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Darena_Bryant

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Posts posted by Darena_Bryant

  1. Dear DE:

    We all know that FashionFrame is a large part of the appeal of any warframe to a lot of players. That being said, I think you overlooked reworking the various attachments for Wisps tiny body.

    I just got her, and am trying to work out a look for her, and... nothing fits properly or is sized to fit properly. The chest pieces are HUGE on her, making me think of a child trying to walk around in their mommys shoes. The shoulder pieces are attaching to the middle of her biceps. Everything is WAY oversized and badly attached so far.

    A thing that I have often wished for in warframe is a set of sliders for the various attachments similar to the ones for the front and back regalia that would allow for some minor resizing and repositioning from a set point. This would let players tweak their favorite attachment to sit just the way they wanted it, and save you guys having to run through all the attachments to make them fit (or not, in this case?).

    When and if you have the time, please take a look at this and if possible, fix it. This has been an issue for other frames as well, where parts don't align or are outright crooked, but on Wisp it's on another level so far.

    Thank you.

    • Like 1
  2. As you probably know, people tend to use Helene on Saturn for leveling up weapons and warframes. I think I might have found a bug relating to the archgun for that area.

    I've been using my archgun (Imperator Vandal) in the mission there. It's worked pretty well, but after the first use and cooldown period, when I call it a second time, it lasts only for a short time, then unequips itself again. It's as if it had run out of ammo almost immediately after being summoned. After that, I get a much shorter cooldown on the weapon... about a minute... but am unable to call it down again, even after the timer has expired a second time.

    I might be wrong, but doesn't the archgun refill ammo during the cooldown, or is it a partial reload? (EDIT: I tested this again and yes, the gun was fully reloaded, but vanished before I ran out of bullets the second time around.) This might explain the issue, but other than there not being any ammo left in the gun after the first use and no ammo being reloaded into it, I don't understand why I would be unable to use it for very long the second time, and unable to call it at all a third time.

  3. I started to gve my take on this concept that Garuda was bad, but then saw the OP was straight trashing people's comments before they even got to the second page.

    I also saw a lot of comparing Saryn to Garuda... which makes NO sense, since they're not even slightly the same.

    So here's my abbreviated reply to the OP: You should probably play Saryn if Garuda is that disappointing and you want all of Saryn's effects on Garuda. It sounds like you want a warframe that does what Saryn does... so just play Saryn.

  4. On 2019-04-22 at 9:28 PM, ThumpumGood said:

    I have 32 and got credit for 1. I dunno if this is some sort of bug or a cruel joke but NOT happy.

    Look for Virmink. They're very common, and only need one shot to tranq them. If you track them, sound the lure and tranq them all in one sequence, you get the Perfect Capture result, which is what counts for Nightwave.

  5. On 2019-04-16 at 5:23 PM, Xzorn said:

    All the talk of go fast anime ninja and they made a stand still and stack weapon.

    Yeah, but I think there's a slight misunderstanding here.

    Warframe was never a 'go fast' game. People just like to bumrush.

    There's a LOT of instances where a weapon like the Simulor is useful. Defense, Mobile Defense, Survival... I could see even Arbitrations benefiting from it, if it could be built right. It was very useful for locking down spawn corridors, even if it didn't kill (and the way I had it working it DID kill, quite well). If all the enemies are standing there convulsing from whatever damage type the zone was doing, then they became both easy targets and no threat, their damage potential removed until you let the orb drop... which if you used it right, you never did.

    Leveling in stages like Helene became much easier too, as I could post up near the pod and place damage zones in all the approaches depending on if the platform was up or down, and nothing could get close... not that they wouldn't try and die anyway.

    I'm just sad they seem to have ruined it, and that no one has even spared a short comment to say what's been done, or even acknowledged my concern.

  6. On 2019-04-16 at 1:34 PM, Steel_Rook said:

    How many Ciphers do you end up using?

