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


[DE]Danielle
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Re: 'railjack being invulnerable breaks immersion'

This could be done better, and it wouldn't take too much - some technobabble from Cy about taking the ship out of phase alignment, or shutting down systems for a deep cover cloak.  That is assuming there are times when the ship really does need to be invulnerable/inactive, instead of being piloted by Tenno or crew, as suggested before.  😉

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Problem:

Whenever I use the Proxima Navigation (Railjack starchart) I usually end up joining someone else's mission. I don't want to be forced to join an existing session if I go public. Especially with Railjack, after I've gone through all the trouble of investing into my own Railjack.

Solutions:

a) Allow separate matchmaking options to address this specific preference 

b) Allow relay and/or dojo drydocks to always start Proxima missions in your own Railjack.

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On 2021-03-21 at 9:16 PM, kunaon said:

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

This feels like what they're dipping a toe into with the new Corpus missions, and while it's currently uneven I'm enthusiastic about the potential and the direction. My big hope out of all these iterations of Railjack is that they end up with something like the sortie / bounty system, too - like, a daily where you do RJ / AW space objectives in between a string of hit-and-run ground missions, culminating in an explosion-dense set piece against a big boss or a big ship or a big boss' big ship :laugh:

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Suggestion: making Railjack more cohesive to the base game.

So many of these changes are absolutely wonderful and what I've been hoping to see, but I have some ideas to make the new Railjack feel even more cohesive to the main game.

  • Merge the two star charts, add the Railjack nodes to the space around it's respective planet/proxima.
  • Change all mission nodes not directly taking place on a planet's surface, such as the missions that take place in the tile-sets of the Grineer Galleon and the Corpus Ship, to function similarly to Fissure missions in their randomly generated over time nature.
    • So essentially the star chart nodes taking place on these ship tile-sets every so often will have a chance to be randomly seeded, like a Fissure mission, with a Railjack component to the mission. It would be given specific randomly generated points of interest and such for the duration this modifier is affecting the specific star-chart node. Anyone that were to do the mission while this is active would have the specific point(s) of interest that this seed chose, as well as a few random side objectives. Then once you enter the Galleon/Capital ship after completing the Railjack main objective the main mission objective begins, which could be a survival or a defense or disruption or whatnot. 
Edited by Maggy
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So I've seen comments that defense doesn't fit. I disagree. Defense in its current form doesn't fit. I think one we need more default crew slots, more on this in a second. I think defense mission should also have a recovery part to the mission, were we get the pod back to the railjack. And we have a chance of the person in the pod being a recruitable crew member with a chance for better stats than you can get from ticker.

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I really appreciate the update and the direction it went, as with all things it can definitely be improved.

Crewmate NPCs certainly help the experience when playing solo, however they don't act in a way directly helpful to quests such as grineer missions where the railjack crew is asked to attack an external weak point. Adding more capability/command actions to the roles such as forward artillery to gunner or resource forge for engineer.

In terms of quests I can see the want to blend established game modes with railjack, that's fine, however I was certainly hoping for more creative mission modes more in line with the grineer missions that encouraged railjack use and cooperation.

Mission suggestions:

1) Hijack Style
Capital ship protecting an orbital production facility.
Breach defence grid with railjack and archwings - Infiltrate Orbital production facility - Hijack bomb - Chase scene as you ferry bomb to capital ship - detonate bomb in or on capital ship.

2) Disruption style
Multiple defence points, must be activated, can be done one at a time or synchronously.
Defence points can be a mixture of in space for railjack and archwing to protect and inside a ship/defence platform.

3) Assault/Survival Style
Weapon platform to take over and defend.
Breach defence grid with railjack and archwings - Away crew infiltrates and takes over weapon platform - Weapon platform has a health bar - Railjack crew protects weapon platform from external threats - Away crew protects weapon platform from boarding parties - 5 minute reload intervals of weapon platform to destroy priority targets.

