Jump to content

Dev Workshop: Corpus Proxima & The New Railjack


Recommended Posts

vor 6 Stunden schrieb Roland_Snow:

After having finally read through all 16 preceding pages of this forum I think I am finally ready to provide some feedback.  I'll go in order of the headers used in the original post by Rebb.

1.  What will happen on login?
More Accessible:

I do not see any problems here. This will definitely help draw more people to the game mode. Honestly, the cost for a fully built Railjack seems super generous compared to how much Warframes cost in the Market. I was expecting way higher but that actually seems about right.
Avionics to Mods:
I can see why you would want to rename Avionics to Mods for consistency but the current avionics screen is simply amazing right now. Simplifying here would only ruin a great system in-game. Using our reactors to calibrate just how we wanted to play and having the avionics grid supercharge our avionics just felt amazing and perfect for railjacks.
Meet the 'PLEXUS':
This seems like a complete wrong move for railjack. The plexus adds further complication to a system that is running perfectly right now. Having a harness that modifies a railjack so drastically completely removes any feeling of having OUR own ship. Instead it feels more like some hybrid monster that belongs to no one anymore. This entire section just feels like change for the sake of change instead of improving anything existing. Aura slots are a nice touch but again not really needed and feels out of place with what we already have. My one positive about the plexus itself is the multiple config slots. Having that with the avionics grid would be amazing but otherwise avionics should be left as is.
Side note for this section, I only really noticed that fourth terminal being empty last month and I'm really happy for its utility.
Dirac to Endo:
Never really understood why dirac had its own name when it served as basically endo anyway. The conversion is definitely appreciated but again, please leave the avionics grid as is. Not only does that UI fit a space naval aesthetic perfectly, but it offered far greater flexibility or designs since it was free from any polarities or forma requirements.
Intrinsics 2.0:
I am all for the revision of intrinsics for more added impact on our capabilities as railjack crewmates. Kudos to whomever was designing this section.
Command Intrinsic:
Gotta say I am super excited to finally have my own crew. I play almost all of the game solo (especially Empyrean) so having a dedicated group of npcs to bond with will be great. Having npc slots in place of Tenno slots makes perfect sense to me. Combined with the video from Rebb, I assume that crew slots can have Elite Crewmates (i.e. liches) equitable in either one of the 3 normal slots or with their own special slot. Both seem fair and worthwhile to me. The small touches of syndicate allegiance affecting contract costs is amazing too.
New Railjack Component: Hull:
Makes sense to use that even without touching the avionics UI/mechanics right now (again, please do not convert that to the standard modding screen and system). Could provide some nice utility for customization and free up what otherwise feels like mandatory avionics to stay alive when we could have more added utility.
Wreckage Cost Changes:
Reducing cost is nice as it means we can experiment more readily with all our options.
Early Adopters:
Great to see consideration for people like myself who fell in love with Empyrean straight out of the gate (finished my railjack first day it was possible and immediately started playing). The clan railjack monument should probably be awarded to players to place on their orbiters though since clans do come and go for some people. I assume the various tiers will have their requirements clarified or converted to intrinsics so I am not worried about that. The resources are nice to get, especially the free slots for the new weapons we get to play with. T3 rewards seem pretty outstanding to me.
Matchmaking Changes:
All positives here, especially with Rebb mentioning that they will be getting the Scarlet Spear treatment allowing you to choose for host or client queueing.

