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Hotfix ETA - Railjack Hotfix Progress (for PC)!


SilverBones

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Are there any adjustments coming to a certain anomaly area of Empyrean? It's frankly a hot mess between all the host transfers for shedu parts, and the insane grind for the rare caches, and the time limited nature of it just exacerbates the entire process. 

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Seems a shame to me that such an ambitious update gets released in such a buggy and unfinished condition. The initial negative reviews of Empyrean will never go away.  Why not have a public test server so the fixes and finishing touches can be made before you release it and prevent at least some of those negative reviews and anger among the player base before they happen?

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1 hour ago, (PS4)vinster said:

Can you please confirm that that 2% Vidar MKIII Reactor mission RNG avionics capacity buff or rework will be in the fixes as well?

The only 2 Vidar MKIII reactors I have after numerous veil missions gave me +39 and +59 capacity and feeling more demotivated each day.

 These are all the fixes i need, can anyone ...anyone please at DE  talk about this? I got 4 of them 65,65,67,73, that last one looks good but when i see someone with a 90+ i cry inside.

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Without giving away too much, there’s a certain ephemera that came out recently that’s caused a lot of fuss over its rarity. Me and my squad FINALLY got it after well over a hundred runs, but many, MANY more haven’t even seen a single ‘drop source’. It really shoots down the idea that ephemera were ever meant to be elite cosmetics earned through challenges, being a (roughly) less than 1 in 750 chance to drop with the highest allowances for rng. At the very least can you make this a guaranteed drop alongside regular loot (like sigils?) many in my own clan got really upset with me when I had to choose which three got it alongside me when I saw the drop source (didn’t even know it was gonna be what I wanted yet).

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Just now, kpa732 said:

Me and my squad FINALLY got it after well over a hundred runs, but many, MANY more haven’t even seen a single ‘drop source’. It really shoots down the idea that ephemera were ever meant to be elite cosmetics earned through challenges, being a (roughly) less than 1 in 750 chance to drop with the highest allowances for rng.

Don't worry, it's almost guaranteed to come back either as a nightwave reward, Baro item or (more likely) become a common occurrence on every Sentient ship once New War launches and they appear en masse. DE doesn't do time-gated once-in-a-lifetime exclusives, the ONLY exception being Excalibur Prime access. 

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Thank you for taking the time to polish your game modes! I imagine a lot goes into making an entirely new mode for this feature-filled game. People will surely be playing it for years to come, especially with how Railjack already has tie-ins to The New War! I'd also like to thank everyone that's already cleared and farmed the new content while keeping an eye out for bugs and optimizations to provide helpful feedback. The two-way communication between Warframe's staff and players is unlike anything I've seen in anything at this scale of popularity.

That being said, there are some older modes that haven't received a lot of attention lately, and recent changes to melee have greatly affected them (and unfortunately, for the worse 🙁). Is there any ETA on these reported bugs?

We're thankful that the Nova mines are now visible, but there's still a bunch of other bugs, especially the Telos Boltace ragdoll effects, that have changed the landscape of PvP drastically.

Anything is appreciated! 😀

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Not related to the topics mentioned, but are there any plans to do a pass on stealth mechanics that were changed with Melee 3.0? Basically, the only way to get stealth kills at the moment is via backstab prompts on unaware enemies or putting them to sleep. Kinda defeats the point of being a nimble ninja when our options are so restrictive (translation: it sucks for leveling weapons).

On top of that, enemy are drastically more aware than they used to be, so general sneakiness can be extremely difficult if you aren't using a stealth frame. A prime example of this is that a ton of players have made threads expressing how they've been having trouble with the MR9 stealth test, even veterans were surprised at how hard that test is due to the current state of stealth.

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TL:DR here:

1)   Give railjack debuff/supportive auras that provide passive effects like slow/loot detection/healing/allied damage buff. Aura can be toggled to provide boosted benefits while consuming flux energy. This is to address issue of amesha being mandatory in all team compositions and to also be a reason to NOT NERF AMESHA.

2)   Loot pick-up/detection needs a patchup, needs waypoints and/or greater vacuum range. Also, loot extraction supposedly only works for clients if host/crewmember refines resources at forge, else you return home with credits only. Rip all them void holes/munitions vortexes lost to failed loot extraction. Also, gunners should be able to mark/waypoint loot

3)   Tenno archwings aren't equal to enemy fighters, they're simply jetpacks with abilities. Implement a flyable/pilotable fighter equivalent to deal with the enemies. Fighter equivalents can be selected while in dry dock by each member, and selection is available from researching at dry dock else obtained via grineer/corpus enemy blueprint/part drops.

