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blaustein

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Posts posted by blaustein

  1. If this has been asked before (which is definitely has), I'm sorry for making another post on this, but I didn't find anything on my own.

    So I'm a long time player, coming back to the game from time to time, and I'm now just discovering the fantastic shawzins. I was wondering, have the devs mentioned, or somehow pointed at the possibility for more musical instruments? I know there are already at least two types of shawzins, but I'd kill for a space trumpet, or saxophone, or litterally anything more.

  2. I need to start by making clear that I've always been a huge fan of this community for being the second nicest gaming community ever (first being the dearly departed Marvel Heroes). I've been helped and helped back for well over four to five years, and I really hope I'll keep doing so for a while.

    Recently, I've started a new game on PS4, to have a look at how the game feels from a newcomer's perspective. What I'm seeing there is insane. This nice, sometimes obnoxious but mostly great community, is a den of racist, sexist edgelords on PS4 chats. I've only ever seen something this bad with Black Desert Online, and I thought nothing could ever get this bad anywhere else. I can't repeat the stuff I've read during my 20-30 hours on PS4, but anyone with a brain should be ashamed by the rampant horror show going on over there, ESPECIALLY the developers, who are seemingly letting their community go to hell without doing anything. This can't POSSIBLY be the first they hear about it, the chat is so toxic I feel like I need a god damn silkwood shower. 

    Please.

  3. Thanks folks. And yeah, the message was pretty long, I included everything I could think of about the problem, so that may partially explain the delay. 

    I'll be patient, then. I'm torn between the hope that these guys in the support department don't get overworked and the need for my stuff to be fixed, but hey, in the end it'll give me time to learn how to crack skulls open better in For Honor!

    • Like 1
  4. So the night of the stream, I updated my game the minute the update became available. Since then, it's been impossible to get back into the game for reasons that I've explained in a support ticket, which somehow, hasn't been seen by the support staff yet. It's an issue concerning patching and updates, which is usually treated as a priority. Is it normal that I haven't heard back from them yet? I mean, for me it's the first time a ticket in any game has taken more than a couple hours to be answered, and now, about 36h after, still nothing. I missed Baro, everything he had to sell, so it's basically half of what I paid for the tennocon out the window. Now I'd just like everything to get fixed. 

  5. Update, everything is still the same even after I let the checking for new content thing open for 12 consecutive hours. I tried verifying the cache from the options menu, but it just gets stuck at 20% and refuses to go further, no matter how long it runs. I can cancel the cache verification by fiddling in the options menu again, but then we're back where we started, with the infinite new content search. Does anyone knows what's going on? My connection is way too bad to even attempt a reinstall, it'd take days 😞

  6. Title. I've been stuck like that for 3 hours, ever since I downloaded the update. I tried everything I could think of. Restarting the launcher, Steam, the computer, starting in admin mode, nothing works. It just says "Checking for new content" with 2.1mb written to the right, and it stays like that forever. I really would appreciate some backup on this.

  7. My launcher seems to be completely stuck at "Checking for new content", and it's been like that for at least an hour since the update finished. I keep closing the launcher, restarting it, closing other programs, nothing works. It just says checking for new content, with 2.1mb written to the right. Last time that happened, I had to wait over two weeks for the problem to go away. I am *not* waiting two weeks.

  8. I want to avoid any misunderstanding here, because it got the region chat all riled up when I asked there. So here goes, let's list the facts:

    Amps have a maximum of ammo (essentially, energy).

    That energy depletes fast when shooting, but also regenerates fast.

    Is there a way to boost that energy maximum, similar to making your weapon magazine bigger? (outside of the Madurai focus school bonus, since I'm Naramon and always will be)

    And more specifically, does the maximum focus pool of the operator influences that maximum energy in any way, or is it simply for how many tree skills are active at the same time?

     

    Thank you for the help!

  9. Not to toot my own horn, but I'm a pretty good marksman in general when it comes to sniping. Took me some time to get the hang of hunting with the tranq rifle, with the dart falloff and all, but now I rarely ever miss a shot. Except for when it comes to sawgaws.

