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Ayarai

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Posts posted by Ayarai

  1. Not a fan of the idea of having to waste a precious avionics slot / capacity for something that could be considered a basic quality of life feature, especially when the "clean-up" time contributes absolutely nothing to the railjack experience - it solely exists to waste your time on top of the already lengthy mission duration.

    In terms of the "challenge" argument, what challenge exactly? Flying from point A to B to pick up a glowy node of loot and repeat - are we really at the point where this is somehow considered challenging?

    • Like 1
  2. Railjack economy, to put in bluntly is a colossal mess at the moment:

    - Avionics drop rates need to be looked at, especially for battle & tactical avionics which seem to be extremely rare drops at the moment. I have cleared all the missions, done several hours of farming for various regular avionics and resources to build a mostly mk3 kitted out ship - yet I havent seen a single battle avionics drop and only 1 tactical.

    - Avionics drop locations are badly designed as specific versions of avionics are dropping in certain locations, players need to grind out content they have vastly outgeared. Repeating hours upon hours of completely trivial railjack missions is not fun at all and I'd rather have a clear progression where you do more difficult content to obtain better rewards.

    - Way too much focus on Zetki component drops and most of them are awful. When your own patch notes described: "House Zetki's components were considered the best of the best. However, their exorbitant resource and energy requirements meant that only the fleet's most important vessels could be outfitted with Zetki technology.", why is it that they drop like candy and in a lot of cases are lot worse than Vidar, Lavan and heck if you really get some "nice" RNG they might be even worse than the regular Sigma components.

    - Component baseline stats need to be looked at, it feels really bad to get a MK3 component only to find out it has worse stats than your MK2 component. Not to mention if you get a drop that has worse stats than a Sigma component and would require significantly more rare resources to repair.

    - Wreckage repair costs are way too high, to the point where it takes several hours to get enough resources to repair a single component. This combined with the fact that rush repair drones for platinum exists to skip the entire grind is a pretty bad outlook.

    - Railjack mission time spent vs rewards obtained value feels way off to me, while this may seem like an odd comment: I think adding a significantly larger vacuum (if you can shoot it, you should auto loot it via vacuum) radius to railjack would cut off at least a couple to a few minutes from each mission and I think would make the experience more enjoyable in general - I find it difficult to believe there is enjoyment to be found in flying around and trying to see if you looted all the avionics or wreckage etc.

  3. I was in a railjack mission while the hotfix was being deployed, after we finished the skirmish and the hotfix was deployed - I tried to return to the drydock via the ship navigation which resulted in "An update version of Warframe is now available. Missions cannot be entered until the update is installed. Please exit and run the launcher." message and blocking the travel - thus preventing us from actually completing the mission.

  4. Parazon mercy kills for regular units: Current implementation seems redundant for players who have kitted up warframes and weapons as the enemies generally get instantly vaporized from 100 - 0 hp in a split second. While I do see the red mercy kill icon pop up on enemies very rarely, it doesn't matter as a few frames later they are generally deleted from  the screen. While the bonuses from mercy kills could be fun, currently I don't feel like I will ever get to use them in a normal gameplay situation.

    Kuva Lich Hunter Collection: 835 platinum seems a little hefty price to gate 7 color palettes behind. I think this would feel a little better if it was either split to armor & palettes collection or at least selling the color palettes individually.

    Requem mods & Relics: Oh boy, where to even begin with this... To me, this feels like another case of the infamous Kubrow lever levels of monetization. Not only the mods themselves are limited use, but in order to obtain & use them you need to go through several layers of RNG - but on the otherhand you could throw in a lot of money to purchase them all at once (one time only) or you could throw in ~5$ and skip the first layer of RNG in hopes that the slot machine favours you afterwards and if it doesn't why not purchase few more? That being said, I think these should be either removed from the market entirely or the ingame way of obtaining them should be looked at.

    • Like 2
  5. Can't help but to wonder what on earth DE is thinking these days - I remember the devs talking about how they know that excessive grind leads to burning people out and how they plan to reduce it. Yet with several updates in 2016, the trend seems to be exactly the opposite, stacking layers of RNG, excessive grinding or other things that flat out don't respect the amount of time players invest in to the game.

    Ridiculous Mutagen Sample requirement for Hema, excessive RNG based grind for Nidus (gambling 20-30mins of your time for a minimal chance of getting what you need is not fun). Seeing DE stoop this low and just stubbornly continue to ignore player feedback time after time, kinda makes me wonder if it is time to move on.

