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(PSN)mmcareen

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Posts posted by (PSN)mmcareen

  1. Hello,

    So I have a very smile idea.  As of right now, if I run a endless fissure mission, I get 15 seconds to decide which relic I want to use.... I have included a picture of just my lith relics to show my issue.  I am too many relics, same as a lot of other players.  There are some relics, I want to save for clan mates, or I want to make sure they are radiant before I use them.  15 seconds is not long enough to pick figure out what to use.  So a simple option would be either, while in my ship, at my relic station, be able to mark a relic I don't want to use.  What this does, is one of two things

    1. In a relic selection screen, any marked relics would not show up.

    or

    2. Marked relics would show up with a mark on them, a void key picture, or a different color background.  Something that allows me to instantly know, I don't want to pick that relic.

    As it stands right now, I have 23 different lith relics.  I'm counting my Radiants ones at different yes.  I have 23 showing up in the list.  22 without Radiant, which still means I have less then a second, you look at what's in each relic before I pick what you.  This needs to change.

     

    PS_Messages_20171107_145006_zpsytf5s6ru.

    PS_Messages_20171107_145014_zpsitxmdk9s.

    PS_Messages_20171107_145020_zpsutoll7wa.

  2. 54 minutes ago, (PS4)XxDarkyanxX said:

    After a few research, It seems that I was misinformed for the void trace, this misunderstanding was further strengthened as I've receive an oddly precise amount as a reward every singly time and it seemed to match the math I was given.

    But the statement above remains, lowering the requirement does not in any way fix those issues at the core, it only lowers the odds of a mistake a little bit.

    Matchmaking issues, Terrible teammates, Drop bugs and Laziness are not a byproduct of too much Reactant requirement.
    Less requirement only means slightly more chances of getting it all when an issue happen, it does not fix said issue.

    You are correct, it doesn't fix the issue, but it does greatly reduce it.  Lets face it, the chances of match making issues being fixed are slim to none.  Terrible teammates, well you play on PS4 so we both know that's not going away.  Less requirement do however bandaid what saps the fun out of relics for me.  I will take a bandaid over nothing.

  3. 27 minutes ago, -N7-Leonhart said:

    I like the idea, but ONLY if you can do this with a single stat per riven. Having more than 1 locked will remove the RNG nature and make Rivens easy mode. I like neither of those, so I would like the middle ground with only one fixed stat.

    oh indeed, that's exactly what I meant, I will edit and include that.

  4. So I have a idea for a corpus raid.  I know a lot of people don't do the raid.  I personally enjoy them, I also don't have much else to do at this point. 

    So my idea is Dravo contracts us, his in trouble.  The Corpus are mad at him for always undercutting them in the market and selling to the Tenno for cheap with his Dravo Deals.

    So Nef Anyo is sending this recently captured and upgraded Balor Fomorian to destroy the relay.

    So Part 1, the part everyone is going to hate.

    I really like the Balor Formorian event, so the first section is very to similar to that, you need to destroy the core.  To start you will once again need to destroy the shield generators to access the core.  However the Corpus have installed shielding on them which will make them take much more damage, as well as having a lot more corpus archwing enemies coming at you.  Once they are destroyed, you have access to the inner area.  This where things start to change.  There will be 2 more shield generators inside which will need to be destroyed to be able to damage the core.  However, the corpus also now have repair drones.  They will be steady trying to repair the shield generators.  If the outside ones are fully repaired OR 3 repair drones are working on the shield generator, then the shields will reactive.  Anyone caught inside with start to take massive electrical damage as the Corpus have installed defenses to protect the core.  If you manage to keep all 4 shield generators offline, you can continue to damage the core while trying to survive the waves of corpus enemies as well as long wall mounted guns.  Once enough damage is done, the core will start to explore and you will need to leave the inside.  It will blow up, blowing a massive hold in the ship where you will receive a message from Nef Anyo, laughing because he installed a second corpus core inside the ship, his not as foolish as any Grineer.  Then you fly in, land on one of the decks of the ship and the rest of the raid is inside.

     

    Part 2. 