    It's not really about 'how many' and more about 'when they run out' that is the issue.

    I mostly use them during spy missions when someone trips the alarm, or on the most complex Corpus type locks, or during fights where you need to quickly hack something. Basically whenever it helps being able to click once instead of going through the minigame.

    And again... I'm really not saying to get rid of the lock minigame mechanic. Just change it to something else. I probably phrased things other than what I meant exactly. I DO want them to make building ciphers less of a boring pause. Larger packs would be nice, to just spend a minute and have enough to last a good while. At this point in the game for me, the cost is negligible, so wasting ten minutes or so in front of the foundry to make a bunch is just boring.

    I also like the idea of changing the cipher into a weekly, multi-stage mission you run. The cipher itself doesn't looks like something you would just throw away after use, but instead of device you use to input data into a terminal. So the mission would be to get current, up to date data for the cipher so it works.

    In no way would the remove the minigame; it would be completely optional. Players could choose to never do these missions and solve the puzzles on their own, just as they do currently.

    BUT, if they did choose to run the mission, they would get codes to put in their cipher that would work continuously for a week or two, up to a full month, thus saving them from having to worry about it for that period of time, after which the codes would have expired and new ones would need to be obtained. The way in which the codes would need to be obtained would also give DE some ranges of things for people to do, since a player would need to run at least one mission for each faction: Grineer, Corpus and Orokin.

    I'm even into the idea of them adding a third type of locking puzzle for the Orokin, just t introduce some new challenge type. Maybe some kind of simple sliding plate puzzle to connect circuits or something like that.

    So to sum it all up, I don't want the mechanic of solving lock puzzles removed, only made more convenient or interesting, so the process of making them, when the time comes, becomes something more entertaining and less tedious.

  7. Was trying to help a friend get some archwing mods for their heavy weapon, so took out my Itzal. I usually play Inaros, and thought I was feeling a bit extra squishy while flying around. Came out of the mission to check my setup and saw that my usual 840 shields was being mysteriously reduced to zero. ...Huh?

    Checked in region and was informed that certain warframes (Inaros included) automatically set the Itzal's sheilds to zero. Hoping they would fix this soon and having other frames to use, I switche to Mesa and went back to adjusting my archwing setup.

    This is where things got weird.

    I equipped the mod 'Energy Inversion' and my shield capacity increased to 950. Fine.

    I then proceeded to add more mods. After adding 'System Reroute' and upgrading it some, I looked to see my shields had reduced to 900.

    I blinked, and decided to test something, taking off Energy Inversion. 640. After putting it back on though, the shields were now 840 instead of either of the previous two values. WTF is going on?

    For whatever reason, the Itzal or the mod Energy Inversion seems to be broken, giving wildly random values depending on indeterminate circumstances. Hopefully this can be addressed soon.

  8. This is in reference to this thread:

    I have been having an issue with the Simulor in which the orbs it shoots don't combine, and the Gravity Well it's supposed to make doesn't form. The orbs aren't attracted to each other, simply hovering in the air until I detonate them, and they don't take on the combined elemental setups that I have modded into them when they explode (for example, no Corrosive when modded for it). I'm posting this here because after talking with someone in the other thread, I'm not sure if it's just bugging out on me or what anymore. I really like this weapon for certain times and places, so I hope it can get fixed, or at least some suggestion on what I can do to fix my game can be offered.

  9. 11 hours ago, SortaRandom said:

    Ah, that makes sense. Sounds like a bug to me 😞

    This is the most recent Simulor change that i found after a quick search, so maybe this has something to do with it? I don't recall multishot ever "not working" on the simulor (it's always increased the stack count of the orb that was fired, as I assume was intended). The biggest issue that the simulor had with multishot was its abysmal max-stack count. (That, and stacked orbs dealing a single tick of damage instead of ticking multiple times like literally any other gun.)

    I'd reply to that if I could, but I can't so... hopefully this thread gets noticed. No one ever replied to the first one.

