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Kilsety

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Posts posted by Kilsety

  1. I put viral over corrosive on slower fire rate weapons, and aim for other forms of armor shredding. That'll boost the damage if you need it. It's also totally okay to throw Primed Cryo on by itself and use Vile Acceleration instead of another elemental mod for more damage output. Reload isn't a direct counterpart to Fire Rate modding (think CC vs CD vs Status) because they are independent of eachother on all weapons currently. It'll be affected by ammo-related attributes just the same as everything else is. Cold is strong on shields, alloy armor, and benign on most enemies w/o bonus + has a decent status. You might have to shoot more often but that should make it feel better to shoot at all, given Grinlok's semi-auto firing.

     

    Just a tip: 165% cold gives enough status proc bias for Viral to drop 60/60 Rime Rounds on most weapons, so it's fine here to boost your damage by a lot and gives truer damage (flesh bonus). The difference is that Magnetic is Viral's cousin for Corpus, while Corrosive is more benign or useful on all enemies except infested (save ancients, which will die from damage and viral easily). I'd just set different configs for factions if that's a problem for you.

     

    Edit: I have not used Prisma Grinlok at all, and barely touched Grinlok (not worth the catalyst). But I know my weapons.

  2. I vote for a lone Nora smooch sound through the microphone if they do something like that. Could easily make it so it's based on how many Series you've completed so it requires her to know you better.. Mmm, this is sounding like a "Sims" take on Warframe dialogue and relationships.. That's not what I mean.

  3. The reason I posted the stress on strategy is to get people into discussing things. I generally have a better conversation, more sway in it or more agreeable reciprocation on both sides when it's fewer people so I was sure to include that for the extra challenge of Elite. I don't think it's fake social interaction if it's meaningful; people meet eachother through effort all the time on video games and definitely end up staying friends if it's a necessity.

     

    I tried avoiding suggesting someone being added for X months or older vs. newer clanmates for a number of reasons, but that also made sense to me. *That* would be fake socialization. I think a lot of ideas can be applied to all platforms equally but some might never work on consoles for all I know, nor for PC at times (I have only known the PC community but all 4 matter).

     

    @Rogunz The social easter eggs are just supposed to be small things. You wouldn't be able to type out "I love your Syandana" 50 times for 100 standing each time (less than a fugitive capture set, or whatever comes next) because it wouldn't allow it. They could tweak the trigger list just like KickBot in region chat. Including actions within the game rather than chat, or solely actions, is just something that sounds hard to add unless they find it to be something that important is all. This requires massive coordination and possibly a weird amount of code for what it does, but it's definitely something the Community Team leads would need to have people sit-in on public matches for to know what to add, what's excessive, what's stupid, what's common, or whatever they feel is right. I definitely don't think it's abusable to give people 100 standing if they randomly add someone. It triggers something in the human brain where you feel better after doing something that was already good, and games are supposed to generate smiles at some point or else they're failing. This is something very cool I think they should take seriously.

  4. I'd adore seeing a percentage of Kuva returned from dissolving a riven as an option. At least as a choice, Kuva or Endo. If I decide to put over 9 cycles of Kuva into a riven It'd be sweet to get a certain amount back if I so choose. It'd be neat if it worked based on # of cycles (5% for 10, 10% for 20, up to 50% kuva used returned) so you could get more back for a higher # of cycles. I don't know whether #cycles affects transmutations nor how cycling is implemented (More cycles' effect on riven attributes, for example) so this might be broken as stated but it would be really helpful in saving time for people who don't need Endo. It'd be easy to work around it so that it's actually *worse* than normal dissolving/transmuting/kuva farming/cycling or some other form of preservation of kuva. I just want the option in case I want Kuva Right Frickin' Now. Would be a huge Quality of Life change. I don't think players need to know the inner workings of cycling for you to do this, either.

     

    Another simple idea would be to have a Kuva device that you earn through a quest - or some sort of Teralyst/etc. styled fighting like the Transmuter with limited uses - that allows narrowing of attributes rolled in some way. Transmute core-styled, you could negate a single stat for extra kuva cost and/or for the use of 1 charge. Very useful for some weapons, applies to all weapons equally or for specific builds of weapons. Would be very interesting to see this alone applied to riven mods if you're not already working on that type of stuff.

