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ZectorV1

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Posts posted by ZectorV1

  1. 1 minute ago, Zandermanith222 said:

    I feel like the mindset intended here is that you're supposed to max out your standing caps then do something else. New players have plenty of other things to do, and vets who have exhausted every single other thing except Fortuna, well that's just on them.

    The standing cap is pretty awful no doubt, you're encouraged to max out weapons and raise your mastery to have a higher cap, but even high MR caps don't give you a huge amount to work with if you're power farming. It's an arbitrary timer because if it wasn't there, people would max out everything within just a couple days. People will exhaust content as quickly as the game will let them. So the game forces them to pace it out. For better or worse.

    This is the general thing i was trying to get across. I'm very much in that boat of "i've done everything". I dont think this in a vacuum would be quite so bad, but it reflects the issues the game has in a lot of other areas that other people have pointed out far more intelligently than i could. I'm not even upset about this really, as i'll just log in and out and wait. But it is kinda stupid

  2. 57 minutes ago, Talinthis said:

    its unfortunate i guess but after 6 years you kinda gotta move on, they cant forever make content available for new players. its something to work towards.

    I'm not at all new, played this game since it dropped. I just never really grinded out fortuna before. Im not really trying to accomplish anything here, i just think it's really stupid to have weeks worth of time gating. That's a little extreme 

     

  3. unknown.pngunknown.pngunknown.pngunknown.pngI realize this has been made slightly easier, still really messed up

    TLDR because someone is already confused; You can farm Hildryn just fine, until you need to farm a bounty that doesnt unlock until you're maxed ranked in solaris united for the ability to be able to get her BP. I'm locked out of that BP for literal weeks now due to daily standing cap. Bad design choice at best, cruel at worst. All around messed up. 

    Edit of Edit just to make sure everyone gets my point here since it's getting lost. Issue specifically is that capping out on daily standing takes 10 minutes, and forces you into a 24 hour time gate. I'll have a LOT more gates to go through before i can reach the end goal here. This isn't a gameplay gate of any kind, or a grind gate. It's not progression. It's a "play for ten minutes and wait or pay for the frame". I just think this was handled extremely poorly. Never got around to actually seeing how bad it was until now. Only statement im trying to make is that it shouldn't take you a month to grind something out of pure time gates for a new player. Keep in mind this isn't tied to actual gameplay, just arbitrary timers. I am not a new player, so i thankfully don't have to wait that long, nor am i lacking in resources to instantly fulfill my daily requirements (ignore the credits, buying baro decos). I don't think new players should be handed everything (i'd like something special once in awhile), but that amount of time per hours played is just ludicrous.

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  4. Alright this has been on my mind recently. Ive played this game for a very long time, and as of late ive actually stopped playing completely(say the past 6 months or so). Ill always come back for a new major update, check things out, then leave again. in ye olden days i would grind tfs for big loot, and that was my entertainment. However in this current age thats kuva perhaps? And since im not specifically into riven farming, especially since rivens keep getting changed, that hasnt kept me hooked. Im getting to the point i promise! Recently i started playing FF14, something ive been wanting to get into for years. Ive grinded through years worth of content now and i gotta say sometimes ive felt really burned out with leveling, but something has kept me going. I thought it was because it was just a new game, but then i remembered my other love being monster hunter. Monster hunter is a grind of a grind of a grind, and ive played it for nearly a decade now. Monster hunter isnt old to me yet, and i couldnt pinpoint what made me come back to it. There's gameplay, but im absolutely in love with warframe's engine.Fashion endgame? Yeah spent a long time on that too. I realized that warframe is completely lacking something that the other two have in spades. Memorable bosses with real mechanics (not invincibility phases)  and music. The ff14 raids are absolute jams, and even when the fights wear me down, the music keeps me pumped. Monster hunter has every boss do something different, and their themes and ingrained into my brain forever. Sometimes i actually go back to them specifically for their respective music. So my suggestion is this; Warframe should have bosses that are way more than simple bigger enemies with weak points, or a giant walking mech. Warframe should have bosses with real mechanics, utilize the movement system, maybe have a chase segment. Im not asking for a copy of other games, i love warframe and what it has available. Theres so much you can do with that engine, and so much you can do with the musical talent they hire for major story drops. I would like to see the community's thoughts on this, and maybe have it it reach a dev's eye and see what they think. Mechanics aside, I think that adding a simple unique track to every boss would increase the player retention of the game on its own, even with no other efforts put in. Tell me how stupid i am if you want in the discussion

  5. 1 hour ago, hooperinius said:

    If you want hunter munitions you'll have to give up some critical damage which kinda sucks or a fire rate mode which really sucks.