  6. I guess it was ok... That said, it is easy enough to see why the update had taken so much development time: Multiple new mechanics/systems, new environments and a lot of cinematics - credit where it is due, a lot of this stuff was really good. However, from my point of view, this update had bit of a same issue than the recent expansion pack for Guild Wars 2 - it focused so much on introducing new mechanics and laying the foundation on future development that the meat around the bones just wasn't there.

    However, my biggest problems were with the sloppy writing and the lack of interesting lore:

    - All around predictable storyline that had no significant revelations, especially when it is inevitably compared to the Second Dream.

    - Personal pet peeve of mine, the use of cinematic plot armor where the protagonist suddenly forgets they carry multiple weapons capable of obliterating an army with them and just wait to get baited like a moron to the most obvious trap ever by the antagonist.

    - I found the Light/Neutral/Dark  (or however you want to call the kotor/mass effect etc. style alignment change) dialogue that is based on killing a foe to be rather amusing. I mean seriously? At this point most of the Tenno have probably killed tens or hundreds of thousands or even millions of grineer/corpus.

  7. As someone who has both of the weapons, I think they should be made available again in some way. While they used to be a nice little participation reward back then, in my opinion they hold very little significance these days - sure, you could treat them as a token of some sort for having been around since the early days. But does that really justify keeping them as exclusive if the said token does nothing more than act as just another box on your arsenal screen among the weapons that are barely ever (never) picked for a mission?

    How should they be brought back? A lot of the suggestions have mentioned that they should be made a login milestone, but I think that would actually be a really poor choice. Looking it from a couple of different (perhaps a little jaded) perspectives here:

    For those of us who already own the said weapons, would that really make the 500 days (or whichever) login milestone worth reaching? You would get to the milestone, only to be rewarded with the very same weapon you've already had for ages - thus making the said milestone irrelevant and potentially doing the same for the next milestone as well (if lato is one and braton is another).

    Now looking it from the player perspective, how many players do you think would actually appreciate them as some form of a sought after reward? I honestly would imagine the forums would be flooded with angry messages about DE ruining a significant login milestone by giving out an useless mastery fodder weapon that players will level up once before tossing it aside and forgetting it ever existed.

    Perhaps I am wrong there, but in my opinion nothing good will come out of making it a login milestone... Maybe adding them as a reward for an event would be a better choice?

  8. Have to say that I'm not a huge fan of how the plat and credit purchases for weapons etc. have been merged under a single page. The way it is now, in my opinion the purchase blueprint with credits option isn't exactly obvious and I wouldn't be surprised if a new player would miss the entire option, thus getting a bad impression that only way to obtain new weapons is to buy them with plat.

  9. When using 3440x1440 resolution (haven't tested if this occurs on other ultrawide resolutions as well) planet nametags and nodes no longer stay anchored to the planets on the UI when the user moves around on the star chart by holding LMB and dragging.

    Also the nodes seem to be slightly off the correct alignment when zooming out with RMB and then clicking on a planet to zoom in for a closer view.


    sc3b1.jpgsc3b2.jpg

     

  10. Not sure if it's an issue or just work in progress, but the lighting seems somewhat off (too bright) on the grineer shipyard and asteroid base tilesets. Especially in the outdoor portions of the shipyard tileset, the lighting seems so bright that you would think it is somewhat sunny weather - that is if it wasn't for the cloud covered sky, rain and the such.

  11. I don't think it is too far fetched to say it comes down to making some easy money: Players get to purchase greater lenses at what is most likely perceived as a reasonable price, which encourages purchasing multiple lenses and DE manages to remove a whole bunch of platinum from the economy.

     

    Combined with the way the focus system is currently implemented, DE could simply just add a few extra ranks to the skills/passives or introduce a new passive or two to keep players grinding for months (as long as the cap stays in place). While it may lessen the feeling of achievement / reward for some of the players, it is a pretty damn good way of generating some plat sales - which as cynical as it probably sounds, is what the game is there for.

  12. Not a huge fan of the daily or weekly caps, especially when it comes to progression systems like this. Since it just tends to annoy both ends of the spectrum, on one hand you got people capping out way too fast and on the other, you have people feeling like they are missing out on progression due to not being able to play daily or hit the cap.

     

    If the removal of the cap is not an option, then something I'd like to see introduced is making the points cap stack up, so if you do not max out your daily cap the leftovers would just carry over to your total cap. Obviously this wouldn't help with people hitting the cap too fast, but it would be a nice feature for those who aren't able to play every day or simply not willing to grind endless missions every day.

  13. I wouldn't be surprised if the focus gain on the weapons is just bugged or has a rather massive design oversight. For example, I did a 5 minutes solo run on one of the moon survival missions using a warframe ability to make myself invisible and then using the weapon with the lens to kill everything... The entire run ended up crediting 4 focus points.

