.10.2, and 29.10.3.

     

    20 hours ago, Sebith said:

    URGENT

    TYPE: In-Game

    DESCRIPTION: Caches giving duplicate rewards!

    VISUAL: Not needed.

    REPRODUCTION: Tested on Nu-Gua Mines (Neptune). Enter mission and complete it without doing white objective (cache). After mission is completed (reward screen) go and complete white objective. Repeat the mission from the Railjack (without returning to Dry Dock) again first complete it, get the reward and after that go for the cache. The cache reward will be same every time.

    EXPECTED RESULT: Reward should be different.

    OBSERVED RESULT: Same reward.

    REPRODUCTION RATE: Always.

     

     

    • Like 1
    • TYPE: In-Game
    • DESCRIPTION: One of the Orphix Resonators spawned in a location I don't know how to get to. There's a good chance this isn't a bug, it's just that I don't know how to navigate the tile correctly?
    • VISUAL:

    I was playing with the map overlay up, so it makes the screen a bit more confusing to see clearly.

    The Orphix Resonator indicator (red marker) seems as if it's pointing underneath the tile. The map overlay also has the red indicator with the little down arrow underneath it, indicating it's lower down. But, I really think I'm at the "bottom" of the tile.

    ACtC-3fA8mhI6-sPhV0D__Hk95N6f1pEQM5RvOlm

    • REPRODUCTION: Ummm .... random map generation, followed by random Orphix Resonator generation?
    • EXPECTED RESULT: An Orphix Resonator in an area that can be quickly found.
    • OBSERVED RESULT: I don't know how to find this resonator.
    • REPRODUCTION RATE: Probably pretty low.
  1. I would like to be able to max out my crew members competencies. Would it be possible to have a mechanic in the game that allowed for the crew members to earn competency points?

    I get a strong feeling that you've designed Railjack to be played with a group/squad. The bots are available if have to play solo for a little while, but the intention is to play with other players/Tenno. So, I feel that it might be against you're design to allow for players to improve the bots to a point where they might be better to play with than other Tenno.

  2. I wish I could start by saying some aspect was amazingly better, but nothing really jumped out to me in that way. and I can! The change to makes the derelicts consistently spawn on particular proxima's, and those derelicts always have a hackable station within them is great! That change removes 2 of the 3 RNG needed for a weapon drop, which is a great quality of life improvement!

    I am also getting used to the mission types and never ending spawns of corpus fighters, and I seem to be adjusting to it.

    Here are some old things and some new things that I'm experiencing:

    • After a mission is complete, it's still very difficult to leave a crew. If the crew doesn't go to Dry Dock, and I use Abort Mission, then I seem to lose the affinity gained by my Plexus. I do keep my Intrinsics gains, which I really appreciate. I'm not 100% certain if I keep the items gained.
      • I would like for a way to leave a crew/railjack without losing anything gained from the missions that were completed.
      • I would also like the ability to leave a crew/railjack that doesn't feel like I'm doing something wrong.
    • I loved the Orphix event, and the new mission type does keep a lot of that feeling.
      • However, the time between the Orphix spawns has been reduced and it makes it really difficult to keep going. It doesn't matter if I'm running it with a squad or in solo mode, keeping up with the Orphix spawn rate seems insurmountable. Could the time between spawns be increased please?
      • I would also like to see the free Necramechs that are in the map to not be placed near the Orphix spawn points. During the original Orphix event, there are times where you need to jump out into Operator mode, and if you accidently jump back into one of the free Necramechs (unleveled, no mods) in the middle of a fight, it causes frustration and a significant delay to completing the objective.
    • Corpus Defense missions. Please take this with a grain of salt; because I've never really been a big fan of Defense missions. But, the "Pyramid map" for Corpus Defense is my least liked map in the game. Inside of Railjack or outside of it, I find the very large size of the map to create:
      • A slow game that frequently takes over a minute to complete a single round
      • Reduces the effectiveness of AoE warframe abilities to clear the map
      • Can cause enemies to get "stuck" on their way to the objective
      • (sigh ... it's just a really bad map)

     

    • Like 1
  3. The new Intrinsics 2.0 seems to work pretty well for me. The one change that I'm struggling to grapple with is the inability to shoot and blow up Tether. I completely recognize that the change was most likely intentional because that ability was very powerful. I understand from a game design perspective that if one ability becomes used by the majority of players, and the other abilities don't get used, it indicates a balance problem. I also understand that you increased the strength of other abilities (like Seeker Volley) to make them more effective. I think I just really liked "Use Tether, Shoot Tether, Repeat until Mission Cleared" (I do miss Gian Point).

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