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Rescue the Prisoner. Bad design.


Lancars
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This needs to be fixed. 5/5 part of the bounty. Rescue the Prisoner. We unlock the collar. The Prisoner suddenly teleports to the person the farthest away who wanted to stay and fight a large group of Grineer. They Die. Prisoner instantly dies. Failed bounty.

Make the prisoner follow the person who unlocked the collar not the [insert naughty work of your choosing] who decides to be the plains version of a hallway hero. Or follow someone who is CLOSER. Or make them like the balloon where they JUST GO and not follow people. No one can be trusted to escort the prisoner this way it currently is.

I'm sorry for the anger but this really need to be addressed.

Edited by Lancars
So Forum Mods don't scold me for bad words.
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4 minutes ago, Shryoss said:

Well, considering they don't reply here at all, our best option is just hope that an upcoming hotfix will address it.

I meant to ask everyone. Do you think this might be something worth pushing in feedback. I'm having a bad day so i'm impatient. Sorry.

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12 hours ago, Lancars said:

I meant to ask everyone. Do you think this might be something worth pushing in feedback. I'm having a bad day so i'm impatient. Sorry.

Oh, while I don't have this issue (always Solo plains stuff, or with friends), this is definitely something that should be fixed in one of the upcoming patches.

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The irony is that this guy even got captured considering his "teleportation" powers lol.

Well bad jokes aside it really is interesting and can screw a mission up very badly if you have some expert (that start to appear more and more now already) that simply means to be afk or goes for mining/fishing instead of doing anything for the bounties. If you have very bad luck and you rescue the prision while this expert is in mid of a fight by a hoard of Grineers there is no chance to be there in time leading to an failing of the bounty.

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On 10/28/2017 at 6:28 AM, Lancars said:

This needs to be fixed. 5/5 part of the bounty. Rescue the Prisoner. We unlock the collar. The Prisoner suddenly teleports to the person the farthest away who wanted to stay and fight a large group of Grineer. They Die. Prisoner instantly dies. Failed bounty.

Make the prisoner follow the person who unlocked the collar not the [insert naughty work of your choosing] who decides to be the plains version of a hallway hero. Or follow someone who is CLOSER. Or make them like the balloon where they JUST GO and not follow people. No one can be trusted to escort the prisoner this way it currently is.

I'm sorry for the anger but this really need to be addressed.

Honestly, AI is so...it's not the games strength. So why do DE continue to insist on Escort missions? These are the most hated, most lampooned missions in the HISTORY of gaming. Developers only ever talk of them in laughing tones of what NOT to do. 

Escort missions are unfun, frustrating, tired and generally a bad idea. Please, stop pushing the most hated missions in gaming. Between these and zero counterplay invulnerable phases, Warframe is becoming an example of what NOT to do in game development.

Edited by BlackCoMerc
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7 hours ago, BlackCoMerc said:

Honestly, AI is so...it's not the games strength. So why do DE continue to insist on Escort missions? These are the most hated, most lampooned missions in the HISTORY of gaming. Developers only ever talk of them in laughing tones of what NOT to do. 

Escort missions are unfun, frustrating, tired and generally a bad idea. Please, stop pushing the most hated missions in gaming. Between these and zero counterplay invulnerable phases, Warframe is becoming an example of what NOT to do in game development.

I never have an issues in the normal escort missions or the defection missions myself. You can revive the people. The rescue in the field. The rescue target is very frail it seems and goes down very easily, You can't revive you only get one chance. The fact he teleported to someone so far away is the crime here.

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On 10/28/2017 at 3:28 AM, Lancars said:

This needs to be fixed. 5/5 part of the bounty. Rescue the Prisoner. We unlock the collar. The Prisoner suddenly teleports to the person the farthest away who wanted to stay and fight a large group of Grineer. They Die. Prisoner instantly dies. Failed bounty.

Make the prisoner follow the person who unlocked the collar not the [insert naughty work of your choosing] who decides to be the plains version of a hallway hero. Or follow someone who is CLOSER. Or make them like the balloon where they JUST GO and not follow people. No one can be trusted to escort the prisoner this way it currently is.

I'm sorry for the anger but this really need to be addressed.

Hillside Hero?

Plains Paladin?

Field Furor?

Woodland Wonder?

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I think they should completely change this bounty. Free the prisoner, walk him 100 meters and mission complete.

Why is there a drone mission then ? It is the same thing except you excort the drone for a longer distance with a slower pace. 

 

Completely meaningless mission as it is.

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3 hours ago, White_Matter said:

I think they should completely change this bounty. Free the prisoner, walk him 100 meters and mission complete.

Why is there a drone mission then ? It is the same thing except you excort the drone for a longer distance with a slower pace. 

 

Completely meaningless mission as it is.

Agreed. But then, why do we still need to point out how terrible Escort missions are in 2017, like it's not nearly universally panned as the worst activity in video gaming history?

Seriously...Escort missions are "What NOT to do 101" in game design. It's right up there with never robbing players of their input --

Oh. Wait...

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On 30/10/2017 at 8:32 AM, RunningTree3 said:

imo, all rescue missions should now be changed to work like the drone mission: no teleporting rescue targets to players; they themselves run towards extraction so long as a Tenno is within 50m.

probably the smartest suggestion i've seen 

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Escort missions = Fine, but make your Ai pathing not do dumb stuff.

The target = They didn't tested giving the rescue target a weapon to return your weapon after being rescued, a reuse of normal rescue missions except it still continues. Should have been noticed(?)

Itself = Looking at how ignored to actually do it with no risk, it's just a slightly annoying version of escort the drone, except the drone doesn't teleport to the host who's away.

The Ai = Oh, they need to fix plenty of things by the ai itself, ranging from defection mission pathing to kuva defense sorties till the plains and a possible chance that it may find itself wedged between rocks.

Motive = Let's try and make things more interesting, how about rescuing a target? Sounds reasonable, a bit odd that they're transporting the target who's being transported on foot and not a ship, or in a camp... Then again, it can be seen as lazy as they literally took the ai from rescue missions without consideration its an open world.

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On 10/30/2017 at 4:32 AM, RunningTree3 said:

imo, all rescue missions should now be changed to work like the drone mission: no teleporting rescue targets to players; they themselves run towards extraction so long as a Tenno is within 50m.

When I first started I always assumed that is how the mission type worked..... and I absolutely hated rescue missions because of it.

Apart from the fact that it just wouldn't work out unless they could clear up all the pathing issues, which on the plus side means they would probably just outright remove rescue from the Crashed Corpus Ship tilesets. 

Also with the addition of Defection missions..... we pretty much have the mission type you are describing and if every rescue turned into that, I'd just stop playing rescue missions like I stopped playing defection missions the second I got Nidus? Harrow? eh it was one of them. Maybe it was Octavia? I don't even remember what frame part drops from defections, that is how far in the back of my psyche I have buried that memory.

 

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