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Empyrean: Ivara Prime 27.0.10


[DE]Megan

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That's really cool, thanks! I really like this patch. But we still need

1. Archwing auto aiming fix. Only Veritux work fine as I know. Other melee is impossible to use.

2. A way to get rid of useless Kuva Lich. They're not pleasant at all.

3. Railjack parts RNG.

Please, don't stop

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56 minutes ago, punipunichen said:

Great fixes, I hope we can get wreckage marked like our mods now, and letting us have vaccum In space  with range based on how many sentinels are equipped, (because they are around the ship like resource drones, picking up junks for us; or hell, why not let us actually pack resceource drones as ability to sent them out in a wide area to pick up detected loots?)  also, when are we getting a companion revive gear item? Having my cat die on a dying enemy ship while being teleported back to RJ is stupid...    I hope we can get some more intresting weapons later down the line for our RJ soon these weapons are so boring... 

I believe wreckage is marked like mods - it's a purple diamond thingy, if I recall.

It's also pretty rare - I've seen one or two pieces of marked Wreckage, not even 1 per mission I've tried since the update. 

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vor 4 Stunden schrieb MunsuLight:

I play most of my mission solo because my toaster(computer) cant play the game in a group. The AW Changes/proc changes/armor health changes made everything worse for me in solo.. 

well first of .. you are not even the one i mean when you Play Solo. I talk about Archwing User in Squad Games where you are Suppose to play as a TEAM and help your fricking Team.
And second .. i did Solo Gian Point in 4min before the Nerf. Now i need like 6-8min. Still no need to play the weak S#&$ty Archwing in a Railjack Mission even if you play SOLO.

vor 4 Stunden schrieb MunsuLight:

 If you wanna play in a suboptimal setup, good for you. 

Railjacks are Suboptimal? Do you Rush Veil in 4min with your Archwing? No? Mhh yeah Railjacks are S...  lmao. Git gud and learn to play

vor 5 Stunden schrieb --TNO-Galamoth--:

Men not all ppl have a comp from NASA, my comp is a toaster and can't play with a team, I must play solo for get done that nodes. My loadings takes about 2 or 3 mins, and many times get kicked from squads. 

Same counts for you. No need to use the weak Archwings even if you Play Solo.

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1 hour ago, denis-ldv said:

I speak from my experience. How can I prove it? Should I buy booster and record video? ) Sorry, too lazy for that.

Any proofs that booster doesn't affect avionics? )

 

Never received more -- or less than usual -- with baro's mod booster from the last visit.

I speak from my experience, should I record a video? Sorry, too lazy for that.

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36 minutes ago, Saberfrost said:

Resource booster affects your scrap / asterite / titanium etc...

Avionics are not considered a "mod" by the mod booster so their drop rate is not increased.

Affinity booster does increase how much Intrinsics you gain as Intrinsics are tied to how much affinity you earned during a Railjack mission.

Credit booster obviously still works.

So, what you are saying is that resorce drop chance booster dont affect asteroids, and there is no way to increase avionics drop chance, right?

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2 minutes ago, Draco0xd said:

So, what you are saying is that resorce drop chance booster dont affect asteroids, and there is no way to increase avionics drop chance, right?

Resource booster will double how much of the resource you get.

 

There is no proof to confirm or deny the mod booster actually works until DE decides to be smart and tell us if it does or not because there's so much information we should have that we simply don't get -- even when we ask for it.

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1 hour ago, Saberfrost said:

Never received more -- or less than usual -- with baro's mod booster from the last visit.

I speak from my experience, should I record a video? Sorry, too lazy for that. 

Not proof BUT )

https://n8k6e2y6.ssl.hwcdn.net/repos/hnfvc0o3jnfvc873njb03enrf56.html (official warframe drop tables)

If you search "Gyre Cutter" (or any other fighter) there is line - "Mod Drop Chance: 15.00%" and list of avionics that drop from unit.

 

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24 minutes ago, denis-ldv said:

Not proof BUT )

https://n8k6e2y6.ssl.hwcdn.net/repos/hnfvc0o3jnfvc873njb03enrf56.html (official warframe drop tables)

If you search "Gyre Cutter" (or any other fighter) there is line - "Mod Drop Chance: 15.00%" and list of avionics that drop from unit.

 

Mod drop chance booster does indeed effect avionics. Avionics count as a mod.

