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DesertEagle1280

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About DesertEagle1280

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  1. I had trouble with RIS myself, opened maybe 12 relics and not a single drop. Finally just posted WTB Ris 15p, and had like 5 offers. At this point, since they don't seem to be interested in the feedback to make a persistantly engaging system, so I'm mainly just trying to get my 13 weapons and move on.
  2. The irony for me isn't even that - it's that I'd actually not mind the repetitive grind if they removed the possibility of a negative reward. IE if I could merge a 20% weapon into a 30% to get a 35 or 40, then another 20% into that to get another step closer to 60 - that would mean that a lower % roll isn't a complete waste of my time (grinding the lich) and consumable resources (requiem words) that are themselves behind a stupid rng grind. If you put exponential rng grind and then as a "reward" give me a step backward in all respects, that is NOT rewarding in the least. Psych 101. That is my biggest issue with the system.
  3. Ongoing feedback: Maybe in addition, valence transfer can up the ele % - that would make getting repeat crap rolls more stomachable - eg get 25% and 27% seers, the combined form keeps the forma/exilus progress, and goes to 35% ele instead of 25 or 27, that way getting duplicates that are equally crap (or maybe even worse variants) isn't so much of a waste of player time. Then say you get another 28% seer, combine that, and your "master" weapon goes to 40%, etc. This would allow player agency to improve their weapon mitigating some of the RNG frustration, keep duplicate liches relevant longer giving the whole system longevity, and maintain the covert/kill decision relevancy for longer as well. Otherwise, even with murmurs going faster, it's hard to feel good about grinding for a turd when you get low % elemental rolls. Also, what if we also took a maxed disposition weapon out of the spawn rotation? Like say you get 5 cold seers, by combining them you wind up working up to a 60% or whatever max is cold seer. From that point on, you have a 0% chance to spawn a lich with a cold seer (could still proc rad seer or toxic, etc by choosing to use a different frame for that element). In terms of lore, maybe say the lich knows through kuva-magic of it's brethrens failure to off you with the cold seer, so they refuse to try again with a weapon that has proven a failure. This would encourage people to keep playing even when they keep getting the same, because not only will it always make their existing one better (whether higher or lower % roll), but it also gives a finite amount of repetition where by completing the weapon you guarantee other drops. Added to my intial suggestion of a guaranteed improvement to ele % it means every lich would guarantee progress in some way - either improving a weapon you have, or spawning a weapon you don't. Also, it takes far too long to get the lich to spawn when you've got your murmers and are ready to down him. Slogging through 90-110 level missions over and over just to piss him off gets real old real fast, thralls are pointless as I don't need any more murmurs. Lorewise, say either we have a node we can go to so we can fight him 100% chance due to collecting intel from thralls (ie found his homebase). Alternatively, say he has a 100% chance to spawn because he knows we're close and is frantic to defeat us.
  4. Yes, yes they did. And they don't seem interested in course correction, they seem to be more inclined to sweeping it under the rug
  5. Counterpoint - I hate shotguns/bows/secondaries, but I love my WF 4. I'm so happy sorties don't cheat me out of using the abilities the warframes were given - gameplay is perfect! Also - Mesa using 4 or Excal using 4 is somehow cheesier than Saryn 4'ing everything with a non-exalted ult how exactly? Or are you really just saying "I want sorties that are weaponlocked to disable WF abilities altogether"?
  6. As I posted in this same topic just a few days ago (different post, same exact title pretty much), I'm one of them. Would spend plat on this.
  7. Perhaps at this point they're just waiting for everyone to get their 13, get the MR, and then move on to railjack. I think the lich system had a lot of promise, letting us improve weapon's bonus is the one main thing I think is lacking in making the system work. Not perfect, mind, there's still plenty of other tweaks, but that's the dealbreaker for me engaging after I get my 13. ETA - that is via something like making that 20% ele roll worth merging into an existing weapon to up it's bonus, making bad "rewards" into a positive, rather than 100% negative.
  8. Ongoing feedback: Maybe valence transfer can up the ele % - that would make getting repeat crap rolls more stomachable - eg get 25% and 27% seers, the combined form keeps the forma/exilus progress, and goes to 35% ele instead of 25 or 27, that way getting duplicates that are equally crap (or maybe even worse variants) isn't so much of a waste of player time. Then say you get another 28% seer, combine that, and your "master" weapon goes to 40%, etc. This would allow player agency to improve their weapon mitigating some of the RNG frustration, keep duplicate liches relevant longer giving the whole system longevity, and maintain the covert/kill decision relevancy for longer as well. Otherwise, even with murmurs going faster, it's hard to feel good about grinding for a turd when you get low % elemental rolls. Also, what if we also took a maxed disposition weapon out of the spawn rotation? Like say you get 5 cold seers, by combining them you wind up working up to a 60% or whatever max is cold seer. From that point on, you have a 0% chance to spawn a lich with a cold seer (could still proc rad seer or toxic, etc by choosing to use a different frame for that element). In terms of lore, maybe say the lich knows through kuva-magic of it's brethrens failure to off you with the cold seer, so they refuse to try again with a weapon that has proven a failure. This would encourage people to keep playing even when they keep getting the same, because not only will it always make their existing one better (whether higher or lower % roll), but it also gives a finite amount of repetition where by completing the weapon you guarantee other drops. Added to my intial suggestion of a guaranteed improvement to ele % it means every lich would guarantee progress in some way - either improving a weapon you have, or spawning a weapon you don't. Also, it takes far too long to get the lich to spawn when you've got your murmers and are ready to down him. Slogging through 90-110 level missions over and over just to piss him off gets real old real fast, thralls are pointless as I don't need any more murmurs. Lorewise, say either we have a node we can go to so we can fight him 100% chance due to collecting intel from thralls (ie found his homebase). Alternatively, say he has a 100% chance to spawn because he knows we're close and is frantic to defeat us.