    See, they're... interesting to hunt (fun might be a little too strong a word), considering how fast the sawgaw moves, never stays in one place for more than 2-3 seconds at best. Now I can work with that, but since the tranq rifle doesn't seem to work over certain distances, it can be absolutely infuriating. I noticed that the sawgaws are the most bugged out animals out there, seeing how wildly unnatural their movements are and how they tend to jump in the air when they get tranqed, sticking in place 10 feet above and completely unreachable. But the fact that over, say 200-300 feet, they never get touched by any dart, no matter how you anticipate the falloff (I just spent half an hour trying every possible angle, a bust every time), I can only come to the conclusion that it is bugged out and either needs debugging ASAP over long distance engagements, or clearer rules of engagement. Make the tranq rifle work over long distances, or make it clear they have a very limited range.

    I don't mind how different every animal has to be handled for conservation. Hell, it makes it fun and varied. But maybe rethink the sawgaws a bit. They generally require twice the effort to hunt than any other animal, they are *extremely* punitive when you miss a shot, forcing you to either reposition on other high-vantage points that are generally separated by 100-200 feet (with a huge risk of getting spotted or completely missing your next placement since it's so fast and random) or to wait, sometimes for well over a minute until they come back. 

     

    Edit: I just started hunting in the Plains instead of just Orb Vallis, and I'm having the exact same problems with the Condrocs. So I'm assuming, anything that flies is concerned by all I said before.

  10. So yeah, returning player here. I've been off for about a year, and now there are these nullifyer-style bubble guys running around the place, except they have these weird huge ice rings spinning  inside the bubble. Well, on the bubble's surface. I mean, yall know what I'm talking about. Who are they exactly? Not that I've had much of a hard time taking them down, but I'd just like to know.

  11. Yeah, DE has said that they're willing to completely rework aspects of the game that need changes, and they did that with a few things, starting with the parkour system when they first said that, but some things are YEARS behind and completely abandoned. Archwing, as you said, or pets in general (the whole DNA stuff to keep them alive is just painful), helping new players more and making the game more accessible in general...

    I'm 2k hours deep into this game, been around for 4-5 years and probably still will be in 4-5 years, but damn, some things really need to change.

  12. So after some time spent in Orb Vallis, I'm pretty sure that everyone can agree that it's a huge step forward since the Plains of Eidolon. I was wondering if DE has ever mentioned a slight rework of the PoE to make it more interesting. As things are, I'm having lots of fun in Orb Vallis, and am in no way interested in ever going back to the PoE. I'll obviously have to at some point, but OV is better in every way - level design, missions, things to do in general, you get it. 

  13. So I've had this on my mind for a while now, and I'm fairly sure this has been brought up a few times already - yet I'm gonna talk about it anyway, because it seems like something that could change the game for the best.

    Everytime I finish a relic mission and the opened relics are brought up on screen with their many Prime rewards, I constantly wonder which one to choose. Unless it's obvious, like a part I'm farming or something I don't have yet and everyone is jumping on it, it's nearly impossible to remember which reward is the rarest. Adding every reward's pre-upgrade rarity level next to it on that screen would help players make more informed choices about what they choose to keep after a mission.

    I'm not saying this exclusively for the purpose of making more platinum sales. It's undeniably an aspect that such a change would affect, but it's also one of the many changes that could be made to the game to help players make heads or tails of the wild lack of clarity of the game. You can't remember all relics and their loot outcome, not a veteran like me nor a new player, and this is definitely an area that could make players more comfortable about their experience in the game.

    Well this is it, I've said my piece. Take it or leave it, I trust your judgement on this.

  14. On 2016-12-08 at 6:52 AM, Loswaith said:

    Spot on with resources.

    While Relics need to be few per location.  As it stands we have many locations all giving the same large variety of relics so you simply dont need to actually do more than the same few nodes time and time again (something I understood DE doesnt want).
    If relics were limited to say 3-5 types per a location and/or tier (rather than the 7-18 relics we have now, before mods/credit caches), there would be much more diversification of the nodes players actually play on and massively reduced burnout from the associated grind that goes with trying to get a specific relic from those huge pools.

