thurmack Posted October 3, 2020 Share Posted October 3, 2020 Please consider adding a practical benefit to gaining/maxing codex scans. It could be a slight increase to damage on those targets, bonus drop rate, bonus focus, or even something more interesting if you feel like putting some creative thought into it. It would just be nice if codex had a direct impact on the game. Link to comment Share on other sites More sharing options...
DCaedus Posted October 4, 2020 Share Posted October 4, 2020 Or any impact at all. Link to comment Share on other sites More sharing options...
Nok-Rntha Posted October 4, 2020 Share Posted October 4, 2020 I believe it exists purely because it was on DE's checklist, that's why it has no practical use. Now no one can say there's no ingame codex. Link to comment Share on other sites More sharing options...
DrivaMain Posted October 4, 2020 Share Posted October 4, 2020 Completing Codex Entries should give some mastery points. An alternative instead of the tedious MR fodding process. Link to comment Share on other sites More sharing options...
Voltage Posted October 4, 2020 Share Posted October 4, 2020 Only if every possible codex scan is achievable, or there is an exception for anything not possible to be scanned. The problem with the codex is that it is barely maintained, and there are many old enemies/objects that cannot be scanned anymore that remain in the codex. Link to comment Share on other sites More sharing options...
Steel_Rook Posted October 4, 2020 Share Posted October 4, 2020 If you want the Codex to offer any practical buffs, then scanning enemies has to not suck ass first. That is to say, I'd need to have a good way of telling if I've scanned an enemy or not without constantly pulling out my Scanner or having to memorise the entire Codex. Wouldn't be a bad idea for the Scanner itself to be a bit more lenient, such as scanning faster and not resetting to 0 if I accidentally mouse-off of an enemy I'm scanning. And yeah, I know I can just take Helios everywhere, but a workaround is not a solution. The game has what? Two dozen pets now? Restricting me to just one of them is not good design. Link to comment Share on other sites More sharing options...
(PSN)Laertide Posted October 4, 2020 Share Posted October 4, 2020 6 hours ago, Steel_Rook said: If you want the Codex to offer any practical buffs, then scanning enemies has to not suck ass first. That is to say, I'd need to have a good way of telling if I've scanned an enemy or not without constantly pulling out my Scanner or having to memorise the entire Codex. Wouldn't be a bad idea for the Scanner itself to be a bit more lenient, such as scanning faster and not resetting to 0 if I accidentally mouse-off of an enemy I'm scanning. And yeah, I know I can just take Helios everywhere, but a workaround is not a solution. The game has what? Two dozen pets now? Restricting me to just one of them is not good design. I can't agree more... Eventually I'd like the possibility to buy codex scans of specific enemies with Simaris standing. After all you gain standing through scanning, so it's natural to permit tenno to buy enemies scans (completionists like me will love this!) Link to comment Share on other sites More sharing options...
schilds Posted October 4, 2020 Share Posted October 4, 2020 The codex *does* have a practical use. It tells you where things drop, and the weaknesses of each enemy. That information does eventually end up on the wiki, but that doesn't mean the codex has no use. I still recall when Railjack was released people complaining there was no information on the enemies or on drops . The codex entry for the Veil crewships also tells you that they can deploy a healing field, which cleared up all the confusion of players (at the time) who couldn't figure out why the fighters weren't dying. Link to comment Share on other sites More sharing options...
(PSN)Madurai-Prime Posted October 4, 2020 Share Posted October 4, 2020 The codex is or was useful.....it tells you what mods enemies drop and what their weaknesses are. Since it's common for people to say they "they shouldn't have to read a wiki" and that the "information should be in the game" I don't see what the issue is. You're acting like scanning is some actual daunting task that deserves to be rewarded....it's scanning....there's absolutely no difficulty in it at all. It's almost like you even get more standing with Cephalon Simaris for scanning stealthily...which makes it even easier... Then you can passively scan with a companion so you don't even have to do any of the "hard work" yourself. Link to comment Share on other sites More sharing options...
