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Heart of Deimos: Hotfix 29.0.4


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il y a 8 minutes, CoreXCZ a dit :

finishing it up in two days is utterly impossible, especially if you count in Entrati and Necraloid syndicates.

hyperbole
/hʌɪˈpəːbəli/
noun
noun: hyperbole; plural noun: hyperboles
  1. exaggerated statements or claims not meant to be taken literally.
     
     
     
     
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11 hours ago, [DE]Megan said:

Heart of Deimos: Hotfix 29.0.4

In an attempt to keep these notes spoiler free you may notice some less-descriptive language than usual - thank you for your diligent reporting!

Token Rank Balancing + Conservation Token Balancing:

Ranking up in the Entrati Syndicate will now require a maximum of 1 Entrati Token type per rank (i.e 1x Conservation + 1x Fishing). Anyone who has already ranked up will receive a refund script within the next few days. 

We have also done a significant rebalance pass of Conservation’s role in the Entrati Economy based on feedback. 

 

  • Reduced the Animal Tags required to complete a 1 Token Task by 50%.
  • Reduced the average number of Animal Tags required for ‘Capture Deimos Wildlife’ Tasks which give 3, 4, and 5 Tokens. 
  • Fixed some ‘Capture Deimos Wildlife’ Tasks appearing as doubles, giving twice the intended Tokens without costing twice as much.
  • Added a ‘Daily Special’ for Conservation to match the Daily Special for Fishing design by request.

Isolation Vault Bounty Changes & Fixes:

  • Increased the Bait Defense time from 60s to 90s and increased enemy reinforcements.
  • Lowered drop rate of the Infested anti-toxin during the Toxin Level phase to increase difficulty - it’s too easy!
  • Toxin Level will now greatly increase if players leave the designated area in an effort to increase team coordination and difficulty. 
  • Replaced the Volatile Runner with a Deimos Runner in the Toxin Level phase.
  • Fixed a crash that could occur if the Host migrated during an Isolation Vault Bounty.
    • This also fixes having to repeat Isolation Vault stages if a Host migration occurred.  
  • Fixed a ‘worst case scenario’ procedural generation where some Isolation Vaults would not have the Reactive Crystal intact, which occurred in a 1 hour window last night.

Scintillant Changes:

General note re: Scintillant! We discussed it yesterday, and realized the Scintillant description was too vague in terms of other methods to acquire it and updated its description in the last Hotfix. Overnight, we ran stats and the amount collected was too low, which is widely accepted from the community to be the case. While we all start with baseline ‘0’ for new Updates, this Resource is an outlier in how slowly it’s being accrued, which is to say current pacing not our intention. They should feel like a revised Cetus Wisp, but when we compared the two overnight, and considering more people are playing Heart of Deimos and how many Scintillant are needed, they were lower to a degree that doesn’t make sense with their hookup. Here is how we are fixing that today: 

  • Isolation Bounty Necramech’s now have a chance to drop Scintillant.
  • Fixed issues with being able to pick up Scintillant within the Vault environments. 
  • Increased the spawn chance and spawn radius size of Scintillant within Vault environments. 
  • Removed Scintillant as one of the Weapons Entrati members ‘Parts Requisition’ Tasks.
  • Added a slight glow effect to the Scintillant to increase visibility.
  • Increased the audio loop sound effect when a Scintillant is nearby. 

Changes:

  • Player-usable Necramechs that you can Transference into on the Cambion Drift no longer drop rewards. 
    • Transferring into a Necramech and then standing around waiting for it to die to drop rewards is far from the intentions of the Necramech system. We understand this is a frustrating oversight. Additionally, this was often bugged that only 1 person got the drop at all. Enemy Necramechs in the Isolation Vaults will still drop rewards, and now they’ll drop more of them (Scintillant). 
  • You can now enjoy Deimos from afar as a new planet backdrop when back in your Orbiter!
  • Appearance improvements towards Maggot and Crawler death FX. 
  • Optimized mining visibility more by preventing certain ‘pulsing’ aspects of the world overlapping nodes. 
  • Optimized locations of Esophage exit ports. 
  • Reduced camera shake on the second stage of the Heart of Deimos quest.
  • Hydroid Rakkam Kraken will now be the deluxe version when casting Undertow. 
  • Tweaked the holstered idle pose of the Keratinos to avoid clipping.

