Avorion

Avorion

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Asherogar Aug 10, 2022 @ 2:41pm
Extensive feedback on rifts
Let me start with I like rifts the idea of rifts. Those randomly generated missions in sectors with exploring, fighting and doing other mission stuff by the end of which you're being rewarded with a new very handy hybrid systems. It's fun... in theory, but I just got back from surviving 20 minutes after swarm arrived because of some VERY baffling and incompetent game design decisions and I'm not exactly having fun. Every single of those decisions wouldn't be much, but I have a list of complains about literally every single aspect of the rifts, aside from the fundamental idea, so there's a lot of work for devs to do.

Permormance

It's horrible. Normally even if i'm fighting a swarm of pirates in a huge asteroid field, while swimming in wreckages, my fps still holds at around 40, not ideal, but playable, especially considering it's not a large amount of playtime in such a state. Otherwise fps is around 70-90, depending on a sector and how much is going on around.

But now we have rifts. 10 times the size of the sector, filled to the brim with asteroids, wreckages and all the additional mission related and not stuff. Your system still holds? No worries, we have you covered, 200-300 enemies in each rift, while the game has ZERO EFFECTIVE SYSTEMS TO OPTIMIZE WRECKAGES. Hoo boi. It's an absolute disaster. The moment I enter the rift, my fps already hovers at around 25-30, worse then the most intence battles in normal sectors. But when i spend some time in the rift and wreckages really start to accumulate, that's where ♥♥♥♥ hits the fan. First time I"ve ever seen my fps drop below 5. Not just below 5, sometimes my game just freezes for several seconds trying to process the next frame.

And before someone get the idea of changing graphical settings, no, it does nothing. Even if i cut literally every setting and lower resolution, 2-3 additional wrecks and my fps plunges below 5 again.

Just add the slider that regulates the biggest/richest allowed wreck, if it contains less then specified amount of recource or smaller then specified volume, it get's instantly despawned. I'd rather have "less pretty" ship graveyards, then unplayable slideshow.

Progression

Pure grindfest with completely random progression and multiple layers of rng. Ah, reminds me of Genshin Impact artifact system, at least here you're not exactly limited by how much you can grind rifts.

You need to accumulate rift resistance (RR for all future mentions) and that's a good idea, but tying it completely to modules and then making it so incredibly random at every aspect is insanity. I noticed that every time randomness is involved, Boxelware devs have no restrains and put absolutely whack ranges for possible random results (hello 99/0.99/0.01 turrets situation, where turrets of a same size, tech level and rarity can have a x100 differense in dps and for MANY YEARS devs honestly been thinking it's okay and there's no problems here). And wow, who would have thought that new system based completely on several layers of randomness, would have absolutely whack rng ranges, which completely destroy the system?! This never happened before and it just happened again.

Amount of RR subsystem gives you is completely random and not tied to rarity in any way. You can have a blue system with 10 res, or yellow with 15, but then get legendary with literal 3 RR. Add to this the fact that you need not just a random system, but the one actually useful for you and now you're trapped in rng hell. You can easily complete 20 rifts, get yourself 20+ systems and not use a single one of them. Oh yeah, assuming you even can complete the rift, because requirements for RR start to skyrocket, because the system expects you to get on average 7 RR system every run and then use all the hypotetical systems you got. Wow.

RR chips supposed to be a solution to this problem, but in current implementation i struggle to understand why they exist. Even the most powerful and expensive one gives you a pathetic 9 RR points for sacrificing an entire system slot.

You also can't buy chips from the shop, because each rift gives you about 30-40 data, i completely decked out my 10 slots with red chips and during all this time i accumulated around 750 data (with scientist captain during the whole time), which is almost enough for 2 red chips or 3 yellow ones. Currently the only sane way to get systems is to use Xsotan Hunter captain, choose some easy mission, rush the objective, kill The Big Guy summoned by hunter and bail out of the rift. The Big Guy always drops yellow or red chip (250-400 worth of data per rift) completely irrelevant of the rift mission and difficulty and that's how i decked out my main ship.

Now what if i say you need to repeat the whole process again and again for each ship you decide to bring with you? I'll explain later why you might need them.

Ways to bail out of the rift

Let's talk about walking out with a bang. Iirc there' current 4 ways to exist rift: Device that hyperjumps you of it after short charge up, Wormhole creating device, Another wormhole creating device, but with 2 min charge time and Ancient gate. First two are good, i don't have any complaints about them. But the Wormhole charge and Ancient gate were NOT tested by anyone, in any capacity or situation ever. If someone from dev team played with those things and "okayed" them into release version, he should be fired. Prefferably from the cannon and towards the sun for stealing the oxygen from humanity this whole time.

