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March 21St: Community Hot Topics!


[DE]Megan
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Update on PS4 Update

The build has been submitted to Sony for cert and we’re crossing our fingers for quick testing! PS4 will be getting everything from 12.1.0 to 12.4.4 with some hand picked changes after 12.4.4 (Snowglobe, Arc Traps). In regards to Account Migration, Sony is currently in discussion with the higher ups and we’ll relay more information when we have it! Thanks for sticking it out with us.

 

 

Survey Results

Results are in! And Rescue is indeed in need of a rescue. According to players, rescue was “least enjoyed” due to the struggle of AI, but the ability to give the rescue target your weapon proved to be an intriguing new concept.

 

The desire for multi-tier missions with more challenge is clear. Unfortunately this would affect those players who enjoy the fast paced play style as opposed to spending 30 minutes per mission. Of course a middle ground can be reached, and surveys like these are a welcomed tool for future feedback.

 

 

Broken Lights vs Arc Traps

In Hotfix 12.4.5 we tweaked the Broken Lights to lessen the FX/damage due to large amounts of player feedback. Unfortunately it wasn’t enough of a change for players to feel happy about the Lights still being in the game after requesting us to remove them completely. They were reconceptualized and reintroduced as “Arc Traps”, which deal DOT and are visible from far away for better targeting.

 

So far the feedback has been better with some noted suggestions. The need/want for more challenge is clear, but Arc Traps aren’t offering what players seek. Yes Arc Traps require a level of awareness but with a more frustrating/tedious vibe.

 

We’re still looking for improvement tweaks and reading continuous feedback!

 

Orokin Derelict Survival Missions

The Orokin Derelicts may be stunning to look at, but for Survival missions it can sometimes be a nightmare. Players are finding that the amount of enemies spawning is increasingly less than normal Survival maps, which still needs to be investigated further. On top of small spawning issues, the map itself is a pit for oxygen/items to fall to their death, which is crucial in Survival missions. Solutions like dedicating ODS rooms with less areas for falling items is a suggestion that will need to be discussed with the Level Designers.

 

On a performance side, the OD are appearing complex and drastically affecting players FPS. We’ve dedicated a team to tackle Performance issues in not only the OD, but also other areas that suffer the same problem.

 

Ability Mods

Our Dev team is aware of the request to remove Ability Mods from the Drop Table. There have been some good suggestions floating around, and this topic may see dev activity as we add more mods to the pool.. Ability Mods can easily be ranked up with Fusion Cores alone and players don’t see the need to constantly obtain these Mods after 100+ hours of gameplay - but some builds require ‘underclocked’ mods so having multiples is still desired. More suggestions on where these Mods could potentially go and what to do about the growing pool of ability mods are welcome.

 

Alt Helms revisited

With Rhino Prime being released, and people lining up to get a Vanguard Helmet on the Prime frame, there have been increasing reports in errors with mixing cosmetics with Primes. This an ongoing issues, you can see Scott discuss it at the 55:00 minute mark of Devstream #25, with a ‘we will likely allow it moving forward’, but it’s still being discussed with a lot of parties.

 

Helios

Steve dropped into Prime Time chat last night and stated that Helios scanning items/enemies you’ve already fully scanned is being looked at.

 

Helios has also been reported to have a tendency to scan items of low priority as opposed to higher priority targets like enemies. Our team is looking into this as we speak!

 

 

Topics still hot: Buffs to Primes

Giving Rhino Prime a small boost in speed has provoked the question of whether we will buff stats on previous Primes. We know it’s being discussed in our community, and when Dev has no plans at this time to revisit older Primes at this time.

 

Void Drops: Still Bugged?

There’s no doubt that receiving 2500 Credits after 40 minute Void Survival is frustrating. Sheldon has immersed himself into the Void Drop Tables and is testing them without Credits being a reward. This is just a path that we’re exploring and further testing will be done.

 

 

 

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Let the credit cash scale with the number of minutes: 

 

The survey showed ppl want to get more rewards. 5000 Credits is garbage after playing 40min+. 

 

But if someone would get 25000+ Credits in form as a credit cash that would be something totaly different. 

 

I mean that would avoid too much change in the droptables. 

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My Solution to Ability Mod Topic

 

I think if you made Ability mods available in the market for 500 cred common ability (slash dash) 1000 creds for uncommon abilities (Terrify), and 2000 for rare mods (molecular prime), Via an ability tab in the Warframe section could be a good solution if at all possible. Just shrink down the size of the featured item or squeeze it somewhere... Also make a tab for sentinel mods like Thumper and vacuum... Would solve a lot of player issues with getting hundreds of these mods with little reason to get them. :D 

Edited by zebar1313
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In regards to the warframe ability mods how about having them drop from the boss who has the frame blueprints that way you can still get duplicates but it frees up a lot of space for other mods on the enemys who currently drop ability mods I am not sure what to do with the tenno lab warframes though.

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Why not attatch credit caches to the rest of the rewards in the void, instead of keeping them as independant rewards or removing them?

