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Empyrean: Ivara Prime 27.0.6.1


[DE]Megan

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7 hours ago, Lucieai said:

DE since the railjack update, there is a bug on relic runs where everytime someone joins your squad or someone starts a mission it forces the void relic refinement station / window to force close.hence you have to interact it all over again. this also bugs the upgrade refinement on the relic itself.

Why are you posting that?

7 hours ago, Lucieai said:

this update was mainly to fix the railjack mode, and the bugs that came with it. youre better off making a new thread of your own

 

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8 hours ago, [DE]Megan said:

Fixed ability to yeet the Jordas Golem with Itzal’s Arch Line ability, thus breaking the mission.

Just using the word yeet makes me like DE more, still, when will you let us change the railjack's energy colour?

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I would really love yo know how do you feel about this update DE.

You claim to have been working on this for the majority of this year. All to rush the reveal on an irrelevant cringe fest of an awards show and for what ? Do you have no respect for you player base at all ?!

Am not even going to start listing everything that is wrong with this flawless update. From hidden stats on turret wreckage that got all scrapped cose of course the slots are limited and you have no indication of the cap and its auto deleted if you don't manage it after each mission to UI bugs that are progression stoppers while in a time gated quest mission...

This is absurd. To quote the saddest ''interview'' of 2019 : ''Specters of the Rail was more polished than this''

Why is that vid sad you may ask, cose its horrifyingly accurate to the state of the game. I cant even imagine how the Founders must be feeling, they made you and in return you just keep spitting in their face while acting like everything is fine and dandy on your cringe streams..

How about you polish out the existing game modes and consider revamping rewards for some content instead of endlessly crawling out of your fkn skin to generate hype just so people would get exited.. before they realize that they have been bamboozled yet gain with bug infested grind fest of a game mode with unrealistic drop rates from enemies that cant even spawn in missions, provided you can finish the mission as per this cool feature you have seeming added. I call it ''artificial difficult'' when you need to pray to the entity of your chose in hopes of the game not crashing or bugging out somehow..

As per usual you will fix some broken things to damage control from all the community backlash, add in a few cosmetics and move on to the next BIG HYPE CONTENT

Absorb a rooster, sincerely

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12 minutes ago, FerdinantFreez said:

I would really love yo know how do you feel about this update DE.

You claim to have been working on this for the majority of this year. All to rush the reveal on an irrelevant cringe fest of an awards show and for what ? Do you have no respect for you player base at all ?!

Am not even going to start listing everything that is wrong with this flawless update. From hidden stats on turret wreckage that got all scrapped cose of course the slots are limited and you have no indication of the cap and its auto deleted if you don't manage it after each mission to UI bugs that are progression stoppers while in a time gated quest mission...

This is absurd. To quote the saddest ''interview'' of 2019 : ''Specters of the Rail was more polished than this''

Why is that vid sad you may ask, cose its horrifyingly accurate to the state of the game. I cant even imagine how the Founders must be feeling, they made you and in return you just keep spitting in their face while acting like everything is fine and dandy on your cringe streams..

How about you polish out the existing game modes and consider revamping rewards for some content instead of endlessly crawling out of your fkn skin to generate hype just so people would get exited.. before they realize that they have been bamboozled yet gain with bug infested grind fest of a game mode with unrealistic drop rates from enemies that cant even spawn in missions, provided you can finish the mission as per this cool feature you have seeming added. I call it ''artificial difficult'' when you need to pray to the entity of your chose in hopes of the game not crashing or bugging out somehow..

As per usual you will fix some broken things to damage control from all the community backlash, add in a few cosmetics and move on to the next BIG HYPE CONTENT

Absorb a rooster, sincerely

This is about as woke as it gets. Well said, also i share your opinion. Failjack is a glorified space grind simulator, take the existing game, remove the planets and weapons and replace them with spaceship and space guns and you have empyrean. Its soo hilariously bad that they had to nerf already abandoned/neglected Archguns in order to make failjack look good.