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vor 22 Stunden schrieb zakaryx:

Can we please get a rangefinder on all enemies when we look at them? The current version requires pixel perfect accuracy and fades away the instant you stop hovering over the target.

 

 

This is close of what I expected, needs a tweak though. Move the crosshair into the big a$$ enemy marker to reveal the info, not hovering over the ship directly.

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The Vidar Mk3 Reactor is a "Best in Slot" item.

I believe there is no other real "BiS" in the rest of the game. Weapons are comparable in most ways, there´s always an alternative. Same counts for frames, archwings (except the Amesha state thanks to exaggerated fighter / Crewship damage outputs) and Arcanes.

There is no real alternative for getting those 50-100 avionic capacity though. Every other reactor provides 50 or less. (The Lavan Mk3 CAN roll up to 70, but that´s still way below the 100 mark)

This is bad - especially since they are locked behind a huge grind AND they are weighted on the low side concerning stat rolls.

You need to rebalance this.

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17 hours ago, auxy said:

I have an immense number of complaints about railjack - I essentially agree with your post - but this is not constructive feedback.

As a game developer myself, it feels awful to read this kind of thing.

Why did you post this? Out of frustration? Express your feelings by enumerating your frustrations. Otherwise, just to troll? Not the behavior of a reasonable adult.

The game gets better when we work together to improve it. Smugly sitting back after posting things like this isn't helping.

Good. It's meant to feel awful, because the whole thing is a disaster.

I can easily forgive the bugs, I can ignore the fairly terrible UI design, I'm willing to look past the randomized stats, I don't particularly mind the long list of missing features and I can even tolerate the insane cash grab that the repair drone was.
What I am not willing to forgive is the piss poor gameplay, the total detachment from the main game and the immediate nerfs to anything that works well, such as Rhino's roar affecting the Railjack weapons.

The one interaction between what you've worked for (in this one case, setting up a roar build) and the new game mode, they get rid of as soon as it becomes well known. Before someone latches on to that nerf, it's not about the one ability, it's about the attitude DE has towards their own game.
Warframe is fun because you do with it what you please, you make your own builds and do the missions however you like, yet DE insists on nerfing weapons and builds that do things too easily, not caring one bit about the time or effort that people spend on their game.

You know what's not fun? A 20-50 minute turret simulator with intermittent mini games that no one likes, which is all nearly entirely circumvented by Void Hole, which makes the fighter snooze fest a complete walk in the park, but the roar interaction that let you kill crewships with one shot was "OP". Okay. This was never about making a good gaming experience, it's just an arcade game mode being shoved in because the devs felt like playing with a new programming challenge.

Now let me turn this around on you as "a developer", do you feel good when you call out others for being ruder than you like, acting as defense for what is obviously a sub-par product?
Do you feel your feelings are more important than the work you do and the responsibility you have towards people paying you money?
You have no business telling anyone what a reasonable adult is or isn't, you just want your little dopamine hit for calling someone else out and looking like a crusading champion of justice for some twisted notion of what is good behaviour.

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I was saving up Plat to buy some stuff from the market. It totals quite a bit, around 1400 plat but with this completely buggy, rushed, broken, grindy and flat out bad update I kinda don't want to anymore. Like I actually feel bad spending plat cause I don't feel DE deserves it with what they have been doing. This is a first for me. I never felt bad about buying stuff with plat before but now I do. Any advice?

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21 hours ago, MunsuLight said:

2) The ressource costs Now on the asterite changes. Do we the players really want to stay in a mission for 10 minutes after we already spent 10 to 20 minutes in a mission Just to collect asterite ? Because even at doubled rate it is still abysmal without a booster.

Pretty much what we're being FORCED to do now. Fly around with no purpose but to try to find asterite for 10-20 minutes AFTER the mission is complete. Boring and not fun. It's the worst way to farm resources. Cause there isn't even a map to go for resources, like mining/fishing.....you can mine without engaging in combat. In empyrean, you are forced to engage in combat and complete the mission just to get to the 10+ minute asterite farmflying done.

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1 hour ago, Rhiis said:

When are the Kuva Lich bugs going to be addressed? I get flickering lights almost every mission, but never a message or a larvling.

When those happen, you have to kill a lot of Grineer in a very short time. Like how with Juggernauts work. Sometimes it demands a lot more than at other times and can appear as a failure to spawn, IE a bug. Exterminate is the most reliable I've found, with it almost always happening exactly at the halfway mark with kills-needed. If 25s~ have passed since the flicker and the Larvaling hasn't spawned, it's usually been too long. The shipboard Ext' node at Saturn with a standard Braindead Equinox Day-Form build always works there; just spend up until the flickers building up your burst, then blow it all it when you get within range of a decent enough group.

