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[DE]Megan

Excavation Feedback Megathread

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Its big, its fun, its confusing. Mostly fun.

I just wish we could still pick multiple power cores & the picking animation was improved to match the fast pasted gameplay. 

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The Ice Planet tileset is massive. It really has a Phendrana Drifts to it, which is good. The new dynamic Corpus score is also fantastic.

 

The burrow locations can get very spread out though, taking minutes at a time just to get from the scanner to the dig site. Protecting more than one at once is a Herculean task and logistically challenging for all but the most well coordinated teams. Randoms aren't going to be able to protect all of the drills.

 

I do like what you're doing with this mode though. It's a great mash-up of mobile defense and interception, and on the whole is quite fun to play.

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i think the new game mode is a lot of fun the only thing i really have to complain about is how incredibly far away the excavators can be. im sure this is mostly due to the fact that i did the event solo but i felt like i spent 5 minutes running and 3 minutes defending only to spend 5 more minutes running back to the scanner to power it again. however overall a really good fun game mode in my opinion

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1. Lotus keeps covering up the UI! She's just lonely and wants attention. =3

 

2. I keep adding power to machines that already have enough. Reduce the detection radius so we have to walk right up to it.

 

3. It's tiresome running hither and thither over a large map.

 

4. Extractors blow up when complete! I always feel a stab of sadness, and think I've failed.

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Really liking this new mode over the new survival. Just a couple of pointers i think should be taken into consideration. 

 

1) Excavators should in the future be able to excavate other materials such as rubedo, salvage, nano spores etc. Not just cryotic. They'd vary in size depending on how rare the substance is. 

 

2) Excavators should fly back up into the sky instead of blowing up, kinda a  killer right here. I mean lotus says dont let the excavaors explode yet they do anyway. @_@

 

3) Shields and health on the excavators need to RECHARGE after not being hit for a short peroid of time. 

 

4) Range for adding power to the excavator needs to be decreased. Too many times there have been excavators bundled together and i put power to the wrong one because of the range. 

 

5) A manual activation to put the excavator down would be nice, instead of accidentally activating it. 

 

These are just some points of my own along with whats already in the feedback thread. 

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For the excavators themselves, it'd be nice if we got a diegetic UI on them too, like how Firefall does thumping.

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Maybe shrink the maps a bit, but that's all I really can think of that has been mentioned. Anything else has been mentioned as well and really doesn't need to be addressed too many times. I honestly love the idea. In regular Survival, most players are able to just destroy enemies and last for very long times quite easily, where as this new mission type makes us really have to work hard. Sometimes, the more stressful the mission, the better :D

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why cant you stack powercells like data masses? seems like a really easy thing to do.......

 

maybe if you make them +10% power and let them stack everyone ca be happy.

 

btw, the scaling on earth is absolutely insane. lvl 80 grunts at 1500? its almost like your trying to keep lower level players from getting a chance at the event badge.

 

however, i do like the style of the mission, keeps things fresh, somewhere between mobile defence and survival. maybe just make the maps a little bit smaller. you dont die when your defending a excavator, but when your running back to the scanner on the other side of the map. could we possibly make it like grineer defence on the asteroid( ie. defend the power genorator)? 

 

 

thanks DE for the new game mode. always keeping us tenno busy !

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My ramblings -

 

1 Really like the 70's scifi music on the ice levels (the rest of the game music is forgettable)

 

2 on my first couple of plays desecrate didnt work on cells, that's fixed now it seems, so thumbs up for that

 

3 maps are too big and its too easy to get lost/isolated, here's my fix for that (it may have been suggested elsewhere, but i am on lunch break so can't search  a zillion pages)

 

-have the scanner find sites within a smaller radius, after 3 (or whatever) excavators have been filled/killed the scanner lift up and hovers to a new location, players now need to escort it (like the other game mode that i cant remember the name of) it drops down, scans, and we are back to power cell collection/defending etc.

 

and as someone else suggested maybe a chance for digging up rubedo etc etc.

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The maps are ridiculously big.  The iceplanet tileset is gorgeous but the map is horrendously big, too big IMO, I think shrinking the maps by like...20-30% would be enough.  (I want to say 50% but that's excessive)

 

Improve the drops.  Currently they only drop fairly pointless and common mods and low-quantity credit stores.  I get better drops on Interceptions and other Survival missions.  Digging up other, possibly rare resources (Gallium anyone?  Seriously, it would be lovely to dig up Gallium or even Argon), or better rewards.

 

An Infested variation.  We've got two Grineer and a Corpus, an infested variation seems like the logical follow-up.

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Maps its kinda to big ... getting lost alot

I second and third this.  Too far to get to next extractor.   Sometimes they are from one far end of the map to the other.   Maps could a lot smaller.

