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[DE]Rebecca

Hotfix 15.1.1

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The viver change did nothing but force a more active playstyle. the farming for rep is still possible, you just cant leave it up to a script activating Shield polerize. now the enmies can cap points easier forcing you to go make it neutral again. XP is the same, spawn is the same (more spread out though).

 

Good change, +1 to Dev for this

 

I'd like to see some numerical confirmation on the spawns because I've seen people say both ways-- spawns remaining the same, spawn decrease, spawns simply more spread out, etc. I never personally used scripts (and only ever saw one player using a macro) and admittedly I'm confused on how they'd do it considering that at the very least, Energy Vamp required coordination so as a common Trin player I didn't see how it could be afk'd effectively. If the spawns really are the same, then I'm not too concerned and would agree this is probably a good direction, but only underscores problems with Syndicates already.

 

I support the Viver nerf.  For folks who didn't seem to understand, it worked like this:

 

1.  A group of 2-4 people consisting of a Trinity + either Mag Prime / Oberon / Rhino Prime stood in a certain place.

2.  They set their bots to press "4" repeatedly.

3.  They went afk for an hour.

4.  #4 skills could hit the whole map, and force all interception nodes to remain neutral.

5.  Return in an hour to collect 15,000 affinity, 200+ mods, whatever resources were left.

6.  All weapons you brought were now L30.

7.  Leave, rinse, repeat.

 

It was getting difficult to find a group to DO stuff, because everyone was busy afk-botting in Viver.

 

I agree that afk'ers and botters are an issue but frankly, getting a good team composition and abusing certain abilities has been going on for far longer than the past few weeks. AoE abilities can still hit pretty much the entire map so it's not like that was an issue that was suddenly "fixed." People afk in plenty of other missions and with other abilities (Absorb or Soundquake, anyone?) so this isn't exactly a new issue. I'm glad it's being addressed but I agree that it is more a symptom of the problem.

 

I'm not a melodramatic and I'm not all that concerned with the Viver changes myself, but I think there are valid points on both sides of the issue. This is probably as much as I should go into on a hotfix thread and I think I should probably explain more in "Feedback."

 

Thanks again for the constant fixes, dev team!

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Why is everyone so crazy about Viver nerf? As i am not a farmer so i wouldnt know. Can someone please explain?

how long do u need to lvl an equipment from 0 to 30? u need 3 runs on ODD 30 waves with booster u might get your equipment to 30. but on VIVER u need 15 mins to lvl it to 30 (with booster). and with that 15 mins u make almost 4k REP :)

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Why is everyone so crazy about Viver nerf? As i am not a farmer so i wouldnt know. Can someone please explain?

 

With the right tactic (Mag and enough power reach) you could get over a thousand syndicate points within 20-30 minutes. Which meant being able to rank up the Syndicates more quickly. It was also a quick way to rank up a weapon completely in under an hour.

 

Now the spawn points and controll points have been changed to decrease the amount of enemies you can kill in a certain amount of time.

 

This limits the amount of syndicate points much more now. However it's still a good place to get some rep points and XP.

 

It's a good alternative to Cerberus.

Edited by Othergrunty
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how long do u need to lvl an equipment from 0 to 30? u need 3 runs on ODD 30 waves with booster u might get your equipment to 30. but on VIVER u need 15 mins to lvl it to 30 (with booster). and with that 15 mins u make almost 4k REP :)

Doesnt sound that much fun to me, but i guess everyone has their tastes, and their level of patience.

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wait.what did I miss? Why was Viver popular?

 

GOD.. I need to vist 40chan more for these lil secret goodies

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=)

Hotfix 15.1.1

 

Changes:

 

  • Trinity’s Energy Vampire can no longer be cast on inactive Corpus turrets.
  • Changed and fixed several spawning, navigation, and objective details on Eris - Viver.

 

Fixes:

 

  • Fixed Revive button resulting in an instant mission fail when playing alone.
  • Fixed Archwing Trench Run levels having invisible walls.

