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Sorise

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Posts posted by Sorise

  1. On 2/18/2018 at 6:40 PM, Shichibukai88 said:

    You already see it tho by the color of the gem, still no legit reason to be honest. And even then its still rng which one you get. Thats more of a petty reason then QoL.

    Minutes spent in cave looking for Eidolon Gems:

    Seeing all spots w/ same color on map: 10

    Seeing Blue/Red spots: 3

    Now try mining only the blue Gems in a cave and skipping the red ones trying to remember which is which :)

    Even better, try finding only the blue gems.

     

    Seems you are vehemently against even the smallest QoL changes for some reason, what a shame. Quite petty.

  2. On 2/18/2018 at 4:50 PM, (PS4)Hooligantuan said:

    They... don't really go on a combat mission.  They might pop out of their Warframes for a few seconds here and there, but the Operators themselves do not play a physical role and they are not physically trained for combat.  Their role is mental.

    I suppose they use their mental prowess to shoot eidolons and disarm Kuva guards and can have 1125 HP w/ 600 armor to enhance their mental stability :D

    Heck, they can use that to kill normal enemies too while leveling amps, run and slide everywhere, heck some admit to usin Operators a lot.

  3. On 2/17/2018 at 3:24 PM, EmissaryOfInfinity said:

    The Operators are like...twelve, dude. They're not gonna have any muscle definition. And I dunno why you were so much in-shape back in your early teens, but lemme tell you, that's not how most people looked at that age.

    Liam Hoekstra Strongest KidsCJ Senter Strongest KidsAndrey Kostash Strongest KidsGiuliano Stroe 10 Strongest Kids In The WorldClaudio Stroe Strongest Kids

    In all seriousness, the operators aren't your average kids

    My Operator can withstand gunfire(especially from turrets), bombard explosions and machete attacks for a long time :D

  4. Shoot them before one charge lure, wish granted.

     

    Better idea would be to place them shrines in other locations and have the activated one have the mission objective icon(even w/o matchmaking) on the active shrine.

    This may alleviate traveling toward the shrine w/o having to trek or fly long distance.


  5. On 2/18/2018 at 5:55 PM, -N7-Leonhart said:

    Yes, I noticed as well that I got a stupidly large number from the first stealth kill, but I didn't have the numbers to back it up like you, so great job there.

     

    If it's broken then it's broken and it should be fixed. By the looks of it, you two are the kind that would use cheats in games if given the opportunity. This is not that kind of game, and I prefer to get things done properly without having to rely on questionable duration crutches. 

    Can't blame them really, the system is garbage.

    19 hours ago, -N7-Leonhart said:

    No, I don't even play this game for like 3.5 years, so I wouldn't know....

    I have lenses or greater lenses on pretty much every single piece of gear that I use. Gathered of course with constant work over the years. And that brings me to the initial point. I don't need some tricks to do this, when I worked constantly for a long time towards these goals. A mentality someone as yourself better gain as well, if you want to play more than a few months.

    You'd have to to get through all the garbage to get to the good stuff :)

  6. On 2/16/2018 at 6:34 PM, WolfTitan said:

    It's not entirely about the value of arcanes that were destroyed. It's about the effort needed to obtain the arcane. Players who have done a few Eidolon runs can easily get 9 arcanes per night. Raids take time to learn and complete, and you could only get up to 3 per day.

    So the ones who support an arcane flood in the market are the lazy ones who can't take the time to learn and team up with others to earn arcanes.

    Once you learn, it's simple, at least LoR is and it becomes a long chore. Players had to learn the Eidolons as well, although not as long.

    First they would have to find people to team up w/ and it sounds like they were unable to looking at trials stats the devs showed. It's not like they said it was too hard, or did they?

    Or were their main complaints were mostly lack of people? That makes sense.

    On 2/16/2018 at 6:26 PM, DeMonkey said:

    If you could only get 1 per Eidolon per day it would be slower to grind Arcanes than old Trials.

    E.g. Arcane Grace had a 14.3% chance to drop from Nightmare Lor, it has a ~5% chance to drop when capturing the Hydrolyst, and Hydrolyst only.

    Arcane Energise had a 10% chance to drop from JV, it has the same ~5% chance to drop from capturing the Gauntalyst, again, only the Gauntalyst. 

    The Arcane market could do with a reduction in price anyway, but it's not like these top end Arcanes are going to be dropping from the sky.

    (Given the above comment, I feel like I need to state that I currently have 2 sets of Arcane Grace, one of which I purchased within the past week. I stand by everything I said).

    Considering that folks would want multiple sets of these and how long it would take(one guy said 300 days for one set of energize...insane), it's only fair. VERY Inconvenient(unless work exactly like mods). to be stuck w/ one set across a lot of cosmetics. A pain in the ass.