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OK DE, let's talk this through again and try to figure out why you've decided to make the changes you have.  Let's also highlight whether that's listening to the community or processing player data and trying to homogenize the experience to a much longer grind.

 

So, right now 80% of the player base uses Amesha and the Cyngas, and the primary weapon of choice is the Cryophon by a wide margin.  They use the invincibility and the slowing powers the most.  What exactly do we learn here?  Instead of learning that the other railjack weapons are garbage, the conclusion is that the RNG statuses are terrible and that the archwings don't have an easy fix so we're just going to focus on nerfing anything good.  That means the Zetki weapons now have 50% more damage and only 100% more heat, instead of 300% more heat.  The statuses now have slash nerfed, instead of everything else buffed.  That's right, we're going to buff being on fire but that's buffing something useless to being fringe useful at best.  As another tweak to go with this, you're halving armor and messing with health on fighters.

Is that a reasonable response to player feedback and usage?  I don't believe so.  What you've effectively done is multiple fold, but let's break it down. 

  1. The halving of armor shows that you released this mode with no testing.  Halving something implies you did nothing but push out fighters and balance them only against the highest levels of content.  That means no regard for the miserable progression to get there.
  2. The status distribution, and attempting to make all relevant against one enemy type is baffling.  You don't see people using magnetic damage against the Grineer on normal missions, but it needs to matter in Railjack?  How about instead of this false requirement you release different types of weapons and statuses, and let us figure it out first.  Right now it's low range machinegun for shredding, cold shotgun, longer range toxic and fire.  That's pretty sad when you can't choose something like a status shotgun toxic, but you're telling us this is all for balance.
  3. Weapon choice and content.  This is pretty straight forward.  30 "wreckage" slots.  3 primary damage types and 4 elements.  Critical and Status subsets.  The triangle of damage, range, and output speed (think shotguns being huge damage no range and huge output speed, snipers being high damage and range but no speed, and machine guns being range and output but no damage).  If you wanted to actually have some balance on day one you could have released dozens of weapons, and we'd see a myriad of different Railjack configurations.  Nope.  One month in and you'd decided to nerf the Cryophon because it was the best weapon to kill enemies, and the fact that we have to keep default items and weapons to prevent not having anything to equip after salvaging means there's literally not 30 wreckage slots.  I would be angrier, if this sort of thing was new.
  4. Archwings suck.  I'm sad to say this, but unless the 25% buff on high level intrinsics is somehow going to fix all of this, it's not working.  I've seen that provided to other people, and I don't believe it's magic, though I can't confirm myself because a power function requirement for grinding says everything about you not giving a crap about progression and wanting to make this more grind than content.

 

Let's touch on the economy.  Titanium and Asterite are basic resources.  You've had to double the collection of both.  That's great, but I'm not offering praise because the solution was to double earnings instead of understanding what was so broken.  Let's touch on this again.

  1. RNG with low chances for a drop, layered with RNG statuses, and finalized with a third layer of RNG bonuses is not content stretching.  Let me be clear with the math.  2% drop (now buffed to 4%) with a pool of only 100 different possible values (90-100 avionics and 90-100 flux) , and 10 possible bonuses mean that your chance of not getting a good reward is 0.04*0.01*0.1= 0.00004 or 1 in 25,000 runs.  I'd suggest that this is insulting to the players who are trying to work through this, but to use a more apt description this is peeing on us and telling us that it is not urine but rain.
  2. Gallos Rods, Kesslers, Komms, and Isos.  Let's talk real here for a minute, these things are hot steaming garbage because of the lack of any reason to pursue MK I and MK II equipment.  How about instead of forgetting them they are part of the progression.  I'll discuss this in a moment, but getting them while force farming titanium and asterite is insulting and shows exactly how little thought was put into this game mode.
  3. Repair drones.  These were introduced as a money sink, to buy out of the grind.  It's not a happy situation, but fine. Removing them from the market after early adopters basically skipped the entire broken resource grind with money is...not paying to skip grind but paying for power.  You keeping them as a 0.0025 drop (0.25%) is insulting, because by the time one will actually appear you've already run too many missions to not have the resources available.  This is like getting a legendary core as a daily reward...when you're MR 28 and have nothing to spend it on.  I already have endo and credits, so the reward is just silly.  Great job making and insult a joke with no punchline.

