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MartinVole

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Posts posted by MartinVole

  1. Could we get more Baro relics for dual/single versions of existing primes? Like Nami Solo Prime or Furis prime? Been a long while since the last. Or could this be better given to Varzia?

    Also, would it be possible to place Dragon Nikana in the same chain between Nikana and Nikana Prime on the circuit and any future systems like it?

    • Like 1
  2. I had reached rank 13, thanks to the glass encounters, was at 30/10,000 was doing the Orb Bounty Hunter act and upon finishing it, the host quit and though the act was finished, it didn't count, still 30/10,000 rather than 4,530/10,000. Something is certainly fishy.

  3. 1) How is the Ghoul Rictus Saw and Nox Cannon coming? I know you said they were in the works a long while back, and that they were considered for land-only heavy weapons. Just wonder if there has been any progress!

    2) Will Baro be bringing any new weapons/new non-cosmetic stuff anytime soon? What happened to Baro bringing relics for solo/dual variants of existing prime weapons?

    3) Are Land Arch-Melee still on the table of "maybe" for after Melee 3.0? Likely with similar anti-grav tech being utilized?

    4) Panthera Prime..? 😟

    • Like 1
  4. 15 hours ago, Meat.Flaps said:

    FIX THE #*!%ING PULSE TURBINE DOOR FREEZING ISSUE!  I probably lost at least 80 intrinsics due to this INFURIATING BUG!

    Now that I think about it, it may have been the Pulse Turbine. It was a real bummer to say the least.

    7. Sometimes players will be rendered out of flux with reality and sink through the ground until being expelled back to archwing.
    8. Sometimes during host migrations a player will be without weapons and use their land weapons when in AW mode.

    • Like 1
  5. These are a series of fairly easy-to-replicate glitches that I've experienced in Railjack so far:

    1. Exiting a Railjack component (turret, helm, artillery) will sometimes immediately pull you back into it. I don't know the exact cause, possibly specific to a client rather than host.
    2. Ship killer platforms sometimes have doors that cannot be opened, even to the final objective!
    3. Entering Archwing slingshot has around a 25% chance to leave you in the UI of the slingshot, but flying around and shooting, and glitching up the screen and leaving you only able to roll if you re-enter the ship. Only fix is to teleport back up to the slingshot, roll, hit x and go back into the slingshot.

    4. Exiting and reentering operator mode can cause you to be kicked out of the Railjack or objective and out into space or forcibly ejected from an objective.

    5. Glitching out of a crewship, like by the means listed above, can cause the screen to be black whenever entering a crewship.

    6. Pets often randomly die when entering and exiting an objective, even when using a teleporter.

    • Like 1
  6. Imagine if passion and energy was put forth into pushing for actually fun things getting brought out. Like, where's that Ghoul Rictus Saw that was promised two years ago back when Ghouls were introduced? We also still don't have the Nox GLOO cannon that was also said to be releasing alongside it.

    Why do the Grineer get so many exclusives that they paid no plat for!? They even have the Twin Heks and a Jat Kittag polearm! Unfair, I say!

    • Like 1
  7. 2 minutes ago, George_PPS said:

    How someone gatekeep any rare mods or items is none of your business. You must have also owned valuable items that you want to keep them for yourself. 

    Honestly, in a game? No, still just a game to me, besides, it isn't something I can really brag about IRL without getting blank stares. I mean, I'm more surprised it took 7 years to finally re-release this thing. It isn't like the founder exclusives where they is actual content, to some degree, behind it, but something so small and niche. It reminds me of the Hema, a medium-tier at best weapon placed behind an insane grind. I did it, but after I did it, I was for lowering the requirements because I didn't feel like players should also endure that level of grind.

    Honestly I wish we could harness this much energy when trying to push for things that have sat in development limbo for too long.

  8. 10 minutes ago, (XB1)Knight Raime said:

    The fact that someone else can now have what you have doesn't suddenly invalidate or erase the experience and feelings you had.  You know you got it before everyone else did.  Why do you need others to know you had it first?  That's what this boils down to.  And your quoted response doesn't change this.  This kind of mindset is toxic and annoying in gaming.  It's even worse when this behavior changes over to irl.

    Not going to lie, that behavior reminds me of Gollum from LotR.

    To be honest, I really think this has a lot to do with the market value drop than anything else, and the scamming that was going on regarding this mod.

  9. Problems Persist:
    - Liches in teamplay is still not incentivized, as anyone in party defeating their lich will deny every one else thrall spawns. This works contrary to team play and in a way punishes everyone else for one player's success.

    - Current system is very grindy and takes out the fun of it for the amount of time required to invest, locking you to a bad slot machine pull until cleared. The positive is that it doesn't cost plat to pull the lever, the downside is that you usually end up spending plat for someone else's good pull, otherwise you'd end up possibly spending an entire lifetime pulling the lever.

    - Female Kuva Lich personality is... is... why isn't there a Kela De Thaym or Queens style personality type? I kinda figure ya'll wanted to avoid waifu Liches but didn't have to give all the fun chips to the males. D=

    • Like 2
  10. Further testing, certainly an improvement over the way it was! Much faster, less grindy to deal the final punch to your Lich (or befriend). Two problems, however:

    Requiem I Relic doesn't seem to be in the drop-table for Thralls?

