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St0rmW0lf

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Posts posted by St0rmW0lf

  1. 7 hours ago, [DE]Megan said:

    The Seven Crimes of Kullervo: Hotfix 33.5.5

     

    New End User License Agreement (EULA) 

    Our EULA has been updated from its last iteration (dated June 27, 2017). Upon downloading today’s hotfix, you will be prompted to read and accept the new EULA via the launcher before launching Warframe. Please thoroughly read the EULA in its entirety before agreeing to it. Learn more here: https://forums.warframe.com/topic/1359576-psa-new-end-user-license-agreement-eula/

    My eyes glazed over trying to read that. Honestly, I like reading, but the wording of legal agreements always make me feel like I need a lawyer to look things over before I agree to anything. Never mind the fact that all legal agreements stick to the bright Light Theme and does not offer a Dark Theme that's easy on the eyes.

    Should I just uninstall Warframe and delete my account?

    • Like 6
  2. 21 minutes ago, --TL--Gecko said:

    Even the reasons you join public are selfish and then it sounds like you expect understanding from others like players & Devs for getting afk... lol xD

    I personally also force start sometimes when its sorties for example, where one of the members is busy with creating an entirely new loadout with entirely new mods, which is btw unnecessary because its only lv50-100 and not Lv500-1000 lmao, doesnt see that we're waiting or whatever reasons. Happened today; Kuva Fortress Rescue... Host wrote "need loki for that" and left... Guess what warframes the other 3 players had? Revenant, Hildryn & Octavia iirc. :'D There was literally not a single reason to get Loki except doing it solo maybe... xD

    I mean if DE adds it: alright, lets see how it goes - even I can already see how frustrating the bugs in the first month will be like everyone has to remanage their squads over and over again, which is damn annoying for vaulted relic runners - no matter if that setting is turned on or off, but I doubt it will work immediately without bugs. 

    For me its a really clear thing:
    dont get afk in online-games when you arent willing to take the consequences: Getting thrown into another match. Warframe is by far not the only game, where you'll need to leave your squad/team to not getting thrown into another match. Destiny 2 for example, where the "extraction" also takes long enough to get "accidentally" afk, so the argument "we need a new setting at matchmaking for people, who get afk because waiting 50s is the end of the world for me" doesnt really count imo, but lets see: maybe DE likes that idea. :)

    Sounds like the Host wanted stealth rescue points.

    As for the "don't get afk in online games" thing, life happens. A person could be doing any number of things online and get called away to handle something. There's also the possibility of a wireless device losing power at an inopportune moment. Any number of things could happen that make a player unable to leave the squad and still allow the game to be running instead of kicking the player for losing power or their internet connection. Being able to have some means of auto-leaving the squad when circumstances force them to go afk before they can leave the squad between missions would be a nice quality of life feature that helps players avoid getting hit with bans and reports simply because someone needed their help outside a game. Just saying.

    • Like 1
  3. 4 hours ago, PublikDomain said:

    It wouldn't really make sense to ask this when a mission is starting, no? You'd only need to ask when a mission is ended and players are loading out. And since it's not critical information, if someone loads funny it's not really that big of a deal.

    You have a point. Though asking someone if they would like to leave the squad during the extraction or loading out might have a problem unless the prompt automatically kicks a player that's AFK. That's the whole point of this thread which has people bouncing around ideas and possible solutions.

    4 hours ago, PublikDomain said:

    You can't change global matchmaking settings mid-mission, no. For friends-only/invite-only there shouldn't be a technical reason you can't change mid-mission (though restricting access to friends/invites after a non-friend joins a PUG seems a bit odd), but for solo it's a separate session that hasn't been advertised so I think it'd be harder to change.

    Putting it in your matchmaking options has the same question as a global settings toggle: how do you know if you want to stay or leave a squad if you haven't met them yet? What if you change your mind mid-mission? It doesn't feel like something you'd want to decide beforehand.

