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Kilsety

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Posts posted by Kilsety

  1. No interaction with people and zero duplicate items or anything along those lines..

     

    A while, maybe some-odd hundreds of hours. You could probably spend 150-200 and knock out the main content of the game and farm most things yourself. If you do it wrong it could be ten times that. If you use no assistance from players (trading specifically), and don't purchase anything, it's a different story but not all-around impossible. On the final, tail-end of it with literally no interaction, it's probably very dark ahead in the 500-1000+ hour range depending on your consumption of content / what goals you set outside of that 'campaign' styled storyplay or majority/completionist-type of content.

     

    You could spend ten times that farting around though. In missions, specifically.

  2. Love the idea of clan related stuff added. I'm not really thinking outside of the box by myself with this, stuff like that would definitely be encouraging in a huge way.

     

    The anti-fighting thing is weird since I know DE wants to keep players interested in things like bulletjumping. If they reintroduced the energy meter, kept wall-hanging the same but added more gaps to the floor to avoid by wallrunning or clinging over, then we might see a lot more gameplay. So maybe that's a little bit more important in terms of interest rather than broken game mechanics in the way of level design. I try to suggest things that are tangible and capable of being added through reusing existing content, rather than completely new stuff, so bear with my posting.

     

    That clan idea is huge though, wow. Lots of ideas there that pair well with Clan v Clan events within Conclave that are player organized and not sorted by matchmaking (plus, with one of my suggestions, even encourages it).

  3. Not sure what's going on, maybe a forum user can clear this up for me?

    It's the only explanation I've had for why this keeps happening. Even if I equip it in the arsenal, as long as they get loaded it resets my graphics settings to some default I don't own or use normally. It's only options related to Lighting, GPU particles and HDR and I think it breaks all my Display options until I restart.

     

     

  4. Simple post on Misson types that exist to fix or address very specific problems or spice up the game mode. Suggestions are huge and everyone has one, I know. All-inclusive checklist, hopefully with reasoning behind each suggestion, that were conceptualized to be used together. Hopefully someone agrees that some of these changes would only be positive. Everything should be applicable to every tileset and type (Sortie/Nightmare/Quest/so on) unless it's a specifically built mission like that of which Lua contains.

     

    Fair warning: Players like difficult more than they like afk, as long as rewards are paired well. I went with difficulty and intriguing ways to spice things up.

     

    General suggestions:

    1. Make Eximus-like units (or change Eximus) that are immune to Warframe abilities (specifically damage, exclusively CC, or unit types immune to specifics of abilities).
    2. Allow Bursa Eximus. Seriously.
    3. Allow Prosecutors everywhere.
    4. Mission-specific "Room alert" rather than unit-specific alert/awareness.
    5. Unit-specific alert levels (effectively aggro meter), if only for certain game modes | Is it possible for it to be based on weapon accuracy/range/spread/ability range comparisons?
    6. Consider doubled rewards (same rotation, just A+A, B+C, repeat) and twice the time between extractions for Endless missions.

     

     

    Spies:

    -No entrance hacking | This fixes the current host migration issues with panels.

    -Stealth meters for the capability to be near a vault without being detected, or vault timer starts | Integrates Suppression, stealth attacks and invisibility directly to the game mode.

    -Total-map detection rating for Stealth meter (reversed Survival mode Life Support) and time-limited hacking if it hits the threshold | Self-explanatory; makes the game mode into Panic Button mode.

     

    Rescues:

    -"Follow" and "Hold Position" commands replace "Give Secondary" when unit is given a secondary | Forced follow, no teleporting of the unit to users anymore.

    -"Give Secondary" enables proper tag-along AI or else they crouch the entire time and take cover | To encourage helping the Operative.

    -Player that the Target follows can /unstuck (or a new command) both themselves and the target | Useful change for all units like this I think.

    -Disallow Warframe abilities on all non-Warframe friendlies and give Rescue target decaying health with a 25% minimum (1%/second) | To encourage timely extraction and varied play via support and stealth.