(PSN)Madurai-Prime Posted October 4, 2020 Share Posted October 4, 2020 8 hours ago, Steel_Rook said: If you want the Codex to offer any practical buffs, then scanning enemies has to not suck ass first. That is to say, I'd need to have a good way of telling if I've scanned an enemy or not without constantly pulling out my Scanner or having to memorise the entire Codex. Wouldn't be a bad idea for the Scanner itself to be a bit more lenient, such as scanning faster and not resetting to 0 if I accidentally mouse-off of an enemy I'm scanning. And yeah, I know I can just take Helios everywhere, but a workaround is not a solution. The game has what? Two dozen pets now? Restricting me to just one of them is not good design. You can assign the gear slot the scanner is in to a button command....so you actually don't have to keep manually pulling it out by opening the gear wheel. Not like using the gear wheel is actually work, it takes 1 second either way. And scanning also isn't a year long process, so you're not being "forced" use Helios forever....it's 3 to 5 scans of each enemy and that's it. I got most of it done in under 50 hours.... And you actually can scan faster....go take a look at Cephalon Simaris' rewards.... Try to fully learn about the aspect before making wild accusations. Link to comment Share on other sites More sharing options...
Hobie-wan Posted October 5, 2020 Share Posted October 5, 2020 Completing codex scans lets you spawn them in simulacrum and Helios can give you weak points with Detect Vulnerability. Link to comment Share on other sites More sharing options...
Tsukinoki Posted October 5, 2020 Share Posted October 5, 2020 On 2020-10-04 at 7:19 AM, Steel_Rook said: If you want the Codex to offer any practical buffs, then scanning enemies has to not suck ass first. That is to say, I'd need to have a good way of telling if I've scanned an enemy or not without constantly pulling out my Scanner or having to memorise the entire Codex. Wouldn't be a bad idea for the Scanner itself to be a bit more lenient, such as scanning faster and not resetting to 0 if I accidentally mouse-off of an enemy I'm scanning. And yeah, I know I can just take Helios everywhere, but a workaround is not a solution. The game has what? Two dozen pets now? Restricting me to just one of them is not good design. If you don't want to use Helios you can also just use the Synoid Heliocor which does scans when you kill enemies with it...and if you have the sol battery widget already you can just do a survival mission against the faction you want to scan and use melee for it and have most of your scans done in a very short amount of time without ever having to pull out your scanner. And with how the vast majority of players use near exclusive melee in survival missions its not like its something out of the ordinary to do at all. And hey if you do have enemies fully scanned heavy attacks creates specters of them when you kill an enemy so it has a few nice bonuses as well to having the enemies fully scanned....getting an ancient healer on your side can offer very nice damage reduction and healing for your entire squad. There are only a few enemies in the game that this doesn't work on; and those enemies generally don't require a high number of scans to finish anyways. Beyond that though scanning isn't nearly as onerous as you're trying to make it out to be... Link to comment Share on other sites More sharing options...
Steel_Rook Posted October 5, 2020 Share Posted October 5, 2020 5 minutes ago, Tsukinoki said: If you don't want to use Helios you can also just use the Synoid Heliocor which does scans when you kill enemies with it...and if you have the sol battery widget already you can just do a survival mission against the faction you want to scan and use melee for it and have most of your scans done in a very short amount of time without ever having to pull out your scanner. Yeah, I'm aware of the Helicor, but it's a solution to a problem with other easy solutions. I don't really mind scanning individual enemies. My larger problem is I've no means of knowing which enemy I've scanned and which I haven't. Some of those are fairly rare. Sure, I could just kill EVERYTHING with the Helicor and try to hedge my bets that way, but I'd really like some indication of "enemy scanned" vs. "enemy not scanned." If I'm in some way alerted when an enemy pops up that I can scan further, then pulling out my scanner and taking pictures of them is easy. It doesn't help that DE's shotgun approach to enemy design means a single enemy model has like two dozen texture-swap variants, some of which only spawn from like one ancient trigger off on one tileset. There's a certain type of Moa which only comes out of the floor on Infested Corpus Ship missions, for example, and it tends to get killed by the Corpus by the time I get to it. What if having a Scanner equipped optionally caused unscanned enemies to occasionally pulse orange? Or maybe had some indication on their name plates? Link to comment Share on other sites More sharing options...
