Jump to content

Hiiamwilliam

PC Member
  • Posts

    52
  • Joined

  • Last visited

Posts posted by Hiiamwilliam

  1. Hey, I was thinking about posting something among these lines as well.

    After finding current missions more boring than usual, I spent some time thinking "How to make more interesting missions?". And to structure my thoughts on how the current state could be made better, first I had to define what the current state is. I concluded something like you did: the problem is not with missions themselves, it's with where those missions take place. The problem is with level structure.

     

    I ended up with the following: non endless missions are constructed of at least three different rooms: spawn room, (at least one) objective room, extraction. Everything in between is just a collection of differently shaped corridors, since they don't offer any reason to exist but to generate more enemy spawn points. This way, the only thing that is capable of creating some form of drag (which results in engagement ) is hordes of enemies. And like you said, players can easily ignore the hordes and complete missions, thus reducing most missions to a race to extraction. But I asked myself: is this necessarily bad?

    Picture this: after a long day, I return to my house and want to chill. I log in to Warframe, choose to do some quick rescue mission. When the mission starts, I realize there are five mini bases and archwing is required to travel through them. What is now done in a couple of minutes by doing a simple straightforward "go there, do that" could possibly take three, four times longer, depending on the mercy of RNG. And for what benefits would these missions be longer? It wouldn't necessarily make them more interesting: you would be applying that same straightforward approach in order to progress, but now you have to do that again, and again, and again. Is it better like this?

     

    I like to think this may be one of Warframe's oldest problems. People used to rush missions with coptering, now with bullet jumps, in the future with something else. The way non endless missions are structured allows this and the only reason not to rush is because you don't want to.

    Alternatively, I also agree with your feeling that missions could have more layers of complexity. Even if you don't rush, even if you try to find something interesting to do, most missions still end up being easy because they are conceptually simple. However, being simple is not the problem. The problem is offering nothing else besides that simple goal that could make you consider different approaches or different playstyles. Then, things start to get boring. What else could you play if not normal missions? 

     

    And thus came our open worlds. To allow a new, fresh experience of freedom. To release us from being rats in a maze. And after a while, well, you said it yourself: we don't care about most of it. Outside of said points of interest, there's basically nothing to do. Quite similar to our normal missions, isn't it? You spawn, go to your objective, complete said objective (usually by killing a lot of enemies), repeat, repeat, repeat, go to extraction/do something you can only do in open worlds. However, instead of having to go through several different rooms, you need to travel several kilometers. Then people got mad when they heard that Blink was going to get nerfed. It's not difficult to see why. 

    I think the problem with open worlds is that they were made to be vastly different from the places we normally have missions on and that's it. The intention was to have a different place and feeling, which we got, but it didn't quite solve problems we feel about normal tilesets.

     

    I agree that there are several places in both open worlds which could benefit from having our familiar randomly generated tiles, and there are several normal tilesets which would benefit from having a larger/outdoors tile, but the simple mixture of them would not make everything better. At worst, you're just making  missions longer since you have to travel more.

    Picture this: a normal tileset with a large, free roam-ish tile. It's an Exterminate mission. There are 3 enemies left. You enter trough door A. You have doors B, C, D and E to go through, all separated by 200 m. It's a small scale open world: scattered interest points, just travel fast.

     

    Let's separate them back. Indoors are indoors, like what we have now. For the longest time, I thought that having secondary objectives would be a great solution to how simple most missions are. "Let's have a Capture turn into an Exterminate", I thought. A lot of people, myself included, didn't quite like the result. Others have their reasons, but my reasons are: it didn't really change anything did it? You were doing a straightforward approach 1, then you were forced to change to straightforward approach 2. 

     

    Ok, so secondary missions are not good if they are forced. So let's have them being optional. Now you are playing a Mob Def. While moving to another room, you pass by a spy vault. Ordis says that if you wish to, you can hack it. You decide to hack it, carefully moving as to not trigger any alarms aaaaand it's done. You proceed to continue mob def as normal. Was it worth it? By the perspective of both devs and players?

