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NVF, a few things that need attention

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  • 09-21-2016, 11:00 AM
    Crack
    NVF, a few things that need attention
    1. The event seems to spawn several majors an hour, then just stops. Waited over an hour last night on xbox NA before calling it a night. Not even a regular major would spawn.

    2. Livestream stated that mod drops were weighted heavy to the AR mods side, yet it seems to be working just the opposite. Someone done put a decimal in the wrong spot.

    3. Nano rng seems to be weighted toward no nano...can we be done with no nanos already? Even though it has its buff, everyone gets sadface when they pull one.

    4. NVF minors arent dropping anything. The last two events had non-event related drops (which Im surprised never got brought up) but NVF has nothing dropping.

    5. There have been a few times where I closed my rewards screen too fast after majors and never seen the Karma display. Does that negate the Karma tracker?

    6. Critting out at majors. This has been an issue for four years and we accept that its going to happen. Changes were made to insure we are getting keys etc, but still no system in place for the loss of rewards ie weapon, mod, Karma. Being score has nothing to do with loot rewards, then there should be no issues caching rewards along with contribution rewards.

    7. Shrill ponds are not visible, the only way to know thet're there is by the sound and damage being taken. Help me Oprah! Help me Tom Cruise! :p
  • 09-21-2016, 11:56 AM
    Mayday
    All good points. Especially upset about the ground drops at minors. Enemies are dropping spikes etc., but no guns or mods.
  • 09-21-2016, 12:01 PM
    Skullsuku
    Crack I've never seen a Karma display, is it only on P.C. and not on xbox?
  • 09-21-2016, 12:32 PM
    r1p
    Quote:

    Originally Posted by Crack View Post
    2. Livestream stated that mod drops were weighted heavy to the AR mods side, yet it seems to be working just the opposite. Someone done put a decimal in the wrong spot.

    I agree. My drops are highly weighted towards det mods. I have received more sledge arms than I have all AR mods combined (which have been all T3).
  • 09-21-2016, 12:38 PM
    nick145
    Quote:

    Originally Posted by Crack View Post
    1. The event seems to spawn several majors an hour, then just stops. Waited over an hour last night on xbox NA before calling it a night. Not even a regular major would spawn.



    3. Nano rng seems to be weighted toward no nano...can we be done with no nanos already? Even though it has its buff, everyone gets sadface when they pull one.

    Yep I quit early last night because of that two, a few minutes after you if I remember systems chat correctly.

    Honestly with this syn I way prefer no nano. On pts I noticed when the regular nano (ie: bio on jp saw) is proced and then the synergy random nano is proced they cancel each other out partially with some completely with others. I noticed this with the UD as well.
  • 09-21-2016, 12:43 PM
    Gaige12
    2. Livestream stated that mod drops were weighted heavy to the AR mods side, yet it seems to be working just the opposite. Someone done put a decimal in the wrong spot.


    This^^

    No AR mods are dropping Trion.
  • 09-21-2016, 12:51 PM
    Altras
    Short and sweet:
    -Noticed the same observations(2+3).
    -Haven't gone to minors since they aren't required anymore(4).
    -As far as I know,if you quick close the rewards screen, karma is still rewarded(5).
    -I don't have this problem as much as others, couldn't say(6.)

    As for 1 and 7, there's an explanation. To my knowledge, each phase is designed/built for about 200 people. When an event major pops off, everyone rushes to it, and invites friends/clan. So well over the recommended amount of people flood a phase, a lot of players use infectors/rockets during the arks which are spawns (yes your spawning something) which causes further server stress, resulting in invisible shrill pools. Not trying to justify anything here, just saying what I know.
  • 09-21-2016, 01:07 PM
    Crack
    Quote:

    Originally Posted by Altras View Post

    As for 1 and 7, there's an explanation. To my knowledge, each phase is designed/built for about 200 people. When an event major pops off, everyone rushes to it, and invites friends/clan. So well over the recommended amount of people flood a phase, a lot of players use infectors/rockets during the arks which are spawns (yes your spawning something) which causes further server stress, resulting in invisible shrill pools. Not trying to justify anything here, just saying what I know.

    Anyone that been around long enough knows this but this begs the question if you're developing an event "Will this aspect get phased out and not be visible if the player count exceeds design?". If the answer can be yes, then it should be omitted...because we will always exceed that soft limitation. ;)
  • 09-21-2016, 01:22 PM
    Altras
    Quote:

    Originally Posted by Crack View Post
    Anyone that been around long enough knows this but this begs the question if you're developing an event "Will this aspect get phased out and not be visible if the player count exceeds design?". If the answer can be yes, then it should be omitted...because we will always exceed that soft limitation. ;)

    I mean they could but there kinda limited by...uhh....
  • 09-21-2016, 01:58 PM
    Bloodbath82
    The simpler solution to everyone jumping to 1 major would be to spawn more across all phases instead of 1 or 2 every couple hrs in 1 phase
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