    -Spawn Eximus packs (Eximus with a ratio of 1:3 to normal units) after vault is hacked / past secondary door of area | Encourage and Discourage certain play due to frail Operative.

     

    Hijacks:

    -Kill the Nullifier field and introduce debuffers that are percentage stat drains dependent on tileset that relate to power sources for the vehicles | -Armor, -Max health, -Shields, -Movement speed, etc. so Rhino, Gara, Inaros, Hildryn, etc. are encouraged/discouraged from being used, but only depending on the tileset (Lotus describes debuff with clear icon Top Left of screen so players aren't lost).

    -Force enemy units to attack the hijacked vehicle unless there are no players within ~30-75 meters of it | Not sure what's balanced, but I feel it's definitely not hostile enough.

    -Hijacked vehicle can break/delete Warframe barriers/etc. like Frost Bubble and Gara Wall by moving through it at all | Fixed nullifier missing and mobile objective camping.

     

    Survivals:

    -Forced unalerted status against players and make enemies always alerted of a single room (area/cell) and everything in it rather than a unit in Survival | This might be really cool to play around with using Invisibility and Suppression, that's all. Big stealth buff for Survivals, but mostly intended for coordinated play and to avoid stuck spawns (probably mostly Arbitrations).

     

    Static Target Defense and Operative Defense:

    -Introduce objective-specific friendly fire (guns and certain abilities) | Reduce AOE spam, increase protection of the objective via support / defensive Warframes.

    -Progressively worsening environmental effects based on tileset | Volatile munitions piles (blast)/Cold spot/magnetic disturbance/rad pockets/fire or napalm/corrosive pools/viral or toxic clouds, etc. Map coverage %, small areas like Reactor Sabotage and Sorties. Progressively worse per 5 waves, appears before Wave starts each time. Affects enemy units, if applicable (Eximus and Toxic ancient-type of immunities), to encourage movement from objective and get harder.

    -Change scaling of enemies per 5 waves, and add a +Eximus units multiplier per 5 waves, added before reward cycle as a Big Finale fight.

     

    I'll probably edit this later. Hopefully some of it is cool, thanks for reading!

  5. Short and to the point: A general post about what I feel is necessary for fair and fun Warframes that don't detract from multiplayer or solo play.

    Either for entertainment or for balance directly, I think a lot of abilities or stats should be different than they are right now, like small tweaks. This post will be related to metatactics and imbalance (positive or negative) versus what I personally feel people would enjoy with useful changes to existing abilities. I will update this to include all Warframes eventually, if I think of enough tweaks that aren't excessive. Might even leave it around and update it whenever there are changes to the game. All feedback given will be based around the highest Warframe version (Prime/etc) with all existing mods and generally any mod setup attempted, as well as augments, if I can help it. All suggestions and feedback are intended to be independent of one-another. Thanks for reading!

     

    General thoughts of Warframes and the missions we play regularly:

    • Damage from enemies (disregarding reductions). Damage taken is excessive, period. I like the new layer Adaptation has added, since it's made a lot of attacks or damage sources more obvious in how they work, but it proves nothing is enough to thwart the onslaught of damage taken; there is no top-end, it is a default amount of damage and some sources can't be reduced. I don't want revive-less missions as much as I want the "4x Corrosive Projection aura vs. Lv 130 Mot, Void enemies" effect in all missions without anything instantly killing me or me instantly killing everything.
    • Healing or Support vs. Debuffing or Buffing. Paired with above, healer frames are excessive or too little. Self-heal is weird, but Shield type healing in general would fix a lot. I'd enjoy the removal of Orbs from the game for something else that fits the game more individually, while retaining the healing equity via buffing from Warframes that do so much as lift a finger for me or others. Support can exist, and it's more entertaining in Warframe to support-play than any other game on Earth. I'd enjoy a 3:1 or 50/50 divide without it being a Necessity.
    • Metatactics vs. Preference/Ease. Meta won't exist without Warframes being used Exclusively. Currently, Nova is the best Warframe for spies with or without the Escape Velocity augment, so long as you build for it. Disregarding changes to hacking, spies, and existing Warframes that are tailored for this, I think it's something worth noting that Dynamicism should exist, and you as the developers intend for it to exist. I don't exactly feel we need game mode-specific Warframes more than changes to individual game modes that enable better Warframes in specific ways, all-inclusively. I want it to feel like I'm getting something out of Iron Skin abilities, Overshields and more on Hijack, Invisibility / suppression on excavations or survival, objective defense with area casters, or rescues with support-like Warframes, to name just a few instances. I'll put a separate thread link here for that.

