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Update 29.10.0: Corpus Missions & Points of Interest Feedback Megathread (Read First Post!)


[DE]Danielle
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Before feedback, I have to say I really respect you guys as a development team.  I'm convinced you're some of the best people in the industry, you show incredible values in how you work day to day, and I respect the hell out of that.  That said, I'm not happy.

So I have a whole angry ranting list typed up in notepad that I will not copy paste here.  I like you guys too much for that, but still I hate newjack.  even if I didn't regularly encounter game breaking bugs, I'd still hate it.  You took everything that made oldjack fun, removed that, and went the exact opposite direction with all the new content.

I trust you guys to do your jobs and figure out the details, but my dissatisfaction boils down to this: 5 minute missions are fun.  20 minute+ missions are not fun.  You cannot do a newjack mission in less than 20 minutes, and it only gets worse from there.

Will shaving mission time down to 5 minutes make it fun?  Definitely not.  My list of feedback is too long and too angry.  But it would probably make it worth farming the loot dungeons, though nothing else.

I really hope you guys can turn this around.  I absolutely don't have the patience to suffer through it as is, I'm dreading the next 6ish months of having this be the center of future development.

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So, after a few semi-intense days my Railjack is back to "normal", all nodes are unlocked and most mods & railjack components farmed & upgraded. Overall the renewed Railjack has proven to be decidedly better. And it will probably improve a little bit more as the bugs gets ironed out and the balance tweaked. Some early observations:

  • Huge thanks to DE for the bonus rewards, it made the "re-upgrade" of my Railjack a much more pleasant experience.
  • The crew is great addition, especially for solo or duo play. It has been a nice surprise that they are as competent as they actually are. 
  • The new mod system actually works pretty well. It does make your Railjack a bit more like a warframe, but the current mod set allows you to focus in different directions and there is no clear "meta" build (which is great!). Having the option of three builds is quite also quite meaningful. We do want a lot more mods though.
  • The new Corpus nodes looks great. If the capital ships could move around slowly it would add even more "immersion".
  • The loot tables "feels" better overall. You get a better spread of stuff (at least in most missions). Haven't farmed specific drops yet though, that might turn out to be a bummer.
  • Most enemy fighters still feel like mosquitos (now that I've maxed my mk. III plating). Or maybe like fruit flies. In the Veil they can be dangerous when you venture out of your Railjack in archwing, but otherwise... meh.
  • The main cannon has become more useful. We don't really understand why, but we've noticed that we've started to blow crewships out of the sky (or "space") with the main gun a lot more (and we board them a lot less).
  • The addition of bonus objectives (with nice loot) is a definitive plus. Gives all "extra wheel"-players something to do and can be handled solo as well. Could be a bit harder though, at higher levels. Also the enemies inside could drop more loot...
  • While the Corpus "lock everyone into the inside mission"-mechanic works ok for solo play, it really and truly sucks for squad play. Even when we go with "friends" team with voice-comm the break in mission flow and immersion suck. Even most of the missions themselves have nothing to do with Railjack, they are just more of the same "starchart". The exception is "volatile", which actually connects inside and outside play (in one way only, but still). It just isn't pleasant gameplay: you enter the space node (="railjack"), fight it out with fighters and crewships ("railjack"), enter large objects in space for loot ("railjack"), clear 1 or 2 mission objectives to unlock the main ship (clearly "railjack"). All this is free-flowing "space fighting". Then suddenly the whole team, for no apparent reason, has to abandon the Railjack and enter the capital ship, and do a forced "normal boring non-railjack mission" (the defense especially takes ages and ages). It probably isn't really as bad as it feels, but it really feels bad. 
  • The Orphix missions in the Veil was a pleasant surprise (really tough and intense).
  • All the Grineer missions suddenly feel much better than before, since they have no "whole team forced into normal mission" parts. 🙂 Even the sentient ship feels great again (we've farmed it to death), just because you can enter and leave as you please.
  • And while not Railjack-related, the interface changes to the "mission bar" are great!

