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Drachyench

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Posts posted by Drachyench

  1. On 2018-11-18 at 2:33 PM, Tortelett said:

    Found this thread on google.

    I managed to get up here after a couple dozen attempts. 

    ONXqbA0.jpg

    eFY1ivm.jpg

    Here's jumping up from a slightly higher point I found (with the first location circled)

    QTgVTGl.jpg

    Alright: Just getting on top of the pulley closest to the Orb Vallis door was impressive and earned my respect (I've been able to access the other two prominent ones, but not that third pulley / crane). Getting up even higher... I'm impressed. The final set looks vaguely familiar (I'm assuming it's accessed from one of the two protrusions nearly above the entry point), but actually getting up even higher... 

    Glad to see somebody beat my record, at least! Also that I wasn't the only one who thought "How high can I go?"

  2. The main suggestion I can give is to take into account the second platform located above the starting / entryway one: You can sort-of access it by wall jumping up to the immediate right of the door, but if you wanted to make it more accessible (or to see if trying to connect the two inspires you with other ideas) a ramp or stairway or the like can be nice. Worst case scenario is that it leaves you with a Reactor room that has two "levels", which is still a bit of a break away from the usual "Do nothing / wall it off" design solution.

  3. Being almost a week into Fortuna's release, I figured it's about time to see who's broke the bounds of the settlement the hardest (either intentionally or by accident). This thread is meant both as a sort of friendly (prizeless, at least outside bragging rights) contest between players to see who can get the highest on the Fortuna map, as well possibly launch off into other community competitions related to the map.

    To start us off, 

    EVlfnxs.jpg

    G3nEXYQ.jpg

    I have been able to reach slightly higher on the map, but it's of an area far less suited for (pretty) pictures. That said, you'll know if you've found it: If you bullet jump straight upwards from the point, you can reach high enough on Fortuna's map to actually mute the background sounds of the settlement (leaving you briefly floating in absolute silence before you descend back down to the city below).

  4. After taking a brief hiatus from Warframe, I booted up the launcher a few days ago to download the Warframe Fighters and Revenant patch... only to discover that my download speed was for some reason throttled to barely 1-2kb/s. This would persist repeatedly before inevitably timing out and sending me to a "Log In Failure" screen.

    Deciding I would return to WF after some Hotfixes had a chance to drop (thinking that it might be an issue with the launcher after looking in the PC Bugs thread), I finally tried to install WF's patches again... only this time to have my computer forcibly shut down during the first attempt (in the midst of otherwise installing the patch properly). Since then, I've not only been unable to download even the first 256kb of the update, I also have found myself incapable of verifying my download cache, optimizing my download cache, or otherwise taking any launcher options. Worse yet, trying to close the Launcher now (via Task Manager, the [x] in its corner, or so-on) has gone from something that would normally take all of maybe 2-3 seconds into a process that sometimes can take upwards of 2-3 minutes to complete.

    Many of these issues are things I've seen reported with increasing frequency and severity over the last several months in this forum (starting around the time of Saryn's effect rework), and yet I've heard almost no mention of DE actually resolving or responding to any of them. I would strongly prefer, even if anyone on DE's team cannot give a conclusive answer, at least a vague acknowledgement of the fact that this is an ongoing issue.

  5. Also theres no odd on the list yet it drops 2 new parts.

     

     

    ODD still drops Prime parts. That's where I got my Trin Prime blueprint. I haven't done an ODS mission since the update, but I would be very surprised (and extremely angry with DE) if they removed Prime parts from there, since it would mean that the Nova Prime systems would no longer drop from anywhere. Why those two missions no longer show up on the location list, I don't know, but I know they still drop stuff.

    Ah, I was unaware that there had been an issue with the official Void Drop table. Apologies in that regard for citing it as one of my examples. 

     

     

    While I think your solution has some merit, my personal opinion is that drop table dilution would be better reduced by moving certain Prime parts out of the drop tables where they currently reside and into ones that are underpopulated or not used at all (for example, the three endless mission rotations I mentioned above, rotations A and B of ODD and ODS, and/or the other Orokin Derelict missions).

