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[DE]Bear

Thermia Fracture Mixup - A "Burping" Challenge

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9 hours ago, Loza03 said:

I disagree. Whilst it does make it more irritating to find them (perhaps some kind of radar or indicator of location), Thermia Spawn locations are one of the best parts of the event to me since there's far more places to fight on.

I didn't mean to restrict fractures spawnpoints exclusively to bases. I meant we could capture them to allow a fracture-specific bounty, which would spawn fractures in varied places (precisely considering varied terrain) at 600, 800 m away from the captured base - but being a bounty, they would be properly waypointed. In this case, it's good that we don't have many bases, because then each base benefits from a wide range of terrain to spawn fractures.

And while this would help fixing the random spawn problem, it would also give a use to those bases in an interesting, optional way. The fact that there are less bases than PoE is not a problem. The problem is that none of them offer anything interesting gameplay wise that justifies their existence.

I disagree that different fractures have different tactics. The most generic and simplistic tactic to any fracture has only two requirements:

1) Canister's health must not reach zero and

2) You must not fail the mission due to being out of revives.

If you sucessfully apply this tactic, you'll notice that "variety of terrain" doesn't affect the result, it still has the same straightforward approach.

That's why I suggested something that reacts mechanically different. That's how it gets interesting to me. Adding more enemies and more damage will make things more difficult yes but will it make things less boring? I don't think so.

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35 minutes ago, Hiiamwilliam said:

I didn't mean to restrict fractures spawnpoints exclusively to bases. I meant we could capture them to allow a fracture-specific bounty, which would spawn fractures in varied places (precisely considering varied terrain) at 600, 800 m away from the captured base - but being a bounty, they would be properly waypointed. In this case, it's good that we don't have many bases, because then each base benefits from a wide range of terrain to spawn fractures.

And while this would help fixing the random spawn problem, it would also give a use to those bases in an interesting, optional way. The fact that there are less bases than PoE is not a problem. The problem is that none of them offer anything interesting gameplay wise that justifies their existence.

Ah yeah, that much I agree with. 

52 minutes ago, Hiiamwilliam said:

I disagree that different fractures have different tactics. The most generic and simplistic tactic to any fracture has only two requirements:

1) Canister's health must not reach zero and

2) You must not fail the mission due to being out of revives.

If you sucessfully apply this tactic, you'll notice that "variety of terrain" doesn't affect the result, it still has the same straightforward approach.

You're half right. The base doesn't change. And the whole event would be vastly improved if this was fixed.

But the specifics? Like how much time you have to react to any given threat (such as Raknoids), how much cover you or the canister has? That changes from fracture to fracture. For example - one possible spawn location is near to, but not on the road near reflector control, with a ridge on the opposite side to the road. This means you'll be encountering enemies pretty much from one direction, but a much higher concentration of them. In another, it's an open plane practically on a road, leaving you completely exposed to a glut of enemies from all directions. And in a third, you might have a fracture behind some terrain that shields it on top of your primary defences. You won't approach each of these in exactly the same way by necessity. It's not exactly a mind-blowing alteration, but it helps dull the monotony to some degree.  I took the event pretty slowly and chill and honestly? It was the most fun than I've had in Fortuna in ages. 

To me, that's what's missing from the rest of Orb Vallis, since most areas that you visit really don't change that much. It's all flat terrain. Sure there's some cover or a hill but lord knows it's always half a mile from any kind of objective.

But yeah, mixing up the fractures would be a world better. Take this and turn it up to 11.

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On 2019-03-21 at 3:53 PM, dwqrf said:

So this is your solution to the whole post ? The fractures are too long. Get Itzal. Problem solved. Why are we even talking about speeding the process while the distance from spawn to coolant and from coolant to fractures (x4) is irrelevant, right ?

Wrong! The actual time of the fissure completion is too long, Not getting there.

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Are the ghouls going to get a remix like these are because I HAVE NO REASON TO REVISIT THEM.

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On 2019-03-21 at 3:28 PM, [DE]Bear said:

Greetings PC Tenno (and Console Tenno who will experience this later!)!

Operation: Buried Debts was introduced 14 days ago, and as part of its initial release, we have been considering changes to mix up the way Thermia Fractures are harvested. Thermia Fractures will be coming back on a roughly bi-weekly basis, but we wanted to add some changes that allow players to determine the challenge and rewards given because the simple root of all feedback about Fractures is: too long and boring.

The general plan is to allow players to spend additional Coolant Canisters to increase the difficulty of that Thermia Fracture, in return for faster completion. When a new Coolant Canister is added, the Fracture will “burp” and cause some interesting new effects, some examples of which are listed below:

  • Molten Spider swarm (brand-new look and stats)!
  • The next few enemies will be Eximus Units!
  • Enemy damage output will increase!

When Thermia Fractures become systemic after the event ends, their role is to give you Diluted Thermia and bring a bit of activity to the Orb Vallis. 

As of the time of this post, the Thermia Fracture Mixup is in development, and we are looking to deploy this change when the technical aspects are solid. We do not want to rush this deployment as any quality problems would continue to negatively impact the limited remainder of the current event.

As with any of our planned changes, we would like to see your thoughts on this new addition to Operation: Buried Debts. Remember to keep your thoughts and feedback constructive, but let us know what you think, or perhaps what kind of “burps” you think would work!
 

It's a great idea overall, but requires a high level of squad cooperation - in an activity that you cannot queue up for specifically.

Eidolon encounters have an associated bounty for queuing purposes (in addition to being doable without the bounty)

Exploiter Orb encounters have an associated bounty for queuing purposes

Ghoul encounters have an associated bounty (it seems like it is DE's intent for thermia fractures to be the Orb Vallis counterpart to ghoul invasions?)

So why is there absolutely no way to queue up for matchmaking to do thermia fractures?  Every time I've tried to do fracture runs since the first event, I've given up after 4-5 attempts because either:

1) No one else in the squad is doing thermia

2) I got dumped into a squad that just finished doing 4 fractures and is now disbanding.  There seems to be some trigger in the matchmaking code such that if you load into a squad, and then the rest of the squad leaves, you will not have anyone matchmake into your session after the host migration.

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