     

    I thought of whether it'd be broken in the current modding system to have Rivens be install-able like Exilus Adapters or Forma, where you can apply the buff directly to a weapon (At the cost of a modslot being permanently occupied and you cannot get it back/only replace it, only swap it around with Action as normal) and then you no longer need to store it in Riven Slots. Not really sure where you're going with modding and arsenal UI but I know so many people would love this idea. Huge ups to this one too.

     

    Long-term investments are in mind here, but I don't know what you guys want to do with these mods. Rivens are huge and we love you for them.

  5. You're not supposed to be able to pass the blast door without a bug. Usually that bug is host migration or something similar where lockdowns aren't recorded properly or lockdown bypasses the mission clause that disallows going through that door.

     

    It's a separate bug, same result. I don't know how you passed that door.

  6. OK this is longer than I anticipated, very worried it'll be skipped by readers.. If you stop by please just take a look.

     

    E: I didn't do well explaining any logical reasoning behind some things. I had also read some stuff online and remember some discussions in-game as well, so I had a clearer/different perspective on Nightwave and this suggestion than just popping up on the forums and feeling like a write-up might help.

    1. Monthly/Series-long - This is an attempt to free up the stress of trying to complete With a Friend/Clanmate/etc. challenges, and incentivize them more heavily. Point amount is not anything but roughly what I think you'd get from that many phases of Elite Weekly, minus some, so it's nothing to miss out on or can't be avoided for R30 Nightwave. It also helps to preserve the initial idea without gutting it immediately. Nothing's inherently awful, just new, and some people like it.
    2. With A Friend/Clanmate/etc. Bonus Standing - An alternative to #1 or current system, or additive so that it encourages more activity behind clans in a regular way. If applied to things outside of exclusive content (bossing or daily tasks like Sortie), such as Kill/Invasion/MissionType challenges, it should be safe.
    3. (Challenging to tweak Nightwave for) Elites that are more Elite -  Just a more thorough way of including that extra standing for people who can do the harder content or require larger portions of endless. It wasn't meant to be exclusively boss-related, or anything, but I think it's better than Profit-Taker x3. You can't heal 3,000,000 damage or something without having enemies that deal 3,000,000 total, so it leans in favor of harder content always.
    4. Squad-limited challenges - This is to add more variety to the same thing, or add it on top, almost like another modifier to a challenge (which is yet another option the devs have). It's meant to force strategy without a lot of individual or squad pressure. Some people spend an hour trying to discuss 5 or 6 dragon key runs or what to use in Arbitrations. This should make that easier, or at least teach a good habit if included regularly.
    5. I just thought it'd be a cool way of perking up players for common decency, while adding to Nora some extra room for personality. It's an entirely different approach to a narrator in the game that I haven't seen done before in any game, and she's perfect for it.

     

    I think everything in Nightwave needs to be new-player friendly or tutorial-like to teach others what you can do (the truest thing I've picked up from this content). I don't mind less standing from some stuff if it means players can do a larger variety of stuff that takes less time. If weeklies and so on were already more obviously related to the Phases of story/etc. I wouldn't have suggested some ideas. Right now it looks safe to have persistent challenges all Series long.

  7. I've been one of the complainers in a certain way, not much but this one in particular hits home for me, so for different reasons than other users. I think I know a couple answers and don't feel like it should be taken with disgust as much as you guys in the studio might have. I'll just put bullet points down for reasons why, though I don't know if you see it the same way I do with all the feedback versus a lone tenno operative. I have a couple ideas possibly, as well, that I'm interested in seeing whether anyone supports on the forums. Forgive Captain Obvious here, as he's taken over parts of my post. If you wish to skip around, read bold text and then post your feedback or any ideas you have yourself. I'm a terribly wordy typer sometimes, I know.

     

    • You still have 1 type of player (likely the minority) that don't have a supportive social crew of players to play with, and another type where - most of the time - they do (likely majority, but..)
    • Not everyone plays at the same pace. You know, someone playing an Excal spamming EB, versus the Inaros that can't keep up without a Zaw, or a Volt that needs to make everyone keep up with their mapclear/speed, or the individuals that end up normally falling behind because they do not play powercreep playstyles or just have lesser modding. I think this is the primary reason why you'd see it in clans or small groups of friends but not much else other than strong hints at why Recruiting can be trash to deal with. You get these vet-styled players that have done everything and maybe don't think it means anything to try that much harder for standing when a public queue can accomplish the same thing, especially one that includes adding another player and it's identical to just having a friend or clanmate around. This seems like an easy, *extremely* useful thing to focus around for this content or other content in a different way
    • An easy (not lazy! or more importantly, important) "Do-it-yourself" button being applied to something that can possibly be better arranged through the game for the same utility. I have small and big ideas for that type of problem solving but I don't think that's what you want because it's way more effort than Nightwave tweaks itself.
    • They (we, many people) want something more concrete for social growth, yes, but also something that says ELITE to be something ELITE without it being just a tutorial challenge on how to do bigger content or just about doing said content at all (i.e. Bring someone who knows / Do the same as you normally would but with a catch / Do the hardest single-task in the game)
    • Calling it Elite sounds like a joke about how people act on the game... It's a funny joke, at least. And agreeable.  I need a floof.

