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Dev Workshop: Corpus Proxima & The New Railjack


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RE: wreckage completion

In the 'scrap components and armaments' sub menu from the main menu screen when accessing the right hand podium in the dry dock there are several items bunched together showing all the currently available crafted items you can choose from when putting together a build for your railjack. These items will be a combination of crafted items from research (the left side podium) plus repaired items crafted from wreckage collected on missions.

Are we supposed to figure out which ones are crafted from wreckage drops during missions and ensure we have at least 30 of those in order to qualify for a tier 3 reward?

Hopefully you can let us know soon as I expect many people are out there right now gathering low level wreckage to repair just to prove they are an early adopter and secure that umbra forma in tier 3.

Thanks

Edited by DogsConkers
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4 minutes ago, Ubermacho said:

No Necramechs in normal missions is honestly disappointing. Was looking forward to trying them out in Steel Path. 

It reads like all you need is tier 5 in tactical and you can.

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35 minutes ago, TheFBD said:

I have the same thought and actually went through the wiki now to check and guess what... there are exactly 30 different wreckages to farm and repair in the game. (7 armaments x 3 houses = 21, shield, reactor, engine x 3 houses = 9, total 30)

To reach tier 3 you must've farmed and build literally all available railjack parts at least once that drop in the game.

So tier 1 is: you build 1 part and tier 3 is you build all parts. Nicely balanced. (/s)

There are only 5 armaments, not 7.

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2 minutes ago, K-Squared said:

It reads like all you need is tier 5 in tactical and you can.

Unfortunately they changed the text after this post went up, clarifying that it will only be for railjack missions.

Edited by Ubermacho
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I know it was a long video so that's probably why it wasn't mentioned but one thing I want to point out is Rebecca mentioned this- "earning arcanes . . . during the daytime of the plains" Is this the closest that we will every get to eidolons/current boss content being addressed? Content that is still in the game and has many points of interest that people would like to see addressed yet is brushed over? 

 

The same thing was even true during the last dev stream about the third orb, there was very little mention about the other mother orbs despite being an integral part of the Orb Vallis.

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My feedback in order of appearance:

Railjack in the market:
I understand that it can be a great source of income, but it feels a bit wrong to have Railjack as part of the market. I mean Warframes, Mechs, and the like can be kinda justified as not P2W since you really need to play them anyhow to rank them up and gain the full benefit of ownership, so it was less a P2W but a strict pay to not spend time. Railjack doesn't really have ranks, especially now with the Plexus thing offsetting the build from the RJ to the individual, so it feels less ok imo.
 

Plexus
I'm loving all the changes, just wondering how is capacity influenced? I noticed ranks in there, so we need to lvl it up playing Railjack? Can they be Potatoed?
Also, how do the mods work? Are they specific to whichever station a player is occupying? Or will the 4 player mods stack and apply to the Railjack. In the stream when mentioning the "harness" i think Reb said something like your mods apply to the turret you use. But that leaves a bit of a can of worms. Like what happens if a player mods for piloting, but then someone else goes to the helm? Or when players are outside the ship, their contribution is nothing? Auras apparently stack, but how does the rest work? Assuming there's still speed, hull and shield mods how do those apply?

Intrinsics
I don't think i dislike any of the Intrinsics as they are described indiviually, i just think that coherence would be better with a different spread, and have a category for Mechs and Archguns that isn't mixed in with Railjack, that way players could have more fine control to get where they want, without having to unlock things that aren't as relevant to them first. (Like having to get 1-4 in tactics for RJ before being able to unlock Mechs if the only thing you want is to be able to use mechs in other missions, and then if you want to continue to upgrade mechs you have to go to armaments and later Engineering, that will cause some friction definetly, when you could have just created different categories, and instead of 10 tiers per category have 5). Its kinda the same issue as before, but with less bad intrinsics in the way. Also thematically it would make more sense to me if each category was tied to some thing, instead of having things just randomly around... I don't know, this one seems poorly designed, and still doesn't address the old issue of having to plough through a bunch of useless stuff to get to what you want, especially if what you want is just the Mech or archwing stuff.

Command Intrinsic

Still lots to know, like what's in the ranks not 1, 3, 5 or 10. But i'm excited for this.
Can we have more than one Lich as crew? And if so, can they be customized, armed and leveled like the other crew? Having Liches as crew take up crew slots?
Also what's this we hear about Elites?? I hope you don't make us "regular crew" for weeks only to then offer a better version that we have to repeat the whole process on.

Hull and stuff

Changes make sense, barring the questions in the Plex.
 

Early Adopters

I'd much rather have something like the MR30 "hood ornament" for my Railjack than a bunch of mods i already own...