2. What's Different in Missions?
In favor of moving turrets to line up with the pilot's POV. As a gunner you cannot really hit anything as the pilot will naturally target the largest groups of enemies first. I will miss the larger interior of my railjack, but that room was essentially just filler whereas every other room held a distinct purpose for the ship. Really happy with the movement QoL, all perfect changes there. Separate ammo stockpiles feels great for revolite, but why dome charges? Revolite is seems to be stored on our person so that makes sense, but aren't dome charges and missiles stored in the railjack itself for use? Maybe have the turrets use their own missile supplies at the most but shared ammunition (not revolite for clarity) does not make internal sense with railjacks, at least to me. If someone could help me understand please do.
My biggest issue with this section is the conversion to Warframe-sourced energy. To be blunt, this makes absolutely no sense what-so-ever. Flux energy perfectly suits the role it was designed for and does not need to be changed. Adding Warframe stat dependencies makes the ship's reactor almost entirely moot with what it should do. The void (thumb) drive powers our Void jumps, that reactor powers literally everything else. Why would Old War tech require external batteries to be fully utilized? Sure they were used almost exclusively by Tenno, but that is still just a bad engineering practice on the Orokin's behalf to make such a requirement. As a gameplay mechanic, this will do several things, none of which are positive. One, newer players will have an extremely difficult time maintaining energy and will rarely be able to use abilities. Two, more seasoned players with access to later game gear will just spam all their abilities without consequence due to having nigh-infinite energy. Third but most certainly not last, gameplay will slow down as pilots are forced to exit their seats to restock energy. Kind of already happens in solo sometimes when rebuilding flux energy but in squads this will only slow things down and remove a core feature for Engineer players.
Railjack Malfunctions/Hazards:
Makes total sense and the gameplay immersion will increase since they were just EHP losses or DoT effects. My one concern is with catastrophic hull breaches and hull ruptures. Catastrophic hull breaches should stay as they are or there really isn't much of a fail state, almost completely removing the risk if playing. Sure people don't like tp die or fail missions, but this makes Empyrean far too easy. In my opinions catastrophic hull breaches should stay as is and hull ruptures should take their proposed effect on top of what they currently do.
Unified Damage Types:
Makes sense, never really learned what the new damage types did anyway. I just used the guns with my favorite fire rate and overall feel.
Node Changes:
Renaming to better reflect what is actually in those nodes is great. I assume you guys will add more variety over time as well so I am not concerned about that in the slightest. My only request is that we are able to select mission nodes that are just original Empyrean in design with a greater focus on using our railjacks. When I play railjack, I go there for that content, not to play more of the core game. Having both options will make both sides happy and I really hope we get those nodes eventually if they are not in 29.10.

3. What Will Keep Me Playing?
I really hope you are diversifying mission nodes and not just using Empyrean as starter objectives to core game modes. Sure that's fine for some of the available Empyrean nodes and is even a great choice for merging content, but please leave some nodes as entirely railjack focused. Small POIs are fine as they are right now but my biggest attraction to the system is flying my our spaceship.
Side note to those who seemed concerned over only getting arcanes. DE mentioned in a Devstream that we will also be getting vaulted relics as stable drops for these tables so do not worry too much about new rewards here.
Overall I am excited to see what these new game modes could be like and am really hoping for incorporation of archwing mission objectives into core railjack similar to POI slots in current build.

4. What Comes Next?
Not much here on 29.10 so I will just skim over it. Void Storms sound very interesting, I can just imagine them hitting Corpus and Grineer fighters to create Corrupted variants. 

In conclusion, the vast majority of the changes look great, but some are just reducing the identity that Empyrean has and our sense of ownership over our railjacks. My biggest disagreements are changing the functionality and UI of avionics to just another standard mod menu, using Warframe energy for railjack abilities, and the potential loss of a focused game mode just so it can incorporate more of the standard mission types. I want to go all in and love this update, but the plexus system is just ruining it for me.

hey :]

Totally agreeing with you on every point !!

I thought it would be a great idea to seperate the gunner-specific, battle and tactical avionics to a personal grid but "everything" just seems wrong...

There are railjack parts that depend on a low shield value .. and if everyone equips maxima/anodeCell that would hurt a lot .. and you're forced to do piloty stuff if you pick pilot avionics in your PLEXUS but what if another (random) player also has those mods equipped ? now one player is useless for the whole mission :/

It especially hurts to not be able to fill in every slot of the current grid even with the best reactor .. if we put the battle, tactical and gunner avionics on a seperate grid or even in a mod-like-UI, I could live with it, even more so if that makes more capacity for the intrinsic avionics(without the turret ones).

I absolutely can not accept railjack using warframe energy .. doesn't make any sense as you pointed out. the reactor should increase regen rate of flux combined with the engineer refilling the energy manually.

 

I'm also quite sad that the crew members are only syndicate operatives(besides lichs and queenpins).. I'd like to see a solaris guy on my ship doing engineery stuff :/

 

I hope our feedback reaches DE .. and I hope that the energy systems will at least be seperate!

Thanks for reading.

Stay healthy!

 

  • Like 1
Link to comment
Share on other sites

27 minutes ago, 5nak3Doctor said:

It took me an Hour on Earth to get the rest for 22 completed.

Back in the day each wreckage toke an arm and a leg to build and the resources drop was way lower, you don't realize the difference between the people that played and maxed out rail jack at release. The fact that took you 1 hour to achieve contradicts what DE considered for each tier.

