Killerkarpfen Posted November 19, 2014 Share Posted November 19, 2014 Tenno, We hear your voices about open space Archwing missions and being extracted unwillingly – also known as overprotective Lotus and Ordis. We made a quick decision as to what our level boundaries in open space will do: Extract. When you're designing gameplay in the endlessness that is space for the first time, you're bound to make mistakes. It is clear that people are not too happy with the outcome and we're going to fix that. I'll describe what the issue is, what led to it and what we are doing to fix it. All our open space levels have spherical "safe volumes" in them that span the whole level tile, e.g. SmallAsteroid01 has two rock chunks in it and one volume spanning around all of that. These volumes were initially built pretty snug around the existing meshes. Very late in the process it was decided that we extract players when leaving these safe zones after a warning has been announced. In theory the warning time and flying back to whatever tile you're in right now was deemed enough to make this work. On paper. The biggest problem right off the bat was that AI does not care about these safe zones and their navigational area was wider than the safe volumes for the players. A likely scenario to happen as you could see was AI leaving the safe zone and players needing to go after them which led to involuntary extraction. What we are going to do first, which will happen with the next hotfix, is remove the tiles' individual safe zones and provide the big, open space base level with a big safe zone. Ideally this should stop early extractions. The next step is already in the pipeline and will see the extraction behaviour change to a teleporter. Similar to failsafe pit teleporters of normal levels that you all know of already. They will place you back in a middle position of the tile you're in right now. These steps should help bring order to the chaos that is open space. Thank you for your understanding and helping us make Warframe better every day. Link to comment Share on other sites More sharing options...
Arunafeltz Posted November 19, 2014 Share Posted November 19, 2014 Thanks for doing something about it Link to comment Share on other sites More sharing options...
Morec0 Posted November 19, 2014 Share Posted November 19, 2014 I'm still of a mind that a simple forced-turnaround would be better, and cooler, but this is a HUGE improvement, DE! Link to comment Share on other sites More sharing options...
Jeloxale Posted November 19, 2014 Share Posted November 19, 2014 Anything that comes from the mouth of a Rhinofish is good. Link to comment Share on other sites More sharing options...
ndantony Posted November 19, 2014 Share Posted November 19, 2014 Can we mine these rocks for components and resources and mods... I mean it's a waste to see these rocks passed by. And, also we need the infested version in the spaces. May be they've mutated in ways that allow them to be out into the space. Link to comment Share on other sites More sharing options...
Morec0 Posted November 19, 2014 Share Posted November 19, 2014 Anything that comes from the mouth of a Rhinofish is good. Oh god.. I never saw before... Now i can't unsee... Can we mine these rocks for components and resources and mods... I mean it's a waste to see these rocks passed by. And, also we need the infested version in the spaces. May be they've mutated in ways that allow them to be out into the space. The J3 Golem boss will have you covered, just be patient. Link to comment Share on other sites More sharing options...
AdunSaveMe Posted November 19, 2014 Share Posted November 19, 2014 Pfft, and they say DE never does anything. You guys rock. Link to comment Share on other sites More sharing options...
Imaru Posted November 19, 2014 Share Posted November 19, 2014 Good to hear, er, read. Thank's for the information and change! Link to comment Share on other sites More sharing options...
CrazyCatLad Posted November 19, 2014 Share Posted November 19, 2014 Frack yeah. Link to comment Share on other sites More sharing options...
NeptunePH Posted November 19, 2014 Share Posted November 19, 2014 Thaankk you ;W; Link to comment Share on other sites More sharing options...
Agua Posted November 19, 2014 Share Posted November 19, 2014 Tenno, We hear your voices about open space Archwing missions and being extracted unwillingly – also known as overprotective Lotus and Ordis. We made a quick decision as to what our level boundaries in open space will do: Extract. When you're designing gameplay in the endlessness that is space for the first time, you're bound to make mistakes. It is clear that people are not too happy with the outcome and we're going to fix that. I'll describe what the issue is, what led to it and what we are doing to fix it. All our open space levels have spherical "safe volumes" in them that span the whole level tile, e.g. SmallAsteroid01 has two rock chunks in it and one volume spanning around all of that. These volumes were initially built pretty snug around the existing meshes. Very late in the process it was decided that we extract players when leaving these safe zones after a warning has been announced. In theory the warning time and flying back to whatever tile you're in right now was deemed enough to make this work. On paper. The biggest problem right off the bat was that AI does not care about these safe zones and their navigational area was wider than the safe volumes for the players. A likely scenario to happen as you could see was AI leaving the safe zone and players needing to go after them which led to involuntary extraction. What we are going to do first, which will happen with the next hotfix, is remove the tiles' individual safe zones and provide the big, open space base level with a big safe zone. Ideally this should stop early extractions. The next step is already in the pipeline and will see the extraction behaviour change to a teleporter. Similar to failsafe pit teleporters of normal levels that you all know of already. They will place you back in a middle position of the tile you're in right now. These steps should help bring order to the chaos that is open space. Thank you for your understanding and helping us make Warframe better every day. Thank you for this. Extraction being changed to teleporter seems great. Also, please have in mind to give 1 or 2 sec immunity, as it is very likely that you're far up only because you're being chased by a huge horde of enemies. Link to comment Share on other sites More sharing options...