    On 2/16/2018 at 7:02 PM, DeathshotSE said:

    I just don't see their vision when putting that 100% drop chance for arcanes even with their drop tables being weighed appropriately for rare arcanes. Once players get a full set of whatever arcane they want, they will lose the incentive to farm Eidolons for arcanes anymore. If the drop chance was say 50%, they would effectively double the longevity of Eidolons. Yes, that would on average double the player's time required to farm the arcane set, but is that necessarily bad for the game? Arcanes and the ideal Rivens were the only functional end-game that I saw (functional as in it made you better or stronger, etc.).

    It'll be many months before that happens due to multiple sets of 10 required for convenience of not having to uninstall them for each other frame you want them on. Very obnoxious(not to mention installing all 10 again...oh boy).

    On 2/16/2018 at 7:26 PM, Radagosh said:

    I agree with OP in the sense that before, having Arcanes meant putting effort in. It took me 300 JVs to get my 2 Energize sets, that's 300 consecutive days of playing a raid. Now, while it is limited by the dropchance of 5%, I doubt it will take anyone 300 days to acquire two energize sets.

    But I can see the bright side as well, after doing 300 Lors I've gotten 7 Arcane Avengers, earlier today I got my 8th one from the second Hydralist I've beaten.

    Seems kinda selfish to want others to suffer as much as you...

    300 days later and not even enough Arcanes sets to alleviate the pain of having to install/uninstall on the many cosmetics whenever someone changes a frame.

     

    On 2/17/2018 at 2:56 PM, DeathshotSE said:

    That is true assuming the normal working person can play maybe 1-3 hours a way. That will only let you get in 1-2 night cycles per day which gives about the same number as raids previously did.

    I remember DE saying arcanes were meant as an "end-game" (super vague) item when they were first introduced which is why they placed it behind "challenging" raids. I'm not sure if Eidolons can constitute end-game (for me), but I don't know the general playerbase experience with hunting Eidolons. I would assume most decent-at-games players can always get 1 Hydroylst cap each night. If this is the case, doesn't feel right that end-game is so farm-able. I guess we'll have to see several months later.

    Regardless of whether arcane drops change, I'm still betting in a few months some good arcanes will be nerfed to the ground, or new arcanes will be added when Venus open world arrives.

    Arcanes never felt endgame, they felt more like different ways to modify your build and not jus make them more powerful.

    rivens however feel like endgame and their power is extraordinary as shown by the 1000s of plats spent on jus 1.

    Rivens give insane power far greater than Arcanes w/o the need to actibvate them during battle. Now that sounds like endgame.

    On 2/17/2018 at 10:15 PM, DeathshotSE said:

    Just so you know, I have never sold any of my arcanes. I do not use arcanes to make plat. I want arcanes to stay "special". With how frequently it will drop for those farming Eidolons, arcanes will become just another mod in your build. After a few months when many people are running around with double arcane anything (worst case energize), DE will nerf it to the ground because arcanes make us too strong. 

    As for the market, I only care that the great arcanes prices don't go too low as to not give it to those that do not deserve it. Honestly, I would like arcanes to be untradeable, but I don't know how that will affect the playerbase. That way, you get arcanes if you worked for it, not pay for it.

    Arcanes didn't feel all that special. If there were, the trials would still be very much active.

    Imagine if Rivens were trials only.

  7. On 2/18/2018 at 1:21 AM, YandereWaifu said:

    sometimes you really have to see things from the other sides pov before going about with your agenda 

    Well, same to you of course.

    This mission favors no one and may have to be changed so that you don't choose a relic until time is almost up(like 10 seconds left the screen freezes to let you choose).

    That way others can join mid mission(even 50min in) and offer a relic as well. So others can extract.

    This could very well be the best solution.

    Now if only this applies to other endless missions.

    It would suck to be stuck w/ less members due to disconnection, etc.

  8. 14 hours ago, (PS4)teacup775 said:

    Agreed, bullet jumping 50000000000000 meters between stages is repetitive stress inducing.

     

    All that mobility should be for game play, not stalling progress.

    It's funny how they refuse to give you motorcycles, but want you to do this or waste Archwing launchers...

    This type of mission design is for open world games that have some type of UNLIMITED transportation.

    In GTA, you don't have your own vehicle, so you walk up to a car, open the car door, punch the dude, toss him out of the car and enjoy your transportation. SImple.

    New players don't even have archwings...It's jus senseless.

    At least they should drop those Dagyns are w/e at your location(give them boosters) when you move onto next mission.

  9. They gave squads at Cetus the Leave Squad choice, but neglect this for survival.

    Someone can jus decide to die and afk in survival and be useless baggage. What good is he? What's to stop him from doing this?

    May as well let them leave w/ a 3 sec timer giving person chance to change his mind.

  10. 5 hours ago, Shifty_Shuffler said:

    DE want you to spend plat on boosters. If wisps spawned at every pond/lake you would have so many in such a short time, you would spend less on boosters. They do not want players to get everything too fast too soon w/o their boosters.

    Edited for more clarity :)

    My idea, current way...All the same, except you don't go back to Cetus every 3min.