     

    So, secondary missions, even if optional, even if within a mix of indoors/ outdoors, are not a really meaningful solution. At this point I ran out of concrete ideas.

     

     

    Now I don't know if what I'm going to say makes sense, but the only thing I believe can make gameplay more interesting is: to make us less capable of doing missions by ourselves. It's not about nerfing or power creep, it's about restrictions, or currently the lack of, that are imposed to us during our gameplay.

    Explanation: the other day, for reasons, I was comparing vehicle gameplay in Warframe to two other games I have played: 1) Halo (the first one), and 2) Borderlands 2. Generally speaking, vehicle gameplay isn't common in them, but when you have the chance to drive one, it is awesome. You get a high degree of mobility + some awesome weapons, but for a short time. There's always a limit to how much you can progress, usually in the shape of a narrow passage. Then you're forced to abandon the vehicle and move along. 

    What makes using vehicles awesome is that you momentarily lose the "restriction" of being a squishy, weak walking pleb. You suddenly get much faster, more resistant, and stronger.

     

    What I'm trying to say is: in Warframe, you're always in a vehicle. You are a naturally high mobile killing machine with various degrees of squishiness, from "paper thin" to "immortal". The only narrow passage used to be operator gameplay, and how narrow/ restricting is it? Invulnerability while being invisible, ability to quickly dash through considerably long distances, ability to slow, generate energy and crowd control, possibly paired with Magus Lockdown and/ or other healing arcanes... it's not restricting, it's even enhancing gameplay! But I'm not here requesting to remove this or that. I spent my time upgrading/ ranking up, it's good that operators can be useful. 

    Back to the point: this means that, after playing for a (long?) while, slowly upgrading, it won't matter how missions are structured, you'll eventually be able to not care about it. Either via warframe itself, or via operator enhanced warframe. This results in "restrictionless moments" never happening - gameplay ends up getting stale.

    "Well, they have too much power and are trivializing missions, let's take them away". Then DE created nullifiers, and people got mad, because it took away their abilities? I think it's also because it disregarded their time and effort upgrading stuff. Upgrading is what drives people to play. No one farms for Blind Rage to waste energy in nullifier fields. No one pursues more power to lose it.

     

    So, restrictions cannot come in a way that disregards our upgrades. Without upgrades (mods, arcanes), we are just warframe + guns and operator. To not exclude new players, we are just warframe + guns. This already means a lot. Making enemies sleep, staying invisible, creating shields... No  enemy could be prepared against all kinds of abilities we have. Therefore, restrictions should not be applied by enemies.

    So who should apply restrictions, if not enemies? This is where I wrap everything up: the tiles should. By creating specifically structured tiles, you could integrate optional goals/ more layers of complexity into your main mission. In one single mission, you would be presented with the option to go straight to the main objective, or try to achieve secondary goals. The results of sucessfully completing secondary goals could be harvested within the mission itself, by unlocking a different area within that tileset (which could even be in a previoulsy locked portion of an outdoor tile), or by receiving pointers to another mission, in another undiscovered/ unexpected place, where you can possibly find another different optional secondary mission. And you could stop this chain any time. It sounds weird to me today: you could choose to not play more.

     

    The kinda good thing in this scenario is that people who want to go fast will still go fast, but people who want to find interesting things to do would potentially always also have something.

    The bad thing about this is that we'd need quite a large production of new tiles for every tileset. These new tiles would take advantage of each tileset's theme in order to generate a secondary mission that, when played in that tileset, it would be different from when played in another tileset. 

     

    My verdict is: I surely hope something changes, and changes to something better. But honestly, that will take literal years. So probably nothing in the scale we want will happen. Maybe something in a smaller scale, but I don't think that would be enough. Sorry for long post and formatting, wrote on phone. 

    • Like 1
  2. In the second phase of Exploiter fight, when you trigger the animation to take out parts of Exploiter's body, it seems the flamethrower turret is still active. Since the Warframe is invulnerable, the turret shoots at my sentinel, killing it. This happens both when I'm client or host. 

