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---Merchant---

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  1. Console players hosting are bad at more levels than you realize. Lets say you get 1000 stoneniums/hour with PC host This means you get 300 stoneniums/hour when console is hosting because the spawnrates are sometimes less than 30% of pc host Computers are connected to lan, this means pc connection is always more stable than wifi devices like switch and phones. Which should give them priority even ignoring the spawnrate issue. And lastly, when your mission is to kill x enemies (for example kill 1000 enemies in survival mission bounty it takes literally 10 times longer with console host What should happen >PC host priority(this is better experience even for the console player) >If console is the host, scale rewards and missions to the smaller ammount of enemies spawned, if 50% less enemies spawn then give people 50% more reward per kill If the bounty is kill 100 enemies, make it 50. If you need 10 fissures to open relic, drop 50% more fissures. Do not punish people for playing with people with console hardware. >Turning off crossplay on PC still connecting you to PC users that have crossplay on in case it can build computer party, if computer party can not be done then enter the prolonged search of pc users When connecting to console host I feel like crazytown visitor, with around 3 enemy spawns/5minutes in survival. Forcing us to just spam the life support machines to not fail.
  2. Hundreds of rivens have passed my hands, and people like me will not even look at riven without negative. It is just not worth our time, and resale value is therefore bad too. Guns get buffed and nerfed in various ways every sunday so you can buy god riven for jawsword and hope for incarnanon, prism jawsword, prime jawsword, vandal jawsword, kuva jawsword... but riven without negative stat will be always bad no matter how long you wait. I run filter exclusively for cc cd and multishot, then ignore anything without good negative (zoom, recoil) sometimes -magazine size or -main damage is better negative, because you can weight the status procs or use primed chamber... If I got cc cd multi and no negative for popular gun I'd simply reroll it... Some weapons are not crit based, and rivens for those are irrelevant. You'll likely have more dmg with some trash stats like +faction+range+element on them than with "god riven" So for those guns I get the cheapest riven possible(which is 20pl) and reroll it few times at most. For some shotguns you want multishot+anything, and that is easy to get in less than 20 rerolls too.
  3. Half of your issues are caused by not looking for them well enough. I never failed single one of these and I'm bug magnet, if there is bug i will experience it. But yes, it could use some improvements. We need >Increased difficulty(some sort of ultra steel path level cap enemies version with better droprates for tauforged shards) and better necramite placement in map. One time i spend with my team looking for them for like 15minutes.... it was clipped in the roof texture(something i've found out after 2 team mates quit already) Now I always check the roof if i can not find them instantly. They should ofcourse never spawn in such place, and it is probably easy to solve by checking for its vertical axis placement in the general level that they are in. There are not many possible levels in that tileset, maybe 3? So you'd have 3 checks with individual acceptable range for its axis position. Or use the room itself to position it. There are actually many ways to do it. As to the other issue you list, you could mean the non-objective related necramite, that one is always immortal yes. But because this is bugframe TM, you are probably right about all these bugs existing to some extent. But maybe this comment helps you solve some of those.
  4. You are missing the point of this game mode. To say "I do not want random stuff in circuit" It is like saying "I do not want to fly in archwing" There is no helping you when you simply dislike what the mode is. This is supposed to be rogue-like experience, where temporary buffs(cards) are lost on each playthru and add large power boosts. While taking proper care of all your items and min-maxing schools, arcanes etc is the long-term progression to make it easier. Here is how I play steel path circuit >Join in >Do not pick any weapon or warframe and just run to the "start round" >1shot all enemies without using any cards >Win few rounds with 0 danger of losing >Get my reward(incarnation ) >Wait 1 week to do that again. What I'd like to complain about is that it is too easy and does not punish you for not min-maxing everything. After you git gud all the power boosts are pointless unless you want to push untill level-cap.(which i'd not advice because bugs will make you stuck and you lose hours of progress, which i experienced multiple times)
