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revizion

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Posts posted by revizion

  1. On Raids:

     

    I think the thing that would make raids interesting (for me and most of the clan mates I've spoken to) would be specialization. In this case, specialization refers to different people having different required roles to fill to accomplish the team goal.

     

    Let's face it, all of the boss fights we have now are DPS races. Yes, there may be someone using an ability to slow a boss' mooks, etc etc, but ultimately everyone is trying to deal damage to the boss with their super soakers. 

     

    How about we try something different? We have up to 8 people in the match at a time, one or two could be forced to defend an area over a tile away to keep the "boss" vulnerable. The boss could require simultaneous attack on multiple fronts by two-man teams. There's a ton of possibility there. I'm thinking of the path of efficiency that has been brought to the fore of players by archwing Interception missions. In those missions, it is literally impossible to stay in one place and defend a node other than the one you're on because of distance. Its also much harder if the entire team moves as one from node to node, b/c that's not how the enemy attacks (on higher level planets, at least). Let's take that idea and expand on it.

  2. I'm a frequent forum visitor, but rare commenter unless I have something to add.

     

    I'm adding my opinion that these options suck. Completely. Here's why:

     

    Lately, I've been finding it harder and harder to come back to Warframe. As much as I see how this game has grown, expanded, and improved since CB, so has the RNG. Exponentially.

     

    Want to play? Void Key RNG

    Want to build? Argon/Cryotic/Oxium/Etc. RNG

    Want to try a new gun/melee/Archwing? Parts RNG

    Want to fight a boss? Key component RNG .....AND THEN... Materials RNG

     

    It also seems like each time they introduce one way for us to get exactly what we want (e.g. Trading, now Void Guy), they take away that ability somewhere else (what started with Oxium has lead to Argon, Cryotic, and whatever that new Tell-yo-momma thing is). The RNG Inception has gone way too far down the rabbit hole. I've had way too many evenings where I've made absolutely no progress towards whatever it is I'm trying to achieve in game b/c RNGesus took the day off.

     

    I want to know what I can expect when I fire the game up. I can't continue with the RNG, so I can RNG, while I RNG game loop that has evolved.

     

    I mean, I get it. Part of F2P games is to create a pain point where people would rather spend real money than spend time (a far more limited resource) to get. That's a razor to balance on. Lately, its looking slippery up in Ontario. (Maybe its the snow? *shrug*)

     

    PLEASE STOP PUTTING THINGS BEHIND RNG WALLS!

     

    And for Christ's sake, don't take something that was in front of the wall and put it behind. Increase the price. Reduce the quantity. Whatever. Don't give me another random chance for anything. That's grinding for a guaranteed drop of players.

  3. I've been trying to update since this morning, and keep getting this message:

     

    "Your graphics card is not supported. If you think that this is an error please restart your computer; if the problem persists you may need to upgrade the drivers for your graphics card."

     

    pyI9EQI.jpg

    RhscPAg.jpg

     

    I haven't changed my GPU in over 6 months, running a GeForce GTX 660. Any ideas?

  4. Private games are the answer to OP's problem. No other real way around it.

     

    Its important that the game support multiple play styles, and people at different ranks. Don't want to be matched with PUGs? Don't go public. Worried about taxis? Don't give'em.

     

    And if its really that bad for you while in a game, leave and start a new one.

  5. Although you might think this will make ranking up fresh gear slower (because you have to actually use the weapon to do it) the opposite is more likely to be true: if you use a weapon exclusively it should earn shared XP three times faster than it did before since none of the shared XP is being wasted on your max-ranked gear.

     

    I'm really, really having an issue seeing how this part makes sense in practice. In theory we're gaining better net XP from lower level weapons by killing, which is fine. In practice this makes it actually way harder to get the XP flowing to those weapons because it is inherently harder to actually kill things with those weapons.

     

    Assists are tracked within the game, as I can tell from looking at the nearly 500k of them in my Warfame profile - why aren't we including those in the XP formula? 

     

    An assist should still count as usage IMO

  6. I was able to repro this twice. If I'm in an arsenal and/or mod screen and accept an invite, after I join the lobby, the Arsenal button is greyed out and cannot be accessed.

     

    Doesn't help that the invite overlaps the "cancel" button on the mod screen, so I can't even back out of arsenal without losing the invite.

  7.  

     

    • Multiple resource drone deployments, coming.
    • Ability & Sentinel Mods have been removed from the store Mod packs and Transmutation. This helps with dilution considerably. For the time being enemies will still be dropping these.

     

    These are great, but...

     

    Do we have to wait all the way until U11.5 for these two? :(

  8. If players can't figure out to shoot the thing that is projecting blue beams to nearby mobs, they're not going to get that far in the game.

     

    Precisely what I tried to tell the 3 Rank 2's I found myself with. In short, they panicked and extracted. Facing that can be a possible pain point for new players. In my experience, there's no other mission that early that spawns mobs in that pattern.

     

    The concern isn't "How do I handle this?" 

     

    The concern is "How does a new player handle this?"

  9. I just came out of a Survival mission on Venus (E Gate) where i had shield ospreys spawning 3 or 4 at a time, along with regular enemies. While this in itself doesn't seem like a problem, their constant and asynchronous shield replenishes on any single enemy meant that for each shot fired at a protected moa (as an example) that hit its shield, the shield value would refresh faster than my next shot could fire. 

     

    I was using a low-level Cernos at the time, as this is a low-level mission, but the whole team had to bail because there simply wasn't enough damage to keep up with the shield recharge rate.

     

    Is this working as intended??

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