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Llewellyn_Lionheart

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Posts posted by Llewellyn_Lionheart

  1. 5 minutes ago, Cpl_Facehugger said:

    I disagree completely. While yes there is a slowly increasing supply so the primed chamber comparison isn't 100% watertight, we are talking about balancing around something that's going to be so rare it's effectively a statistical anomaly for the foreseeable future. Balance decisions aren't made based on something that only 0.0001% of the player base has. Getting a tonkor crit murderlizer with +dam +crit +crit is incredibly unlikely because of how much has to go right to get it. If your luck is that good you need to buy a bunch of lottery tickets.

    Indeed, based on what I know of statistics, I wouldn't be surprised if the number of tonkor mods like that didn't exceed the double digits for a very long time, simply because of how rare they are to get.

    Because remember, to get the holy grail of tonkordom you need the luck of the gods. You need to:

    Get a riven mod for tonkor. (When a riven mod can apparently be for any primary gun that takes rifle mods! How many such weapons do we have?)

    Get +damage/multishot.

    Get +crit.

    Get +crit again.

    Not get a downside that makes the gun unusable like -travel speed or -ammo capacity.

     

    Needless to say we're talking about a hell of a lot of things having to go right to produce one of these mods. DE's not going to balance around something so rare. They can't, because the mods are so rare. In a community of millions of tenno we're going to have a tiny number of these mods floating around. They'll never become mandatory unless DE makes them a lot more common than they would be statistically.

    The forums represent only a subsection of the community, and I have already seen multiple, different "godly" examples. Statistically, in a game with millions of players where the items are not removed from the economy, they are not going to remain elusive and as rare as Primed Chamber whatsoever. It might take time to build up, but it will eventually happen.

    Think about the flipside of this - we actually get either a real Damage 3.0 or they finally make changes to enemy scaling. These things are ridiculous now - they'd be truly game-breaking were that to happen. Will they just nerf or disappear them from everyone's inventory? If so, then why work for it in the first place? It doesn't feel right to me on any level and it's going to be very hard to convince me this is a healthy step for the game.

  2. 4 minutes ago, Cpl_Facehugger said:

    Has DE balanced around primed chamber? (That's a rhetorical question, the answer is no.) Because the mods you're talking about are going to be on the same level of rarity.

    That argument is specious because Primed Chamber has a finite number of copies in existence and (according to plans) there will never be more of them. The riven mods are able to be created and rerolled on an ongoing basis, and the good ones are not going to get destroyed. There will be an ever-increasing number of them over time - which is why now is the best time to make adjustments and question the motivation behind them; before more of them are created and/or repeatedly traded.

  3. 14 minutes ago, R34LM said:

    Power Creep birthed from a ludicrous time sink; it's almost like Trove's Gem system where you waste time and resources to maybe get something good, but most of the time that time would be far wasted.

    This is actually a pretty decent analogy, especially if you consider class gems, where some are ridiculously good (shadow hunter), and some are fantastically bad comparatively (lunar lancer). They still get stats on top and some are godly and others roll crap.

    The main contrast is I get the chance to work with gems passively because getting emp boxes, with the exception of the 1 from the tome, is based on my prior performance (leaderboard scores). I get 3-6 boxes a week for having already put time into the game and working to get better. 

    With this new mod system, it's just as much or more RNG but you have to actively pursue it, and it's just as rate-limited because of the multiple layers of RNG. Also, some of us are just decidedly delayed from getting it because (for several reasons) we have to have one specific junction unlocked. People who are dismissive of this complaint forget that they changed the requirements and reassigned some of the tasks to different nodes multiple times - and if you didn't have it fully unlocked, it got reset. That's aside from the fact I've been playing since some time during U10 and I'd already done everything on every junction - with the exception of the one that has me locked out right now.

    I cannot see this being good for the game in the long run as at some point, they are going to have to balance for it. The Tonkor and Soma mods I have seen are the very definition of power creep and while they should be fairly rare, they are going to have to be balanced around eventually. This is what concerns me - not only will you have to do a 4xRNG grind to get them in the first place and make sure they're not horrid, the rest of us who would choose not to get them at all will eventually be punished via balance for not having it.  Substitute Serration for a new mod - take it off your weapon and don't replace it. Now make the enemies harder to boot. Saying it's not functionally mandatory is disingenuous. 

