I like this update a lot, however.. it is overshadowed by so many issues that make it pretty much frustrating to play if you want to participate in the war (and also not play in SOLO, because if I have to play something like this solo I'll just opt for another game).
The list of issues noted in the past weeks:
1. Instances breaking and interceptors stop spawning > que scouts forever
2. Invisible interceptors that nobody can hit which also end breaking the instance
3. Progress bars just getting stuck at random > again no interceptors in most cases
4. Overall the instancing being even more of a pita than before
5. Thargoids bugging and being invulnerable (different issue to the invisible thargoid)
6. SLF are nuking AXCZs
7. Having to deal with restarting instances every time an AXCZ is finished (sounds easy, but when you have 10 different people in the instance it ends up being all but easy) + combine this with all bugs listed prior.
At this point if you want to actually play and not bother with having everyone jump out and resetting instance and not fight with bugged stuff CONSTANTLY you have to play solo > solo being boring because I want to play with other people and it's way more fun that way than just having few npcs with you.
But if you want to play in open (or any other bigger PG used for the war) you basically end up shooting at thargoids for 10 minutes and then spend an hour trying to get everyone to jump out so you can reset a bugged instance. BUT even that doesn't mean that you'll get to play as jumping back in might just put you into a different already ongoing instance that has a 90% chance of also being bugged > gg now you have to go through the entire process of resetting it again. And then the same thing might happen again lol. Or in the 'best' case scenario you'll actually reset it and get people back in with you and it'll bug itself again after 10 minutes... Rinse and repeat.
Just now what actually prompted me to write this is that I went through this process and ended up in bugged instances 6 or 7 times in row (few bugged instances in open and few in different pgs). Managed to get everyone out of two just to jump back in into a different one that was also stuck with an invisible interceptor. Very fun gameplay loop.
Now onto the solution - fix all the noted bugs (shockedpikachu.jpeg), but also could use some improvements on top of that.
1. Make planetary AXCZs perpetual as long as there's someone in to keep an instance running so you don't have to deal with having to restart it and battling people to jump to SC. Just have interceptors spawning forever pretty much.
2. Similar thing could be done with the outposts under attack, except that after defeating both Hydras the instance will reboot itself after 5 minutes and start with the scout wave again. (if #1 is not possible, just use this for planetary AXCZ's as well, have the scout wave re-initiate itself 5 minutes after the last AXCZ ends without having to go through the trouble of resetting.
3. Oh and as far as SLF's go - Fix... or disable them (Personally couldn't care less if they got disabled outright) - I'm tired of trying to kill people who use SLF's in AXCZs.
The list of issues noted in the past weeks:
1. Instances breaking and interceptors stop spawning > que scouts forever
2. Invisible interceptors that nobody can hit which also end breaking the instance
3. Progress bars just getting stuck at random > again no interceptors in most cases
4. Overall the instancing being even more of a pita than before
5. Thargoids bugging and being invulnerable (different issue to the invisible thargoid)
6. SLF are nuking AXCZs
7. Having to deal with restarting instances every time an AXCZ is finished (sounds easy, but when you have 10 different people in the instance it ends up being all but easy) + combine this with all bugs listed prior.
At this point if you want to actually play and not bother with having everyone jump out and resetting instance and not fight with bugged stuff CONSTANTLY you have to play solo > solo being boring because I want to play with other people and it's way more fun that way than just having few npcs with you.
But if you want to play in open (or any other bigger PG used for the war) you basically end up shooting at thargoids for 10 minutes and then spend an hour trying to get everyone to jump out so you can reset a bugged instance. BUT even that doesn't mean that you'll get to play as jumping back in might just put you into a different already ongoing instance that has a 90% chance of also being bugged > gg now you have to go through the entire process of resetting it again. And then the same thing might happen again lol. Or in the 'best' case scenario you'll actually reset it and get people back in with you and it'll bug itself again after 10 minutes... Rinse and repeat.
Just now what actually prompted me to write this is that I went through this process and ended up in bugged instances 6 or 7 times in row (few bugged instances in open and few in different pgs). Managed to get everyone out of two just to jump back in into a different one that was also stuck with an invisible interceptor. Very fun gameplay loop.
Now onto the solution - fix all the noted bugs (shockedpikachu.jpeg), but also could use some improvements on top of that.
1. Make planetary AXCZs perpetual as long as there's someone in to keep an instance running so you don't have to deal with having to restart it and battling people to jump to SC. Just have interceptors spawning forever pretty much.
2. Similar thing could be done with the outposts under attack, except that after defeating both Hydras the instance will reboot itself after 5 minutes and start with the scout wave again. (if #1 is not possible, just use this for planetary AXCZ's as well, have the scout wave re-initiate itself 5 minutes after the last AXCZ ends without having to go through the trouble of resetting.
3. Oh and as far as SLF's go - Fix... or disable them (Personally couldn't care less if they got disabled outright) - I'm tired of trying to kill people who use SLF's in AXCZs.