Fixes:

  • Fixed a progression stopper in the Heart of Deimos Quest if enemies spawn behind doors. 
  • Fixed ghost channel members lingering behind in Relays and Towns causing confusion and server-strain.
  • Fixed a Heart of Deimos progression stop if you used Transference when in the Necramech cutscene.
  • Fixed certain icons being reversed for repaired Cortege Receiver / Stocks. 
  • Failed failed purchases at Fishing/Conservation Entrati members showing empty quotes instead of the item name.
  • Fixed Fish part quantities not displaying properly when Cut with the Fishing Entrati member in the Necralisk. This should now equally match when you see when Providing/Cutting Fish in Fortuna/Cetus.
    • Note that this is a fix to the user interface: Despite the “Cut fish” summary previously not showing a number of some parts when you cut multiple fish at once, you did actually get those parts.
  • Fixed an Obelisk exploit with certain AI combinations. 
  • Fixed an issue where starting a multiplayer mission just as the Wyrm’s were rotating could cause level issues. 
  • Fixed an issue with the truly ‘dead’ Mechs not looking deader-than-dead, meaning no Transference allowed.
  • Fixed Mod Link configs from Configuration B not showing Subsumed abilities.
  • Fixed issues with the Ashen Mod sets not functioning properly. 
  • Fixed Esophage fast travel not working as intended on Clients.
  • Fixed a crash that would occur when in a Necramech when someone disconnects. 
  • Fixed a crash that would occur when starting certain Cambion Drift Bounties.
  • Fixed issues with proper attachment/detachment of enemy Necramech arms for Clients. In some cases Clients saw Necramechs dying with both arms attached when in fact they were shoot off and weakspot exposed.
  • Fixed some Conservation Lures failing to find a path and possibly creating script errors once activated.
  • Fixed an issue with loading screens for Earth and Mars looking incorrect.
  • Fixed enemies not targeting the Operator after dying in a Necramech.
  • Fixed missing sounds for the Predasite and Vulpaphyla Precepts.
  • Fixed the Kymaeros having a description for Alloy Plate and other erroneous descriptions.
  • Fixed an issue where Operators could be used to bypass a part of the Heart of Deimos quest. 
  • Fixed inability to shot for the entire hover duration when in a Necramech.
  • Fixed Xaku’s ‘Vast Untime’ damaging Teralysts and Variants. As mentioned at TennoCon, this is not intended. 
  • Fixed script error when Vizier Predasite dies when attempting to heal.
  • Fixed a script error when Inaros’ Devour was cast. 
  • Fixed a script error on certain item menus appearing during a load state. 
  • Fixed a crash caused by fishing and catching a fish at the same time a squad member captures an animal. 
  • Fixed a script error that can occur in the Free Roam mission overlay map after a Host migration.
  • Fixed an issue where Operators and Mechs may not work after transference. 
  • Fixed script error when a Conservation fails.
  • Fixed a script error that would occur when killing an enemy, but also reviving an ally when certain Challenges are active.
  • Fixed a script error that could occur when the new Deimos enemies did a special attack.
  • Fixed a script error that would occur when exiting an Open World mission while your Vasca Kavat was approaching a target for Draining Bite. 
  • Fixed a K-Drive related Crash.
     

It is still not fixed, it does not drop at all. This is very depressing now. 

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58 minutes ago, DeathWing50 said:

WAITFRAME : Heart of Hypnostm
(for those who don't know : "In Greek mythology, Hypnos (/ ˈ h ɪ p n ɒ s /; Greek: Ὕπνος, "sleep") is the personification of sleep" -- Wikipedia)
Also please adress Garuda's Talons issue, it has been 14 weeks and not a word on whether or not this is intended.

Considering what they did to xoris and exalted weapons interaction, I'm going to assume it is intentional.

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11 hours ago, [DE]Megan said:
  • Increased the Bait Defense time from 60s to 90s and increased enemy reinforcements.
  • Lowered drop rate of the Infested anti-toxin during the Toxin Level phase to increase difficulty - it’s too easy!

Why make the vault runs even longer? Sitting through 3 minutes of "keep toxin levels low" is still a slog. If you gonna increase the accumulation rating of the toxin at least reduce the time you have to wait by a minute. Trying to "fix" that which wasn't broken again.

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3 minutes ago, Ishredpapers said:

Why make the vault runs even longer? Sitting through 3 minutes of "keep toxin levels low" is still a slog. If you gonna increase the accumulation rating of the toxin at least reduce the time you have to wait by a minute. Trying to "fix" that which wasn't broken again.

It's literally only 30 seconds longer in a 10 minute mission: a 5% increase in time.

The time was not adjusted for the second part, the toxin survival and this increased toxin accumulation has no effect on gameplay. It's still the same: kill enemies and pick up loot. Unless you actually stood still in a corner the whole time, this change does not affect you. 