Wormhole charging device. You activate this thing and it spawns a device near you, that charges for 2 minutes. Device attracts Xsotan, but it's immune to dmg, so you don't need to worry about Xsotan destroying it.

Sounds neat, right? Just a little bit of difficulty compare to usual wormhole device, very fitting for harder rifts. There's 2 things tho. Projectiles in Avorion have force. When your ship is hit by enemy shots, they apply a bit of force and move your ship ever so slightly. It's not very noticeable, because your 10 slots heavy cruiser have a great mass and your thrusters automatically and with ease counter any possible momentum applied to your ship.

But what if we had some very light object immune to dmg and lacking any engine and stabilising systems? Also an object that Xsotan is obsessed with shooting at and you need to stay very close to for 2 minutes while gunning down hordes of Xsotan from all sides? That would be very silly game design and I'm happy we don't have anything like that in the game... or do we?

This is very annoying, but still recoverable, I'm 100% sure everyone accidentally launched some secret stash after poorly judging a braking distance. Use your object detector to locate it, carefully approach and stay near it, maybe even slow it down with docking force turrets, right? Well, IT'S COMPLETELY INVISIBLE TO ANY SENSORS. It's not highlighted passively, object detector can't find it and even Tactical mode doesn't register it as a ship, despite if you target it, scanner data tell you it's a ship!

You. Can't. Find. It.

Do you see why i think this stuff wasn't tested by anyone?

Ancient gate. Collect a battery and activation device near the gate and bring them to the gates all the while fighting off swarms of Xsotan.

Here devs actually figured that player needs some way of finding the stuff needed, so device passively pings from time to time and battery also has variety of highlights.

But there's a single problem. Device is not invincible and has durability of a house of cards in the middle of Japan during yet another super earthquake. You need to dock this thing onto your ship and haul it to the gate. Dock on your ship, that works as a target dummy for a swarm of Xsotan shooting you from all sides. Yeah...let's just say now you know how I completed the achievement for surviving 20 minutes in the rift after the swarm arrives.

KT limits

I suppose anyone reading to this point expected this to be the first complain, considering how much it was mentioned here or on discord already, but even if I didn't placed it as a first problem it's still a problem and a annoying one.

First of all, yes. I understand what was the idea behind those limits - to encourage people to use something other then the biggest baddest ship possible and just steamrolling the rift. But there's a difference between encouraging people and strangling them to death.

Station near The Barier. End of Xanion, 10 slots filled with yellows and reds, around 600 average kt. Enemies are pretty strong, so you really need 1.5mil shield + 400k armoured hull and 25-30 weapon slots of yellow crafted weapons to be toe-to-toe with regular enemies at this lvl.

Average rift mission at this station: 72 RR, Xsotan strenght +2, Xsotan swarm 2, Radiation 5, Magnetic interference 2, Energy weapons +1... 287kt limit. What the actual f... how? How you expect me to fight this insanity on a 6 slot ship? And I mean fight it, because the mission objective is to retrieve the core. Sorry not sorry for saying it, but Avorion is not Dark Souls, it's not a game of pure skill, numbers here matter A LOT, and unless you devs actually promote 50 minutes 50km rocket launchers cheese as an only legitimate way to play, this rifts are unbeatable.

This exapmle might be a bit on the extreme end, but even more mild rift missions are capped at around 430kt. At the end of Xanion. It's like 7-8 slots at max. And you need on average 60 RR, meaning full red systems with really good RR stats. I already explained earlier how hard they are to get, so bringing several ship into the rift is not feasible, unless you're playing coop.

Also, limits are... wait for it... random. Yeah. So as always with this dev team they have absolutely whack ranges for possible rng results and constantly wildly fluctuating. This rift is 400kt, this one is 529, this 360, there's 490 one...you end up constantly shrinking or bloating your ships for no reason.

IT'S. NOT. FUN.

KT limits need to go and be replaced with some other system, prefferably based on slots limit instead of kt, so rng range become actually reasonable and stopped fluctuating wildly.

If you want to put like 8 slots limit on The Barrier missions, do it, but scale down enemies strenght a bit accordingly. And normalise this limit across all missions for this difficutly level, no more 5-7-12-3-8 limit on a single rift station. It's not fun. If I see a mission too restricting for my ship, I just jump in nearby system with another rift station and chack it's missions, i'm not going to rebuild my ship entirely for this ridicuolus restrictions, because it's not fun.

Rift objectives

Remember i mentioned the need for multiple ships, co-op and complained a lot about the difficulties of kitting several ships for rift? Yeah, that's why. I have a very strong feeling some missions are designed with co-op in mind and unnececary difficult for a single player.