4) Crossfire style
Corpus and Grineer contested space.
Destroy priority targets on either side.
Potential use Corpus/Grineer strategic resources to attack each other or themselves.
Cause potential capital ship collisions.

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Timers on Orphix missions really need to be less punishing. Even in a full squad you get barely enough time to destroy an Orphix before another one has appeared. This is especially bad at higher levels when they take longer to kill and when RNG makes spawn rooms so spread out from each other on the maps. 

Soloing to at least wave 12 is next to impossible in the later proximas. 

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I think there is a major problem in how the diffrent Houses for Railjack Weapons interact with each other. Aswell as how expensive the Dojo researchable versions are, while being quite bad for the cost point.
1. There is no real variety between the diffrent railjack armarments houses. Vidar and Zekti are by far better than Lavan or the standard Dojo versions.
2. Sigma Dojo versions have lower crit and or status compared to the other houses. Lavan on the other hand has higher Status, but lacks the extra damage Zekti gets aswell as status chance buffing mods. (compared to crit buffing mods)
3. a) Change Sigma Dojo versions to have a lower cost compared to the other houses, so they provide a cheap entry version for people who are new to railjack. Lets say 1/3 of the price of the cost to build one of the other houses.
    b) Give Lavan, Vidar and Zekti the similiar DPS, but let one house have vastly higher crit, one status and one base damage.
    c) Add status chance increasing plexus mods.

 

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an idea i had was putting the arsenal back in the railjack, make it so that it becomes disabled while a mission is in progress but when it ends and goes into free mode, the arsenal becomes available to use, it becomes annoying anytime i do railjack that if i want to use a different warframe, i have to go back to the dry dock and swap warframes before i can do the next mission, being able to swap on the go would make it a lot easier.

 

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il y a 9 minutes, Duo_Strikes a dit :

an idea i had was putting the arsenal back in the railjack, make it so that it becomes disabled while a mission is in progress but when it ends and goes into free mode, the arsenal becomes available to use, it becomes annoying anytime i do railjack that if i want to use a different warframe, i have to go back to the dry dock and swap warframes before i can do the next mission, being able to swap on the go would make it a lot easier.

 

Before Railjack Retrofit, there was actually an Arsenal inside the Railjack itself, however it was only accessible when going back to the Dry Docks. The upper gunner turret entrance took the spot Arsenal had before.

This suggestion was more fitting for the previous Railjack design but I do agree with the sentiment. If the idea is to have us go from one node to the next only coming back to docks when we stop playing Railjack for the day, this would seem better.
May I add that it would be more comfortable for everyone, if the squad intend to stick together.

One could be switching gears or make up a new build while the rest would explore a bit with the Railjack, gather some resources or have fun with the Space they got. If we went back to the Dry Dock we'd just be waiting while doing nothing.

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Hello, this might not relate to corpus railjack entirely but i was thinking of a way in which defection could be tied to railjack.

 

ESCORT mission:

-When you first enter the mission you will have the mission to help a capital ship which contain steel meridian forces inside from a incoming attack from grineer fighters (so the first part would be a skirmish type mission)

-Afterwards you will need to enter the capital ship to help escort steel meridian forces to a crewship and here comes the twist, instead of infected you would have to defend them from grineer forces (defection type mission), after lets say 3 squads you will have a choice to either remain to get more (which would give bonuses) or just leave with the ones you already have.

-If the players have chosen to extract, they shall return to their railjack in which comes the final part of the mission. To escort the crewship and defend it from enemy attacks, while that happens there will be a endless amount of fighters spawning (like in corpus railjack) and enemy crewships shall appear at certain checkpoints, also if the steel meridian crewship gets boarded the speed of the crewship shall decrease and it shall take increased damage from fighters (this would give the mission more a teamwork oriented focus as some tenno will need to stay aboard the steel meridian crewship to defend it from boarding enemies and also have the others defend it from outside).

