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BornToDevour

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Posts posted by BornToDevour

  1. 11 hours ago, RaiuLyn said:

    There are a few problems that needs to be sorted though.

    1. What if a clan is MIA or actually dead after joining?

    2. What's the purpose of said alliance. Is it taking over dark sectors? Help out on clan events? etc... I get the idea of uniting clans but it's not clearly defined on what the alliance is for. It's no different than running a solo clan.

    3. There's clans in different regions and places. How are you gonna manage clans when internet speed and timezone are an issue?

    4. What are the roles? Like what does the alliance leaders/clan do? What are the roles of the other clans?

    It's a neat idea but it's still a poorly thought out idea regardless.

    1. As of right now, I don't believe this is a problem. Alliances have a 4000 member cap, and I don't think we're anywhere close to reaching it. If MIA/completely dead clans become an eventual issue, I would try to contact the MIA/dead clan leader before taking action, and if I get no response for an extended period or I get their permission, I would remove them from the alliance.

    2. Originally the purpose was to find a group of people with solo/inactive clans to run Pacifist Defect with. I can't speak for everyone else that joined, but for me, I get a little depressed and lonely staring at only my name in clan chat. It's really nice to meet new people, and be able to talk with a large group. It gives this sense of being part of a much larger clan, with all the perks of still being a part of my current one. I see the alliance as more of a gathering place for people who like their own inactive/solo/dying clan but still want the company of a larger group. There is also a group that does raids together within the alliance. And some people use the alliance chat as a friendlier region chat to ask for help, tips, and just to talk.

    If members want the alliance to take on a more specific purpose, then all they need to do is ask, and I'll work with them to accommodate their wants and needs for the alliance.

    3. We're not. We currently have players from around the world (I'm honestly surprised) who play at all different times of day. I've been on at various points and always seen at least a dozen people on in alliance chat. Since there are no alliance mandated activities, if two (or more) people want to run something together, it's on them to work it out.

    4. As alliance leader, all I currently do is answer questions about the alliance, invite clans into the alliance, and tell people that if they are offended or upset with another clan they can report it to me, and I'll try to work with the offending party. The other clans don't have a specific role right now, but if any were to ask me, I'd be more than happy to let them have a desired role.

     

    You are exactly right! It is poorly thought out, and that probably isn't going to change unless someone asks and wants change. In case you couldn't tell, this is a fairly casual alliance. It really is more of a gathering place than an alliance with a clearly defined purpose and goal. It's an alliance where you can do your own thing, and I'm more than happy to work with anyone in the alliance to better accommodate them.

    If you have any more questions, feel free to ask!

  2. So I was redoing the mods on my Nidus and I noticed that under actions there is the option to "Auto Install" described as "Automatically setup your mod configuration." How does this option select mods? Is there any way I can adjust it to prioritize a certain stat (maximize duration for example)? Does it just select what the developers consider a proper build for the frame using the mods I have? Is it entirely random? Why does this button exist?

    When I gave it a shot, it chose shotgun amp, rage, blind rage, primed continuity, intensify, transient fortitude, energy conversion, and unranked provoke for my nidus. It also didn't seem to take advantage of polarities as it put the provoked in a dash polarity, used rage in a v polarity instead of a more expensive mod, and left a d polarity blank.

    I tried it again and it gave me shotgun amp, rage, streamlined form, power drift, quick thinking, steel fiber, amored agility, endurance drift, and REDIRECTION (still on nidus).

     

    I put this in players helping players in case there is some way to actually use this feature that I am unaware of. If there aren't, I'd probably move my post to feedback asking for the feature to be updated or removed. Thank you for your help!

  3. That'll never happen. People have invested forma, resources, and time into building their clans and dojos. Disbanding a clan would mean losing all that.

     

    I'm not opposed to a clan recruitment menu though, and I think they mentioned something about that in today's devstream.

  4. Are you in a solo, dead, dying, or mostly inactive clan?

    Do you wish you had other people to play with, but don't want to leave your current clan?

    Are you willing to take a risk on a brand new alliance?

    Don't have enough active members to get into a legit alliance?

     

    If you answered yes to any of those questions, consider joining the Dead Clans Society. We are a not-quite-as new alliance for the clans that aren't big or active enough to go anywhere else. After the Hema research costs and now the Ignis Wraith requirements, our mostly inactive clan had the idea to gather other inactive/solo/dead/dying clans together. We are currently comprised of 28 clans ranging in size from ghost to storm.