Applied xenology. Place the beacons near any monoliths. After you placed all 3, defend them from waves of Xsotan for 3 minutes.

Pretty easy and straighforward mission...if you have 3 strong fully kitted ships or playing in coop. Otherwise you're stuck in an endless game of whack-a-mole where working beacons attract and spwan Xsotan nearby, but mission progresses only if ALL 3 beacons are active. Flying around and beating Xsotan takes too much time, more then enough to spawn a few other groups on the other side of the sector and by the time you repaired a single beacon, 2 other got destroyed. At least beacons are passively highlited and rooted in place, so Xsotan can;t yeet them into a shadow realm. With 3 ships this mission will take 4-5 mins, solo it takes 25+

Rescue of a lost expedition. Collect the pods from special wreckages, bring them to the survivors camp and them bail out.

A bit annoying and less straightforward mission, with 0 explanation of what you supposed to do. Mission just says "find the survivors beacon". That's it. Nothing about what to do, where to look at, nothing. And mission doesn;t progress until you pick up a rescue pod from a wreckage. Again, nothing highlights or points out to the wreckages, they just sometimes flash, but unless you're looking for it, you wouldn't notice. Even if you do and fly closer to check what it is, unless you're hugging the wreckage, it will do nothing.

Mission itself is okay, but description and mission goals need a revamp, with some hints towards wreckages or just change the way you get pods.

Salvage Scan special wreckages, salvage them afterwards to get special artifacts. Gather enough and bail out.

The most restricting mission i think, you need to bring some salvage option and there's no other way around. In rare minerals mission you can just shoot down asteroids with you guns, but here you must have a salvage laser/fighters to even complete the main mission.
This restriction is okay i guess? But you need a similar warning like in the Pescue mission, telling you that you must have salvage option.

There's 2 other problems tho. First one is time. You spend too much time scanning wrecks and mission is generally too time restricted. Solo you can only scan 1 wreck at a time, so i feel this mission is also heavily geared for co-op and unnececary hard for a single player.

Second problem is randomness with quest item drops, especially with big wrecks. You can spend 15 minutes salvaging station wreck and still don't get any of the items.

Also cargo and cargo bay. You don't want more then absolute minimum cargo bay for your rift ship. Every kt must be spend on combat modules and additional energy/crew space. Missions with heavy reliance on cargo bay is not a very good idea when you're pushing players to fight enemies 3 heads taller then them.

Debuffs

Some of the rift effects are unbearable. Like gravitational anomalies, that make movement impossible or breeders sending swarms of immortal fighters at you and you can't do anything, because those rocks have 10mil hp.

Or Acid fog, Why? You have restrictions on what blocks can be built from which material. Why are you adding a debuff that corrodes and dmges blocks below highest available material? I can;t build Xanion armour or inertia dampener. And I'm not about to built my ship without those blocks. So this debuff is either doing nothing when it's too weak and ignored by everyone, or a pure cancer and missions with it are completely unbeatable if it's too strong. That's just a very badly designed effect.

Other stuff

I think i covered pretty much everything about rifts and my experience with them. Maybe I'm lucky and devs will fix at least some of this. Something like performance for example. But I also want to mention one other thing, not particularly related to rifts themselves: autotargeting.

Is it possible to increase targeting refresh? Currently turrets are shooting with 500 ping and I think I caused an innumerable warcrimes in Narnia by my lasers, shooting at it 20 meters ahead of enemy ships. The most infuriating thing is enemy or my AI ships don;t have that problem, it's exclusive to player ship.
Last edited by Asherogar; Aug 10, 2022 @ 2:46pm
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Showing 1-15 of 16 comments
Etgfrog Aug 10, 2022 @ 4:32pm 
"How you expect me to fight this insanity on a 6 slot ship?"
A bit awkward that my 31 kt rift ship has 7 slots, 120k shield and 800 cargo. Trinium CPU blocks increase processing power dramatically for the mass. Cargo capacity can get reached by using one of the rift cargo subsystems. Shield gets a decent boost from the the flat boosters.

I will admit, I'm still working my way up but the outer rifts seem to stay roughly the same difficulty range. From what I've noticed the only real downside of going through the lower areas and using a hunter as a captain is useless turrets that will probably get tossed into the disassembler.