-Once the final checkpoint has been reached the mission is done

I got this idea from reading a comment from someone from a youtube video, in which they had the idea to have a ESCORT mission in railjack and personally i thought that defection could tie into that.

It might not be perfect and maybe it is too long for a normal mission, but hey i am just giving my ideas.

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Hey all!

   I have been throughly enjoying Corpus addition to railjack! Most importantly the Command with crewmates makes it feel so good to play solo!!! I have a few "atmospheric" requests!!!

1.) Can the crewmen just appear to be useful when not on missions? Instead of simply running around doing nothing can they do some emotes that make them atleast look like they are checking on the railjack? I feel like i'm paying them to do cardio lol meanwhile the no-name generic npcs are all over the ship working.

 

2.) What if you could "earn" training points on a reputation based level with each individual crewmate builton a generic repeatable system. Example: Let's say outside of a mission I board my railjack and talk to my hired Sudo crewmate, they tell me a short story of why they need x amount of a certain resource or they need me to do a favor for them (like a nightwave style challange). When I complete the task I gain 1 trainable point for that crewmate. This can happen 2 or 3 times per crewmate before the crewmate is a loyal and fully trained crewmate!!!

 

Thanks for your time!!

 

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I'm probably going to be repeating some of what other people said here, but here we go anyways. I came back to this game after a break for this update, and I feel its a mixed bag, mainly because of the corpus mission structure. Here are my main issues:

Defense missions suck because you get to play this awesome railjack combat with multiple side objectives and your reward is this boring slog of a mission type. Disruption would have been better. Survival would have been better. Having the option to do defense is fine, but did there have to be so many of them. If the waves were mixed in with railjack objectives or simultaneous it would be fine, but as it is, I really don't like it. I won't be doing any of these after clearing them.

Orphix is fine for the most part, but there are too many nodes of this type. Redundancy.

Exterminate missions shouldn't require the whole squad. It makes things really clunky. I like the flow of having everyone in the squad doing different things at once, and this really breaks things up.

Volatile is fine for the most part, but again, it would be nice if the entire squad wasn't required.

 

Ultimately, I think that having the final objectives require the entire squad really breaks up the flow of the missions, and that is very disappointing because I think the other railjack changes are really nice. Having these objectives function similarly to the current skirmish side objectives I think would do a lot of good, with the exception of maybe orphix and volatile, as these are not accessible in any other location. I never want to do defense missions, and even if I did, I wouldn't do them in a mission that requires 5-10 minutes of prework to begin the waves.

 

Hopefully that was clear enough. This update is close, but really doesn't nail the landing.

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On 2021-03-16 at 6:32 PM, [DE]Danielle said:

Please use this thread to let us know your feelings on the following:

  • The New Corpus Railjack Missions
  • New Corpus Enemies
  • New Points of Interest
  • The New Corpus Missions

I like them. They're very rewarding, giving you lots of resources, and while getting weapon wreckage from Corpus missions seems to take a lot longer compared to weapon wreckage from Grineer skirmishes, I'd say it still feels pretty good.

The one exception is probably the Railjack Defense mission, not because I dislike Defense, or even the tileset, but because it's an endless mission where the Railjack has nothing to do with the endless part. If you were to decide to play for 20 waves of Railjack Defense, it'd just be 20 waves of Defense, there's literally no Railjack here whatsoever. It just makes no sense to me that this even exists. However, I think the Corpus Railjack Exterminate, for example, is completely fine, because it balances gameplay between Railjack and Warframe much more evenly.

I wouldn't mind more stuff to do with the Railjack itself, however. The new missions lean much more onto Warframe gameplay and perhaps there's not enough Railjack gameplay.

  • New Corpus Enemies

They're mostly fine. However, some of the "stronger" enemies, some of which happen to be an integral part of main objectives seem to have absurdly powerful modifiers that heavily work against status effects, and sometimes they're outright immune to most status effects, if not all of them.