     

    Loki, The Jack of No Trades

    Base Stats: I actually think he's fine as-is in this way. Without utility as a Warframe outside of single player mechanics, his stats will seldom matter since he can be abused or get old very quickly.

    Decoy:

    • Reducing cast time on Decoy would improve Natural Talent and non-cast speed builds.
    • Casting Decoy drawing ALERTED enemy aggression (not aware/awake, alerted only) in __ fixed range would be entirely useful
    • Unlimited Decoy clones by allowing more decoys via flat duration on each clone. I.E. When duration is higher on Decoy than base duration - 65s duration listed on hotbar (260% Duration modded plus 25s base) = 2 clones plus 3rd (first casted) for 15s total clones.

    Invisibility:

    • Invisibility with +300% (moddable) weapon damage on unalerted enemies would apply dimishing returns damage (Primed Pressure Point/Serration/Hornet Strike) while encouraging more utility mods on specific Loki builds. I think a lot of players value "stealth" kills on Loki w/Invisibility but do not obtain them due to how stealth works currently. Has synergy with Decoy suggestions.
    • Invisibility should be balanced to have fixed duration so Duration builds do not nuke mod slots or other ability stats, remove the Invisibility crutches people rely on for Loki/Warframes in general, and to make room for more interesting balances to the ability itself.

    Switch Teleport

    • Situational mechanic that doesn't really apply to any existing game mode very well without the augment, or the augment mod being altered.
    • The augment Safeguard Switch should be applied to Switch Teleport by default, for Friendly targets or Loki if not applicable to friendly units.
    • A different augment that still has the offensive trade-off for this glasscannon Warframe with more general utility would be nice. E.g. "Translocating Decoy: Creates a second Decoy at the unit's last location instead of teleporting Loki."

    Radial Disarm

    • Extremely underrated ability that can technically do damage but does not due to how damage resistance, health and armor scale up or reduce non-weakness source types. This ability is too strong with disarming by itself in some situations and yet it isn't usable in many cases, or it's impossible to abuse in an uncoordinated match while simultaneously being too OP to buff.
    • Irradiating Disarm should just add +100% of Radial Disarm's damage inflicted as Radiation, with a base status chance of 30%. This aligns with many Warframe abilities already and there is zero reason why everything needs to be Rad-effect status when it only requires 1 enemy to pull that much aggression. Such a weird augment unless I'm missing some kind of debuff.

     

    Banshee, The Mistress of silent yet deadly gameplay

    Base Stats: Armor is pretty low, as the game is currently. Incredibly fun and strong Warframe despite that, and I don't think it needs tweaking.

    Sonic Boom:

    • Weak damage or too much of a knockdown (really, it's the incapacitation that's a problem with most things like this so it's not her in particular; you can't abuse it often enough), insanely good outside of that - at least with the Sonic Fracture augment and how armor currently works.

    Sonar:

    • Probably overpowered. Damage multiplier applies in some way that might have changed recently, but it's like armor removal without it interfering or interacting with armor removal.
    • Should probably have reduced marked areas on units, and re-enable stacking/overlapping of marked areas if you've disabled that.

    Silence:

    • Kind of wish this was unaffected by Range, unless the Range stat was used for an additional change where stunned enemies cannot/won't alert nearby enemies within ___ meters while Silence is active.

    Sound Quake:

    • I have not found a suitable build for this in its current state, for any level content.
    • I'd enjoy seeing Sound Quake deal 300% extra damage per target within __ meters (flat/unmoddable range) of any enemy affected by Sound Quake, up to 3 enemies. Over a longer, predetermined period of time, enemies would push further from eachother (add a more accurate knockback to the ability) and the damage would fall off without re-channeling (ability mod balance).