    I can sort-of understand them not being in Rotations A and B of ODD / ODS, since their keys arguably require even less farming than Void Keys. But if DE was desperate enough for space, they could probably add 1-2 Prime Parts to Rotation C of Corpus and Grineer Survival / Interception / Defense (though I'm still confused as to the thematic explanation for multiple rewards for Defense). We know they have access to Void Towers (Void Sabotage, official cutscenes / promotional videos), sell Orokin swag under the table (The Sergeant's assassination contract background), are picking through Orokin Derelicts for anything of value (Mars description), and are otherwise equally interested in Prime stuff in general. Each faction, between Survival / Defense / Interception, could easily fit the three to four components for one Prime Item per "tier" (so six items altogether, eight if we include Nightmare as its own tier). It wouldn't be much, but it'd be enough to delay Vaulting for a cycle or three / cycle back some of the oldest Vaulted items.

     

     

    So DE has more reasons to add trash in the drop tables. Now that I thought about it, imagine if this happened:

     

    So your idea gets implemented.

    Now DE does this to a rotation C reward table (assume T4Su)

    Forma BP, Volt prime somthing, Rhino P something, Nova prime something, R5 cores, 3x orokin cells

    Alt reward (your suggestion)

    Forma, R5 cores, credit cache, Trinity prime something

     

    So, not really that good TBH

    As I said in the OP, if DE chose to implement the idea in an outright bizarre / counterproductive fashion (create a second drop table specifically to dilute the tables even further) then yes it could-and-would be problematic. But in order for that to happen (the tables to be diluted even further), someone in the office would either need to drop the ball hard enough to cause an extinction-level event, or the DE Game Design Council would have to take what could only be interpreted as hostile-action.

     

    As for your second example? I… don't see any particular problem with it, without knowing the percentages? If the final - adjusted - drop rate for Trinity Prime something came out to somewhere around 2% or 3% in your example, then barring a worst-case scenario otherwise (see: Table A had the drop chance of its Prime Components dropped even further for some reason) then the worst you could expect from this solution is that you  have to farm… just as much as you do now. Only now you're getting even more Fusion Cores, Credits, and so-on (possibly even including Prime Parts) for the same amount of time farming. At least unless your example was meant to be interpreted as "Trinity Prime component was transplanted to Table 2, the majority / entirety of the space her part use to occupy was given to Cache fodder, and her new drop rate is lower than her old one", in which case we goes back to the "DE Game Designers take what could only be interpreted as hostile action towards the community" comment.

     

     

    Simply.

     

    To dilute x% drop chance you would need to add until theres (x^-1)+1 items in drop table.

    So for 8 items to dilute drop table.

    Lowest drop chance would need to be 1/7 which would mean that at average players would need to run t3s rot c 7 times to get ash systems.

     

    So for everyone like me who ran it 100 and got jack S#&$ there would need to be 15 guys who got it at 1st try to conclude that dilution caused me to miss the drop.

    Disregarding for a moment that your example does not account for weighting:

    1) If there are eight items on the drop table, and the lowest chance for an item to drop is 1/7, then at least one of the eight items needs to be dropped either in combination with another item (a paired reward, in other words) or there's some sort of multiple-reward system already in effect as 114% > 100%.

    2) I do not think dilute means what you think it does. If you dilute something, you make it thinner or weaker most typically through the addition of something. In regard to Video Games, a diluted drop table is often accomplished by actions such as increasing the number of objects competing for the same space (see: Increasing the potential drops on a table), weighting the tables so as to be favorable towards certain rewards (ex: Caches), or making aspects of the table conditional (something DE hasn't done yet, thankfully). When you're describing diluted your example seems more suited for something like "balanced" or "equalized" (which in a lot of Prime Components' cases would mean a more concentrated table).

  6. Yeah, looks good on paper, but...

     

    Knowing how weighted drop tables are, this could also apply to your second drop table

     

    Example:

    Table 1 - Odonata Prime BP, Scindo Prime Handle, Lex Prime receiver, Volt Prime chassis BP, Rhino Prime helmet BP

    Table 2 (following your drop percentages respectively, possibly worse due to possible weighting interference) - 5x R5 cores, 3x orokin cells, 5k credit cache, loki prime systems BP

     

    So yeah, not always a good idea :)

     

    But hey, that's my 2c

    Without question: Barring DE significantly breaking away from precedent within-company and without-, there would still be weighting within the drop tables.

     

    The beauty of the system (or at least of my likely-incomplete thinking through of it) is that even if it leaves the system exactly as weighted as it is today, it still provides the developers with additional space to work with inside the Void without making things even worse / needing to Vault even more items.