The turrets

Without seeing the actual position of the turrets, they still do make sense. Now we need to see how the ventral turret works aiming up, and the dorsal one aiming down... Hopefully no more of those annoying clipping issues and black blotches....

The spatial changes
You kept the finger room i hope?! It does make sense to see the ship as a more compact thing, but i'm afraid it will make it seem less grandiose.

The sprint Bar
Now do Necramechs!! Stamina bars don't work well in Warframe... You should know this by now...
I don't know about the no firing limit on the pilot... I mean if it's such a thing, why not add a "aft" turret for the 4th player (if necessary), and just move the main ordinance control to the pilot, and make him transition to the gunnery deck underneath before firing (which prevents him from piloting) making that a station that toggles between only piloting, or firing the big gun.

Tactical Menu map
Oh thank god!

The Ammo
The ammo changes seem awesome, now its less annoying when someone spammed all our missiles and you get boarded because you ran out at a crucial time.
Energy changes seem a bit weird. I mean, i like that each player has their own energy, but the new reactor function seems a bit meh. I'd rather have the reactor provide a larger amount of energy and energy regeneration, and see that energy distributed by the host through the tactics menu. These changes seem to work too hard to remove the importance of the actual ship in the mission which then devalues the whole game loop of gathering wreckage and doing valence fusion to maximize the ship gear.

The Hazards
I like this new more interactive component very much. Should make them more important to deal with and with the new ammo system it should also make them smoother to deal with (no more missing ammo to repair things at critical times).
I just hope you also change the catastrophic hull breaches happening when the crew is outside of the ship, or at least give us a bigger warning. I've failed quite a few missions because people were at the anomaly and some rogue bullet triggered the catastrophic failure.

Unified Damage Types

Those weird damage types should have never happened, RIP. Won't be missed.

Nodes
I'm carefully optimistic about this.
The new mission types still seem a bit low, and focused on "ground" combat and less about ship combat. You're missing the obvious ones for a space combat game mode such as "Escort", "Planetary Assault", and "Blockade Run".

Escort being more or less Sortie defences but in space, aka a mobile defence target, but instead of a fixed time, and waves of enemies, we have a fixed distance and waves of enemies (plus can add objectives like the defense ship hides under a asteroid while the tenno go disable a galleon or a defense grid).

Planetary assault would be the tenno having to enter orbit of a planet to deploy some sort of device to support tenno forces on the ground (kinda like reverse murex), this would force the Railjack to be immobile for a period of time in one or several points on the map while resisting enemy attacks. Added Objectives like disabling defence grids, or even hijacking a defence grid to support the Railjack could be added.

Blockade Run would be the Tenno having to run a blockade, this would be kinda like the spy mission of this, but with two ways to do it, either the tenno go stealthy and follow a set course that allows them to remain undetected (through asteroid fields and gas clouds for example), or go crazy and blast everything. The enemies should be very strong and dangerous as would be a real blockade.

All these missions can have the reverse version where tenno have to destroy escorted ships (or destroy the escorts and hijack the carrier ship for extra loot), prevent a planetary assault from enemy factions or make a one-ship blockade (this last one would probably be better if we could have multi-ship missions, which if you think about it, with crews you could probably have a 4 man squad with 4 ships and NPC crews on some missions).

I really hope the mission diversity won't be boiled down to just spit-gluing existing (or new-ish) warframe "on foot" missions to a Railjack Skirmish.

Also i'd rather you'd kept the Orphyx store at father instead of forcing us to rely on RNG for the Arcanes, still, more sources of arcanes other than the "NEVER UP WHEN I'M PLAYING" Eidolon hunts is a blessing.

TLDR
Most changes make me optimistic about the updates to Railjack, still some small things could be better designed, like the intrinsics spread, and diversity of Railjack missions seemingly coming from not-railjack content.

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47 minutes ago, TheFBD said:

I have the same thought and actually went through the wiki now to check and guess what... there are exactly 30 different wreckages to farm and repair in the game. (7 armaments x 3 houses = 21, shield, reactor, engine x 3 houses = 9, total 30)

To reach tier 3 you must've farmed and build literally all available railjack parts at least once that drop in the game.

So tier 1 is: you build 1 part and tier 3 is you build all parts. Nicely balanced. (/s)

There are 5 different weapons. So that's 15 weapons, 24 items total. Unless you count each variant of the Engines/Shields/Reactor as a different item.

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15 minutes ago, Ubermacho said:

Unfortunately they changed the text after this post went up, clarifying that it will only be for railjack missions.

This is very disappointing. 