  • Fixed issue with AI flying into geometry in Archwing missions.

  • Fixed stealth finishers being far less effective than they should be.

  • Fixed Christmas coming early for Dojo Decorations.

  • Fixed an issue with melee channeling effects not properly matching the selected energy color.

  • Fixed several Sigil icons appearing as ammo boxes.

  • Fixed a Crash related to accessing a Clan Dojo.

  • Fixed many crashes on Windows XP systems.

  • Various Crash fixes.

 

no-homers.jpg

 

Hotfix 15.1.1

 

Changes:

 

  • Trinity’s Energy Vampire can no longer be cast on inactive Corpus turrets.
  • Changed and fixed several spawning, navigation, and objective details on Eris - Viver.

 

Fixes:

 

  • Fixed Revive button resulting in an instant mission fail when playing alone.
  • Fixed Archwing Trench Run levels having invisible walls.

  • Fixed issue with AI flying into geometry in Archwing missions.

  • Fixed stealth finishers being far less effective than they should be.

  • Fixed Christmas coming early for Dojo Decorations.

  • Fixed an issue with melee channeling effects not properly matching the selected energy color.

  • Fixed several Sigil icons appearing as ammo boxes.

  • Fixed a Crash related to accessing a Clan Dojo.

  • Fixed many crashes on Windows XP systems.

  • Various Crash fixes.

 

no-homers.jpg

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DE, make a game type where 200+ level 40+ enemies are on screen at all times.  I need this so I can level weapons/syndicates faster by having other people kill things for me.

 

Plz.

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So if I submit a support ticket, will you give me back the items I lost to the Revive bug? I lost 2 forma to that crap.

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My only beef with the new viver is that console right there (in image)

I use that wall, to wallrun-backflip and land on the platform above.

That console is kinda blocking the path.

 

GJ9ZvnP.jpg

 

 

-------------

The changes made in viver dont seem to have affected much, kinda feels easier, maybe cause they enemy spawns differently now.

But please dont keep changing it, it's the last piece of heaven in warframe, since defense and mobile defense missions are full of door heroes, this map is a blessing thanks to the almighty-huge-xp-share-range that intercept haves.

 

In here all are welcome to be door heroes, and I don't have to hate them for being so.

Edited by 7grims
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My only beef with the new viver is that console right there (in image)

I use that wall, to wallrun-backflip and land on the platform above.

That console is kinda blocking the path.

 

GJ9ZvnP.jpg

 

 

-------------

The changes made in viver dont seem to have affected much, kinda feels easier, maybe cause they enemy spawns differently now.

But please dont keep changing it, it's the last piece of heaven in warframe, since defense and mobile defense missions are full of door heroes, this map is a blessing thanks to the almighty-huge-xp-share-range that intercept haves.

 

In here all are welcome to be door heroes, and I don't have to hate them for being so.

 

The change seems to be specifically against people who like to afk in a particular spot.

 

I can really only see those people and bandwagoners raging about this particular change. I'm not bunching you into such people however. It'd be nice if Mobile Defense had such a large party xp range.

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For folks looking for Viver kill numbers comparison:

 

Before the update, in 4 rounds, 1 mag hit 3600+ kills spamming Shield Polarize. The rest of the groups kills added up to ~200.

 

After the update, same group comp, 1 mag hit 800+ kills. The rest of the groups kills added up to ~500.

 

It seems the spawn rate is the same, but the spreading out of the spawns makes Shield Polarize much less potent.

 

While it was pretty insane getting all those kills before, I think 1300 kills for a group in four rounds is still impressive, and less exploitive.

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Fixes:

  • Fixed stealth finishers being far less effective than they should be.

 

Just did a quick test with a L30 Karyst having 275 Toxin damage. Its finisher attack seems to be fixed, however Valkyr's Hysteria is still way off. The following screenshots were made in the same mission:

 

p05.jpg

 

1st pic: Karyst finisher dealing 3065 + 235 = 3300 damage. This is 12 times the base damage, as expected.