    Ah. Thanks for the information. Hm, what if the global settings merely allow players to decide what should happen if they don't respond to the prompt in a timely manner? They can either set it to auto-leave the squad when they don't respond or choose to let the game keep them in said squad until they manually choose to leave. Does that sound better?

  4. 20 hours ago, PublikDomain said:

    Or a prompt on the loading screen. You're not doing anything there anyways, so it'd be a good time to queue up an action when you load in and by that point you probably know whether you want to stay or go. They could even show the whole party's choices so you can tell how your teammates feel. Auto-leave as a global setting would result in leaving squads you don't actually want to leave, like idk easy example when you've finished a share and your squad wants to go for another.

    Honestly, I'm not sure if using the loading screen like that would work. Never mind the fact that the landing craft loading screen allows players to play around with their landing craft while they wait. Still, one player's load time might be different from others. That might help players decide whether or not they want to auto-leave, but what about teams that start with two or three players before others show up in the mission? Granted, it is probably not a good idea for a player to go into the game's settings and switch off/on the auto-leave function during the mission, but it seemed easier than trying to imagine a prompt show up when a player is at the extraction point or in the process of leaving the mission.

    Actually, what if the matchmaking selection of public, friends, invite, and solo had something in it or by it that allows players to select auto-leave? Can players even switch between matchmaking settings while in the middle of a mission?

  5. 16 hours ago, BiancaRoughfin said:

    The waiting isnt to hurt the Riven Mafia, its to stop scammers and prevent the scammed to end up with negative plat.
    Scammers often use Goat accounts to do the trade then transfer the Riven they bought with fraudulent Plat on to another account so DE cant track them, if they cant trade that riven with the other account afterwards then DE still has time to investigate, undo the trade and remove the fraudulent plat from the game without punishing the player that got scammed by leaving them with negative plat.

    Well, reading that gave me another reason to be reluctant about trading anything for platinum. Never mind the relatively long wait inside a relay just because I have nothing in-game to help me figure out what I should be selling and at what price. I mean there is the Warframe Market and perhaps other third-party stuff that players can legally use. However, that's like needing the Warframe wiki to explain what the game does not, which happens a lot. 

  6. A retrospective update or series of updates does sound good. Players could probably make a long list of old content that needs to be revisited, reviewed, revised, reworked, etc.

    One thought would be to change the Extractors so that deploying them could either generate a mission node for each planet or they simply act like discount resource boosters when the player does missions at the same planet.  

  7. 1 hour ago, (PSN)Unstar said:

    I assume that the big problem they couldn't find a solution to with companions in Duviri is how to randomize them in a way that doesn't feel bad.  Imagine rolling up and getting the option between Diriga, Oxilus, and Wyrm; congrats, your companions are going to promptly die and you'll feel like you're at a loss.  And considering how much so many players swear by one pet and never change it, this seems like it would rarely allow for some optimization but far more often result in frustration.

    I think they made a good choice in just removing companions from the experience entirely.

    Yeah, Duviri's randomization of warframe and weapons encourages players to think carefully and creatively about what they have to work with. Companions usually have one or two ability mods that make them unique and the Animal Instinct mods to act as radar for loot and enemies. MOA and Hound companions just need players to acquire the relevant parts to unlock all available mods for mix and match. What weapons they do use tend to be weak for the most part with maybe a couple exceptions. However, a Verglas with mods that include Viral and Heat elements doesn't mean much when the enemy starts throwing around enough damage to instantly kill the companion. Synth Fiber sounds great to have for more than just temporary armor when the player has the mod in question.

    Honestly, I'm starting to think one of two things need to happen with companions. Either turn them into harmless pets with utility/support abilities or upgrade their capabilities to make them equal to half of a warframe. I mean the lore has Sentinels being Sentient in nature. Why not have them display similar abilities in terms of damage resistance/adaptation? 