     

     

    To be perfectly honest, it's a moot point. I know that's not constructive. But this system will cease to exist in few months when Star Chart 3.0 rolls around and the Void is de-emphasized and made into nothing more than a normal tile set rather than the only place to farm Prime parts. I just don't see them putting effort into a short term change a system they're already completely revamping and have everything already planned out.

    Digital Extremes semi-routinely makes temporary changes to content so as to serve as an intermediary until the final product can be rolled out. So while the change would by no means be permanent, it might at least reduce some of the grumbling by players and forum members. Furthermore, and in hindsight I probably should have proposed this subject as a change to Missions in general versus Void-specific, there's nothing preventing them from using "Chance for two rewards from one mission" elsewhere in the game for non-Prime Component things.

     

     

    You know theres no dilution right??

     

    If you dont believe then i hope you at least have proof for your theory. 

     

    Cause it wont take me long to prove that dilution simply doesnt exist.

    By any chance have you looked at the stealth-change to Drop Tables in the latest update? Specifically how several tiers of Defense no longer drop Prime Parts in addition to Derelict Defense and Survival being removed from the tables outright?

  7. As everyone already knows, the Prime Gear Drop Tables for this game are annoyingly imbalanced at the best of times and a bloated "Rotation C 1% chance" mess at their worst. This is not helped by the presence of non-Prime rewards for Endless Mission-types, such as Uncommon Fusion Cores, Credit caches, or Neural Sensors. The removal of Prime rewards for Derelict Defense / Survival is similarly not helping to reduce table dilution.

     

    Furthermore - as everyone in the community also knows - the vast majority of solutions to this problem that are in effect (Vaulting) and typically proposed by the community (Make another tier of Void Keys! Add new Void missions! Throw them in Rare Crates!) are - in a word - ineffective. Rare Crates are something many players see even less than Santa the Stalker, and adding another tier of Void Keys makes the farming of Void Keys (which must be farmed before one can move on to farm the desired parts) even more tedious and table-diluted. Worse, Vaulting makes certain pieces of equipment and content inaccessible to new players outside use of the Trading channel, and even then at exuberant prices and limited availability. 

     

    As such, I'd like to propose a solution to the dilution of the Prime Tables. One that I feel avoids the issues of Vaulting (prolonged removal from in-game tables and the Platinum-gouging of new players through Trading), as well as the issues of Rare Crates stuffing (no reliable mean of farming combined with excessive rarity), another tier of Void Keys (determining what makes a Tower Level 5) or fresh Void Keys in general (further diluted Endless Mission drop tables, yet more Key Farming, potential need for new Tilesets and / or Rooms).

     

    Are you ready?

     

    All Void Missions have a chance to drop a second reward from a unique table.

     

    Properly explaining the concept requires me being verbose, so let me start off with an example first.

     

    If you run a Tower I Capture Mission today, there are five rewards you can look forward to (presuming you don't find a resource cache or the like): Odanta Prime Blueprint, Paris Prime Grip, Forma Blueprint, Ankyros Prime Gauntlet, and Lex Prime Receiver. The game checks the drop table for your reward, presents you one of the above (again, in theory), and then it's done-and-done.

     

    If you run a Tower I Capture Mission tomorrow, with the new system in effect, there are still five rewards you can look forward to that are guaranteed. Depending on how DE's table shuffling works, it may even be the same five items: Odanta Prime Blueprint, Paris Prime Grip, etcetera. 

     

    Now, in addition to the base table and its five rewards, let's say there's a 25% chance that you will draw from a second table. This second table is made up solely of a selection of Prime Parts confiscated from some of the more bloated mission drop tables - such as Interception Wave C - or the Vaulted Prime Item list. Let's say it has four items, and use nice numbers that divide by four for their individual Drop Rate percentages (48%, 32%, 12%, and 8% in this example). After accounting for this table only having a one-in-four chance of being called per mission, the above items have a final - adjusted - drop rate of approximately 12%, 8%, 3%, and 2%.

     

    Not too different from what people can already expect from missions like Exterminate IV or Rotation C in an Endless Mission-type, is it? Or what the drop rates of the unspecified components probably look like in the current system?

     

    There are a number of advantages to this system:

     

    + It does the opposite of dilute the tables. By moving these Prime Items elsewhere, you (DE) can increase the percentages of the remaining Prime Items on their old tables without having to reduce the drop rate of things such as Fusion Cores, Forma / Forma Blueprints, Credit Caches, etcetera. Heck, you can possibly even increase their drop rates even further while still increasing the overall drop rates of the remaining Prime Items.

