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Gameplay Experience 30-Jul-2013 (Hotfix 9.3.3)


polarbear911
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General

- Contact list: sometimes right clicking the mouse on a particular, mouse cursor highlights the person above (and/or below), forcing sending wrong invites.

- Xini: Crypod repositions (sometimes clipping and crypod turns 90 degrees too) itself near top of the ramp area after intensive explosions from Ogris

- Map selection: Sometimes when maps are selected and try to zoom out afterwards, it doesn't allow the full planetry zoom-out. Instead, a zoomed-in version which doesn't reveal all the planets on the same screen.

- Profile/Foundry: Sometimes it takes a long time load.

- Foundry: After hitting the build button, takes a long time to load. After a while, you can scroll up and downwards with the window UI, but no content is showing.

- Foundry: locks/prevents you from going to map selection and/or log out straight away. Need to close the foundry window  'before' map selection and/or logging out can be performed.

- Movement: hit 'Shift' key once creates the game to hold shift on its own given that the shift key wasn't held down after been hit once.

- Movement: some maps are still having issues with ledge problems. For e.g. trying to jump from a ground below and upwards, gets blocked by the edge of the ledge causing, no grabbing on the ledge. (Happens more often in grineer maps)

- T2 defense: The very first door gets stuck, frequently.

- Narcissus: after killing last enemy at wave 25, does not show wave completed or any sort, causing stuck on wave 25 without seeing any enemies left

 

 

Rewards

- Defense mods rate can use a little rework since at the end of the wave 20, rarer mods should appear more than just a fusion core with 3 bars or convulsion

- Rare Resources: For e.g. morphics, control module and etc. should appear a little more after killing a boss for the 20th time (dropping logic should need a rework)

- Nightmare rewards: should have the equal drop chances of getting the mods. Getting 5 striaght stunning speed mod is proving a discourgement to people from doing more nightmare mode missions. (or should have better rewards. Maybe the standard nightmare mode reward would be; a rare mod, a consumable item; i.e. large health pack and or ammo box and etc., twice the credit reward or increase of xp rate for weapons and or WF)

 

 

 

 

 

Feel free to add on to the list, thanks.

 

Note: Just b/c previous issues found were not posted in this post, does not mean they're are fixed.

Edited by polarbear911
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I can answer about rewards DE say on the beginning that they make them RANDOM and random on all over the world means RANDOM.

Random rewards gives everybody the same chances no mater if you play 35 wave or 5. People who start playing and can only go 5-10wave do not want to end with the Vitality mod over and over.

The problem is in these percentages, which as you can see, not all understand.
If the DE says the prize:
A has 30%
B is 30%
C is 40%
This means that a bag of 100 balls have been thrown:
30 red
30 blue
40 green
There can be no assurance that pulling the blind, you pull 15 green balls in the row because they have more%, ie there are more. It is a matter of luck.
DE never said (or I missed this post) that awards the player count is reset, which means that playing 100 times you can pull all the awards. As long as the prize will not be reset and You will always pull from the full prize pool, then even playing 100 times you can end up with a red ball (Rapier Handle lol).

Edited by kz3dart
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kz3dart it is obvious that you are not a programmer.  The computer can not produce a truly random number. It must simulate it by producing a  pseudo-random number.  http://en.wikipedia.org/wiki/Random_Number_Generator and http://computer.howstuffworks.com/question697.htm will show you what I mean.  The probability curve that a computer creates with it's time clock method averages low.  The RND function produces a number from greater than 0 to less than 1.  It tends to roll low.  if you created a program that rolled a 6 sided die, the average would approach about 2.9 instead of the statistical human rolling of 3.5.  If DE set up their function  like (Truncate (RND times Upper_Limit) and the loot table had a rare set at 1% chance.  The function would never drop it  because the RND would never roll a 1.  If they replaced Truncate with Round then it would be a half a percent chance.  Most random number generators produce the lower limit more often than the upper limit.  By the way given your example above, the statistical probability of getting 15 greens in a row is 40/100 =2/5 therefore 15 in a row equals 2/(5 *15) =2/75 or 2.67% not very probable.  

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Random is a crutch.  It's just a way to artificially stretch out meager content in a way which punishes players and encourages the devs to design even more "content" in such a fashion.  DE needs to at the very least create some serious drop pool segregation (split by system not by faction gdi!) to alleviate some of these issues.  Then DE needs to reward people for going to higher tiers in Def missions by restricting the drop pool to rare mods/BP's at that point.  

 

Think there is nothing wrong with the current system?  T3 Defense mission.  50 minutes of your time gone and you'll probably get nothing but another dupe.  Want to try again?  Well better go farm xini and hope you get that random key drop so you can go waste 50 more minutes for another chance at a random reward.  

 

Double RNG is a cardinal sin in game design.  I am very sad to see DE moving further and further down this rabbit hole with no relief in sight.  We can expect minimal content additions which will just be long and tedious due to RNG and likely not much else for the foreseeable future. 

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