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What did you hate the most about Nightwave S3 The glass maker?


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Glassmaker enemies spawning while I'm trying to stealth or hunt or fish....   At least I discovered the audio toggle to turn off Nora's constant yammering.

The Nihil boss fight.  Ugh.

The snail-speed crimescene explorations. 

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I hated how DE had to cater to whiners that always cried about somehow not having enough time to get everything. This doesn't include workers or new players but procrastinators that pouted and kicked and cried due to their own foolishness. 

I hated how the pandemic screwed things up and people STILL aren't complying, therefore devs like DE can't get back to their studios without risking health and lives. Yet, at the same time, people are still demanding top notch effort and quality.

I hate how opinion is now, somehow, considered stronger than facts and how youtuber's SINGULAR opinion can persuade many to believe in BS.

As for NW3 though...it was just too long. Everything else was great!

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Boss fight was a bit lengthy and tedious but there was nothing I actually hated about this last nightwave.

 

I actually enjoyed it more than the mech event if I am being honest.

Edited by Aesthier
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I repeat what has been said;

 

Glass enemies who attack so often for 20 standing per enemy but can ruin Riven challenges and make mining in open worlds worse than it is. Glass effect draws aggro on you even though enemies didn't know you were there.

 

It gets even worse if there are less than 3 enemies nearby. Try mining anything when every 20-30 seconds a new glass enemy jumps on you until 6 enemies in total have been converted and killed. 

 

Nora is awesome but hearing her say "HOLD UP" like 10 times a day makes me want to go in game files and delete her.

Edited by Tuli_Donitsi
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1. Nihil. Not very keen on fights that renders hundreds if not thousands of hours pointless. Already not loving fights like Exploiter where we barely use what we've earned throughout the game. Balance your freakin game DE!

2. Glass enemies. They were neat up until we were done with the 30 ranks of the series, but after that it got really boring, especially since NWs are so long in duration. An option to turn it off and on as we want would have been great.

3. The movement in the crime scenes. Being able to run and jump in the most basic way would have been a massive QoL. DE could have also learned a bit from the Witcher games, have clear highlights on clues and not just a very light shimmer that could also be a random light source on the map. They should have learned from animal tracking that is already in the game.

Edited by SneakyErvin
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I hated the final boss fight. The way they talked about it plus his design gave me the idea that it was going to be a boss fight on the level of games like dark souls (not in terms of difficulty but in terms of how the boss would attack. A 1v1 epic fight like in single player games) i stepped in to the boss fights with my best gear excepting something challenging, only to be greeted with jumping on platforms and throwing shards at a big blue guy with a sword. 

Would be nice if DE could start creating bosses that were badass and cinematic. 

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The investigations.

I hated having to walk at 1 foot per hour walking speed lookinng for barely visibly glowing lights to find clues. 

With a Poor Decision making to not have the clues just teleport around the glass figure after you finish investigation and instead force you to walk back to each one to read the clue again if you do it at a later time.

Entire Investigation thing was poorly thought out, could have been great, but ended up horrific. 

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Personally I really liked it, alot actually. My only minor complaints are the slow walking, first person during the detective sections (which were amazing btw, providing big chunks or world building for each faction), and maaaaybe glassed enemiies. But they didnt bother me that much, i dealt with them in a jiffy

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Le 25/01/2021 à 05:56, o0Despair0o a dit :

Same thing I hate about any NW - Nora's entire existence.

Same, i really can't stand her, at all.

Hopefully we will have another character for next season.

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The snail walking investigation scenes was the wosrt by far to me i was litterally getting headache from this. Then, add the fact that depending on the scene and clue locations, some of them looked like it was a part of decor.

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Tallying up most of the posts, it looks like the slow moving detective part was the worst part, from a functionality standpoint. 

I think we all know why it lasted so long, or should know why.