     

    + It allows for the creation of up to forty three new tables without a need to farm additional keys or create new assets, twenty one if one table is shared per Endless Mission Key, twelve if the new tables are confined to non-Sabotage non-Endless missions (Exterminate, Mobile Defense, Capture) only, and these numbers are all even looking into Derelicts as a potential recipient as well.

     

    + All mission types stand to benefit, regardless of implementation. For example, if the tables are only applied to non-Sabotage non-Endless missions, they obtain the unique draw of having a chance at multiple Prime Components (or even Prime Components and Caches / Forma at the same time) while Sabotage and Endless missions also have their drop tables pruned (meaning increased odds for their remaining items). 

     

    + The system frees a potentially enormous amount of space for use regardless of implementation. Drop the second table's chance down to 20% chance, reduce it to only two items (75% / 25% chances), restrict it to Exterminate, Capture, and Mobile Defense, don't change the pre-existing drop table? You have still created space for twenty four components so that you might either introduce new items, cycle between Vaulted items, or even just increase the odds of finding things that right now require approximately 1,000 minutes of Survival to acquire.

     

    + As highlighted above, the system is extremely modular. Add it to Endless missions, but only rolled once at the moment of extraction. Or only during certain Rotations. During all Rotations, but from a table that does / doesn't change regardless of Rotation letter. Increase the odds to 33% and add three more items. Have the percent and potential item number vary depending on the mission type. Use the second table solely for Endless missions to transplant credit and resource caches instead of relocating Prime Items (so that, for example, there's a 33% chance every Rotation to get a Credit or Fusion Core Cache in addition to a component or blueprint). Etcetera, etcetera.

     

    So long as the modularity is not implemented in an outright bizarre fashion (ex: Removing all Prime components and BPs from the main drop tables into the secondary, non-guaranteed drop tables), this sort of system would enable you to significantly increase the number of Prime Items, the drop rates of Prime Items, or even both at the same time, without having to create new mission types or archive pre-existing components. 

     

    Constructive feedback, DE / Community?

  8. A few pages back it was mentioned that some of the planetary descriptions need updates. Oddly enough, Mercury was not cited as one of the examples: "The only remaining Orokin Towers are hidden here. The Grineer patrol this area to prevent Tenno incursion." While the Grineer patrol aspect is very much relevant to this day (being a Grineer-only map), the "only remaining Orokin Towers" aspect is not as - even if we're excluding Orokin Towers within the Void - DE has revealed that Luna is going to be crammed full of Orokin constructs.

     

    The only way this description would remain relevant is if either the text is clarified to something like "The most intact-remaining Orokin Towers" (which may-or-may-not be accurate since we don't know what Luna's Towers are like), or if it turns out DE was hiding the location of the Twin Queens (strongly implied to be former Orokin Commanders) in plain sight all this time (which would also, conveniently, explain why the Grineer patrol so heavily to keep out the Tenno).

  9. That's a pretty short snout; Only part of it is narrow. Chroma's 'snout' bears a striking resemblance to an anteater or seahorse's snout.

    And in various points of Eastern mythology, Sea Horses were seen as young / adolescent Dragons, there even being a term for them as "The dragon's lost child" (which, as a note, would be a very nice subtle reference by DE if intentional).

     

    I'm just not sure where rat-face, dog-face, and reptile-face Dragons are all acceptable, but Sea Horse is taboo / undesirable.

  10. horse voice,

    Truly the end will be neigh for me before DE delivers.

     

    However, I think by now people are seeing my point. The idea of a Dragon / "Dragonborn" akin to this is actually fairly modern and - when it comes to Western Dragons - you would be hard pressed to find art of that nature older than the last hundred-or-so years compared to the varieties I've been spamming. Heck, some of the images I provided were even or based on major works of their time.

     

    Does this mean that Endrian's art is wrong or bad? Not at all, I quite like it even. But to say that Chroma is wrong because it doesn't conform to similar Western Dragon norms when the norms being toted around are a relatively recent development (an example of a Dragon from the 1800's)? Have people not paid attention to the changes in western dragons over the centuries?

