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(PC) Empyrean: Railjack General Feedback Megathread


SilverBones
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Firstly congratulations on releasing this year and thanks for the same. 

I played it and managed to get 17 intrinsics so far, so my feedback is with that state of progress. 

Overall, I don't really find it interesting currently. Maybe it will grow on me but not really feel like playing it. Just feels too... Different from regular play and similar to archwing. 

Detailed :

It has the same issue as the rest of warframe for new players, you are dropped in the chaos with no hints or direction, if I hadn't been following the various streams I would have had no clue what an omni tool is or how to leave the Railjack or how to craft the various resources. There really needs to be a tutorial for this. 

Once in free space, and you get used to the movement there is no indicator of how to leave, I legit aborted until I zoomed out of the map and found the dry dock cause I wanted to see what else is there. I would never have guessed by myself.

In first encounter, The enemy ships are so mobile, while the Railjack in comparison feels like a hippo on tranquilizers. Maybe it gets better with mods and intrinsics, but seeing its all a percentage rise I am not sure it's going to be enough. Time will tell I guess. 

The weapons feel weak (projectile weapons against highly mobile enemies? What could go wrong?) and the ship itself feels like its missing an extra zero in its health. 

Can't run, can't tank, can't cloak the sitting duck playstyle is not something I enjoy. Probably when we get better mods it will be different, but launching with no battle or tactical avionics? Too stingy, not fun at all. I request at least a starter battle and tactical avionic. Give us the choice just like starter frames. 

I think I have discovered the Meta. Pilot keeps running the Railjack like a headless chicken while one person kills enemies in the Archwing and the others puts out fires. 

My God so many fires, my engineers will be traumatized and having nightmares of fires they need to put out, and the kicker, we need to make ammo for the omni tool. Which we can't make until we kill enemies, I am totally dissatisfied with this mechanic. 

The omni tool needs to have baseline effectiveness, maybe 10 to 25% of standard in case of emergencies, where it will function even without ammo or only in short bursts and cooldown until it can be used again. 

The resource problem is doubled when the Railjack doesn't even have a decent vaccum. You need to run straight into the resources to actually get them. 

Having a person do damage via archwing seems to be most effective, the aiming by turrets is slow, the chance to hit the enemy ships is also low (slight improvement with intrinsics) , the damage done (this should change with upgrades) is also low. Such a dumb difference between archgun and turrets. 

Archwing speed vs enemy vehicle speed is too slow. Cannot catchup with them. 

Speaking of which, archgun are now all projectile based, wow you really wanted us to have as low a chance as possible to actually hit the enemy ships I guess. 

Also did you really need an entirely new damage type? It's not difficult to see the effects are the same as heat, toxic, electric and cold. Why the false sense of new damage types? Will they ever be available outside Railjack? What did you even achieve with this? Only more islands. 

I have also yet to see the equivalent of forma or potatoes for Railjacks, I am assuming it exists but will be rare 

I also faced significant issues when matchmaking, a lot of bugs and a which seem like bugs but may be intentional. 

Bugs :

Matchmaking is lame, can't find squads in pub until a minute in the mission by which time it's failed,

Lag and input delay is very noticeable with projectile weapons and enemy movement.

Clients can sometimes not exit the Railjack.

Clients when boarding crew ship have their damage reduced as if they have no mods on their weapons. 

Clients sometimes cannot use the forge, 

Clients sometimes do not get the rewards after mission completion. 

If you really wanted this to be a co-OP experience, should have probably focused on matchmaking conditions.

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Okay, I have played a bit myself now and find the core concept and mechanics quite fun, there are just a number of points that are a huge detriment to it all:

* Scrap all the craftable consumables, as well as the limited ammo for the omni. Give the omni regenerating ammo (e.g. like Fulmin) and make the other things cooldowns instead of consumables. At the very least, do this for the omni. About every 2nd mission fails entirely due to this problem.