     

    Also, unrelated, but Mite Raknoids inflict slash procs from their beyblade attack before they hit my Warframe - the action doesn't correspond to the animation.

  3. I feel like there shouldn't be Elite tier acts, but Elite tier challenges. Example: the two survivals we had should be a single weekly "Complete a 30 min Kuva Survival". Tied to this act, there would be up to two Elite tier challenges:

    • If you don't use Life Support, more standing;
    • If you reach the 60 min mark, more standing;
    • If you reach 60 min mark without using Life Support, maximum standing;
    • If you complete the act with only one Elite challenge, you can repeat it to gain the standing from the uncompleted challenge if both challenges are completed simultaneously;
    • If you complete the act with no Elite challenges, you can repeat it to gain the standing from both challenges if both are completed simultaneously.

    This adds flexibility to the system, and gives us a chance of getting at least some standing from something we may not enjoy, while still rewarding who wants to/ can push it further. If really needed, cap the number of challenges that are generated. So from all act+challenges available, two acts will have two Elite challenges, three with only one challenge, etc.

    Successfully completing an act+Elite challenges should guarantee less repetition as well. Example: either do 3 mid level PoE bounties to gain the maximum standing for that act or do 1 of the highest level fulfilling the challenge condition. Eight bounties is too much. Everyone who wants to have their time well spent end up choosing the lowest level. Requiring the repetition of a specific mission with no special reason provides no challenge at all, even if it's meant to be completed in a week span.

    Also, I quite dislike the lack of in-game information about the Series' duration. Without that info, it's hard to plan what I want to do, or to be more specific, what I don't want to do. How can I know if my progress rate will get me to the highest ranks? I've heard you only need 65% of all acts or something like that. How can I compare 65% to my progress?

    I'm sad that there's no reactants anymore. My luck with reactants is bad and I find it tiresome to do endless fissures just to get more.

    Maybe unrelated, but the Grineer fugitives should be attacked by the local faction whenever they appear. It makes no sense that they don't.

    • Like 1
    • With Toggle Sprint option on, my operator can't run and do some things at the same time, e.g. interact (press x to open caches or doors), change camera side or use hotkeys to use gear items - I need to stand still to do these things. With warframes this problem doesn't happen.

    With Vazarin it's a bit worse, because if you enable Guardian Shell, you won't be able to Void Blast while sprinting as well. I imagine other schools with charged void blast ability may have this problem too.

    • Drahk masters make your kitgun invisible if they steal it. However, it is still there and can be picked up again, but finding it is more difficult.
  4. Hello. As title says, the two small requests are:

    • Stats on riven cycle screen: I'd like to see, in the cycling screen, the stats of the equiped weapon that currently has installed the riven I'm cycling. This would allow easier comparison between how current and rolled cycles affect the weapon, instead of having to trust in numbers to see which roll is better. This could also help preventing frustration from choosing a roll thinking it was better, but due to how negative stats work it was not.

     

    • Simaris scanner via hotkeys: when I'm using my secondary weapon, access Simaris scanner, and press the same hotkey to unequip the scanner, I change to my primary weapon. A similar problem occurs when other gear items such as fishing, mining and conservation tools are equipped, because after this equip - unequip process I end up with my primary again. Also, when I'm carrying something like a battery cell, this process of equip - unequip scanner drops whatever I'm carrying if I have a primary weapon equipped.

    I believe the correct thing would be to return to the weapon/tool that was being used before, and not the primary weapon by default.

  5. Hello. Chimera Update 23.10 brought "Weapon Aiming Changes", which affected particularly projectile weapons. The notes mentioned it would be, generally speaking, easier to hit where I'm aiming.

