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Cristovelli

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Posts posted by Cristovelli

  1. I like the new missions and look forward to them reaching a more polished state, I think they will eventually become fun to play more regularly. But as it is now, the flow of Railjack mission entry and exit leaves much to be desired.

    When I am on my Railjack and select a mission from the Nav, that means I should be hosting the mission, not joining other squads. That is why I am on the ship, because I have selected my Plexus configuration for Pilot and intend to use my ship.
    If I wanted to join an existing squad, I would do so from my orbiter, and I would select one of my Plexus configuration for a supporting role.

    This brings me to another point which is, there should be a checkbox for Plexus configs: "Use when Host". That way when I am piloting my ship the Plexus setup will always be my preference regardless of the config I have selected for joining active missions, because there is no opportunity to change Plexus once a mission starts, and as things are now, you don't know if you are going to be hosting or not until you select the mission.

    Another thing is, that while I get the "immersive" or "narrative" reasoning for needing to visit the Dry Dock to configure your Railjack, it is cumbersome to require loading screens, cutscenes or various fiddly navigational efforts just to access essentially, another equipment menu. Our Orbiters should be equipped to allow routine maintenance of the Railjack. "Why even have the Dry Dock then?" I don't know... but it does look cool.

    Lastly, we need a way to Leave Squad at the end of a run, to keep our rewards and depart the ship if the host wishes to continue with more missions instead of Dry Dock. Just like with Open World and Endless missions, you need to be able to opt out of serial runs.
    And the mission rewards screen does not need to pop up two or three times at each transition screen at the end of a mission: once when the mission concludes, once at the Dry Dock, and AGAIN when you return to your orbiter. It doesn't even always show the same results each time and it's confusing and tedious. If I want to see it again, View Last Mission Results exists.

  2. I'm sorry but I don't see how the current state of this update justifies a suspension of further hotfixes. There are seriously a lot of new problems, with connectivity, Railjack mission bugs and UI glitches.
    Can anyone answer me this one question, how do you properly extract from a Railjack mission if the squad decides to continue instead of returning to Dry Dock? If I abort the mission even after the new mission has fully loaded and I've gotten the rewards screen for the previous (showing me Plexus xp and salvage), upon returning to my Orbiter all that stuff is gone, even though Mission Results shows that I earned it. Plexus unchanged, lost the mods, the salvage, everything. Twice now, so clearly either I don't know how to play Railjack properly or something is screwy on your end.

    • Like 3
  3. Just what the title says, I should have hit Rank 31 this morning after completing a 1000 and 4500 standing objective, but the standing capped out at 10,000 and did not roll over.
    Furthermore, after returning from another mission, I have now actually *lost* standing, as the amount now displayed is 9,740, still stuck at Rank 30 though. 🤯 Thankfully all I appear to have lost was the 1000 for the daily.

    I need them glass credits, guys. Please fix this and (ideally) restore the standing I just lost. If the latter is not possible, that's fine. But my concern now is that any additional objective I try to complete will just get wasted. I don't know how you expect us to obtain any of this week's NW store offerings.

  4. More feedback, see previous post for continuation

    18. Each planet needs its own Free Flight zone, which should more accurately be called something like a Neutral Zone, which serves as a safe lobby for accruing players, where a mission can be voted on like normal.

    19. Arch mods need to be added to drop tables in such an arch-centric game mode. I'm getting like Vitality mods and trash yet no archwing/weap mod drops? Add some things like Tellurium as well. Needs to be some crossover with other modes of play besides the speculative Squad-Link. This should not have such a narrow focus of benefit, it needs to tie into existing gameplay. Would be cool to see some of the transitional features like bases and crew ships added to regular archwing missions as well, and some vice versa.

    20. The shipkiller base should be able to Death Star kill your ship, perhaps if say you are already suffering from catastrophic failure. Should be a base that can zap you from across the map, putting some heat on you to take it out. Once in range, should be a countdown to destruction to put some boss-level tension on you to deactivate it. If hiding behind an asteroid while it is locked on, it should obliterate your cover and force you to move. The barrage of ramsleds is not really compelling enough, it just feels like a beefier crewship as is.
    While exploring that here's some other ideas:

    21. Heavily fortified bases with defenses that need to be picked off at least on a facing side so that it can be approached and invaded by archwing. Strategic things like external hangars to be destroyed reducing fighter deployment, fortified gun embankments, radar domes, shield generators, etc.