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6 minutes ago, Ishredpapers said:
  11 hours ago, [DE]Megan said:
  • Increased the Bait Defense time from 60s to 90s and increased enemy reinforcements.
  • Lowered drop rate of the Infested anti-toxin during the Toxin Level phase to increase difficulty - it’s too easy!

1: vaults still take too long. Before, it was just barely possible to do 3x3 ISO vaults in one 1 hour 40 minute cycle. Now that is flat out impossivle
2: the lowered drop rate does not make it any harder, just more annoying as the spawn rate of enemies is just blatantly too low to sustain low toxicity levels
3: scintillant is still pretty much impossible to obtain and from the people that did get one, I heard resource boosters don't even work on them??

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Everything looks like one big Pre-Alpha Test not full release, but good that WE are testing this "model" and give data to DE . Bdw now i know why Xaku is called BROKEN Frame 😛 

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8 hours ago, NeoRetro10K said:

I would actually look into rolling your NVidia driver back quite a bit, because the newer ones seem less stable to me. I am using a really old version, and it actually runs better. I just have to keep rolling it back every once in a while because it periodically updates automatically.

I think when they release a new driver version, it is truly meant for newer cards in the same series, but everyone with a card in that series gets the update even if the card is a bit older. Thus, the driver no longer quite matches the exact card, but is still mostly compatible since it is the same series, hence why it does not outright crash.

good shout, ill look into it!

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11 hours ago, ExyPrime said:

pls fix hunting animals often you can hear a sound of an animal nearby from the trank rifle

You can? This is genuinely news to me. I've never noticed any such noises.

To be fair, I am hearing-impaired, but wow, do I hate audio-only indicators of anything in this game. The constant din of gunfire, explosions, enemies yelling and dying, etc doesn't really make it any easier, either.

DE, you have stuff for color blind people right? Can you please maybe invent an option to add more visual indicators for hearing-impaired and deaf players? Or an option to make indicator noises (animals, caches, demolysts, etc) louder? Something. Please.

Edited by Nasheim
Added some stuff
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I saw ONE Scintallent spawn, and it was not in a well trafficked area, but way up in some infested rafters tucked away. It was only for looking for secret door toggles, that I came across it. No pinging sound, way out of the way, and near impossible for anyone else to pick up the drop as it does indeed act like a wisp; especially if they are a room or two over from you. Not nice DE.
 

Concerning conservation the avian creatures need a maker or something to spot on the mini map, because in some locations they are either not spawning at all, especially those near caves and covered with massive infested growths, or they are spawning inside said growths and still undetectable to the scanner. Not cool, If the tags are so important to rank up son token acquisition,then make it remotely possible to get the bloody bounties, rather than hoping that the call point ins in some remote and open area. Ridiculous.

Also ENOUGH with the Nora glass interruptions every 5 mins in mission, especially in Free Roam, it is way over board, and now rather tedious. Please DE tone down or get rid of Nora on the Cambrian pronto.

Edited by CuChulainnWD
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hace 11 horas, [DE]Megan dijo:

Scintillant Changes:

General note re: Scintillant! We discussed it yesterday, and realized the Scintillant description was too vague in terms of other methods to acquire it and updated its description in the last Hotfix. Overnight, we ran stats and the amount collected was too low, which is widely accepted from the community to be the case. While we all start with baseline ‘0’ for new Updates, this Resource is an outlier in how slowly it’s being accrued, which is to say current pacing not our intention. They should feel like a revised Cetus Wisp, but when we compared the two overnight, and considering more people are playing Heart of Deimos and how many Scintillant are needed, they were lower to a degree that doesn’t make sense with their hookup. Here is how we are fixing that today: 

  • Isolation Bounty Necramech’s now have a chance to drop Scintillant.
  • Fixed issues with being able to pick up Scintillant within the Vault environments. 
  • Increased the spawn chance and spawn radius size of Scintillant within Vault environments. 
  • Removed Scintillant as one of the Weapons Entrati members ‘Parts Requisition’ Tasks.
  • Added a slight glow effect to the Scintillant to increase visibility.
  • Increased the audio loop sound effect when a Scintillant is nearby. 

 

You had good intentions. Didn't work.

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12 hours ago, Voltage said:

Xaku feels alot rarer than Gara/Garuda/Revenant from Bounty rewards.

Must be that RNJesus is angry with you. I spend days farming Gara, less than an hour for Xaku

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12 hours ago, [DE]Megan said:
  • owered drop rate of the Infested anti-toxin during the Toxin Level phase to increase difficulty - it’s too easy!
  • Toxin Level will now greatly increase if players leave the designated area in an effort to increase team coordination and difficulty. 


you've again took the feedback and twisted it into whatever you wanted. the problem wasn't that it was too easy. it's that it was TOO LONG FOR NOTHING.

