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(PSN)dst123daniel

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Posts posted by (PSN)dst123daniel

  1. I'm long time player on PS4, joined around the time frost was first put in the vault, and play almost daily. As I have only the feedback here and the pc patch notes to go from, I am not gonna comment on many things in the update directly.

    But, while I get that it's painful having huge amounts of investments on stuff affected by these changes, I think it's still needed, and I also think it's better for all players, new and old.

    For years these forums have been filled with complaints about enemy scaling getting stupid at super high levels, whilst we also have posts about wanting to be able to have extremely challenging content without having to be in endless missions for ages to get the enemy level to the point where the scaling gets stupid.

    And, thanks to the unique interactions of the combo counter, bloodrush, condition overload and maiming strike (also arcane avenger and kavats, even harrows crit buff) we had endlessly scaling melee weapons which could tear through these super scaled high level enemies.

    The problem here is that warframes difficulty is based around its scaling. And if these combinations endlessly scale, then the enemy scaling is effectively useless, so where is this difficulty?

    By bringing these changes, DE are able to reset the balance to the main indicator of difficulty, making it harder for those who want a challenge and giving them that challenge faster, you won't need to wait till level 500 enemies to start having difficulty, and yet at the over end of the scale, star chart level enemies will still be manageable to the less experienced, while sortie+ level enemies start challenging more experienced players sooner. 

    I myself have made extensive use of these mod combinations, and have a personal goal to use a riven with every weapon, that's optimised for that weapon, so, you can bet these changes will drastically affect me and my efforts.

    But I think the aim of this rework is right, might still need a few tweaks here and there, but it's a rework that should be healthy, and as long as we can all get past the ego boost of big red numbers, or 5 hour survival bragging rights, we'll see that it's works well for longevity of Warframe

  2. This problem seems to be quite common, It happened to one of my clan mates. We decided to give it a few tries, and extract as soon as we noticed a problem. Sometimes he wouldn't get any score from the beginning, and a couple of times, he would get points at first, but then his score would freeze and wouldn't go any higher no matter what.

    But, about 1 in 5 runs, the score would track properly and he was able to get the 4k score needed for both weapons.

    Just keep trying it, and if you see the score not change, restart. Hopefully it won't take too long before you can get a run without the score glitching

  3. I have had the same problem where the camera becomes fixed when switching in and out of operator mode, and have even had it happen once in my lander.

    Also, a friend in my alliance swears it only happens to him when he is in the same squad as me, doesn't matter if I am host or not

  4. I agree that currently modding beasts is quite hard, you either choose survival, utility or attack, maybe 2 of the three, and even then, its a tough choice with the mods available and the precepts.

    Maybe removing the breed specific precept mods all together and just having those abilities active without the mods would be a way forward. It'd free up a couple of slots, keeping overall build diversity, but allowing wider choice.

    After all, wasn't this how Warframe abilities once worked? You had to have the ability mod equiped to be able to use the Warframe ability

  5. A full squad running this aura would each gain +60% power strength. That's a fair bit of power for free, and certain frames built for certain abilities in an organised squads would essentially not have to slot any strength mods, freeing up mod space for other stats like range.

    (Eg, slow nova, sonic fracture banshee, probably many more

  6. I can't quote exactly which devstream they mentioned shield gating not working out, but it was definitely in a devstream. 

    They said the problem with it is that we take fire from so many directions at once, that by the time things are one shooting use through our shields, it tended to not make much difference with shield gating active, the first high level shot breaks our shields, and that's fine, but a fraction of a second later another high power shot is hitting us, and that puts us on down anyway, so the shield gating was ineffective in allowing us to survive longer in tests.

    Was also some mentioned of ballistas shooting us in the back of the head often being the cause of 'sudden death'

  7. As someone already stated above, DE themselves DOES NOT encourage extended hours of game play, they themselves have stated that they prefer players to play more bite sized periods, and so have geared almost everything to go no longer than 20 minutes, at that point the reward rotations reset, so there is nothing to gain going further. It's intended to be that way as DE are an ethical company and so t want players glued to their game at the reduction of their real world lives.

  8. Tbh, the amount of kuva isn't the problem.

    The problem is people wanting to reroll the riven a billion times to get the absolute ideal stats. Rivens were not made to provide the absolute maximum buff to a weapon, just to provide an interesting change in the weapon to make it more appealing to players.

    That's why we have stats like punchthrough and fire rate or extra ammo capacity. Most players will rate these as complete trash, but they would still produce interesting results on most weapons. Just because your riven doesn't have damage, Ms and ccc on, doesn't mean it needs rerolling.

    Only time it really needs rerolling is when a negative stat is just too brutal, -100% ammo, damage or ms for example

  9. Just like to add, I have also experienced some lag spikes in missions on ps4, most prominent when I was in mission on kala-azar, and got considerably worse the longer we stayed.

    Me and my squad mates suspected it was to do with enemy spawn/deaths, saryns spores, corinth secondary fire and possibly hikou with concealed explosives

  10. I don't agree with your statement at all. First of all, as you state, you sell your duplicate corrupted mods to other players, so the economy wouldn't be affected as there will still be others who would farm them to sell.