There is a lot of potential for future greatness with Railjack. There really is. But that also means developing Railjack into really real space fighting, NOT into a space emulation of the same horde shooter design as normal missions. It can (and should) be interlinked to the rest of the game, but it has to stand on it's own meaningful feet at the same time. There is a lot here already, most importantly the potential for real teamplay and the quite seamless transmission from Railjack to space and into all kinds of objects. But what is missing is an in-mission narrative and stepwise goals chaining these parts together. A meaningful way towards meaningful goals.

One can also look at it this way: when a Tenno has built and upgraded his/her Railjack to the max, and learned to fly it and operate it, trained a crew for it... what then? The answer really shouldn't be: "just do more of the same missions you did to rank it up for more of the same loot you already have". We need something to really use the Railjack FOR. More of the loot we don't need is not the answer, and neither is a space-Uber to a normal inside mission. And believe it or not, I am NOT complaining. At all. I am trying to point out that Railjack is GOOD, I want MORE Railjack content. But not just more of the same.

Edited by Graavarg
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Just want to leave a suggestion for the DEVS ... I don't know if its possible to do this idea or not so ....

Can we have a node for a RJ survival mission? Just a survival, without other objectives. Just killing a lot of enemies ... only fighters and crew ships, without the normal timers from ground survival. But not a fast mission like giant point .. an endless one with the escalation that people like. The rewards could be relics .... a good relic farm.

I think this can be used as an experience: to correct the numerous bugs that RJ has causing the experience of playing impossible for some people (i can only play alone and one mission per time - playing a second in sequence makes the game freezes on the 'ending' screen). And with time new things can be added like neutralizing external weapons on the big ships, destroying the big ships in a sequence of events, and last boarding that ship .....

I think people want some epic space battles. All this boarding and secondary objectives just make everything too complicated. I like them, and i think they are great at some point. But if the game cant even be played (or people don't like it) in a simple and clean way i don't see the point of doing so elaborated things ... that don't even work properly.

As some people already said: a RJ survival, A RJ exterminate, a RJ defence ..... not and taxi or a mixed thing that is nothing in the end.

Edited by C4Mingus
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Hijacked corpus crewships have a little button on the bottom-right of the piloting interface, but pressing them doesn't do anything.  I can only assume it's supposed to draw from flux energy and the removal of flux energy made it inaccessible, but I kinda want to be able to fire missile barrages from hijacked crewships and the button just sits there teasing me.

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Also today I highjacked someone's ship. Instead of launching my railjack game added me to someone's else, I saw pilot seat unoccupied, jumped into it and started to move to mission objective, then host migration occurred. Former host wrote only one message to chat: "hey, where are you going? Hello?”

I think I start to understand what "space GTA" was supposed to mean, although not quite sure if I like it if it forces peeps to leave the squad.

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The defense mission feels very much out of place. I was confused when it first happened, because I did not expect to play something like that in Railjack. I think Railjack should have missions that don't feel like something we do in normal mode.

My suggestion is to use some of the old Archwing missions, like the sabotage or the interception. They are missions that are out in space but also are not found in normal missions. 

Anything that has the players enter into an area and then play a mission that feels exactly like one they do on the normal star map just feels odd and isn't something I want to do.

 

Also I think the Corpus invaders on your ship should, well at least lore wise, be their robots. The Corpus more rely on robots to be their grunts, like the MOA. So I imagine they would use the MOAs as the ones to ram into a Railjack than their people

Edited by OperatorLeo
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Can't say I enjoy having to have the full squad forced to become the away team. From what I saw back when Railjack was first introduced there was talk of having a Railjack team, and and away team that was supported by the Railjack team. To me it feels like the update has made that concept much less viable.

As for the customization of our Railjacks I like the plexus system, and don't mind the hull becoming a component.  However I wasn't too thrilled about seeing that our only wear and tear slider is for the exterior while the one for the interior was taken away.

Edited by Fl4shpoint0
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Volatile needs to be made troll proof.

 

If a troll reaches the forward artillery before you do, they can sit there forever without any way to remove them.

If the troll is the host they can just tab out and wait for a while, without even missing the angry chat messages they're after, once everyone leaves, they'll get the mission completion anyways.

 

Also trolls shooting vents before it's necessary.