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4 hours ago, 000l000 said:

There's something reallly wrong in how you're designing stuff, really. I'm pretty sure now that no one at DE did have a clue about how and how much we have to farm anything in this entire content, what are you testing on private servers, light reflection and texture mapping only ? 😓

What about sitting in a turret for the whole mission duration, playing another game at the same time and waiting for others to do the boring stuff then ? Cause that's already happening. This content needs more consistency, more fun and more rewards, not more grind.

DE once again showing that they don't play their own game outside of Prime Time and Devstreams. But then again, I imagine people who actually take the time to complain are very few. I wonder what this update did for their stats, I imagine any players they pulled from TGA will probably have dropped out already since this content is not accessible to them. Makes you wonder what the point of the whole thing was.

10 minutes ago, tychondus said:

This is about as woke as it gets. Well said, also i share your opinion. Failjack is a glorified space grind simulator, take the existing game, remove the planets and weapons and replace them with spaceship and space guns and you have empyrean. Its soo hilariously bad that they had to nerf already abandoned/neglected Archguns in order to make failjack look good.

The Railjack is such a fragile POS with such pathetic guns and even after that brutal nerf, Archwing is still a more practical option a lot of the time. The disappointment I felt after I finally got to fire the big cannon was indescribable. Who looked at the state of this update and thought "yeah, this is good"?

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Please add a full description for the avionics in salvage menu, like stat numbers and ugrade possibility just like in upggrade menu. It's hard to manage it when the only difference between two mods is some dots or triangles on icon and maybe its amount.

And maybe it's better to change the presentation of avionic in upgraded slots. For example, for 4lvl mod with base 10% of something on 3lvl slot now we see a 80% stat, where 50% is mod stat and 30% slot bonus. But in avionic upgrade menu we didn't see the slot influence, and it's hard to compare similar mods from different Houses with slightly different stats and upgrade caps.

The possibility to see the resulting stats without actual upgrade level by level is also welcomed, like we have with warframe mods.

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vor 9 Stunden schrieb Senguash:

Thanks for the hotfix!

Still hoping for critical chance on slide attack to receive a similar treatment to crit chance so it makes sense comparatively.

Sacrificial Steel = 220%
CC on rivens = 180%
Maiming Strike = 150%
Slide CC on rivens = 90%

The first 2 applies on all attacks and gets 2x on heavy attacks.

The latter 2 forces you to slide exclusively.

This makes no sense.

Just because railjack released does not mean it's suddenly not an issue.

quuuestion .. MS is + 150% CC ? so e.g. 90% base +150% = 240% badass redjuicy slide?

 

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One of the things that needs adjusting is the Tactical map in Railjack, it moves up and down the screen, I think it should stay in a specific spot on the screen, so every time where ever I am on the ship, I don't have to chase the quick travel buttons with my mouse. Not sure if it is a bug or something intended.

Also, I believe the repair resources required to repair the obtain equipment in Railjack is very very expensive, especially on the Coprenics and Titanium, maybe tune that down a bit? this is just my opinion, cuz the grind is so crazy in my own opinion.

Cheers DE 

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What happened to Ivara prime not having her Artemis Bow as an exalted? OG Ivara has a loadout spot for it but Prime does not. Idk if it is just me having this issue or not but not being able to mod her bow doesnt seem right.

Had a quick thought right after i posted. I just got her so she is unranked. You dont get her 4 until rank 10. Is that it? its been a long time since i leveled the original and thought you could upgrade prior to being able to use it.

 

 

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Did you address that game breaking bug that occurs when you die in the turret seat?

If a boarding commando kills you while being in a side turret, you will respawn with the Turret HUD, in SPACE with no archwing equipped.

So you run with your warframe and your warframe weapons in outer space, with no way to revert it.

The funny part is, that you can down enemy fighters with an acceltra way faster than with your archgun or turrets, sometimes even oneshotting them. So before this turns into an exploit. you might want to investigate.