    22. The upgrade and equip consoles, as well as the distant Return to Orbiter console, should be mirrored on both sides of the Drydock. Right now menu exit is most expedient but I would like a convenient and organic return option.

    23. Perhaps let visiting crews hang around in the host's dojo even if host leaves. This is good for the dojo, and less frustrating for players who feel the need to insta-bail as soon as mission ends b/c they know they will get kicked before getting a chance to do anything with their rewards. If there is a harm in this, I can't see it. Being kicked while trying to deal with your acquired parts is unfun and encourages crew dispersion, not cohesion.

    24. Adding to the above, consider adding a Railjack nav console to the drydock so that lingering players can directly find another crew to join if they wish. I know relays have a mission interface and I'm fairly sure the Observatory has one as well though I have not verified recently. Making the dojos more hospitable would make them more cool. You would still have to basically be "invited" to enter, by merit of having crewed a ship for that clan.
    Although if there is some conflict with crew members having access to trade post without having a dojo key, disallow trade consoles in Drydock and lock visitors out of the other rooms when host isn't present. Although IMO this is less cool. I might be confused on this and maybe it's not even an issue, in which case the suggestion is even less problematic wrt to potential exploits.

    25. Your very first attention with Squad-Link might should focus on Archwing missions to liven them up, as archwing nodes are frequently dead for finding squadmates, with this new mode you have an easy shot at injecting some life into them.

    26. The "Pursuit" archwing mission is basically taking down an Outrider already, but the hitboxes on that ship are brutally small, especially without a very select loadout. Turn it into an Outrider takedown tutorial, with the larger hitboxes of the Outrider model with its new accessories (e.g.: the mini-turrets and vulnerable mine launchers). That might even turn it into a fun mission, instead of an endless hell with a high fail probability for average players at that level.

    27. The enemy healing aura thing, I don't know what to say about this hhhhhh it's OP and I constantly find myself alerting the pilot to its mere existence and explaining it

    I will add my previous caveat that I am having a lot of fun with this game mode. It's really great even just as a beta, but there are short term and long term things I really hope will happen to make it more coherent with the rest of the game because it IS just that much fun.

  5. First of all I want to say I am already enjoying this new game mode, despite some serious bugs and frustrating failed 30+ minute missions due to mainly host migration issues. That's all par for the course AFAIAC. However I am interested in seeing certain improvements sooner than later so I wish to address those here. These are critiques, not salty complaints:

    1. Archmelee is completely broken. There's no dashing to targeted enemies unlike in regular archwing missions, and I even sat there wailing on a stunned fighter and did not see a single hit tick down. That's surely not how you intended it to work?

    2. It is time to admit that archwing NEEDS its own tab in control bindings. It's a separate modality of control, no reason to have certain functions like Ascend and Descend force-mapped onto unbindable keys. I am a PC player using controller due to wrist issues that come with age and many hours of WASD-style play, please give controller some love, especially now that you are on so many consoles.

    3. I could have sworn it was mentioned in the release notes that *completed* Wreckage could be scrapped not for Dirac but to get your resources invested back. There is currently no such option, and I am stuck with 2400 pustrels etc invested in various things that I have long since found much better versions of. Yet just the resource-gate alone, to say nothing of the 12-hr repair period, is going to lock me out of using any of those for quite a while. Also in my inventory is a single piece of wreckage (happens to be a Mk1 Lavan Apoc), that has zero repairs invested, and yet no option to scrap it for even Dirac. I am stuck with that piece for now, eating up a slot, with no desire to ever build or use it. That can't be right. [*Seems FIXED?]

