Feedback & Suggestions



That’s not success chance, that’s “affinity”. It’s not the same thing. It’s confusing and frankly a bad way to convey information if you ask me.


Several scenario suggestions/gripes/bugs/feedback/etc. I’ve been doing tons of scenarios over the free key weekend because I don’t ever do them and am really forcing myself to get some glyph progress in while it’s free. It’s been a slog, but I’ve noticed several things that need fixing/changed/adjusted.

  1. If you get militia protocol or use Bear Arms and one of the survivors gets a melee weapon they become a liability, especially in the Castle. If you get one of the mutated mobs who puts explody circles under your feet they will aggro survivors until you actually engage them. Melee survivors are kamikaze and just go running to their death. In the castle they can end up off in some weird place deep in the bowels of the thing and finding them can be tough. This can easily lose you that survivor. The radius that they will move before leashing back home needs to be significantly shortened so that they don’t leave the main room.
  2. The first thing I do when getting into a scen is looking at what bonus buffs are waiting. If there’s a healing one I pick it up so that it can respawn as something useful. The healing one sucks. Sucks bad. 4% health per tick is nothing. Literally nothing. It won’t save you, it won’t save anybody. That needs to be at least 7.5% if not more. And given the nature of scenarios it would probably be a really good idea if the heal ticks cleansed one debuff. This would bring the healing buff up to par with the damage and defense ones.
  3. I got Dr. Aldini as a “cavalry” bonus between waves. He’s got a Sov-Tech chainsaw. Funcom. There’s only one way to ask this. WHERE’S MY GOD DAMNED CHAINSAW? Or better yet, WHERE THE HELL IS MY FLAMETHROWER? They’d better be in S2 or I swear to Gaia…


Could you expand what exactly the percentage means? I know there are 3 mission ending states: Complete, Success and Outstanding. Doesn’t the percentage show the chance of getting a Success rather than just a Complete?


It’s in the Agent window. Just check the help and it will explain it.


Are you messing with me? The tooltip says this:

Affinity: The higher the affinity an agent has, the more likely they will receive Success and Outstanding results when finishing the mission.

Which is literally what I just said.


Of course. That’s exactly what I’m doing. I have nothing better to do with my time.

I thought the help text was more helpful. Affinity = Success Chance + Outstanding Chance, which if I understand correctly, means that you can fail even at 100%.


Where’d you get that from though? Because the help text is literally what @Vandelay just posted.


You’re just making stuff up right now, assuming things that are not said in the tooltip. Why would anyone assume a 100% chance to get Success+Outstanding mean you can still just get a Complete?

I mean, if I was wrong about affinity not being success chance, I would be glad to admit that. But the tooltip literally confirms what I thought.


I think it’s best if you @darxide & @Vandelay agree to disagree and leave it at that. Else you just tease the mods to get in here and speak the final word aka start cleaning stuff up and such.


Except that I proved my point 100%. I won’t agree to disagree. I was right and @Vandelay was being a jerk about it. The only thing I got wrong was that the two values add together (and crits aren’t factored after success, but rather at the same time as an alternate to success and fail) so 100% displayed is 100% to not fail.


[Interface] Aside of affinity definition I personally would really appreciate to reduce necessity to click on those tiny cross buttons as possible. Which means to be able click through missions easily when they are open (maybe arrow or ‘next’ button, or just missions icons on side bar), and the same with agents.


No need to do that, I just wanted an explanation. darxide said I was wrong and pointed me to the tooltip, which didn’t contradict anything I originally said. Then he stated 100% affinity could still mean you could “fail” the mission, despite the tooltip not even suggesting this, without offering anything to support that. Now he has given me a 54 minute long video with no timestamp. He’s claiming to be helpful and that I’m a jerk. No need to get any mods because I’m looking for an answer, not a fight.

@darxide, if you can give me a timestamp I’d like to check the video out. Otherwise I can’t sit through an entire devstream trying to catch the part about 100% affinity still being able to fail.

After watching the relevant section of the dev stream (starting 17:40), I hear Andrew say “[affinity] is your total chance of getting an item”. I still don’t see how that contradicts anything I said but I’m not going to continue an argument between players. I would appreciate if a developer could clarify how affinity works.


The video is already linked at the right time.


[Misc] Put a link to the official forums in the launcher.

[PVE] Make the dungeon loot boxes in two ways to open, one with key and full loot, one without key and reduced loot like the raid loot box. So players have something to do after spending the 18 keys.


That’s already in, actually, at least for the regular launcher. (Don’t know if Steam launcher is different.)


Right or wrong, its a terrible way to display things. Its confusing and makes no sense half the time. So i have a combined total of 100% to maybe get this or that but I can still fail, except the text blurbs suggest success even though I get zero experience.

Wonderful. Pointless, waste of time.


Just popped in to say that’s a good point. ‘100%’ is a horrible qualifier if its not a 100% chance to succeed. This is very very very very basic design. I don’t want to be rude - it just is outright bad design to have this.