    Basically if you give up a crit damage mod you will lose about 20-30% of your damage in exchange for a 30% chance of bleed damage. Or give up on fire rate in which case the charge time takes forever. That's why you see lots of people with vile acceleration and damage/critical mods on their options but rarely hunter munitions. Hope that helps.

    i want hunter munitions because against lv 300-400 and up its really useful to have that huge of a bleed proc for heavies. 

  6. 1 hour ago, Reican said:

    if you REALLY want hunter munitions in, Replace it with shred, the opticor already have high punch through, and with split chamber it will go through large amount of enemies already. 

    Serration, riven and split chamber is necessary to keep. as for Cryo rounds, you would have to forma it again due to the polarity otherwise you simply do not have enough capacity.

    and with its high CC Hammer shot, point strike and Vital sense is something you don't want gone.

     

    i havnt done the math on the procs, is hunter muntions worth formaing out primed cryo rounds? i dont have an issue with forma (still have a ton from the old void prime farms), but im not sure if slash procs on 7x damage is worth losing base 6.5k damage

  7. 41 minutes ago, Arcainyx said:

    I disagree at least partially.  I agree that the Opticor has less need for punch through than other weapons based on its innate punch through and AoE explosion mechanic however the added fire rate from Shred should not be discounted.  While this doesn't add directly to your damage numbers like increased CD would it will indirectly do that by speeding up the firing process allowing you to fire more often and making the Opticor's shots easier to land.  I recommend replacing Hammer Shot.  You should already have most of the CD from that screenshot from Vital Sense and the base CD from Opticor.  Also this build looks like it is otherwise not focused on status procs so the increased status chance does less for you on this weapon with that build than it might elsewhere.

    yeah taking shred off was pretty miserable, but it just feels wrong to lose crit damage, which is the entire point of this. Trying to make opticor endurance viable with munitions though. Hard choice here

  8. So, Chroma playtime has dropped considerably across the playerbase. Will he stay a one trick pony for terry hunts, or be able to actually compete with other frames and get some sort of rebuff? Cast your bets everyone, Final ballot closes soon.

     

     

     

     

     

    (As a side topic you can debate this point, im pretty sure Rhino is objectively better than him in every way right now, hp values and damage buff are strictly better without having to take damage if im correct.)

  9. Ive been playing this game for a real long time now. Honestly no tutorial will help me at this point obviously so its very hard for myself, and many vets, to get in that mindset again even if they create a new account. I recently got a new friend into the game, and he really enjoys it (after he got a decently forma'd weapon that is pft). Anyway he mentioned he really would like it if the tips and short little guides in the loading screens were way more relevant and updated. Im obviously helping him so he doesn't need it, but i thought i might post this here for our kind developers and the community. Ive never heard this suggestion before, and a LOT of the loading screen tooltips are extremely pointless and in some cases completely outdated. I can totally see how new players without active veteran help could benefit from this incredibly easy change. Thoughts everyone? 

  10. They really tore any incentive to use him out of the game. I cant say i didnt see this coming though when he got popular on the plains. Been playing him almost exclusively for years now, but the Chroma we knew is effectively dead. Chroma isn't liked enough to get much more attention, so he's more than likely going to stay this way. Might as well just let it go guys.

  11. 1 hour ago, (PS4)HurricaneHugo76 said:

    LOL, Well I have played this gave for over 2 years, probably almost 3. I started out on PC and moved over to PS4. I will tell you I had a completely different perception of endless waves.

    I remember the very first time I hit 60 minutes on a Void T4 Survival. I will admit that first time was one of the very few times I ever truly FELT OP in the game and made me feel like I had finally made it to the top tier of the game. But I also remember that shortly after that point I realized that most people merely did AFK farming and that there was no real "challenge" going that long. That and I inherently realize there is no fundamental difference between running 3 missions for 20 minutes of one long mission for 60 minutes in terms of drop chances. I also realized that people gravitated towards this because once you hit the void there was truly nothing to do. This was before Raids and Sorties and Operators and Amps/Zaws. I always wondered when DE was going to release some content specifically geared to players who cleared the starchart and only endlessly ran void farms.

    Now strangely enough, when they released the Law of Retribution I was immediately happy and I was one of the first in my clan to beat the Raid on PC when it came out. Me and my clanmates did it within 3-4 days of it's release. I thought the raid was a fabulous event, and I thought it was one of the only true coop levels DE ever designed. But within a few days I started realizing that arcanes, the rewards, just weren't that special enough for me to run the endless amounts would need to to have a chance at getting enough of the ones you wanted to make the whole endeavor. That and my relationship to the clan I was playing with eroded and I could never find the types of players I felt comfortable playing raids with.