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5 hours ago, JohnnyMeta said:

DE, the damage of Sniper Rifle cannot be inferior to that of the Bows
When an arrow can hit 5-7 times more than a sniper rifle bullet?
It makes no sense that Bows like Cernos Rakta, Paris Prime, Dread, Daikyu, get to hit up to 500k of damage, and a sniper (all) on average barely reaches 150k (with combo multiplier x4), it is impossible, it does not make sense that logic.

Bows are less used - you can get such high damages because of crazy Riven rolls. Do people use Bows in places where they would use Snipers, e.g. eidolons, because the bow damage is so ridiculous?

There's no point thinking about the weapon type here, it's balancing based on usage/usefulness.

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General

  1. Archgun reload regeneration times are basically at ultra low levels, and it seems all weapons that naturally regenerate ammo including Baza, Fulmin, etc are affected. This means most weapons cannot regenerate ammo at all except at an extremely slow pace.
  2. Make a toggle for hold to heavy attack for melee. People have been complaining since melee 3.0. Heavy attack already has a hotkey so why is the default melee stuck with heavy attack when 95% of players dont even use heavy attack builds? Worse is that this is really because its coded around in-game FPS. Please listen to the many threads complaining about this and breaking down the problem areas of this issue for you.
  3. Fix affinity booster not affecting intrinsic gain or fix the bug where your intrinsic gain on the score screen doesn't match actual gain in the drydock!!!
  4. Make critical mods for slide attack at least usable again. The nerf to all long range weapons including Wukong's exalted weapon was a big enough nerf. Right now there is no point in using slide attack mods because they don't do enough compared to regular crit mods. This should have been addressed after Melee 3.0 and before Railjack. Rework the mods if you have to if slide attack is to forever be forgotten. Note: I don't care much for slide attack but I do care that it was nerfed to the point where its obsolete.

 

Resource/Economy

  1. All resources are shared, inside crew ships/bases/capital ships. Everyone gets the same thing
  2. All resources are instantly picked up and the range is global. Don't give me the same old "our devs are 50-50 split on universal pickups" story to keep deflecting the fact that Railjack needs it more than ever. Its already an effort to go around destroying all the containers for resources. Why should the blueprint be unobtainable if someone leaves the asteroid or capital ship locking everyone out?
  3. Get rid of the 200 forge capacity. Whoever came up with the idea that the engineer needs to be glued to the console to refine because resources hit capacity doesn't have a clue how to play this game.
  4. Resources should be guaranteed/confirmed after each mission completes. No need to worry about going to dry dock to "hard save" or worried that a bug will eat your rewards from another mission if you choose to continue via navigation.
  5. Improve resource visibility from a distance. They should be flashing or highlighted or anything. 
  6. Clarify what happens to resources when forge is at 200/200 in the game.

Railjack

  1. Remove the doors that require 2 people to open. Why are they even there? In fact, remove them from the entire game except outside rescue missions.
  2. Intrinsic gain is bugged and often displays conflicting numbers. For example, it says you gained 40 intrinsic, but drydock only shows 23? 
  3. Enemy Crewship visuals should have a different highlight so you can distinguish them from regular fighters and heavy fighters at a distance
  4. Enemy commander should have a distance finder even though its always the same place
  5. Crewship cannons and missiles shouldn't one-shot-volley even the toughest of Archwings instantly.
  6. The Asteroid Base commander base in space is often "invisible" where the only thing you see are the two large red spheres on the left and right side, with the objective indicator on the entrance to the base. A lot of people cannot find the entrance into the base once the commander is killed. Again this wouldn't be a big deal if the blueprint didnt drop here and was shared along with the resources.
  7. Stealing the prototype crewship can get it stuck between the base and the doors. If the person doesn't blow it up from the inside nobody can get to it after. The only way then is to fire a artillery shot at it and hope it destroys it.
  8. People should be able to mark targets in space.
  9. Archwing deployment should give you several seconds of invulnerability so you don't die while exiting.
  10. Normalize all the XP/Affinity/Intrinsic gains so that everyone gets the same gain as long as they contribute past a minimum. There are plenty of ways to deal with afkers but does it really matter?
  11. Slider for wear and tear when?
  12. Fix the doors that don't open in the bases