    • Like 1
  10. On 2019-04-14 at 2:57 AM, Datam4ss said:

    Eh, it could become reusable ... if it had a cooldown time and worked once every say, 3 minutes per mission.

    Just do the puzzles, come on, it takes literally 6 seconds to do one.

    I think i mentioned this as well, but some of those puzzles confound me. And in sorties, which I've only just started running, where they shock or explode you for failing, that gets to be annoying and potentially dangerous. Primarily for me, it's the high level Corpus/Orokin puzzles I mess up on; I can do the grineer ones pretty easily, and I only consider myself to be a below average person with them. I'm sure there are other people who struggle with these as well, which I think is why ciphers exist at all.

  11. On 2019-04-14 at 12:10 PM, Steel_Rook said:

    What you're proposing is the wholesale removal of hacking from the game, just in a roundabout way. A lot of people still hack manually, yes, largely BECAUSE Ciphers are a consumable resource, however plentiful it might be. Making it literally infinite would make me, for instance, feel like a right dunce for not using it because it removes even the one theoretical reason not to. It's precisely because Ciphers are not necessary and a convenience that they need to remain charge-limited.

    It can be seen that way, I know, but that's not my purpose. To be honest, when thinking about it, there should be a THIRD set of hacking puzzles for the Orokin, and possibly a FOURTH one for hacking a terminal that's been infested. Learning the puzzles can be fun and challenging (at least to me), but as I said... sometimes you want to bypass that. This is what ciphers are for in the first place. The only difference for me is to, instead of making it a case of standing in front of your foundry crafting them on and off, simply allowing them to be more persistent.

    Some people have recommended larger crafting packs, and I'd be fine with that, honestly. Just so I'm not made to let that boredom settle in waiting to get it done when I could be playing the game. And I still feel making a mission based around getting a persistent cipher, or adding one that needed to be run once a week or so, as another person here suggested, would add more to the game, and the concept of being able to hack the terminals.

  12. On 2019-04-14 at 4:42 PM, (XB1)RPColten said:

    I mean this sounds and reads like you are entirely supportive of the argument that ciphers need to have a cost associated to them.

    Did you do a flip mid-thread and decide to go against an unlimited cipher?

    Ciphers need to have an *initial* cost to them. Archwing Launchers still need to be crafted at least once to use them. And as I said, there could be a mission where you go out to various locations to gather enough codes to craft that first cypher. I'm not saying 'just let us hack everything for free'. I'm saying 'Let us not have to spend too much time and resources crafting them so often'.

  13. On 2019-04-14 at 3:30 AM, Hmm...interesting. said:

    What I would like is to not have to craft ciphers all the time. However, I do think that they should have to be maintained. I think the perfect solution would be to have a mission that we have to do in order to gain console access codes. The codes would last a week before the enemy "discover that their access codes have been leaked" and change them. This would be a good opportunity to reintroduce somebody like Darvo or Maroo to give out some more missions.

    This is a good idea as well, since the overall effect I'm going for is not having to craft them so often or in such quantities anymore.

  14. Because you can't just do it three times and get those 15 Gyromag Systems, right?

    ...or fifty times either!

    I think that, in order to help streamline people being able to run the various missions to get the resources they need for Vox Solaris standing, some simple changes should be implemented.

    After the initial completion of each mission, the guy waiting outside should be able to give you the same missions again without having to return inside, go into the back room, talk to Eudico, choose the mission, wait for it to count down, listen to her prologue that you've heard over and over, then get back in the elevator and go back outside. Wasn't that the whole reason those guys were added to the Valis, and those tents in PoE, to stop people having to load back and forth? Make some use of them!

    People shouldn't need to return to Eudico in the back room and then wait for her to tell you all the details of the mission you're currently running for the 15th time in a row.