    TL;DR = People disagree with it as a requirement. For some tangible reasons that are hard-coded into the game or personality-driven, in my opinion.

     

    So I think the main focus should be on an alternative system that encourages socialization without it being heavy on rewards/incentivizing it. That is obviously 100% the reason you put this into Nightwave, and I am totally for it being this way. It's just the first and last part of the above that really sink the entire concept. It's not the game, it's the players. Outside of that, I thought of some solutions to what exists, though I'm trying to keep the ideas to a minimum unless they're more opinionated because I don't want to even influence something I know nothing about when it comes to the effort to implement it.

     

    1. Monthly/Series-long Elite "Nightwave" challenges with BIG Nightwave Standing that can be repeated for less standing (up to a point). Up and front, just dump a fair amount of Standing on players for a full Half-series or Series-length of time to complete an X/X challenge that is - very literally - as ELITE as you want it to be as developers. Make it so they can knock it out in a day or two. Make it so it requires a week minimum. Whatever you want, what you can tie into the game easy-as-eggs, or straight-up anything you think of doing. Include the friend challenges. But make it so it's a large lump-sum for the first reward output (First time, Every 3 times, etc.) and a lesser amount for every time after (but enough for it to be worth it. E.G. +20,000 Profit-Taker 3/3, +2500 per 3/3 after, with Friends (Max. 5 times total).
    2. Tag certain Challenges as "With a Friend/Clanmate/Alliance Member allowed" for bonus standing. Really strong idea here. I think you plan on doing this anyway, though.
    3. (Challenging) Add Elites that require something other than time limits to get it, but require squad coordination, for "With a Friend/Ally/Clanmate." By time limit I mean "Kill profit taker in 2 seconds or fail. 60 minutes - not 56m09s - or fail. Wave 30 No Damage, or fail." types of challenges. None of that I think, for "With a Friend." A healthier example would be Ally Heals / Kavat or kubrow revives / Bonus Ally Damage (buffing) / Killing N within X timeframe Using only ___ (gun/frame/melee/any), and possibly as a multi-phased challenge that increases per completed segment. With a Friend, of course. A small amount of coordination might only apply to people who already have someone/people around on the regular, but it's more interesting discussion if you put out the right clauses for the mission/challenge itself. I think this could still encourage true social interaction with objectivity still in mind if things are aligned fairly.
    4. Squad-limited "With a Friend/Stranger" counterbalance challenges. What if you have to do it with only 2 people?.. Random person? Too sortie/arbitration-like?.. Coordination in a time of need.. Very useful way of having a solid discussion that both feel input are weighed in on, and possibly find someone like-minded for.
    5. "Secret" unlisted Nightwave challenges that are like Kuria related to socializing, regularly updated/tweaked so they can't be abused. Including to Nightwave that's the opposite of [DE]KickBot might be really fun. Actions like 'Adding someone' - after/during a specific mission that'll open up the clause/reward trigger. Let it be seen in Nightwave if completed, have Nora specialty lines for it that are generic ("Well, aren't you just a slice of HomemadeDessert. Keep. It. Up."). I don't know how well that'll function performance-wise, whether it should be solely chat based or account credentials, or what you think is valuable but please ask the Community team about it since they're the ones that deal with good and bad social behavior. I think it'd stomp the crap out of a lot of negative stuff by having this game give recognition for it in a fun way.

    These are easy affinity-level challenges normally so that doesn't sound cohesive to Nightwave itself, but it's a really good place to throw it into the game I think. And it might actually be possible to encourage clan recruiting or joining of clans to complete these Nightwaves if they are apparent throughout an entire Series forever, almost like a Sortie clan or something specific like that (Clans don't have explicit needs yet - like Railack-only - but that'd be *very* healthy). I like this idea, and others will too if it's obvious and then spreads into other content as a trend. Just needs support from various places for it to work or stay. Give people reasons to recruit or create, or have a regular squad, and perhaps overhaul/implement parts of that into clans themselves with someodd benefit (I think you want this and are already working on it). Enough for another post entirely.