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Thinking about it some more and how Railjack and normal play ought to be "integrated" and thinking how Corpus doesn't do it quite right, I realized what game does do it quite right:  Assault Mode from Star Wars Battlefront 2.  No, not the newer EA title, but the older one from the Playstation 2 era.  I've not played any Battlefront since then, to be honest, so no idea if they improve on Assault.  But, in old SFBF2, assault is a cap ship versus cap ship mode where players can participate either in space or on foot.  In space, a player can help their side by dog fighting the other fighters, hunting down enemy bombers, by shooting the opposing cap ship to damage its shields, and bombarding objective points once the shields are down.  Or you can choose to go on foot either by taking a fighter craft or hopping onto an assault shuttle and getting into the enemy's hangar bay.  From there, you can help your side by attacking pilots before they get into their fighters, blowing up docked fighters, ganking people manning the turrets on the cap ship, or by attacking either the shields or the objective point from within the ship.  It's all seamless.  Nothing stops you from switching which "role" you're doing on a whim (well, nothing but the opposing side shooting you) and both space and ground efforts contribute to winning.

 

Granted, that is an old PvP game and I wouldn't expect a 1 for 1 copy and paste.  Not at all.  But it's a great example of the type of thing Railjack, IMO, should be.  You got objectives.  Some can be tackled from space, some from on foot, and some both ways and each team can support the other in some fashion and it's all simultaeneous and seamless.  Grineer Railjack hits so much closer to this than Corpus and I'd really hope to see Grineer style Railjack get expanded and improved upon rather than Corpus Railjack.

 

Granted #2:  the idea of clearing your way to all drop down to a on-foot mission is kinda neat.  But, it really needs to be in a way that makes sense, both for mission types, mission locales, and either clearing the skies rather than have the magical space shield of immortality or just straight up landing/docking the Railjack.

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After much testing together with my crew of 3 players plus a trusty New Loka engineer, we came to some thoughts.

  • Endless game mode is bad for a "Railjack" mission. You don't use your Railjack on them, only in the intro phase. Volatile and Extermination are much more interesting.
  • Corpus Crewship takes too much time to blow up when it's sabotaged from the inside.
  • Corpus Fighters are basically just annoying trash mobs that can be ignored with a decent Railjack.
  • The disparity of the rewards from Grineer Railjack missions and Corpus Railjack missions is big. Grineer Veil is giving 5+ rewards. I managed to get 12 rewards in a single mission (I don't know how).
  • The disparity of time consumed in Corpus Missions is pretty weird, so are the amount of rewards you get. Exterminate are much better to grind Loot Dungeons (Nautilus, Carmine Penta, Athodai), we can do it in 5 minutes, and Orphix is much better to get Railjack Components.

Some ideas and suggestions follow:

  • Remove Endless non-Railjack missions from the Railjack missions. Orphix and Defense (the tileset itself is slow) could have 5 waves and done, much like alerts.
  • Give a Bonus Reward for missions done with an optional objective that rewards player skill/efficiency, like Bounties in open maps are done. They reward cooperation and speed, while lessening the grind.
  • Make a Railjack TRUE Defense mission (Escort?), where you have to protect a ship or a point of interest from fighters and crewships. Hard Mode: Put a Squad-Link between Tenno in the Railjack squad and Tenno in the raiding squad (normal mission in the same planet).
  • Archwing Missions game modes such as Pursuit could also be "new" game modes. They are going to be scrapped eventually anyway.
  • If you want to connect base Warframe and Railjack, remove Proximas and put the nodes in the Star Chart, as optional (or not) nodes. Instead of always using your Landing Craft, you could board a mission with your Railjack crew.

Thank you for the great update!

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Only tangentially related to Railjack specifically, but please, please either change the electricity proc, stop putting it on things like shield ospreys or fix sentinel durability. New Corpus enemies are neat, but having my sentinel die because of electricity procs I can't do anything about is aggravating.

Edited by WussyDan
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IMO each objective that currently requires us to exit the Railjack should ideally have an additional way of completing it without exiting the Railjack (much like crewships can be destroyed either by boarding or by artillery)

For example, defense missions could be completed either by boarding the enemy ship to defend the Warframe pod (as we do now) or by attaching excavator-like device to the outside of the enemy ship and defending that instead.

Exterminate could be done by letting the enemy ship send a distress signal, then killing all incoming reinforcements.