    After the initial run (when it shows as 'completed' in the listing) the story part of the mission should change to be more in line with 'Ok, we're going in again.' As I've mentioned, Gyromag Systems, which are listed in the Common rewards, might as well be on the Ultra Rare rewards listing for how often they drop. Players are being forced to run these missions again and again and again and again in order to get the 15 you need to move to the second ranking... and they drop 5 at a time. Change the various chatter to better align with the required, repeated runs to make them faster and more streamlined.

    For example:

    Eudico: Ok, Sparky, we need you to get back in there and verify the info you brought back the first time round. Business isn't sure this isn't dummy data you retrieved, so we need you to go back and try to collect some supportive info. Ready? Do it just like you did the last time!

    She then gives pointers on what needs to be done, in a shorter version; no mulling over how many people were killed, no commentary from Business on how this person deserved to die, no comments from Lil Duck on freezing her arse off, no comments on how you need to be discreet getting back into Fortuna. People know all of that already, and some of them have been running the same mission literally dozens of times.

    My reasoning for this? On my very last try for Gyromag Systems (I didn't get them), I got into the elevator and waited to reach the surface. The game lagged and stalled and lagged some more... then the door opened to the END OF THE MISSION. People rushed into the elevator, having done everything while I was stuck in the Twilight Zone, and then... because of course he did... the host decided to abandon everyone to the Void and migrated, resulting in even more lagging and stalling. I re-appeared in the elevator AGAIN... this time clutching my heavy weapon for some reason, and the mission markers telling me to go back to the reclamation center. Yeeeaahhh...no. I walked out, then back in, returning to Fortuna, where I discovered the mission had in fact been completed like it appeared to have been the first time I got out of the elevator. ...and I STILL didn't get what I was going out there for!

    On a previous mission, Eudico was still telling me about how I should lose the people following me and not be seen entering Fortuna *while I was walking past her to head back into the backroom*. If the only way to complete these requirements is going to be doing the missions over and over, at least trim the fat some so the mission ends when I actually end it. Commentary from Eudico should end soon after the reward for mission completion is received from the second run of any mission and on, except for actually fighting an orb. I can only imagine the game struggling to deliver all that commentary and keep up with people just trying to advance their standing, while also loading Fortuna and dealing with everything else is nothing more than a problem for a lot of peoples systems and a strain on the servers to some extent. I'm also completely sure people being more or less forced to load back and forth into Fortuna isn't helping anyone either.

    • Like 1
  15. 34 minutes ago, SortaRandom said:

    Oh, I'd actually forgotten about the DoT effect, my bad. But, orbs merging never increased the DoT's damage at all (only the damage of "merging" instances, and the damage of the final explosion), and the DoT's damage has never really been impressive to begin with (on top of being unable to crit or proc Status). So despite happening all the time, it's always kinda been, uh... a bit lower on the "things the Synoid Simulor is known for" list.

    Also:
    - Detonations have base Electric damage and have a forced Electric proc, but they can combine elements like any other weapon. The Electric proc happens on top of whatever elemental combo you have (i.e. you can proc Corrosive and Electric at the same time with one explosion).
    - Orbs should still merge. The damage has been gutted into nothingness (with the detonation damage being slightly increased to make up for it), but merging still happens.
    It's just that orbs with 4 or more stacks are prone to not moving, so a 4-stack will not be pulled toward another 4-stack. They will still draw smaller stacks towards them, though (which is actually a huge problem, since their detonation damage isn't increased beyond 4 stacks-- meaning that if an orb gets absorbed into a 4-stack, it's effectively wasted).
    - 4-stacks will still do DoT. Unless something was changed/broken within the past several weeks, I don't recall this functionality ever disappearing in the first place.

     

    Disclaimer: The last time I used this weapon was a couple months ago (right after it was changed to be automatic). If merging/DoT/etc is indeed broken and it wasn't mentioned in any patch notes, then it's probably just a bug.