Just going to put an edit, I think its fairly on point with your feedback, but it seems a bit exagerated from frustration.
Last edited by Etgfrog; Aug 10, 2022 @ 4:57pm
Wiawyr Aug 10, 2022 @ 5:14pm 
This was a pretty good read, and I can feel a very solid basis for the OP's frustration. This critique gives me satisfaction by proxy for sticking with 2.0.11.
Asherogar Aug 10, 2022 @ 10:21pm 
Originally posted by Etgfrog:
A bit awkward that my 31 kt rift ship has 7 slots, 120k shield and 800 cargo. Trinium CPU blocks increase processing power dramatically for the mass. Cargo capacity can get reached by using one of the rift cargo subsystems. Shield gets a decent boost from the the flat boosters.

And to achieve this you need to build your ship from the ground up specifically for the rift and kit it out with red+ very good systems. Meaning you're already clearing high level rifts for a long time. I also talked about all the other stats of the ships, and the thing is, when you start increasing one of them, like shield, all your other stats (energy, crew, engines, thrusters etc) need an increase too, which is why kt scaling starts to go out of control pretty fast. The stats you mentioned are not even your ship stats, it's a couple of mods, but in the rifts near the barrier you need both very good red+ mods and a very high base stats on a ship.

I already explained the problems with progression and collecting mods. Now about ships, because a lot of people want to fly around in cool ships from workshop, not some ugly brick made by themselves. And making a second option mandatory is not a very good design decision. Also don't forget wild limits fluctuations for kt even on the same Rift Station. That's why i want this system rewamped and limits are far more normilised.

As I said, resizing or rebuilding your ship for every single 10 min rift is not fun, it's a chore.

Originally posted by Etgfrog:
I will admit, I'm still working my way up but the outer rifts seem to stay roughly the same difficulty range. From what I've noticed the only real downside of going through the lower areas and using a hunter as a captain is useless turrets that will probably get tossed into the disassembler.

I'm talking mainly about rifts near The Barrier. Difficulty here ramps up a lot, whil limits stay roughly the same. I'm flying on my 10 slot with 2mil shield (some systems swap for better stats for the rift) + rechrger with 14 crafted yellow 1.5-1 size turrets and it's not always enough. Completing some mission with 400kt ship (mine is 600kt) that not perfectly minmaxed for the rift seems like suicide.

Originally posted by Etgfrog:
Just going to put an edit, I think its fairly on point with your feedback, but it seems a bit exagerated from frustration.

I've spent nearly 30 minutes trying to activate the gate and get out of the rift with my buttcheecks bending uranium rails in the process from the effort, iwas a bit pent-up to say the least, duh. But after good nights sleep i still stay by everything i said, despite maybe exxagerating some moments.
Laevathea Aug 11, 2022 @ 12:40am 
The biggest problem is that none of this stuff is moddable.

Because if it was, I'm sure modders could easily fix most problems.
Asherogar Aug 11, 2022 @ 12:48am 
Originally posted by Cassie:
The biggest problem is that none of this stuff is moddable.

Because if it was, I'm sure modders could easily fix most problems.

Eh, relying on modders to fix the game is pretty poor idea. Like I always say: "Modders should create new content, not fix the base game". As it works in Starsector, where most mods add new factions, ships, weapons or a whole new gameplay systems, instead of fixing broken stuff in the base game.
=Z= Aug 11, 2022 @ 2:10am 
for fans of the challenge, everything seems to be normal in this DLC. For me, it's just a short time before the swarm arrives and the endless appearance of ships from it is too annoying
. . . I came across a task " 20kt mass and 17 RR "
Zalzany Aug 11, 2022 @ 6:49am 
Most of this is for the challange mode stuff, and people going "why can I not take in a giant capital ship I do everything in that!" Its like no you need a smaller well built ship. They respond "what I sent my small bad built in, and it sucks!" Its like yeah WELL BUILT ships "I told you, I make BAD BUILDs!" Its like yeah clearly...

Like I seen some make some crazy good rift stuff, then others like "why I can no make a ship with iron and titanium any good?" Uh isn't this more of end game content? "I want it now its best stuff sooner I get it the better!" Every thing I saw on this said buy this later when your near endgame, because its endgame content. And then I read its people making monster ships or making smalls out of early, or mid game mats going "why it no work on late game zones!"
Last edited by Zalzany; Aug 11, 2022 @ 12:26pm
Mort Aug 11, 2022 @ 11:56am 
Originally posted by Zalzany:
Most os this is for the challange mode stuff, and people going "why can I not take in a giant capital ship I do everything in that!" Its like no you need a smaller well built ship. They respond "what I sent my small bad built in, and it sucks!" Its like yeah WELL BUILT ships "I told you I make BAD BUILDs!" Its like yeah clearly...

