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  1. On 2022-05-11 at 7:03 PM, Hobie-wan said:

    I ran this as a T1 bounty 7 or 8 times last night solo with no issues. I haven't yet played today with the added locations for the collectibles, but there are some hidden places where they appeared even with the older smaller location list. Some in tunnels that are easy to miss if you're not paying attention, some tunnels hidden behind plants, some past doors you need to get open, and the one up in the tree.

    consoles are missing. not just accolades. furthermore, I explored this map today to the point that the children that lead you to feathers stopped doing so, meaning there were no remaining collectibles on the map. just because you have not had issues doesn't mean the issues don't exist

    Spoiler

    J2HKoFi.png

     

    • Like 1
  2. 11 hours ago, Zakkhar said:

    Learning gameplay mechanics trough pop-ups is bad design. Look at Souls series and how it teaches you mechanics through gameplay.

    teaching through gameplay is great, but it only works for stuff that has, well... gameplay. and for the topic at hand, resource management and crafting, there isn't really any. one of my friends started playing warframe a while ago, and they find navigating the UI to be a nightmare. having a few popups at the right times for guiding players through basic functionality menus like the Market, the Foundry, the Mods segment, while admittedly something of a bandaid fix, would reduce some of the friction there. 

    the hover-for-more-info is actually one of those basic functionalities that my friend didn't realize existed at first, and they still think it's terrible UI design. the problem with asking players to "search for more information" is that they need to know what they don't know first, and popups can help with that. they're neither mutually exclusive nor redundant with codex/hover/wiki

    • Like 6
  3. Hi DE, this is posted in your Trello:

    Quote

    We have shared the feedback with Dev about the Heat accretion in Rank 10 Gunner. With the way the new 'Flush Heat Sinks' perk on Rank 9 works + this heat accretion is something we want players to try over the weekend before we change.

    However, without a way to disable Intrinsic perks, there's a disincentive to actually try out Rank 10 Gunner because once you enable it you can't disable it. Having an option to disable Intrinsic perks would both be a nice QOL change and enable better testing of and feedback for the perks.

    • Like 1
    • TYPE: Empyrean Defense
    • DESCRIPTION: Finished hacking phase on first ship, went to do the orokin derelict cache, omni'd back to railjack after collecting the cache, came back to the corpus ship and killed 2 crewships and 2 security nodes
    • EXPECTED RESULT: Next objective should appear
    • OBSERVED RESULT: Next objective did not appear, no objectives were visible after finishing the orokin derelict cache
    • REPRODUCTION RATE: Once, so far
    • Like 1
  4. DE generally has one main solution to getting people to play broken content:

    1. Increase the resource/point gain after the fact

    This has been true of Liches, Railjack, Scarlet Spear, even Mutagen Samples

    In the case of Scarlet Spear, we've also received a one-time apology reward based on points gained during the event. However, this is exacerbated by missing bonus points, which are missing points and thus missing apology points. And notably missing from this is any (positive) incentive for anyone to play a broken game mode again after a bad first impression. Even with increased the points per Kill Code, there is the lingering threat of receiving 1/3 the points you expect to receive. 

    Fixing the event is a no-brainer. Remove bonus points and just roll them into further increased point gains. Bonus points are, frankly, bad design because it's unnecessary complexity in an already broken environment. But the expectation right now is that DE won't listen to any feedback that actually matters, so here's a different suggestion that might be easier to accept:

    Even after you "fix" an event, a bad first impression is still a barrier to re-entry. What you need to do here is just give everyone a flat amount of free points. Enough points that people would try to get a reward even if they think the event is still broken, but not enough to be called entitled Americans who don't matter by toxic fanboys. Then, if the event is really as good as you think it is, more people will get to revise their opinions of it.