     

    That's it for now, I expect to edit it with more thoughts later.

  6. I was thinking about this before, and I thought about it again this morning, but not until after I had given a good reason behind it, I couldn't personally see something wrong (or right) about gamification within Warframe as a means of trading. I don't know if it's possible or if people want that type of thing, either. I just wanted to know if someone could come up with better than me.

     

    Gamification has been used - as far as I've ever seen - as a term to describe when something is warped from a serious position to a more literally playful one, without diminishing whatever makes it serious. That means bad things, for the most part, because it introduces ways to ignore how big or severe negative effects affect that something's reality. Upon a little further examination, it's not been used entirely as a way of describing the belittling of something and actually applies very well to economics and casino-like minigaming of things. Not the words I'd use to define an updated Trading experience on a video game, specifically one I care about, but I figured the term works well on all sides if you understand it's still delicate even if it's an in-game currency that's already paid for.

     

    I thought of a few small ways to add gamification to Trading to make typical transactions between users more interactive and safe, less socially-driven, without removing the existing ways of trading. People want an auction house, I don't want an actual auction house. I would enjoy auctions, though. That is a form of gamification, directly, that is harmless. And something I've been thinking about for a while now, maybe 8 months or so, as I've seen trading go up-hill or down-hill, depending on which side of the fence you're on.

     

    Relic refinery-like auctioneer for across the system.

    • Requires ___ Mastery for ___  item(s). Either Limitations on buying or both buy/sell.
    • Requires ___ Price tag for ___ many item(s) at once.
    • Can auction bundles, any bundle of items a user chooses. Their responsibility to make it thematic if that makes it more interesting to purchase.
    • Must pay platinum (+ducat?) to purchase auctioneer time (tax-like system*) for items above ___ rarity (drop table% or rotation+drop table%) - non-scaling time.
    • Allows you to put a [LINK OF AUCTION] in trading that links to an in-game MissionID equivalent for said set of items by Player. Others can click it, see what they have. Up to player to advertise it fairly and clearly outside of the link. To purchase or place bids, you would be able to click and type something in, or buy it now for PriceTag (chosen by user).
    • #% or flat ## platinum sales tax on all trades included on purchases; all taxes go to LIS Canada https://www.warframe.com/news/let-s-stand-together-this-september 
    • [LINK OF AUCTION] ability expires as a linkable item in chat by ___ time (chosen by DE, static all-trades timer).
    • I have more things to tack on / things I forgot / things that are necessary.
    •  

    *Tax from here can go to charity, or be separate. If not for charity, then only to deflate platinum.

    Pros/cons:

    • Good traders will stand out more
    • Can have reputation system built around it, if you wanted
    • All of it can use existing data methods on DE's end (I think..)
    • Can integrate anti-price fixing trade value measurements on all items individually, and parse that data more easily with unsuccessful trade information as well, LIVE.
    • Doesn't delete old trading
    • Players may not like it or have the ability to use it well without some kind of volume
    • People don't like draining platinum from their pockets on something that won't work, so negative feedback is expected (stop being cheap or a rip-off artist FFS)
    • Plenty of platinum in the game is not circulated in a way that'll make this work

     

    Another gamification of it would be to have a Charity of some kind. Gifts of the Lotus, I once thought of it as. And yes, based on the existing Gifts of the Lotus.

    • Excess items are everywhere, players need new gear. Add it into the game directly.
    • UI at relays to donate items like Coats for Kids or something like that.
    • # of tickets to raffle off random lottery chance of getting items. -1 ticket per ___ Mastery Rank, or something.
    • More tickets =! more chances at Legendary items or anything like that. One chance per ticket raffle, more tickets means more items taken from Raffle Pool.
    • Tickets are Opt-in, easily advertised to new players and discouraged or disallowed for people above ___ Mastery that have not added anything into the pool since ___ TimeRequirement.
    • Rewarded at the end of the Week.
    • Items donated are removed from your inventory instantly and put in a separate database that records your profile info (ideas for DE to integrate events).
    • Items donated but not recieved through Raffling are discarded from the game permanently.
    • Cannot donate Certain Items - things like Primed Chamber or Rivens or anything quest-related or required, or has a specific rarity (Event Item/Snipetron Vandal style, Baro items)
    • Can donate Mastery-locked items.
    • Cannot recieve something you already own. Prevents hoarding and looters, and keeps things fresh for everyone.