  9. The other issue, not only do you have to hope you get a better % roll, if you don't and it's a dupe weapon, it is literally a 0 reward (unless you can trade him). This is why I keep reposting over and over hoping they'll address the issue: See my thread (which died quickly, dunno if no one cares or just no TLDR, but it's comlicated and I don't think a TLDR fits. Having non-rewards that take hours of grind and consumable resources, is a player-negative experience, which is psychologically harmful to engagement with the update/game.
  10. Those 5000 oberon and harrow parts are finally worth having lol! To be fair, I've got 12 mil, so meh. Sortie regularly and index now and then, plus the normal albeit smallish mission rewards while lich hunting, etc. You organically build up a lot if you're playing regularly.
  11. I second this - I don't mind buying them for plat, but Even at MR26 + as many as I could buy - there are too many frames to be limited. I would like a preset loadout at least 1/1 with the number of frames
  12. Honestly, it sounds you like have a you problem, not a game problem. If your reason for not leaving your clan is you don't want to hurt such a good friend, then maybe talk to him and say "hey dude, start the new room." Take him like 5 minutes and he doesn't even have to contribute anything. If he's such a close friend that you don't want to hurt his fee-fees that should be easy. If he's really not that good/close a friend and doesn't have time for you to talk to about it, then maybe worry less about the friendship and bail on the clan to start your own.
  13. Hopefully your internal discussions are addressing the concept of player-positive vs player-negative rewards. Without a way to guarantee progress, for example merging weapons to boost %, or somehow behind the scenes forcing future drops to never be lower than the same weapon/ele combo we already have, the chance to get "rewards" that we have to grind for, that also cost us requiem uses to unlock that lack any perception of player gain, is absolutely unacceptable. Again, I know I sound like a broken record but I propose the following: Valence transfer can up the ele % - that would make getting repeat crap rolls more stomachable - eg get 25% and 27% seers, the combined form keeps the forma/exilus progress, and goes to 35% ele instead of 25 or 27, that way getting duplicates that are equally crap (or maybe even worse variants) isn't so much of a waste of player time. Then say you get another 28% seer, combine that, and your "master" weapon goes to 40%, etc. This would allow player agency to improve their weapon mitigating some of the RNG frustration, keep duplicate liches relevant longer giving the whole system longevity, and maintain the covert/kill decision relevancy for longer as well. Otherwise, even with murmurs going faster, it's hard to feel good about grinding for a turd when you get low % elemental rolls. Speaking of, I'd say murmurs could be improved a little, maybe set it to 30/30/50 or 30/30/30 instead of 30/30/70, but that's less important as progress is progress. Also, what if we also took a maxed disposition weapon out of the spawn rotation? Like say you get 5 cold seers, by combining them you wind up working up to a 60% or whatever max is cold seer. From that point on, you have a 0% chance to spawn a lich with a cold seer (could still proc rad seer or toxic, etc by choosing to use a different frame for that element). In terms of lore, maybe say the lich knows through kuva-magic of it's brethrens failure to off you with the cold seer, so they refuse to try again with a weapon that has proven a failure. This would encourage people to keep playing even when they keep getting the same, because not only will it always make their existing one better (whether higher or lower % roll), but it also gives a finite amount of repetition where by completing the weapon you guarantee other drops. Added to my intial suggestion of a guaranteed improvement to ele % it means every lich would guarantee progress in some way - either improving a weapon you have, or spawning a weapon you don't. I genuinely sympathize with your needs to balance longevity, replayability, etc - and I don't envy y'all the job you do trying to balance all this. However, I think the heart of the matter is that the only way this system will work, long term, is that it must be perceived by players as being player-positive. The possibility to get 100% "unrewards" is purely and simply player negative. If I have a 34% cold seer, and my next lich is a 28% cold seer - what is supposed to make me want to grind for that? Trying to trade it hoping that someone wants such a bad roll? That's really the only thing I can do with it - vanquishing it serves no purpose, and I don't really care to convert and trade for a long shot of anyone wanting it in addition to forcing me to use requiem charges (a limited and RNG controlled element in it's own right) for something that doesn't benefit me at all. That lich would be a purely player-negative experience, I would be effectively punished for putting time/effort into your systems and your game. Using my solution above, every drop no matter how bad, can be a step forward, which is player positive, a net gain even if a small one. It maintains the longevity and replayability that y'all seem to want, if not even making it MORE so - someone with a 54% rad karak for example, wouldn't want another Karak most likely, since it's almost guaranteed to be a lower roll. Under my system, they'd be happy because theirs would get better up to max. From the players side, it means there is never a point where a lich is a step backwards, an obstacle that gives them no progress at all. There will be a long term engagement of the system because it is always rewarding in some way, shape, or form. I'm not against grind, against taking time to gain the best reward - I'm only against wasting player time and punishing player effort with liches that represent 0 reward for time invested and resources cost, and for the system allowing the best rewards to be realistically attainable. Working to eliminate player-negative experiences should be the forefront of DE's effort, IMO, or better yet, not introduce them in the future.