  11. What culture? Every car shares certain similarities. You guys can debate what makes a dragon a dragon all you want, the fact is that a much more concrete comparison exists in the anteater. Chroma looks like an anteater. Long thin snout, fat body, thick tail (more beaver like than anteater like). All he's missing is the tongue. 

    Again, I refer to Smaug's artwork. Alternatively, since people are going on about the hoopla of "It doesn't look like a real Dragon", I eagerly await DE changing the design to something more like this, or these. Maybe if really lucky we'll get something like this.

  12. I've yet to experience this with Exterminate or Capture (on Jupiter and in the Void), but for every single Assassination mission I run this has happened to me too. Similar to OP, I need to forcibly quit the game to fix it. I still retain all my rewards, affinity / reputation gains, and so-on, but it's troublesome to say the least.

  13.  

    Having gone through every page up till this point the ones of note (in my opinion)

     

    pages # / Posters name
     
    22  Kruglov
     
    26  Orbister
     
    28  Sorrow0110
     
    30  hades9511
     
    31  ToolboxMotley
     
    37  Kickeltoe
     
    39  Denwise
     
    40  Kaisharga
     
    41  Drachyench
     
     
    These seem to summarize the best points and ideas for the most part or provide excellent viewpoints.
     
    The is a fair amount of requests for the Key system to be adjusted so that it is the same way as the Derelict missions; using a sort of Nav beacon system of it's own, Not a bad idea.
     
    Kruglov's Idea is just brilliant as it would address many standing issues, and Obo could just be put into the Dojo like the others...
     
     
     
    The only Counter idea and something i thought would be obvious would be:
     
     Create a Tenno based Syndicate/Market with a special currency / Ducats or whatever - To purchase Keys.
        - If that resource is Grind-able to a reasonable degree then there should be no real complaints
        - This could also open an option to "Up Trade" or "Laterally Trade Tiered keys" (costing credits or extra Keys)
                example: 10 T1 Exterminate => 1 T2 Exterminate ; 2 T? (Your choice) => 1 T? (Your choice)

     

    Thanks for the name shout-out, as well as taking the time to read through the thread and make a handy guide!

     

    Looking at the suggestions, in order:

     

    + Kruglov. As you say, their idea is brilliant. While I might disagree with the idea of Oberon parts on Stalker / G3 / Zanuka (predominantly because you'd need to kill them at least twice, and if RNG is against you it can literally take months to expire a single Contract), everything else reads wonderfully. It might be better to scale the Eximus scale slightly higher up to take into account that there's relatively few sub-level 10 areas (and many of them don't crank out Eximus troop types), but simply changing the scale to something like 1-15 -> 16-24 -> 25-33 -> 34+ could work.

     

    +Orbister. They have a fairly valid point about what these new prices would mean regarding lower-rank players (who are already busy grinding Weapons / Warframes for experience) and their daily Reputation limits. Unfortunately, while I agree with them, at the end of the day games like Warframe tend to devolve into Universal Grind or Pay-to-Win (right now we're in the first). The game is extremely unrewarding re: casual play (Vay Hek requires a massive Grind for Beacons, Mutalist Alad is timing, Prime components can be days of slogging for a single piece, Clan start-up costs can be a brick wall, you need Mastery to use a lot of good stuff but Mastery requires huge periods of grinding, Fusion costs are absurd), but the alternative is to effectively take an axe to the end-game experience and lifespan of the game (grind isn't supposed to be a feature, but it does do wonderfully for stretching a product's play clock). I'd like to see things become less biased against new players, but there's few ways to do so without gutting incentive for long-time players (if I could maximize my main mods instantaneously, farm Hydroid and Mesa right now, and complete my one-man Dojo, as an example, I'd probably disappear until the next event again).

     

    +Sorrow0110. As I touched on above, they point out the Fusion system is extremely unrewarding for casual play (I have a stockpile of literally thousands of Fusion Cores: I would need to empty over 66% of its energy to fully upgrade my Primed Point Blank). Furthermore, while they slightly omit something from the Solar System (namely that you'll probably do a lot of Solar System grinding for Neural Sensors, possibly Orokin Cells too), for the most part they're spot on: Once you've acquired a nice stockpile of resources and got to Mastery Rank 8, you'll be spending most of your Solar System time only to do one of a few things. Farming Keys, Farming Reputation, Farming New Mods, Events / Alerts, and that's about it. Lessening post-Rank 5 requirements would be nice, but it's a tricky scale to balance as if it swings too little there isn't much a point and if it swings too much then people who have huge piles (like me) could maximize everything at once dramatically cutting the game's life short. The main place I must disagree is equal odds for all Prime parts, predominantly because the current system tends to have "One mission with low odds, one mission high odds".