4)   Vidar reactors with 2% drop chance AND bad rng scale needs to be changed to an upgradeable reactor. More upgrades(costs resources or rush drones, whatever tenno prefer) result in more reactor avionic capacity, at the max of 100 capacity. Also, each reactor has a given number of upgrades, and tenno can choose whether they want to upgrade flux energy OR avionic capacity. They can also spend forma to increase the number of upgrades to be gained(forma grants +5 capacity or +10 flux energy, or else each forma grants +1 upgrade point. Also apply this change to the other reactors, except each house reactor has different flux/avionic capacity base and max amounts.

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1)   In the current state of empyrean, due to the enemy armor scaling and the potential for crewships to 1shot tenno in archwing, only the amesha is able to easily handle taking the hits. This leaves out the other archwings, as they can abrely take a hit and survive, let alone 2 hits(mostly due to latency issues greater than 100, and even if itzal can cloak and remain unseen, that doesn't mean itzal can take a stray hit and survive). In resolving the need to use amesha ALL THE TIME due to the huge help it provides in slow aura as well as the fact that it's basically space trinity, toggle-able tactical avionics that provide PASSIVE effects could be implemented(slowing effect, magnetic field to redirect enemy missile/projectile fire, healing field, loot vacuum that has greater than current loot radius, loot radar, the list goes on).This would be the railjack equivalent of a warframe aura. In a team effort, each tenno should also be able to contribute their own railjack's toggle-able tactical avionic to the host's railjack(host's tactical avionic will provide the strongest bonus while fellow crewmembers provide a lesser bonus) and provide multiple effects on the field. All 4 tenno with loot radar would mean a greater detection range than if only the host brought loot detection, for instance. To not leave out solo players, they get doubled the host's benefit in a solo run. Also, I stated that this should be toggle-able so that when active, it would provide boosted effects at the cost of flux energy drain. This is to be used situationally(railjack is surrounded by 3+ crewships, 30+ fighters, is taking terrible terrible damage, and has no void hole/munitions vortex/seeker volley/other battle avionic).

2)   Adding to the top change, loot pick-up and loot extraction fixes are needed. I'm certain I've probably lost countless avionics and who knows how much resources due to the lack of loot radar and the abysmal loot pick-up radius(250m pick-up radius is ALOT of pick-up space if it's in a ground situation, but really it feels like I actually need to physically touch loot to pick them up and feels like 25m in front of me, if even that). The lack of loot radar doesn't help either as loot can be ANYWHERE in ANY direction of your railjack, and with all the visual noise(asteroids/rocks/spacecraft/explosions/particles), it's easy to lose track of any and all loot locations. The loot also don't really make it obvious where they are unless you're within about 500m or so of them and you are LOOKING DIRECTLY at them. Loot radar needs to be a thing in empyrean, else loot pick-up radius buff and/or loot identification needs to be implemented similar to how rare resources like argon crystals or vitus essences are waypointed.

This is an add-on to 2nd statement as I've seen that Danielle has posted about loot visibility/pickup: Would be VERY BENEFICIAL if gunners can mark/waypoint loot. If there's a TON of waypointed loot, most of which would be resources, it'd be nice if loot marked by gunners would have a special blinking effect or something to emphasize that it's an important pick-up(wouldn't want to miss a void hole or something in a sea of copernics, right?).

3)   So far in space combat, enemy grineer and corpus have access to jetpack troops, fighters, and crewships. We the tenno have archwings and the newly released railjack(which needs improvements such as weapon balancing for the better and NOT nerfs, most avionics needing patches to make them actually useful). Archwings, so far, feel like jetpacks with special abilities. In combat, on Earth, they're okay-ish in survivability versus any fighter. Just when you have to deal with crewships are they almost no good in taking a hit, as all crewships 1shot you. Hence the massive push in having to use amesha to debuffing and almost completely negating damage taken. This is fine and good, except it leaves much to be desired, as I really wanna use itzal and the other 2 archwings we almost never use(cuz go figure, archwings haven't ever been used by the majority of players for a while). In my personal honest opinion, crewships and fighters should put less priority on tenno in archwings unless tenno are dangerously close to them. So rather than just simply nerfing the enemy fighters/crewship armor and/or damage output, what if the tenno could bring in their own fighters of sort? Something of a cross between the archwing and the railjack in terms of survivability/damage output. This could basically be a kind of zaw-empyrean spacecraft in which tenno research orokin parts back at dry dock, and acquire(*ahem, steal blueprints/parts) from corpus/grineer fighters/crewships to add enhancements of other factions to their fighters. Tenno can deploy these fighters from the railjack, and can equip the railjack weapons on them. Omni can be used to recall tenno and fighter back to railjack, costs 25 omni to recall. Though this idea should be implemented AFTER current state of railjack is fixed/patched.