Like I seen some make some crazy good rift stuff, then others like "why I can no make a ship with iron and titanium any good?" Uh isn't this more of end game content? "I want it now its best stuff sooner I get it the better!" Every thing I saw on this said buy this later when your near endgame, because its endgame content. And then I read its people making monster ships or making smalls out of early, or mid game mats going "why it no work on late game zones!"

What language is this? Google translate gave up .. I also gave up.
Pino Aug 11, 2022 @ 12:01pm 
The feedback is useful, but the parts where you exaggerated by frustration are actually detracting credibility and distract from the parts where you make good points. For example you said "430kt it's like 7-8 slots at max" but the ship I'm using in a playthrough now it's 455kt and 9 slot (near 10) and it's not at all built from rifts: i didn't use a single Computer Core, for example. I suggest you make a second read after some time and smooth out some points, then it would be very good feedback. I'd remove also the points about... the cannon and the sun, even if someone made some mistakes, that part is over the top.

You also made no mention about overcharge: have you noticed that? You can overcharge the teleporter up to 200%, that can make the odd 250kt mass mission up to 750kt limit, and that means you can enter the mission undamaged.

About the RR, i did some mission with 2/13 protection and still my hp stayed the same during the mission, so it doesn't seem to mean a lot. Playing at Expert if that does some difference. The description ingame tell the ship will take damage but it doesn't tell how much, I have the impression that it does low damage per level, so you don't really need full protection.

About the mission type "Applied xenology", you can do that without combat at all. Don't bring the Xsotan Hunter captain (I think the enemies spawned by that are aggroed by default) and you can place the beacons, wait 3 mins, and go out. I also did that by combat and I still won, because the enemies were not spawning unlimited, so I managed to kill them all and repair the probes. However I saw another one that complained about the whach-a-mole game, so maybe in some cases they spawn more. Not sure about their spawn mechanics.

I agree with you on performance, something should be done, they can get to unplayable levels, contrary to other parts of the game. Either despawn wrecks (tell that the rift eats dead xsotans or something) or less enemies but more damage per enemy, or less turrets per enemy but with more damage per turret, or something else.
Zalzany Aug 11, 2022 @ 12:26pm 
Originally posted by Mort:
Originally posted by Zalzany:
Most os this is for the challange mode stuff, and people going "why can I not take in a giant capital ship I do everything in that!" Its like no you need a smaller well built ship. They respond "what I sent my small bad built in, and it sucks!" Its like yeah WELL BUILT ships "I told you I make BAD BUILDs!" Its like yeah clearly...

Like I seen some make some crazy good rift stuff, then others like "why I can no make a ship with iron and titanium any good?" Uh isn't this more of end game content? "I want it now its best stuff sooner I get it the better!" Every thing I saw on this said buy this later when your near endgame, because its endgame content. And then I read its people making monster ships or making smalls out of early, or mid game mats going "why it no work on late game zones!"

What language is this? Google translate gave up .. I also gave up.
I got a feeling you do that a lot, I bet you didn't google translate either. Probably give up on a comeback to this as well.
Etgfrog Aug 11, 2022 @ 4:53pm 
Originally posted by Asherogar:
I've spent nearly 30 minutes trying to activate the gate and get out of the rift with my buttcheecks bending uranium rails in the process from the effort, iwas a bit pent-up to say the least, duh. But after good nights sleep i still stay by everything i said, despite maybe exxagerating some moments.
Which is fair enough,


Originally posted by Asherogar:
And to achieve this you need to build your ship from the ground up specifically for the rift and kit it out with red+ very good systems. Meaning you're already clearing high level rifts for a long time. I also talked about all the other stats of the ships, and the thing is, when you start increasing one of them, like shield, all your other stats (energy, crew, engines, thrusters etc) need an increase too, which is why kt scaling starts to go out of control pretty fast. The stats you mentioned are not even your ship stats, it's a couple of mods, but in the rifts near the barrier you need both very good red+ mods and a very high base stats on a ship.
They were actually mostly Exceptional tier with a few Exotics at the time and I mentioned about using the hunter captain and being able to get higher tier subsystems in even depth 1 rifts. After this post you made, I decided to give the higher tier stuff a try and yeah, I do understand what you mean, but that was from trying to take a now 40 kt ship into a 50 depth rift then dying. I do understand the mistake I made and I think its possible for me to have done that, I just tried to take on far more then I could. I'm now looking at getting a more optimized weapon loadout for my ship instead of the haphazard whatever has the highest dps with good range.

If your refering to having trinium and going back to lower areas, then yeah, I can understand that being thought as an issue. I mostly did that so I could basically speed through to kill what the hunter captain brought in since the mods that drop are really good for things other then rift. My first excursions into the rifts was using a full titanium ship, which I will say that I do somewhat agree on the acid fog being dumb since it stops inertia dampener from being used all the way until the end of the game, since they are twice as effective as directional thrusters at deceleration, which is kind of important to be able to stop in the rift.

