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Control Bounties Should Not Fail at 0%


Arcaedias

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These missions are incredibly dichotomous because they can border from boring to unfair depending on the RNG involved in where the enemies will spawn, how large the control zone is, and whether or not there is a cave nearby. Also, the fail condition is nonsensical as there is no given reason for us to immediately fail once control reaches 0%.

To be more concise as to why an immediate fail at 0% is unfair and does not respect the average/casual player's time:

- Enemies are camouflaged by design and this is good. However, not everyone has the visual acuity to access where enemies are at when they're camouflaged in tall, similarly colored grass.

- Control Zones can span up to 200+ meters and enemies can spawn on completely different ends of the zone.

- If there is a cave, enemies can randomly and continuously spawn inside the cave forcing the player to go hunting for them while other enemies spawn above ground.

- The control meter drops far too quickly in general for a mission that requires you to find and kill enemies over such a large area where the camouflage is essentially serving as a stalling tactic while the meter runs out.

- The player does not instantly complete the mission at 100% control, which is in direct contrast with the enemies instantly winning when they have 100% control.

My suggestions are simply that:

- The mission only fails if you are below a certain % at the end of the timer.

and/or

- You start at 0~50% and if you reach 100% at any point before the timer runs out you complete the mission. This would involve some tweaking to not make it too easy to reach 100%.

or

- Add more context as to why we need to just get up and leave just because there's 20 enemies instead of 10.

 

Regardless, it does not feel good to have this particular mission type fail at the meter reaching 0%. It would be like failing if the enemy ever had all 4 points during an interception. We know for a fact, canonically and in-game, that a Warframe can handle wiping out a camp (or a ship) full of enemies even if they can't do it instantaneously. So, just getting up and leaving because there are a lot of enemies does not make sense and it is somewhat frustrating.

 

TLDR; Control Bounties should not instantly fail at 0% while there is time left on the timer.

 

Thanks for reading.

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