    Well this in part is what I'm trying to find out. At first, everything you say here was indeed happening. But recently NONE of this happens. No merging orbs, no AoE, no combined elemental effects on detonation... nothing. It's hobbled the weapon badly for me, and made it so I can't find any real use for it other than spamming the orbs, then detonating them. This is a fairly recent thing for me (couple of weeks, maybe?) so it's probably something that's happened after your last time using it.

  16. 2 minutes ago, SortaRandom said:

    Core mechanic? It sucks in nearby loot (which means absolutely nothing if you're using Vacuum), and it disposes of enemy corpses (which is a downside for Nekros and an upside for precisely nobody else).

    I mean, the gravity well looked cool and all, but that was about all it did. I'd love to see it return (about as much as I'd like to see the GPU-frying particles turned down), but I'd hardly call it the core mechanic of the weapon.

    ...that was what it did. It created damaging gravity wells that did AoE damage. I say it's a core mechanic because this ability is even listed in it's basic stats. Combining the orbs you shot multiplied the damage of the resulting Gravity Well. Up to four orbs could be combined in this way. Without that, it's as I said... a hover bomb launcher with manually detonated bombs that as far as I've seen, only do electric damage. With the Gravity Well itself, you could mod it to do Corrosive or other elemental types, which further increased its usefulness.

    The ability to suck in resources *was* a secondary effect of the gravity... it's gravity, so it pulls things in. And as far as I had seen, it doesn't destroy bodies, just pulls them in. I literally didn't have enough time to observe before the ability was removed; only enough to come up with a strategy for it's use.

    So yes, I think the ability to combine orbs into a Gravity Well was a core mechanic of how the weapon worked and was used. In it's current state, the orbs don't even combine, much less create a Gravity Well.

  17. I noticed a huge number of people demanding that the Simulor have it's graphical effects removed for the Gravity Well ability it had. The end result though, seems to be that it no longer has the ability to do that at all, which basically changes it's design from a weapon that can cause large AoE damage effects to a hover bomb launcher with bombs that need to be manually exploded. This essentially ruins the weapon.

    It's been about 10 days since I posted a thread about this and no replies. Not even a response from other players who might know something.

    I tried using the Simulor again, and it still has no gravity well effect. While searching for threads about the topic, I noticed a lot of people straight out demanding the Simulor's effects be removed. Not 'adjusted for more visibility'. Not 'changed to something less vision obscuring'. Removed. I would like to offer the thought that these people weren't asking for the Simulor to be gimped by removing the ABILITY, but were asking for the VISIBLE EFFECTS to be changed to make it easier to function when some idiot with a Mirage was using one and spamming it all over the place.

    I thought this weapon was kinda weird, but I grew to like how it could be used to close off avenues of approach temporarily. Using it just enough to block stairs or a ramp or a hallway made the gun much more useful than I had thought when I first got it. And now that ability that I thought made it useful has been removed, just as I start thinking it could be useful. I almost want to laugh.

    My suggestion would be to restore the ABILITY to cause gravity wells, but make the VISUAL EFFECTS a lot less 'visible'. One idea is to make the effect look like those static electricity domes you see in novelty stores; a core of energy, then lightning tendrils reaching out to an outer dome of more energy. Not too complex or dense, and not too bright, but enough to let people know it's there. This way, even if some idiot is spamming it all over, it won't completely blind other players.

    I was actually enjoying using the Simulor, and was using it in a sensible way that no one complained about instead of covering the entire area in Gravity Well effects and mocking people for not knowing what was going on. I feel completely destroying a good mechanic because of the people who were misusing the weapon is the absolute wrong way to go about it. Please don't ruin something good because a few idiots were misusing it and made other people mad. A few changes can render this weapon functional and yet not a complete annoyance, rather than gutting it's core mechanic.

    • Like 1
  18. I know it's possible to give a Moa a 'personality upgrade' to make it *act* tough or emotional or so forth, but would it be possible to actually give them behavioral patterns based on the mods you equip to them?

