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Empyrean: Hotfix 27.0.2


[DE]Megan

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I’m having 2 issues or bugs.

 

1- I’ve been trying to do Arbiter mission and 5 tries and it was sending me into syndicate missions for the Red Veil. 
 

2- when using a side gun on the Railjack, I   Have gunner rank for 360 view but the Railjack is blocking most of my view as a black silhouette

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Completely broken, and i don't talk about the bugs, it will take too damn long...

I am happy about railjack going live , that's a fact, but in my opinion it felt like an early access buggy mess, my actual experience with this system was terrible, and filled with troll that doesn't want to leave the mission , so you are forced to leave and lose all the ressources you gather... And guess what , if the host leave you're stuck in the ship without the capacity of accessing the navigation system, so same thing, you have to abort the current mission and lose all your ressources.

No DE, No !!

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vor 22 Stunden schrieb Henrypika:

Thank you for the fix!

Can you look into getting Itzal a new ability to lose lock ons?

Would be nice if they just revert their Itzal "fix/improvement" nobody asked for in the first place and instead everybody get's a hook to play around with.
Idea edit: Or keep it as it is with all other AWs. Meaning classic unchanged 4 abilities with a nerfed blink as an addition.
On Itzal, return its classic 4 abilities and give it a nerfed version of the hook as an addition. Problem solved!

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Vacume should be removed altogether in outer space regardless of railjack or archwing. Items should just be given to us without having to collect them. 

 

We spent thrice as long in a mission having to go around collecting these much needed resources. 

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I'm quite impressed by how few bugs I've encountered so far! Can I suggest adding symbols to the map that indicate where the forge etc are? The railjack is quite large and I'm getting lost looking for what I need! 

Also a minor thing is that the main gun turret is appearing inside the railjack and shooting into the roof. I'm pretty sure that's unintentional. 

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On 2019-12-13 at 5:20 PM, [DE]Megan said:

Made Crewships more resilient to Archwing fire.

So nerfing all Archguns by making them projectile based against highly mobile enemies just wasn't enough huh? If anything, this should be the other way around, and Archguns should be hitscan again. Putting out fires continuously because killing a basic enemy type, not even the crewships, is a tedious chore isn't fun. All the Archguns are terrible now, on top of atmospheric flight being boring and janky, on top of railjack flight being boring and janky. :facepalm:

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Wow.  This is probably about a 60% release.  By the standards of most mainlines, that's shockingly not terrible.

 

What I like is that the Railjacks feel bigger than archwing, largely because they don't turn on a dime.  The reworking of how archwings function is largely acceptable now, as the ability to blink is functionally a necessity for the railjack game play.  Unfortunately, this is where the positivity ends. 

 

On the mixed side, the game is more stable than almost every other release.  A dozen missions in and only 2 bugged out, and only after getting the rewards.  That's depressingly unstable, but so much better than your previous releases.  

 

 

Now the largest part of the feedback.  Whether you want to admit it or not, this thing is a mess.  It's not built around fun, has insane scaling issues, and is entirely built upon layered grind that makes it miserable.  Let's begin this the systems, move onto the mechanics, and wrap up with the future of the mode from where I sit.  You'll notice the grind isn't mentioned, but I'll be mirroring your own systems and simply baking that in everywhere.

 

The introduction to Railjack was to have to update, read through the patch notes, and figure out exactly what the goals and requirements were.  The entire update was supposed to be understood by a boiler plate paragraph on stat up and logging out of the game to view update notes where relevant information was hidden between the praise for another deluxe skin to buy and how Railjack is amazing because it'll be the biggest update ever.  You have previously used the inbox mechanic to have critical items communicated to players.  You could have had Cy do something useful, but instead you had to read through patch notes because you can't communicate vital information in-game.

Moving on, the initial Railjacks are terrible, which is compounded by the first mission being an absolute mess.  Let's peel back the onion here, you get a Railjack.  There's no ability to upgrade out of the gate, so whatever you've got is it.  But wait, you look at the mission.  It lists a fighter level, a crew level, and seems to be the only mission.  Well, there's not tutorial, so let's start.  The Railjack has weapons worse than most archguns, it takes less damage than most caster frames, it's a huge target, and worst of all you have to have companions.  An entire team of people spawn in with no information, and hopefully they figure out how to deploy in such a way as to win.  That is, after all of them learn how the omni tool works.  Yep, you've systemically sabotaged the systems here by not introducing them.  Systems which are entirely new, and only occasionally make sense without somebody helping you through.  This isn't how you introduce an entirely new mode, this is how you make people hate it because they're expected to learn with no hints.