    If the event still sucks, well, at least you're showing the community that you actually care what their impression of the game was, instead of patronizing them as "people who optimize the fun out of the game" and don't know what's best for themselves, or a "vocal minority" that always complains amidst a sea of otherwise happy people. The people who actually criticize the game are the part of your audience that actually cares enough to. It's no coincidence that so many of them are "Partners", not that there's any truth to that title anymore.

  5. Finished a mission after the wave reset. Did not get any bonus points and no idea if I will get them once this wave is over, or whether I need to stay in the current Flotilla. Bonus point system is bad because the unnecessary complexity is:

    1. Confusing
    2. Causing points to be lost in edge cases

    Remove bonus points and triple the point gain. Simple as that.

    • Like 1
  6. The way status is right now does not present interesting choices to the player.

    We can roughly break down status designs into three categories:

    • Debuffs which ramp up and cap in effectiveness (corrosive, new viral, virtually all new statuses): these are fire-rate (and multi-shot) dependent and status-chance dependent
    • DoTs (slash, toxin, heat, electric, gas): these are not fire-rate dependent, but they are status-chance dependent
    • Debuffs which do not ramp up in effectiveness (old viral, heat armor stripping): these depend very little on either fire-rate or status-chance
    • Crowd Control (heat, radiation, old cold, electric, old blast): also depend very little on fire-rate or status-chance

    With this in mind, most new statuses make fire-rate and multi-shot compete with status chance, not to mention the fact that fire-rate and multi-shot also increase your DPS, while status-chance mods need to be dual-stat to even be relevant, but dual-stats are more or less mandatory unless you don't want status chance at all. The only statuses that heavily depend on status-chance are DoTs.

    Furthermore, if we look at what statuses actually do, there are really only two functions: boost the player's damage and reduce the enemy's damage. Because Heat pairs with Viral and Corrosive and depends very little on its status chance, there is one obvious choice for CC and damage that automatically pairs with the two best choices for damage.

    Now let's discuss IPS 4x status weighting. In conjunction with the fact that IPS mod effectiveness is based on the weapon's base IPS distribution, the IPS distribution of the weapon was more worth considering in the past. Nowadays, a weapon with 70% base Slash and 30% base Status (using +120% Slash and two +60% dual-stats) will have 30% chance of Slash status on hit, the same as Hunter Munitions on most critical weapons, which ignore IPS distribution. Rather than removing this, wouldn't it have been more interesting to make Impact and Puncture actually useful? Puncture actually doesn't even need to be changed all that much. You could just make it 50% effective vs both types of Armor. I think it's okay to have a damage type that is purely for raw damage, considering raw damage is all that's saving some shotguns. I'm actually somewhat excited for the new proposed Impact, because it could potentially interact with Arcanes and Parazon Mods, which brings up an important question:

    What if statuses actually interacted with other game mechanics?

    What if Magnetic status boosted the damage dealt by Warframe Abilities the same way Ancient Disruptors reduce the damage dealt by Warframe abilities? Or hell, what if it even regenerated energy? Considering it can only be paired with Gas, Heat, and Toxin, I don't think it would be that ridiculous. It might even give Status Explosives a new niche that actually works well with their low fire-rate, or synergize with energy-hungry armor-strippers like Avalanche Frost. 

    What if Electric status regenerated your shields within its AoE? This would mostly compete with Heat as an auxiliary to Viral, and it would encourage frenetic movement from enemy to enemy, like actual electricity.

    What if Cold could completely freeze someone as cover? It would be like Radiation but actually playable rather than random. This would also mostly compete with Heat as an auxiliary to Corrosive, and it would encourage hunkering down, like actual cold weather. If Cold and Electric were more different, then their pairings with Corrosive and Viral would be more different, too.

    I'm sure these are all awful suggestions, but they would still make for more interesting decisions than what we have now. Rather than having everything do somewhat well at the same thing, we should have different things do great at different things.