    Secondly, being able to equip more than one dragon key would mean not having to wait for a full squad who want to do vault runs, and not having to keep recruiting again and again as someone in the 4 man squad leaves. 

    If anything, being able to take all 4 dragon keys would mean more people are able to reliably farm the dragon vault faster by themselves, and sell those mods to others.

     

  11. Dear DE, 

    Could it be made possible to equip multiple dragons keys at once please.

    I imagine it wouldn't take too much coding to enable (not a programmer, just guessing) and also I doubt many players would use multiple dragon keys at once, but there are a couple of benifits,

    firstly, those players who are unable/unwilling to play in a squad could still go into the orokin derelict and have at least a 50/50 chance at being able to open the dragon vault.

    Secondly, there are often riven challenges that require having a dragon key equipped, if someone had different types of veiled rivens which needed different dragon keys equipped, it would still be possible to open them all in one mission (depending on the riven challenges, of course)

    But my real reason for asking for this is the extra challenge factor. As a long time player, in a shadow clan of mostly long time players, we use to often do extra things to provide challenges and politely torment ourselves, such as the trials entirely randomised loadouts, we even did jv with random loadouts and hobbled dragon keys once (was seriously painful, but provided so much laughter through the chat party) 

    If being able to use multiple dragon keys was possible, I know several members of our clan would delight in being able to torment ourselves with them, such as using hobbled and extinguished dragon keys whilst farming atlas! 

    Last of all, as it would be entirely optional, there shouldn't be any negative impact on the player Base as a whole, so nobody should be upset.

    Please, could this be considered, and a reply given when possible

     

  12. 12 hours ago, rune_me said:

    No. Nor will I ever. 

    These are not worth wasting your time with. If you need any of those things, there are much better ways to get them in just 20 minutes, than staying in long missions. You can farm affinity and credits and resources elsewhere, much faster. You can farm relics AND the traces needed much faster than first having to play through full rotations before you get to that point (hell, now you can just do 20 minutes of elite onslaught and you can end up with 4 radiant relics in less time that it would take you to even get the first one on an endless mission).

    And then DE ditched the system, because they realized that it was not what their core playerbase wanted, and it wasn't what they wanted with the game, and turned it into short 20 minute or less ordeals instead /gasp

    Actually the implementation of the relic system and destruction of the void key system saw a lot of fallout from the player Base. If you go back and look at the amount of active players just before u18, and a few months after, you will see a considerable drop in the amount of active players as that's when endless void missions became impossible, and the game lost a huge amount of its challenge and difficulty. So many of us back then just struggled to find anything remotely interesting to do as almost everyone had built things to survive and kill at higher levels. Once those higher levels disappeared, our builds just trivialised everything else.

    It was the reason why DE introduced sorties, to give that bit more of a challenge, and later, the reason they introduced the boosters in endless fissures, to try and retain a large chunk of their player Base who were crying out of some difficulty

  13. DE have always followed the same pattern frames were originally vaulted in with the unvaultings, so first you can look up the order each frame was vaulted in.

    When they first released frost and ember together, they started a pattern of having 2 instances along the cycle of unvaultings and this continued with rhino and mag.

    With the recent loki, ember and frost unvaulting, they started a third instance along the unvaulting cycle, so we can look at the order each frame was vaulted in, look at which frames were unvaulted last to see where each instance in the cycle is at, then simply look at what frames were vaulted next in the cycle to see what is likely to be unvaulted next.

     

    Current is rhino, mag and nyx.

     

    Of course with things like baro bringing volt relics and the twitch prime promotion, there is still a chance for other frames being available in some other way at any time

  14. Wouldn't fixing the armour at a set amount and just increasing the health bar just make viral damage the most relevant though?

    I mean if it's only the amount of health increasing to ridiculous levels, I'd almost always use viral damage so I'd only need to deal with half of it. Further more, I think corrosive would not only become less relevant, but possibly irrelevant also, you could simply figure out your damage output as being consistently 60%~ less than what your arsenal says

    I like your thinking with trying to make other types of damage get more consideration, but am not sure this fix for armour is the right way.

    nice idea, good intent, but I think it could just end up skewing which damage type is most popular instead of adding diversity

  15. Just one question about this.

    Why exactly do you want armour scaling changed? 

    Each faction has their own traits for us to deal with

    Corpus have shields and nullifiers

    Grineer have armour

    Infested have numbers and buff/debut auras.

    The enemy scaling is Warframes difficulty, the higher the enemy level, the tough they are to kill. Throughout the star chart, every weapon can be modded to deal with every enemy you are likely to see, so there isn't really a problem until past level 50-60 enemies.

    We see level 100 enemies from sortie, but they are meant to be challenging, that is the whole point, a daily high risk challenge, and quite honestly, they aren't really too hard when you stop and think about them.

    Past level 100 and you are seeing a the difficulty increase really become noticeable, but in order to get to those level enemies, you are intentionally pushing for higher difficulty, as there isn't any way to get there without trying to get there by constantly staying in endless missions, or by the new mode on pc, which is again, designed to be very difficult.