Originally posted by Asherogar:
I already explained the problems with progression and collecting mods. Now about ships, because a lot of people want to fly around in cool ships from workshop, not some ugly brick made by themselves. And making a second option mandatory is not a very good design decision. Also don't forget wild limits fluctuations for kt even on the same Rift Station. That's why i want this system rewamped and limits are far more normilised.

As I said, resizing or rebuilding your ship for every single 10 min rift is not fun, it's a chore.
This DLC is going to make a new set of ships appear on the workshop that both looks good and has somewhat standardize amount of mass. Something like 20 kT, 60 kT, 200 kT and 500 kT is going to be my guess as the standards for weight limits on how much mass in each rift tier.
Asherogar Aug 11, 2022 @ 5:01pm 
Originally posted by Pino:
The feedback is useful, but the parts where you exaggerated by frustration are actually detracting credibility and distract from the parts where you make good points. I suggest you make a second read after some time and smooth out some points, then it would be very good feedback. I'd remove also the points about... the cannon and the sun, even if someone made some mistakes, that part is over the top.

I'm not about to self-censor myself days after posting and even now, when I no longer affected by the incident, I would've wrote it in roughly similar manner. That's just how I talk, when I'm criticizing something and believe that I'm right. Game design decisions made by devs caused me all this frustration by their incompetence and I see nothing wrong with throwing a few jabs in return. If said devs are too fragile to take feedback in this form and make it into something useful and productive, it's not my problem. I'm not a monk and also not being paid to alpha test the game, on the contrary it's me who pays in money, time and effort to test the game for devs, because they can't afford to test run new content themselves.

Originally posted by Pino:
you said "430kt it's like 7-8 slots at max" but the ship I'm using in a playthrough now it's 455kt and 9 slot (near 10) and it's not at all built from rifts: i didn't use a single Computer Core, for example.

That was the whole point of my example. Mass is a very poor indicator of a ship powerlevel. Also makes some modules like armour insanely ineffective and 99% of the ships in workshop are fundamentally not viable in rifts simply because the most effective ship in the rift is purely utalitarian The Brick. And rifts/kt limits were balanced around this super minmaxed, ugly The Brick. That's not fun.

I said about 7-8 slots, because i tried a bunch of various ship designs that i subbed to and a lot of them were around 400kt and 8 slots.

Again, the point was that KT limits are completely arbitrary, when we have much more reliable slots system, which is even used in progression of the main game itself. You're limited by a number of slots you can have on a certain material level. Then why suddenly kt?

Originally posted by Pino:
You also made no mention about overcharge: have you noticed that? You can overcharge the teleporter up to 200%, that can make the odd 250kt mass mission up to 750kt limit, and that means you can enter the mission undamaged.

First of all, because of how wildly kt limits on the same station fluctuate, I always find myself either ~20% over the limit of overcharged teleporter or ~30-40% over the base limit. Overcharging in any of those situations is a pure waste, so i need to rebuild my entire ship just for a single 15 min mission, it's bs.

Second, I have no idea what "Xsotan strenght +1/2" means. There's 0 information about it in game. Is there just more Xsotan around the starting point? Then why even bother with limits, just steamroll with 15 slots drednought. There's more Xsotan spawning? Also mnageable, but why bother with limits when you can steamroll? Xsotan are of a higher tier? Now that's dangerous, and by overcharging i'm just suiciding into Ogonite lvl Xsotan with tech 40+ when I some distance away from barrier yet.

Originally posted by Pino:
About the RR, i did some mission with 2/13 protection and still my hp stayed the same during the mission, so it doesn't seem to mean a lot. Playing at Expert if that does some difference. The description ingame tell the ship will take damage but it doesn't tell how much, I have the impression that it does low damage per level, so you don't really need full protection.

The same thing I said about overcharge and xsotan strenght. If it's so irrelevant that passive healing from crew takes care of it, then why even bother with all this progression system and constant warnings? Make it actually scary, but fix the progression first.

Originally posted by Pino:
About the mission type "Applied xenology", you can do that without combat at all. Don't bring the Xsotan Hunter captain (I think the enemies spawned by that are aggroed by default) and you can place the beacons, wait 3 mins, and go out. I also did that by combat and I still won, because the enemies were not spawning unlimited, so I managed to kill them all and repair the probes. However I saw another one that complained about the whach-a-mole game, so maybe in some cases they spawn more. Not sure about their spawn mechanics.

it doesn't work like this, during scanning process (after you place all 3 beacons) Xsotan aggroing not on you, but on beacons. Even if you placed all the beacons without disturbing any Xsotan (which I also did), then Xsotan spawned by those active beacons will target one of the beacons either way.