    It's a concept to deflate number of items in the game, with a fair and tangible system that doesn't depend on # of people participating on either end. One person alone can sustain a hefty donation. I don't think everyone would need to participate for it to be something special.

     

    If you have any feedback or ideas, specifically on gamification and bettering the trading of the game or my examples/ideas themselves, please post them below!

  7. Most of my post was for general modding or weapon building tips, to give you a clear idea of cost. It's never really worth using 90%s over 60/60s if you have just enough status chance because of the forma involved. But if you go all the way with forma'ing, you can do anything you want unless you use Heavy Caliber or something with a riven that has some kind of CC/CD/MS mix and no %DMG. Heavy Cal/Magnum Force/so on is worse because it'll be harder to mod, more .expensive, worse weapon stats with that type of riven than with Vigilante Armaments/Lethal Torrent or Augur Pact and a %DMG riven, always, so I don't recommend worrying.

     

    If you forma 3 more times Vaz/Mad/Mad or maybe Vaz/Mad/Nara (for 90% ele) then you might be able to use any build on it with a 7-drain on Vaz. Also, without corrosive armor strip the slash damage is gonna dip into their armor and the proc damage is reduced. What # you see is very different from what the enemy is actually taking. 60/60 viral setup beats Hunter Munitions, but I don't know if a Slash Status build wouldn't require Corrosive or some kind of armor strip for it. Up to a point, Viral is worse (especially because you're using your SC to proc the slash damage; viral doesn't need much SC)

  8. Just now, Gruiz said:

    So, 130% Crit Chance is unreliable in so many scenario? If its true, then i guess ill replace point strike with Primed Shred. Thanks!

    Not my playstyle. My playstyle is getting headshot without depending on spread

    I used viral because i can 1 shot 100 Corrupted Heavy Gunner when both of them proc.. because Prisma Grinlok has bigger slash proc that help

    I got 14000 Slash damage per tick

    Does forma a slot to D polarity (for primed cryo) will hurt me when i want to change it to gas occasionally?

    I can answer this best by saying adding a riven basically forces 2 forma on the weapon for normal builds (highest efficiency / per-drain bonus on mods, i.e. no Split Chamber). Primed mods are like 3 forma per 2 primed equipped. So you might need to forma the P. Grinlok to all slots for it to work, but Deadly Sequence is super cheap to put on, so I don't know. At a glance, it looks like you'd need 2 forma for Vaz/Madurai minimum to put on Primed Cryo without having to think. If you use Primed Shred ever, that's 3, and then I think you never need to worry about mods unless you wanna ditch SC for raw damage (90% eles for Gas/etc. instead of 60/60s).

     

    60/60 is better for status procs like Viral and Corrosive, but for a crit Gas build I would definitely prefer 90% eles because the Gas comes from initial hit/never reliant on status chance for true gas damage. With a small amount of SC the gas procs on crit do deal a lot of AOE damage. If going gas for the status / basically for toxin damage, you don't need heat damage so that's a Naramon or two saved unless you want to do something other than a cold hybrid + toxin, like gas/elec instead of mag/tox (mag/tox is better when you overload toxin damage on a status weapon). If you'd just drop Primed Cryo for the gas and not use a 3x ele setup, you might be able to save another forma. 2 is probably necessary period.

     

    Keep in mind most of my project weapons (I'd probably try it w/this since this is a prisma weapon, I just can't get one) I sink 4 to 6 forma into, sometimes 8+. A weapon that can use just 1 at most is a strong weapon for cheap (60/60s and Vigi + fire rate on Gorgon Wraith), but 150-200+ plat equivalent (forma bundles, cata, riven, baro or trade value, even if all self-earned) isn't a big surprise.