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I followed a very large group of mobs (30 or so), to this area of phobos excavation map. I was curious as to where this very large group of mobs was heading, since they didn't bother to attack me when I set off two drills with no resistance beyond a few core carriers.12 or so to be precise, because i was able to power both drills to completion. after repowering the scanner with what was left of the cores, I moved from the scanner area, found mobs running across the area, I followed them here, they went around this corner, up those stairs in the back, and dissappeared. A few mobs turned around and attacked me, only because i fired on them. Most of the group simply vanished, I presume into the dead end room there at the top of the stairs. Why are all of the mobs running to this area, when the entire objective (drills and all) are in the other direction?

 

Observation: Having run these maps many times now leveling weapons, I've noted that many times, the spawns will gather in large groups in specific areas, particularly on phobos. Usually around this spot, on the stairs, and in the other similiar room on other side down the pit. They will also gather around several other areas, depending on the map lay out, and then simply stay there. Many times I have encountered no mobs while traversing the map, and have had to seek them out in these specific areas. Sometimes, it is one group at a time, meaning, one large group at a set of stairs, no mobs elsewhere, I kill that group, new groups spawn in next location, and it cycles. I have had several occasions where I have completely cleared the entire map of mobs, and had no resistance, and an abundance of cores, to simply stand there, powering drills. It does not seem to be isolated to the drills or the scanner, in fact, many times, like this occasion, they are running away from the objectives, and on seeing me, will run away, continually. moving in circles, ducking at random odd places briefly and moving again. I think it is safe to say there is some definite pathing errors going on.

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T1 keys are bad reward for it plz add more T3 & T2 keys in the reward pool

 

Also the energy on the scanner is too low, i run a cross the map to refill 20% scanner is a joke, plz als incresed the carrier spawn on the scanner or give it at least 40 % engergy refill.

 

The bigges point of players doing surv is still Xp, but sadly the map is too big for xp share, team play ist impossible in pub matches

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Really liking this new mode over the new survival. Just a couple of pointers i think should be taken into consideration. 

 

1) Excavators should in the future be able to excavate other materials such as rubedo, salvage, nano spores etc. Not just cryotic. They'd vary in size depending on how rare the substance is. 

 

2) Excavators should fly back up into the sky instead of blowing up, kinda a  killer right here. I mean lotus says dont let the excavaors explode yet they do anyway. @_@

 

3) Shields and health on the excavators need to RECHARGE after not being hit for a short peroid of time. 

 

4) Range for adding power to the excavator needs to be decreased. Too many times there have been excavators bundled together and i put power to the wrong one because of the range. 

 

5) A manual activation to put the excavator down would be nice, instead of accidentally activating it. 

 

These are just some points of my own along with whats already in the feedback thread. 

+1

Still some people complain about the xp viability of this gamemode, i think this gamemode is awesome, (in addition to the new soundtrack in the corpus fights) and i'd like to see it have a good xp reward (i don't know how xp works so i'll just say that)

It really changes from survival and it needs a more coordinate team to complete it fast (Still, I JUST LOVE having a team of russians who don't speak to me and run to the excavator and die with their squishy warframe)

I think it should have a number of cells required to lead the extractors to completion instead of % so we don't put too much cells in it ( How many times did i see mindless players make an excavator with 10 sec left have 100% power)

But i don't understand why we can stack cells now, also we can't put cells in the scanner if it's not currently searching for an excavator spot

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All i can say is that survival missions were my favourite till now, but its replaced from axcavation. I think excavation is a nice mixture of defense and survival. The only little "bug" is that those diggers sometimes have their activation zone overlapping another, it would be better if a mininum radial distance from one digger to another is set. Me and my "squad" we had many times were one accidently activated another digger, what wasn' t intended to. Apart from that its really really a phenomenous gamemode in my opinion thanks for that DE.

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[size=6]Now that the event is over, will our cryotic still get halved after missions once excavation is officially introduced? 

 

I'd hate to do another 10k run only to get less than 4k cryotic because the monkey mystery acquaintance took the rest[/size]

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hello there! i've been playing the excavation mission and max score i've been able to get is around 4500pts. and here is my feedback about the mission:

-good points:

huge potential in this kind of mission, i'm lovin it, kinda like survival, but with some defense mixed in.

The mission is challenging with the high ennemy spawn rate and leveling along the mission, spice things up a notch with grineer.

-bad points:

many of the missions has been about running from map's corner to map's corner, wich kills the battle intensity, the scanner cannot be ressuplied, wich is kinda annoying, so either let the scanner be energy independant, or let us ressuply it anytime.

The extractors are far too away, team is competely dispatched,reaching them will dispatch the ennemies too, so no power nodes wich widen by a lot the time's mission. Reducing the map's distance juste a little would do the trick.

Good work DE, keep up the good work! thanks

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