    I don't mind to have to farm the same nodes again and again - I've been actively grinding every piece of infested meat coming out of Hieracon on Pluto for a week, and plan to keep on doing it - but if those nodes with many, many different relics could be more diverse, and be clearer, it'd help.

    So either go with what we've discussed, less farming points with more specific loots, or there could be another solution. Make it so that there are a few TYPES of farming nodes. Say there's a survival on Pluto, it's gonna be a Type-1 node where usually a certain selection of Meso relics drop more often, with smaller chances of finding Axi relics. Type-2 would have high chances of giving Lith relics, while having smaller chances to give the second selection of Meso relics. Actually, I'm not sure this isn't exactly how things are working right now.

    As long as it's crystal clear what you're farming and where, without needing to cross-match relic informations on the codex to find what kind of node gives what and in which quantity, I'm fine with it. But it needs to be a hell of a lot clearer than it is now.

  15. On 2016-12-08 at 7:46 AM, Shalath said:

    This isn't correct (at least not these days). I ran him 4 times for Hydroid a couple of weeks ago aside from my first run where I died (it was the first time I ever faced him).

    Don't bother with him the first couple of times he shows up, just run right to the end and kill him there. I just sit up at the back in the pipe and as soon as the siren sounds shoot the thing on his back to stop the beam that saps your energy and then shoot him in the face when his mask opens. Rinse and repeat until he goes to stage 2. I think my 4 runs were around 10 minutes each.

    Obviously a weapon with shot travel time is a bad choice given his movement and small target but if you use the gap in the pipe well you can usually get him stuck on the scenery and make landing shots from bows and the like pretty easy. Cheesy I know but it works!

    Well I didn't knew this was possible (and it's a relief to know that, if I ever have to fight him again), but it doesn't changes the fact that it's not indicated anywhere that you can do that, so very few people will do that on their own. Also, it doesn't either changes the fact that the boss design doesn't brings any fun, particularly if the only non-frustrating way to beat him is to use a glitch. And from my experience and the testimonies of pretty much everyone I ever met that went against Vay Hek, your case is a lucky, oh how lucky exception. I rarely hear anyone saying they got the whole Hydroid set under 20 runs.

    The no-fun part is also true for a good amount of bosses in the game. which are a considerable and sad aspect of the game. I didn't fight Kela de Thaym nor did the War Within content yet, but so far the only boss I consider fairly well designed is Tyl Regor. Others are either too simple (like Ambulas - although simplicity can be okay, I don't mind if it's not all the time), or with weird, unpredictable invincibility phases or with lots of small weak points - sometimes both.

    Weak points to take down bosses is a game design feature about as old as the medium itself, but it doesn't means that it can be applied everywhere either. What makes Tyl Regor appreciable is mainly the fact that it uses the game's strenghts around its design. Warframe is a hack'n slash cleverly disguised as a MMO beat'em all, so unless you make a slow, giant enemy (like Jordas - although he's so deadly it gets tedious to move all the time while getting mauled by electric homing missiles) or smaller ones where weak points are of a good size, it becomes very annoying very quickly, and people tend to stay away from these bosses - hence the almost desertic state of the matchmaking for half of the bosses in the game.

    Tyl Regor is different. You can brawl him, or shoot him everywhere, you can just go all out, and when he switches with his Manics you can do the same with them, and that doesn't really changes in the second phase of the fight - the environment just becomes a more present part of the fight, which is about the right amount of annoying.

    I'm not saying that all bosses should be Tyl Regor. His design has weaknesses, of course (screw you, archwing docking systems, I WAS in front of the platform, not under), and the same kind of enemy all the time would definitely get boring after some time. But now could be a good time to revisit old boss designs from the older Warframe to try and make them more rewarding, less tedious to fight against, and more in line with Warframe's core experience. The game has changed over the years, it could be good to acknowledge that some parts of it should change for the best too.