  9. To piggyback off my previous post:

    Quote

    If you feel there's something lacking in the game after a change like this, by the way, it's either because a huge portion of people did not use the previous system (while using the new one always; this is the case for NW) or because there are now unfilled gaps created that help find tolerance levels of the players for what's missing.

    This part, what is missing? People don't know how to use multi-elemental configurations. The arsenal UI change is coming up. Part of the text for tips on modding is cut off so they've already partly included it. You can ask for tips but they need people to ask questions or answer them without being snarky about "Gizoogle it" solutions. It'll be easier to see newer players dump in time on this and not be an issue. The bigger content like Profit-Taker doesn't need to be giving new players that much affinity for Nightwave instantly, all the time, every month. That'd mean that like.. 80% of the playthrough gets monkeypounded by anyone below MR3-6 more than they can now. Via the rewards, I mean. Disregarding Nightwave, it's still way easier than it was in the past, even with ungated taxis to affinity farm or alerts.. To see what you're missing helps you understand what to get ready for, and I don't think they need to kill Captain Vor 15 times With a Friend for that.

  10. Not sure what you mean. That post was more about people freaking out about Elites not being elite and just a better in-depth look at friendliness within NW. In my post I had ways they can add new layers to the larger content that allow for people to turn on or off their will to grind it out or hold off on it without it being too rewarding. Nightwave is important but it's not the standalone game changer I think you're implying it is. For me, way back, I'd repeat invasions and stuff for fun because I liked the way the missions played out and it was good experience. Nightwave's challenges are really complimentary and a lot of people eliminate a lot in the first night after a reset. Those big ones are weekly so you don't have to try for it. Maybe an hour or two a night, I guess, is too much for a lot of people. And that's not really necessary.This stuff is fast and easy, it looks and feels amazing to give new players this level of access to items.

     

    I really, really enjoy doing many things at once on Warframe. Once you get past a lot of quests and have all these systems overlapping, you kind of wish they made it so a Fissure spawning on a Nightmare node combined the two, and by chance, sometimes the Kuva Fort being on top does the same (all 3 being a crazy choice to have for a few minutes). That's the primary reason for Nightwave I think, to integrate old alerts into normal missions and do multiple things at once. And to have access to every reward they'd normally give at any given moment so that there's no ill-timed arrival causing missing out on the free stuff.

     

    Nightwave was such an easy implementation with a lot of work involved that I think it's too difficult to assume much from it in the way of an entire Battle Pass.. I know about Dota 2 compendiums and a lot of other stuff and Nightwave is extremely far from that. It's direct content in the game. It's not even close to a Battle Pass. If buying a Prime Access gave you access to the relics instead of an entire bundle, which is meant to emulate Founder packages really, then you'd have something like a Battle Pass on some level I think. This is like.. A weekend alert system that decays through people already finishing group play early (like the invasion tactical alerts, which should also see changes some time in the near future).

     

    If you feel there's something lacking in the game after a change like this, by the way, it's either because a huge portion of people did not use the previous system (while using the new one always; this is the case for NW) or because there are now unfilled gaps created that help find tolerance levels of the players for what's missing. If there's new content that isn't there like it was, it'll be there in a more meaningful way at some point. DE has always done that.

  11. I think it'd be funny and helpful to have an audible cue for when a mutalist or something else drops a capsule (not life support, the other ones like Kuva canisters) that's from that soundbyte of when the reactor is going into stasis on Corpus ship reactor Sabotage. I don't know if you can apply omnidirectional effects akin to the echoing that you did to grineer pipes (that update was awesome, by the way) or something, so it's more honed in/obvious one dropped in That Direction (volume=distance, mostly), but things like that would be straight Quality of Life. I also don't know how jarring it'd be to reuse that exact sound or how excessive it'd be for any sound, it's just too funny to not suggest or request it. I can't listen to Sonicor anymore though, it's burned into my brain, so I understand if it's a resounding NO.

  12. There's a crash related to certain objectives being completed. I don't know anything about that but I see it, even in normal missions. Could have been that.