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27 minutes ago, ColmCorb said:

Apoc, Carcinnox, Cryophon, Photor, Pulsar. That's 5 armaments to farm. What am I missing?

There are also ordnances. Just double-checked the wiki and there are 3 ordnances (Galvard, Milati, Tycho Seeker), so there may actually be 8 armaments making 33 in total.

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Justo ahora, TheFBD dijo:

There are also ordnances. Just double-checked the wiki and there are 3 ordnances (Galvard, Milati, Tycho Seeker), so there may actually be 8 armaments making 33 in total.

Yeah, but those are not wrecks.

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Just now, TheFBD said:

There are also ordnances. Just double-checked the wiki and there are 3 ordnances (Galvard, Milati, Tycho Seeker), so there may actually be 8 armaments making 33 in total.

But the ordnance are all Sigma BPs, not wreckage. The first tier says either wreckage or BP, while tiers 2-3 only say wreckage. Could be shorthand and DE meant both would count, but seems equally possible they're not counting BPs for tiers 2-3.

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20 minutes ago, IspanoLFW said:

There are only 5 armaments, not 7.

 

7 minutes ago, MobyTheDuck said:

There are 5 different weapons. So that's 15 weapons, 24 items total. Unless you count each variant of the Engines/Shields/Reactor as a different item.

Sorry, i was including the ordnances in my weapon count too.

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So DE....let's go through this and understand why I'm not yet willing to swallow the hype.  I'll make these in the order that they mean anything to me.  If you're looking for something to organize by.

 

First, what the heck is the 30 pieces of wreckage?  Let me clarify this, because at this time I'm quite unhappy with the terms.  I have engines (4 houses, including the Sigma), Shields (4 houses), and power (4 houses).  I then have primary weapons, amounting to 5 types (4 houses each) and 3 types of secondary armaments (only 1 house on these).  Does this mean that I need to purchase a boat load of armament slots...?  Does it mean than I need to have fully upgraded a few of the items, because right now the pricing on this (by your statements) is insanely unbalanced.  Worse yet, if I do buy the armament slots, my primary benefit is to get new armament slots that I won't need?  Can you maybe clarify the stupidity here?  I mean this as an insult, because at this point something so vague is an insult to the players.

 

Dirac becomes endo....and oh, look.  All of the mods seem to now have an extra 5 levels.  Given that these are another item as a power function, this means you're actually increasing the investment cost to play this game mode.  Fantastic.  I've now got avionics with their value wiped, and given that the reward for being an early adopter into the system is that you can get some basic avionic/mods this is looking to be either an insulting reward or a forced restart that is going to reduce literal hundreds of avionics into less than a few mods worth of endo.  Again, you thought this was a fully planned response to the THIRD REVISION of a game mode?  It's insultingly depressing.

 

We're taking away Gian Point....and we hope you understand why.  No, I do not.  You delivered us a system requiring insane grind to go from level 8-9, and double that to get from 9-10.  The reason that we needed and used Gian Point was because the game was less than quarter baked.  If, and I really mean if, you've finally gotten one game mode working fully I'll conceded that removing Gian Point is fine.   Oh....yeah....I now need 1023 more intrinsics points to get to a fully built intrinsics pool.  Yeah, I don't think that you guys get it.  I especially don't think so when you tell us it's good for the future of the game, and you've not learned from the Railjack Intrinsics dictating archwing power issue.  Yeah, I need to grind Railjack to be able to fly faster in areas with no Railjack incorporation....and now get to spread that grind to the Necramech grind.  No.  This screams of a developer not having a few dozen hours of grind required to access basic features, so it's fine to remove the ways that make it less painful.

 

I'd like to dissect more, but let me cut this off here with the last thing I find openly insulting.  "Railjack missions will need to be played because there's integration with the Tempestarii."  Shenanigans.  Let's review.  I'm happy that you're transparent less than two weeks out that you've decided to push back about 80% of the promised content.  I'm happy that you're focusing on the broken, because at this point it's more important that another gem laid upon a pile of excrement.  What I'm not happy about is that three months is all it took you, or shortly before release date.  I'm also not enthusiastic about running a long form mission to crack relics....because capture missions exist and when you have an at best 10% chance waiting out a 20+ minute mission is complete nonsense.  I cannot even believe that this is a selling point.  Let me be abundantly clear, because you hide the unique rewards behind miserable grinds people stop engaging with content once they get it.  Yes, a 95% chance not to get what you want after a boss battle string with the need for 21 of these drops is enough to make people hate even good content.  I've spent 8+ hours in Deimos without a single damaged necramech weapon part dropping.  Grinding through ESO and SO for the Braton Vandal and Khora are miserable.  Please, for once don't f*** this up with a stupid rare drop that requires a miserable grind.  I know this is a lot to ask, but it's why I cannot care.  I know you're going to make this painful....but I pray otherwise.  The truth is I cannot be hyped because the last five years has been a morass of ever increasing grind....and even with such a polished attempt at having a complete idea you've managed to miss so much of the critical functions of this game as to be a bad parody of a developer who understands what they make.