     

    So I completely understand why people don't like raids because the arcanes were largely seen a spointless and a waste of time. But I felt it was sad that DE never tried bolstering raids and sorties by sprinkling better rewards in the pool.  I feel that is fundamentally what the issue here is.

    see the challenge debate on long runs is an interesting one because it assumes that you have to essentially afk farm everything, which i never did, nor ran into anyone who ever did in the 3 or so years it was the thing to be doing. twas a shocking amount of people actually playing the game, or i was just incredibly lucky.

    Either way i honestly just want some sort of value out of playing the actual core game at a high level without a menu prompt breaking my action to a screeching halt every 5 minutes. Most people will never see enemy units over lv 200 these days, and you're sure as hell not encouraged to try. I would have honestly loved to have an alternative to endless void farms, hell thats all i did for years. BUT, i enjoyed it a lot. They took it away and theres nothing to take it's place. I mean, its still there as a shell of its former self. You honestly get more reward out of doing endless on any other faction. Every other faction spans multiple planets and has better drops in addition to having the prime farming dispersed out there. The void faction is the most challenging and most varied, and the only reward you get out of it thats worth anything is a decaying resource. The way we get primes now is an entirely separate issue on a overall boring starchart.

    I just want SOME reason to challenge myself in some way, and not get absolutely nothing out of it in a game thats 90% grind. I wouldnt even care if you had to use relics in the exact same way as you do now, id just like to be able to farm void traces in the void so we can at least get SOMETHING out of the hardest content in the game, at least something that doesn't have half lives.

     

    Whats fundamentally the issue here, for me, is that i feel punished for playing the game to it's full extent, and now i feel like a bored god that can flick anything away with a single finger. My options today if i actually want anything of value are low level missions, or (using the argument that raids still existed), push a cart and solve some puzzles. That sucks.                                                                                                                                                                

  12. 1 hour ago, (PS4)HurricaneHugo76 said:

    Yeah I mentioned raids were being removed. I also didn't want to make my post even longer by going into a detail analysis about why raids and sorties aren't seen as an endgame by vet players. I will only say the issue with sorties and raid come from the fact that players have a markedly different idea what constitute the core aspect of Warframe as a game than the devs do. I will just say this stems from the fact that the devs allowed endless wave mechanics to be exploited by veteran players as a placeholder for endgame content. But weirdly while they allowed vets to use endless waves as a form of endgame they fundamentally thought no one actually liked it and they truly feel sorties and raids is the type of content that best demonstrates the upper limit end of the game.

    game design is hard and whatever. Thats exactly my issue though as a (running on) 5 year vet. I really enjoyed the challenge from trying to last for hours in the game's mechanics just at ridiculous levels. nowadays if i want to get anywhere near the same rewards i gotta have a menu shoved in my face every 5 minutes, or go for no real rewards in a game that is getting more and more grind every single update. thats my fundamental issue with an "Endgame" or lack thereof. Hell, even raids dont help you at all unless you REALLY want arcanes(trading for plat doesn't count as thats a community function). in that sense sorties are the only endgame that actually helps you gain something worthwhile and has satisfying and challenging missions...sometimes. And even then its only once a day. Im by no means saying that i want to be able to run sorties forever and get all the rewards i could dream of, thats far too powerful. Its just incredibly frustrating that the relic system could theoretically get you what you need in a few hours, but realistically the rng is so relentless that at this point, after all these years, i dont find all the work fun because my efforts do not at all justify the risk of an in game STILL random, though skewed,  loot box on top of a grind on top of a grind, that requires grinding to open. Its jarring and weird for new players, and its tedious for old ones. But man, im willing to overlook all of that if i can just have my endless runs just give me SOMETHING to help, which is why i suggested to give me void traces from the void. I love challenging myself in long runs i just dont like feeling like ive been shafted when my only drops that mean anything there literally decay over time. For years that was a rewarding and challenging way to play. I guess i still feel the phantom limb from it sorta speak. 

  13. 13 minutes ago, (PS4)HurricaneHugo76 said:

    Sorry but that idea would just shift relic farming back to the void, the old Void doesn't exist they would have to double the relative difficulty of the void to make this practical from their timesink driven point of view. which would immediately remove impetus to do fissure which is something they expressly don't want to do.