    However, I'm confident this new behavior affected Rakta Ballistica charged shots negatively (I assume the same thing happens with normal Ballistica. Ballistica Prime doesn't have this problem). Currently, they have inconsistent spread at long distances, making it actually more difficult to hit things. From tests in Simulacrum, I verified that the charged shots hit quite close to where I aim only at less than 44 m. At distances greater than this, the bolts from charged shots begin to spread at random directions and won't even follow a straight line trajectory anymore. Here's an example: 3 charged shots at 70 m.

    As you can (hopefully) see, it's difficult to hit a charged shot on a stationary point at 70 m away. Anything at greater distances, stationary or not, can only be hit with luck.

  6. Please take a look at Rakta Ballistica's charged shot while aiming. It seems the aiming behavior update ("you hit where you aim") affected only the charged shot without aiming. The charged shot while aiming is bad: around 50 m, starts to spread terribly. Before traveling 100 m, the bolts don't even follow a straight line anymore.

    It's "opposite" of what user EchoMirage has experienced with Buzlok.

  7. I disagree with point 3. To me, they are just there to make things more difficult, not more challenging.

    I just don't see it as a fair way for the boss/ the environment around to require more skill from the player. See Kela's fight. During orbital strike, avoiding certain parts of the surroundings is necessary, since you can possibly die or spawn annoying Rollers. In the Hemocyte case, toxin clouds are always spawning, everywhere, without warning, regardless of the state of the fight. And you can still kill the Hemocyte while there are clouds around, which means that denying area adds nothing to Hemo's survivability.

    The challenge they create is not "kill the boss inside hazardous environment", it's mostly "pray you don't get toxin procs by accident and kill the boss". Of course, you can avoid the clouds you see, but you can still end up suffering a knockdown right into a cloud, being punished for something you didn't foresee, not by lack of ability, but because there are so many long lasting clouds everywhere. In this case, avoiding the area (to me) means stay quite far and don't attempt to get closer. I don't see how refraining from fighting the boss because of many chances of dying by accident means any challenge.

    If we somehow could shoot something and prevent the toxin clouds from spawning, fair game: by my ability I could lower my chances of dying. But it's not the case.

  8. Adding environment-specific missions in Bounties could ease the part where the player has to travel more than 500 m after every stage, by giving each outpost a special mission related to its constructive characteristics. Unfortunately, the lengthy distances are not the only reason to why I don't fully enjoy Bounties. I listed two problems and explanations about what I mean:

    • The complexity of an outpost contributes nothing to gameplay. There's no difference between: a) Playing all stages across multiple outposts which are hundreds of meters away from each other; and b) Playing all stages around a single outpost. Because in both cases the missions being played will require the same input from the player and will offer the same obstacles.

    Proposed solution: by adding a unique mission that takes into account the overall theme of an outpost (e.g.: fiery stones, big communication satellite, electrifying Sentient bones), you would be able to (at least once per Bounty) complete a mission specific to how that outpost is built, giving a sense of complexity, uniqueness and interaction to that place. And a mission which can be completed in the same place is one less to move 500 m away. It doesn't solve the Bounties problem, but it would greatly help.

    • There is an overlap of "kill everyone to progress" type of missions: Exterminate, Assassinate and Liberation directly fit in that description (not considering Resource Theft which is very similar to Liberation and Supply Sabotage which is Exterminate with three collectible). Combined with the previous point, you have a scenario where the player faces an exterminate-like mission in one stage, only to move hundreds of meters and possibly face another exterminate-like mission. It's exhausting.

    Proposed solution: changing the missions themselves. Personally, I would use Exterminate only as a way to trigger Assassinate and would transform Resource Theft into something like the usual Rescue mission, adding the possibility to steal resources into Liberation (higher risk higher reward; there would be an additional control gauge to worry about). I would like to see more ways of Drone Hijack, both to begin the mission and to end it. I would like to see a stage that ends with a beginning: it gives something (datamass, drone or Ostron) that needs to be used in the next stage.

    In addition to the problems above comes RNG not giving me stuff I want, but that's another story. I'd also like to add "Lack of land vehicles", but looking at it as a nice addition that we could have rather than a necessary aspect we need. Even if we had very simple land vehicles, as simple as a Roller with glued seat and handlebar, giving more options to roam around would be appreciated. Currently it's either go fast or don't use a vehicle.