The most annoying part is how fast and painfully easy this mission is when you have 3 capable ships to put near beacons or playing in coop and at the same time this mission is a literal torture for solo players.
Asherogar Aug 11, 2022 @ 5:29pm 
Originally posted by Etgfrog:
They were actually mostly Exceptional tier with a few Exotics at the time and I mentioned about using the hunter captain and being able to get higher tier subsystems in even depth 1 rifts.

Which is just hunter captain being broken and letting you to completely bypass progression system. Hard to have any problems in low lvl (not RR lvl, i mean material level or general powerlevel of enemies) rifts when you ship is filled with yellow/red which you're not supposed to have access to yet.

Originally posted by Etgfrog:
After this post you made, I decided to give the higher tier stuff a try and yeah, I do understand what you mean, but that was from trying to take a now 40 kt ship into a 50 depth rift then dying. I do understand the mistake I made and I think its possible for me to have done that, I just tried to take on far more then I could. I'm now looking at getting a more optimized weapon loadout for my ship instead of the haphazard whatever has the highest dps with good range.

I wasn't talking about deeper rifts with higher RR requirement, I was talking about rifts near xanion or The Barrier. The closer you are to the center, the stronger enemies get. Until xanion, they're mostly pushovers. You can go by on some small ship with a mish-mash of random turrets looted from pirates and secret caches. But at xanion enemies stats suddenly skyrocket. Having at least 400kt+ 8+ slots ship fully kitted (30 combat turret slots) with yellow crafted high roll turrets becomes a neccesity just to do combat stuff you'll been doing before. And all of this applies to rifts too. But not to rifts limits, they're largely the same as at trinium level, just enemies have x5 the stats (HP, shield and obv dmg, a LOT of dmg) and you expected to defeat them on the same trinium lvl ship.

Originally posted by Etgfrog:
This DLC is going to make a new set of ships appear on the workshop that both looks good and has somewhat standardize amount of mass. Something like 20 kT, 60 kT, 200 kT and 500 kT is going to be my guess as the standards for weight limits on how much mass in each rift tier.

Make it when? A year after? What am I going to do now, when I want to complete rifts? And what if I don't like how those few ships look? Sit there until someone makes a ship that i like? It's silly making a system and then relying entirely on someone in community to create tools to play this system.

Also it's a pure speculation, but cool ships having a LOT of mass in decorative elements (which btw make them cool looking) is not. Good looking ships just fundamentally not suited for rifts, compared to The Brick. For the rift you want to use every single shred of mass on functional blocks, not some garbage armor or blank hull. That creates insane restriction on you ship design.

No. It's not fun. Make it around system slots instead.
Last edited by Asherogar; Aug 11, 2022 @ 5:31pm
Laevathea Aug 11, 2022 @ 11:40pm 
Originally posted by Zalzany:
Most of this is for the challange mode stuff, and people going "why can I not take in a giant capital ship I do everything in that!"

The loudest voices about this are people who play with mods that make those giant capital ships look like pittance against Xsotan.

This DLC entirely broke compatability with any mod that made the game into an actual challenge, it has nothing to do with the pathetic vanilla things you currently find in rifts.
Last edited by Laevathea; Aug 11, 2022 @ 11:43pm
Enlonwhite Oct 12, 2024 @ 8:39am 
I know I missed this conversation about 2 years or more now, but.....

I was google on what to do with Ancient Cargo found in rift missions (mission relevant cargo I guess??? in game it says) Anyways, likely its useless or just sale for credits forget it.

First, I have played for years now, with all DLC's, I play with mods but I hate all the ones that add too much power to the player.
(at most double turrets guyson the subs, anything more is just a sad desire for power.)

Anyways onto Rift ranting!

First what is likely the purpose and/or intent of Rifts with this DLC.
---Give specialty challenges (they sort of achieved this...but yes poorly, more so at release.)
---Put limits on ways to achieve more diverse creations or solutions.
(limits they used were double edge swords, which was bad, will explain later.)
--promote more co-op sitiuations......see mass limit issue to know why this did not fair well.
--- Offer new end game?....I mean content to entice people to play the DLC
(same content of game design, just different flavor of showing it. really they were trying to kill a meta in a way, but really only doubled down on two flaws in the games current mechanical design.
Note: New hybrid systems when used in 3 or more combinations are in many ways TOO good compared to base vanilla game, but this does make it worth buying, so that is why they did it.
---New missions with new goals are great....why didnt the base game get new missions, trust me a few modders have EASILY fixed this. (yes several of the missions the first author played have had updates to minor issues and fixes for minor designs....not all of them.)