    RNG on Kuva Weapons. Any chance to favor not owned weapons? Or a way to narrow the choices down? It is a roulette of 13, which is a bit much.

  11. Guess I'll pitch in my thoughts as well, and hello DE!

    After killing my first Lich, and some contemplation after the postmortem:

    Pros: I enjoyed the banter and the idea of a nemesis based on your frame, as well as Kuva variant weapons. This gives an interesting endgame experience, and you never quite know how your adversary will turn out.

    Cons: I didn't enjoy the grind, it was simply too immense and took away from the enjoyment. Gathering the relics to gather the mods, to get the murmurs... it was the true nemesis of my experience. I managed to reveal two of the three requiems only to find that neither was the first, and the prospect of trial and error with the six other mods was out of the question, I was, at this point, not feeling the same thrill I had when i first began. After all the work of grinding all eight requiems, grinding 120 thralls, I still had 60 more to go and found tedium-to-challenge ratio 8:1. Even the amount of murmurs awarded from a teammate's successful kill is a drop in the ocean.

    Honestly I think the grind part of this, especially with the murmurs, could be tweaked and toned down.

    Edit: Second Lich has the same weapon as the first, and looks exactly the same. Aw... that stinks.

  12. 6 hours ago, PollexMessier said:

    Please stop with the acts that require you to spend forma for any reason. When I want to forma my equipment I do it, and when I need to guild something I do it. I don't have a backlog of equipment I can just dump forma onto, and I have many other things that I need my very limited amount of forma for. Its not a challenge its just a resource AND time sink. Forcing us to spend resources we don't want to spend on items we don't need to spend them on and then have to re level them again unnecessarily. No one wants to have to wait to do something because they know it'll pop up as an act later and if they do it earlier it'll screw them over. For the cost alone it should count as an elite act instead of a basic one. No other act so far is quite as bad as these ones.

    Cannot agree more. Three forma too, forcing players to use the very resources you get rewarded in Nightwave... and the guilding? Eh... these just need to go. This is not a way to go about teaching players to use systems. Also not fond of the future transmutation act. Really should focus more on missions and in-mission systems than forcing the use of resources.

  13. It was stated that after each story progression, the spawn rate of the Wolf would increase by a degree that, by the end of it, would be hard NOT to encounter him, but after three episodes, this rate has yet to noticeably increased. I've been testing this since the start of this Nightwave season, and the Wolf has remained consistently rare, with around a 1/80 to 1/100 rate. Worse yet, with Episode 3 his mechanics have apparently changed a bit, but his rate remains the same low chance. We are edging past the apparent halfway point of this Season, with little idea how many episodes remain.

    It seems like escalation should start being felt at this point.

    • Like 1
  14. It was stated that after each story progression, the spawn rate of the Wolf would increase by a degree that, by the end of it, would be hard NOT to encounter him, but after three episodes, this rate has yet to noticeably increased. I've been testing this since the start of this Nightwave season, and the Wolf has remained consistently rare, with around a 1/80 to 1/100 rate. Worse yet, with Episode 3 his mechanics have apparently changed a bit, but his rate remains the same low chance. We are edging past the apparent halfway point of this Season, with little idea how many episodes remain.

    It seems like escalation should start being felt at this point.

  15. The real issue with the wolf is that his spawn rate has yet to increase, and I hear a new mechanic was added to his fight, if this is truly the case, why is his spawn rate still so timid?

    This is Episode 3, the rate at this point should be noticeably significant, or even a high rate centralized in a certain zone.

    • Like 1
  16. I'd think buffing special boss encounters initially than letting them be rare for the first half. Been playing a lot in hopes of seeing the Wolf once, and it feels like as weeks go by, the chance hasn't increased at all. I know it was stated that his spawn rate will increase, but this feels abysmal starting off.

  17. To start off, no, I'm not going to say anything about rewards, or the challenges, though I do feel there should be a little more of the latter I'm not too bothered by that.

    This is about the Wolf boy himself, and his scarcity. He's like the stalker, either appears or doesn't appear 5 minutes into a mission, but has a very low chance of appearing. But unlike the Stalker, he's got a limited run and will likely be gone for the foreseeable future, along with his signature weapon. You either get real lucky and encounter him enough to grind each part, or lose out entirely. For a limited run boss, tied to a kind of season event, it seems rougher than it needs to be.

    Suggestions for this are multiple in my head:

    1) Increase the spawn rate overall

    2) Increase the rate on Saturn, I mean he IS the Wolf of Saturn Six, Saturn is in the name!

    3) Increase the spawn rate per player's Nightwave tier, thus rewarding participation with a higher chance to fight the bad boy.

    4) Increase the spawn rate per weekly renewal into this season, becoming far more common towards the end of the season

    5) Less behind this idea, but... wolf beacons

    These are just a few thoughts I had. I actually think this could be fun with a few tweaks like that. Have a good one!

    • Like 6
  18. Can confirm, the attempt to fix "Grindy" exploit has also broken the scoring system related to it. Notice the inconsistency on when the "Grindy" trick is awarded, and at one point where it shouldn't have even been awarded for actually MISSING a grind.

    [Video]

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