    We now have a discord server and an alliance emblem (thank you @Buff00n)

    The only requirements to join are to ask and to have patience with my management of the alliance. It's my first time managing an alliance, so I'll do my best and take any and all advice under consideration. Being part of a solo/dead/dying/inactive clan is optional, but preferred. Thanks for reading! Have a good day!

     

  5. I was running today's sortie exterminate on Lua and I noticed a latcher had attached to me and detonated, providing a slight tickle of around 30 damage to my Loki. Any other enemy on the level was easily capable of one or two-shotting my frame. That's when I noticed that the level 65+ seekers were spawning level 1 latchers.

    So I ran some tests in the Simulacrum and this is what I found:

    -Regardless of level or type, seekers will always spawn a latcher at level 1 (tested on regular, arid, and kuva seekers at level 145)

    -Regardless of level, latchers will deal the same amount of damage (level 1 latcher and level 145 latcher both deal 16 damage to an unmodded Inaros with 200 armor)

    -Latchers are just awful at aiming (it would take a latcher 2-3 attempts to grab onto my frame while I was sitting still)

     

    Can we see latchers scale so they are actually a threat at high levels? I'd expect a fragile frame to at least get all of their shields wiped out when a grenade gives them a hug.

    Alternatively can we see them renamed to "Ticklers" if they're going to deal such pathetic damage regardless of level?

     

     

  6. Tenno allied colonies are something mentioned throughout Warframe, but we don't get to see a lot of them. In Vor's Prize there's an optional objective to save a colony by disabling a ship, Kuva Fortress Assaults are supposedly intended to protect a Tenno colony, and there are other hints about them in lore entries. So far the Mycona Colony during the Glast Gambit is the only colony we can actually visit and have minimal interaction with.

    What if we had a way to build up our own Tenno colonies? It would be amazing if clans, alliances, or the entire community could work together to build a colony/outpost. Many players are sitting on excessive additional resources, and using them to build colonies could be a fun alternative to repairing the relays (a suggested resource sink).

    I'm not sure what (if any) kinds of rewards players could get for building a colony, but I imagine it'd be like building a dojo on a larger scale. A lot of players would do it just because it's something to do, or to show off their colony to other visiting players. Maybe players could buy/trade resources with colonists or get special missions from colonists directly.

     

    While I think it'd be awesome to build our own Tenno colonies, it'd be nice just to see more of them in game. Visiting and interacting with colonies would do a lot of universe building, and with the addition of things like workers on Ceres, it's clear DE want to do a lot more of this.

    Colonies could also provide some context or purpose for the more ambiguous missions. You're not going to a corpus ship to mercilessly slaughter 130 crewman and robots. You're instead exterminating a rogue band of corpus pirates who have been threatening a colony. Rescue missions could be for repopulating colonies with the hostages. Spy missions could entail having to remove data files about a colony's coordinates from the enemy computers. Capture and intercept missions might be about preventing enemy intel about a colony from spreading.

    Most importantly of all though, colonies would be able to answer the oldest and most significant question in Warframe. Where does Lotus send all the consigned puppies and kittens?

    Please leave any thoughts, questions or idea below. Why might you not want to see something like colonies in the game? What features would you like to see if colonies was added to the game?

  7. I'd be game for some way to scramble up the rewards. There is definitely no shuffle in place right now as I've gotten a credit booster the last three days in a row. I don't need Rivens, but some reward variety would be nice.

    What would people think of a void fissure like reward system where each squad member gets a sortie reward and you select which of the (up to) four rewards you want?

  8. I'd like if the missions were more mobile or had a larger scale. Currently with mobile defense/interception you are put in wide open space and then told to sit in one spot. Pursuit and Rush were the right sort of idea, but aren't as enjoyable due to other flaws with archwing. I might enjoy something like a multi-objective formorian assault type of mission, sabotaging a large ship or space station from the outside, exploring/navigating dangerous terrain (a nebula or asteroid field), or a large space dogfight over a colony.

  9. I get most irritated when Lotus says "Tenno there's no time to explain, you must destroy that thing" (Probably a little off because I'm going by memory) right after allowing the braid to absorb a kuva. When I encountered my first siphon and she said this after I let a cloud through, it would have been really nice for Lotus to explain. There was plenty of time as I had to sit through 7 more kuva clouds being absorbed as I had no idea what I was doing (until I watched a youtube tutorial).