  14. Post Dev stream and Post 26.08 - my concerns regarding DE giving player-negative rewards stands, so reposting: Hopefully your internal discussions are addressing the concept of player-positive vs player-negative rewards. Without a way to guarantee progress, for example merging weapons to boost %, or somehow behind the scenes forcing future drops to never be lower than the same weapon/ele combo we already have, the chance to get "rewards" that we have to grind for, that also cost us requiem uses to unlock that lack any perception of player gain, is absolutely unacceptable. Again, I know I sound like a broken record but I propose the following: Valence transfer can up the ele % - that would make getting repeat crap rolls more stomachable - eg get 25% and 27% seers, the combined form keeps the forma/exilus progress, and goes to 35% ele instead of 25 or 27, that way getting duplicates that are equally crap (or maybe even worse variants) isn't so much of a waste of player time. Then say you get another 28% seer, combine that, and your "master" weapon goes to 40%, etc. This would allow player agency to improve their weapon mitigating some of the RNG frustration, keep duplicate liches relevant longer giving the whole system longevity, and maintain the covert/kill decision relevancy for longer as well. Otherwise, even with murmurs going faster, it's hard to feel good about grinding for a turd when you get low % elemental rolls. Speaking of, I'd say murmurs could be improved a little, maybe set it to 30/30/50 or 30/30/30 instead of 30/30/70, but that's less important as progress is progress. Also, what if we also took a maxed disposition weapon out of the spawn rotation? Like say you get 5 cold seers, by combining them you wind up working up to a 60% or whatever max is cold seer. From that point on, you have a 0% chance to spawn a lich with a cold seer (could still proc rad seer or toxic, etc by choosing to use a different frame for that element). In terms of lore, maybe say the lich knows through kuva-magic of it's brethrens failure to off you with the cold seer, so they refuse to try again with a weapon that has proven a failure. This would encourage people to keep playing even when they keep getting the same, because not only will it always make their existing one better (whether higher or lower % roll), but it also gives a finite amount of repetition where by completing the weapon you guarantee other drops. Added to my intial suggestion of a guaranteed improvement to ele % it means every lich would guarantee progress in some way - either improving a weapon you have, or spawning a weapon you don't. I genuinely sympathize with your needs to balance longevity, replayability, etc - and I don't envy y'all the job you do trying to balance all this. However, I think the heart of the matter is that the only way this system will work, long term, is that it must be perceived by players as being player-positive. The possibility to get 100% "unrewards" is purely and simply player negative. If I have a 34% cold seer, and my next lich is a 28% cold seer - what is supposed to make me want to grind for that? Trying to trade it hoping that someone wants such a bad roll? That's really the only thing I can do with it - vanquishing it serves no purpose, and I don't really care to convert and trade for a long shot of anyone wanting it in addition to forcing me to use requiem charges (a limited and RNG controlled element in it's own right) for something that doesn't benefit me at all. That lich would be a purely player-negative experience, I would be effectively punished for putting time/effort into your systems and your game. Using my solution above, every drop no matter how bad, can be a step forward, which is player positive, a net gain even if a small one. It maintains the longevity and replayability that y'all seem to want, if not even making it MORE so - someone with a 54% rad karak for example, wouldn't want another Karak most likely, since it's almost guaranteed to be a lower roll. Under my system, they'd be happy because theirs would get better up to max. From the players side, it means there is never a point where a lich is a step backwards, an obstacle that gives them no progress at all. There will be a long term engagement of the system because it is always rewarding in some way, shape, or form. I'm not against grind, against taking time to gain the best reward - I'm only against wasting player time and punishing player effort with liches that represent 0 reward for time invested and resources cost, and for the system allowing the best rewards to be realistically attainable. Working to eliminate player-negative experiences should be the forefront of DE's effort, IMO, or better yet, not introduce them in the future.
  15. Here's my karak as an example Kuva on the left, wraith on the right.: https://imgur.com/rhkvu2d Basically, the Kuva weapons all have dispo of 3/5, so any riven for a 4/5 of 5 weapon gets weaker on the Kuva, any base weapon that was lower - eg if they had added a "Kuva Catchmoon" for some reason, the riven would actually go UP for the Kuva variant. To the OP at the moment I believe most if not all Kuva weapons are weaker than the base weapons, and are the only ones adjusted at least as of this precise moment, so for now - Kuva's are the weakest variant.
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