    4. Also the Photors right now have some kinda broken table formatting gobblety-goop instead of secondary stats (i.e.: Fire Rate +%). Lotta placeholder text, I get that but I think that in particular means the stats themselves for that weapon are likely broken. [*FIXED NOW]

    5. And then there is the issue of wreckage slots and how the game will auto-salvage anything over that cap. This means your very newest Mk3 drops will get lost without you even getting a chance to look at them. Because the wreckage is spread out over several tabs and sub-menus, it is very difficult to even assess when you are near that cap. Where do we even see how many slots we have remaining? Inventory needs a railjack tab ASAP because the 30 slots or however many we get are not enough, particularly if one made the early mistake of partially starting repairs on a couple pieces which are realistically going to be days away from completion due to res scarcity. [*Railjack Inventory is now sort of a thing]

    6. There is some kinda of menu glitch where my Reactor will be listed as "Equipped on Ordinance", i.e.: the wrong slot entirely, and when this happens my avionics grid empties down to the bare limit supported by the default configuration with no reactor at all. Re-equipping the Reactor restores my grid but it must be re-equipped every time I inspect the Reactor tech. [*FIXED]

    7. Battle avionics are introduced way too late into the game mode to give players a chance to learn about them and incorporate them into their game flow.

    8. Speaking of Battle avionics, is it intentional that when I select slot 1, I can ONLY see Munitions Vortex and no other mods, on slot 2 I can ONLY see Particle Ram and no other mods, and on slot 3 I see *zero* battle avionics mods? That can't be intended behavior, right? Tactical section does not work this way, its a quirk of the Battle Av slots. [*edit: it does seem intentional the more I mess with it, but it is not well-indicated that each slot has a polarity for certain abilities]

    9. Several mods or maybe parts as well give an aura effect to archwings such as extra speed or armor... within a distance of like 60 meters or so of the ship. In space, this may as well be an arm's length away from the ship, it's completely useless. The aura distance needs to be like 5x-10x that *at minimum*. Space is big, remember? Like, really big.

    10. Matchmaking needs a lobby just like normal missions. It's especially harsh on a captain to have to go into a mission, sit there waiting for a crew and hope you don't aggro the first wave of fighters before someone joins. It is actually way less hassle for me to just join other crews than mess with taking my own ship out for spin, so that's what I've been doing.

    11. As others have mentioned already, the transitional animations for things like entering/exiting the Turret station are way too long. Also the exit-and-immediately re-enter Turret glitch behavior is nailbitingly annoying.

    12. That Particle Ram effect looks really cool (seriously!) but it completely obscures the gunner's view from inside, and certain weapons can't even be seen firing due to the overwhelming ORANGENESS of everything, making targeting next to impossible. The Cryophon's shots in particular I noticed were virtually invisible when inside the Ram.

    13. The pickup notifications obscure the remaining Ordinance counter as gunner. Every time I need to glance at my remaining missiles, it's being covered by a Titanium popup, Carbides, etc.

    14. Glyphs should apply to the nose of the craft, while sigils, including Clan emblems (hellooo..? I want to rep my clan) should be placeable on both left and right sides of the ship where glyphs now are. There are sigils that would make for very cool livery.

    15. Consider making Extractor Drones deployable in completed sectors. Remember extractor drones? Would be nice to have a use for them again, even for a trickle of common components, and maybe a chance at something rare like a brachoid or two.

    16. Ship itself needs an Equipment console that is active between missions or something. The flow of having to go to the dojo to manage wreckage and avionics between missions is a momentum killer and especially when you are not pilot, often there won't be time to use the console at the host's dojo before they bail, which means that you have to go back to your orbiter, board your railjack or navigate to your dojo, and then either warp to the spaceport or disembark the ship in between every mission to make sure you don't have a dangerous amount of wreckage that threatens potential drops on the next run.
    Shy of that just add a console to the Orbiter for such purpose.

    17. We need a way to cancel repairs. At the very least, do a global reset and res refund of partially completed repairs, because by now it is clear that this is a noob mistake that becomes costly once wreckage slots start to become more dear. On second thought, at the VERY least let us just scrap partially completed items, preferably for half-return of invested res, consistent with current scrap behavior, or at this point, just take what I've invested and let me be rid of it, I really don't care anymore I just want these parts gone without having to complete them.

    All in all I am having a lot of fun with this content. The missions are more dynamic and exciting than anything else we've seen so far and I can tell this is probably the first piece of a grander design, so in the interest of helping that get smoothed out as quickly as possible, I offer the above observations. Congratulation on finally getting this out the door, I think it is a great achievement.
    As a side note in the praise-worthy department, this one release revitalized my entire clan and my dojo feels more like a living hub of player activity than ever before. Well done!

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