  10. @BornWithTeeth Brother! It's nice to meet you!

    10 hours ago, Hypernaut1 said:

    I agree, the cooperation did tap into something that would be great and fun for the game and is missing from something like the raids. DE tried to implement cooperation in raids, but IMO it falls flat and just feels annoying.

    This. So much this.

    4 hours ago, Irn-bruman said:

    So you cheated and very proud of it. Kewl. 

    I think cheating is a strong word. It's more like gamed the system. And it's not so much that I was proud of "cheating" but that strangers who should have been opposing each other instead chose to communicate and cooperate when the game encouraged them not to.

     

    2 hours ago, GKDK said:

    This post is like saying he never realized Dark Souls is so much fun only after he turned god mode on.

    I didn't really enjoy Dark Souls when I played it. Maybe I should try it with god mode... =P

  11. 40 minutes ago, bl4ckhunter said:

    Oh that one is easy, remove bullet jumping, aim gliding and air rolling/backflipping and buff sprinting. Spastic bullet jumping is what makes conclave such a piece of trash. It's absolutely impossible to have a fun pvp game when everyone is jumping around like a spastic rabbit

    I agree shooting rapidly moving players is frustrating and not my cup of tea, and I think a lot of players (myself included) would enjoy conclave a lot more with limited mobility (I think wall climbing and regular double jumping are fine). However, over the top mobility is part of Warframe's identity. Waframe separates itself from a lot of other games with its mobility and no-cooldown abilities. Since Quick Steel has already taken away the use of abilities, taking away the mobility would just leave a really lackluster shooter.

  12. 7 minutes ago, Krhymez said:

    Why not just try and play? you can only get better by trying. I am still a "noob" to conclave... but slowly my "K:D" is balancing out. A few weeks ago it was like 1:3, something horrible. 

    Also, if you want teamwork Conclave, Try capture the Cephlon. 

    I did try and play during the first two Quick Steel event days. I'd come in top three roughly two in every three games and my "K:D" was slightly below even. After two rounds of Quick Steel and another 40 minutes to 2 hours looming over me, I really didn't want to have to deal with it. A little conclave every now and then is fine (I almost exclusively play PvE and dipping my toes in the PvP waters every now and then isn't horrible), but this much in a short window isn't fun.

    I might give Cephalon capture a shot next time I do conclave. I was just very happy to be able to communicate and work with complete strangers without having a common enemy, and it truly felt great.

    5 minutes ago, allibound said:

    Just more proof to me how broken, unfun, and unfair conclave is to me.  I'm glad I sat this one out after the painful completion of the snowball farce.  Your initial plan was to immediately pseudo-afk your way through minimal participation for minimal gains to complete the event while you admit your attention was going to be on another screen during a game mode which should require intense concentration. Then you were pleasantly surprised you were able to game the system into destroying the spirit of the game and get maximum reward as quickly as possible.

    Not really trying to criticize you, just illustrates the state of conclave.

    When you put it like that it sounds pretty bad. You're right though. How would you try to make conclave more genuinely engaging?

  13. On the whole, I did not enjoy Quick Steel. I felt the hitboxes were off, I'm not a huge fan of silenced weapons during deathmatches, and the game mode seemed to encourage being a vulture (like having an epic one on one duel only for each player to kill the other and then someone else walk by and get two oro for doing nothing).

    Today's round was different. When I saw the 15 required points (40 minutes of conclave for winners minimum, 2 hours of suffering for those not skilled at conclave) I originally planned on getting a single kill and walking in small circles to avoid afk (and watching 2 hours of Netflix on a second monitor). Thankfully that didn't happen.

    After complaining with complete strangers about the game mode for two rounds, we agreed to go for a four-way tie for third. Organizing it so that four of us had the same score at the end of the round required more communication and teamwork than any other Warframe experience I've had (I've run LoR, but haven't touched Jordas Verdict). The squad chat would light up when someone accidently picked up oro and everyone would try to quickly organize an extra kill each before the round ended, with discussions on the most efficient ways to get one player to 25 oro so the round ended as quickly as possible, and warnings about where unclaimed oro was on the map. It was truly one of the best teamwork moments I've ever experienced in Warframe, and it was in a free-for-all deathmatch.

