Jump to content

Tsukinoki

Grand Master
  • Posts

    7,428
  • Joined

  • Last visited

Reputation

13,335

3 Followers

About Tsukinoki

Recent Profile Visitors

6,792 profile views
  1. I don't like them at all. All that the buff means is that the weapon is made deliberately worse in its statline just so that one frame can get a small bonus while using it that no one else can benefit from. Or in the case of weapons like the Akarius or the Acceltra, or the Knell, they are given horrible drawbacks that one frame can basically ignore. While things like signature weapons aren't a bad idea, I don't like how DE has implemented them, where it's not just a "Hey this frame gets a small buff" and instead its either "This has a bad drawback that one frame ignores" or "This has a worse statline overall so that one frame gets a large buff"
  2. For two reasons. One as stated above is to drive forma sales. The other, just as important reason, is to drive recurrent players. After all you want that forma? You will be coming back the next day and the day after that and the day after that and the day after that, etc. Even if it's just to use the companion app to collect the forma and start the next one it makes you think about warframe day after day after day. It helps make warframe a daily habit where you check in on it every single day and collect your foundry items and build the next one and maybe stick around to play a few rounds before starting this all over the next day. And once it makes warframe a daily habit you are far less likely to just drop the game, even if you start to lose interest in it, because it's now a habit and habits have been proven to be harder to break. DE wants players that will come back day after day after day after day. Over and over again. It's a large part of the reason why we have build times, as well as all of the daily and weekly activities. Warframe lives and dies off of players constantly coming back, and forma is one of the bigger reasons that pretty much everyone has to engage with. DE doesn't want to give you the ability to just craft 30 forma in one day, nor do they want to give you the ability to just queue up 30 forma and then have it build and collect automatically every 23 hours as you essentially forget about the game while waiting for the forma to be built.
  3. I agree, but that doesn't mean that it won't happen anyways... And those threads are likely going to include a few that I'll be bringing out the popcorn for. It'll be entertaining for a little bit at least, though I wonder how long the complaints will go on for this time.
  4. As far as we know: no. This is only for the 4 types of normal relics. Which in public essentially means that the majority are going to bring lith and meso and next to no one will be bringing neo or axi as they just want to potentially leach off of axi players... Don't get me wrong, in pre-made groups this will be great and opens up more opportunities for running players through relics. In pug though? I can already see the complaint threads that'll be hitting the forums and reddit about how "everyone is just leaching off the few axi players" or "no one is running axi in the omnia nodes", as well as the people that'll just start group hopping over and over and over again to try to get higher tier relics like what happens when a new prime is released and people just group hop to find someone with one of the new relics.
  5. So basically what you're suggesting is mastery.... You want a reason to try the Sarpa? That exists already: mastery rank. And if you want to show it off to other people you already can do that. No need for a challenge checklist in your profile to go "Have you used the Sarpa?" When that already exists in the gear portion of your profile. Or how is your idea any different than the gear section in the profile?
  6. And this doesn't work. I mean just look at the statistics for the various k-drive achievements, which have really, really, low completion rates even for the simplest gimmicky ones of "Fly to the top of the map and then fall on your board the whole way down" Sure you might get some hard core completionists to groan, roll their eyes, slap on the necessary weapon, and hop into a mission and do whatever is needed to finish off the checklist...but a simple fact is that pretty much no one would care (or even know) that the achievements were there. Finally, until they actually fix achievements so that they aren't broken and actually properly tie into your systems trackers (so many broken steam achievements and some new players still can't get them to work properly) even less people will care because it won't even unlock the challenge in steam or whatever else.
