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FierceRadiance

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Posts posted by FierceRadiance

  1. How will persistent instances work? That is, I thought I understood the team to say in the Devstreams that we could 'mark' locations on the map. Will they persist, say from one solo session to another? Will they also persist within clan instances? Solo marking seems possible, but clan marking seems enormously more problematic.

    Or did I misunderstand? Will persistence be only maintained within a single session, say if I (or my team) go walkabout for a while, then return to Cetus to craft something, and then return to the Plains for more exploring and death-dealing, without exiting that session?

    Also, will Cetus-crafted weapons be usable outside the Plains of Eidolon - that is, on all other missions as well?

    Another area of interest, this one about Focus, lenses, etc.: Will the Focus system continue to become more expensive to expand (each additional 'node' requires a greater amount of points) and also continue to become harder to make use of (longer and longer cooldowns)?

  2. FWIW, I have a robust but several-year-old computer and AMD graphics card, but a 60/5 Mb/s Internet connection, and matchmaking has been wonky for me over the past few weeks as well.

    ("Wonky" being a technical term, meaning in this case frequent prospective teammates dropping out during mission load-in phase, visits by that unfriendly Scotsman 'Horst MacGrashun' [host migration] during mission load-ins, and the occasional 'Returning You to Multiplayer Menu' message also during mission load-ins. I've been playing regularly for several years, but matchmaking is as bad as I've ever seen it right now, at least for me and my computer setup.)

    I can -almost- always find PUGs to play in, but you aren't the only one experiencing matchmaking issues.

  3. 1 hour ago, Fiftycentis said:

    a trolling limbo can be annoying, but unless you are without a melee and with a no damage warframe he can't stop you from dealing damage

    Interesting that when playing with a Limbo, the nature of playing together ("co-op") changes massively. When playing with most 'frames, the basic drive (IMHO of course) is 'everyone play their own way, and let's get this done'. But when playing with a Limbo, that mission nature changes to 'can I play the way I want without that Limbo "stopping me from dealing damage"'?. Right there is my personal PITA about Limbos. Sure there are ways of getting around a Limbo's powers, troll or not - but that's never the issue.

    Also, I think it's important to point out that this entire discussion comes down to 'Point of View', not "right" or "wrong". I don't like the way Limbo's powers are structured, but that doesn't make me right any more than it makes a Limbo player wrong for using the 'frame's powers the way they're currently structured. This isn't a question of right or wrong. It's just opinions.

  4. 42 minutes ago, Urlan said:

    its a competitive game, such behavior is rather natural for such things.

    Urlan, I respectfully disagree. I've been in any number of competitions, and being an asshat is a character flaw, and not a normal aspect of competition or an acceptable behavior because I'm competing for something.

  5. Meh, this is going to sound pretty 'get off my lawn', but back when he first arrived in-game, Vauban was the hot commodity, and I decided I was going to earn him rather than buy him. At this time Alerts only popped up one at a time, and there were far fewer in a day than there are now. The only way to acquire the Spittoon's parts was to have them pop up as an Alert reward, at a time you happened to be on. It took me eight months of diligent farming to finally earn all his parts, but I did it. Eventually.

    All of this rambling down Memory Lane to say that maybe the way to look at the Hema is as a badge of honor, a testament to a clan's diligence and willingness to grind. A trophy, of a kind, which can only be earned. My Ghost Clan has about 700 to go, and with the exception of a one-time contribution of about 2200 contributed by one member, the rest has been earned the hard way--by GRINDING. Someday we WILL have it. It's just a matter of time.

  6. Shockwave-....credit where credit's due. Some of what you say are the first thoughtful (IMHO of course) objections I've heard. I never thought about how a block list might be used to remove entire classes of warframes from PUGs. My suggestion was that it be done on a player-by-player basis, and I have a hard time imagining it being used in the way you describe. But I suppose it's possible, and I wouldn't want to see it used like that. I don't care about weapons or Warframes; I care about individual players and how they choose to play.

    Regarding me controlling "your" missions in a PUG, you don't have a PUG mission, and neither do I. You're right-PUGs are Public. Your issues with 2 players wanting a particular third are a stretch -it IS a PUG, after all- but they're possible. My reply would be to use the 'Friends Only' option, but it is something that would have to be addressed before a block system could be rolled out. So, thanks for bringing that up.

    And I think it bears repeating that I'm not controlling a mission; I'm simply eliminating a relatively-small number of potential matchmaking teammates from consideration. You can choose to see that as 'controlling' the mission if you wish, but you would be choosing to see it from an extremely narrow perspective. In many, many Alerts, there are players exerting much greater control over missions than that, by rushing, bailing early, leeching, etc. etc., and you appear to have no issue with these kinds of behaviors in general. So choosing to have a problem with a narrow proactive approach like the one I suggest seems unfair.

    But from a broader perspective, I wouldn't have any more problem with making a mission "mine" than a rusher has with making a mission "his", by ignoring his teammates, rushing ahead and killing everything in front of him, and ending an Exterminate as quickly as he can. He doesn't care what I think in that circumstance, so I won't shed a tear over doing what amounts to something very similar. Unless we can prevent everyone from inflicting their play style on others in a given mission, I'm not going to devote much concern towards inflicting my own preferences. I mean, rushers rush, and I have to accept it. Griefers grief, and I have to accept it. I'll block players, and they'll have to accept it. All I'm doing is preventing a few dozen players from being matched up with me. And as far as recruiting goes, when rushers and griefers have to manually do their own matchmaking on recruit channel, I'll do so as well--but not until then  Fair is fair.