    So here you need to disable the security to enter the second reactor room.  Pretty simple, head to the room, hack, and the security barrier comes down.  You will need to leave some people here, because the corpus will be trying to reactive the security system.  So Team 1 will stay there, Team 2, will head to the second core room.  In the core room, the core will be hidden but the output shafts are there but they have shielding.  So what you have to do here is active the main console, this makes a panel in the security room to light up.  It tells which order of hack controls you have to hack to turn off output shaft.  So to be clear, Team 2, actives main console, Team 1 tells Team 2, the order in which they have to hack the other 4 consoles in the room to shut down a output device.  Repeat 4 times and you're done.  Sounds easy?  Not so much.  So the entire time, Team 1, will be also defending the security room from corpus who want to reactive it.  If they can't hold it, the floor in the core room becomes electric and the wall guns active.  As well, Team 2, while trying to do all the hacking for the output shafts, will need to defend each hack consoles from those annoying repair drones who are trying to reactive the output shafts. 

     

    Once the reactor is shutdown, the ship goes on emergency power.  Time to head to Nef Anyo.  Dravo has sent you some help though, Clem is here with a device to override the lock down and open the way to Nef Anyo.  So you will need to protect Clem while he carries the device to each door.  Once to the door, you hack to start the override, defend the device from waves of enemies.  Repeat this 4 times to get to Nef Anyo.  If Clem goes down, he is revivable, the device however is same as a mobile defense, destroyed you lose.  Also, while the device is hacking, Clem is fighting with you.

     

    Part 3. 

    Time to take out Nef Anyo.  This is going to be a little bit of a fight.  Why?  The entire room is designed to block Tenno powers.  It will block 2 powers at a time, and change every 30 seconds.  Nef Anyo will start off with some Bursas and regular enemies to fight with him.  He will also have a new abilities.  He will "split" into 5 of himself, 4 being protections and doing not damage.  As well as being a equipped with a Lanka Vandal.  Once he has taken enough damage, he will vanish, and call on Razorback to crush his enemies.  This is just a simple boss, can kill him in 3 knock downs.  Works the same as the Razorback event.  Nef Anyo shows back up, same as the first time, do enough damage and he leaves again.  This time sending 4 Ambulsas after you.  Kill those and you are on the final time.  Kill him and you are done.

     

    Not the best or most original I know.  It's just something I hope DE would consider as they said themselves were not currently working on raids.  If they had a idea however, they might decide to.

  5. So I know other people have come up with ideas, I had a post a good few months ago about it, this is a little more refined from my original idea.

    So basically, while farming Kuva, the guardians would drop a item called X (i'm horrible with coming up with names, so i'm not even going to try)

    X is a blueprint, non-reusable so you would have to farm them. 

    It would cost 1000 Kuva, 1000 Alloy plates, 500 ploy, 1 control module and 10 000 credits to build.  Nothing too bad.

    So when you go to re-roll a Riven, you have it selected, there would be a option to active X.

    Once actived, you can scroll up and down the current stats on the riven.  EX +Damage +Toxic -Zoom

    You can then pick either one of the stats, completely up to you.  Lets say you picked -Zoom

    The riven would then be re-rolled, -Zoom would then also be on your new Riven choice.

    The number on the stat, lets say 63% on the original roll, would change, it ONLY locks the stat, not the value of the stat.

    If you went to re-roll the riven again, -Zoom would NOT be locked in unless you used another X on it.

    It is a 1 time use only item.

     

    Lets face, most peoples problem with Rivens, is the complete RNG nature of it.  I can roll a riven, 200 times, and never get what I want, you open it one, and get exactly what I want.  This system, allows some control of our RNG without removing it completely.  With the fact that, it comes at a increased cost, of a extra 1000 Kuva per roll, they fact that its a one time use and still needs to be farmed.  I also think because of that, it shouldn't hurt the riven market too bad either. 

     

    *left this out, but was pointed out.  You can only use 1 X per roll.  So you can not lock more then one stat per roll.

  6. Seeing as most times with those issues listed I had 6 or 7 reactant, reducing the needed amount to 5 would solve all of those problems. The only one it wouldn't fix is the need to stop and make sure I walked over them and picked them up.  It would however make it so I only had to do that 5 times, instead of 10 times.  Which is a improvement.

     

    How exactly does it make it harder to upgrade relics, I didn't say anything about changing the amount of void traces you get when you open a relic, that would stay the same.  Would not affect that at all.