 

So about the fixes.  Let's talk two things, the enemies and the economy.  Beyond that, the simple truth here is Railjack is a fundamental failure to deliver on your hype, after two years of waiting and enough cinematic trailers to make the game mode incapable of ever being what you promised based upon past release history.

  1. Change enemy progression.  Fighter count, carrier count, enemy level, secondary objectives.  4 metrics to work with and you haven't figured out progression.
    1. There are 25 missions available.  Earth has 10, Saturn has 7, and Veil has 8.
    2. Each area has no logical progression on fighters, carriers, and levels.  Neither do they have objective progression.  In short, the tutorial is failure by grinding into a wall until you figure out the mechanics.
    3. Fighter level goes from 1-45, enemy levels go from 15-90.  Fighter count goes from 30 to 90 while carrier count goes from 2-6.  
    4. Let's design the missions on Earth to act as a tutorial.  1-3 are where you learn to deal with fighters, and there's not a lot of junk floating around.  Fighters stay levels 1-9 and increase from 5 to 15.  Mission 4 introduces all of the salvage mechanics, with the fighter count staying at 15 and levels 6-9.  This is where we start picking up titanium and the other resources.  5-7 introduces more fighters and cranks up the levels.  We're talking a jump from 15 fighters up to 30, and levels from 10-15.  Mission 8 and 9 keep the fighter count, and add in the carriers one at a time.  These carriers introduce enemies from levels 20-30 to provide a challenge, but the crap enemy scaling and armor are still acceptable as a tutorial.  Finally mission 10 on Earth combines all of the elements, and raises the fighter count to 40.  This means Earth shows fighter combat, has some farming potential, and as you upgrade can be a place to come back to and use as a proving grounds for new hardware.
    5. Move the Veil from Saturn to Ceres for middle level content.  This is a Grineer world, but it's relatively low level will allow future Railjack content to gain power naturally.
    6. Let's design the missions of Ceres to act as an escalation.  Mission 11 to 13 are all increasing fighter count (40-60) with static carrier numbers.  Mission 14 introduces the first  action where you have to board and destroy something.  Missions 15 and 16 lose the boarding, but increase fighter levels, counts (40-60), and carrier counts.  Enemy levels have slowly increased from the 30 of Earth to the 60 of sorties.  Our final mission on Ceres is a doozy before the next world, it keeps everything static, but offers our first galleon ship to board.  
    7. Move the Veil to Saturn or Uranus.  The idea here is to squash down the levels a bit, and offer later content to exist on Sedna, Pluto, and the Veil.
    8. Saturn/Uranus are 8 missions of escalation.  18 to 20 are a boarding action, 4 carriers, and fighter counts escalating from 60 to 80.  Mission 21 drops the boarding, increases fighter counts to 90, has fighters peak at level 35-40, and has all 6 carriers.  Levels on enemies top out for the area at 60-70, so there's room for future content.  Mission 22 sees the fighter and carrier counts static, but introduces two boarding actions.  Mission 23 sees the first galleon and boarding objective.  Missions 24 and 25 are where things get fun.  Each has a galleon and all of the fighters/carriers as before.  The catch is they also have a S&R bend, where you board an asteroid, find a hostage, and escort them to a lifepod.  Captive blasts off, and the last two missions demonstrate what more could be done (and incorporated in lower level content as more is made available.      
  2. Burn down the intrinsics system.  Let's compare it to exactly the same thing that you already did, the focus system.  From day 1 my operator gets a basic void beam, dash, and can equip arcanes.  What do I have on my shiny new Railjack?  I can't really boost, most command features don't exist, I can't use parts of the ship, and my Railjack is functionally a flying coffin.  Let's start over.
    1. Simply remove the need to unlock basic functions. 
    2. Each tree then gets basic improvements in efficiency as its' first required step.  Piloting is boost efficiency, tactical is flux efficiency, engineering is forge efficiency, and gunnery will be forge speed.  Command has yet to be seen, but I'd suggest something like crew capacity (2 to start, and each of three levels offering 1 more so that command will always offer a team benefit).
    3. Eject the pseudo levels.  The system already in place for focus works.  Trying to re-invent the wheel is stupid and detrimental.  Barring this, don't tie the intrinsics to affinity at all.  Each objective earns intrinsics based upon location, and there's a max gain per day to bring people back.