Tactical

  1. Recall should be lower in the tree, preferably rank 1 and rank 2, due to how many "im stuck" bugs there are, and because space mining takes you 25,000m away from the railjack
  2. Boarding parties should be automatically marked by Cy no matter where they are on the ship
  3. Pressing recall while recall is active will bug it out making it useless. 
  4. Allow playes to cancel recall by activating it again.

Piloting

  1. The dash/drift should last probably twice as long and have a longer cooldown.
  2. Should be able to mark any resource gatherable within 500m automatically. Or make this part of tactical
  3. Sprint bar is confusing, it needs to be more clear in how it works
  4. Give pilots a large long range beam to pick up stuff, but really just give universal pickups for railjack.

Gunnery

  1. The aim-assist should show up in archwing mode to help you aim with your weapons. 
  2. The lockon-assist auto-aim should also work in archwing mode.
  3. The aim-assist needs to be unique and tailored to each gun module. Right now certain gun modules always miss because it doesn't match the projectile speed and trajectory. 
  4. Fix the bug where forward artillery is blocked by the railjack itself so its impossible to shoot
  5. Forward artillery should literally be 360 artillery so you dont need to rely on the pilot. Plus this does jack damage to crewships unless the armor is stripped completely which makes this weapon almost useless in 99% cases.
  6. Resource popups block half of the cooldown meter.
  7. Weapon ranges should be shown whenever you are manning a turret or piloting. Targets should appear a certain color when in ideal range.

Engineering 

  1. The entire engineering, 4 console setup, makes zero sense. Sure maybe you need 4 consoles because 4 players might want to do something (unlikely but I guess that's why its there). But other than that the UX and design is poor. Its clear you want the engineering specialist to handle engineering. They could have been given a console that isn't bogged down by a 2 minute cooldown on each action, and Like what part of engineering is "press buttons to craft consumables but its on a cooldown and more importantly your job is to watch if the capacity gets reached." Like seriously, who pulls on some rope to access crafting in a spaceship. We don't even do this on the Orbiter.
  2. All 4 consoles should be linked, and show all 4 cooldowns and associated crafting buttons. This way one console can manage all of engineering, but 4 people connect to it at the same time.
  3. Engineering console could have been a semi-active role where you can heal the ship or power the shields or charge the weapons and increase speed output. Along with managing repairs and fighting boarding crews, this becomes a full time job that's meaningful.
  4. Why on earth is there a 2 second animation windup to access a console and exit the console? This should be near instant like using any control interface.
  5. Engineers past rank X should be able to see the cooldowns and vitals and ship issues on their HUD
  6. Why is there a wall between all the consoles and a hole??
  7. You can't see how much stuff you're actually crafting with your higher ranks. For example you can craft 2 dome charges but it only shows +1. 

Railjack Interface UX

  1. A new score screen should be created for Railjack. One that shows all the resources you had before and after the mission completed so you can see the yield difference. This also helps players spot check the numerous math bugs that show undercounted intrinsic gain and resource gain that have been posted all over Reddit. The new score screen isn't just for helping debug the game however, it's just necessary to show progression in a way that's easy to digest without having to memorize what you have in storage already. Just look at how confusing intrinsic counting is. Its like its intentionally designed to be a confusing and hard to parse.
  2. Allow players to manage and upgrade their railjack either from the Orbiter or at least inside the railjack too. 
  3. Allow players to go directly to the railjack upgrade interface in the dojo.
  4. The pilot and the sideguns should have separate resources for using missiles so people stop arguing over it. 
  5. Wreckage capacity should be doubled due to the RNG nature of them. The game should also display the total wreckage you have in your inventory so you know when you approach capacity.
  6. Needs better compare/sort functions. Please stop sorting by alphabetical for wreckage and avitronics. Just sort by their actual types so we can easily compare them at a glance instead of having to hunt around.