Edited by (PSN)TONI__RIBEIRO
  • Like 2
Link to comment
Share on other sites

I just hope that these missions have a point for using the railjack. Especially if there is going to be a focus on getting affinity, it will be nice to have a railjack role if we have unleveled weapons. One of the problems with scarlet spear was that there wasn’t much involvement of the railjack other than a taxi, so it would be nice if the railjack could influence what happens in the objective. For example in Orphix mode, if there are too many sentient fighters around the ship, sentient control wouldn’t be able to fall below 50%. That would mean the mission would be doable without anyone in railjack, but a railjack role would still be appreciated if someone wanted to hang back.

 

Link to comment
Share on other sites

16 hours ago, [DE]Rebecca said:

Meet the ‘PLEXUS’

Instead, Tenno will have a “PLEXUS” that they bring with them into every Railjack mission, carrying the three types of Avionics you are familiar with. Battle/Tactical Mods remain the same, but are personal to you, being available on any Railjack you board. Integrated Mods will be separated much like Warframe mods: Personal mod slots that only benefit you, and Aura mods that benefit the Railjack and your entire squad. Aura Mods for the Plexus will simply go in the designated Aura slot, similar to how Modding your Warframe works!

So now you're going to make us invest Forma and Potatoes in Railjack as well?! The one really good thing about the current system of avionics was that it didn't require those. Another way to make your players spend platinum... And not even subtle! Shame on you DE, Seriously. I guess those Tencent meetings are all about how to milk more money out of your playerbase huh? 

 

16 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

Also this: how is the amount of wreckage completed any indication of "finishing" railjack?! My railjack is maxed, but obviously I didn't repair every crappy piece of wreckage along the way. You could argue that those who have, have no idea what they're doing... Please find another way to assign these bundles that makes some sense!  

  • Like 8
Link to comment
Share on other sites

6 minutes ago, isti0258 said:

I've played Rj from release, and im not even eligible for t2 even though i have a maxed out Rj/maxed intrinsics, because i didnt waste resources or plat for slots, if they relly think that having 30 wreckages means you are an eraly adapter, well they are reeeeeally disconected with the community.

 

Let me offer some more, because I'm in agreement here.

 

Our default inventory is 8 slots.  That's according to the wiki.  Let's assume that they actually calculated the total amount of built wreckage....so theoretically you've got 3 levels of reactor, shield, and engine.  You've also got 3 levels of each weapon.  3 houses each, means potentially 3*3*3+3*5*3 = 27+45 = 72 options.  Great....theoretically you can go from a default build to a fully slotted machine....assuming that you have a lot of good RNG luck.  

 

Now....the issue is they don't define how they count.  If I build a rank 2 reactor, and feed it two rank 1 reactor wreckage to upgrade it, did I only have one piece of content or do I have 3 pieces of wreckage?  I got that rank 3 reactor, and fed it 4 wreckage to max it.  Is that 5 pieces?  Is it 1.  I played from day one, and thus had three reactors I built...then valence fusioned them into a single maxed reactor.  Is that 3, or 1?  Hmmmm.....seems like DE didn't really provide enough information here.

 

 

It seems even more frustrating, because 8 slots are all you get.  1 reactor, 1 shield, and 1 engine.  This means 5 available for all your weapons.  1 secondary armament....so really the most a player could get for "free" is 4/5 weapons in a single house....but they require 30 wreckage.  What does that even mean?  Ahhh....what it means is that two weeks out DE cannot adequately communicate basic facts....and players have no visual feedback.  Everyone run out and buy 22 slots, then grind the snot out of the system, to build your 30 required items.  That way you can assure that you'll earn the rewards....because playing this mess of a game mode for over a year isn't punishment enough.

 

 

 

 

Let me propose the simplest compromise.  You  have a Railjack, you get tier 1.  You have enough standing to unlock Saturn Proxima, you get rank 2.  You have one stat at least rank 7, or high enough to unlock the veil, you get rank 3.  It's almost like DE is trying to use this as an opportunity to sell more grind and slots, before they have to make it actually good.  But what do I know?  I've got 2 of each Zetki weapon (main and side guns), each tier 3 component (engine, shield, reactor) maxed out, and full intrinsics.  Despite this, I may not qualify for being an early adopter and getting the full reward.  Ouch.