  8. 11 minutes ago, Stafelund said:

    Not everything has to be countered and it doesn't make any sense why sentinels/pets, something that's not too gamechanging on their own unlike let's say uh, a group of summonable eximus spectres and spectres & crew member themselves can do thanks to their weapons. Now the latter, I can see them decimate swaths of mooks since you can equip them with powerful weapons, For eximii they can be summoned in great quantities alongside others and they have their own strong offensive capability and abilities, not to mention some of them scale depending on the enemies' level, now I can say they deserve to be vulnerable. As a compromise it would be probably best for nullifiers to disable companions' abilities or just shut them outright, but not kill them.

    You can idle with spectres and summons, but try doing that with a pet/sentinel alone and see how long it takes. You'd be likely seeing that warframe crypod/excavator wrecked.

    As for the mods, if needed they could probably reduce 10 slots to 8 if having 10 slots is enough to make an OP devastating combo, for players who have spent endo and credits on maxing up health/armor/shield increasing mods it's easy; they can do it like nightwave creds: let players keep them as a souvenir/memento but be also able to sell them at full price of what they spent.

    First, I didn't say that everything had to be countered. Second, I merely used the Nullifiers as an example of how at least one enemy faction has a means of taking away the temporary invulnerability that a warframe can have as the result of a particular ability. That sort of thing leaves the warframe vulnerable to damage until they kill the nullifier or get out of the bubble's area of effect. Though killing the one Nullifier may not be enough since the bubble they generate can overlap with another Nullifier, or two. Or more... To be honest, it always felt like the Ancient and Nullifier were in competition with each other to see which might be the most annoying enemy type. Seeing the two working together just makes it worse. However, seeing two or more Nullifiers in close enough proximity to overlap their bubbles is perhaps the worst. It's like trying to use a primary/secondary weapon to hit that one enemy standing at the edge of a bubble, but the game somehow acts as though you didn't damage either of them. At least it looked that way to me.

    Anyway, given the capabilities of eximus specters, warframe specters, and On-Call crewmembers, it makes sense to have them be temporary and come with a health bar. If any of them became a companion, then their damage output would probably get nerfed. Though I would like to see the Eximus and warframe specters be like the on-call crewmember as far as the number of times they can be deployed. Actually, why not have the air support charge become infinite use?

    Personally, I would rather have the companions keep ten mod slots rather than be reduced to eight. Never mind the fact that the health, shield, and armor increasing mods are not the only ones that help with a companion's survivability. Some of which are set mods. Plus, if we just ignore the survivability mods, then that leaves each companion type with how many more mods to choose from? The only way I can see justifying the reduction in mod slots is if the offense mods are taken away too.

    • Like 1
  9. 2 hours ago, Stafelund said:

    What's with people having the widespread opinion of not wanting companions to not have attacks when invincible? This is bordering on self-punishing now, unless you can equip your pets with AOE weapons they aren't going to make those crowds of enemies blown apart and if you rely solely on them to fight your battles or finish your mission alone you'd end up getting wrecked and some of them don't even attack that quick. Everyone seems to miss this fact.

    As for the charm, I feel like people overestimate it for what it does. It doesn't occur for me often, I don't get lots of vitus essences nor more void traces like I was promised. If it happens though it's a godsend but I only have it happen once or twice per several missions. 

    But I'm sure that making companions invincible while retaining offensive capabilities won't break the game unless I see them being able to sprout arms and equip AOE or extreme high damage weapons. 

    Honestly? We're talking about giving companions the means to permanently stay alive without the use of any mods. That means we don't need to use mods to boost a companion's ability to survive incoming damage which frees up plenty of mod slots for other things. Plus, the enemy wouldn't have any way to counter the sentinel's invulnerability like how Nullifier bubbles can undo a warframe's ability to be invulnerable or at least have a finite defense against incoming damage.

    As for Charm, the random nature of the mod is why I choose to view it as a slot machine. Some players are luckier than others with Charm. Though it is still a good idea to use Tek Enhance with Charm.

    Finally, I would point out that TheKengineer has a Sentinel Guide video. There are at least two weapons that actually do more than act as something to slot set mods onto.