Tsukinoki Posted October 5, 2020 Share Posted October 5, 2020 3 hours ago, Steel_Rook said: What if having a Scanner equipped optionally caused unscanned enemies to occasionally pulse orange? Or maybe had some indication on their name plates? I'm certainty not against improvements in scanning, and that would help a decent amount in figuring out what is still left to be scanned. I actually like the nameplate idea better, and they could use the status indicators that are already in the game and add a special one to either mark "Fully Scanned" or "Unscanned", whichever way they want to go. All it would take is putting a simaris symbol into their status-effect bar and have it appear appropriately based on scan condition and its done. Link to comment Share on other sites More sharing options...
(XBOX)TheWayOfWisdom Posted October 5, 2020 Share Posted October 5, 2020 22 hours ago, schilds said: The codex entry for the Veil crewships also tells you that they can deploy a healing field, which cleared up all the confusion of players (at the time) who couldn't figure out why the fighters weren't dying. Correct me if I'm wrong, but the issue was that clients couldn't see the healing field I pretty sure. So enemies looked like they where just regenerating health crazy fast. Link to comment Share on other sites More sharing options...
schilds Posted October 5, 2020 Share Posted October 5, 2020 1 hour ago, (XB1)TheWayOfWisdom said: Correct me if I'm wrong, but the issue was that clients couldn't see the healing field I pretty sure. So enemies looked like they where just regenerating health crazy fast. That didn't help either :-P. Some people did see the green balls shot out by the Crewhips, without noticing the field. If you were inside the field it could be hard to see (I'm trying to remember if they came out full size or they grew slowly like they do now). Hosts could see it, so it's not like there weren't people who reported seeing a green bubble, but even then people didn't necessarily connect it to the healing. Regardless of the *source* of the confusion, the codex did clear it up before (as I recall) the bug was fixed, and made it clear the bug wasn't some invincibility glitch (though I also seem to recall that there was also a bug where ships would gain permanent healing even after leaving the field). Link to comment Share on other sites More sharing options...
nerfinator6 Posted October 6, 2020 Share Posted October 6, 2020 While we're at it, why not actually fix the codex and put in all the missing objects and enemies? Link to comment Share on other sites More sharing options...
Kaggelos Posted October 8, 2020 Share Posted October 8, 2020 Dunno if this is relevant or if i looked it up right, but i tried looking up a specific character (Teshin) in the Codex, but nothing. Unless i did something wrong, that seems like a HUGE oversight to me... Link to comment Share on other sites More sharing options...
Hobie-wan Posted October 9, 2020 Share Posted October 9, 2020 2 hours ago, Kaggelos said: Dunno if this is relevant or if i looked it up right, but i tried looking up a specific character (Teshin) in the Codex, but nothing. Unless i did something wrong, that seems like a HUGE oversight to me... No NPCs are in there. Link to comment Share on other sites More sharing options...
Kaggelos Posted October 9, 2020 Share Posted October 9, 2020 4 hours ago, Hobie-wan said: No NPCs are in there. huh... well that sucks. In the Mass Effect games, especially in Andromeda, the codex was getting constantly updated as new information was being revealed regarding events, characters, factions etc... Like, at least give us basic information regarding the Grineer, Corpus, etc, as you unlock new story segments and expansions. Fragments are cool and all, but still, Codex Entries for each individual character would be neat. Heck, just copy paste from the wiki if worst comes to worst. Link to comment Share on other sites More sharing options...
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