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ant99999

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About ant99999

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  1. Well, this changes things a lot. So you are the person I was referring too, and you reply is your stance on the subject, makes it much clearer for me. As I don't want to write enormous wall of text with quotes this time, I'll just reply to your post in general. What you consider a flaw in Warframe, i.e. weapons depending on the mods, I consider the greatest achievement. You should not think of it like mods are doing all the work, it's actually quite the opposite. The build is always based on the weapon's strengths and weaknesses, you cannot just figure out a universal build for anything. What mods do (or at least what are they designed for) is add another level of customisation to your weaponry, and simultaniously another way of progressing through the game. What I strongly disliked about Destiny and whatever other looter shooter out there is that you get a desired weapon (or a desired roll for it) and that's it, no more development, no more depth. Whatever you build your weapon for in Destiny, in the end it will be not much of a difference from any other variation of this weapon's roll. In Warframe however difference between different builds can be actually a lot more than between weapons, so effectively we have much more than 400 guns and blades. This is the greatest thing mods system brings to the game which is almost completely missing in any of Warframe's competitors. The whole thing about weapon perks is subjective I guess. In Destiny what I saw just looked... the same for me. Warframe still has somehow more creativity in designing weapons (Simulor is my favourite example here). However One Thousand Voices that you mentioned and some other weapons in Destiny are quite unique in behaviour as well. What you say about having everything in the game however is completely true. Warframe right now has one ultimate goal - collect 'em all. But there's nothing further. And speaking of this I'm interested: how does Destiny manage this? What does a player in Destiny do when he got everything there is? Does he just go play Gambit or Crucible, or is there something in PvE that keeps players coming?
  2. Well, I honestly thought the question was about a subjective satisfaction a person feels when they find a rare loot drop. Checking what OP said only proves this right. The purpose for which one item or another is going to be used is completely irrelevant here. Someone even replied about loving fluffs more than mods or weapons, this obviously doesn't mean fluffs contribute more to a build than either of them. And remind me, what complaints did Warframe receive about it's rewards? I remember hearing here or there that exotics in Destiny mostly drop in the dumbest way possible - randomly from a random enemy. I hear criticism towards Anthem's loot system having ridiculously low drop chances almost in every Anthem related video I watch. But I never heard a complaint about Warframe which is more than 'I loved the alerts, and now we have Nightwave where I have to actually do something to receive rewards, so I hate it' And please no more about Anthem's 'good stats'. To this day I sometimes remember that bs about a starter weapon being the strongest in the game and laugh. Well, long story short, my words were mostly a standart 'Destiny is like Warframe but worse' meme. But if you insist so much, then I'll tell you my subjective opinion on Destiny 2. I played it, I honestly wanted it to be good (considering the price). But it failed miserably in being good for me. What I found was a hollow shell of a game with flat out bad story, mediocre characters at best (this game even has a companion more annoying than Ordis) and half of the weaponry being 'Braton with a twist'. Add here two and a half activities in the whole that you can do to entertain yourself and you get a perfect waste of money. And this Really, and I thought exotic's perks are at the same level as Lenz, Knell or Pyrana Prime... oh wait, you can't summon a ghost version of a weapon to fire both simultaniously in Destiny, my bad. So you see, what I said at first wasn't even an attempt to express my opinion about that game. What's said above was. Moving on. Again, the point there is in the fact of getting a rare item, not in whether or not it is enough for a build. What is this even supposed to mean? The whole purpose of progression is to make a good build for a weapon. And finally let's clarify one moment. My reply was in no way addressed to you. I don't know why, but judging by quotes like this, you seem to think that I offended you personally in some way. This is not true, I don't care about what game you prefer or if you prefer both. I'm just expressing my opinion on the subject.
  3. Pretty much apples and oranges I think. I love the word 'objectively' being used there, as if it can be objectively measured what is better for a certain individual. Speaking of apples and oranges, as one particular content creator once said, 'comparing Warframe and Destiny is like comparing apples and oranges except the oranges don't have any f*** content'. So yeah, the desire of overrating these flashy-soundy exotic pop-ups in Destiny is quite understandable from a Destiny fan, he does what he can to defend the game. But for me personally mods are more satisfying than prime parts, as the parts are just parts, and none is rarer than a ~30% drop chanse from radiant squad.
  4. Too small or not, they made Steve come up with the idea of introducing difficulty selection to Star Chart. And well... it is indeed easy most of the time. I mean... isn't it being too difficult that half of the replies are complaining about? Last time I checked introducing waves of enemies with growing level meant increase in difficulty. This recurring complaint about some enemy type being 'annoying' 9 times out of 10 translates into a player's inability to choose loadout accordingly to the mission specifics. It's like you are picking Excalibur for Eidolon hunt and then complain it is being annoying. The 'problem' they are talking about is easily solvable, but for some reason they consider writing a post on Forums instead of trying a different warframe or weapons. Then let's define the word 'difficulty'. As my common sense suggests difficult means harder to manage. Aren't nullifier ospreys harder to manage than lack of them? They are. Are higher level enemies harder to manage than lower level? They are. But some players prefer using word 'annoying', which makes it sound so that their failure to defeat these enemies is somehow DE's fault.
  5. Players: complain about game being too easy DE: add a mechanic that increases difficulty Players: complain about the game being too difficult DE: what the...? Seriously, what's wrong with you? It is literally a thing a lot of people wanted - increasing difficulty. It is not forced, it is not hard to counter. It allows you to chose between calmly mining or farming Corpus. They can be one-shotted by most of the weapons. DE even made them despawn if you go to far from them to let you not care much about leaving them behind. But you still managed to find a thing to complain about.