* Looting is annoying, terribly time-consuming, and detracts from the combat. In Railjack missions, just let everything that drops be looted by everyone automatically, regardless of distance.

* In the very likely case the above is not being done: everything must be lootable by Archwing, and everything looted must be shared with the group (like when you loot credits).

* Archguns. Yeah, Imperator Vandal still works after the update, you just need to lead the targets, which isn't necessarily a bad thing. However, most if not all of the other Archguns are effectively useless in Railjack missions, in particular Fluctus and Larkspur, which uses to be my go-to Archguns. I am not sure how to fix the Fluctus, but the Larkspur could be improved with a simple range increase.

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54 minutes ago, nslay said:

No they didn't. You're mistaken. Maybe you haven't used Imperator Vandal at significant range. On Caelus, shooting a moving enemy at a different tower (500m to 1 km), you had to lead the shot to actually hit them. This is not instant and not a visual effect. Now a fighter 50m away requires significantly more shot leading than a moving Dreg or Dargyn 500m - 1km away before the update. And the tracers add to the confusion.

Yes I have, no you didn't. I've fired on enemies 1.5 KM away moving erratically and shot them just fine, except for low damage due to falloff. The Imperator and the Imperator Vandal constitute over 50% of my Archgun usage, I've had enough experience with it shooting distant targets. If you're still unconvinced, check the Warframe Wiki, where you'll find the following:

Quote

Despite its shots being shown as slow and even having bullet drift, the Imperator is a hit-scan weapon, and will immediately hit the enemy within its reticle regardless of distance or the appearance of the bullets it fires. As a side-effect, the Imperator can be used to snipe targets at distances of 2,000 meters or more. However, take note that the Imperator's damage falloff weakens it when attempting to engage enemies from beyond 2,000 meters to the point of dealing no damage per shot.

What you describe is how the Imperator works NOW, after it was changed into a projectile weapon. NOW I can no longer land those 1.5-2.0 Km shots because my bullets take several seconds to land at those distances. Now the weapon is significantly less good at even HITTING enemies at these ranges, much less dealing damage to them.

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Some additional feedback:

 

Connection stability
Railjack missions are SUBSTANTIALLY more susceptible to slow connections. Seemingly everything in Railjack missions is aggressively synced between client and host, causing a lot of rubber-banding and a lot of hitching. As a client inside the ship looking out, the world appears to move in fits and starts, jumping rapidly and resetting often. Ships, similarly, jump around as their positions are synced and resynced. It honestly feels like many of those game systems can be handled client-side and simply passed onto the host. If the positions of the player or enemy ships need to be synced, do so gradually by accelerating their movements rather than teleporting them around. If players score a hit against where they see an enemy ship is, count that on the host side rather than bouncing it. As it stands right now, the experience is AGGRESSIVELY janky.

 

Resource grind
Let us buy an upgrade which always starts the Railjack with a full complement of basic resources at the start of the mission. After all, our Warframes don't start with their guns empty until we pick up ammo boxes. I'm willing to research it and pay for it. Don't make me get off my ship and craft more crap every time I want to start.

Please consider making the extinguishers infinite, maybe with a cooldown. Someone earlier had an idea for wall mounts where we could leave them to be recharged. Having a cooldown on how often we can repair is fine. Being put in a situation where we have no resources to make more extinguishers "so I guess we have to die" is not fun. Main guns don't run out of ammo, they only overheat. Let the extinguishers similarly not run but need to be recharged.

Edited by Steel_Rook
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4 minutes ago, Steel_Rook said:

Resource grind
Let us buy an upgrade which always starts the Railjack with a full complement of basic resources at the start of the mission. After all, our Warframes don't start with their guns empty until we pick up ammo boxes. I'm willing to research it and pay for it. Don't make me get off my ship and craft more crap every time I want to start.