  4. 21 minutes ago, Kihana said:

    There's every chance the so called "problem" will solve itself when MR 30 comes along and enough extra weapons and frames are created.

    Assuming that what I've always heard, that MR30 is where the MR will end, is true.

     

    1 hour ago, Maicael said:

    Back in June I took a look at MR XP and where content is locked, so on and so forth...

    Exclusive mastery accounted for <1% of available XP with 98% of everything available in Warframes and weapons being locked at MR 8 and under which only needed <14% XP. Even to unlock all equipment at MR 12 only required 33% XP completion. Those percentages will only decrease as more items are added that give mastery (unless they do a MR lock balance or add higher locked items).

    "Exclusive" Mastery isn't a problem because it just doesn't really do anything. Who says DE is gonna stop making content when (or if) enough content is released to reach MR 30 anyway?

    The current data structures and setup for the game, as best we can tell, currently support a framework for up to MR30. We aren't assuming that things will magically stop then, or that they'll stop making content by then or anything, but there will have to be a revamp between now and then to support going beyond it. The people who did the mapping of the file structures suspected they picked 30 for a reason as futureproofing so to speak, considering we still have 18 - 24 months before it's feasible that anyone could reach it, let alone cap it.

  5. It's not really a significant problem, and won't be until everyone gets close to MR30 (which should still take years at the current rate of content release). With the release of the Amesha, the new weapons for Archwing, the Okina, and the two Kavats, there isn't an exclusive lock on a specific MR anymore effective with SOTR. Anyone can be MR22 now, not just founders. If DE is careful about it, they can make it so that's always the case for every update from now until we all hit MR30 and cap out. If they aren't, we might run into another small period in the future where the people with exclusive items can be an MR that others can't achieve for a maximum of a few months at a time. 

    I'm not sure why it's as big an issue as it is to some people as it has been, but it's now much less of one than it was.

  6. That's an amazing thing for Keith to offer up; thanks so much for sharing it with us and for asking us to go forth and conquer (I mean create). The sheet music itself is a work of art - you should seriously put some press-quality copies in the merch store at some point, or eventually release a collector's audio set with a few pages of accompanying high-quality score. 

    I would seriously mount that on my wall in a frame if it was on ~120g paper printed from a commercial-grade printer. Making some type of compilation or selling it already framed would be awesome beyond belief. I don't know how much of an audience besides myself there might be for that, but who knows!

  7. 7 minutes ago, Altissimus said:

    No booster, no taxi.

    If I'm doing the killing, why is she getting the XP?  Especially if out of range?  Makes no sense.

    We're talking about the melee weapons. There's a SIX TIMES difference.  How is the XP wasted on un-maxed weapons? They're also both the same level, interestingly.

    Look at the amount of focus that the first player gained on their warframe vs. their weapon. It looks like that person did nearly all of the killing in the entire mission with warframe powers, giving the other player full shared affinity, split 25%, but preventing themselves from gaining nearly anything but focus. 

    Also, just look at the scoreboard and not just the affinity. Altissimus did 87% of the damage and outkilled the other player 6 to 1. If that was the player with the Ember, this is assuredly the cause.

  8. Based on the pictures you posted, the second player earned almost all of their affinity from shared affinity from the first player or from objective affinity because it's split pretty much 25% across the board, but they didn't pass any of it back to the other player, who has a wide variance in melee vs. secondary affinity. 

    Affinity for your kills with a weapon: 50% to the weapon you used, 50% to the warframe
    Affinity for your kills with a warframe: 100% to the warframe
    Affinity from an objective, or shared affinity from another Tenno's kills via any method: even split across the warframe and all equipped weapons

    If you are soloing, or you spend the mission outside of shared affinity range, the weapons you do not use will gain nothing, or almost nothing. 

  9. A prior hotfix changed the Pluto junction to require a boss kill (Hyena Pack) instead of the previous objective. The Eris junction requires completing a Phorid manifestation during an invasion. If the invasion is on Psamathe, Pluto, killing Phorid will give you credit for Pluto and not for Eris, even if you run the mission three times. 

