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Rescue 2.0 Is Still Not In The Game


Guest Tehnoobshow
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Guest Tehnoobshow

Rescue 2.0, if I am not mistaken, was stated to be more of a "toe in the water" rather than a full-blown rework. As far as I know, while there are still some nodes available, for the most part they're still working on it.

If it's taking them this long to make Rescue 2.0, then how long will it take them to get Excavation on all the maps? We don't have an excavation tileset for the outdoors Corpus Outpost yet or the Ceres Shipyard, so...

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Should be replaced with something better. No one like it and rarely someone know such mission type exist, thats why no one using spectres.

Uhhh please talk for yourself man, me and my clan's member love it! Stealth also needs to have its deserved place in this game. (I,however, agree that I don't use specters much)

 

If Rescue 2.0 comes after Excavation, they are not really taking priority into account...

Edited by unknow99
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If it's taking them this long to make Rescue 2.0, then how long will it take them to get Excavation on all the maps? We don't have an excavation tileset for the outdoors Corpus Outpost yet or the Ceres Shipyard, so...

You have to understand that Rescue, based on the "2.0" they teased, revolves around stealth. A truly functional and in-depth stealth system would require the tweaking/reworks of:

 

1) Maps, Levels, and Tilesets

2) Enemy AI

3) Movement

4) Gameplay Mechanics in general

 

That may be a short list, but each of these things is integrated so much into the game itself that this is something they need to do in increments and pieces, not all at once. And with each of these being so vital to how the game functions, it's understandable that even a small update here and there would take a considerable amount of time.

 

Compare that to Excavation, which doesn't need nearly as much work and as far as I know does not need a single tweak or rework to major game functions, and having these two compared or contrasted in availability and how they work is simply not a fair comparison. 

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Guest Tehnoobshow

You have to understand that Rescue, based on the "2.0" they teased, revolves around stealth. A truly functional and in-depth stealth system would require the tweaking/reworks of:

 

1) Maps, Levels, and Tilesets

2) Enemy AI

3) Movement

4) Gameplay Mechanics in general

 

That may be a short list, but each of these things is integrated so much into the game itself that this is something they need to do in increments and pieces, not all at once. And with each of these being so vital to how the game functions, it's understandable that even a small update here and there would take a considerable amount of time.

 

Compare that to Excavation, which doesn't need nearly as much work and as far as I know does not need a single tweak or rework to major game functions, and having these two compared or contrasted in availability and how they work is simply not a fair comparison. 

Both the Corpus Outpost and Ceres Shipyards have large indoor sections in addition to large outdoor sections. They'd have to get rid of the indoor sections in order to make excavation work, and then create new outdoor connecting tiles. Not to mention that most of the Ceres Shipyards are actually on catwalks, and nowhere near the ground for excavators to dig. How is that different from making one big prison cell tile for the other tilesets?

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Both the Corpus Outpost and Ceres Shipyards have large indoor sections in addition to large outdoor sections. They'd have to get rid of the indoor sections in order to make excavation work, and then create new outdoor connecting tiles. Not to mention that most of the Ceres Shipyards are actually on catwalks, and nowhere near the ground for excavators to dig. How is that different from making one big prison cell tile for the other tilesets?

I never said things wouldn't need to change for existing areas to work with Excavation. What I said was they wouldn't need a full-blown rework. Adding new tiles is not a major rework. It isn't easy by any means, and while it is extensive, is not nearly on the level of AI coding or reworking how maps, tilesets, and levels, function as a whole.

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Guest Tehnoobshow

I never said things wouldn't need to change for existing areas to work with Excavation. What I said was they wouldn't need a full-blown rework. Adding new tiles is not a major rework. It isn't easy by any means, and while it is extensive, is not nearly on the level of AI coding or reworking how maps, tilesets, and levels, function as a whole.

They've already done the AI coding though. There's only special AI for the Wardens on the ONE rescue/prison cell tile. Only ONE tile. The rest of the mission generates exactly the same other objective based missions such as Sabotage, Deception etc. They only need to make ONE tile and then map the AI to it. It's not nearly as complicated as you think.

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Both the Corpus Outpost and Ceres Shipyards have large indoor sections in addition to large outdoor sections. They'd have to get rid of the indoor sections in order to make excavation work, and then create new outdoor connecting tiles. Not to mention that most of the Ceres Shipyards are actually on catwalks, and nowhere near the ground for excavators to dig. How is that different from making one big prison cell tile for the other tilesets?

 

Indoor sections are no problem for the Shipyards actually, given that we've been shown that Excavators and Scanners can in fact penetrate underground caverns as shown in Operation Cryotic Front (many of the Europa Ice Planet Excavator and Scanner locations are underground). Hell, they even had the appropriate animation for such a thing, so it's not something like a lore-breaking oversight. So Ceres having Excavation missions within large indoor areas aren't really that difficult.

 

As to your question of Rescue 2.0, Rescue nodes on Corpus Outpost, Grineer Shipyard, Corpus Ship and Infested Ships now all use Rescue 2.0. The other tilesets don't have Rescue 2.0 yet.

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I'm glad Rescue 2.0 isn't everywhere yet. Until stealth is more reliable and the hostage has better AI, Rescue 2.0 has you fighting the game more than the enemies. I just don't see how they did an update to the escort mission without solving any of the reasons why people tend to hate escort missions (suicidal AI, unreliable pathing, harsh failure conditions, etc).

 

Until there's better stealth, the Warden condition can be extremely harsh and frankly unfair (I've had it trigger in baffling situations), especially coupled with the unprecedented defense the prisons tend to have (making them significantly harder than equivalent level missions if you're forced out of the unreliable stealth). The hostage AI is frustrating. sometimes they'll teleport way ahead to the guy in the safest position, sometimes they'll get stuck and just start taking hits. I don't know if it's intentional, it does kinda make sense, but it's not intuitive as a mechanic that giving the hostage a weapon makes them makes them extremely vulnerable. The teleporting/pathing needs to be smarter, and the hostage should only use a weapon to defend themselves, not to hunker down and try to fight off the endlessly spawning enemies. Also, I'd love an additional option to just sling the hostage over your shoulder (switching you to your secondary and limiting some parkour), so you can circumvent those issues altogether.

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