Please consider making the extinguishers infinite, maybe with a cooldown. Someone earlier had an idea for wall mounts where we could leave them to be recharged. Having a cooldown on how often we can repair is fine. Being put in a situation where we have no resources to make more extinguishers "so I guess we have to die" is not fun. Main guns don't run out of ammo, they only overheat. Let the extinguishers similarly not run but need to be recharged.

In general it feels that Railjacks repair too easily but are way too fragile to 'make up' for it. I feel that Railjacks need a significant increase in their base health and shields and repair tools being infinite-use but with a cooldown would make Railjack easier to balance and make the early game slightly less painful.

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Remove item pickups in archwing/railjack missions entirely. It ruins the flow when I have to fly over to the shinies to get them instead of taking on the death laser. It's not important to the gameplay for me to go drive over and pick things up. It's like the rest of the game without vacuum multiplied by 100.

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The partial access to railjack content without a railjack is pretty bad. What's the point in working together with guildies to invest into a railjack if the non-railjack owners can't contribute to research or use instrinsics? So everything on the coop side is just useless to them unless they build their own railjack anyways.

Edited by 0Midas0
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24 minutes ago, Steel_Rook said:

Yes I have, no you didn't. I've fired on enemies 1.5 KM away moving erratically and shot them just fine, except for low damage due to falloff. The Imperator and the Imperator Vandal constitute over 50% of my Archgun usage, I've had enough experience with it shooting distant targets. If you're still unconvinced, check the Warframe Wiki, where you'll find the following:

What you describe is how the Imperator works NOW, after it was changed into a projectile weapon. NOW I can no longer land those 1.5-2.0 Km shots because my bullets take several seconds to land at those distances. Now the weapon is significantly less good at even HITTING enemies at these ranges, much less dealing damage to them.

I am not talking about now. I am talking about when I farmed for Hollowed Bullets, Dual Rounds and Auxiliary Power BEFORE this update.

If it was hitscan than what I described would not have worked before the update. Leading the shot implies shooting at the air in front of the enemy. If it really worked as a hitscan, I would have always missed. But that's not how it worked before this update. And I would not have learned to lead shots if I could just aim directly at a laterally moving enemy. It's been this way for at least the past few months. The wiki is wrong and you are mistaken.

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There's a lot of obvious stuff that needs to be addressed like controls, lag, bugs, QoL etc. Lots of great suggestions already. 

 

Some stuff I dislike;

- too much focus on resource management, crafting, maintenance and not enough time spent doing all the fun things shown in the trailers. Too much start trek not enough star wars imo.

- radical departure and not integrated enough into the core game. This is hands down the biggest "content island" to date and none of it has any effect on our warframes or the past x years of grinding we've done.

- an entirely new progression system, 'mod' system, new resource tiers etc. None of which benefit from our past x years of investment. 

It all feels like a self contained minigame with a soft reset on progression rather than the "glue" which was meant to bring all the modes together.

It's getting exhausting having to start from zero with every new system. It's getting to the point where there's so many self contained little chunks of content, it feels more like Mario Party than it does a cohesive experience.

 

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Can we please have some signage on the ship so we know where to find different stations? The internal layout of the ship is a confusing mess in a stressful situation.

Please have the resources picked up as their carriers are destroyed. Infinite extinguishers would be good too, I don't want to lose a mission because we've run out of revolite and have one too many breaches.

I'm waiting for the AI crew to come along, then I'll have another go.

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Just two quick things:

  • I really dislike leaving a Railjack (normally) and getting downed immediately. There really isn't anything I can do about it at times. Needs just a really short invulnerability period or damage reduction right after leaving the Railjack.
     
  • As soon as I got the Tactical and went through the list, I noticed that you gave Nyx Mind Control. Either someone at HQ has some deep hatred for her or she's become some kind of running gag. That's the only explanation I can come up with. So I just switched to Oberon, his other abilities are way more useful in this setting, too.

    => Give Nyx Chaos as Tactical. It costs resources, there really is no excuse for it.
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So, by the time Obsidian made Outer Worlds you guys created... this. Slow clap.