For side objectives (carriers, overshield installations, etc.) there could be shield-emitting Raknoids which scuttle along the outside surface of the objective which we need to destroy before our artillery can penetrate deep enough to destroy the objective's weak points.

Edited by ImWithDerp
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The Corpus just keep getting stronger and stronger. To the point now that it's unbearable. To preface this, I'm a 4 year player, MR-30, with 7,000 hours in game. I play solo 98% of the time because I prefer it. I have devised ways to solo literally everything in the game. It's the only reason I still play is because I can solo everything. 

 

Doing most of these missions, which all take *way* too long, is such a chore. You said you were removing Gian Point to make the rest of RJ be closer to what we wanted. Well, and I cannot believe I have to say this, we don't want to spend 45 minutes in a mission. Ever. The allure of Warframe is doing things fast. But it's literally impossible in RJ now because you limit spawns in defense so we have to wait or limit spawns in corridors so we can't quickly exterminate, or have hacking drones spawn 400m away, or have Orphix spawn 400m away. Every single decision you make is first and foremost: take much longer than it needs to, and second: make important things that we *need* like survivability pieces have horrific drop rates. Like, every single thing that comes out that isn't cosmetic is made to be on the brink of insanity to get. With the only consideration being that it takes forever and is gated instead of "is it fun" or "is it rewarding".

 

Please stop the gated farming. Please stop making things take our abilities away; we don't want to play CS:GO- Viral & Hunter Munitions Edition, we came to play a game as a space ninja with space magic. Please stop taking away things we need to play like the ability to heal, or the ability to CC the incredibly, overwhelmingly, unbelievably overpowered Corpus enemies with melee forcing us into the same old frames we always have to use because. And please... please stop the forma intensive life. Especially on things that can't be leveled quickly like companions, plexus, vehicles, etc. 

 

I know it might not be clear, as I'm just finishing up failing after the 30 minutes pre-req missions Veil Proxima Orphix. In there, in my Bonewidow (the one and only thing Bonewidow was actually useful for) I found out that I'm not healing even close to what I was during Orphix venom. I'm not able to hit, or hit as hard, the Orphix like I could in Orphix Venom. The enemies who are level 55 instead of the level 115's during Orphix Venom were hitting me so much harder than all 36 rounds used to, as well. And to top it all off, the Orphix spawn faster now. 

 

  • The Corpus in RJ would do too much damage even if it was cut in half (for every frame without Dmg Reduction/Defensive stats)
  • The electric procs that follow you around? Literally kill Nautilus (and any other Sentinel) even on Venus! Sentinels are the one thing that make sense to not die, yet are the only things that do and have the smallest health/shields/armor lol. And when they do, there goes everything from seeing where enemies and loot are, to not being able to collect loot because it bugs through the floor. 
  • The shields that are on crew ships, which also have 3 things making them invulnerable, are also incredibly OP and slotting the mod to have a "chance" and going through shields doesn't even work on them. I shouldn't have to leave my turret, leave my ship, fly to another one, kill a shield, fly back to my ship, get back in my turret, bring down the life of the crew ship, get out of my turret, go to my slingshot, aim (if possible) my slingshot, go into crew ship, panels, ... wait... because of course waiting... shoot the reactor, return. All for something that gives no reward, and will just spawn another right after. Or, I could use my artillery, which requires me going into my menu, removing my pilot, piloting to where I can aim, hoping they don't fix their engines before I can play musical chairs, charge my artillery for 10 seconds, leave artillery, put pilot back, go back to turret.... notice a trend here? Way, way, way too much time for something that basically needs to be dealt with for the sole reason that it hits 500 times harder than it needs to. 
  • Corpus Crew ships fix their engines far too fast
  • The orange thing that is *always* blinding you has nearly caused me to seizure multiple times now
  • The 'uses more energy if you use it again' thing is just ridiculous. Seeker Volley already takes 200 energy and since its still one of the only viable things to press, we're forced to activate things for literally no reason. Imagine this were a warframe (since... you know, it uses our energy now); 200 energy for 3,000 damage? Zephyr just got a buff on her 1 that does more damage than that for 25 lol. 