  16. I don't know about one planet for one resource, it would be terribly boring to farm always the same thing in the same environment, among other things.

    I forgot to add: as a side note, please consider a rework of Vay Hek on Oro. I develop a new type of cancer everytime I fight him. He moves constantly, in all six directions, while being too distant, having extremely small weak points that only appear occasionally, taunts annoyingly very often with one of the most annoying voices I've heard in the game. All of this makes him only viable against high velocity, high precision weapons, and if it wasn't enough, we're needed to fight him three times like that before the ultimate fight. It's long, painful, not entertaining, and the rewards we get for taking the 15-20 minutes necessary to off him are definitely not worth the effort. Plus, he rarely drops the right parts for Hydroid. If I remember correctly, I had to run him around 45 times before I finally looted the Systems.

  17. I came back to Warframe about two to three weeks ago, following the War Within update.

    Not that I really ever left. About a year ago, I just stopped logging in every day, and I simply watched a devstream every four or six week, to see the state of the game and what was coming next. I've rarely been so interested in the development of a game, mainly because it's rare to see game development teams being so invested in their work over such a long period of time with such transparency and genuinity. The guys at DE are a consequential part of what kept me interested in video game design as a profession during my philosophy degree.
     
    I've sank more than 1700 hours in the game so far, which helps me believe I have a pretty good understanding of the game's mechanics overall. Which is why I'll break my usual silence to approach a few issues that might become problematic if left unobserved.
     
     
    What made me think about sharing this is the recent reveal of this winter's Prime Vault's unsealing, allowing Frost Prime, Ember Prime, the Glaive Prime, etc, to be in the loot tables temporarily again. Which in itself is great. I mean, it screws with the player market by drastically lowering the price of these Prime parts' Platinum values by flooding the market with a renewed stock, which keeps the Platinum sales high and juicy (nice economic decision, DE - somewhat hypocritical, a bit like the business model of the game itself, but I can't deny the genius behind it), but it's great for newer players.
     
    Although, if we think about practicality for the players, there's no use other than marketing for keeping all the primes in the Prime Vault now that the new Relic system is in place. I'm not fundamentally against the current business model and the decisions made about it, even if I can point its flaws (if it works, and it does, it's a very appealing system when you see it from a F2P game publisher's point of view).
     
    It's fairly obvious at this point, but it'd be relatively easy to create new relic tiers containing these currently sealed Primes, and the farming wouldn't be so tiresome if farmable Relics were to be kept in a smaller quantity of zones - if you can get Axi V5 from 15 places rather than 30, it'd be 15 places more to farm for one Relic that will hold 5 new Primes. Considering that the relics you once owned are saved in the Codex with their looting zones and that the wiki - and other Internet resources - are there to help you with those you don't yet own, it wouldn't be much of a problem, and it's a solution that would avoid lowering the drop rates of the Relics by making them share more drop points with others. Maybe I'm getting the situation wrong for the people at DE, but... Isn't it annoying to see your game's content being constantly pulled from the game to make place for the new? The game feels somewhat incomplete without the entirety of the Primes in the loot tables. There's still the Derelict you could revive and make a Void 2.0 out of it. Or any other new zone you might have added or will add - such as Lua.
     

     

    The second thing I wanted to bring in the discussion, which I believe is already subject to some interesting ideas, is the issue of rare resources and farming. Arch111 pointed out here a few things I consider worth taking into account:

    That being said, I think it'd be important to specifically aim at two important sub-issues, which are the drop rates/emplacements, and the required crafting materials for certain gear and weapons.