    • Like 1
  7. Level - Base Level < 77:

    Armor = Base Armor * [ 0.001477*(Level - Base Level)^2 + 0.01966*(Level - Base Level) + 0.9534 ]

    Level - Base Level > 77:

    Armor = Base Armor * [ 9.8353*ln(Level - Base Level) - 31.58 ] 

    OR 

    Armor = Base Armor * [ 0.5429*(Level - Base Level)^0.6997 ]

    Graph:

    L0iAj6a.png

    Zoomed in version for higher level:

    Spoiler

    Lq1wZjI.png

    Comparison of the three (3) enemies I tested against:

    Spoiler

    uC64OnG.png

    Data:

    Spoiler
      Base Damage 600 No Mods         Base Damage 3525 R8 Primed Point Blank, R4 Incendiary Coat, R4 Charged Shell         Base Damage 1050 No Mods, Radiation is 1.75x Effective vs Armor    
                                           
      Corrupted Butcher             Corrupted Heavy Gunner             Corrupted Bombard        
      Base Level   Armor Type Base Armor       Base Level   Armor Type Base Armor       Base Level   Armor Type Base Armor  
      1   Ferrite 5       8   Ferrite 500       4   Alloy 500  
    Level – Base Level Damage Reduction Armor Armor / Base   Level – Base Level Damage Reduction Armor Armor / Base   Level – Base Level Damage Reduction Armor Armor / Base
    4 5 590 0.02 5.08 1.02   -3 5 1322 0.62 499.92 1.00   1 5 740 0.30 502.70 1.01
    9 10 588 0.02 6.12 1.22   2 10 1309 0.63 507.87 1.02   6 10 717 0.32 557.32 1.11
    14 15 586 0.02 7.17 1.43   7 15 1209 0.66 574.69 1.15   11 15 675 0.36 666.67 1.33
    19 20 583 0.03 8.75 1.75   12 20 1065 0.70 692.96 1.39   16 20 624 0.41 819.23 1.64
    24 25 579 0.04 10.88 2.18   17 25 916 0.74 854.48 1.71   21 25 569 0.46 1,014.41 2.03
    29 30 573 0.05 14.14 2.83   22 30 779 0.78 1,057.51 2.12   26 30 515 0.51 1,246.60 2.49
    34 35 570 0.05 15.79 3.16   27 35 661 0.81 1,299.85 2.60   31 35 464 0.56 1,515.52 3.03
    39 40 563 0.06 19.72 3.94   32 40 564 0.84 1,575.00 3.15   36 40 417 0.60 1,821.58 3.64
    44 45 557 0.07 23.16 4.63   37 45 484 0.86 1,884.92 3.77   41 45 375 0.64 2,160.00 4.32
    49 50 550 0.08 27.27 5.45   42 50 418 0.88 2,229.90 4.46   46 50 338 0.68 2,527.81 5.06
    54 55 544 0.09 30.88 6.18   47 55 364 0.90 2,605.22 5.21   51 55 305 0.71 2,931.15 5.86
    59 60 536 0.11 35.82 7.16   52 60 319 0.91 3,015.05 6.03   56 60 276 0.74 3,365.22 6.73
    64 65 528 0.12 40.91 8.18   57 65 282 0.92 3,450.00 6.90   61 65 251 0.76 3,819.92 7.64
    69 70 520 0.13 46.15 9.23   62 70 250 0.93 3,930.00 7.86   66 70 228 0.78 4,326.32 8.65
    74 75 510 0.15 52.94 10.59   67 75 224 0.94 4,420.98 8.84   71 75 208 0.80 4,857.69 9.72
    79 80 504 0.16 57.14 11.43   72 80 200 0.94 4,987.50 9.98   76 80 186 0.82 5,574.19 11.15
    84 85 500 0.17 60.00 12.00   77 85 178 0.95 5,641.01 11.28   81 85 177 0.83 5,918.64 11.84
    89 90 497 0.17 62.17 12.43   82 90 169 0.95 5,957.40 11.91   86 90 171 0.84 6,168.42 12.34
    94 95 493 0.18 65.11 13.02   87 95 163 0.95 6,187.73 12.38   91 95 166 0.84 6,390.36 12.78
    99 100 490 0.18 67.35 13.47   92 100 157 0.96 6,435.67 12.87   96 100 161 0.85 6,626.09 13.25
    104 105 486 0.19 70.37 14.07   97 105 151 0.96 6,703.31 13.41   101 105 156 0.85 6,876.92 13.75
    109 110 484 0.19 71.90 14.38   102 110 146 0.96 6,943.15 13.89   106 110 152 0.86 7,089.47 14.18
    114 115 481 0.20 74.22 14.84   107 115 142 0.96 7,147.18 14.29   111 115 148 0.86 7,313.51 14.63
    119 120 477 0.21 77.36 15.47   112 120 138 0.96 7,363.04 14.73   116 120 144 0.86 7,550.00 15.10
    124 125 475 0.21 78.95 15.79   117 125 134 0.96 7,591.79 15.18   121 125 140 0.87 7,800.00 15.60
    129 130 472 0.21 81.36 16.27   122 130 130 0.96 7,834.62 15.67   126 130 137 0.87 7,997.08 15.99
    134 135 470 0.22 82.98 16.60   127 135 126 0.96 8,092.86 16.19   131 135 133 0.87 8,273.68 16.55
    139 140 468 0.22 84.62 16.92   132 140 123 0.97 8,297.56 16.60   136 140 130 0.88 8,492.31 16.98