  5. In diablo 3 if you attacked elite pack that you can not even see you'd instantly die. This was later replaced by reflect that lasts 10seconds then 10 seconds you can dps and and then you can not dps again later it was removed completely. (Not sure if it came ever back) There was never enough clarity in gameplay for this to work, to use AOE or ranged skill, hit enemy u can not see and instantly die forever losing your character did not feel great in hardcore mode. So it is removed(removing the problem) In path of exile reflect was functioning similarly later was removed from all but 2 cases(case 1. Boss they are too lazy to redesign because she was made like 10 years ago(atziri) 2. Map roll and it is unwriten rule to reroll such maps especially in party play. In path of exile you still simply instantly die to your own attack if those scenarios are met, but you can get reflect immunity or deal so little damage that you do not kill yourself(which is ofcourse not viable) use minions or turrets to do the attacking(so they die not u) So at least there are toold to avoid it. (So players are generally avoiding a problem) Btw even 0.01% reflect will instantly kill endgame build that is not 100% immune to reflect. Which to me really opens eyes on just how bad it is to scale the damage from player's damage done. In path of exile you can get upwards of 30k shield/life combined pool. Lets say you cheat yourself perfect items in every slot, you could maybe get 40k. But damage goes in to billions(much like warframe) 0.01% from billion=1million-mitigation(lets say you are ultra tanky with 90% mitigation)=100000>>>30000 life-100000 damage = -70000(You are no longer alive.) So even if you kept your damage and cheated yourself 2 times better items than exist in the game u'd die in single hit done by you. (This does not matter to my actual argument but is funny I think) You present scenario where reflect is implemented just like i did here, but you did not make me change my opinion on it at all despite you claiming it is fun, great, or whatever positive emotion it brings you. But why? Tomato sauce: Issue is the principle behind this mechanic, not the implementation of it. You are punishing player for min-maxing theirs gear(damage). So you are punishing them for being good at the gameplay loop.(levelings, skilling, crafting, dps progression) You can not excuse bad principle by finding some scenario where you personally liked it. "Yeah stealing is against the social contract mr judge, but I have really enjoyed it!" Well in that case sir, you can go free! Lets get to the meat: Bossfight you describe could have this to replace it to make it instantly better: >Boss would heal by flat ammount/gain immunity from the protected side attacks instead of killing you (Alternative mechanic) or >Boss would deal x flat damage to you per attack executed during this phase possibly even instant killing you with it (This results in same gameplay loop, but is better) I would call it parry and you'd see the boss actually doing parry animation if I had the budget for that. On low budget you'd instead see tentacle or flame striking you from bolow each time you attack. But boss actually deflecting your spell, arrow or weapon with countermove would look so good and engaging. Now how is boss instantly killing you different to you instantly killing yourself with your attack? Very different, it does not scale upwards in damage with your dps(skill, level and gear). We can even imagine that you could outgear it so much that it will no longer instantly kill you. Rewarding you for your item progress. The exact opposite of what scaling with player's damage does. It has no downside, lets say you want to reward tanky players, glass cannon has 20k life tank has 100k you decide this encounter will do 10k flat damage, glass cannon can hit twice (punishing not building defenses, instead of punishing building of dps) You want to instanly kill either? 500k damage flat. Anything you can do with reflect, flat value will do better. Want to play this 40lvl dungeon scaled to 100lvl? It is 100k flat instead of 10k flat then. It is not problem to scale value to do anything you want just because it is not % based. It is actually reflect that does not scale well. Because if your intent is preventing or reducing player attacks, but the player instead uses level 1 wand in 100lvl dungeon and never stop attacking you have completely failed at game design. The one thing you wanted to prevent, is not prevented. While with flat value it would be prevented completely and properly. So I just improved on the fight you liked by removing reflected damage, and it stays pretty much the same as before in gameplay experienced or better, you'd still want to avoid dealing damage during the exact same time, but now if you wish with possibility to make gear matter in beneficial way. Which is proof of reflect being bad in global principle, as it does not add anything positive to the experience and is easily replaced by better ideas after about 30 seconds of thinking. Can reflect be done in a way that will not greatly offend me? Yes, but at that point it becomes irrelevant mechanic. If you for example make game where each person has 100mil life and does 100damage with perfect gear then attacking with perfect gear against 100% damage reflect will kill you in 1000000 hits done. Which is for sure enough space to realize what is going on and perhaps drink potion or something. While player would be feeling much less like "Oh if only did i have only 1% of my current damage I could have 100% dps uptime" But this does not mean it is suddenly good, it is just diluted. There are many bad things in drinking water, but diluted enough they do not matter. 1 atom of heavy iron in 90000000000000000000atoms of water could as well just not exist. But me being unable to trace something because of how diluted it became does not mean that we should start adding lots of heavy iron to our water or that the 1 particle there is of measurable benefit. I'm not final fantasy expert, so I went by what you said in your comment. If you now claim the mechanic is working differently that is moving the goalpost for no reason. If you want more of my gamedesign expertise you'll have to hire me. Consider this your free trial version.