Somedude1000 Posted November 19, 2014 Share Posted November 19, 2014 (edited) These steps should help bring order to the chaos that is open space. Thank you for your understanding and helping us make Warframe better every day. Open space is definitely a better name than free space, which is what the mode was referred to when it first came out, freespace gives the illusion of infiniteness and this rather... misleading especially when encountering the aforementioned situation. Open space makes it feel more true to what it is. Continuing to call ti freespace would seem unnatural in warframe, as free space would imply being able to go anywhere without limites, as opposed to open space where we have freedom, but with suitable limits as to not make gameplay tedious, which is good. Edited November 19, 2014 by Somedude1000 Link to comment Share on other sites More sharing options...
Brimir Posted November 19, 2014 Share Posted November 19, 2014 By Odin's beard it is about time. Link to comment Share on other sites More sharing options...
noveltyhero Posted November 19, 2014 Share Posted November 19, 2014 I don't like the idea of being teleported back, simply because it breaks immersion so much, how about a turn around option as mentioned above as well as keeping the emergency extraction, I really liked the ability to do that but it just wasn't executed well so please don't just remove it :/ One thing you could do is outline with red as players get close the barrier, so you know if you go past it you will be prompted and extracted. Link to comment Share on other sites More sharing options...
CY13ERPUNK Posted November 19, 2014 Share Posted November 19, 2014 (edited) your solutions sound functional rhinofish however, no mention of changing the AI to not run off for alpha centauri? Edited November 19, 2014 by CY13ERPUNK Link to comment Share on other sites More sharing options...
[DE]Momaw Posted November 19, 2014 Share Posted November 19, 2014 Are you going to prevent enemies from flying outside/spawning outside the areas that players can access, too? Link to comment Share on other sites More sharing options...
Shifted Posted November 19, 2014 Share Posted November 19, 2014 Kinda sad extraction is being straight up cut instead of tweaked, I liked the immersiveness of it (even though it was terribly broken, yes). Link to comment Share on other sites More sharing options...
AdFinitum Posted November 19, 2014 Share Posted November 19, 2014 (edited) Can you please extend the time we have to return to the safe zone ? There often is not enough time to react ( understand the message, react, decelerate, turn, fly back ... with possibly empty stamina at that point ) when the warning comes the first time especially since it ignores end of round screens at all. This will allow players to return in time. Little rant : this would have been an easy fix since the three weeks Archwing has been released. Edited November 19, 2014 by AdFinitum Link to comment Share on other sites More sharing options...
Zareek Posted November 19, 2014 Share Posted November 19, 2014 Thanks for taking notice, I look forward to play archwing again :) Link to comment Share on other sites More sharing options...
Killerkarpfen Posted November 19, 2014 Author Share Posted November 19, 2014 To make sure this is clear: we are not teleporting anyone just yet. I first want to see if the safe zone tweaks do what they are supposed to do for us. The extraction mechanic of leave wherever you are will also not go away. It will only be active however one you completed the mission objective. Link to comment Share on other sites More sharing options...
unknow99 Posted November 19, 2014 Share Posted November 19, 2014 I really like the fact that a dev does an entire thread to explain what they're working on. I'd be glad to see this more often,next to [DE]Adam's articles. Link to comment Share on other sites More sharing options...
MechaKnight Posted November 19, 2014 Share Posted November 19, 2014 Excellent, I've been waiting for this fix. Many thanks! Link to comment Share on other sites More sharing options...
HyokaChan Posted November 19, 2014 Share Posted November 19, 2014 This is great, but it fails to address the second problem in this issue: Mods/drops flying out of the zone. Or just floating too far in general. Do you plan to leave item drops touch based in archwing? Are you planning anything in regards to this? Link to comment Share on other sites More sharing options...
RawGritz Posted November 19, 2014 Share Posted November 19, 2014 (edited) Haha. Ninja'd just above! Mods flying outside safe zone? What is happening there? Will they be teleported? Honestly I was prematurely extracted far more times for chasing errant mods than chasing down wayward enemies. Edited November 19, 2014 by RawGritz Link to comment Share on other sites More sharing options...
Taefed Posted November 19, 2014 Share Posted November 19, 2014 (edited) Well, didn't read all posts, but a suggestion (surely too late) could also be to do it the same way other 'open world' games do it when playersa leave the boundary. A Countdown. Meaning you first get noticed by Ordis as it is now which starts a countdown of 10 - 15 secons after which you start losing HP until you die. In Addition you could place a marker that marks the 'boundary', so players know which direction they have to head back to. Edit: This would also solve the problem with mods flying out of the safe zone, cuz you got 10 - 15 seconds to catch them (+ the time you got while you HP slowly deplete). Edited November 19, 2014 by Taefed Link to comment Share on other sites More sharing options...
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