 

2nd pic: Hysteria finisher 1; 659 + 441 = 1100 damage. Way too low, at least that (i think it was around level 20) Crewman dies.

 

3rd pic: Hysteria finisher 2 (same move as above!); 441 + 109 = 550 damage. Looks like it didn't hit critically this time. This is only twice the Karyst's base damage. Out of Hysteria, I'm killing them in less strikes with basic attacks, because the Karyst's Toxin damage ignores their shields. o_O

 

4th pic: Just a basic attack in Hysteria for comparison, dealing 288 + 292 = 580 damage. Even this one is better.

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Well, After the new "fixes" i'm not able to login into the game under widonws XP cuz it says "out of memory".

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Thank you for this info!

 

Ur welcome!

THANKS DE!!! I FINISHED MINE. DOESNT IT LOOK GORGEOUS?!? ;w;

tDPWiap.jpg

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Fixes:

 

  • Fixed Revive button resulting in an instant mission fail when playing alone.
  • Fixed Archwing Trench Run levels having invisible walls.

 

Thank you based DE. Nothing kills a game as fast as invisible walls.

 

All this talk of Viver has me thinking... why not just increase the whole "xp share range" thing? A lot?

I know I don't speak for everyone, but I play by myself or with RL friends the vast majority of the time. Stepping in to online play is much like riding public transit: a last resort you swear to never do again.

A big part of that is the limited xp share range. Why play online when I am guaranteed to get less for doing so?

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Using Windows 7, 32-bit and the game is still crashing, not to mention all the random fps drops. The only thing that has changed for me is the loading time to get to the log in screen which has been reduced to about a minute now.

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Grrrrr...Stupid Tessera,Venus...It continues to troll me with all the crashes...there's no more lag,the game looks beautiful but that mission in specific won't let me finish my Archwing quest...

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Now when in solo mode going down starts the countdown, not an instant death.

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Ok so these findings aren't 100% as I didn't have an affinity booster on and our mag forgot their natural talent, so I'm rounding up a bit and guessing. I will report back with proper numbers later tonight when I have more testing time.

 

The point locations have been spread out, and point D elevated. I assume to promote more moving and less afk ability spamming. It makes the "xp farm lock" slighty harder to set up, but does not kill the node or make it unplayable so I'm not super bothered by it. The new enemy/map changes did seem to lower the overall xp/rep gained per round but not by as huge a margin as the last two changes I was told about

 

I was told by clanmates that 4 proper rounds of Viver was giving around 21k rep, and that it was lowered to around 15k, then 8kish we were getting yesterday. (these numbers are word of mouth so I correct me if I'm wrong.)

 

With the new changes to viver, I think it would be balanced and reasonable to up the rep nubmer back up closer to the original 21k, now that it is less afk ability spam and move involved. anything around 12-15k rep with a booster seems fair to me, as players without affinity boosters can still feel rewarded and happy farming out reputation this way.

rep per wave doesn't matter

rep per minute matters

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Some issues I found with this update

 

This update dropped my FPS like a baby down the stairs ._. (I usually play on maxed graphics)

 

Lowered graphics to minimum FPS still extremely low : /

 

There is also a delay in button input and mouse movement ._.

Edited by SlayRide

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The problem was never viver. The problem was the grind introduced with syndicates. This is a lame fix. No one wants to grind viver, it is repetitive and boring. It just was the best spot. GET RID OF THE GRIND !!!!

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#casual

 

 

Most of your players ARE casuals.

 

I know finding solutions to fix issues with ancient operating systems isn't fun at all, from experience, but do try not to jab your audience, not even playfully. 

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What was wrong with viver? DE are eager to kill fun in their game...

Have you noticed that these "fixes" are actually just breaking workarounds for your broken syndicate reputation 'endgame content'?

IT'S LIKE YOU DON'T WANT PLAYERS TO JOIN SYNDICATES!

 

more like they don't want you to get all syndicate rewards in 1-2 hours and then sell them for 1000 plats (seriously one guy was asking that)

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