     

    +hades9511. Their point has probably, from a joy of gameplay experience perspective, hit me the hardest so far. Messing around doing crazy stuff is, IMO, one of the appeals Warframe use to have, and it's been a shame seeing it go in recent months (heck, recent years) for serious grinding endeavors of 20+ minutes dedicated time, no restroom breaks or interruptions. The most fun I had in Warframe in recent months, barring events, was when I attempted to replicate

    (hint: I was successful) and if other players got the visual glitch (unfortunately they didn't, and I think the recent aerial attack changes effectively patched Rhino March out). But as much as I agree with them and share in the plight, I feel that this point - important as it is - might be better suited for another thread, as it addresses an underlying problem with Warframe's gameplay versus an issue with Syndicates and their Offerings.

     

    +ToolboxMotley. They mention the gameplay experience too, and I must repeat what I said above. But regarding the "too easy to get": The problem was a positive feedback loop wherein, for some Keys, you could get an unlimited amount by running one purchase.

     

    +Kickeltoe. Was this a trick? They do not seem to be on Page 37, unfortunately, nor 36 or 38. :( 

     

    +Denwise. Their point rings true on Interception grinding. Very true. That's, overall, why I threw my lot in with Option 2, as at the end of the day - if you want anything from the T4 Sabotage List - you must run Interception. So Nova Prime, as an example? Lol, have fun running Interception. A lot. Hoping to get a T4 Key. Of Sabotage. That also nets you a Nova Prime component BP as a reward. Obviously the better solution would be "Offer a by-choice T4 Sabotage option to Syndicates too", but that would presumably require adding at least two more Syndicates, and that could cause some troubles in and of itself. Beyond such they address gameplay experience as well, so my earlier commentary remains.

     

    +Kaisharga. Their point about random keys, though not universal, sounds modestly right to me: Lower level Void Capture missions are some of the few (if not only) Void Missions I'll run for fun and go exploring within. For Mobile Defense I tend to be tuckered out after babysitting an objective (especially if running Solo), Defense even moreso (let alone there being nowhere to explore), Exterminate missions tend to have small and unrewarding maps, etcetera. Leftover Captures? Pretty fun. Their point slightly falls apart regarding what this means, but as I must reiterate once more: Discussion about overall / Void gameplay mechanics and their passings / failures seems more suited a topic for elsewhere and not the discussion regarding how to handle Syndicate Offerings and the removal of T4 Keys from such.

     

    Thanks for composing the list Noissar.

  14. I threw my vote in for the "Three keys for 25K, one guaranteed to be Rank 3 or Rank 4, Sabotage added to tables".

     

    While the pick-what-you-want is extremely useful as it is now (since if you're farming, say, Rhino Prime Blueprint, you only want an Exterminate T3 or T4, not a Sabotage or Interception or the like), it also dilutes Sabotage from the tables entirely, Interception farming for T4 keys does not, and as others have said farming Interception for T4 keys is a horrific chore. Similarly, while 25K is a five-fold increase (versus the 15K option's three-fold and promise of a T4 key you want), it does offer three keys. 2/3 to all of them sub-Rank 4, but that's still x3 times the odds of getting a Prime component (which is necessary for Ducats which are necessary for the Void Trader) over a single T4 key (of which I predominantly run T4 Exterminate at this point less for a specific Prime Part, more because at T4 the table can't be diluted with an even higher ranked key now).

     

    I think it's a pity T4 five-packs of your choice are on the go, and can understand peoples' complaints. But at the same time aren't they complaining that Syndicates are broken and in need of fixing? "Don't change Syndicates" and "Syndicates are broken" are exclusive arguments and changing how Offerings are handled (starting with Void Keys which the market is flooded with) will start on the road to (hopefully) improvements.