  7. Dedicated servers wouldn't really fix most of the issues warframe has, and would cause quite a few more. Added onto that the dev time where literally nothing else would be able to be put out (due to net code needing to be redone from the ground up), and you're looking at 4-6 months of no updates, fixes, or anything else as they try to get dedicated servers as a possibility. And then months after that of issues after issue and bug after bug after bug with the dedicated servers. You're asking for a massive time sink from DE where we go into a very deep content drought, all to prevent a relatively rare issue. So basically DE should throw a ton of money, lose a lot of players, and not have any substantial updates or progress to show for it for months, just to remove one issue (and even then not entirely). Yeah, I wonder why DE hasn't made dedicated servers a thing yet..... Nail on the head. Additionally, it'd end up making very unhappy subscribers as the vast of not extreme majority of players would not subscribe. I've seen this monkey's paw finger curl up in other games.... *Looks at elder scrolls online* Where at first it's just an option. But slim to no one takes it, so those who pay complain. In this situation, they'd be complaining cause they'd be paying monthly for the solo / conclave-like (long wait times as MM would have a VERY small pool to pull from) experience. Then the devs find they have to incentivise the subscription so content starts getting made specifically for the subscription. Boosters, small and insignificant drip feeds of the premium currency. Then it turns into exclusive content only obtainable by subbing, content actively planned and made solely for those who subscribe in order to further push players into subscribing via fomo. At those stage the sub option is actively pulling away from the game's content development but everyone (devs included) are blind to it. I can see it now... DE announced the March 2024 Subscription Event! Mesa's Standoff: "Subscribe for the exclusive limited one time only 'Gunslinger Mesa' skin, Subscription Booster Buff (Triple Affinity, Focus, Standing, and 20% Boost to Mod and Loot drops),Accelerated, and access to Warframe's High End Dedicated Servers." Everyone in ESO said it'd never happen but look at how that ended. It's The Heirloom Collection but monthly. You know the funny thing about your comment here? Very early on in CBT the devs and playerbase were actually talking about an optional subscription model, to keep it afloat as back then it was very possible it would just flop and die), and DE ultimately decided against it with roughly the reasoning you bring up here: It would create a large division in the playerbase between the players that have the subscription and the players that don't, and that they would need to constantly make new and more stuff to put behind the subscription for it to be worth it, which would just mean that the people without a subscription would be left behind. They decided that it wasn't worth it for either group in that case and very soundly rejected the idea. So DE isn't blind to the issue that an optional subscription would cause and have actively decided against it in the past when they needed the influx of money a lot more than they do now a days.
  8. Hey, lets be perfectly honest and fair: Players were rushing through missions well before that. First it was constant butt-sliding to avoid running out of stamina. Then it was zoren-coptering (which honestly could be faster than parkour 2.0 depending on tiles). And only later on did we get good parkour that allowed you to speedrun without having a specific weapon equipped. Players have been rushing through missions since practically the very beginning of the game. Even when the game was "slower paced" (relatively speaking) you still largely just had players rushing through missions non-stop as quickly as they could. It's just been a fact of this game since the very, very beginning. Going through missions as fast as possible has just been what the majority of the playerbase has done the entire lifetime of the game. Fully agree with this. Rushing through missions is what this game is basically about, and has been about since day 1.
  9. The issue with this is that this goes against the reason for the daily caps. The daily caps are to get you to sign in daily. You fill up the cap one day, sign in the next to fill it up, and repeat. Until you're done with the system, have everything you want out of it, and are just waiting for future content updates to add more to the system. It's a tool to get recurrent users, by giving them something to do every single day. It's the same thing behind the 23 hour forma build timer (and most of the other build timers as well). Warframe is a game that pretty much lives and dies off of active daily users, and they want to give more reasons to sign in every single day instead of only just once a week or a few times a month.
  10. This is exactly the type of issue the polarization and forma system is supposed to cause! When DE added the ability to forma slots and change polarities (which they were very against in the beginning because they wanted to use the polarity of slots as a balancing lever, where stronger weapons had less polarities than weaker weapons) they decided that forma will come at a cost: Flexibility. Either you have a lot of flexibility, but can't use all of the strongest mods at the same time, or you can use the strongest mods available but your build has become specialized and is a lot less flexible because of it. This is an intended consequence of polarization. So the system is working 100% as intended and as designed. I doubt that DE is going to change it now.