    4. Have each tree overlap with archwing and weaponry boosts. The idea here is to allow diversification into higher levels of the tree, without basic efficiency so that some of the high level stuff is available once you have any one tree completed, but the lack of basic efficiency makes it too expensive to use often.
      1. Let's create an example.  Engineering is wedged between Tactical and Gunnery.  It shares the weaponry augments with Gunnery and archwing augments with Tactical.
      2. The core three segments are to decrease forge costs by 25-50-75%, decrease repair time with an omni by 20-40-60%, and to have a 10-20-30% chance of repairing any damage to a Railjack within 10 seconds of being caused.
      3. The shared archwing augments will be boosting speed by 20-40-60%, boosting archwing energy recovery to 1-2-4% per second, and decreasing the cooldown on Blink by 0.5, 1, and 2 seconds. 
      4. The shared weaponry augment will be to decrease heat accretion by 10-20-30%, increase forward artillery damage by 20-30-40%, and increase forward artillery range by 10-20-30%.
      5. The above allows substantial bonuses to go into each tree, and the overlap bonuses that that transfer between trees are thematic, but don't influence all of the players so you don't have any situations where everything gets broken due to a power.
      6. Command will be unique.  DE can choose to have either weaponry or archwing on both sides, and make it either a team booster or a solo player's resource for improving their archwing to fight while an AI crew deals with the enemies.       
  3. Halve the build cost of everything.  Yeah you've already doubled the resource drop for asterite, but you aren't yet to the absolute garbage in the veil with trachyons.  So we are clear, that's the next problem you'll be encountering.
  4. Use the resources at your disposal.  This one baffles the crap out of me.  Fresnel (a type of lense in reality), Trachyons, Brachoids, Komms, Gallos Rods, and Kesslers all exist.  Instead of a logical progression, the Komms, Gallos Rods, and Kesslers all cease to matter when you get to the MK III weaponry.  At this point you've got to go back all the way to Earth and power farm titanium, and spend a good deal of time in Proxima to power farm the organic bits.  How about we stop with all of that stupidity and make MK I, MK II, and MK III weapons composed of one unique element, 2 common, and a rare.  This would break down as follows:
    1. The Apoc requires the unique item Kesslers.  The Marks require 100-250-500-1000 respectively.  Pulsar is Ceramics, Photor is Cubic Diodes, Cryophon is Copernics, and the Carcinox is Pustrels.
    2. The Marks require titanium and ferrite as a base material.  1000-2000-4000-6000 respectively.
    3. The respective houses require Nullstone, Komms, Fresnels, and Brachoids respectively. The quantities are 2-5-10-20 respectively.
    4. Actual credit cost remains at 15,000 because it's a bad joke.
    5. The Trachyons are all that's left...but I haven't forgotten them.  They're used exclusively in the ship components.  That's the front ordinance, reactor, engine, and shields.  They can effectively replace the unique items.  Titanium and plastids can replace the commons.  Unique items per house remain.  
    6. This will require a rebalance of where things are, but if all the rares drop from everywhere you'll accumulate what you need as you go rather than aggressive farming.  The goal here is to make it reasonable to build MK I and MK II components because they are cheap enough to build without having to weigh the huge cost of farming afterwards.
  5. Avionics still suck.  I have a Vidar reactor with 98 avionics...and can't fit something into every slot without some substantial compromises.  My problem here is that "just forma it" is a stupid suggestion.  Anyone with a brain knows that Zetki is the best, so there's literally no reason to forma to anything else.  If they introduce a forma like system it'll be as if every single good mod was a V polarity, much like our current situation with mods on weaponry (multishot, damage, critical, status, and more are V).  Did we not learn our lesson from the warframes all those years ago?  Guess not.  How about instead of this insanity we just limit the mod capacity by the amount of investment into the grid?  That way plowing dirac into the grid gets a double dip on effectiveness, and you get a greater sense of value when you invest dirac into the grid.  This offers a double dip of positive reinforcement, and shapes new player progression by having high investment into a few items until they can get enough to drop that experimentation is warranted.

 

Well, that's about as long as your patch notes, so I'll stop.  I look forward to the next update where you'll decide to nerf the Amesh instead of buffing Itzal and Elytron, thereby killing archwing in Railjack.  That's where my money is, given nearly three weeks is what it took to get this mess...so three weeks of feedback and one week of actual work time.  Sigh.  Why do I ever expect better?

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