     

    Since presumably the 15K / 25K options would be higher rank than the #2 slot, might we talk about what will replace those offerings? One of the major arguments is that T4 Void Keys are always useful, whether a new player or a veteran. However, what does a T4 key offer? A more difficult gameplay experience, and different Prime components. What could fill those voids? Well, filling both at once without adding a unique Faction-specific Key is troublesome (let alone how we're already diluted between Derelict Keys, Void Keys, Mutalist Alad V Coordinates, Vay Hek Triangulators, etcetera). Ducats are one option, but while they partially fill the void of Void Keys (in fact they're arguably better, since Void Keys have an annoying tendency to drop Fusion Cores / more Keys / Resources), they do nothing about Triangulators(EDIT: about harder missions), and simply replace the flood of T4 keys with a flood of Ducats.

     

    Exclusive mods / weapons could be an option, but they're placed in higher ranks for good reason. An improved version of the Spectres / Ammo Blueprints could work, but while they'd fit in the niche they don't address the gameplay experience / Prime component access.

     

    The closest I can think of, and it goes back to Faction-specific Keys, is a Faction-specific Alert mission that has unique, non-void-but-still-rare, Mods available? Nightmare / Tactical Contracts, in other words. 5K Reputation -> One [Faction] Nightmare Contract -> Nightmare Mods (possibly allowing for the Nightmare Mod list to be expanded and / or their drop tables diluted)? In theory you could add a handful of Prime parts to the table too, to represent the Faction's appreciation.

     

    For example: Red Veil does Nightmare Extermination Contracts. Being Rank 2 for their faction their default is around 750-1250ish Reputation simply for playing (with 3-8 Medallions scattered throughout the mission as always), plus any enemies you kill. There is one Nightmare Mod exclusive (amongst Syndicates) to the Red Veil Contract, one shared between it and its closest Ally (Steel Meridian), and four that are possible from every Contract (there's less Nightmare mods than I thought, and adding Corrupt Mods to the table might be a bit much). These six would take up a total of, hm, 66% of the drop table? In addition to such, the Red Veil Nightmare Contract would have four (relatively) common Prime components added to its table (presumably each Syndicate would have three 10-Ducat Prime Components and a single 20-Ducat component added to their tables), with something like a 24% or 30% chance altogether. The remaining percent could be split between a Resource, Fusion Cores, Credit Packs, or play a role similar to Rare Supply Crates and offer things like 30 Minute Affinity / Credit Boosters. 

     

     

    It's a very big "WIP" concept, but it'd fill the hole left at 2nd Rank within Syndicates. You can still buy keys to (attempt to) farm Prime components, it'd retain the "Pick your Mission" appeal (I know people who went Red Veil specifically for Exterminate keys), allows players looking for end-game content to still play difficult missions for reasons other than "Punch myself to have fun"s sake, etcetera. 

  15. A blast from the past, but I'm sure some people here remember Warframe's very first Fomorion-hunting event. We ran around gathering event-unique materials, built Corruptors, and had fun turning Fomorians into shattered Infested mistakes (preferably in groups to get more goodies from the Lotus) with a direct assault on their Generators. Good times. However, comparing it to the current Fomorian event, the model's obviously dated: Now we run around gathering event-unique materials, building Disruptors, and turning Fomorians into shattered powerless mistakes (preferably in groups to get more credits from the Lotus) with a direct assault on their Generators. Or, occasionally, launch raids on their production facilities to scuttle Grineer reactors.

     

    Noticing a pattern re: Fomorians and their Generators?

     

    Cutting right to the chase: Some of us still have leftover Corruptors. I do not recall the Grineer being mentioned as having made any changes to their Fomorian cores significant enough to prevent Corruptor implementation (either pre-existing ones, or improved versions utilizing isotopes or even greater quantities of nano spores or whatnot). A lot of the Fomorian events are thematically time-sensitive, and / or are designed around Tenno maximum chaos in minimum time. For example, for Eyes of Blight we're rushing to save our space-Relays before Hek can use his conveniently one-at-a-time Fomorians to slag them.

     

    Yeah, using Corruptors leads to giant infested warships in close proximity to planets, but our current concern is saving the relays. Relays that are currently in space. Surrounded by buzzing swarm of greedy sociopathic space ninjas who have - after satisfying their initial curiosity re: Relay fireworks - shown themselves to be quite willing to delve into Infested Hives when they get too close to their shinies. And it's not like Infested Invasions are unheard of anyways.

     

    Cutting more to the chase: Would anyone really complain if we artificially triggered a few Infested Invasions breaking out ye ol' Corruptors?

  16. I would love a 20%  damave reduction in an Archwing mission, but unfortunately only people who played Oxium Espionage have it, so it would give older players a huge advantage over newer ones. 