 

12 hours ago, [DE]Megan said:

Player-usable Necramechs that you can Transference into on the Cambion Drift no longer drop rewards. 

  • Transferring into a Necramech and then standing around waiting for it to die to drop rewards is far from the intentions of the Necramech system. We understand this is a frustrating oversight. Additionally, this was often bugged that only 1 person got the drop at all. Enemy Necramechs in the Isolation Vaults will still drop rewards, and now they’ll drop more of them (Scintillant). 

 

 

ho, look. DE taking away choices from the player. that's never been seen before, right?

the necramech left better be giving more loot of mecha parts.

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"Increased the Bait Defense time from 60s to 90s and increased enemy reinforcements"

WHY WHY WHY WHY WHY WHY WHY WHY WHY WHY WHY WHY WHY WHY WHY WHY

Still only 1 scintilliant  xdxdxdcxcdcxvkmsdxd

Why there are a los of enemies that can't be afected by viral??

Edited by ByElooY
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50 minutes ago, Celetille said:

It's literally only 30 seconds longer in a 10 minute mission: a 5% increase in time.

The time was not adjusted for the second part, the toxin survival and this increased toxin accumulation has no effect on gameplay. It's still the same: kill enemies and pick up loot. Unless you actually stood still in a corner the whole time, this change does not affect you. 

I'm talking about the waiting time for the toxins not the bait station time.

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I wonder if it's intended for Cryptilex to spawn solo and not in groups of 3? After son token changes this is one thing that feels out of place. I have 5 to 20 of "rare" animals and I don't have 4 cryptilex for 1 son token.
It's a challenge to find cryptilex poop among all others and then to do it 2-4 times.

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12 hours ago, [DE]Megan said:

Reduced the Animal Tags required to complete a 1 Token Task by 50%.

And it only took 20+ threads complaining about it. That's the fastest we ever got some actual good changes here.

12 hours ago, [DE]Megan said:

Increased the Bait Defense time from 60s to 90s and increased enemy reinforcements.

We're already fighting with our patience, DE. Sitting in one spot fot 60 seconds on repeat for days after days because we need those darn ressources, and now you make it even more painful.

12 hours ago, [DE]Megan said:
  • Lowered drop rate of the Infested anti-toxin during the Toxin Level phase to increase difficulty - it’s too easy!
  • Toxin Level will now greatly increase if players leave the designated area in an effort to increase team coordination and difficulty. 

Again, the difficulty lies in keeping your patience up. Have you ever tried to run 3+ Vaults a day? It's painfully slow, especially because frickin Loid is about as fast as a snail in reverse.

Why do you keep trying to reduce your playerbase?

 

On on a side note, please, for the love of Chili Con Carne, do something about your standing caps.

I mean, I'm on MR20. My Cap is 21K. Your token system allows me to get enough tokens for all 5 ranks within a matter of hours, yet I need to wait for a week or more to progress, not to mention that the "progress" revolves around me logging in, trading in tokens, and then leaving again and wait another day. Even if I pump my entire standing cap out today, I'll still only be halfway through the Rank 3 requirements.

This is not fun. This does not feel like I'm making progress. It does not feel like my work is getting rewarded. It feels like I'm actively wasting my time.

Please, I beg you, get rid of standing caps or at least triple them.

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12 hours ago, [DE]Megan said:

They should feel like a revised Cetus Wisp, but when we compared the two overnight, and considering more people are playing Heart of Deimos and how many Scintillant are needed, they were lower to a degree that doesn’t make sense with their hookup.

So much for people insisting we were all just "whining" because "they're just like Cetus Wisps." Yeah, turns out they're not. I'll go check them out.

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Bring back the wild necromechs loot lol, are u sane or what?  Even the vaults are broken now, yesterday everything was fine. Wild necromechs dropped loot and also the necromechs from vaults was good. 1 for t1, 2 for t2 and 3 for t3. And today what 1 for any tier of Vault? U really fcked this up DE :)) 

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12 hours ago, [DE]Megan said:

Increased the Bait Defense time from 60s to 90s and increased enemy reinforcements.

Why? Isolation vaults already feel like Payday 3 farming with all those time gates. Why do you propagate our suffering?

12 hours ago, [DE]Megan said:

They should feel like a revised Cetus Wisp

They feel worse than Cetus Wisp on release of Plains of Eidolon, because C.Wisps farm is faster and easier. I'm glad for the changes, but how did it slip into the game in the first place, looking at the experience with C.Wisps?

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