    Methodology:

    Spoiler

    Used an Arca Plasmor in Simulacrum (Paused Enemy AI, Wisp as Warframe). Arca Plasmor was chosen for its pure Radiation damage (neutral effectiveness vs Cloned Flesh and Ferrite Armor) and lack of headshots for ease of calculation and testing.

    Against Heavy Gunners, Mods (Rank 8 Primed Point Blank, Rank 4 Incendiary Coat, Rank 4 Charged Shell) were used in order to raise the difference in damage values at higher level and decrease the effect of rounding errors.

    Level - Base Level < 77 was chosen for a Quadratic trend line by observation. 

    Level - Base Level > 77 was chosen for a both Logarithmic and Power trend lines by observation.

    The intersection at a relative level of 77 was chosen because the Quadratic lower level trend line intersects with the higher level Logarithmic and Power trend lines at relative level 76 and 78, respectively.

    Testing was conducted every 5 levels up to 140 because I'm jealous of your Mastery Rank.

    FAQ (please read):

    Spoiler

    Why do you have both a logarithmic and power formula for higher level armor?

    • so you can make your own decisions

    Why did you choose level 77 as the boundary when DE said level 80?

    • it is a mystery
    • one that can only be solved by looking at the methodology

    Aren't some of your decisions bad?

    • all of my decisions are bad

    Why did you do this? Isn't this boring?

    • because nobody else would

    Won't DE just give us the formula eventually?

    • god i hope so

    What if DE changes the scaling again?

    • then i will evacuate my mortal coil

    Digital E Digital E please just give us the formuoli

    • Like 1
  8. GRAPH:

    SaZnKKC.png

    DATA:

    Spoiler
    Base Damage 3525 R8 Primed Point Blank, R4 Incendiary Coat, R4 Charged Shell  
           
    Corrupted Heavy Gunner      
    Base Level   Armor Type Base Armor
    8   Ferrite 500
    Level Damage Reduction Armor
    5 1322 0.62 499.92
    10 1309 0.63 507.87
    15 1209 0.66 574.69
    20 1065 0.70 692.96
    25 916 0.74 854.48
    30 779 0.78 1,057.51
    35 661 0.81 1,299.85
    40 564 0.84 1,575.00
    45 484 0.86 1,884.92
    50 418 0.88 2,229.90
    55 364 0.90 2,605.22
    60 319 0.91 3,015.05
    65 282 0.92 3,450.00
    70 250 0.93 3,930.00
    75 224 0.94 4,420.98
    80 200 0.94 4,987.50
    85 178 0.95 5,641.01
    90 169 0.95 5,957.40
    95 163 0.95 6,187.73
    100 157 0.96 6,435.67
    105 151 0.96 6,703.31
    110 146 0.96 6,943.15
    115 142 0.96 7,147.18
    120 138 0.96 7,363.04
    125 134 0.96 7,591.79
    130 130 0.96 7,834.62
    135 126 0.96 8,092.86
    140 123 0.97 8,297.56