Fought my way through half Earth's missions, and I won't go any further:

  • The ammount of critical bugs is astonishing: got stuck in a black screen on AW deployment either from Railjack or Grineer crew ships; entered Grineer ship in AW gear and model unable to advance further, teleported off the map on multiple occasions, got killed while in AW deployment animation, terrible connection issues and many more.
  • AW weapons (especially melee) feel extremely weak - travel time makes it troublesome to hit small agile fighters from any distance other than point blank, but then they are faster than we and just fly away.
  • AW themselves are useless (except Amesha). Itzael without blink is terrible at anything and cannot even approach crew ships without just vaporizing, enemies can hit you while invisible, #3 & #4 are completely useless. Odonata's shield cannot protect from frontal impacts, range on #4 is too low to hit anything, #2 & #3 are useless.
  • Gameloop is terrible in any role. The mode in general feels alien to any Warframe experience.
  • Influx of new materials, mods, ranks, systems seems bloated and deceptively complex, but also confusing and all over the place.
  • Matchmaking is done with additional loading screens and menus, especially the after mission chaos is executed on an amateur level. The idea to return to Host's Dojo is jarring! At this point it makes more sense that the Orbiter should be the main base of operation and should be expanded to what Railjack embodies.
  • Playing "Snake" in space to collect all the scattered resources is freaking dreadful.

Worst Update so far.

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General feedback: there's not enough heuristics, and a short tutorial to point us in the right direction would help out a lot.

If you're going in blind, there's many mechanics you won't even know exist unless you're told, and if you're not going in blind you still have some trial and error to find out how to actually use them. You don't need to hold our hands, but you do need to let us know the mechanics that exist so we can use them

OK so in Monster Hunter World, every now and then if the game wants you to know something that you reasonably shouldn't just trial-and-error through it'll just tell you in a text box accompanied by a picture or short video clip. And while lots of snobs sneer at this kind of tutorial both MHW and Railjack are complex enough that you can get away with it. You don't need to go overboard, the textboxes just tell you that the mechanics exist and how to access them with the pictures as visual aids, but the gameplay lets you find out how they work for yourself

Like when you board your Railjack, you don't know what your Omni is or how it got in your inventory (like you could have been checking your Gear wheel in the Orbiter ahead of time to restock your ammo and health restores, and you won't see your Omni there), but a textbox and a picture of the Omni and a hull breach can clear up a lot. Or you might not know that the pilot can press L to bring up an entirely new menu that doesn't exist anywhere else in the game, but the textbox lets you know. Or you might not know where the Forge is to craft more Omni fuel but the textbox and picture can help you out

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First of all, I have a lot to talk about right now. 
This update is very wrong.

First, when an enemy ship attacked us, the player outside the ship had the power to fall in seconds.

Second, it is very difficult to communicate and share roles with the players who meet in the public lobby.

Third, it is really crazy to shoot down an enemy ship that is moving at high speed in space.

Fourth, if we pool all the resources scattered on the space mission, 
It takes a very long time to satisfy the resources to make weapons.

Fifth, if a spacecraft is damaged, it must be repaired using the resources obtained during the mission, and secondly, there is inconvenience in manufacturing and using it in real time.

I saw this update and my expectations turned into disappointment.

And many problems are being discovered over and over again.

And you didn't keep your own 2019 plan.

I really wonder what you've been doing all those hours.

If you really wanted to update for the players,
I should have thought about it, experimented, updated it.

I am really sorry that I used a sentence using a translator.

But I think it's hard to put up with because I've shown you too low-quality updates to sit on the sidelines any longer.

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There are tons of problems with empyrean, from bleeding out resources, to non-railjack owners basically being level 0 crew always, but most of it all comes back to the railjack itself being basically garbage for what it's up against. This supposed apex of space engineering struggles to deal with a few small corvettes and their fighter escorts.