    For example, the protective dome mod requires that you're inside of said dome. This becomes considerably less useful when your moa is always haring off someplace to do who knows what. Each of the other moa specific mods work in similar fashion; either the mod is most useful when the moa is close, or works better when they run around more and engage the enemy.

    So here's my idea. Much like how warframes have exilus slots, moas will have a 'behavior' slot. The mod set in this slot will define the moas motions and actions.

    Each of the moa specific mods will gain a 'behavior trait'. Aggressive mods, like the stomp and tether mines and anti-grav mines will encourage the moa to run to enemies and attack them within a certain range, while others, like the dome, tractor beam and security override would have the moa wanting to remain close to you and behave in a defensive manner, again with a limited amount of wiggle room for them to wander over to a nearby terminal and hack it, for example. You could still set a second mod into the normal slots, but the one in the behavior slot would define how it moved and behaved in play.

    • Like 2
  19. 1 minute ago, (XB1)Cubic Clem said:

    Calm down ლ(ಠ益ಠლ )

    Edit: I want them to be usable in sorties

    I'm not excited. xD

    Just getting my point across. And it might be nice to have them there too, though I kinda don't think they should be because the whole idea of sorties is to make things tougher.

    ...would be nice if it didn't explode/taze my butt when I failed though... like I said, I'm not good with the top level Corpus ones.

  20. 1 minute ago, peterc3 said:

    Then again, we can just use our imagination and think real hard and easily come up with a reason for them to be disposable. You pay off someone, not a hard thing given the nature of the Corpus or the Grineer, to give you a key. Ordis uses the Credits you use to build them to buy it off the Warframe universe equivalent of the dark web. The system sees the code used and it gets burned when it's obvious there's Tenno running around using that code.

    If you learn the patterns, you don't need them. The resource cost of 1 is negligible and provides an incentive to not need them, no?

    I mentioned in my original post that 'it might be that they burn out after one use' and 'I could be wrong about how they work'. It's entirely plausible that the codes would be a one use thing that becomes useless after a single application. I'm not disputing that concept; I'm not even sure which is the case. I'm just going on existing concepts of code-hacking devices, and most of those tend to be reusable.

    And in that thing you quoted, I mentioned my reasoning about how it would help *early players*. I realize that by the time you've gotten years of gameplay under your belt, or even months if you're diligent in farming, the cost is negligible. But early on, when you haven't had time to learn the more complex patterns, or even in cases where a player isn't good with them (like myself with the fully mapped in Corpus ones), having a cipher on hand would be nice.

    I can't help but feel like you're skimming my comments and missing some things I've said in the process. ^^;

    I It could be argued that having a permanent cipher would completely remove the need to learn the patterns, but this is untrue I think. Even if you had unlimited ciphers, and as you pointed out, any established player can make an unlimited supply of them, some people will enjoy the challenge or beating the clock with doing the puzzles and do it that way anyhow.

     

  21. 1 minute ago, (XB1)Cubic Clem said:

    You must be new here.. I'll give you only 1 prime example: 

    Sorties

    I'm new because...? <laughs>

    Ok, just so you know? I wasn't trying to say it doesn't happen. I was just asking for an example.

    And you're right. But sorties are intended to be like that, and I'm not asking for them to be made usable in those missions.

    Also? Sorties aren't most of the time for your average player, and you DID say 'most of the time', which is why I asked when.

  22. 1 hour ago, (XB1)RPColten said:

    Unlike Archwing launchers, ciphers are not required for what they provide.

    If anything, this just reinforces my comment. You don't even really need them; they're just a convenience for people who might want a bit more speed in their hacking. I know a lot of the more established players don't even bother with them, but some, like myself, might not be as quick with the terminals as they need to be, and having this on hand would help a lot, I think.

    Plus it would reduce the resource farming strain on newer players who are still learning the terminal patterns.

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