Railjack Ship Design

  1. You should be able to reach the engineering section from the back of the 2nd deck. Put a hole or ramps in there. Its pretty annoying how the edgy tenno kid plot device takes up that entire area while blocking off access to the back.
  2. Slingshot area shouldn't be in some small hidden area at the top of the ship. If anything it should have been in the circular drive area at the observation deck.
  3. Shields feel pretty bad compared to health. Buff shields or give armor to shields. Shields have long not made much sense in warframe aside from a few frames.

Omnitool

  1. Should have about 50% more range so you can repair damaged areas on the ceiling without having to jump.
  2. Hazards like fire/electrical shouldn't have some "minigame". The speed at which the process bar ramps up is too fast in the beginning to meaningfully hit early [ ] targets, its almost easier to just keep using the tool until the circle fills. Just remove the minigame all together. Very few people like your open world mining mechanics anyways.
  3. Instead of having this take up space on your gearwheel, give this tool a hotkey that accesses it anywhere on your gearwheel. Not just a 1-10 gearwheel hotkey that only works on first page items. 
  4. Hazards like fires/frost/electrical should clearly indicate what systems they are affecting and displayed on the HUD.

Avionics

  1. Its pretty much a nightmare to compare and contrast between three different houses at the start when you don't know how it works. Why bother having three types of the same type of Avionics when clearly two of them are garbage compared to the best one? Could have simply gone much clearer naming convention or allow more upgrades from higher tier houses so its easy to tell "at a glance" which Heat avionic is actually better without scrolling around and clicking each of them.
  2. Like Wreckage, is it just me or do we simply not know what's what out there to the point where the next update is for sure going to invalidate all the effort and resources invested in the current "best in class" upgrades?
  3. Give us a compare/contrast or better grouping by type, not house name, not anything else.

Archwing

  1. Archmelee is useless and needs to be revisited or just removed until later.
  2. Please add a archwing defense mission that people can grind xp on.
  3. Reduce blink cooldown by 1 second.
  4. Increase blink range to 1000m and have it pick up everything between that distance in a radius of at least 400m.
  5. Amesha seems to be the only viable archwing so far, others need a revamp for railjack.
  6. Blink should be separate from Roll. Give Roll its own hotkey, its practically useless anyways.

Other

  1. Please FIX the god damn de-acceleration from trying to spam blink. You should have to HOLD down SHIFT to switch to speed modes so that trying to blink while in combat doesn't suddenly put you out of high speed.
  2. Would be cool if there were more specialized enemy fighter AI. Their ability to evade is annoying however since they can maneuver in ways players cannot. 
  3. Explain all the new damage types. What is Particle damage? Plasma damage? etc.
  4. Archmelee is useless. In fact most archweapons are useless.
  5. No resources can be picked up in the special veil mission.
  6. There should be a cooldown on entering and exiting environments so you don't bug out in archwing mode or ground mode.
  7. The empyrean map should not zoom straight into Earth every time, or should look at the last planet done. 
  8. Improve visibility of resources. You can barely see them as it is. Just do players a solid.
  9. Dying in space sucks. With how much damage enemies are doing, its impossible to get revived in most scenarios, nevermind reaching someone in 10 seconds.

 

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11 hours ago, [DE]Megan said:

Fixed Crewships being spawned as Tenno Faction, which resulted in numerous issues such as not attacking you, Fighters attacking it instead, and Railjack Turrets not doing any damage to it. This also fixes a fatal crash related to this bug.

Didn't encounter this bug personally, but I imagine it might be a cool feature for whenever Kuva Liches or Steel Meridian decide to assist us in Railjack battles. Perhaps when our own ship is experiencing some fires or hull breaches, the friendly Lich or Steel Meridian ship could pop in, distract and shoot down enemies for around 5 minutes, then leave.

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