So you've managed to somehow get through that first mission.  What now?  Well you might have intrinsics or avionics, or you might want to not fly around a Star Trek shuttle.  You might have seen some enemy weapons, and want to upgrade your pew-pew to start feeling like Railjacks are actually capable of fighting sentients.  What do you do?  Well, after poking and prodding you pull up the research bench, and put a bunch of normal resources down.  You then discover that it's another 72 hours to research anything.  Wow, three days before I can upgrade basic functions, and the numbers on the upgrades are pretty small.  Moreover, the resources to actually build things are in the thousands, and drops are regularly appearing a 6.  400+ drops before I can upgrade one component, there are three base components, and that's not even touching on the fact that you'll probably have to spend the same resources on the next research.  Yeah, I'm going to say right now that the levels are hidden so that the insanely high amounts of new drops can't immediately be criticized.  

Let's pop open the avionics menu.  Oh no.  You can equip avionics like mods, and they upgrade with Dirac.  The slots also upgrade with Dirac.  The slot upgrade has no capacity cost, but I can upgrade the avionic for an increased capacity cost.  Thing is, capacity 2 now might upgrade to capacity 3 or 4 once Dirac is applied.  At the start this isn't bad, but once you hit the meager cap for the first Railjack 1 or 2 points can mean the difference between equipping and not having the room.  But you can wait 72 hours and build time for another 10 capacity for the next upgrade, right?  So the obvious solution is to upgrade slots.  200 the first time, 600 the second, and 1800 the third (the last one might be off, I'm going by memory).  You therefore have 12 slots to upgrade at about 2600 each, plus 3 in the battle section, and 3 in the support section.  That's a lot of upgrade cost, just to go from 100% health to 148% health (at level 2).  RNG avionics, RNG Dirac drops, and incremental progression tied to capacity from systems requiring long research waits and insane production costs.  Sounds like the system is meant to punish people who do the content, because they can't balance out feeling good at the start with an exponential power curve.

Moving on from there, intrinsics.  It almost seems like they're awarded like affinity, but there's no visual identifier.  Some missions offer you a drop of 4, others 1, and there's no clear linking of cause and effect.  Now, the award system is completely opaque, but the usage of that system is transparent.  1, 2, 4, 8, 16, 32, 64, 128, 256, and 512 required for the final level.  Wow, 1023 total for 5 segments is 5115 total intrinsics.  The initial awards are fast because of that power function, but they're basic features that the game mode sucks not to have.  I can't use heavy weapons until I have 3 in gunner.  I have an archwing but cannot board a ship until I'm leveled up in tactical.  What?  Yeah, the "easy" to earn levels are basic feature being unlocked.  Here's the deal, Focus farming sucked.  At the same time, it didn't unlock the ability to sprint.  Intrinsics do exactly that.  Locking mechanics, rather than power, behind grind means Railjack sucks until you've got 2-3 levels in each category.  The exponential function means that focusing on any one role is stupid, because each new level costs the same as matching your current level in another role.  I can either be a level 3 in everything, or a level 5 in one of the four current roles...that isn't a choice and actively makes role specialization stupid.  

Finally, let's look at wreckage.  The system sounds great, just go out and find a derelict.  Strip off the old parts, and you can rebuild something amazing.  I'll bite, let's do this.  I even got really lucky and in one of ten viable missions I got a single Mk1 cold weapon.  Oh boy.  Spend real money, and get it fixed instantly....nope.  Mk1 is going to be outclassed by 2 and 3 so money isn't going to be put in here.  I could scrap it....and get 25 Dirac.  Missions generally award more than that, so it'd be stupid to do that.  What about repairs?  Nope.  The cost for this is basically equivalent to making a new one, and it uses all of the new resources I'll need to upgrade basic functions.  2400 pustrels for a single weapon, of 3000 for an upgrade to speed, capacity, and shields (choose any two).  Nope.

 

Mechanics of Railjack are all of the worst bits of other game modes.  The stages are huge, but like the open worlds largely composed of dead space that is annoying to traverse.  Item drops are not clear, because a piece of junk and a rectangular solid containing resources are indistinguishable from a few hundred meters away.  What about damage and the Railjack?  You've got a 60 second warning of critical damage, so you can have time to jump back, patch the ship to a low enough health to get a few pot shots off, and then start the process all over again.  It wouldn't be too mechanically bad, but you have to keep enough ammo in the omni tool, an artificially limited quantity that will be expanded by intrinsics, which needs to be crafted, because of reasons.  The ability to craft these materials though is locked to items you collect while killing, and a forge which works....somehow.  It isn't displaying a time to completion, so what is it doing with those resources?

The absolute best mechanical choice to play Railjack is to throw up a benevolent decoy with amesha, shoot down the incoming enemies, and pop back onto the ship as needed for emergency repairs.  Mechanically this is all of the hallmarks of a terrible escort quest, sold to us as being an insanely powerful fighting machine.  I'd argue that this will get better as the Railjack upgrades, but I'm not playing this mode with another few months of actual content present.  Yep, the Railjack is all of the worst parts of Warframe, and it'll only be viable after a painful initial grind that is a turn off at the best of times. 