    • Like 2
  10. 16 minutes ago, Cerikus said:

    I really hope they will do the brave thing and just remove all offensive abilities, mods, attacks and everything and just transform companions into what they should be - PETS.

    Let people chose a friend that just runs around with you and maybe provides benefits like vacuum, shield recharge or inconsequential defensive abilities.

    As long as pets can die, as long as there are things like Charm, there will never be any resemblance of balance and 95% of companions will continue to be abandoned.

    Currently There are 3 companions:
    Helios for people who really want to scan things
    Smeeta for people who really want more loot.
    Vulpaphyla for people who really don't want their companion to die.

    The minimal things they must do, would be to make scanning a universal mod, remove Charm and make everyone invincible.

    Tourist mode for all sounds good. Doubly so if pets can use the Synthesis Scanner to reveal the trail of a Synthesis Target instead of requiring players to constantly switch between the device and their weapons. I mean players can switch to a weapon while zoomed in to make the trail stay visible, but the wiki doesn't say anything about that in either the Notes, Tips, or Bugs sections. Is that sort of thing a feature or what? In any case, if a pet can be used to keep the Synthesis Target trail visible, then that would be a quality-of-life upgrade in my opinion. It certainly sounds more likely to happen than having pets use the Synthesis Scanner to passively generate standing with Cephalon Simaris.

    Honestly, Charm feels like a slot machine that requires Tek Enhance to get the most out of the two loot buffs.

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

    Well I gotta defend the puzzle, because hiding it is sort of the point. By exploration I found the fault day one, becasuse the floating island was extremely sus. But hiding or not explaining major systems is bad. I totally agree with that. @Knight_Ninja_Prime said it perfectly. Maybe I should get a therapy to fix myself, but currently I have a major OCD and showing this stuff is really uncomfortable.

    That's fair. Some things are okay to keep hidden and puzzles definitely count. The same could be said of Easter Eggs, but those usually make up a small percentage of the whole game. I'm not entirely sure if the statues that players are supposed to bow at for resources might also count since the only clue is written in the Orokin language, but I didn't bother to check if Warframe translates that writing for the player. It would be a helpful clue if that were the case. Then again, this is Warframe.

  12. 19 hours ago, Cerikus said:

    I also don't like hidden stats and items. The way this game is cryptic and unable to explain itself is something I really dislike about it as well. However we will never convince DE to change this philospohy, because they like it for some reason. The game will continue to be a wiki game until the end of days.

    Yeah, that unfortunately seems to be the case. This might sound cynical, but I think the cryptic nature of Warframe is to make players pad their playtime learning the proverbial ropes. It can also encourage players to just buy whatever they want when the other way of getting something is effectively walled off by a player's ignorance. There might be other reasons and the two I mentioned may be off the mark. Still, they sound plausible.

    17 hours ago, Qriist said:

    The game should adequately explain itself within the game. "Visit the wiki" is not a good solution. You shouldn't need to externally look up this kind of evergreen checklist that the game already knows.

    The fact that we have to rely on the wiki to adequately understand many seemingly simple mechanics is poor game design. For example, see Archon Intensify's massive list of included and excluded potential triggers with no coherent throughline: some continuous heals are in while others are out, some heal-based passives are in while others out. It's a mess.

    Another example off the top of my head is the incorehent treatment of Titania's Dex Pixia exalted weapons. They are an ability so Arbitration Drones are rightfully immune to them, but the Orowyrm is completely cheesed by someone having a Titania along.... despite the wyrm being totally immune to all other abilities. These special exalted pistols ostensibly don't count as either primaries or secondaries so most offensive warframe arcanes just flat out don't apply, but arcanes that affect specifically pistols still function. And oh by the way, while the relic crack buff to secondaries doesn't affect the Dex Pixia, the Zariman powerup to temporarily make all secondaries do only red crits does. Make it make sense, please, I beg you.