    METHODOLOGY:

    Used an Arca Plasmor with Rank 8 Primed Point Blank, Rank 4 Incendiary Coat, Rank 4 Charged Shell in Simulacrum (Paused Enemy AI). Mods were used in order to raise the difference in damage values at higher level to decrease the effect of rounding errors. Arca Plasmor was chosen for its pure Radiation damage (neutral effectiveness vs Cloned Flesh and Ferrite Armor) and lack of headshots for ease of calculation and testing.

    Testing was conducted every 5 levels up to 140 because I'm jealous of your Mastery Rank.

    Trend line for 1-85 is Quadratic. 1-85 was chosen as a quadratic region by observation. (R^2 = .9998)

    Trend line for 85+ is Linear. This was also chosen by observation and does not appear to be perfectly linear. (R^2 = .9987)

    DISCUSSION:

    Corrupted Heavy Gunners have a Base Level of 8 and an observed Quadratic region of 1-85. For a similar unpublished test on Corrupted Butchers (Base Level 1), 1-80 was the observed quadratic region. This may suggest that the 1-80 Exponential, 80+ Linear scaling proposed by DE scales starting from the enemy's BASE LEVEL, but further testing is highly recommended.

    The expected armor value at level 165 is approximately 9500. At this armor value, Corrosive will deal 6.4x the damage to Ferrite Armor when compared with Alloy Armor before status effects, or 6.4x the damage of a damage type that is neutral in effectiveness to Health and Armor. When Armor is fully stripped by Corrosive and Heat (1/10 the Armor Value), Corrosive will still deal 4x the damage to Ferrite Armor when compared with Alloy Armor. Therefore, please consider conducting weapons tests against Bombards (Alloy) in addition to Heavy Gunners (Ferrite). For a level 100 test, these multipliers are 6.2x and 3.6x, respectively. 

    Anyways, I'm going to go eat breakfast now.

     

    • Like 1
  9. 6 hours ago, Flying_Scorpion said:

    I did some testing in the similacrum, Gas AOE damage is less than half of Electrical. Electrical comes with the added bonus of single target crowd control. Something seems off about this. In regards to Gas AOE dealing Gas damage instead of Toxin damage, I am okay with this. It just makes sense and makes it more consistent. Here is a video of my test.

    Gas damage is calculated based on your toxin mods, which would be half that of your electrical mods in that mod setup. 

    edit: strictly speaking you would expect there to be a .65x vs 1.1x ratio of gas vs electric with that setup (assuming gas and electric are now calculated the same way), so it doesn't account for the full discrepancy you showed in your video. 

  10. I think it should've been fairly obvious that these changes would not increase the value of status over critical as intended. Viral still synergizes with Slash, and Slash still synergizes with Critical.

    It should also be fairly obvious that Viral now benefits from fire rate and multishot more than it does from status chance, because the former increase damage and do not have a soft cap on their effectiveness from maxing out stacks.

  11. ARs are not weak against nullifiers. rather, ARs' fundamental advantage against nullifiers is that they don't require you to do anything different than what you normally do. this fits into their archetype of being a gun that is reliable but without any special features

  12. i've seen most of the bullet points provided as feedback already except for b) which i wholeheartedly endorse

    as for battle avionics, well... a big reason they spoil railjack is because the enemies are poorly tuned to begin with. if enemies were less tanky you wouldn't have as much of a need to spend 100 flux on stuff. it would purely be for fun factor instead, and the guns would also be more fun to use

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