  11. 3 hours ago, Cryoguard said:

    You're the one who's acting like I don't know what you're saying xD

    The issue with your idea is that the spawn locations are more numerous than you think, and so having guaranteed spawns would trivialize hunting them. So limited spawns on a timer would be better than just outright guaranteed spawns to ensure that farming them isn't trivial yet also eliminate the need to return to Cetus (which is your complaint). I'm not opposed to them having respawn timers (even if I disagree that the farm needs this). I'm opposed to making the farm: head out, get all your wisps in one go, then never need to farm them again.

    So rather than get 50 of them w/o going to cetus in one night or you get 50 of them after going to cetus for the umpteenth time in one night. Get in an archwing, blast over short number of actual spawn locations, blast back to Cetus to respawn them then blast back to same locations and repeat over and over. That already trivializes the farm due to them being guaranteed to spawn at at least 2-3 of the very few locations you normally go.

    So what's the difference? Takes less than 3mins to cover the few locations they are already guaranteed to spawn.

    My idea jus makes them spawn at all their spawn locations so you don't go to the same few locations overtime, you actually go over all of Cetus much like mining.

    Also, when you look at the Cetus Whsip, you see spawns all over Cetus, but when you go there, you either rarely see one there or never see one there as opposed to the short route which sees quite a few spawns.

    So did the devs intent for folks to zip back to cetus right away after flying over a short route?

    It's all about convenience, not farming some stupid way in a huge map full of spawns only lookin in so little places. Defeats the purpose of having a lot of spawns everywhere. Why they even bother?

  12. 1 minute ago, Cryoguard said:

    mmm yeah sure let's go with the "I don't know what I'm talking about" solution. If you want an actual solution, why not have wisps spawn at intermittent timers? That would solve your issue of going back to Cetus without just handing everyone all the wisps they want.
     

    As far as if PoE should act as an open world as best as it could... that's your opinion. DE retains the right to implement features as they want, and they want people to work for rewards.

    What's the difference between my idea and now?

    You go back to Cetus less often. That's it.

    You still fly around a collect them.

    They can respawn at ponds away from you,

    You still see 1-2 each pond.

    You find more by flying around then staying in one spot(although that would be more convenient if it were like fishing)

    It's still the same, except, you don't have to restart the instance via Cetus. That's the part that makes no sense.

    So that's the solution

    You're too busy w/ your "I don't know what I'm talking about" replies to see this.

  13. 6 minutes ago, Cryoguard said:

    DE provided us a free roam instance, which no one asked for (nor did anyone ask for open world in large numbers). Saying it should act as an open world is counter-intuitive to the design. If you don't like farming wisps, then don't farm them. You're only hurting yourself by refusing to do rather simple content.

    Farming in general is simple, but can be inconvenient.

    You act as if not having to go back to Cetus so often is way too much to ask for. It's a QoL thing, you know.

    You like things being less convenient than they can...

     

    Don't know why you are against upping the spawn of whisps at more ponds when a lot is equired and it makes sure you dont have to go back to Cetus often Dont see why Operator weapons are even gated behind this type of grind.

     

    It should act as open world as much as it can...(as best as it could)

    Already stopped farming them. Have all the amps I want.

    You weren't around when they did ask for it.

  14. 1 minute ago, Cryoguard said:

    You don't need a booster. Smeeta will work fine. Also I will point out that PoE is not a true open world, but a free roam instance, which means the worldstate is generated upon entrance. This includes mining, wisps, and Eidolons.

    Doesn't matter, it should act as an open world as much as it can...

    That's what folks asked for.

  15. 10 minutes ago, Cryoguard said:

    They aren't that hard to farm, and they have increased spawns at night. You get a good loadout and farming these is easy (toss a smeeta and boosters on top of that, and you can literally get upwards of 50 in one night cycle).

    And why is a booster needed for this?

    Why go back to Cetus so often after finding so little?

    Why not jus stay in Cetus like a normal open world?

    Not convenient at all.

    Jus boring monotonous gameplay(And quite dumb actually)...

    Was it even intentional to farm this stupid way?

    10 minutes ago, Cryoguard said:

    They aren't that hard to farm, and they have increased spawns at night. You get a good loadout and farming these is easy (toss a smeeta and boosters on top of that, and you can literally get upwards of 50 in one night cycle).

     

  16. You guys made Teralyst farming more convenient well, it's time to do the same for these.

    No more need to go back to Cetus after getting 2-3(mostly).

    More folks would have better Operator Amps for Teralyst fights if you do this.

    The less folkss w/ Mote Amps, the better.

    Only recruit those w/o Mote? This makes more people available for you squad.

     

  17. 38 minutes ago, Gedrot said:

    The obscene range on weapons like the Orthos Prime etc. has always puzzled me. It looks really stupid to me when npcs die, even though seemingly nothing has hit them. Changing the range mods from +X%range-values to +Xmeters-values would probably be the most logical sollution. Perhaps also adjusting the value based on the weapon type the mod is used on, so daggers won't suddenly become 3 to 4 meters in length.

    The most logical solution would be to add the lack of visual reach is missing so it solves your issue.

    Although all your idea does is make Reach undesirable.

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