The railjack should be at LEAST 3x as tough as it is now, and catastrophic hull failures should produce way more damage spots to fix, instead of treating what should be a serious emergency as 40 seconds of invulnerability followed by a short trip to the basement to plug a leak.

 

Also, with the above, I'd like to reiterate how demented and counterintuitive it is that random pugs use up MY resources to make unnecessary repairs, so not only is it a stupid system on a tactical level, but on a strategic level I have to be LITERALLY TELLING PEOPLE NOT TO REPAIR THE SHIP sometimes. What kind of coop experience is that suppposed to generate? 

Edited by 0Midas0
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44 minutes ago, ShortCat said:

Worst Update so far.

You must not have been around for the Old Blood update.

As for Empyrean:

1) Combat balance feels very far off. Fighters snap like twigs and are largely inconsequential for a good portion of the early content. Crewships, on the other hand, slap the Railjack around like it stole their money. They are completely invulnerable to ALL weaponry, which is ridiculous. I get that boarding has to be made an attractive option, but it currently feels like the -only- option. If Crewships' offensive capabilities were at least tolerable, it'd be excusable to have them be about half as tanky as they currently are. As is, someone on the ship -has- to go into Archwing and infiltrate the ship to blow it up from the inside the moment it shows up. It is too much of a threat and cannot be handled with guns.

2) Boarding itself is very awkward due to Crewships having flak cannons that two-shot/three-shot you with enormous AoE projectiles. Blink -has- to be used to dodge this, but it's very difficult to avoid getting blasted out. If you don't take out the gunners before exiting the ship, you will also be dead on arrival, because they will immediately get shots in before you even get controls. The flak gun needs a very harsh nerf.

3) The forge is pointless if there are no resources coming in during combat. Destroyed fighters need to -immediately- add resources to the forge to give it purpose in combat. Currently, it is only usable after the mission, once all threats are cleared, and the ship can spend a few minutes wandering aimlessly to slowly pick up little morsels. 

4) Ordinance is extremely weak. Far weaker than it should be, considering it costs resources to wield. It can break fighters, but so can everything. 

5) Taking a step back and considering the feedback in this thread, it seems like the Engineer is an example of what I call pre-compensation. It's supposed to enhance something, but does so at the cost of base functionality, overall resulting in the player having to put in more effort to get baseline functions. If the engineer role didn't exist, and Omnis and Ordinance had limitless ammo, the game would hardly be any different. A way to fix this is to improve baseline functionality, but allow the Engineer to create on-the-fly power boosters for the entire ship. A reiteration of the previous attempts at an energy system. It would be far more interesting to have resources pile up in the hold during combat, and then have the Engineer decide to use them for thruster boosters, ordinance boosters (Example: Next shot gets +300% heat damage and 100% heat proc chance), shield boosters, anything. Turn the Engineer into an overclocker, not the guy stuck on the ship putting out fires.

Edited by Colyeses
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I think there needs to be a change from Required to Reward for most things.  Instead of having to do things a certain way or have a certain item, allow them to be done anyway but reward players based on how they do them or what they use.

Examples:

Consumables:  Instead of being required for healing or using weapons, make them provide various bonuses / benefits for using them.

Revolite:  Allows automatic repairs at a rate, and total amount, determined by upgrades and/or highest Engineering level in squad.  The repair tool either needs to be refilled for free at a station or regenerates ammo when not being used.

Flux Energy: Regenerates overtime, consumable may be used to instantly restore charges.

Dome Charge and Munitions:  Weapon systems have a natural cooldown / ammo regeneration that can be instantly restored by the respective consumable.  The consumables could also enable powered up versions of the weapons, such as massively increasing explosion size or vastly increasing the number of missiles fired.

Crewed Ships:  Can be destroyed from the outside by destroying sections(such as engines or armor plating) to reveal weak spots that take a lot more damage.  However, boarding the ship and destroying the reactor rewards a lot more loot either from the death of the ship and/or from special caches on board.