  9. Confirming again, first mission was a Def with energy reduction and second was supposed to be on the Plains. Upon completing Def the first time, Sortie was showing not completed and second mission changed to Sabotage. Trying second time and re-logging didn't help. 

  10. Interesting changes. I'd like to add some thoughts: (I didn't see the stream, sorry if I say dumb stuff)

    • Ash: awesome change. I have a question though: since you need to cast Teleport to join in the killing, can it be made so that it triggers Fatal Teleport's damage buffs? This way you can opt in with the clear purpose of hitting harder on a specific enemy.

     

    • Chroma:
      • Spectral Scream: make it like you want to make World On Fire, each X seconds, damage and energy costs rise. Having to cast another ability (Vex Armor, for higher damage) to give enough aid to justify using this ability is not cool... unless you make Rhino's Roar affect his own Iron Skin, then we're good. Just don't lower range, lol.
      • Vex Armor: well, the nerf is understandable. However, like many have said, a build for damage may sacrifice range. I don't know if being an aura is handy enough to make up for it, but we'll see. Can Effigy also be an aura emitter of Vex Armor?

     

    • Ember:
      • World On Fire: Hmm, didn't like it. It would be nice if it acted similar to an Exalted Ability. Something like after reaching 100%, you enter Boiling mode. In this mode, other abilities cost much less energy and have upgraded usability:

    - Fireballs emit a WoF explosion on contact, and lowers Boiling percentage by 20%.

    - Accelerant lowers Boiling percentage by 40%. I'm not sure about buffs due to Boiling mode, maybe more damage as usual.

    - Fire Blast can also be cast where aimed when charged, similar to Hydroid's Tempest Barrage. Launched like a big Fireball, loses height with distance. Lowers Boiling percentage by 50%.

    - World On Fire: more armor, because you are melting bullets, therefore taking less damage. Armor added is tied to Boiling percentage, the higher the percentage the higher the armor added. Rises Boiling percentage by, like, 5% per second. If the percentage reaches 0%, you exit Boiling mode and WoF returns to its normal shape. After 15 seconds, the percentage will start rising up again and you can enter Boiling again.

    This way, players can choose to maintain WoF on to trade the usual CC from Firequake for precise, high bursts of damage which still carry a CC element. Since Boiling mode requires WoF to be on, energy is still being consumed, so you can't stay in Boiling mode forever, even if only for the armor buff.

     

    • Gara: Curious that the gif showed Infested... because Techs don't come close so you can glass them... unless of course if you're trying to cast an unnecessarily
      giant Mass Vitrify, which can be more easily shot and destroyed. So... it doesn't look that much helpful.

     

    • Mag: The thing about shards from Polarize is that they're likely not in the most optimal place for you to cast a Magnetize, in order to benefit from them. Unless you cast Magnetize all over the place, quickly draining your energy, most of the time shards stay untouched where they were generated. And Crush doesn't need shield healing, it needs damage ( because Magnetic is not very useful at high levels). Solution: make Crush blow up shards in range.
    • Like 1
  11. Data Black Market - tl,dr: steal information and use it to either create your own missions or gain tokens 

    Corpus has a hand in almost every financial transaction in the solar system. However, there are many people outside of Corpus who also want profit ( like Maroo, high ranking Grineer, the bad guys from the Kingpin systemTM etc). So, whenever there is a chance, an attempt to profit will be done. And when is the best time to do that? When Corpus is too busy fighting the Grineer. By stealing useful information (ex: the routes of Corpus Fieldron delivery in Jupiter ), one could successfully steal valuable cargo and sell it to the highest bidder ( or keep it, for reasons). This is an attempt to further explore the dynamic of the Invasion system.

    • How would it work? 