 

Anyhow, I sincerely doubt anyone will even read this let alone do anythign about it but I just wanted to put it somewhere. The main things, TLDR if you will, is Orphix being on every planet sucks, Orphix spawning faster sucks, Orphix loot sucks, enemies from Corpus literally all hit way too hard at their lowest level causing you to use the same old Nezha, INaros, Wisp, etc instead of something else that might be more fun, the removal of melee CC'ing enemies also makes it even worse for frames that have been forgotten because now they can't even do that to stay alive, nullifiers everywhere, all the time, compound this issue further again as the one thing you have as a Trinity is abilities to live, not health or shields, armor... It's just all too much. Especially, and most importantly, for missions that take this incredibly long. There's a really good reason we played Gian Point and it wasn't just because intrinsic turnaround. It was like everything else in Warframe. The way we like it. Fast. Gotta. Go. Fast. Can't do that in RJ at all now. 

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Hi DE! I hope you're reading feedbacks :D As someone who loves RJ so much until now, I'd say, Thank you! This update is overhauling the old "only skirmish" kind of  missions, and this is .. truly.. Revisiting. There are a couple of suggestions I have in mind, but before that, I'll give disclaimer:

I am not a programmer, but I kinda a tiiinny bit know about programming due to my line of work. So when I see your effort to link the core warframe and railjack (which you did! congrats!) I kinda understand the importance of "making the whole team go into specified location so warframe can load the core mission". Good job at bridging it. Many people don't like it, but.. yea.. that's the first step. And you've done a good job on it!
Couple of potential bugs there is "warping out of airlock during countdown" . It potentially lock everyone out of the core mission, and surely we don't want that to happen!

Alright. Feedbacks. Mostly good ones.

  1.  Crewmates. Thank you for the thoughtful concept of crewmates! They are cute! (If you're expecting "however", i give you one:) However, for piloting AI, something can be done to make our experience better (I hope I don't make devs cry):
    1. Make us able to order the pilot to move the ship or stay still. when I do solo RJ, I don't mind assigning one of the crew as pilot when I have to fire forward artillery, but I hate it when the AI disregards the crewship and chasing fighters when I'm charging forward artillery. At least, I want to order them to align slowly at the crewship, and stay still while FA is charging. I don't think it'll encourage afk players, since AI pilot can't move faster and more agile than me ;)
  2. Crewships. I won't be as far as Railjack is like a glorified uber although sometimes it does feel that way , but the way it is, there are too few crewships I need to shoot, and there's no fighter I need to kill. I feel that the time I spend chasing crewships and fighters and space-objective is waay too short for RJ. I love the flow of "RJ -> priority target -> core mission -> RJ" you've done with Volatile, and I think that flow can be adapted to other missions as well! instead of doing defense for i-don't-know-how-long (like... Lotus.. there are four of us space ninjas. Surely we can just carry this thing into our RJ and rendezvous somewhere) . is it possible to make it a bit "bounty"-like ? Let's say the flow like this: (maaaaybe it will give more balance to the time spend in RJ and mission)
    1. Enter the RJ space - kill fighters / Crewships (1st wave)
    2.  POI1 - rescue some guy(s). Then lotus says that guy give info about someone we need to capture
    3. RJ - kill fighters/crewships (2nd wave reinforcement)
    4. POI2 - Capture some guy. Then lotus says that guy give us a name to assassinate
    5. RJ - Kill fighter/crewships/security nodes
    6. POI3 - assassination of that said target. Maybe an upgraded version of jackal that can only be defeated by.. nech. :D

Alright. lastly, I know a loooong list of bugfixes you need to do for the current release, and I wish I could supply endless coffee to devs working hard to make this happen, but thank you devs to your milestone success! Please... don't stop and leave railjack just yet. :)

 

 

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Please for the love of God, please make it so you don't have to kill a set amount of Orphix to complete a mission. Solo play is utter trash, trying to kill multiple Orphix. Please. It's terrible.

Maybe spawn a set amount of Orphix all at once, so you know how many you need to deal with, and make it endless by making it sort of like Disruption. If all Orphix's are destroyed, then you move on to the next wave. Feel like this would solve the whole spawn 500m+ away problem as well

Edited by GalvatronMurder
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I'm not sure this is particularly the right place for my feedback, but railjack has helped me realize that I quite love multi-objective missions, like railjack, a combination of mostly exterminate, capture and mobile defense all at the same time, which finds a squad breaking up and taking on these sub objectives on their own to complete the whole of the mission as fast as possible.