    Swinging back closer to the concerns raised within this topic, there's issues with the weapon naming conventions themselves. The Incarnons appear to follow the riven family grouping. Using this logic, I think we can agree that a hypothetical Machete Incarnon would fit 1) Machete, 2) Machete Wraith, and 3) Prisma Machete. So we have a base name (Machete), a suffix (Wraith) and a prefix (Prisma) that this hitherto fictional adapter could fit. A normal player would see "Machete" as the important part of those names and very reasonably assume Cavelaro could install the Machete adapter on the Gazal Machete - an MR5 weapon blueprint that is easily bought from the market and is cheap to build. Except, he can't install it, because the Gazal Machete is a wholly different riven family, which you wouldn't know unless you've ever tried to put a Machete riven on a Gazal Machete... or just so happened to roll a Gazal Machete riven.

    There are similar naming issues within the Ninkana family, plus that and the Glaive categories have a base weapon that the entire category is named after, but again feature multiple different riven families. There are quite possibly even more labeling disasaters that aren't coming to mind.

    Having the game list EXACTLY what the damn thing expects for once is a breath of fresh air.

    Honestly, I'm inclined to agree. Games should not require players to constantly consult a wiki to be playable. I mean Duviri had some features that I had no way of even knowing about without the wiki to tell me that bowing at certain statues would reveal something I can break open for resources. Though if the wiki said anything about Titania being able to cheese the Orowyrm, then I don't remember reading that part. Still, that's the sort of thing which is common with Warframe. A lot of stuff doesn't get explained particularly well in-game and the wiki has to act like a digital strategy guide for players to repeatedly consult. It's like almost everything was given the Easter Egg treatment to encourage replayability.

    That being said, DE has repeatedly stated that the Founder exclusive items will never return. Why should those items appear on any in-game list for anyone that is not a Founder?

  13. 45 minutes ago, (XBOX)Architect Prime said:

    I am not a completionaist. I prefer to specialize on a few frames. And I prefer to see a full lists that show weapons I do and don't have. I don't want to be unaware of anything. I want as much info as possible So it seems that our interests are in cpnflict here. Even if it's not practical for either of us. 

    This is Warframe. If you really want as much info as possible, then visit the Warframe wiki. 

    • Like 1
  14. 5 minutes ago, (PSN)EntityPendragon said:

    This would be pretty cool to see but warframe's environment may struggle to take it initially. The trade offline thing is what would be the coolest imo

    Indeed.

  15. 8 hours ago, Qriist said:

    I very much do not like any cycling abilities. I would prefer that they were all removed. I'd happily deal with executing some kind of complicated key combo to do whatever ability I want, but these cycle abilities mess with me hard. I ended up inverting the toggle in the menu so that it's HOLD to cycle - and I still sometimes forget to cycle to my preferred ability at the start of the mission.

     

    To each one's own. Personally, how and when someone chooses to cycle through abilities sounds more like player preference. I mean Ivara's sleep arrow is something I use more often than any of the others and I don't always switch to that one at the start of the mission. Granted, it would be nice if the game allowed me to pick which of the cycled abilities is available from the start by default. That's probably easier to do than hitting the proverbial reset button on warframe kits by making players go back to when powers were mods that had to be slotted in before players could use the powers. 

  16. 21 minutes ago, Amolistic. said:

    It does not fix the issue of forgotten frames. This only worsen the power creep and cause only harm to the game in every single way possible.

    Some frames that has awful kit, or one trick ponies like inaros and revenant maybe just benefit more, but some frames that are already pretty awesome, and have some space to play around, and benefit the most from subsume only boost them even further to the absolute top pick.

    And taking away any form of identity from a frame.

    Even with such problems fixed, frames like Rhino Saryn Mirage Volt Mesa are going to be straight up breaking the game due to just how much they can provide as a whole already.

    Yes, Underpowered frames get to have more chance to show up and perform, but if you have something far more better baseline, why bother? inaros or revenant can be broken and do many things now, but frames that had better overall kit are just going to perform even better, not just them.