    It was exciting to work with five strangers who shouldn't trust each other, who have been thrown into a match to fight against each other. A player could easily just betray the group and ensure that they do make it into the top three. The game mode practically encouraged it. Yet I was part of 4 rounds where our groups were able to work together and ensure the ties. It was truly fantastic that after squad members finished their 15 points, the new squad members that replaced them were usually cooperative and willing to work together. Everyone I played with was friendly and we had fun conversations.

    If I ended up doing a round with you today, and you happen to be reading this, THANK YOU VERY MUCH for making my Quick Steel experience end on a high note!

    Did anyone else have a similar Quick Steel story? If you could design an event that brought cooperation and communication between strangers, how would you do it? I'd love to hear about it!

  14. Just got out of Meso Defense fissure. Same issue and UI bug as Salenstormwing after the host evacuated.

    The new host left squad to see if that would fix the error for the rest of the squad and it sent me back to ship.

    Lost the items and relic used.

  15. I understand the need to have a common or "bad" rewards in the sortie. Problem is, a lot of players (such as myself) don't have a need for nitain, forma, or 2k endo (or reward of your choice). However, even late-game players have common items they need (in my case, I'm short on credits after the prime pedestals and can always use more relics).

    What if DE was to add a half dozen more "bad" drops to the sortie rewards but keep the overall odds of getting a common drop the same. New drops could include 100k credits, 25k syndicate standing, 100 ducats, 1200 kuva, 1k common resource, or 5 relics (the numbers are all placeholder, don't read too much into them).

    Then you let the player select up to half that they absolutely don't want to see. In my case I would select forma, nitain, ducats, and common resources to remove from my drop table. That way I can avoid getting a drop that is absolutely worthless for me (like a forma), and still get a "bad" drop that I can put to better use.

    Right now though, I probably won't be running sorties as long as the possibility of getting forma and nitain exists.

  16. 13 minutes ago, BeeOverlord said:

    Why do explosive weapons deal self damage

    But Quanta and Simulor don't, despite being better than most?

    I want to say they mentioned they'd take a look at self damage on explosive weapons during the last devstream (but not until 2017).

  17. Penta (and other alt-fire to detonate weapons such as Castanas and Talons) can only have five undetonated grenades out at one time. Why?

    Penta is a fun and unique weapon, and part of that appeal lies in setting up traps and minefields. Only being able to set 5 grenades really limits that as a valid playstyle, especially when using multishot.

    I started playing with the Penta again after I got a riven mod for it that gives +108% multishot. and only being able to fire two shots before being forced to detonate took a lot of the wow factor and excitement out of the gun and the new mod. It's almost like the gun actively punishes you for building multishot. I'm trying to think of another gun (non-alt-fire to detonate) in the game that does something like this. Do Torid clouds disappear when you have too many out? Does the Simulor cease to fire after you've made 5 vortexes? This limit is even affected by Mirage's Hall of Mirrors. With that active, I can fire one time before being forced to detonate my grenades. I just ran a Simulacrum test where I had around 20 Tonkor grenades in the air (using Hall of Mirrors), yet could only have 5 Penta grenades.

    I'd really like to see this limit removed, or at the very least increased so I can fire a full magazine with multishot. If that's not possible, would it be possible to know why the limit is in place? Thank you very much for your time and consideration.

  18. I experienced a similar bug a few moments ago. I was farming a Kuva Siphon (Rusulka Capture on Sedna) and my frame died just as I switched to my operator. For the rest of the mission I could not switch back into my frame and was stuck as the operator.

    However, whenever my operator ran out of health, it was instantly restored to full without having to use a revive. I was able to walk to the exit after what I estimate to be several hundred operator deaths. It was pretty amusing, I wish I had the foresight to take video.

  19. What is the best way to get the enemies spawning during excavation when there doesn't appear to be any new spawns?

    I was running the Sortie Excavation against infested today (solo) and for around 10 minutes I'd get around one single enemy to spawn every 60 seconds. I had three extractors up (and out of power), and I wasn't sure exactly what to do. I tried running around the map to find if there was a particular spot enemies had clustered in preventing new spawns, but to no luck. Eventually enemies started spawning again after I let a sole runner slowly take out two extractors. If there is a faster way to just get the enemies (really just the power carriers) coming, I'd love to hear about it.

    Thanks for your help!

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