    This may or may not have been fixed in the hotfix today that restored multiple mission selection, but if it didn't, it will still be possible for people to bypass the Hyena Pack fight requirement even though it will now be selectable again even when invaded. It also wouldn't have necessarily addressed not getting credit for the other junction if it wasn't specfically looked into for fixing. 

  10. 17 minutes ago, [DE]Rebecca said:

    The script has completed. If you were eligible, you can verify you've received more Relics of the affected list in your accounts at this time.

    Thanks all!

    I'd like to thank you and everyone who worked on this for continuing to investigate it and then coming up with a solution that was both fair and took our feedback directly into account. I am very happy with the way you decided to apportion the extra bonus relics, even though I think I do not qualify for any additional in this round (I was affected, but I did not have a lot of void keys on hand). 

    And - for anyone who thought this wasn't a big deal - look at the numbers in that last update. 66,000 accounts, 5+ billion relics that were originally misallocated. Even though those are now extra, which is going to have some short-term economic impact, it was only fair for them to take action based on the facts.

    Again - massive thanks to you guys at DE for wrapping this up in a classy way! 

  11. This is more than likely a bug, related to the junction objective change in one of the prior hotfixes that now requires you to kill Hyena Pack instead of what was previously required. Completing the Phorid manifestation on Psamathe, Pluto will count as having killed Hyena Pack for that junction but not count as a Phorid outbreak clear for the Eris junction. I meant to bug report this and forgot right after it happened to me the other night after the hotfix. 

  12. 14 hours ago, k0Sh_wf said:

    I've been coding for almost 20 years now and even the best coders make mistakes or just write incomplete test routines. Making errors while coding has nothing to do with being (or not being) professional - it is part of the profession. What you did is just insulting developers. 

    The database has not been blown up. A part of the program that does the calculation of the key-to-relic transformaion did go wrong or was just incomplete. And trust the guy that has been fixing similar problems for nearly two decades (me) their is no easy way back or fixing this issue in a "living database". They would need to do a partial restore for in a limited time slot without compromising anything in between then and now. That is lots of work, it ins incredibly hard to test and many more things could break. Blowing up the db and running a restore is muuuuch easier than what they have to do now. 

    I know they screwed up but because of the complexitiy I can sympathise with them. 

    I was perhaps a bit harsh in my wording, but to say there's no way to prevent this and this type of error can "just happen" really isn't the case. It's a relational database underlying the entire thing. Even if one programmer goofed and wrote a terrible script, there should be a process in place to stop that from wiping out live data, or at the very least they should be able to notice the effect before they're four hotfixes in via process controls. They have, if not an actual legal and fiduciary obligation (because those keys are sold for platinum, but their EULA relieves them), then at least an ethical one, to ensure that player inventory is intact in cases like this.  When making an update to the game system that handles things like live player inventory, you make sure that the backups and redundancies are 100%, then you check it again, and for the love of Mike, you run a compare afterwards. It's not some kid with a MySQL database tinkering with a website that goofed. This is a relational database with full transactional support on a modern backend. They just proved they have an accounting of everything from before and after and can audit individual accounts at will in this very thread, too, so they obviously have the transactions from the update processes / scripts or a literal dump of before data they are comparing to live. 

    They have in almost all previous cases proven themselves to be completely professional, that's why this blows me away. The original response took all of us aback too, because it really seemed like so many of us were actually missing a large number of relics compared to keys. I'm still waiting for that to be definitively substantiated that in fact no one is missing any. Rebecca did update that they missed almost 2000 people from the original group who should have received the bonus that didn't, and are now getting it. That's the type of quality work I expect - but it's only part of the process. I expect they will follow through with this and post the results of the rest of the investigation and any other actions they are going to take, and then we can all be satisfied. 

  13. 15 hours ago, Rehtael7 said:

    Actually it was Steve's idea to do the head-chopping-off thing.

    Oh, I assumed that it was, and I meant what I posted in a "it seemed great at the time before 4000 tweets, 200 threads and a threadnaught on reddit calling for people to do exactly that" tongue-in-cheek manner. I'm sure he's laughing his butt off about it in any case, perhaps even more so, but look up "inauspicious" in the next edition of the dictionary and your picture will be there as an illustration =). You have to be able to handle both the pressure and the criticism in this industry, even more so in his position. All of them that I've met are totally amazing people and I have a lot of respect for them, and I'm downright envious they get to make a living having so much freakin' fun. 