The boss fight was pretty cool in my opinion because it was was a different yet also a nice classic approach to a stage boss. It's initial fight tied the memory aspect to victory, matching the memory game of the clue searches. My only change would've been to hide the choices until Nihil completed his telling speech. The choices would look exactly the same though. At that point, I would've timed the decision making process, increasing his platform destruction speed. To counter this, I'd allow the glass bombs to cause Nihil to lose his focus and slowly reveal the real item. Revealing the item sends the remaining crystals toward Nihil and physically damages him.

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Worst thing was the glassed enemies. They interrupt everything, and they were not worth it. (Same with the Wolf, but he was worse, same with the firebomb throwers, same with the infested hunters ... stop, just stop with the invaders all season long!) They need to be relegated to specific areas that we can CHOOSE to interact with them, only if we want to - with another optional thing we could do/set that would enable them to appear outside of those specific areas, IF we want to engage with that mechanic in the rest of the game. They feel like a bad implementation of Path of Exile's "magic packs" of enemies with special modifiers... and they've been, without exception, extremely intrusive and annoying. (even PoE does it poorly with some of their magic pack modifiers, like reflecting damage, exploding corpses, corrupting blood, and more)

I don't mind the length, since I personally just force myself to do all the Nightwave junk early in the season to get through the first 30 ranks for the unique stuff, then don't care about Nightwave for the rest of the season, just randomly completing some acts by accident. The earlier I can be done with it, the better, and the longer time between Nightwaves, the better, for my wellbeing. I like not having to care about Nightwave.

Movement in the detective scenes was painful. I get what they were trying to do. It was ambitious. It didn't work for me. (also the limited movement options in the jumping puzzles following the clue gathering part was jarring. Also, trying to tell me story while I was hyperfocused on the stupid clues as a timer ticked down, that wasted highly limited resources for each try... was just stress inducing, and I failed to hear any storyline during those segments.)

Also, once again nullifying all progress earned through accumulating "Cred" that was limited to this Nightwave Season goes directly against one of the core design elements declared at the introduction of Nightwave, that was meant to fix a problem with Alerts... giving people a way to work progressively toward concrete goals, instead of relying on RNG to catch a chance at something. Now, you have a rotating shop of items, and you're not even guaranteed to see the cosmetic helmets you might want for the entire duration of the season. Expiring Creds and the Rotating shops both need to be changed for this to be a fix to Alerts.

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My biggest bugbears:

  • Huge investigation environments where the props often blended too well into the environment. This coupled with a slow walkspeed made the last few investigations just miserable.
  • Nora revealed the antagonist during the second investigation. Deal breaker for a crime investigation theme, especially since there was no tangible buildup afterward, we just had more crime scenes until the final boss fight.
  • Glassed enemies revealed how frustrating the void fissure corruption mechanic is outside of relic missions, especially during open world gathering.
  • The season went on way too long. The gaps between episodes were so long that they essentially felt like miniature content droughts.
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The worst thing was the constant and bad timing of the glassed enemies. They were fun for the first few weeks but, anything 'fun' done too much tends to wear out.

I think one of the things that could be done to in-mission nightwave interruptions is to make them opt-in as opposed to forced in.

Example:
1. Nora pops in and instead of the enemies spawning and interfering in the mission, a console becomes active.
2. The console has a unique nightwave icon to denote it and is a totally optional objective.
3. Interacting with the console triggers a unique hack. It could be as simple as reskinning an existing one. (Hey, I understand trying to save development time by reusing assets, SNES palette swaps forever)
4. Upon completing the hack, the enemies or whatever nightwave mechanic is allowed to begin.

 

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i dont get all the hate towards the glassed enemies. i mean...so what? they didnt do anything and were only marginally harder to kill...so...you had to aim a little, or you didnt, if you used a nukor. i just dont understand why everyone was so bothered by them...you could mostly just ignore them...or if you just had to kill them...just kill them like any other enemy.


the real worst things about the event were the:


1. terrible and finicky crime scene mechanics

2. horrendous boss "fight" at the end.

3. general weak story-line that didnt seem important enough for us to bother looking into in the fist place, let alone spend so much time on. not to mention it was pretty difficult to follow, what with the time between acts and all.....does anyone even remember the story, or any of the characters in it?

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