4)   My luck with the vidar reactor is legendary(or so I believe). 20+ reactors so far, all of them provide less than 40 avionics capacity. I do not believe that RNG on top of RNG(mission reward drop table reward of 2% with a capacity range) is a good idea for content. I know there are definitely people with 90+ cap reactors, maybe even someone owning a 100 cap reactor. The fact that I've wasted all this time to get something that is much less useful than a researched mk3 sigma reactor is depressing, disappointing, and frustrating. A change is needed for this(especially as it's frustrating just about for anyone who farms empyrean for it). I propose changing house reactors so that the reactors have a starting base amount of flux/avionics capacity, and we can upgrade them with resources/dirac obtained in missions. Resources and/or dirac can be used to grant an upgrade point. Each reactor will have a set amount of upgrades possible, and tenno can choose whether flux energy or avionic capacity is upgraded. This consumes an upgrade point. Once maxed out on points useable, tenno can also spend forma to increase the number of upgrade points(by 1 point each forma, up to 5 or so), or else each forma spent can grant additive bonuses to stats(+5 avionic capacity or +10 flux). Could also use forma to make a new forma called empyrean forma or something to increase upgrade points.

If #4 is implemented, all currently existing reactors should not be affected. Tenno already spent a ton of time farming for their 90+ capacity reactors, should let them keep their prizes, after all.

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In the love of all Tenno please remove this RNG on Items or at least let us grind somthing to upgrade bad rolled Items
e.g.:

  • Player 1 gets a RJ weapon with +60% (max value) damage (god roll) he is lucky and done.
  • Player 2 gets a RJ weapon with +40% damage and he can spend (polish the weapon) with e.g. Dirac to boost the 40% step by step until the weapon is at 60%.
  • Player 3 gets a  RJ weapon with +20% damage (min value) so he can decide to grind for a new weapon with more +damage% whats highly possible to get and then grinds it up like player 2 OR he can grind even more Dirac (or Recource X) to boost polish the weapon all the way trom 20 to 60.

Grinding (to a finishline) is fine but grinding that is absolutely pointless and is purely related to luck does not make fun and results in frustration and burnout

In all the upper cases there is a finishline that has "some" RNG into it BUT it is 100% reachable by putting effort in the game without having luck only.


If you find this is a good and/or possible (partial) solution, PLEASE UPVOTE

 

btw imo this also should count on Lich Weapons

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50 minutes ago, (XB1)Rez090 said:

Why can't this hotfix be for both pc and consoles? With the small release window between when pc and consoles (excluding switch) received Empyrean, wouldn't this be something that can be patched quicker for everyone instead of consoles getting patched months later?

because they have to run it by sony/MS 1st and that takes don't blame DE blame ur respective console's creator

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1 hour ago, OvisCaedo said:

While I'm sure there's a lot more fixes and changes coming, it feels like you guys are being very limited in what issues you want to actually comment on, here. Are you guys still planning on doubling down on the claim that the reason for massive random stat ranges that allow so much strictly bad gear as being for the sake of people's ships being "unique"?

Thats very disappointing if thats thier belief.

Have they not learned that players discriminate in teamplay based on gear? The 'least unique' option will never be used because it wont be good enough. Unless ofcourse all the drawbacks are offset by other features but from i've seen thats far from the case.

Digital Extremes welcome to deathspiral that is Anthem

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11 minutes ago, CarrotSalad said:

Thats very disappointing if thats thier belief.

Have they not learned that players discriminate in teamplay based on gear? The 'least unique' option will never be used because it wont be good enough. Unless ofcourse all the drawbacks are offset by other features but from i've seen thats far from the case.

Digital Extremes welcome to deathspiral that is Anthem

I believe to some extent the reasoning behind them not fixing the effects of "unique" gear is that without it we would basically all be done with railjack within two months, however ether way it dousnt justify it imo.

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Please, don't forget...

-Shedu jamming bug not being able to shoot anymore...

-The infinite void loading tunnel in railjack, is still present. Maybe has something to do with the connections between hosts/clients.

-Navigation in railjack mission not working sometimes, bugging itself not giving you the ability to return to drydock or refresh the node until mission is completed.

- Railjack names appearing and dissappearing when using skins.

- If mission ends in railjack and a squadmate is still in a crewship, the crewship dispawns causing the player to have black screen until they return to dry dock.

- Some nodes in railjack with side missions, captain's asteroid is invisible. Not sure if it is supposed to be that way, but once you kill the captain and exit the asteroid is impossible to re enter, meaning if you got a good drop only you will get it since your squadmate wont be able to enter the asteroid.

Surely there is more... But those are one I've experienced...

To improve:

This in a future scale, not expecting it asap. But would improve railjack gameplay.

-When mission ends, and players are left in the calm part of the mission where they explore and pillage having a group of 3 enemy fighters to appear randomly in X time. could help keep things interesting, so you don't feel bored when done.

