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JohnnyQuantum

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Posts posted by JohnnyQuantum

  1. I'm happy with either.

    If I was to make a petition it would be that all archwing content be totally optional - so have no effect on game progression. The core of warframe is the warframes (obviously) and their ground combat. Archwing is something tacked on - which is OK for those who want extra variety - but should not be mandatory to play the game.

  2. +1 to alternatives.

    The current setup just puts up roadblocks that alienates a group of players - and potential players.

    Luckily mastery rank does not gate too much game content.

  3. On 21/7/2016 at 11:06 PM, DxAdder said:
    On 21/7/2016 at 10:34 PM, Schregger said:

    My problem with the new system is the whole infusing process for relics. Say im going for the Nikana Prime blade for my third Nikana Prime (because what else do I have to do?) So I take the relic its from Meso N2 I believe, and infuse it with 100 void traces. Now I have a far better chance at the blade showing up, but the drop chances of everything else for the relic have also increased, and the first three items that drop already have a high drop chance, so they're still likely to show up instead of the Nikana Prime blade I actually want. 

    It really seems like the whole infusion deal is pointless...

    ^^This^^

    What this update brought for me was less to do in game than ever before.

    No Endless Missions, The removal of Draco to sell more boosters, the credit nerf to sell more boosters.

    More Archwing content that still doesn't address the horrible affinity gains (booster sales again), Slots for Archwing (plat sink)

    Focus system STILL left unfinished ! And a new weapon that isn't any better than anything else we already have but has massive resource costs that aren't justified.

    Kavat's that are a massive time sink....

     

    + 1

    I know everyone wants new content, but too much stuff like focus is started and left unfinished. Game in beta, focus in beta, archwing in beta...

    I love this game, but the constant beta aspect is getting a little tiring!

  4. I made a different, but related suggestion a while ago. To stop us from accidentally selling or trading gear, I would like to see a toggle that we could set like 'cannot sell'. This is already set for some gear, so shouldn't be too hard to implement, and would save service requests to DE asking if they could undo an accidental sell.

  5. 1 hour ago, Momaw said:

    Players should get better rewards for higher difficulty missions

    I think one of his points is that rewards should also be proportional with time - which is not unreasonable.

  6. + 1

    At times there are specific things I'd like to accomplish in a game session. And at other times would be happy to just jump into a random mission for something different to do - just need time to equip the appropriate frame and/or weapons based on the mission type. Also, I've had help in missions, and am more than happy to help out others.

  7. 18 hours ago, Noamuth said:

    Something needs to be done about the Mastery Tests, but I don't think it should be a "fail 5 and pass."  I'd like to see a variety of MR tests that we are able to chose from, and, multiplayer MR tests specifically for players that can't perform to DE's idea of an average player.

     

    12 hours ago, (PS4)Lord_Gremlin said:

    One option would be is to pass mastery test by offering a very large sacrifice. Like syndicate rank up sacrifices, but larger, so that it's not encouraging. But still an option. Let's say make this option locked until you fail the test (not practice runs, the actual test) 3 times in a row.

    Both reasonable suggestions in my opinion.

    I also don't like them. I am at 12 now, and will probably stop here.

     

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