  11. Not true at all. In fact most of the faction damage mods are primed, with only a minority that aren't. For rifles there are Primed Bane of Corpus, Primed bane of Corrupted, Primed bane of Grineer, and Primed bane of Infested. For shotguns there are Primed Cleanse Corpus, Primed Cleansed Corrupted, Primed Cleanse Grineer, and Primed Cleanse Infested. For pistols there are Primed Expel Corpus, Primed Expel Corrupted, Primed Expel Grineer, and Primed Expel Infested. For melee there is Primed Smite Corpus, Primed Smite Corrupted, Primed Smite Grineer, Primed Smite Infested. The only ones that don't have prime variants yet? Bane of the Murmur, Cleanse the Murmur, Expel the Murmur, Smite the Murmur (all because they are too new to have primed variants), Sacrificial Pressure and Sacrificial Steel (and these offer benefits ontop of the normal mods anyways and likely won't get primed any time soon). Granum's Nemesis, Sentient Scalpel and Worms Torment also aren't primed but they are RailJack mods and therefore follow different rules. Sorry, but a final damage multiplier of 1.55 for faction is not a utility mod. It's a rather sizable upgrade and has well earned it's place as a core mod.
  12. And how was it fair when it only impacted new players and players who couldn't by a dozen slots to have a dozen warframes worth of revives to go through every day? It was quite literally a tax on new players and free players and that was it. Once you had 4+ frames it stopped mattering in its entirety since you could stand to lose a frame or two and continue playing the game. Further, just because a system is punishing doesn't mean it's challenging. After all it does nothing to actually make missions harder. It does nothing to make it more likely you can fail. It does nothing to actually make it more likely you'll die. It just punishes you for messing up. So how was it a "fair and challenging" system when, once you actually get past the hump of being a new player, it completely stopped mattering as you hit the point of "I never die in any mission even if I go semi-AFK", or alternatively "I have 7 warframes to go through, I can handle losing one or two...." It didn't add any challenge into the game. And it definitely wasn't fair. Or can you actually show me vets with a dozen frames having to worry over whether to burn a revive or two on a single frame that they own? It massively impacted new players just starting the game and the players who couldn't cough up a lot of money to buy slots and that was it. It never mattered to anyone past that point. And once you hit the tipping point in power it stopped mattering at all because you just can't die. News flash: that was never really a thing in warframe once you got your first mods into your frame and got past the first two planets. You have some serious rose tinted glasses on if you think that ever really happened.
  13. The issue with it is that it's a noob tax, and nothing else. And I just don't think that new players should be hit by a tax like that "just because". Once you get to 4 or 5 frames the limited revives per day stop mattering a whole lot. But for a new player that is just starting out on Earth? Yeah, it sucked to die 4 times and then be told "Oh yeah, you shouldn't really play this game until either the daily roll-over happens or you cough up money to continue playing the one frame you have." And to be perfectly honest, players back then were just as good at reviving random people as they are now a days, which is to say not at all. A mechanic that exists purely to siphon money from new players, and not touch vets at all, is a bad mechanic. It's not like it made high level play more exciting, because by the time you got to high level play you had mods and frames and such that could handle it quite easily, and beyond that you usually had enough frames that you could lose one or two and keep on playing the game. But low level play when you're just starting out? It presented a wall of "Ok, you died 4 times, better stop playing for the day.....unless you want to give us some money?" And sure 5 plat per revive isn't a lot....but when you're just starting out in a game and it F2P game and it starts acting like a quarter muncher, are you very likely to continue playing the game? After all it seems to just want to nickel and dime you constantly....
  14. It was 4 revives per day per frame, more than that and you had to pay plat. It was basically a "Hey, lets punish new players and free players, without having any effect on a person once they reach a critical mass of frames...." It wasn't a good mechanic by any stretch of the imagination. Limited revives per mission is more than enough, limited per day is just punishing to be punishing for no other reason.
  15. Yeah no, I don't miss that at all. Especially not the bad ones who would do it in a defense mission and slow the mission way down by hoarding as many enemies in their stomachs and then just sitting there, leaving the rest of the squad with literally nothing that they can do as they wait for the enemies to eventually die....and knowing that it's just better to quit as that player will just do that every single wave and draw out the mission to ungodly long times just to get to wave 5.
×
×
  • Create New...