  • Like 5
Link to comment
Share on other sites

8 minutes ago, master_of_destiny said:

Let me propose the simplest compromise.  You  have a Railjack, you get tier 1.  You have enough standing to unlock Saturn Proxima, you get rank 2.  You have one stat at least rank 7, or high enough to unlock the veil, you get rank 3.  It's almost like DE is trying to use this as an opportunity to sell more grind and slots, before they have to make it actually good.  But what do I know?  I've got 2 of each Zetki weapon (main and side guns), each tier 3 component (engine, shield, reactor) maxed out, and full intrinsics.  Despite this, I may not qualify for being an early adopter and getting the full reward.  Ouch.

Sums it up real nicely, feels like a slap in the face from DE, rly hope they change things up, because the update itselfd is a start, but needs a lot of fixing, this whole forum has solutions to every problem that occured, really hope they read it.

Link to comment
Share on other sites

25 minutes ago, (PSN)TONI__RIBEIRO said:

Back in the day each wreckage toke an arm and a leg to build and the resources drop was way lower, you don't realize the difference between the people that played and maxed out rail jack at release. The fact that took you 1 hour to achieve contradicts what DE considered for each tier.

Right now - this is easy - But you need to buy extra slots to have 30 Completed. - I was at 22 Completed maybe a year or so after release not because I grinded hard that whole time lol - I just took my time. T_T  - I went for 22 or so to 35 in like an hour last night. And I plan on doing some Vigilance of a few that need it today just for fun.

Edited by 5nak3Doctor
  • Like 1
Link to comment
Share on other sites

Do you get Player has Completed X or more Wreckage or Clan BP: Tier Y rewards for only crafting(which has a 12h timer) the piece or equipment used in fusion(which cost less matts?and doesnt consume any time) wreckage to already crafted pieces also counts?

that kind of matters a lot as in my case i crafted like 10 pieces, while fused to already crafted over 50 wreckages

All other changes seem to be a neat QoL features

The only thing i dont like is the fact that you are no longer upgrading railjack mod/avionics slots ,that was a really cool idea for early game where you switched them often and instead of having to upgrade each of them,you could up the slots and get the basics while you adapt to your build trying everything out and then go hard on upgrading the mods/avionics themselves,instead we now have to forma it and use catalist/reactor

i REALLY hope we get that system back,but in sense of areal support instead of modding railjack itself

besides that,new slot sinkhole

1)slots for warframe 2)slots for weapons 3)slots for companions(thanks god sentinels and furr bags share them) 4)slots for archwing 5)slots for archwing weapons 6)nerchamech slots 7)slots for operator amps 8)slots for railjack equipment 9)slots for wreckage 11)slots for rivens 12)and now slots for crew members......

Edited by 700stalkar007
  • Like 2
Link to comment
Share on other sites

2 minutes ago, NizSka said:

So with the “avionics” and “flux” going away, what is the point to the reactor now? That was not mentioned anywhere. 

Are you ready for this ... they will give power strenght,range or speed, so yeah we wasted hours upon hours to farm the reactor we wanted, i hope they change this nonsense.

  • Like 1
Link to comment
Share on other sites

A new Dev Workshop and, again, one that shows much promise. I'm really, REALLY excited to see these changes go live and try out many of them. Very happy to streamline and unify systems that didn't make much sense to be separate to begin wiuth (Avionics and Mods, Dirac and Endo), very happy to see more mission types finally, very happy to see you guys try to improve the piloting and gunner experience... Still a lot left to be done as some comments in the thread clearly denote, but this isn't a small change and it's a welcome one here.

Regarding deleting Gian Point, I think Draco and similars showed us that there's always a best node available. While the intention is good, I don't think deleting Gian Point is going to be significant at the end of the day -- it denotes a bigger issue at hand, shared with the base game, where there's simply too many nodes with too many affinity and reward differences between them, so I'd ask to review that more.

All in all, this makes me want to play the game (and concretely this game mode) again. I can only hope for more of those Tennocon showcases becoming reality somewhere down the line (Squad link or whatever remains from those ashes).

Thanks a lot for the heads up as always Rebb :)

Link to comment
Share on other sites

14 minutes ago, 700stalkar007 said:

Do you get Player has Completed X or more Wreckage or Clan BP: Tier Y rewards for only crafting(which has a 12h timer) the piece or "feeding"(which cost less matts?and doesnt consume any time) wreckage to already crafted pieces also counts?that kind of matters a lot as in my case i crafted like 10 pieces while "fead" to crafted over 50 of them

All other changes seem to be a neat QoL features

Good Question - I have a Mix of Both in the T3 Category and like 2 that I cant scrap in T1. I would assume so because they all count as Completed.

gdAG6Bj.png

Edited by 5nak3Doctor
  • Like 1
Link to comment
Share on other sites

Will the command intrinsics finally give me a way to fire the Tunguska cannon without needing to leave the pilot seat and sit through that ridiculous Grendizer animation? It was cute the first time but it isn't practical every time I need to take out a capital ship. I was really hoping for a way to fire the cannon from pilot seat itself. If not that then at least being able to paint the target or something as pilot and the AI can take the shot. That was the only thing keeping me from being able to solo railjack missions.