    I'll make 2 observations; one about relics and one about "endgame"

    The problem with relics isn't really the fissure missions; it's the underlying mechanics. Relics are loot boxes you pay for in time. So essentially no type of effort really matters when it comes to relics; you get a random reward whether you farmed fissures quickly or took your time. While most people don't even think about this while they mindlessly collect traces and open relics hoping to "finally get that item" subconsciously it has a huge impact on how they perceived the game. And eventually, as you grind endless fissures, yo begin to get bored and discouraged and eventually complain about the drop rate, not about the fact that nothing you do really directly contributes to you receiving that reward. This is why only the most OCD Skinner box addicted player can get behind relic farming and maintain it, they have just the reward to make it worthwhile, their "effort" is translating to the types of rewards they are getting. But eventually most people get bored when subconsciously they realize it's a rigged system and it's design to make sure you don't get exactly the item you want when you want it. It's intentionally designed for you to spend more time the more valuable the reward.

    My only suggestion to this is create a system which rewards effort over mere time. For example, I feel a way to improve the relic experience is to use void traces and allow you to refine for a specific item. So once you hit Radiance level you can either open it up regularly or keep adding traces and increasing the chance at a drop for a specific item you chose. Once you chose you are locked to that reward and you must keep adding void traces until a certain amount of traces fully charges the relic. I had the idea of going to Barro and paying him in ducats to unlock the item for you, but you could also make it that you can only open this relic with a party comprised of relics which are fully charged. The fissure mission to unlock this maxed out relic would have to be a higher level mission and/or require a higher amount of traces. I would say this is a perfect place to add a little RNG into the mix and have it so every time you hit a round there is a chance the relic opens or it fails to open and you have run through another round of collecting traces to try and open it again, this time with even harder enemies. Make this happen on a per relic basis so the entire party will have to decide whether they want to keep going to open them all or leave since more than likely one or more relics won't open right away.

    Now to endgame. Warframe has an endgame, it's just not one that people like to acknowledge. And I'm not talking about Fashionframe. The official DE endgame for Warframe is raids and sorties. I know alot of you hear this and immediately refute this assertion but if you pay attention to what DE does, how they manage and maintain the mechanics of the game and the fact they don't consider endless wave to be a viable endgame there is no other conclusion to arrive at. And they are going to be removing raids, which leaves sorties (and quite possibly Dark Sector if they decide to bring it back to replace raids, doubtful as this would have been in the announcement) as the only true DE approved endgame. Now I agree that this isn't really the type of "endgame" a 5 year old game should have at this point but that is what they have done.

    The fundamental issue here is that content takes effort. You need people working for months, maybe even years, designing, testing and implementing any type of content in a game. Then there is the added difficulty of creating content for veteran players who know how to exploit almost every aspect of the underlying mechanics, which means whatever you make better be really challenging or else you defeat the whole purpose of "endgame content." DE doesn't have the manpower to devote this type of effort to make the type of endgame content most people expect at this point. It comes as a consequence of them being a small dev house and not having the type of financial backing which can justify this type of investment. Then again this small size is also the reason why DE largely managed to avoid the type of monetization pitfalls alot of other game house has fallen into.

    I certainly don't envy their position and I am not saying for the amount of resources they have they don't make the best product they can manage. But being objective they are playing above their weight class and they will either need to invest in a larger workforce, many of whom will have to be dedicate solely towards working on core aspects of the game, while other work on new content, or else more and more these QA and balance issuea will come at the forefront as more regular gamers play warframes and will be super critical as to the presentation and content and less loyal to DE as a company. And history has shown that trying to chase a rigid schedule of constant new content updates to satiate veteran players is a zero sum game, no company has managed to accomplish this. My only idea is that DE needs to switch focus away from currated content and create a more player controlled endgame experience. Whether that incorporates more PvP elements(yes I know a taboo in this game) or create a Clan V Clan system which is based around PvE is up for debate. I know probably most players prefer not to have PvP be the focus of the game at all, but from a content point of view PvP is the perfect endgame. I myself would love to see a player driven endgame system which uses clans and darksectors to allow clans and alliances to fight over and control the starchart. Maybe not in direct PvP battles, but maybe using the existing invasion system and clans offering rewards to players who fight invasions on their behalf.

    My point is the only way the game will continue to be enticing to veteran players is if they use their experience and seniority to engage in unique activities that newer players don't have access to yet. I feel moving more towards player driven systems as the endgame would help alleviate the constant content grind creation DE has to subject themselves to or else face vets abandoning the game.

    this seems ridiculous to only comment on one point as that entire thing was very well thought out, but the sorties are once a day and the raids are being taken out of the game. 

  14. On 2/3/2018 at 7:30 PM, JalakBali said:

    This has nothing on endgame and more about speed of farming prime parts. It also wouldn't change much, assuming it would take 100 traces to open a relic outside of a mission. You'd still have to run fissures to get the traces and then you open a relic with no added chance of drop tables from 3 other players. It would be very slightly more convenient for solo players but not regular players.

    Long runs are an endgame for many people. Menus prompts ruin the flow.

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