The problem with this is that weapons that benefit from just the mere presence of status effects, such as melee weapons with Condition Overload, will still outshine everything else, while primary and secondary weapons that get most of their damage from status effects become completely useless, further shifting focus back onto melee weapons.

These enemies were released on the same update that gave us the "Hemorrage" and "Internal Bleeding" mods, which would've been worth testing, if it wasn't for the fact that they're completely useless in these missions because the enemies that you absolutely need to kill cannot be killed by weapons that would use either one of these 2 mods.

  • New Points of Interest

They're good, I particularly enjoy the more "rare" ones from the Grineer skirmishes (thank you for the waypoint), they add a nice secondary objective for bonus rewards, and give you a small sense of exploration to kill the monotony that would otherwise be doing the same missions multiple times over.

The grind for some of the rewards might be a bit much, and it's very disappointing to get endo most of the time, but otherwise it's fine in terms of rewards, I'd say it's actually pretty good in general.

I know this isn't the main selling point of the game, but with Railjack being a thing, more space exploration of any kind would be nice.

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Veil orphix is pretty much impossible to solo. Fully forma'd gear still fail at 1.5 orphix done. Try it solo a few times and I am done. Thank god I don't need those arcanes.

I you are forcing people to match make, then congratulations, mission accomplished.

Edited by sv650racer
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The new railjack nodes make the railjack seem like more of a taxi than a railjack as most of the time it just transports you the main objective

A alternative could be a railjack node where it would be like endless survival/exterminate and it could be a corpus vs grinner node where your supposed to kill as many as possible and extraction is just using navigation to leave after certian amount of time

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Too much "Waiting for players" in Corpus Railjack multiplayer missions. Corpus ship's airlock "waiting for players", sometimes fails to auto teleport players in, and requires all 4 players just to continue. "Get to extraction" have "Waiting for players" and Omni recall doesn't work until "get to extraction" disappears.

The old Grineer Railjack mission with investigate anomaly works much better with no need to wait for other players.

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The plexus is great, but really doesn't justify bringing non-host matchmaking to launching missions from your railjack. The multiplayer matchmaking for railjack was fine before; launch from your orbiter if you want to join someone else's crew, launch from your railjack if you want to host your own. Why change it?

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On 2021-03-20 at 4:10 PM, Chu-Chu said:

Could we get the ability to save corpus ice mine workers in neptune proxima for 50 fortuna rep each?

Save them from what?

Those are hardworking folk trying to earn a crust labouring for whatever Corpus is employing them. They probably have friends and families in Neptune Proxima.

And you want to... what? Spirit them away to Fortuna to... work for Nef Anyo instead? Apart from not necessarily any better, who will give them jobs in Fortuna? Eudico? She's a work-team supervisor, not HR. She can't just put them on the payroll.

All you'd be doing is dumping a bunch of now-unemployed rig jockeys into Fortuna, stranding them half the Origin System away from their homes, and cranking up their debt to whoever is employing them in Neptune Proxima 'cos they didn't make their quotas in the Ice Mines and went AWOL.

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Others have probably mentioned the forced loading into main objective takes away from the RJ aspect of the missions.

I have 5 changes I would like to see with this regard.

1. No force loading, allow entrance with half a squad(perhaps less, links to point 4).

2. Keep the railjack vulnerable, but operatable.

3. Allow those staying on the railjack to still contribute to the events happening inside the main objective, something relevant to the objective. 

4. Either allow an increased squad size or allow crew members to join on a full squad. This will stop the immersion breaking of having the ship randomly becoming invincible since something will be actively keeping it alive. 

5. Allow entering and exiting main objective.

Following are a bit unrelated to the previous. 

6. Corpus ship defense should still be looked at, enemy spawns and pathing makes it the most tedious mission to complete.

7. Mainly an artistic request, but having the points we have to blow up with the artillery cannon be 3D would look much cooler than the flat 2D target we currently get on the enemy ship.

8. Portals/wormholes are a cool addition, would like them to have some gameplay added onto them outside of just traveling through them, somehow linking them to the objectives would be nice.