  • Like 3
Link to comment
Share on other sites

26 minutes ago, 5nak3Doctor said:

Right now - this is easy - But you need to buy extra slots to have 30 Completed. - I was at 22 Completed maybe a year or so after release not because I grinded hard that whole time lol - I just took my time. T_T  - I went for 22 or so to 35 in like an hour last night. And I plan on doing some Vigilance of a few that need it today just for fun.

Completed not owned , build and sell or valence transfer.

Link to comment
Share on other sites

Il y a 17 heures, [DE]Rebecca a dit :

Early Adopters

Now for the “Early Adopters” information. Whether you’re someone that’s already ‘finished’ Railjack or have just a couple of hours under your belt - we have a variety of bundles you may be eligible for!

Player has Completed 1 or more Wreckage or Clan BP: Tier 1

1x Rush Repair Drone
2x Armament Slots
10 x Riven Slivers
Bonus Railjack Mods
- Munitions Vortex
- Battle Forge
- Particle Ram
- Void Hole
- Railjack Resource Bundle

Player has completed at least 12 Wreckage: Tier 2

- Everything in Tier 1
- 2x Rush Repair Drones
- 15 Riven Slivers
- 10,000 Endo
 -7 Day Resource and Affinity Booster
- Railjack Resource Bundle #2

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

 

So still no clarifications about the Player has completed at least 30 Wreckage: Tier 3 despite the hundreds of messages about it if you count forums.warframe and /r/Warframe - Reddit ?

I was a very early adopter of Railjack (4*10/10 Intrinsics, all dojo Railjack researches completed, optimized MKIII stuff, all avionics maxed) and it make absolutely no sense to repair 30 wreckage when it was just smarter to skip totally the MKI and MKII stuff since it was easily doable with archwing and repairing costed way too much.

All you need is 6 repaired wreckage to have a fully optimized Railjack.

Why would you repair 30 wreckage ?

 

Edited by Alpha56
  • Like 7
Link to comment
Share on other sites

Hey, really excited to see more live for railjack. Excited to hear about the unified damage types, excited to see more reason for people who don't own railjacks to have their own loadouts, especially because it allows people to specialize their loadouts, VERY excited to hear that I can take my mech out for a spin anywhere. Less excited about the flux changes(although hildryn is going to be a great pilot now, so that's exciting; gonna need to start farming toroids.

 

One thing I would ask about is accessibility options. One of my friends fully doesn't want to play Warframe because it gives him so much motion sickness. Would it be possible to have a setting in the options to make the windows in a railjack opaque when not piloting them? The new bigger panoramic windows are really cool, but between the bigger windows and the smaller ship, he won't even be able to serve as engineer/boarding action repeller. I understand that it can be hard to implement what feels like minor tweaks, but it would make a huge difference to our game group

Link to comment
Share on other sites

On 2021-03-08 at 12:03 PM, [DE]Rebecca said:

Necramechs Become Deployable in all Railjack missions.

If I can open my gearwheel, let me deploy it. I'll gladly use an intrinsic to make it happen, but if it's JUST deployable for Railjack content, and not across the whole starchart, that's immensely disappointing...

EDIT: March 9th's FAQ covers this. Thank you for the clarification!

Edited by Z_3_K_3
Updated info on related topic
Link to comment
Share on other sites

40 minutes ago, NizSka said:

So with the “avionics” and “flux” going away, what is the point to the reactor now? That was not mentioned anywhere. 

There doesn't appear to be a reactor at all. If you watch the video, the new "Hull" equipment piece takes the place of the Reactor in Railjack equipment.

Link to comment
Share on other sites

Cant wait for Railjack V21 in 2 years. Pretty sure peoples here  play the game because of the fast movement and the warframes, not for failjack. IMO thats a waste for the game.

Link to comment
Share on other sites

About Clan Railjack Monument. Can it be tied to the clan members? So that if the member leaves the clan and creates his own or the original clan gets disbanded, the former members can build Clan Railjack Monument as they were early adopters.

  • Like 1
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...