     

  7. Hello

    So I put this topic up months and month ago and it ended up getting moved to graphic feed back, hopefully it will not this time.

    I think sortie boosters should be the ones we receive from DE on a double whatever weekend.  The white booster that you can not buy from the store.  As it is right now, booster from sortie, isn't a bad reward, isn't a great reward.  However if they were changed to the white boosters, we would then have the option of buying market boosters for our own 4x weekend.

    My reasons for me thinking this is a good idea.

    If you're a farmer, you are going to spend the 40P in the market, to buy another booster so you have 4x.  DE wants you to spend plat after all, so its good for you and them.

    If you are not a farmer, it doesn't hurt you at all, you still get double whatever for the next 3 days.

    Some people work weekends and miss out on the double whatever weekends, this way they have a chance(completely RNG) to get their own double weekend when they are off(lucky enough to get a booster on their days off)

    It only affects resources, credits and affinity.  Lets face it, no one is just going to continue playing Warframe, just because they need credits, or ferrite or have that one frame to level up.  So its not going to drive anyone away, but will help players who need credits, who need ploy, or have a bunch of forma to waste(like me)

     

    That's my reasoning behind the change.

     

    *Just wanted to add that this would not stack with when DE gives out double whatever weekends, so no we would not get 8x(that's a little too much).  Our Sortie booster, start after the weekend was over.

  8. Hello,

    So, I'm not going to lie, I'm not a huge fan of relic missions, prefer the tower system... but lets face it, relics are here to stay, at least for a few years.  One of my biggest issues with relics missions is reactant.  I'm going to assume they were put in as a anti-afk/anti-speed run device, but to me they are a anti-fun device.  My main issues with them would be:

    1.  You can actually finish the mission(especially lith) without 10 reactant dropping.

    2.  Load into a mission late, you are either stuck there waiting for enemies to spawn, waiting for them to turn, to get your reactant

    3.  Your team devices they are not going to wait and goes onto extraction.

    4.  You can kill the enemies while they are transforming and they don't drop reactant.

    5.  I really hate having to stop, make sure I run over the reactant to actually pick it up.

    It completely kills the fun for me.  I used to enjoy running around the void like a lunatic, shooting everything I could, and getting a reward every 5 minutes.  Now its, run around shooting, stop, because the enemies are transforming in front of me, wait until they are transformed and carry on.

     

    So my only section I can think of(that people might agree on), is reduce reactant required to open a relic from 10 to 5.  I have found when I'm not paying attention to the reactant dropping and just doing the mission, that we usually end up with around 6 or 7.  So reducing it to 5, will keep reactant in it, but will also let me force on enjoying the game.

  9. An alliance is what you make of it.  If no one puts anything into it, you wouldn't get anything out of it.  SoH you have a lot of people who believe in this alliance, it isn't about drama, or being better then the rest, or the leaders ego.  It's about being part of a community, where you can have friendly game related talk and get the help, when you need it.  Message one of the leaders today for more information.  You wouldn't regret it.

  10. SoH is a long standing alliance.  3 plus years now.  In that time, the alliance has evolved with the game and continued to grow.  It has always remained active and helpful.  It isn't just another trading tab which means people get the help that they need.  Is it for everyone?  Not at all, everyone have a different idea of what they want out of an alliance.  If you're looking for a community of people, who like to challenge each other, help each other, and talk in a respectful way (leave region tab in region tab basically), this might be the community for you.  It's well worth your time to send a leader a message to find out more.  You will not regret it.

  11. Hello, so I have been playing the plains and one of my biggest issues(besides the bugs) is I have to wait for my entire squad to come to the door.  Most have been pretty good, type in chat, Hey, can we head back to town, please.  Most come.  Others, 3 people standing at the door while the 4th is off doing who knows what.  So I got 2 very simple ways to fix this:

    1.  if I'm not the host, going to the door to go back to town, should be treated the same as defense.  I can leave a defense every 5 waves without messing up the game for everyone else(other then leaving them short handed).  Why can't I do it with the plains.

    2.  if I'm the host, it works a little different, it works like survival.  The host needs 1 other person to come to the door where, lets say a 30 second timer starts.  Once the timer hits 0, the entire team gets pulled to town.  I just don't trust host migrations in the plains yet.  Some has worked, while others have kicked me back to my ship and I lost everything

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