[PvE] I’ve got a whole bunch of suggestions for scenarios - I think the reason a lot of people find them so incredibly frustrating is that they’re on the brink of being really fun (and sometimes are, if you’re very lucky with mob spawns/events) but are hamstrung by the difficulty varying so wildly and the difficulty mostly revolving around inconvenience/annoyance rather than challenge.

  • Add icons at the top of the screen to show which complication and benefit we’ve got and have them blink when there’s a bomb/possession underway
  • Instead of mobs dropping a powerup at random, make them a guaranteed drop from mutator mobs
  • Make the powerups affect both players in duo
  • Make the heal powerup better (a slight healing aura for the survivors maybe?)
  • Make the mutators easier to identify at a glance - put a cloud of buzzing flies on the infested or something
  • Stop mobs from a single spawn splitting up and running in two different directions
  • Stop mobs from standing too close together - trying to pick off a filthy mob or a healer/infested mutator in a spawn of 4 is one of the few times I find myself truly frustrated by reticle mode
  • Stop mobs from running far away from the player to cast a buff on themselves and then run back for no reason
  • Lower the health on the infestation locusts a little
  • Mark supply crates on the map
  • Make the first aid kit a PBAoE rather than GTAoE so it’s faster to use in a pinch
  • Make respawning instant - we shouldn’t have to install a mod to get rid of the agonising fade-in where we can’t control our character
  • On the Hotel and Mansion, give us a speed boost on respawn
  • This is probably too much to hope for but make solo scenarios pause if the player crashes or disconnects
  • Reduce the cast time on exorcism and make the spectre appear instantly instead of fading in
  • Make picking up and dropping the bomb instant
  • Make activating sprint instant - we can’t cast it in combat so it’s not like the cast can be interrupted anyway
  • Reduce the number of slowing/rooting effects mobs use - they’re obnoxious in a mode that requires high mobility
  • Replace the enemy snipers with wizards - having a circle aoe placed under your feet instead of a target above your head is almost functionally the same but it’s more intuitive, it allows all movement abilities to be used instead of only dodge and it doesn’t force you to cancel sprint if they target you while you’re running between fights
  • Make the filth pools from the infected mobs go away faster (if that means making the damage a little higher, so be it)

And finally, a bunch of suggestions specifically for the Castle to try and bring the difficulty into line with the other two maps

  • Replace the spiral staircase in the middle with a jump pad so that players can still use it as a shortcut but mobs that spawn upstairs will always take the same route to the survivors
  • Move the balcony spawn point to the bottom of the courtyard stairs
  • Open the room where you fight The Grey during the sabotage mission version of the map and move the spawn point adjacent to the survivor room to the far side by the exit window
  • Get rid of the fungal filth’s huge miasma aoe ability
  • Tone down the vampire mage boss a little


Here are a few things I find most frustrating with Scenarios.

  • Requires self healing, extra health & dps all at once.
  • Spawns are purely random, will I need purge? more interrupts? extra healing? more health? Have to plan for everything, not all weapons can do that.
  • Enemies ignore attempts to regain aggro. If you fail to get them before they attack survivors its quite difficult to drag them off. Usually requiring an interrupt to do so, sometimes not even then.
  • Heavily dependent on Time & Space gadgets, usually for interrupts. If you don’t have it max epic at least your gadget is nearly useless.
  • More than double the difficulty in duo scenarios for the same rewards. Solo gets boring but its far easier to solo than duo almost every time.
  • No shards at all (yeah some of us do need them)
  • Deserter for leaving (even if the other person already left and you are alone you get deserter? really?)
  • and finally They are way too long. 15 minutes for 3 glyph distillates regardless of difficulty? Tone down the timers please. Not the time between waves which are annoying but acceptable, the total time per phase, mainly the 2nd one, feels way too long.


[PvP] - Fusang. The place where the “Legends” have born.

[PvP] - Add player Glyph setup in to EFB. Like if you have split Evade/Defense, no matter if they are green, they are counted as Max (or suitable level for EFB HP pool) per Glyph. This way everyone can build their setup suited for their play style.

[Misc] - Account wide Bank and Account bound Gear rather than Character bound.


[Misc]Agent packages purchasable through Aurum:

Don’t make Agent Dossiers automatically bind to character.
-Ensure it doesn’t give you duplicates (Preferably not at all, but at LEAST not in the same package).
Feels pretty upsetting to drop Aurum on a pack of 10, to get 7 green gear, 1 blue gear, and two of the same agent that’s not at all useful to me, only to find I can’t trade or give away the duplicate.

4image might be a reasonable compensation once agents have been out for months, balancing out most of their costs on the AH, but for the moment (when people are most likely to spend Aurum), it’s just upsetting.

Oh, and 1 free random agent at L50 would make players far less angry about the low release droprate.

Lore locations:
Bathhouse lores 3 and 6 are currently only accessible using either abilities or motorbike-sprints (which apparently seem to let you jump slightly higher?). If you remove some of the (seemingly arbitrary) invisible walls around the climbable-looking rocks in the area this issue would solve itself.