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[DE]Rebecca

Hotfix 11.5.5

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They finaly made an incentive to finish those lingering invasions. Because of those no new invasions were spawning. I've yet to encaunter that harvester.

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The storage containers in Corpus ships are missing their "smashed" animations, they just blink out of existence now.

 

I am sad.

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How do we attract the Harvester....?

guess we got to call commander shepherd and ask for some advice on this matter  

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Here's a poem about Cicero.

 

You're a space ninja, with a big camera.  

 

Start out a shooter, branch to sightseer.

 

next up a unicorn, and a farm of corn.

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1. Why do you changed event rules before it's end?

2. don't you think that event terms should be described before event start, not in the middle?

3. why do you changed event rules twice in it's progress?

Edited by MacDante
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Just for everyone who doesn't know, the Harvester is another Stalker-like event that happens in game. I have yet to read how to attract him though :( It looks like Zanuka.

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No one is safe from the Harvester.

 

Here's hoping this dispels the rumors that he only attacks the Grineer-supporters from Gradivus.

 

Otherwise I might have to rage-quit my guild for ensuring I'll never get it.

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Do you have a better idea that would be fair for everyone (that does not involve cutting a baby in half)?

 

(by capi)

 

This is a way I see that you could do the event.

 

Allow a player to hold a combination of 2 anti-toxins (unlimited amount of each)

 

When you start the cleansing process, the Grineer fight back (as they already do) 

 

Although the machine begins to malfunction and requires additional of XXXX(name) Anti-Toxin I.E Topaz, Amethyst, etc..  

  

   Which if you add the correct one it adds 30seconds multiplied times rarity x2 for uncommon x3 for rare. 

 

   If you add the incorrect toxin, you receive half of that time and is still multiplied by rarity.

 

 

So in this example, it would be a pseudo farm (but not a constant farm for points), as well as defense/mobile defense.  Also requiring teamwork to increase the time spent.  The longer the time, obviously the better.

 

This would really only solve the clan ranks, as for the 100 points, each player that applies the anti-toxin: if the effect is in the CORRECT order they will gain 20,30,50 double what it was before.  If the order is incorrect, they will gain 10,15,25 the old values.  The only reason for this is that it's individual and not multiplied across the group.

 

I realize this would destroy the solo play, although solo players could bring as many anti-toxin as they wish and 2 unique types to solo the defense to a point to complete the 100 points.

 

 

Examples here, if the time is Day.  You would use Beryl and Cirtine anti-toxins in a rotating order, but keep in mind Lapis is universal and will count toward either, but the next will have to rotate back as though the correct anti-toxin was applied.  So Example:  Beryl, Cirtine, Beryl, Lapis, Beryl, Cirtine, etc...

Night would follow the same.  Also, if you chose to use the (night) potions, they just have a lower efficiency.

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Either this, OR! a longer rotation, Common, Uncommon, Common, Uncommon.  Based on cycle.   So if it was day, it would start with Beryl, Cirtine, then Amethyst, Topaz.  Where as if it were night:  Amethyst, Topaz, Beryl, Cirtine.  Would be the rotation.

 

 

This would allow players to stock up throughout the week and choose a night with their clan to organize a push for the lead.

 

Clans can be measured either in time, or by points.

 

Points could be tallied either by the effective = x2 of the original values I.E 20,30 vs 10,15  (Lapis would be x2 if used in sequence following a positive rotation)

So, Beryl, Cirtine, Lapis  would = x2, BUT Beryl, Amethyst, Lapis would = x1

 

 

 

EDIT:  For the rotation, it could be as simple as Day, Night, Day, Night... Or Night, Day, Night, Day... based on the current style. So this adds benefit to having common mods, that you can dump in to gain minimal time, with an added bonus if you follow the mechanic.  Uncommon would be more like the nuke, but are harder to obtain. Lapis would just be the universal option.

 

 

 

As for points by time, just award points based on 5-10min intervals, (this way would promote short quicker runs, and not advantage better computers and players)  Although a scaling system, where every 15-20 minutes double the points gained and so on, so that someone at 2 hours.  would have a x6 modifier.

 

 

These are just ideas.  Do with them with whatever you may... but I think they are very solid ways to fix this absolute catastrophe and not change the event mechanics too much.

 

 

-As posted within the 11.5.2 post.

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Just going to say that it's not a good feeling for the rules of the event to suddenly change 2/3rds of the way through. If you want to change the rules so drastically, I advise doing it early in the event, not when most clans who are working hard for it are past the point of no return. I've worked almost nonstop in crafting spare Vermillions to try helping my less active clan members get their 400 points, and I actually thought we had a chance at a trophy. Now, all that's been smashed, my efforts have been for naught and there's no recovering from it. I think this might be the first time I'm actually angry in any capacity at DE.

 

Just saying.

Edited by Eliard

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1. Why do you changed event rules before it's end?

2. don't you think that event terms should be described before event start, not in the middle?

3. why do you changed event rules twice in it's progress?

I ask the same thing?

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I STILL see no fix for stats not working in the arsenal screen off-host after playing a match. Yes I'm going to mention it every single hotfix that it doesn't get fixed.

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Do you have a better idea that would be fair for everyone (that does not involve cutting a baby in half)?

Well, S#&$. Still want the baby?

Baby_boy.jpg

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