  14. Fantastic pics, and I'm glad you got to go and enjoy the event! I see one pic in there that someone probably really wishes they hadn't posed for; I'm pretty sure he has the sense of humor to laugh his &amp;#&#33; off about it anyway. 

  15. 3 minutes ago, k0Sh_wf said:

    Right but we should call this: RNG conversion

    My take on this: After having played with the new system for a few days I do not care about the uneven distribution of relics. Things like this happen in complex systems. I would feel bad if they using dev ressources for a reroll instead of much needed bug fixes. 

    20% of the playerbase having no access to unvaulted prime parts and certain other rare prime parts just by happenstance of when they logged in relative to the update compared to 80% of the playerbase who got the proper distribution and, depending on how many keys they had, may never have to farm them again, is blatantly unacceptable. This type of error should never have happened in the first place and is certainly not something we should even consider allowing anyone we even consider a professional development staff to get away with. People make mistakes, yes, but typically you don't blow up your live databases with this type of mistake, and when you do, you have ways to fix them that don't make you have to walk back this kind of research by hand like they are doing now (not literally perhaps, but figuratively for sure). 

    Telling one-fifth of your players to go pound sand and farm relics (without even telling us specifically where we can get certain relics vs. where certain keys used to drop) that we already farmed once before while everyone else can just get their parts at will is not an answer that is acceptable in any form or fashion. If that is the stance they take, they might as well just close the doors and turn off the lights now. They'll certainly lose customers over it, and they'd darn well deserve it at that point. 

    That being said, the fact that they acknowledged the issue, made an attempt to make it right (ill-received as it was), and are still looking into it is a good sign and a good step. We just have to wait and see if they can substantiate if anyone is actually missing any keys after all, or if everyone is truly just lacking randomization.

  16. 4 hours ago, Geraaltix said:

    If nothing else is done with this current relic system, realize this:

    There is no point to having three tiers of quality in relics. No one is going to spend just 25 or 50 void traces if they can spend 100 for the best odds they can get.

    Sometimes it's not the rare you're chasing. Refining doesn't only increase the drop chance of the high end items, it changes the entire drop chart (at least according to the graphics). Increasing the chances of the mid-level items with less traces is still worth it if that is what you are trying to earn. You can do two or four relics instead of one and spread the chances out across the relics. Statistically, it should increase your chances of getting what you want fairly well and you are throwing more rolls at the rare just by circumstance. If you can get others to do the same for your relic share, then it's a really decent chance and the chance of the rare is somewhat boosted for every player for two to four runs instead of a one-and-done gamble.

    We don't have the real numbers behind any of this, so it's hard to say to what extent it might make sense to do this, but just in principle based on what it shows graphically there is definitely more strategy to be used than just "save 100 and shoot for a rare".

  17. The original update notes for Specters specified that the core packs were not updated because they were still working on them, but that they would be updated in an upcoming hotfix. They didn't specify a timeframe or a specific hotfix. They are still coming, but we don't know when. Honestly, they are still going to be a horrific deal for your money, so you should still pretend they don't exist even when they do show up. If it's the gold cores you are after, some players sell them for a plat apeice, two at most. If you are chasing a legendary, you can find those often enough in trade that you will be able to pay a price stable enough that compared to the odds of winning one in a pack you'd be able to buy three or four of them before you won one on average. They go for 500 plat or less.

  18. Thank you for investigating the matter further and for providing an update. I still have seen a significant number of screenshots where the number of keys before does not equal the total sum of relics afterward in the affected portion of the userbase, so I hope that you are still doing some research into this to ensure that it really was just an improper randomization and everyone did receive a 1:1 conversion, even if it wasn't into the full pool of available relics. 