That covers most of the DLC goal/design (if didnt mention it, its likely cause if failed to do anything towards that, or matters not due to the issues the base game has.)

Current game issues related to Rifts---
Big ships are better period, even if the NEW Mass max is limited by mission Restriction maxing that gain out for every Kilo-Ton is simply too good and/or too necessary.
RESULT--mass limit bad by being too restrictive, and mass limits did vary too much.
-Solution Standardize mass limits based on mission depth with SLIGHT variance to amounts.
(Devs here that? SLIGHT change to Mass Ranges. Dam turret RNG stat drop ranges)

CO-OP into RIFTS
Mass limits is a double edge sword here, -- So you want Co-op a rift? you both have a ship designed for the mission? That is cool, but wait, the mass limit is 300 Kt, and BOTH of your ships are 300 KT...sure you can double the limit by overcharging.....but its going to be harder......wait your ships are designed to solo this mission at 300Kt? and going harder would make it less efficient then playing solo?......
Yeah mass limit really killed CO-OP enticement and prevented more casual friends from joining more serious ones.
(aka this likely put more of a 'Rift' between fellow players playing together....yeah I punned I will see myself out.)

Solution-- Slight fix but one that would encourage more varied game-play on default Rift constant mass values. Mass limit sure, but more on SHIP total counts allowed.1
Instead have Mass limit as a "MAX" size of ship to safely launch into the Rift Location, BUT this is not a MASS limit overall to the "NUMBER" of ships you can take. aka add a SHIP Number LIMIT 2 or 3 set as the lower limit with up to 5 or 7 total ships.
(they can Choose to take only 1 ship, give mass constraint bonus to allowed SINGLE ship)
This change encourages some limits to ship size, allows co-op to be easier to access when the Mass limits are more consistent and standardized.
The idea here is to encourage ships of smaller design, and possible ship variations to compliment each other. aka, ship SIZE is still limited but over all play is kept focused on offering different solutions to achieve a common goal.

SO the base game subsystem slot mechanic is too....simple, which promotes limited Effective play, trying to force different subsystem usage wont change this, and hybrid systems just bandied fixed slot issue in a good way sure, but never addresses the big ship meta play issue as a result.
Solutions----There are a few, and sadly NONE are easy to put into the game. its likely so hard coded in the game those 15 slots that trying to change that may result in alot of work or entire game change.
(At that point Just build a new game based on this one right?)

But two main things to focus to fix it are, Easier fix is to introduce UTILITY sub slots that only specifc TYPE of subsystems can go in there. (Basically category based slots.)

Second, make ship size matter more (ship core specialty idea.)
I would go even further with a CORE slot that you can put specialty ship core to get bonuses to your ship if it meets certain limits. (aka an example way to encourage ship size limits) This specialty Core may even add in utility slots, or special sub slots that only very specific subs are allowed into (which give increased benefits while doing so)
This can not only be designed to support ship sizes but also ship roles or focuses.
(now we just need AI ship formation flying to make that even more useful.)

Short version fix- increase game setting of Rift mass limit in multiplier to 200% or higher
(my friends do 250%) to play Co-op on harder difficulties for Rifts.
Focus on ship designs around 120 Kt, 200 Kt, 300 Kt, and 450 Kt these will be 6-10 slot style ships most likely. Builders skill may vary. *weapon Variety helps actually.
(anything more then 450Kt just use more then one ship, dont get all focused on one ship playing.) Any RR past 70 you may need bigger ships.
I usually use heavily edited workshop ships, which is not all that hard to do to make rift worthy. Yes I have designed from scratch a couple myself, but that is usually for smaller Kt rifts for a challenge, the Kt of 200 or more workshops are usually more then enough and easier to edit the build from scratch.

Want a super EASY way to FARM Hybrid Subsystems? warning its cheesy and actually in the base game. MERCHANT Captain needed, Procure mission type "Buy" Rift Research DATA (scroll all way down to *item list), using a fleet of 2-8 escorts depending on how much you want at one time. Costs ALOT of money....(just afk earn it from station economy setup you should have done so already.) It will take some time, but its all just point click gain Rift Research Data Passively. 24,000 gained in 2 hours afk with enough ships to make sure it was safe. Then use a High jump range ship to just hop to each Gift center to spend your RRD that you bought. Congratz you now have hybrid systems without doing RIFTS actually. Each station has one RED always, every 20 minutes.
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Date Posted: Aug 10, 2022 @ 2:41pm
Posts: 16