 

 

 

 

Please, don't f*** this up.

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2 minutes ago, ColmCorb said:

Yeah, but those are not wrecks.

Oh, thanks. I was not aware of that. I assumed they drop as wreckage too. Been a while since i did railjack.

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1 hour ago, TheFBD said:

I have the same thought and actually went through the wiki now to check and guess what... there are exactly 30 different wreckages to farm and repair in the game. (7 armaments x 3 houses = 21, shield, reactor, engine x 3 houses = 9, total 30)

To reach tier 3 you must've farmed and build literally all available railjack parts at least once that drop in the game.

So tier 1 is: you build 1 part and tier 3 is you build all parts. Nicely balanced. (/s)

Well lots of people built a second version of various weapons so you could potentially run the same weapon on the primary and secondary. Also some people made multiples of the different component types to have options for the different perks. In terms of the Rush Repair drones and the resource packs this sort of scaling can make sense. I would also argue lots of people frustrations with the current 3rd Tier is that it also has stuff that is extremely desirable outside of Railjack for probably a pretty small subset of the player base. If this was simply just the resources and a couple of repair drones I think people would care a little less.

Currently I'm sitting at 47 built weapons/components. Most of which are fully valanced besides two Zekti weapons cause I mostly ran Gian and didn't have the wreckage from Ruse runs. I ended up attempting to build and valance 2 of each for each house for each weapon/component, plus one set of the MK3 variants of the Ordinances(just got lazy with the remaining zekti duplicates towards the end). I would be completely fine if they moved the umbra forma/legendary core to something else(maybe intrinsics or railjack adopters as a whole) while scaling railjack specific rewards(mainly the resources of the things they are shaving costs from) with the crafted/valanced wreckage.

Edited by RestInPizza
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wow...

so my fully built and on every single part maxed meta railjack goes into the void and I need to start over again. Thanks DE that I can keep my 10 10 10 10 intrinsics at least. My lifetime that I've spent to grind my railjack (the first version) and to max it out in every aspect is lost without questioning and adequate compensation.

I need to take a deep breathe now...

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In general I like these changes. I am a bit concerned about two things however:

1. Plexus Capacity: Judging by the video and images, the Plexus will have polarities, upgradeable mods, and ranks. So it is probably safe to assume that we will be able to apply something like a reactor and forma to them. My main concern, especially since the plexus seems to have precious few built in polarities, is that the Plexus is going to be a forma-consuming beast like the Necramechs if a player wants to actually contribute to their team. I didn't have so much issue with Necramechs taking ~9 forma to be able to use every slot since a fully modded 9-forma mech is not currently required for open worlds or a full run of Orphix (as it exists in the current build), but it sounds like the Plexus is going to essentially be required to perform well as a team or solo especially heading towards Veil Proxima. While I certainly have the ability to dump 9 or more forma into an item, I fear the potential reliance on heavy forma investment in order to contribute may push away players who are new to the system. Since players can join crews as soon as they have an archwing, very new players may see a wall of forma and be extremely discouraged since forma is harder to earn early on and is necessary for many important items. So I hope the Plexus does not have capacity issues at launch.  

 

2. The Early Adopter Reward Tiers: I am confused about what is defined as wreckage for T2 and T3. I have a maxed railjack but I valence transferred most of my wreckage without building it once that option became available as I found gear I liked relatively early in Railjack's lifetime, does that count? What about full railjack research in my clan? Seems a bit unclear. 

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9 minutes ago, ColmCorb said:

Do devs actually reply to us in this kind of threads or are we just barking at a tree here?

They do but it is very uncommon. Generally you get forum admins and/or Rebecca or someone early on in a thread (she responded to this thread I believe, with a caffeine comment).

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6 hours ago, [DE]Rebecca said:

Player has completed at least 30 Wreckage: Tier 3

 - Everything in Tier 1 AND Tier 2
 - 3x Rush Repair Drones
 - Legendary Core
 - Umbra Forma
 - Railjack Resource Bundle #3

What does this mean EXACTLY?

Have 30 repaired items? What items count (shields, guns, etc)
Is there a way i can check how many i got?
Does this mean just have 30 unrepaired items (scrap wreckage?)

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