 

So, what about the future?  The integration with regular missions isn't here, and the mode exists in a different map than the standard game.   Strike one against integration and usage as a bridge between all the content.  Avionics are terrible because everyone seems afraid of power creep, and they want room to release a primed version in the future.  Likewise intrinsics are largely gutting basic features out until a minimum level of grind is met, making them a barrier to entry rather than a reward for playing the game.  The upgrade requirements are steep as all get out, with no current reward which will influence outside of the game mode which they are awarded in.  What I've got to laugh about is how little of what was shown previously exists here, and how basic things like ship cloaking would have allowed for a chance at single player.  Instead we have this monstrosity.  A worthless Railjack, prone to destruction, which is terrible in every way out of the gate.  We can upgrade, but that means grinding through missions and spending hours after they are done to collect new resources to just have a Railjack that doesn't suck.  Consider me not impressed.

 

 

Maybe don't release anything in 2020, and just make the stuff you already promised a reality.  The regular progression of primes can continue but Liches, Railjack, and Fortuna are not done.  If you finish them maybe we have a conversation about what happens going forward, but right now I see why the Orokin got their butts handed to them by the sentients.  a single Battalyst could eat a Railjack alive if the Grineer have no problem putting the Tenno in their place after sinking all these resources and time into it.  

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Was doing index low risk, and the last two matches were glitchy. Enemies often didn't drop points, or the points couldn't be picked up. Depositing them occurred several seconds after it should have, and the entire thing seemed incredibly laggy. People in my squad were also experiencing the same thing. No idea why, when there was no update/hotfix to break it between the time that it worked and now.

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So you are still ignoring all the feedback, making poor choices, nerfing archguns, forcing your players to waste their time farming more stupid resources and then you release a broken, half made, space wandering simulator?
Bravo DE, bravo!

You f*cked up the only game mode I was hoping to play, you f*cked up the railjack.

Another one to the list, with ESO, arbiters, rivens, broken melee, boring leeches, insane RNG over more RNG, melee momentum, bugged eidolons, bullet sponge spiders, nerfed itzal.

I hope you feel the heat because you are losing your player base.
Good job!

 

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Can we get someone to look into the RNG for void relic rewards? I spent about 20+ Lith V7 relics, all of it, refined to radiant, and not even once did the rare rewards drop. about 10 was with a clanmate also looking for it.

This kind of broken reward system feels like a broken gambling system. random rewards to get the relics, and then a random chance, that's broken to get the rare piece.

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22 minutes ago, KelkSwiftlan said:

Can we get someone to look into the RNG for void relic rewards? I spent about 20+ Lith V7 relics, all of it, refined to radiant, and not even once did the rare rewards drop. about 10 was with a clanmate also looking for it.

This kind of broken reward system feels like a broken gambling system. random rewards to get the relics, and then a random chance, that's broken to get the rare piece.

You ran 20 relics.  The likelihood of not getting what you want was 90% for every run.

 

0.90^20 = 0.121577.  In other words, 20 relics that are radiant have a 12% chance of not dropping the rare reward.  

 

This is why RNG brings people back.  "I've got a 10% drop chance, so 10 relics means I'll have the reward" is the logic.  The reality is that without multiple people each having radiants you're likely very much out of luck.  This isn't a broken system, but one that is designed to inductively be reasonable but mathematically be punishing.  If you'd like to work with the default 2% non-radiant the likelihood of 20 runs not dropping a rare is 66.76%.  

 

Maths are hard....the squishy human brain doesn't like to do it...thus we get bamboozled.  Also, you've forgotten a step.  Random chance to drop a relic.  Random chance the relic is the right one.  Random chance for void traces to drop on missions (thus using less desired relics to farm).  Once all of that is done you've got the random chance to get the reward.  The math here is fun, and mildly depressing to see how little our time is valued.  As a side note, this is basically Lich farm 1.0, only they have less than a 10% chance to drop the right weapon and an undefined chance to have a high element % add.

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Your undocumented "fix" to solo-opening buddy doors breaks the ability of that player to press the other button, ever. So if you finally get somebody to show up, you think the door is busted until a third comes. And if you're only playing with 2 players who both tried to open it solo, the mission is now unfinishable.

Can you just take the hint and get rid of these stupid doors? It's telling that you won't even *mention* these things in the patch notes. Outside of Rescue missions, they serve no purpose other than to make level design and flow worse in a game where you literally just released a frame whose power is it gets stronger by running fast. It's recalcitrance in bad design on the level of how long it took to get cat/dog vacuum.

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