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Your Stupid Arc Traps Are Killing People At Spawn... Again.


Xriborg
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Ceres, Hapke, Corups invasion. Side with Grineer. Loading screen. Behind the loading screen, the oh-so-lovely sound of that infernal trap buzzing in my ears. Loading done, I'm dead.

 

Tell me DE, are you embarrassed yet? From concept to implementation, these things have been fumbled all over the place. Even assuming these traps add to gameplay, which is HIGHLY debatable, they've been a buggy disaster ever since they were farted into the game. Killing at spawn, spawning inside walls and objects, improper amounts of health, 100% drop rate. It's a simple friggin' trap! It has no AI besides zap thing in range. It doesn't move. It's an object. Just on a technical level, how many patches is it going to take to implement these things properly?

 

This simple trap instills a horrible impression of your coders and game designers. I suggest you remove these traps and think hard on some development strategy alterations to prevent such abominations from reaching the public. Open beta or not, this is just sad.

 

 

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I'm more insulted than mad. This trap is just a waste of everyone's time. Even perfectly implemented, it adds nothing to the experience. For us vets, its a mosquito buzzing in our ear. For the noobs, it's just another reason to avoid this game.

 

And it really says bad things about the development team that they can't get this simple thing to behave.

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Despite my issues with some things done (or not done) to this game, this hasn't been at the top of the list, as I haven't had the same experience. 

 

However, no one should have that experience to begin with and I wholeheartedly agree that these traps add absolutely nothing to this game and should be removed entirely.

 

Is the OP aggressive with his posting? Sure. Justified? Yeah, because this idea was a poor one that no one but the most avid White Knight would enjoy.

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I've never had Arc Traps spawn in starting rooms before.

 

Now the Broken Lights, THOSE were really bad. Compared to that, the Arc Traps aren't that bad at all. They just need to fix the spawn logic so they don't spawn in hard to see places.

Edited by LGear
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Honestly, sometimes I think DE hates Warframe players...

 

Yeah, it kinda hurts to say it since I actually really enjoy the game overall, but some of their decisions are just painful.

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I just blame bad hosts.

 

Really, laggy games are like an LSD trip gone wrong. If DE ever gets dedicated servers, and these traps are still bugging out, that's when we need to worry about the integrity of the game's code. Until then, I will laugh, stutter, and glare at the crazy random !@#$ that plagues me every time I play this game on my cruddy laptop.

Honestly, sometimes I think DE hates Warframe players...

Hyperbole strikes again.

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Its not the enemies that are killing me, ITS THE ARC TRAPS! for someone who has been playing for a year I have NEVER died so many times in a mission thanks to these stupid arc traps. They are so plentiful, that i cant even go behind cover to recharge because of the stupid reach. REMOVE THEM DE.

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New definition of nightmare: nightmare level with no shields ...  + Arc Traps. (esp MULTIPLE Arc Traps in a room). Add that to spawn location being blocked by things and some totally unnoticeable until you enter the room...

 

For one thing, the Grineer are starting to use their brain... again(?)

 

Don't just complain and wait for updates, share your current Anti-Arc-Strategies as well.

The two not-so-good way I found was:

1. Codex Scanner. It highlights all entities on possible interest in the aim mode, and will sometimes reveal locations of arc traps (esp when they are well hidden).

 

2. AOE weapon. Simply bombard risky areas  before entering.

 

3, One (or more) streaking Embers with World On Fire. It may lack finesse, but I think it works most of the time. Or it could be my imagination that there are less arc traps when I rush through Arc Trapped level with this ability on.

(By extension, I am thinking maybe Vauban's own "arc traps" may work if attached to sentinel or another team member acting as forward scout (like Rhino. Was wondering if Trin's Link can feedback damage back to the traps themselves.... Vauban and Trin users, pls share).

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New definition of nightmare: nightmare level with no shields ...  + Arc Traps. (esp MULTIPLE Arc Traps in a room). Add that to spawn location being blocked by things and some totally unnoticeable until you enter the room...

 

For one thing, the Grineer are starting to use their brain... again(?)

 

Don't just complain and wait for updates, share your current Anti-Arc-Strategies as well.

The two not-so-good way I found was:

1. Codex Scanner. It highlights all entities on possible interest in the aim mode, and will sometimes reveal locations of arc traps (esp when they are well hidden).

 

2. AOE weapon. Simply bombard risky areas  before entering.

 

3, One (or more) streaking Embers with World On Fire. It may lack finesse, but I think it works most of the time. Or it could be my imagination that there are less arc traps when I rush through Arc Trapped level with this ability on.

(By extension, I am thinking maybe Vauban's own "arc traps" may work if attached to sentinel or another team member acting as forward scout (like Rhino. Was wondering if Trin's Link can feedback damage back to the traps themselves.... Vauban and Trin users, pls share).

 

I've never gotten #2 or #3 to work, they seem immune as far as I can tell. As for #1... Sure, I could do that if I want to go through a level at a snail's pace or if I am not being chased by enemies like I almost always am.

 

Here's a foolproof anti-arc strategy: Don't play on Grineer Galleon or Invasion tilesets. They can't hit you if they don't appear in the level! (They do only appear in those two tilesets, right?)

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Except that stuff like this happens when playing solo, too.

My solo experience is little better than my online experience.