  6. Yeah, 99% of them have no idea what cyprus simularis even is or where to go to meet them.
  7. When you set your graphical settings low enough you will no longer see this issue.
  8. Any kinds of reflect is huge mistake in game design. It is like if perfectly dodging attacks would make you take more damage from hits in dark souls. It is just exactly how games should not be. You will probably have to re-read that sentence to understand it, because your brain could force it to make sense by reading it wrong. Player can be punished for being bad that is the way which makes sense, but not for being too good. Synth target should simply be unkillable untill trapped by syphoning mines of determination. At that point you could capture him, or kill him. Capture would give ciprus simuraris affinity, and Kill would give you 10k of faction affinity. Kill would be done with X button and capture by taking photographs and singing that nickleback song.
  9. Interesting how I never have any of these issues no matter the gun I use. My most played gun is Boltor Prime and my killcount is 1.55million with only 500k kill assists I do not want to call you out, but perhaps try a little bit harder. If you see your team standing there blasting doorway, you can go kill other side or go inside the doorway if you care so much about personal killcount. I'm sure that I'd encounter this issue you describe at least once in the ammount of hours I've played if it was real. True issue related to kills are the console players. They reduce enemy spawnrate to 10 to 25% which means only 10% to 25% of loot and experience points. In such case I can imagine having issue to find enemy to kill, but completely caused by crossplay not meta. Sometimes 0 enemies spawn for many seconds in survival with console player hosting. It feels like visiting ghostship when that happens.
  10. Yeah daily log-in rewards tricked me and I did not get 183 slots, I'd pick the cosmetic option if I knew that I'll get effectively nothing from picking riven cache, because after your rivens are full it does not matter if u got 3000 or 9003 veiled ones. But now that I have your short attention, lets focus on the more important thing: >In 2016 riven capacity was 60, rivens were quite new and we had a lot less weapons in total >2017 Riven Slot capacity limit has increased from 60 to 90. >2019 total max Riven Slots is now 120 >2020 max Riven Slots is now 150+30(from mastery rank 30) for total of 180 (same limit we have today) So as you can see we had solid rate of riven slot increase with increase of the avaible weapons. On average we had +30 slots per year untill 2020 From 2020 to 2024 we had +0 slots while getting 4 years worth of new weapons that you can see below. https://warframe.fandom.com/wiki/User:FINNER/Test Do not forget that to reach 180rivens costs 1500 platinum which is 70 euro(80 dollars) at the moment, so the "server capacity" cost should be compensated by this just fine 2TB SSD cost 80 dollars now(often even less) and I suspect the rivens do not take 2TB of SSD space. And I do not expect new slots to be free either I'll gladly pay 3k platinum for 300 more slots. Ideally there would be 1riven slot per 1 weapon in game(but I understand that might not achievable for whatever "limitation") I'm not going to demand some specific increase, but after 3.9 years it is about time to get some increase in this, you can tie it to mastery rank (+10 slots per legend rank for 200pl each in the market for example) I understand that this topic is not very relatable for low mr players with 0 to 9 rivens using MK2 kunai as the main weapon or people that just do not care about getting the most out of their weapons. But after getting all items in the game, min-maxing guns and fashionframe is all there is left to do for some, so it would be sweet to see upgrade system to grow along the new toys.
  11. I had no new riven for years because I'm 180 capped, and to the "storage argument" we already pay for the 180with lots of platinum, how is paying some more any different? Is me having to make mule accounts just to be able to engage riven system somehow better than asking me for some more platinum? I really do not see how. After you have all items ingame like I do, there is just riven hunt left and well maybe cosmetics if we are not talking about player power or level. It would make sense to increase the cap every year by at least 40(for platinum) or every legendary rank be able to buy 40more so legend 5 would have 200 more slot
  12. Fair enough but even if you do not believe that this is intended behavior it still would not be computer performance issue. Unless you ofcourse experience your FPS dropping to 0 while shooting, so at very least it would go there: https://forums.warframe.com/forum/11-pc-bugs/ In either of those you'll have better luck than here unless the staff is really good at pushing the correct issues to each other. Furax is one of my favorite weapons so it would be great to get it quickly solved. Would not want the report to catch dust in here.
  13. By performance they do not mean your dps performance, you will have better luck moving your thread in to weapon feedback. This cattegory is for issues with FPS/crashing/blue screens of death/housefires and network.
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