  6. The general idea I think is somewhere about right, i.e. changing objectives, increasing difficulty, cosmetic only rewards. However I'm strongly against so many randomness. You see, you propose a gamemode where every build/setup can shine in some way, but the random part itself contradicts with it. It means that I'm a lot more likely to bring my Inaros or Wukong or Mesa or whatever else that is guaranteed to succeed in most at some mediocre level rather than equip something as specialized as Mag or Vauban. That's why the randomness must go. The good example of varying but still adjustable endgame content is maps from Path of Exile. In case you don't know the main idea there is that every map you are going to run is an item with modifiable affixes. This means that whatever build you are running you can roll a suitable sets of modifiers. This idea can be transfered to Warframe. The variables are mission type, enemy health, amount of eximus units, amount of heavy foes, enemy faction and so on. While increasing level is what keeps the difficulty growing. My idea will be to give the player an opportunity to adjust some of these variables every zone so that even the most specialized builds can get some appropriate challenge. Also the Devs don't read General Discussion, you'd better post this in Feedback.
  7. The thing with pure CC, just as @-AoN-CanoLathra- said is that it doesn't have any practical application, and every new added gamemode only worthens it. Why? Because CC as a defensive mean is extremely positional, and all the endgame content we have focuses on quick offensive gameplay (well except Sortie Defence and Interception, and Defence there requires more health buffs than CC). This means that the area of use for CC shrunk into being just self-protection for DDs and buffers and even there it cannot be the main source of protection as it is less reliable than damage resistances. So yeah, the game pretty much evolved into this state, it wasn't so much so in the past and now it has changed.
  8. You can also try Kepler on Phobos. These missions are extremely fast, takes only around one minute and there is a relic reward almost all the time.
  9. The exact way of how you would introduce it is less important, but combining PvP and PvE is a good way to make Conclave a bit more popular. Gambit, I think, was a rather clever way to do it for Destiny, however in Warframe this can end up different because of huge mobility difference between bots and players. But to begin with, this will do. A bit of suggestions. First and foremost - PvP balancing, and only it. Bots' difficulty can be easily adjusted to make them have appropriate eHP and damage, but for PvP part this is crucial. Second - reward for engaging in PvP. The goal of this mode is to introduce PvE players to PvP in the most gentle way, but make PvP part completely optional, and no one would participate in it. Just like in Gambit, engaging in PvP and winning the encounter should give a massive advantage to the team and for the player as well. For example, winning player can steal Index points from the one he killed and bring them to his team. Third - matchmaking. This is rather tricky. You won't be anle to introduce a proper one as long as player count is low, but as soon as it reaches reasonable numbers, proper skill-based matchmaking needs to be added asap.
  10. Generally Tenno work with who they consider most profitable for them. We already allied with the most questionable powers in the system. We help Grineer/Corpus on the regular during invasion just for rare blueprints, not even minding endangering our own relays by helping them. We work together with such great people as New Loka, dangerous cult, mad about everything they consider not natural. We can even fight against each other if the reward is worth it. The answer for your question is: anyone with resources.
  11. What a twist! Spoiler - they aren't (see new corpus-sentient units from reworked Gas City). This by the way reminds me of another interesting topic to discuss - Orbs' origins and identities, but it is a whole another story. By the way I feel your pain, I just have no idea how this forums work somerimes.
  12. The main source fot my claim is the Silver Grove quest quotes by Silvana. I won't paste them here, too much text, but the main idea is that both Silvana and Margulis knew what was the purpose of their work, though not from the begining and it was rather unpleasant for them to know. Apologies for 'Margulis was executed for trying to use Tenno to remotely control warframes.', that's incorrect indeed. Your general idea about Warframe's timeline being rather unclear is true of course, although, I'd not consider it a flaw. But some of the general conclusions remain fairly reliable. By the way I don't even remember what started this timeline discussion and what is its connection to Larkspur. Edit: Oh yeah, it was the question about the similarities of the Sentient and Orokin war machines, and then it suddenly jumped into what was the first, Zariman or Sentient.
  13. Well, this doesn't make sence to me otherwise. Why would the Orokin develop an interstellar jumpship of such colossal size if they didn't even know how to terraform a distant system. In Vitruvian entries Ballas seems to mention the events in chronological order and he mentions Zariman children after the Sentient invasion. But even if the other way is true, it hardly even changes anything, just Ballas' intentions. I mean he is a d*k anyway. But this is definitely impossible. Margulis was executed for trying to use Tenno to remotely control warframes. All her works revolve around warframes. When Perintol's thing was around the warframes weren't even in project. So Margulis' execution took place long after.
  14. I highly doubt that. The creation of the Sentient apperaed long before Zariman was sent to Tau. Even using common sence - you will send a colonizing ship to a system only some time after the terraforming drones arrived there. Then Margulis' work on the Tenno and her execution as a consequence appeared long after that. Probably Ballas wanted to save the Empire back then, though his methods were quite cruel.
  15. That's practically impossible. None of the existing factions posesses such a technology to create a fully functional warframe. It requires incredibly high level of knowledge of the Void, the Tenno and the Infestation, none of which the Corpus has. The closest thing to this they could do is modify already discovered ancient frame buried somewhere on the Vallis. The Orb however might use some of her components found by Corpus as a part of her systems.
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