    I do hope that you are able to come up with a way to re-randomize them into a more favorable mix of relics within the eras for those of us who were affected. The relics that were missing consist of the best loot and all of the unvaulted parts of each of the eras, and it's really unfair to expect people who already put in the time to farm those relics to just have to go do it again because they happen to have the same number of relics despite the error. As keys, they would have given them access to certain loot tables tied to each mission based on the key, so everyone affected had widely different stockpiles for a host of different reasons, but across the board, players are chasing unvaulted parts right now because they are time-limited. 

    Again, thank you for investigating this further in the midst of all of the other things that needed to be researched and fixed with the update and amongst the massive amount of feedback you all need to digest. 

  19. The images we're allowed to use are unlocked by scanning the new codex entries. I'm not sure if they are directly linked and relevant to each specific entry or not, but that doesn't matter in the long run.

    If you've played around with the display frames at all, you'll notice the artwork is carefully controlled to guarantee a satisfactory user experience at any resolution no matter which art you select. Each picture will only scale so far inside of each particular frame, much like sigils. This is to give a controlled, even experience across the platforms to all users - bear in mind that this is the same build that is going to hit consoles later, and they don't have the same mechanisms for just grabbing any file they want and throwing it into the game that we do. 

  20. Now that I've had some time to play more than just a couple of these and do them on a couple of different tilesets across different tiers, I'm ready to post some feedback specifically on topic in here too.

    Solo void: I concur that there is an issue with the enemy not dropping reactants fast enough while solo. When playing grouped with four players, there is an abundance of reactant and we can sit around and decide whether to farm the tear for traces or close it within the first minute or so even with Axi relics. When playing solo, I got the tear to 40% in the entire timer (including the extra time granted from adding reactant). The enemies just didn't drop more than 4 total. I don't know if this is an issue with the drop rate or modifier or just an issue with the scope of how many enemies one player kills vs. four in the same timespan, but this is a concern. Failing should be caused by something we can control - i.e. we just aren't good enough. There's no way in hell I could have won this attempt. I didn't lose by a few seconds, or a couple of reactants... it just plain didn't drop half of what was required to finish.

    Relic system and refinement: Overall, I am adjusting to the system and I think it's innovative and has some pretty good potential. It does need some tweaking, in my opinion, but I'm good with the concept now that I've had some more face time with it. It definitely needs to be more thoroughly explained in game though - this is something that can be added over time, but it has to be added. 

    I think the overall drop rate for relics should be increased slightly if we are only going to get a single reward at a time, ever. I'd really like to see the ability to get multiple rewards from running a single mission return in some form or fashion, but I don't personally have a good suggestion on how to implement that. If we aren't going to get multiple rewards, then we need more relics coming in to offset the fact that we are principally consuming them four times faster by eating up four relics in the economy for four rewards when we used to get sixteen or more rewards for the same four keys in some circumstances. I know this change was made partially to cut down on that, and I'm not suggesting that it return fully to previous levels, but I definitely think that a happy medium should be struck, especially since there are now more relics than there were keys at all tiers except T4. 

    Void traces: I think the cap should be slightly higher than whatever the maximum required for the highest refinement is, especially since these are a crafting component for the dragon keys as well. It's not good that trying to save up to refine a relic to the highest tier means losing out on traces in a mission if you cap in the middle of it. 

    Overall, the system we were given and the system I had imagined from what had been described are definitely not the same. There is a lot of room for improving the fissure fight beyond one type of encounter, and I hope that you actually have plans to do so. I had the impression we would still have access to every mission type all of the time so we could still run the missions we liked to run while trying to obtain the loot we want. That is definitely not the case, as the loot is still locked to tiers and still in most cases to one specific relic, which means if I want to get that part at a given moment, I have to run the mission type that's active for that tier or wait until it expires and switches to something else. In my opinion, that's not conducive to a good player experience, especially for those with limited playtime, when some of these prime parts are only available in rotations for certain time periods as well. There are just some types of missions that certain people prefer over others. The new system definitely increased the chance to get what you want, but it's still merely granting the illusion of player agency over the process as we now have little pokeballs of fixed loot tables we carry into a random mission type on a random node instead of picking the mission type and getting a fixed loot table.