    Well it's not like the mod sees much use as-is. If they added it to some Loot Table (pretty much anywhere) I doubt there'd be much complaining from others who have the mod. 

  17. The title pretty much says it all. Aviator is a mod that sees almost negligible use as-is. Worse, despite it thematically being perfect for Archwing use (I get more of an impression of a graceful aerial fighter from Archwing animations than Zephyr ones), comments of "rigorous testing" by multiple users all seem to confirm that it has negligible effect (it eats up valuable Mod space!) during their missions.

  18. Torid really didn't need more reasons to be unused, Penta, Ogris, Castanas, and Angstrum didn't need such a huge ammo reduction.

    Castanas and Angstrum are the bigger two to lose out. Penta fires moderately fast, so I can see the complaints there, but Ogris has been and will remain a "click, point, release, pick up swag" weapon that in all my uses have never seen fall below the 500 point for remaining ammunition (only ever fell below the 520 point when I was standing somewhere high that the AI couldn't reach to rain fiery death on all below).

  19. While I can understand (if would rather not see) the reduction for Ogris and Penta maximum ammunition capacity, I must heartily protest the Torid change.

     

    Why? Because Torid is entirely based around firing excessive amounts of ammunition at once since it is only useful in one of two situations: 

    1) Shooting someone in the face. For a launcher that suffers from gravity, this is much harder than it may sound on casual glance (EDIT: And is also entirely unrelated to its Launcher function).

    2) Laying down 5+ grenades at any one choke point. Beyond T1, due to how the Torid's Gas damage works, the weapon is marginally useful at best and outright useless (T3+) at worst. 

     

    By limiting the Torid's ammunition to 20, you're creating a weapon that is more situational and impractical to use than the MK1-Braton pre-buff. If you plan on giving Torid a boost in AoE radius, Gas damage, and so-on then more power to you to reduce its overall ammunition count. But where it stands now? Limiting it to 20 ammunition (and no doubt changing how its ammunition pick-up works, I can't wait for the implementation of "Launcher Ammo Mutator" mods that will need to be farmed) effectively means it will be useful outside T1 maps for at best one room's engagement.

  20. Only 4 weapons capable of red crits, at least for primaries.

     

    Amprex ~150%

    Synapse ~150%

    Dread ~150%

    Paris Prime ~135%

     (With max point strike and critical delay).

     

    Funny how none of the sniper rifles are capable of red crits. I guess thats the price you pay for the trade off of hit scan vs projectile. Crit build Amprex/Synapse might actually be super fun to use now, barring range limitations.

    Cernos can manage it as well, though their reliability is much lower (~3% if my math's right, versus 35%+ for the other candidates). Of them, three are Bows (which have a soft-cap on range due to travel time) and the other two are beams (which have a hard-cap on range). It should also be noted that a build which is fully maximizing Crits for rifles (Hammershot + Critial Delay + Vital Sense + Point Strike + Serration + Split Chamber) is only going to have two Mod slots open, which means they're probably going all-in on their base damage type (one if you like your Punch Through on the Amprex / Synapse or take an Ammo Mutator on your Bows).

     

    I'm not seeing where it's especially broken, unless it is a multiplicative Crit (ex: 6.6 multiplier becomes 39.6) bonus instead of an addative (ex: 6.6 becomes 13.2).

     

    EDIT: Crit isn't the rule of the day by any means. Weapons that have an exotic secondary effect (ex: Dark Dagger's physical manifestation of Stunlock Man), utilize a Combi-Element somewhere in their damage table (ex: Detron), do raw damage (ex: Lex), or even a combination of the above (ex: Ogris) are all more than useful. And this isn't taking into account things like fast-swing weapons being used alongside Life Strike or such.

     

    I mean if you're crunching numbers, yeah this is the case. But if you're crunching numbers you're also probably playing a Valkyr with four maxed durability mods (Vitality, Redirection, Vigor, Steel Fiber), Rage, Hysteria (as your Panic Button), Rush and Sprint Boost (so most non-Loki / Vanguard Rhino Primes can be smacked in the face faster than they can run), at least 50% Energy Efficiency (so you can pop aforementioned Panic Button at least once) and then whatever else you want to fill the last 1-2 slots. But for some reason I typically don't see Conclave matches play out as "Two v Two Valkyr waiting to see whose Hysteria pops first".

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