    Whenever an Invasion happens, the missions of the planet affected by the conflict would have a small chance to spawn an enemy spy ( enemy of the planet's faction). You would not be warned by Lotus if that spy has spawned, because it's a spy. Now, for stealth reasons, that enemy would be small: a Latcher for the Grineer and a Rattel for the Corpus. They would hack any random computer of the place, leaving it malfunctioning, releasing sparks: that's how you know there is a spy. That spy has hacked that computer and is hiding somewhere, up to four tiles away from where the computer is. If you find it, kill it, and interact with what remains of the body, they will drop an item: Encrypted Data ( if you don't quickly interact with the body, the Data will be destroyed). Now, with that Encrypted Data in hands, you could give it to some shady npc in Maroo's Bazaar to decrypt it.

    There are some particularities of that Data: it decays. Not that it's going to physically melt or something, but it will become outdated. Imagine that the data is a Grineer plan to destroy a particular spot on Earth's forest, potentially leading to Iron Wake's discovery. If you don't decrypt that data and do something bad things will happen, so in order to reliably use updated information, you need to immediately decrypt every data you can get. 

    After some time ( like 5 minutes) the npc will give you the now decrypted data back, telling you what it is. Depending on the content of the Data, you could:

    • A: Create your own Alert missions. Example: the data is a note about a recently captured operative in Neptune and you need to rescue him. Rewards would be the usual credits and/or materials ( not including special items like potatoes or alt helmets). Return to the Liset and Ordis will update the Alert missions tab;
    • B: Give it to Maroo: the data is about a stored Orokin item. She will give you the coordinates of where that item might be. Instead of an Ayatan statue, it could give you a relic and orange ayatan stars;
    • C: Give it back to the shady npc: this is the actual black market. By giving him information, you're allowed access to some items you wouldn't normally see around. It works like a token system: whenever you give him information, he will owe you a favour ( token). The information you give will grant 1 token if it's related to option A ( common tier), and 2 tokens if it's related to B ( rare tier).

    The items he could give: special specters ( Shield Lancers, Anti-moas, Bombards and Attack drones), moa pet parts, something for fashion frame+companions, weapons made from scavenged parts from both Corpus and Grineer weapons, maybe something connected to the Kingpin system,etc.

     

    Melee Dash

    This is an attempt to make equipping melee in combat a more fun and viable choice, especially to fragile frames, without needing invisibility. With fragile frames, you would only equip melee if you used your abilities and rendered the enemy useless, because if you didn't, you would end up taking heavy damage. This often turns melee into a not interesting option. To me, that's also directly connected to pet usage: pets always run into a group of enemies, and if you don't want it to die, you have to quickly get close, but again, that's a bad idea for some frames.

    • How would it work?

    The basic idea is: when you equip your melee, pressing shift will do a dash instead of a roll, like Limbo normally works. This dash would have an evasion percentage and you would be able to block while dashing. I think that having this instead of damage reduction while rolling would make melee combat more fluent and engaging. Also, considering you are able to perform the combos from your equipped stance, you would now be able to chain link combos in an agile way, or even perform new combos that require dashing between attacks. 

     

    I had another idea related to the environment playing a part in the missions, creating a "drag" to the flow of gameplay, but I suppose that it would simply require new rooms to be created.

  12. - A classic one: enemies performing an action even when ragdolled or knocked down.

    -I use a lot of weapons with charge or travel time, so I hate the many moments I end up missing a shot not because I didn't aim, but because the enemy decided to turn around abruptly and run the opposite direction. For this same reason I also hate Rattels and Chargers.

    Rattels, man. Why. Why do they exist, I ask myself. Silence is the answer.

    -Speaking about Chargers, it seems the Infested tend to greet you by spitting that green ball before even attempting to melee you. Even when you are at melee range, that is. I don't know if you thought about it, but that green ball is launched at higher speed than a Bombard rocket. A ROCKET. And they hit as hard as one.

    -Trying to dodge roll while on Sharkwing, thinking it would be a quick evasive maneuver. Hint: it's not.

    -Shield Dargyns and their stupid shields. I honestly prefer to be one shotted by Corpus Penta guy than having to face a helion shield dargyn eximus and their friends.