     

     

    Host migration issues generally are 1 of 2 things, sometimes 3:

    1. Connectivity issues (Either your constant connection, or the host's ability to hold player data)
    2. Rewards error / objective bugs like I mentioned (sounds like what you experienced)
    3. Host leaves squad, then exits area before all data is pulled from them to you or loaded (also very likely)

    I don't know what causes the 2nd problem. It could be related to all kinds of stuff within networking and different network/system types alone. You could have been lost to the CDN but still connected to the host because it was a small network hiccup or temporarily intermittent connectivity on host/your end. I just hope it's not them being DOS'd or something related to anti-dos protections, something that can't be replaced or fixed easily.

     

    A lot of console games have had really basic networking stuff that could still be abused by lying about what the user was doing, and DE has to aim to fix/prevent that since it's a bigger game with lots of paid-for content (plat purchases/tennogen, tradable plat and valuable items, etc.), not Call of Duty. Try to understand their perspective. I mean, it's still possible on PC to some degree (not with the severity of a hacked console and instant max-ranking without any check-ups done on accounts, but something is possible to abuse with rewards in Warframe) so it's gotta be risky to avoid for consoles. I'd blame that system first, and be grateful that it exists at all. 

     

    People abusively leave squads because they know people will lose out and crash during migration. That happens too, and can happen regardless of the area (especially if it's a situation like "Those 3 didn't do enough and I think I'm the only one that can handle getting to extraction safely, so I'll just bail and leave them to their own devices or die.") So that would be a different problem to focus on rather than direct migration issues that are related to underperforming machines or poor hosting.

     

    Try to get pre-made squads when you can, and find who has the best system (network, or pc/network if on computers) to host safely when it comes to content like this. 

  13. I think incentivizing it from outside-in (to normal gameplay from Conclave) can be harmless if it's complimentary to something that is already kind of meaningless but not forgotten about. Really hard to handle, but I think it being more seamlessly included into normal content is necessary for people to want to play it regularly. Introducing it through a side-quest regarding The War Within would be nice, since I think a lot of people want more Teshin involvement and it's basically built-in by you guys over at Digital Extremes. Assuming you did some secondary Conclave fighting with Tenno using basic weapons if you wanted to include the whole transference thing, it wouldn't even be that hard. That would be cool story development, regarding maturing our character and using Ways as a stance. Dax-related stuff.. Etc.

    • Giving normal or new cosmetic(s)/bundles that exist already for achieving a certain rank or standing amount. A simple 40p Immortal Skin of your choice at your first 20,000 standing, then at maybe every 100,000 or something and a big reward (Catalyst, Built Forma or Reactor for 2nd highest rank, plus Exilus + another Immortal Skin for the final rank).Newer content could be shoehorned in so easily through this using similar logic to what you decided for Nightwave rewards with reduced frequency and no refreshes.
    • Add prevention of abuse with a logical threshold, like using Degrees of Separation for Recently Played With (1 degree higher required for Allied players), so only alliances or something could possibly coordinate such an effort (which would be an admiral feat). https://en.wikipedia.org/wiki/Six_degrees_of_separation#Mathematics
    • Non-competitive ladder system that enforces players competing with their own game stats rather than other players, to reduce competitive toxicity and stress of performing badly not being rewarding. Seasonal would be great (quarterly or otherwise, longer between is probably a safer option)
    • Incentivizing Hosting to make it more accessible to players. Maybe a referee system where you can create rules for others to follow with a menu.

     

    I've got a feeling you're already looking into Conclave having some kind of Riven system without trading that gives players some kind of scaling reward for achieving higher ranks. I'd like to see something like that apply to weapons primarily (i.e. Forma-style upgrading to a weapon through Conclave, possibly a Conclave-obtained unique weapon usable outside). Conclave-exclusive sinking of rivens that have different stats would be a really interesting way of making people want to do something for fun that has some "training" to it. Nothing excessively grindy to level up, passively earned through basically testing the riven out in Conclave, doing dailies or normal gameplay, earning something that can't replace or interfere with normal rivens. Just.. Anything. Sinking rivens as blank-slate items to craft something else as an example is a useful choice for normal gameplay. Use your imagination for what that could be like..