    We'll focus on the second issue to get it out of the way. Those who have been around Warframe for long enough know that it's only recently in its history that resources such as Nitain and Kuva have been implemented, and that they're a necessary component for crafting many of the recent primes and weapons. It's likely to balance the fact that never before did any object, frame or weapon needed them, and that by doing this, objectively, the newer resources aren't just to craft a specific selection of a few objects, which would make them uninteresting to just randomly farm. It's good thinking, the constantly increasing amount of weapons and frames helps a lot with that. But it still doesn't covers for the bigger problem hiding under this one: many of the items that are much, much older need almost all the same components to farm. An alarming number of older craftable items need Neurodes, which were a scarce resource before the coming of Lua, and the same is true for Salvage, Neural Sensors, and probably a few others. During this time, we're accumulating enough Nano-Spores, Control Modules and Detonite Ampules to assemble them in mounds the size of literal planets. I'm constantly farming for Salvage and Neural Sensors just to keep afloat, but I forgot the name of Control Modules before writing all of this since I didn't use any in ages - even before my year long half-break.

    What I'm getting to is this: it's likely due time for a change in the crafting materials requirements in recipes. Go through them all, try and balance the use of all resources so that they're all equally important, or more so. Considering I made these weapons a long time ago, I'm not doing this for myself, but for those who will come after and find it illogical and frustrating to see how things have been left.

    Which brings me to my first (well, now second) issue, the drop rates and emplacements of a certain selection of resources - those we will call "rare" resources.

    We already went through the case of Neurodes; they were rare, Lua happened, and you could then farm them by the dozen by wrecking the Sentients. Orokin Cells are fairly easy to farm too, a little less now that Draco isn't what it was, but still. You could argue about every resource being somewhat easy to find, except for two. Neural Sensors and Oxium. Or at least I would have talked about Neural Sensors if they hadn't been newly added to the Kuva Fortress (once again, good thinking).

    But, Oxium.

    Take the best place to farm it - Baal, on Europa, Mobile Defense with between two and three terminals to defend. The mission lasts between 15 to 25 minutes depending on the number of terminals, and if you played your Nekros right while being solo, you should have around 60-80 Oxium at the end. With 2 people, around 150 at best, and with 3-4 people, you can hope to reach 300-320 Oxium. It's hard for people without an active clan to find 3 other people willing to farm Oxium repeatedly on the recruitment channel, most of them will go after one or two runs. At best, in an hour, with two Nekros and a good team, you can hope to get between 900 and 1200 Oxium. But those are the rainbow and sunshine optimistic statistics. Now let's take a look at the Oxium requirements in some gear. Grattler: 3500, Vauban Prime Chassis: ...wait, 7000?

    It's not like it's Cryotic. It's the most mindless resource to collect. Do any excavation, run around for 20 minutes calmly drinking a beer, and you got between 1000-1500 cryotic without any effort. Oxium takes constant presence of the mind: if you're the Nekros, you must think of covering all the zone with your Desecrate, kill as many Oxium Ospreys as possible, switch from specific, static terminal locations two-three times when you're not in a 2-3 minutes of packed and demanding action, while still praying the RNJesus to throw at you a decent amount of Oxpreys (short for Oxium Ospreys) that won't off themselves before you get to them.

    There are viable solutions to this. Make the Oxpreys a more frequent and maybe less resistant enemy in Corpus territories. Add new enemies that come in decent quantities and that also carry Oxium. Give Oxium packs as a reward in some missions. Give existing enemies a new Oxium drop. Reduce drastically the amount of required Oxium in recipes. Right now, you need to farm for days and days just to get one lousy Grattler, and I'm not even mentioning the Vauban Prime Chassis Blueprint that'll probably rot in my foundry for the next few months. It's very understandable that a resource (hell, even a couple of resources) should be rarer than others, but Oxium is a joke, a terrible miscalculation that leads to annoyance and frustration more than any other resource in the game. Of course, I'm certainly not the first person to point this out, but we need to keep talking about it: it's still a very important issue, affecting players harshly.

     

    Hear this. We, players, understand the massive amount of constant work Warframe represents. There are issues popping everywhere, some urgent, some less, and the development team is also interested in making the game more complete and to bring it closer to their vision of the perfect Warframe game. The process is steady, yet slow, but we hope you'll think about and take care of these less pressing issues still present in the game.

  18. I swear it happens :P But you're right, the ball must be close, otherwise it would be easy for anyone to grab it from too far away. I think it's just a feature that's here to make sure that we can grab the ball in a 1,50m radius, not much more.

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