    So, if you think the enemy scaling is so bad, I gotta ask, why are you playing the same mission until the scaling gets so bad you can't deal with it any more? 

    Yes, the scaling gets rough, especially going past 200, but isn't the challenge why you are there? Isn't that the point or going up against enemies that strong?

    If you are voluntarily going up against enemies that tough, it's you who wants to face them, so why do you want them made easier? If you don't like that level enemy and the challenge they provide, don't face them!

  16. When I go to the plains, I select a bounty, and head out. If there are no nearby enemies, I'll pop out my mining tool and watch out for ore along the way to the bounty stages, or run around the ponds and lakes looking for cetus wisps (will mark them when I find them too) I feel this is why bounties are how they are with multiple stages spread out across the plains, along with all the ore too, kinda designed so that you can find stuff along the way between bounties

    Now if you are one of those players who rinse the bounties as fast as possible, then it may seem like a player like me is leeching from you, when in actual fact I am just not racing from point a to point b just to rush through the bounty.

    But I will also like to point out, I would only ever let 1 or 2 stages pass by before I put the mining tool away and race for the next stage, because I do understand that others may only have limited time and want to get through the bounties as fast as possible, and won't like it if they think a player is doing nothing the whole time.

    Interestingly, I also dislike it when players do absolutely nothing the whole time, whether it's because they don't contribute to any stage of the bounty, or if it's because they literally don't move away from the gates at cetus and truly go AFK, but I feel it's far worse and more common in kuva missions because there is nothing else to do in a kuva mission other than find the kuva syphon.

    Also, let's not forget that sometimes real life gets in the way. My wife recently gave birth to our baby girl, and I often let my wife sleep at night as I stay up and take care of the sleeping baby, but being a baby, she can wake up without warning, crying for what ever reason, so I'll drop the controller and see to my baby. Might be just a minute, might be 30, no way of knowing. I don't think it would be entirely fair if I had to drop squad and loose rewards because of this, but if we spam that report button at every transgression, then what choice will I have?

    Personally, I think this is best resolved by simply dropping squad if you think a player in your cell is leeching. You wont have to be bothered by them, and if they continue to do nothing, they get nothing.

     

  17. I was playing Warframe for a considerable mount of time before this login reward system began, and have over 800 days clocked in this login system too. I felt I need to say this, but all of those times have actually involved playing the game! Warframe is now a hobby of mine, once my wife and kids have gone to bed, there isn't much on TV that interests me, so I usually spend an hour or so playing Warframe.

    The log in rewards are nice, but kinda irrelevant, and it kinda bugs me seeing people complain about how long it takes to get certain items from it.

    Just play the game, and enjoy yourself, the log in rewards are so little of what this game has to offer

  18. 4 hours ago, (PS4)vektorwithak said:

     Of course you don't see any valid points if you view is a little authoritarian in nature.

     There is no other aspect of life where you can be punished in any way without reason but a scary amount of you think it's acceptable if it is done online.

    Pubs, bars, restaurants, and shops in the UK (where I am) with an alcohol licence have something similar to that part of the terms in that they all reserve the right to eject/refuse admission to anyone without providing any reason.

    And it's is perfectly legal, and done again so that these businesses are able to protect themselves from unforseen circumstances.

    It would only become an issue here if the affected person could provide reasonable evidence of them being barred due to prejudice.

  19. Personally I am fine with the drop chances. Yes, they are low, but as DE point out. With them available in every rotation, you will essentially have 4x as many chances to get them in a comparable time to other frames 

    Also, how many people complain they have nothing left to do? Having low drop chances means you will have a goal for longer. And also, that sensation you get when the last part you need finally drops will be so much more satisfying.

  20. With so many UI things being shown on twitter recently, I figures this would be a good time to point out we need to be able to select multiple items easier in many menus.

     

    Trade tab has 5 slots, but with things like Ayatan stars/sculptures and plains resources, it's really annoying to have to keep selecting 1 of each, and that single item using up a slot, so only 5 of anything can ever be traded at once, and uses up a whole trade for the day.

    We should be able to select multiples of these items, so a whole stack can be given in a single box during trade (so 10 norgs in 1 of the 5 boxes in trade tab)

    Also, when exchanging sentient cores for quills standing, we need a slider, or at least to be able to just hold the select button in order to exchange multiple cores. Having to press a button 240 times in order to cap my quills standing with intact cores is just plain painful and unnecessary.

    And lastly, when there is already an option to select multiple of something (like selecting mods to convert to credits or endo) there is an option to select all of the chosen mod, but if you select all, the selection menu closes, it would be really helpful if it didn't automatically close, so I could then remove 1 from the stack. 

    (if I have 100 vigor mods, and want to keep 1, I could hit button to select all, but as the amount selection box doesn't close, I could then press 1 button to lower the amount of vigor mods selected by 1, and then confirm that I want to convert 99 vigor mods to endo)

    I think this is quite a common problem where there is an option to select multiple items to place into a stack, but can't quite remember other examples right now

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