    One final note, but it's more UI feedback than directly void feedback: It would really be nice to see how many of each part we own, and preferably the ducat value, on the relic screen and especially the reward screen. Additionally, the odds of each loot dropping per relic is nice to see on there, but graphs without units or any frame of reference are fairly meaningless. I know you won't put the actual numbers in, but coming up with some way of labeling the bars or designating a fixed scale that is constant across all of the relics and known to the player would be very helpful. As I saw one player refer to it on another thread, it's "Mass Effect 3" style statistics now: "81 Accuracy". Well, what does that mean? That's great if the scale is 1 to 100, perhaps, but what if the scale was 75 to 90? 81 isn't great at all anymore. It's a great step forward to have this info inside the game at all, please don't get me wrong on that note. I was delighted to see that you wanted to do that in the first place, and what's there is a great start. It just needs to have some further meaning and ensure that it stays relative to itself and meaningful across the board. 

  21. 3 minutes ago, AIcatraz said:

    You may be using the system all wrong, and as stated by the previous commenters; It is so you can place mods onto the weapon or frame/companion. It does make so much easier to level it with this system because you're not taking pot shots behind cover trying to get some ranks on it. Instead you're about to go full blown through missions like they were a breeze, shooting enemies as they pop up. That's an accurate solo play description too.

    "Oops I just put a forma into my best weapon and I really needed it for this mission with my friends... now what do I do" Never fear young tenno! You have a set amount of mod capacity already so you may place a bunch of your mods on it and still use it. 

    Well, more so, it was almost specifically designed because of solo play because of the way affinity sharing works. Solo, warframe kills give 100% of the XP to the warframe and weapon kills give 50% of the XP to the weapon and 50% to the warframe.  If you can't use a weapon because you ranked it up or it's brand new, then you can't earn it any XP at all. In a group, shared affinity is awarded in an even split across all weapons and your warframe, so you can level everything you have with you even if you never fire a shot with it. 

    If your intention is to level equipment, soloing anything except spy missions is always the slowest possible way to do it. The bonus objective XP is split evenly across all of your weapons and your warframe, so it can be used to level things solo quite effectively especially if you are very fast at the spy missions and good at making quiet finds for the extra modifier.

  22. I really regret not being able to attend this, as it looks like it was even better than I imagined it could be! Alas, PAX East this year sucked up the "fun travel" budget for this kind of thing. It was awesome seeing you guys there, though (and the year before) :)  Also, I don't have my passport current, which would have been another hurdle to overcome (and another bunch of funds to raise). 

    I'm happy to see that all of you looked happy and healthy in these pictures - no infested ruining the fun this time *chuckle*

    I just want to say thank you for all that you do, and thank you so much for continuing to hold these awesome player events and making yourselves available as much as you do at them. It's obvious that you all love what you do and being able to meet with you and learn and discover that firsthand is amazing. I hope that you are able to continue to do so well into the future, and I hope to have a chance to attend another event again!

  23. 1 minute ago, Chronus_ said:

    Actually, its my first problem with a bug like this, i dont know what i have to do. I opened a ticket on the Warframe Support and now i just have to wait?

    Yes, I forgot to mention at the end of my post to definitely open a support ticket if you had not, since it involves a market transaction that functioned incorrectly. It wouldn't hurt to also post in the PC bugs section as well,; in the general bugs forum there's a megathread for general bugs for the update. I know several people have posted about this issue already, but it doesn't hurt to mention that it's still occurring, especially if this happened to you post-hotfix 4. 

  24. 34 minutes ago, -BM-Leonhart said:

    Why do you think weapons have different ammo pool sizes in the first place? Why do you think some end it very fast, while some fire forever?

    It's extremely simple. BALANCE. Just like the difference in damage stats, fire rate stats and all that, ammo is also a huge factor. A % per pickup would completely obliterate that. Do yourself a favor a grab a Primed/Ammo Mutation.

    This would be true, except for the fact that they also use fire rate, fire mode, damage per shot and status chance / status effect or crit chance / crit modifier to balance the weapon as well, and some of the weapons are widely out of proportion on ammo consumption compared to others, even without taking performance into account. The swing is as much as 0.5:1 on one side and 32:1 on the other (IIRC) across all of the weapon types. Switching to a percentage-based pickup is actually the most favorable change that could be made that would not make ammo mutation mods moot nor make them have to rebalance every weapon instantly in the process.

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