 

Summary: Reward player actions / resource consumption instead of making them required.

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I completely disagree with the feedback saying to put the omni tool on a cooldown or make it inaccessible for any circumstance besides running out of resources for it. Hull breaches occur when the ships health is taken down to zero. Does anyone want to lose a mission because a cooldown didnt go off in time? And without a cooldown or resource cost your ship becomes actually invincible with a half decent engineer. Make pustrels easier to get, sure, but the gameplay loop of gathering resources and converting them into useable items mid fight is fantastic imo. Of course there need to be changes about how those resources are obtained (vaccum, letting archwing collect them, more communication about where to obtain them instead of rng from asteroids) but the concepts here are a net positive for the game mode imo. My only major gripe is that they're also needed for other game elements, they should be exclusive to railjack combat.

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3 hours ago, MJ12 said:

In general it feels that Railjacks repair too easily but are way too fragile to 'make up' for it. I feel that Railjacks need a significant increase in their base health and shields and repair tools being infinite-use but with a cooldown would make Railjack easier to balance and make the early game slightly less painful.

Agreed. The Railjack health/repair system is really weird. Even playing very low-level missions, it feels like my health and shields barely do anything. Most of the time, they disappear the moment a Crew Ship casts a sideways glance at me. However, the Railjack appears UNKILLABLE through direct enemy fire. It doesn't matter what's shooting at you, you WILL NOT DIE unless you let a hull breach stay for 60 seconds. I guess this could be seen as the ship being "down" and needing to be "revived," but in practice it means the pilot never really needs to worry about taking damage. As long as enough Pustrels are on-hand, the ship literally cannot die. I really question the wisdom of this decision.

Personally, I'd rather the game let the ship die all the way to nothing, requiring us to go outside and patch up the exterior, then maybe go through a long startup sequence before we can use it again. As it stands right now, the Railjack is more of a liability (more of an escort) than a help. Maybe that'll change as I upgrade the ship itself, but right now my Archwing is substantially tougher and my Archgun substantially stronger.

 

3 hours ago, Feltal said:

Remove item pickups in archwing/railjack missions entirely. It ruins the flow when I have to fly over to the shinies to get them instead of taking on the death laser. It's not important to the gameplay for me to go drive over and pick things up. It's like the rest of the game without vacuum multiplied by 100.

Why do loot items drop in the world in the first place? I can see ammo, health and energy dropping, but resources? Far as I'm concerned, they should drop directly into our collective inventory immediately upon enemy death, rather than having us manually go walk/fly over them. Plenty of games have dropped loot directly into player inventories and weren't worse off for it.

 

1 hour ago, Colyeses said:

Taking a step back and considering the feedback in this thread, it seems like the Engineer is an example of what I call pre-compensation. It's supposed to enhance something, but does so at the cost of base functionality, overall resulting in the player having to put in more effort to get baseline functions. If the engineer role didn't exist, and Omnis and Ordinance had limitless ammo, the game would hardly be any different.

Empyrean's design seems like it was done backwards. It feels like started by trying to contrive roles for a six-person crew, then designed the game mode around them. There's quite literally no point in having hull breaches and fires to fight, other than "because Sea of Thieves / Guns of Icarus had them." There's no point in crafting items mid-fight which could just as easily be dropped as pick-ups same as ammo boxes are on the ground. There's no point in having a player fiddle around re-routing power - which thankfully seems to have been removed entirely. Honestly, I'd rather the Forge were used to make buffs for the ship or the crew but weren't MANDATORY. This is Fishing/Mining all over again - busywork from other games which sits at odds with Warframe's generally high-intensity gameplay. Unlike the above, however, no option exists to do inventory and repairs in lulls in the action because there ARE NO LULLS in action. The shooting never stops, the ships never stop spawning and the longer we stick around the more of our rewards we bleed out for ammo and repairs. This is the equivalent of trying to do fishing in the middle of a Survival Arbitration.