 

You would think a quad-core could handle it, but I probably should've brought in Warframe's performance issues too since my brother and I have had a rough time since U11.

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I've had one be at the spawn point once, but only once (so far).

I have however, seen multiple times these arc traps at the extraction point; and not just one, but up to three at a time.

Imagine you're doing survival and your air has run out, you're losing health or are already at the 5 hp mark, what happens when these things are literally blocking the only way out? Or are stuck to the wall that you have to reach to leave?  The traps triggering range is far greater than the exit's trigger range.

Not everyone solo's survival mission but I'm pretty sure those traps stop shocking you once you're bleeding out, and if they have more targets to hit before anyone can hit them, I'd imagine they could take out a whole team quite easily.

 

Anyway...there definitely needs to be area's where these things cannot spawn, if they are going to stay in the game, the entrance and the exit (or close to it) being the most obvious.

Edited by Shadow-Zero
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I couldn't agree more, they are buggy, they are much, much better than the previous version, yet they are still buggy, that said, the game is, indeed, still in Beta, and as Beta testers (whatever that mean these days...), we do have to expect some bugs and derpy implementations, some aspects of the game are bound to break at some point because the game is still in development (Infested getting stuck in the floor in ODD since last patch, anyone?).

 

These traps never been a disaster in therm of implementation so far, what was a disaster was the idea itself, too much damage, annoying flash and silly concept (broken lights, wut?), the arc traps on the other hand are a bit more interesting, less annoying (but i still don't really see the point other than distract us, at the very least, traps in the Void for example are actually kinda fun, as they (some of them) set up not only deadly devices but also treasures, you take a risk, but it can payoff!), the only problem is the spawning, it's not that bad, it will most likely get fixed but i don't think spitting on the devs is a very mature, nor helpful way of making them aware of the problem.

 

You are (mostly) here to test the game while it's in Beta, if you find a bug, leave a feedback, explain the problem and help them fix it...

Edited by AvengerGrim
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Rather than just another hate post, why not suggest some ways to improve them?

Basically, I think it makes "lore" sense that Grineers finally put up some traps against the terro.. i mean tenno. But I guess it has to be balanced between lore, implementation and general playability.

how about enforced rules in their spawning/behavior?

 

Assuming that they use electricity charge:

 

0. Traps in the initial spawn actually makes lore sense... putting some traps where they expect Tenno to come in at. But being powerless/immobile makes it a crappy experience.  So either have some way to make them NOT appear at spawn location, or at least do not activate them until players can actually move and respond.

 

1. The unlimited charge version have to spawn near electrical power sources/lines/ducts. This at least gives experienced players some idea of where they maybe. Instead of the teeny thing that attach to any surface. It's not a night light. And "hidden power ducts" is a crappy explanation. (The Corpus turrets/ cameras on the other hands are well done and hidden power ducts are applicable, because their positions/sockets are generally fixed)

 

2. Those that do not spawn near power sources have limited charges (1-2?). After expending them, they go dormant permanently. No unless zapping from a hand sized battery.

 

3. Increase the recharge time in between zaps. After expending one charge, it will need some time to build up enough charge for another attack (if it still have charges or is unlimited).

 

4. Limit the number of traps in an area. 2-3 arc traps in a single room.... well, maybe on higher difficulty levels?

 

5. Have more counters. Maybe this is a precursor to a a thief frame/sentinel, which speciailizes in detecting and disarming traps. But frankly speaking, the applicability and expected utility will be so low that people will probably hate them. Having such functionality in a frame mod (to detect/disarm traps) will generate less hate... but still, I am putting my bets on some hate.

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Rather than just another hate post, why not suggest some ways to improve them?

Basically, I think it makes "lore" sense that Grineers finally put up some traps against the terro.. i mean tenno. But I guess it has to be balanced between lore, implementation and general playability.

how about enforced rules in their spawning/behavior?

 

Assuming that they use electricity charge:

 

0. Traps in the initial spawn actually makes lore sense... putting some traps where they expect Tenno to come in at. But being powerless/immobile makes it a crappy experience.  So either have some way to make them NOT appear at spawn location, or at least do not activate them until players can actually move and respond.

 

1. The unlimited charge version have to spawn near electrical power sources/lines/ducts. This at least gives experienced players some idea of where they maybe. Instead of the teeny thing that attach to any surface. It's not a night light. And "hidden power ducts" is a crappy explanation. (The Corpus turrets/ cameras on the other hands are well done and hidden power ducts are applicable, because their positions/sockets are generally fixed)

 

2. Those that do not spawn near power sources have limited charges (1-2?). After expending them, they go dormant permanently. No unless zapping from a hand sized battery.

 

3. Increase the recharge time in between zaps. After expending one charge, it will need some time to build up enough charge for another attack (if it still have charges or is unlimited).

 

4. Limit the number of traps in an area. 2-3 arc traps in a single room.... well, maybe on higher difficulty levels?

 

5. Have more counters. Maybe this is a precursor to a a thief frame/sentinel, which speciailizes in detecting and disarming traps. But frankly speaking, the applicability and expected utility will be so low that people will probably hate them. Having such functionality in a frame mod (to detect/disarm traps) will generate less hate... but still, I am putting my bets on some hate.

 

Those are some pretty good ideas. Not too fond of the frame idea in #5, but a sentinel could work, although it likely wouldn't be used much.

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