     

  13. To me, it's important to note how prime farming and old Void were considered synonym, and how prime farming and "new" Void is not.

    Prime farming via key system required you to spend one key to run a mission, specifically, in the Void, while facing Void-exclusive Corrupted enemies, to gain valuable prime parts. Easily perceived as different from the rest of the game.

    Prime farming via relic system requires you to spend one relic to run one mission, placed possibly anywhere, while facing used-to-be-Void-exclusive Corrupted enemies, to gain valuable prime parts. In this system, Void no longer has exclusive enemies nor rewards, offering only the tileset and Argon as unique. However, having unique tileset and one exclusive component (that degrades, so you can't hoard) is no different from other existing tilesets, so Void no longer has that endgame feeling.

     

    Having said that: for Prime farming, I think that "blowing up the Void" (going from keys to relics) wasn't a bad idea. I didn't fully dislike key system, but it's not like I could do something else to farm prime parts. Also, like some people said, it was very frustrating to repeatedly expend a rare key, doing a mission you didn't like, to not get what you want. The sole fact that we can choose which Prime part we want at the end of mission and possibly which mission type we want sounds better to me, even if now I have to refine the relics. Besides, fissure missions have a much more dynamic game play than simply repeating missions in the key system. 

     

    Now, for "end game issues", I think it was bad. In the key system, Void fulfilled the role of being the endgame place. It was somewhere you could look and think: "If I want to do some endgame stuff, Void is the place to go". To me, it's one of the reasons some people seemed to like endurance runs in the old Void, because that actually was something rewarding you wouldn't be able to do anywhere else. Maybe they were simply cheesing it for easy prime junk, maybe they were actually testing their limits. It didn't really matter what, it was in the Void, and you would be rewarded. Because when you know you are in endgame, it doesn't matter what you do, you know you are playing in endgame level.

    Then, the relic system was implemented. It wasn't intended to be a new endgame, it came to mainly solve the problem of Void burnout. So when you say the Void was blown up, you also mean that now there is nowhere specific to be called endgame, which makes it feel like there is no endgame. Boredom comes from that: if I'm not meant to reach anywhere, why should do anything? It's why I think so many people ask for the return of the old Void, they just want something meaningful to do, and the best place they remember for that is the old Void - because doing anything there was meaningful. 

  14. Non endless alerts on Jupiter, Neptune and Pluto did not spawn Ambulas. Sabotage, exterminate, hijack, nothing. I think Syndicate missions of the same type with the required open air areas have the same problem.

    I tested (solo) normal Neptune- Sao and Europa- Sorath and Ambulas appeared on both cases.

  15. 3 minutes ago, -MortisThorne- said:

    I miss it, purely because of the nostalgic feeling of when I was a newb, believing in the importance of the Void because it could only be accessed by keys.

    I was going to write something like this. The Void had such a unique endgame feeling, with restricted entry, unique enemies, unique rewards and unique golden walls and stuff. The relics system kinda took away this uniqueness, transforming Void into a normal tileset. Now, anywhere can be endgame and anywhere may hold prime parts and corrupted enemies, which is great, but I do miss having that endgame reference point.

  16. A small QoL change: allow camera side change and crouch while in Decoration mode. Currently I have to exit the menu just to do those, and inside the Liset I have to do that a lot if I want them sculptures to stay symmetrical. 

  17. Inconsistent visual bug: as Ash Prime, using synthesis scanner and seeing enemies while under Smoke Screen invisibility makes his whole body or parts disappear after the ability ends. It seems to affect the prime add-ons over the model (helmet, shoulders, back of the legs).

    I'm getting stuck when I reach the end points of zip lines. Jumping solves the problem, though.

    When you enter the Corpus and Grineer Dojo rooms, the hovering title shows the description of the room, not the name of the room (instead of "Chem Lab" the title displays "Allows for chemically focused research projects")

    It also seems to be a visual bug, but Kuva clouds did not appear to me.

×
×
  • Create New...