 

On technical issues:
The more I play Railjack, the more broken it feels in supplementary ways. Anyone on the team can start a Railjack mission with no vote, meaning a level 4 random pubbie pulled me into a mission before I could restock the Railjack in Dry Dock. Missions cannot be selected until everyone is on board the Railjack, but no indication of this is shown ANYWHERE. The UI simply closes when selecting a mission as though it's about to start, but then it doesn't. You can't queue up for public matchmaking as a crew unless you're hosting. If not, the person who queues up for matchmaking is pulled out of their team and matched with random pubbies. If this was the host, then the team is disbanded. If you try to queue up as crew from your Dojo's Navigation console (the one in Observation), you will in fact host with your own Railjack - even though the button clearly says "matchmake as crew" or whatever that's called. The Railjack button needs to be hit twice before it'll actually open the Railjack version of the solar system.

And if all of that weren't bad enough, the game mode is bugged up the ass. Walls on my Railjack randomly disappear, making breaches harder to see. My friend entered an enemy Crew Ship and was placed on the ground using his Archguns, getting him stuck in the ship. He's also gotten stuck on a black screen during transitions on a number of occasions. Multiple times I've been placed in a weird state where I can join other people's games but they can't join mine because I appear to be offline. On multiple occasions, friends trying to join me will see me as "In Dojo" when I've already loaded into a mission with my Railjack. At this point, I hardly feel like complaining that the exterior view through the windows doesn't match the exterior model, given everything else.

My friend and I spent 40 MINUITES trying to get into a game using my ship with open matchmaking. First we couldn't connect, then we couldn't join other people as crew because we kept getting split up, then nobody would join our game despite there being hundreds of squads (my broken state, probably), then we couldn't select missions, then he crashed, then he couldn't rejoin, then he got bugged inside a Crew Ship, and all of this trying to learn to use an unintuitive, unexplained system. If I hadn't watched the Devstream and read through the patch notes like I'm packing for University finals, I wouldn't have idea one where to even BEGIN. The more I poke around Railjack, the more it feels like something I'd expect out of an Early Access title's proof of concept prototype. I haven't gone through troubleshooting like that since I was trying to run the initial backers-only prototype of Castle Story...

There's potential in this system, make no mistake, but the near-constant technical issues are sapping my will to try.

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The Railjack is a beautiful example of what the company is capable of doing when they're building a game system from pretty much 0 without having to deal with the previous versions of their design. This is all they learned from Warframe for the past 7 years. The game is beautifully thought out, the economy seems very reasonable and the difficulty is introduced in all the right ways to make you try harder when you get kicked down instead of feeling frustrated.
All in all, you got it all right but the core gameplay seems to be very basic. Just EXTERMINATE and move on to a different node (after a 20 minute resource run through an empty asteroid field). I know more things are coming (and to be fair I've only cleared Earth so far, maybe I'm still missing some content), so I'll be waiting for that.
Other than that, I have issues with a couple mechanics tied to the side guns. Enter/exit position animations seem a little too long and disorienting. At least cut the exit animation shorter, because when you're exiting the side gun it's because the ship is burning or you gotta kill a boarding party and every fraction of the second counts with that. Also, I'm sure this is only a bug, but when you're leaving the position of a side gun, you can get locked into a command loop that keeps putting you inside and out of the position a couple times (guessing it's because pressing USE more than once will register as ENTER even though the exit animation is still being executed.

Another interesting thing to note is that it's already starting to change the community in a positive way. I played pub missions only (after failing the first mission solo 10 times in a row lol) because I'm a solo player in a ghost clan and I was very positively surprised with how ready players actually are to actively participate and put aside their own ego to form a better team. Give orders but also take orders. They don't do that in normal missions. Most people won't even revive you or talk to you in chat. Something to think about.

I'm sure it will be polished to perfection over time so I guess the main feedback is:

STAY ON THIS PATH, YOU GOT IT EXACTLY RIGHT 

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