    Able to replace one ability is pretty broken already, some frames that are not good at all are partially remedied because of this, and frames with good kit power can perform even better (Rhino, mirage, saryn, etc), and you mostly subsume the most useless one (many frames had that one ability), so the identity isn't hurt much.

    But this? Nah bro, i 100% disagree with you. THIS IS JUST TOO OVER.

    Why don't just give them (underpowered frames/frames with awful kit but somehow good) some revisit treatment, ez to solve, no powercreep is introduced if done well. This should be the correct way of breathing new life to underpowered frames, not introducing more power on a thing that has so much power (helminth system, archon shards is ok, generally QoL or some not very meaningful increase so...I'll let it pass).

    When you put it that way, the idea would probably need something similar to riven disposition to help with balance. Though that doesn't help preserve a frame's identity or act as a guarantee that things wouldn't just tip over in some other direction. 

  17. 3 hours ago, (PSN)Pablogamer585 said:

    Not sure how this related to what I said but I guess it is referring to the experience that the helminth provides by giving you the abilities that you'd need other players to cast for you if you were in a group and subsumes didn't exist.

    Pretty much. Granted, some warframes are given a kit that allows them to stand on their own. Others need help from teammates. Honestly, why not simply rework the warframe's kit so that more than one of the four active abilities can allow a player to cycle through two or more modes? That or change a power which can have one of two effects depending on a stat such as power strength. One example that comes to mind for the latter would be Speed Nova and Slow Nova. Let players cycle between those two modes and keep their power strength high for the other three powers. Keep the kit within the warframe's theme while expanding upon what the powers can do. 

  18. 32 minutes ago, Grommile said:

    Railjack behaves basically the same as any other mission: if there are unoccupied slots in your squad and you have not yet completed the mission, then anyone who queues for that mission can (potentially) be inserted into those slots by the matchmaking system rather than starting a new squad.

    Not quite. If the player wanted to do a specific mission in any of the Proxima regions, then that could happen. However, each region has a button which would allow players to join any available mission in progress so long as there is room. That button allows players to avoid hosting a mission if they don't want to be the host. Unfortunately, that button is limited to Railjack.

  19. 3 hours ago, (PSN)Pablogamer585 said:

    You know, sometimes Ordis say he'd like to purge the Helminth room, and I cannot blame him.

    With the helminth system, having a new batch of abilities that didn't belong to frames was nice - even if they aren't all that amazing and have few applications - but the moment we allowed a frame to work like another, is when it got a bit out of hand. The weakness that a frame can have and that made it so it worked best in conjunction with another one, can be overcame thanks to it.

    For example, Atlas! He does plenty of damage, but armour gets on the way, so I needed to build for pure damage all the time, or with the changes to Focus schools, remove it, but if I used the school that allows to remove armour, my combo counter decays too quickly and I cannot make good use of him, or, I need to group up enemies to be efficient!
    Solution: Pillage. I get to remove all types of defence and add an extra survivability layer by giving shield gating and status cleansing. (And enemies don't run away)

    And you know, slotting another ability does really help, but it's not correct, it reinforces the individualism of the game.
    Why run a squad with someone who can compensate my frame's weaknesses when I can just put on the ability of said frame on mine? Teamwork? No need to! (Not that the game incites it in general when 99% of content is easier solo)

    But it isn't all doom & gloom to be fair. Slotting 1 ability is fine, controversial as it might be, but more it is not. At that point, 50% of the frame is not the frame any more.
    If a frame is better off having half of his abilities replaced, maybe it needs a rework, or you just don't want to use that frame at all.

    So please, no, I don't want more than 1 ability to be subsumable per frame, as much as I want a stat-rebalance on some abilities, like Gloom.
    (make it so Sevagoth needs less strenght to reach its 95% cap for void's sake)

    On one hand, you make a sound argument. On the other hand, I tend to play Warframe solo almost exclusively so that I don't have to host a mission and deal with players constantly complaining about lag. Railjack at least has the option for players to randomly show up in a mission that is hosted by another player. Why has that feature not been applied elsewhere?

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