     

     

    I'll add/edit this as I think of more. Would enjoy some feedback from people, as I've not played much Conclave myself and opinions differ greatly anyway.

    • Like 1
  14. Relays might have some clan-related content coming to them, who knows.. They were hubs for players that put a lot of stress on DE-run servers rather than a simple cloud/cdn service that arranges player match data and account information. So to add more like that, they'd have to do even more than they already do without dismantling the principle behind either of those things or limiting what they want to create through those means.

     

    I think it'd be fair if relays were used because we lose our orbiter via the story (It's not *really* ours, it's someone else's), but the above conflicts with it a bit. Kill AFKing and then you probably have a way to solve that, since most people will be in a mission. They also don't really have good ways of reducing lagfests - Baro Ki'Teer is a bi-weekly test of individuals' computer's might that has predetermined limits on # of players around. Having that 24/7 is different than 30-300s averaged out across an entire 2-4 week period.

     

    I thought of Faction/syndicate-based defenses regarding Railjack, or whatever they intend to call it, of outer colonies that starts with relays on some level, as if the relay is like a capital city and the colonies are essentially mission-based trash friendlies you have to defend. I have no idea how that makes relays more interactive though. People like fast-paced things and a stacked relay might never be that.

  15. I don't know what a / the battle pass is, aside from paid experiences on other games that generally aren't supposed to reward the player with in-game stuff. It's confusing terminology I keep seeing and it makes no sense to me. Maybe DE said it themselves but I am lost every time it's mentioned.. This isn't a battle and it's not a pass/ticket. What's it mean, exactly?

     

    In the latest Devstream they stated they will add all previous Series to Nightwave as some form of content for people who missed out to complete for the story, and possibly implied some reward would stick around (namely unique cosmetics, but possibly enough credits to haul in 2 potatoes/auras and a couple helmets). I wouldn't worry much about everything regarding that when it comes to new players. So it'll be fixed in a few ways soon. It's really new content.

    I'd enjoy you looking at my own post for your feedback on a few ideas I had, and whether there's any direct conflict for you versus the current Nightwave stuff, or if you have any iterations you'd include yourself to what I've posted. I don't know what new players see in front of them in-game compared to what I wrote, and we need lower MR/newer players to give feedback like you're trying to.

     

  16. This is why Nightwave exists, and they intend on changing Invasions next. You know this because that and sorties are the only un-tweaked alerts in the Navigation UI, and still use the old system. Stick to focusing on the stress-free Nightwave challenges, embrace Nora, and be patient about it. It's no big deal to miss a single reactor, especially right. Everyone that's played long enough has missed much more.

  17. @AshFox45623 support.warframe.com and try to ask about the Equinox.

    You left detail out on the 3rd, I don't know whether you did the right mission for it (for all I know, wrong planet) so I can't help there. And for Natah/drone scanning, I think you need the quest unlocked first before those scans count.

  18. Intel drivers that have settings to give Application Control over display properties - specifically Aspect Ratio (apparently) - are giving me a problem with FOV and/or aiming. I'm not certain if this applies to all drivers the same but I bet a lot of problems arise from peoples' drivers when it comes to performance or weird graphical artifacts anyway. This one is weird because it's specifically aiming. I get bad performance period with those settings enabled though. Once I have the drivers override some Application Settings, almost all the significant performance issues disappear.

     

    You'll see things like simulated dynamic framerate when set to the minimum (almost like I'm displaying more than 30fps when set to 30fps - it's not 0-20fps then jumping to 30; it goes butter-smooth 60-looking) so hitching is obvious. Freezes or actual hitching or significant frame drop when aiming, or when FOV is anything but Default (not sure). All kinds of mission loading issues and stuff like that (likely just bad computer syndromes).

     

    It's specifically Aspect Ratio and V-sync related. That's all I know of. Using someodd Intel display drivers, nothing old as dinosaurs but nothing newer like Crystal/Kaby Lake or whatever they have now.

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