9. Losing the arsenal inside the railjack is disappointing. Was hoping for that to eventually allow switching gear without returning to the dojo.

Things I like:

1. Side objectives are a great addition as it breaks up the monotony that can occur with regular missions and their singular targets.

2. Objectives can be seen beforehand. Main objective is stated, with a list of requirements to start them, this is much better than bounties where everything is sequential and only the last objective and current objective is known.

3. Levels look amazing, it's great that extra tiles were added onto the current corpus ship, including the new ice asteroid base.

4. Wormholes/portals.

5. Always great to get a new set of enemies to interact with.

6. The window segments form the turret area to the pilot seat is a nice addition. 

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The good:
Corpus priority target mini-missions are all very enjoyable. You hit it out of the park there. Outside of some horrendous hitching1, the shield generator one (mobile defense w/ dodge the lightning patch) is  a particular favorite. Crewship interiors are pretty cool, although the ceiling hatch jumps are fiddly and annoying.

The bad:
TaxiJack is kind of too far in the "integrate warframe play" direction for my tastes. It's not bad per se, but having all nodes be that kind of rankles. You do a  few things, and suddenly it's just sporadic tiny waves of fighters, and the whole joy of owning a spaceship goes out the airlock. It also makes it a real pain to try to farm up crewship-specific drops, from the whole two that you see.

Honestly, I'd actually like to see some Railjack with more Railjack in it, but just on some nodes. Some manner of endless mission centered on doing something with the 'Jack. Pirating cargo with a tractor beam, defending some poor refugee craft from getting plastered by fighters, cordon duty on an infested seed asteroid spewing spores, something like that. Then making it *one* node in a veil group. 
Some variety inside each area would go a long way - couple TaxiJack runs, couple runs like the grineer currently have, and then an endless space shooty. Give us the options and we'll find something we like and play it.

As far as "integration with core gameplay" goes, I always thought that would be with the various alerts and such. Medallion free syndicate runs, invasions, maybe even the occasional sortie. Give me a reason to fire up the old 'jack while I'm doing all the little daily tasks, instead of walling it off into a separate materials and rewards ecosystem. I'm willing to wait for Railjack to mature a little though, especially since Tempestari announcements have teased void storms.

 

 

1 I'm a weirdo who runs things on linux, and haven't seen people complaining about it, so I'm assuming the freezes are my own fault for the hipster OS.
 

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I feel the missions really need some separation in who is on RJ and who is on away team... forcing the entire team to go to the objective really makes it feel kinda just tacked on when you could have objectives either RJ or Away team could do like in the case of volatile away team protects reactor while RJ team fends off boarding parties or pops heat vents outside the ship ( as an idea ) There is a lot more you can do to 'join' the RJ and Core Warframe but forcing the RJ as a glorified taxi just feels stale.

Edited by R0P3-F15H
posted wrong feedback subject
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First, a general small but annoying thing:

  • When you press X to exit the Railjack, a Turret, the pilot seat or an objective, there is no cooldown until the game recognizes again the input, leading into entering and exiting of the same place twice. Please add a small delay before you can reenter what you just exit or viceversa!

Now, feedback about Corpus Railjack missions:

  • Missions should have Fighters and Crewships elimination numbers, like Skirmishes in Grineer missions. That will solve two issues: fighters and crewships spawning too slow; fighters and crewships spawning endlessly.
  • Primary objectives take too much time to complete compared to Grineer counterparts. Plus, there are some missions that you need to complete 3 of them. It feels really bothersome, because you also have essentially a second mission inside. Corpus Railjack missions are basically a Railjack mission then a core Warframe mission, put in a sequence. When I play Railjack, I expect to raid quickly a place while the crew on the ship handle the fighters and crewships, or vice versa. We try to do that in Corpus but there is only "raid multiple objectives that takes a lot of time." Not that fun. :(

Thank you for the great update and love put into it!

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