 

I do love that, primarily in the grineer missions, having to wait for people to do a normally ground mission is kinda meh, still feels disjointed if you ask me, I can't imagine anyone wanting to do an endless ground mission in their railjack mission, I at least haven't run into anyone that ever does. Those missions would have to have better rewards than like, xini or something.

 

But the main point I wanted to make is that the multi-objective feels awesome, instead of having four tenno racing to complete the objective, you have four tenno working together to complete four multiple separate objective as fast as possible.

I think it was game makers toolkit where I heard it but playing railjack I often find myself thinking "players will optimize the fun out of anything." And railjack is particularly fun to do that with. 

And my main feedback is that something similar would be awesome for ground missions, or open world missions, set multiple objectives at once, don't give them a timer in case a group wants to do them all together or separately, and boom you have this fascinating team cohesion.

I mean;

Destroy fighters

Destroy crewships

Disable weapon platform

Search derelict

 

Player 1 pilots and destroys fighters

Player 2 guns a blows up crewships

Player 3 begins disabling the platform

Player 4 does a quick smash and grab of the derelict and gets out just in time to support player 3 from the outside.

Mission is completed by the time the fighters are taken care of, it's awesome.

 

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2 new moas (Culveri and Polaris) are completely immune to ragdoll and Grendel cannot eat them. Idk if this is intentional or not, but I realy really don't like it (I don't mind them being as tanky as they are now).

In the POI where you need to defend consoles to detach ship segments (if I remember correctly), the said consoles have a little too low health.

The defence missions feel out of the place:

  • they don't make any sense in terms of narrative;
  • they ruin the pacing.

Crewships' shield generators are hard to hit (or don't receive damage sometimes, can't really tell here, tried hitting them with Glazio, Photor, Vort and Apoc - super inconsistent in all cases).

The Volatile game mode is fun, really a step forward imo.
But I have a little complain here - when you blow up the capital ship, it doesn't leave any debris.

Also, so many staggers 😓
- keep them.

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After completing all the new nodes, I have additional feedback:  There are no corpus skirmish nodes. 

Kind of an oversight but honestly, we don't have to interact with corpus fighters at all, and its kind of depressing.  Shooting fighters is a waste of time and I don't think it should be that way.  (You only blast them with abilities for giggles or ignore them because they are never the objective and only distract from it).

It also serves to underscore the weakness of these new nodes, namely that the cool thing I thought RJ was about was the teamwork between the AW map and the Warframe maps.  Inside did a thing and outside did a thing.  It made soloing an obnoxious furry of animations and transitions. 

The problem is I don't feel the command intrinsic has addressed the solo experience in Skirmish.  But I'm not a HardCore solo.  It would be kind of broken if it did but Command is kind of meh over all, and does very little if you have tenno with you. 

The other problem is these corpus missions don't seem very railjacky,  If it doesn't ask you to kill ships, the RJ is just a taxi and is not needed to do anything outside of the end of volatile.  But even then, the archwing map is just a space between rather then a combat space.  There seems to deliberately be no interplay.  None of the pre-objectives like the hacking or the train require the AW map to even exist and its just sad.  Even volatile, dispute being the best mode of this update, sometimes annoys the player, forcing you to run up to 700 meters before being able to recall just to do a victory light show. 

Defense just teleports you back to the ship.  Why not just send us straight to the orbiter and save us the awkward stares while everyone figures out who we are waiting on to touch the nav console.  Lets hope they send us to the dock because there is no way to leave gracefully if they don't.  Oh, cause then it wouldn't be RJ.  Well, it was never RJ: its a defense mission that is harder to start on the most frustrating tile for defense ever devised.  (Expressing my true feelings re that tile would be unbecoming.)