    But using this block system to remove entire classes of warframes from a mission isn't something I had considered, since I never even thought about doing that. Nor had I considered unblocked players wanting to bring along a blocked friend to a PUG. They're good points, and thanks for bringing them up.

  7. Tenno, I'm seeing a viewpoint emerge, which seems to be that the current default is to rush certain missions for {insert reason here}. I'm okay with that, but I have yet to hear a reason (other than possibly programming issues) why I can't opt out of playing with players that feel that way.

    I DON'T want to run missions as fast as I can. If a solution can be found that allows me to play the way I want with players who feel the same way, and can be implemented eventually as a back-burner low priority project, what's wrong with making it available?

  8. 3 minutes ago, (PS4)Chris_Robet said:

    Because you ran a pug... expect people in pug runs to speedrun it. I'm not in a level 5 mission to site see (or at least I'm in solo is I am) I'm there to get my reward and get out. 

    Chris_Robet, it seems pretty clear to me that what you're saying is that everybody ought to play the way that you prefer, because you prefer it that way. We'll have to agree to disagree on that point.

  9. 3 minutes ago, AlphaPHENIX said:

    You are trying to block a collective group of players with the same playstile, by pressing a single. Tell me how that isn't diffrent from doing the same but with one indivdual that you happen not to like for some reason.

    Why isn't it a simple if/then pass? Matchmake as normal, and if any of the names are on my block list, drop them and find another. There are almost certainly hundreds if not thousands of players that matchmaking could slot in to replace them at any given moment, even after allowing for ping, etc.

  10. 3 minutes ago, (PS4)Chris_Robet said:

    What's wrong is that it's a waste of de's resources. Most people don't want to stay in an alert longer than need be. (Why would I want to fight level 5 enemies?). When has de ever blocked a frame? If you want to run Vauban in an exterminate go for it. I am going to finish it as fast as possible.

    You're missing (or avoiding) my point. Once again, it's fine for you to do that. Why should I also be forced to run the mission that way just because I had the misfortune of being matched up with you?

  11. 1 minute ago, AlphaPHENIX said:

    You say that as if it is so easy, so let me give you a hint. It's near impossible to do and not completely mess it up.

    I'll accept that you know more about making this a reality than I do. And I like to learn. So would you do me the favor of teaching me (simply, because while I'm not an idiot, I'm also not a programmer) what makes blocking so much harder to implement than the "Ignore" feature that's been part of the game since (I think) almost the beginning? Apparently they aren't performing essentially the same task, so what's the difference?

  12. 7 minutes ago, (PS4)Chris_Robet said:

    No, to put it simply. I think most people can attest to the fact that they use different styles with every frame and different styles for every frame depending on the mission. This is the same as the blocking frames from missions. You and everyone else that hate [prefer not to play with] certain playstyles/frames can go solo or go to recruiting chat. If you go with a pug then expect frames you don't like and plan accordingly.

    Why should I have to do either of those things, when a simpler and easier method could be implemented? I don't necessarily disagree with your thoughts, but what's wrong with implementing such a system?

    DE obviously doesn't have a problem with 'blocking' certain warframes from certain missions - how many Alerts have had a CheeseFrame, which made the Alert much easier? Other frames weren't blocked per se, but one was certainly encouraged over all others, which is more or less blocking in reverse. So I can't see where they'd have a problem with giving players the option of adding a block feature.

    You're right about PUGs, and I agree with you. And I do often run Solo -- because running PUGs has gotten to be so "efficiency"-centric. I don't want to rain on somebody else's parade or stop anybody from playing as they want. I just don't want to play with them twice, and this suggestion is aimed at creating a better solution to this issue than simply continuing to put up with it because "we've always done it that way". That's a crappy reason for continuing any system.

  13. I just completed a Nitain Alert where I had 75 kills, and the next closest player had 11. The other two players had less than that.

    In my experience, there is a large percentage of the current player base that just wants to complete missions (typically Alerts) and accumulate 'stuff' as fast as they can, rather than get kills, level weapons and warframes, search for caches and fragments, etc. It's not my style -I enjoy actually playing the levels, killing bad guys, hunting for things, etc.- but it is a valid way to play.

    I've also been in missions, typically Exterminates, where one player had the vast majority of the kills because they rushed the mission. Again, not my style, but it also falls into the broad category of 'valid play style'. (Playing Solo like this in a group mission also falls into the category of 'Look At Meeee!!', but that's a separate issue.)

    These things being said, might it be useful for DE to implement a system for players to block future matchmaking with players with whom they didn't feel well-matched regarding play style? Players could place such 'teammates' on a 'blocked' setting, similar to the 'ignore' setting in Communications.

    If someone wants to dominate a mission, as I unintentionally did in the Nitain Alert or as other players intentionally do in Exterms, or if I played with a griefer along the way, why can't we prevent future team-ups with such players? It seems like a good thing for players to have an option for.

    This is obviously a low-priority goal, especially now with PoE about to drop, and prolly a lot of tweaking and tuning still to go on it. But it might make a good back-burner "intern" project, and I wanted to toss it out there for consideration.

  14. Thank you all for the advice.

    I swapped out the Primed Fury for a full Berzerker, and I'll try it. But I'm not sure I can use a hammer that is useably fast one second, and then all-but-unusably slow the next. For me, the attack speed needs to be more dependable than that. IMHO, of course.

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