-adding to the one above, maybe a tactical avionic that allows you to use some kind of drill with a scanner to mine  and identify special asteroids for resources. Such as pustrels, titanium, etc... And railjack ores. (Giving a fair amount of resources maybe a rng of 600-1000 per asteroid) 

- Adding more derelicts and places to explore when mission is complete, this ones are key to keeping railjack more unique and away from feeling grindy boring.

Could think of more... But those are some that could improve the gameplay way more. Thank you for the hotfix.

 

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Can you tell us if you want to change the fact that veil enemies drop only zekti parts? I am also finding that the repair auras found on certain grineer ships to be too harsh. I would like the repair aura to be either nerfed or denoted by a mechanism similar to arbitration drones so that the players can prioritize the enemies that are causing heavy on the field repairs?

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4 hours ago, [DE]Bear said:

To follow on from Rebecca's tweet regarding a PC hotfix date, we wanted to keep you posted on the progress of our Railjack hotfixes. We are not planning a hotfix for today, but hope to get the first one of 2020 out as early as tomorrow!

Hello,

I did fly Railjack since day 1 as pilot over hundreds of missions and there are things to say:

1) The Railjack wreckage - the RNG layer on top of RNG layer with forced sorting out wreckage after each two missions in Veil due RNG stats and capacity limit 30 is really tedious. It needs some love on how we gain better wreckage than is currently in inventory without manually trying to keep it under control and worrying to auto-scrap wreckage with better stats than it is due capacity limit. Also it is like a lotery right now to get max stats wreckage because there is RNG<dot>RNG in each stat number. Also getting like Vidar Reactor MK3 with +30 avionics capacity looks like evil joke. Perhaps it is due bugs in random number generator which may be making negative numbers?

2) The Battle avionics. What a pain currently to get Void Hole, Munitions Vortex and similar. Getting those truly feels like winning casino. Fix drop chances to more humane??

3) The tactics layer use - there was many times when using it (the default L key) as pilot is leaving Railjack steering away or getting ramslides being hitting ship on that moment / etc. Maybe you can find better approach to be felt like natural flow?

4) The tactics avionics use - Can we get key bindings for it? Like F1,F2 and F3 keys for quick access while using Railjack pilot/gunner seats?

5) The Forge terminals in Railjack. Can it made accessible also over tactics layer as slots list instead of forcing people to run on each in the back of the ship just to see them busy?

6) The Spectres / Clem / etc in Railjack. Looks like they finaly have purpose with defending my ship right now. Just when making spectres the Level 1 Shedu on level 83 cosmic Wisp spectre feels bad. Can we get actual copy of loadouts into spectres instead of defaults? Also the default level 7 spectre when summoning in middle of warp is not helpful to repel level 80+ invaders in Veil..

7) Ordering people around over Cy - can people get actual markers when sending orders? Like blinking icons over Crew ship on aim sights / holes in ship, etc? Also the supply in menu need to expand as there is no way to select replenishing flux energy capacity and more detailed component making on Forge. And would be nice to see Cy requests for assisting back from the people as well.

 

And - thanks for bringing Railjack as function into a game! The space-ninja game did not feel like actual space game until it is all made into flow from flying ships to actual fights inside of flying enemy ships.

 

Cheers!

 

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On top of these fixes, I would like rank 10 intrinsics changed

  • Tactical 10- It's not useful to teleport to a location where there's already someone there doing the objective. It can bug, and when it does, you lose operator and you cant teleport around the ship anymore
  • Pilot 10- ramming does 2000 dmg, particle ram does 1500 damage constantly+passively, enemies touching your ship instantly die like they stepped on lego. It would be great if some of the boosting perks no longer require boosting, or something to fix the boosting economy. You give dmg bonuses and dmg reduction bonuses on boost, but then boosting means you avoid damage anyways, and you can't reasonably hit anything while boosting either.
  • Gunner 10- Good click bait description. I have a macro that spams aim just so I can hit things from the side turrets. I know you don't want the game to play itself, but everyone agrees that the 0.5s snap is a downgradev and in an awkward position. It neither commits to its function, nor submit to your control. It has to either be replaced with another perk, or fully be committed to mesa bot.
  • Engineer 10- Also click bait description. Probably the best perk to get (when it works). Sadly it's really buggy: works only as host on your own ship, if someone is faster than your remote repair, you bug out and cant use tactical menu for teleport or other repairs. The cost penalty being double is reasonable and should be mentioned in the description, but 60 to repair hull breaches to really steep
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I can't wait to see what other changes are to come.

Moreover, what happens with Warframe community nowadays. Back in earlier versions/years of WF players reacted to bugs with feedback and were greatful if actually anything had been changed. Now? Only complaints and ideas that are not always right with the vision of DE. I know feedback is important but we can't blame them for every decision they make. 

I have high hopes for upcoming hotfixes and RJ changes and I believe they will do their best to bring us the best game. Also, can't wait for [DE]Steve's poll results and first Devstream of 2020! Not 

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