TLDR;

Add interactive skirmish like objectives.  (Give RJ something to do other than wait)
Hacking Jamming drones spawning 350m from the player is no fun.
The RJ needs to add a wrinkle and remain in play during the main non-endless missions.  Strafing runs, fire support, anything.  Just leave the map up with no enemies.
Vanilla defense should not be here.  I admittedly don't like defense outside of cheese but it makes no more sense as a RJ phase then vanilla survival would.  Change it or replace it.  Archwing interception except scaled up to accommodate the RJ would be fun.
There needs to be a way to gracefully leave a RJ between missions.  No the esc menu doesn't count, at least not currently or by description.
There needs to be a way to force host (create new cell only).  I want to fly my ship around to the objectives, not get stuck with someone who doesn't and I have to blink spam to all the way points in a AW.  (This is obviously indicative of a mission design issue ;) )

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On 2021-03-19 at 1:18 PM, (PSN)AbBaNdOn_ said:

I was curious how arcanes would be done and with the patch notes its been made pretty clear.   

Arcanes are rotation C of orphix..  12 rounds = 1 rotation.... so you have to go all 36 rounds for arcanes....   Which takes an HOUR of actual time....  But unlike Scarlet Spear or Orphix EVENT the arcanes arent baught with points, they are RANDOM DROPS.    And the best arcanes are 1.4% ??   Those stats are insane....  1 hour grind for random arcanes,  abyssmal drops of the rarest ones... 

Rotations should be 4-5 orphix long!!  Rot c = 12-15 orphix.      I'd have to look at Rot A-B rewards again but if you keep Rot C at 36 orphix I know I will never be setting foot in there for fun.     Brutal!!     (I have alot of maxed out arcanes, I have dope mechs.  I can and have done 36 Orphix runs.   Its just a matter of time vs reward.   Waaaaay to much time for waaaay to little reward.)

Agreed. The payout cycle is insane, in a bad way. Should be, at most, two Orphix per payout (2 for Rot A, 4 for B, 6 for C, etc.)

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First issue, I don't get why everyone has to be in the ship to run the main mission. Isn't the main draw of RJ (or squads in general) being people can split up to accomplish multiple goals at once, making missions easier and more time efficient?

Second major complaint regarding the new corpus railjack missions is that most of them feel slow and unnecessarily padded. I don't understand this weird obsession with making mission objectives that boil down to waiting for timers. Other than exterminate, the other side/main objectives are basically standing around waiting for things to happen or enemies to spawn.

Defense - self explanatory. Please tell me what is the advantage of running a RJ defense mission vs a regular starchart mission. Both give 1 reward every 5 waves but RJ takes way longer due to the RJ intro gameplay which gives nothing. I don't know why this was added into RJ. Maybe you have internal metrics that show defense as really popular (probably due to Hydron or Io skewing it), but understand that most people run defense for two things - fast affinity and relics. Your current implementation of RJ defense has neither.

Disable Icedriver/Hangar/Cyclops platform - activate console and wait for Cy to hack it while running around killing drones that spawn two tiles away. Tediously boring after the first few runs. Make the progress way faster or just remove the waiting altogether.

Disable Freightlinker - two mobile defenses and an assassinate. Please just stop. Just no.

Volatile - hack console and guess what, wait for Cy to hack the reactor, while busting pipes and killing engineers. Again with the waiting while doing pointless busywork.

Orphix - I hate orphix with a passion, so I won't comment on this other than I want this mode deleted if possible. Finished it for map completion though.

The grineer RJ missions had simple sabotage or kill objectives, with minimal downtime when playing with a coordinated group. Please make the corpus objectives like those, or the caches which simply require one panel to be hacked. Please don't try to pad playtime with obvious time wasters. Thanks.

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2 hours ago, NinjaKitsune56 said:

Agreed. The payout cycle is insane, in a bad way. Should be, at most, two Orphix per payout (2 for Rot A, 4 for B, 6 for C, etc.)

the original post by abbandon is incorrect. it does not take 36 kills for one arcane. Every Rotation is 3 kills
3 = A
6 = A
9 = B
12 = C

repeat.

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Overall I like the change of pace that combining railjack missions with normal missions but the time waiting between them is my biggest annoyance.  Every mission there is at least one person who won't come to final objective so your left sitting around waiting for the 30 second timer to end, which is on top of the often significant time it can take for a second party member to get to objective.  The pacing just feels jarring.  I think at the least the timer needs to be shortened to 10 seconds and possibly start counting down once a single person has reached the objective.  As it stands I see railjack missions other than orphix becoming akin to sortie spy missions where having a public group is a liability to getting things done.  Which is a shame since it could be a good system otherwise.

 

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