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I've Reached A Breaking Point (Broken Lights)


Ailith
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Let me start off by saying that I'm usually quite composed, rational, and fairly well-mannered. I always try to understand all angles of a topic and offer constructive feedback accordingly, and the only time I say "this is bad, change it" is when the thing in question infuriates me to the point that I don't want to play the game because of it. Today is one of those days.

 

Currently, there is a level 28-30-something invasion happening and, if you side with the Grineer, you'll receive a lovely golden potato as your battle pay. I could use that potato. However, this mission will remain at 2/5 runs for me until it expires. Why? Because the spawn room had five broken lights, nearly killing me before I even left the room, because every room had at least two or three (impossible to see) lights that constantly left me with zero shields which allowed the level 30-something mobs to shred what remained of my 930 health, because I fear a @(*()$ light fixture more than a robot with a @(*()$ laser attached to its head. Did I mention how aggravating it is to watch enemies casually walk by those same light fixtures and not get fried by 20,000,000 volts? Please, kick my groin a few more times, I still have some feeling left in my right testicle.

 

So, as of today, I absolutely, 100% refuse to play the Grineer Galleon tileset until those god damn broken lights are removed from the game. They add nothing to the game and exist purely to F*** with the player.

 

 

P.S. I also refuse to craft and use Rhino for missions like these because I shouldn't @(*()$ have to.

Edited by Ailith
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 Text effects mean I am angry

 

Yeah, we get it. Broken lights suck. Everyone else has been saying it already.

Emphasis.

 

And I might as well add to the topics concerning them, maybe DE will get the hint only when a certain number is reached, who knows.

Edited by Ailith
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Yeah, Rebecca relayed the info to the devs and they'll probably remove them from the tileset.

Or maybe even rework them to be more passive hazards until triggered (like how barrels work, being a non-concern until shot at)

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I don't have a problem with the light fixtures. in all honesty I really don't

 

 

I can run, mag, Volt, all the way to Valkyr. No problem whatsoever.

 

I can see how this can be frustrating to other players who don't have high end mods Maxed out on  their frames but I haven't had this negative experience with them, Yet.

 

I actually welcome getting zapped on my Valkyr, more Energy for me due to rage lol.

 

 

Yeah, Rebecca relayed the info to the devs and they'll probably remove them from the tileset.

Or maybe even rework them to be more passive hazards until triggered (like how barrels work, being a non-concern until shot at)

 

 

I actually made a mention of reducing the numbers of broken fixtures to maybe 2-4 in seperate rooms. Having them constantly Jet out electricity to divide the room and having the tenno search the available section of the room for the generator and breaking it. Similar to some of the basic stuff u had to do in the first Dead Space game.

Edited by Phobose
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I actually made a mention of reducing the numbers of broken fixtures to maybe 2-4 in seperate rooms. Having them constantly Jet out electricity to divide the room and having the tenno search the available section of the room for the generator and breaking it. Similar to some of the basic stuff u had to do in the first Dead Space game.

Totally love this.

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I actually made a mention of reducing the numbers of broken fixtures to maybe 2-4 in seperate rooms. Having them constantly Jet out electricity to divide the room and having the tenno search the available section of the room for the generator and breaking it. Similar to some of the basic stuff u had to do in the first Dead Space game.

One of my ideas was to have them reduce the range and damage of the zapping greatly, but actually do the damage repeatedly, for as long as the target stays in range. So it becomes only an issue if you remain standing in the area, sorta to how fire hazards work, but the damage branching off from some fixture, hitting anyone in the vicinity instead of just Tenno; maybe even chaining off to other nearby enemies/players.

Hitting the target constantly for like 5-10 damage (maybe damage scaling on higher-level mobs a bit), 3-4 times per second. It adds up, but you can avoid the damage easier or just roll/dash through.

Edited by ScorpDK
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I have 2 solutions for the following untill they fix it.

Running Volt with 1290 shields or getting dat lightning rod.

while true, remember that not everybody has the credits and fusion cores to max out shields, and lightning rod (together with the other protection mods) is generally not a mod that many people will have or consider using due to how situational it is.  It's not as bad as the "Shield Protection against Ice levels" mod, that counters a random level effect that cannot be predicted and is underwhelming even if maxed, but it is still more of a bandaid than anything else XD

Edited by ScorpDK
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At the very least, it is pretty silly that you're there, siding with the Grineer, while their traps fry you, their ally, and let the Corpus, the actual enemy on the map, run by unscathed...

Edited by Axterix13
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