     

    A run on t3 void capture without using any warframe abilities and only the weapon gave around 460 focus points.

     

    The way the system currently works, it simply encourages people to place the lens on one of the warframes with the "press a button to clear the room" abilities and then go grind draco or something similar for massive amounts of focus points. While those who would prefer a more versatile playstyle are punished by hampering the focus gains to the point where it isn't really feasible to even unlock the first ability within a reasonable timespan (unless intentionally restricting yourself to a single thing until you get lucky and unlock more lenses).

  14. If the current mod system stays the way it is at the moment, I don't really see how removing mods like Serration (and for example, moving the damage increase to weapon levels or similar) would solve anything. More than likely, the playerbase would just come up with another set of mods to maximize the weapon performance and we would be in the same situation again - just with different set of mandatory mods.

  15. Meh, can't say I'm too fussed about it. Now if the relays actually had some lore, were unique in some way and losing one of them would mean losing some established character we've been interacting with - that would make things a lot more interesting.

     

    But for now, it is pretty much just a boring event with dull gameplay and the "consequences" of losing one of the copy & paste relays doesnt seem like much of a big deal... Who knows, maybe it'll even be a chance to get some lore out of this and actually move the storyline somewhere.

  16. I feel that the players who want to see the relays destroyed have screwed those who actually want to save the relays over. I for one don't want to deal with consequences that will make the game unplayable. Some players were suggesting of making the Void Trader never to show up again, have syndicates hate on us after having sacrificed reactors or rare prime parts, and even reset our ranks or battle points. Some players went as far as suggesting having our mastery ranks reset or something of that nature. Seriously, some people are going a bit too much with what will happen if we fail.

     

    People who are suggesting the more extreme forms of punishment (like mastery rank resets, syndicate rank resets and what not) seem to forget that at the end of the day, Warframe exists to make money for DE. No sane company would risk their business and reputation over some ingame event failing.

  17. *Sigh* pre-patch Mesa's Regulator pistols sounded awesome, they really gave the impression of being a set of powerful hand cannons which quite frankly matches their appearance really well.

     

    Post-patch... Well I guess putting it politely they sound like some generic small handguns that lack any identity whatsoever, which takes away quite a bit of feeling of power from that ult. Sadly the new and toned down animation isn't helping either, but I feel like the sound in this particular case is the main culprit - it is just awful.

  18. Going to put this out there, the time it would take to test and properly implement the LoS feature to all of these abilities would lead me to believe these changes were incoming before talk of the Viver shenanigans started.

    Thus, I don't see them as connected, at this time, and if they aren't connected, it was probably a bad idea to release it in such a manner.

     

    Cleaned the thread up a bit.

     

    Were these changes tested properly though? Take Mag for example, Shield Polarize no longer restores your own shields. If the changes were properly tested, then any competent testing would have caught that bug - unless it is undocumented nerf, which I sort of doubt.

     

    Instead, I'd play with the idea of someone hastily thinking up a way to counter Mag being so popular among Viver farmers and coming up with the idea of re-using the existing LoS check code they've implemented on another ability. While forgetting that Shield Polarize should also affect the player and not just the enemies/friendlies within their line of sight.

  19. What a terrible way to attempt fo fix the Viver farm, rather than putting the effort to it and fixing the root of the problem (Viver map layout) this seems like the lazy and far more destructive approach to the problem. So each time people find a way to farm something like that efficiently (and they will, as long as a gigantic grind like the syndicates exist) - can we just expect more and more of frame nerfs?

  20. At first Ordis sounded like a nice addition... But honestly, after a few hours I'm at the point where I'd rather stick the entire ship on autopilot to the sun, rather than hear Ordis say the Kubrow quest VO's one more time.

     

    "Fantastic... it's hatching. Ordis will reroute power to filtration systems."
    "Do not be taken by its adorable appearance. It means to leak and smear all over my pristine insides."
    "Look, what an odd little nose it has. Well, I suppose there are worse things."

     

    It wouldn't be bad if those lines occured only once, but sadly they keep repeating on login and after every single mission.

  21. Valkyr: Hysteria, melee combos unavailable issue

     

    Currently a fully upgraded Hysteria mod doesn't let the player use the following melee combos: fervor, madness & delirium while the ability is active. When reading the melee combo page, it lists the combos as requiring 1,2 & 3 levels of fusion.

     

    If I'd have to guess, the issue is caused by the custom stance card assigned to Hysteria not actually upgrading its fusion level alongside with the actual mod card. (unless the stance card is not supposed to have any fusion levels in the first place)

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