 

So for example, in a void survival mission, every 5 minutes would have a fixed value credit cache reward, in addition to an appropriate random item from that mission's drop table (Like a blueprint, key, or prime part, but NOT another credit cache).

Edited by SnazzyWolf
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Topics still hot: Buffs to Primes

Giving Rhino Prime a small boost in speed has provoked the question of whether we will buff stats on previous Primes. We know it’s being discussed in our community, and when Dev has no plans at this time to revisit older Primes at this time.

 

I believe it's already been mentioned that Excalibur has a small Shield Regen boost over his unprimed counterpart, but this is hard to confirm due to the difficulty moderating this effect.

 

Frost Prime could use an armor boost (to feed Snow Globe), Mag Prime an energy boost and Ember Prime a speed boost... or just give all three a resistance to their own elemental damage, though that would be a bit niche.

 

The biggest concern about Rhino Prime right now is that, with Vanguard, he's a super-Loki: High speed, high survival, a good mix of damage/mobility/CC in his powers, and no real tradeoffs. At the very least, Vanguard needs the speed increase reduced from 25% down to something more manageable, like 10-15%.

 

Alt Helms revisited

With Rhino Prime being released, and people lining up to get a Vanguard Helmet on the Prime frame, there have been increasing reports in errors with mixing cosmetics with Primes. This an ongoing issues, you can see Scott discuss it at the 55:00 minute mark of Devstream #25, with a ‘we will likely allow it moving forward’, but it’s still being discussed with a lot of parties.

 

And what about those who prefer the looks of one helmet and stats of another?

 

There are those of us who (as an example) love Gauss and Meridian's looks, but hate their stats - which the stance presented in the stream would certainly address - while the reverse is true for Coil and Aura, an issue which wouldn't be tackled if such a proposal were to go live. I think we were hoping for a more malleable solution over a forced toggle!

 

And then there are the concerns over whether or not building the second blueprint would have a permanent effect on the helmet's stats, thereby making it a one-time choice...

 

(Sidenote: Will we ever get silver->gold changes on Mag/Rhino Prime's alt helms? Mag Prime's base helmet gives me heebie-jeebies, and the clashing metals throws off my OCD...)

Edited by Archwizard
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We know it’s being discussed in our community, and when Dev has no plans at this time to revisit older Primes at this time.

Looks like someone's brains got a little jumbled as they were trying to type this.

Edited by BLOODGAZMS
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Why would you not consider buffing the other Primes as well? Where's the consistency in that, DE? Is it not enough that Rhino Prime literally has no faults if you slap the Vanguard helmet onto him, but the other Primes also have to be inferior now too?

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The biggest concern about Rhino Prime right now is that, with Vanguard, he's a super-Loki: High speed, high survival, a good mix of damage/mobility/CC in his powers, and no real tradeoffs. At the very least, Vanguard needs the speed increase reduced from 25% down to something more manageable, like 10-15%.

Their solution is to remove the Effects on the helmets from future drops and purchases. But those who have these effects already can keep em and that's a Early Beta gift as stated in their most recent DevStream ^___^ 

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I believe this is the fifth time I see the name "Sheldon is doing x and Y to the drop tables" but they've always been trivial short-terms solutions and what we need is a permanent fix so we don't have to rage anytime new Prime items are added.

 

As for credits, REMOVE THEM if you want to keep the cache mechanic. However, credits as a reward is not that bad. Maybe if it's 2,500 x time spent.may work out, but anything less then that is frustrating.  

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I believe it's already been mentioned that Excalibur has a small Shield Regen boost over his unprimed counterpart, but this is hard to confirm due to the difficulty moderating this effect.

 

Frost Prime could use an armor boost (to feed Snow Globe), Mag Prime an energy boost and Ember Prime a speed boost... or just give all three a resistance to their own elemental damage, though that would be a bit niche.

 

The biggest concern about Rhino Prime right now is that, with Vanguard, he's a super-Loki: High speed, high survival, a good mix of damage/mobility/CC in his powers, and no real tradeoffs. At the very least, Vanguard needs the speed increase reduced from 25% down to something more manageable, like 10-15%.

 

no stealth kills bonus, so no it isn't a loki, is a slightly faster heavy unit which kinda ignores damage.

 

while i agree that all primes should have a boost over the original frame (i actually think i suggested the same modifications for the other primes in an earlier post ),  and i don't think speed was the buff rhino should had gotten, it is only marginally faster than a normal rhino with the same vanguard helm would be, which in the end means the problem is not the rhino prime but the vanguard helm. 

 

edit: and that has been stated to be going to be fixed

Edited by Edgedemon
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Solution for AbMods? How about selling each frame ablities boundle for about 15k in credts, or just introduce an underclock core, uncommon or something.

 

Interception needs to be accessible, grineer hackers taking the tower while you being there is just plain stupid, make it so that the tower remains yours till 10 or so enemies get to the spot and so grineer hacker... hack only while on cover, give us a good king of the hill. Also lowering or adding to the number of towers would alleviate the problem on difficulty; 2 towers on Earth but 5-6 on Ceres, for instance, sounds about right.

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