     

    Socialization that's more stable and humbling seems hard but is possible. When Fortuna dropped, I don't know if we were all blessed with awe at this amazing new place or what, but as frustrating and semi-lackluster (given the drive/interest of the player) rewards from bounties were, I thought there was a lot of stable and healthy interactions with people for whether we stay or go, or which bounty to take next. As stupidly limited as that sounds specifically for social gameplay, that is without *any* preformed  grouping, all in public, and zero included discussions of the content or just selfishly being wowed by your surroundings or what we were doing. i think part of it was freshness but I experienced a very decent thing compared to what I see now. Prior to Fortuna and after, I could queue things anywhere and experience something similar (mostly endless, sometimes sortie/kuva), so obviously something changed.  Big time. I have zero ability to fathom what players want to do to talk. There could have been an economic upset that caused that outside of the game for all I know. It's impossible for me to see anything going on with this but if it's related to Warframe, it's somewhere in that realm of time.

     

    Well, I have faith in Nora. A lot of faith. It's not so dark unless she's sitting on a rogue asteroid at the edges of our system alone. This isn't a big deal for Nightwave, the complaints, but there's something going on there that I'm sad about seeing devs revolting towards. I don't think it's your fault, and I hope the feedback wasn't that insane. Hopefully some good ideas are here for everyone.

    • Like 2
  8. Probably needs to be moved. I have no idea where to post this.

     

     

    If you quick-melee and then swap back to your weapon while trying to fire or aim during the animation (I think this is how it happens), you will be stuck aiming and whatever as if a hold-command is being sent to those mouse buttons (and possibly a ton of others but I don't know which). Persists until you click again, firing your weapon constantly or not letting go of aim. This either happens 24/7 and I just have good timing on it with some performance issue like an loading lag spike from not having restarted my client or something like that, or only after I change my refresh rate in my client (it's the only thing I've been doing regularly) / simply refresh my config file(s). It may have become more persistent after a reinstall from Standalone to Steam, though I believe it started after the latest hotfix.

  9. Random idea I came up with just now, based upon functionality of an Opticor. I thought it'd be a useful weapon that mimics many niche weapons/categories and can be completely unique. It is extremely difficult to think about how this weapon would be used without having one in front of me. It is so odd sounding.



    Concept of the weapon is to be something good against infested, moderate against grineer, and moderate-to-inefficient versus corpus. It would be a corpus themed weapon, if possible, but could fit in any faction/be tenno technology with a different name. The issue is that it couldn't be charge-based as cohesively if it weren't corpus, given my idea of it being like a lightsaber rifle sort of weapon (heat/slash damage, if possible). The idea is to have control over what you're using the weapon for, so it'll be dynamic. The damage output would be dependent on modding for elements (given Damage 2.0, or current damage tables for enemies), as it's meant to just act and feel similar to the Opticor, hence the damage output.

    BASE WEAPON STATS:

    Magazine/Ammo: 25 / 600 || (Opticor x5. Not random, I find this to be fair given other rifles' stats)

    Status Chance** / Critical Chance / Critical Multiplier: 7.5% / 80% / 1.4x

    • Rifle-type status would mean 5x charge is converted. 7.5% -> 37.5%(/5) per charge stage, max charge would be 37.5% -> 187.5%(/5). The /5 is for each bullet, per-status applied or something. So if you had 5 damage types with equal proc chance (given Damage 2.0/whatever DE uses) you'd divide the actual total status by that, or double/triple/quad/quint-proc if single damage type, which is why I wanted to suggest weak slash/strong heat damage as its hybrid; nobody wants multi-proc impact and zero-AOE puncture (Wait for that suggestion). Correct this if it's a false way of *perceiving* status chance. Base Status is Base Status.
    • The status chance is still base per-round in semi-auto/uncharged single fire.
    • Status % might be super low but I wanted to abuse the damage stat itself so that *if* it applies a status, it's a useful application and has a moderate chance of doing so, but without having really low rifle damage. I don't know if this is balanced as it's listed.
    • Critical status should depend on weapon balancing. Opticor has 20%/2.5x so I personally think my listed stats are unique and interesting.
    • Wouldn't mind using zero critical chance/multiplier and/or having higher status on a weapon like this.

    Charge rate/Fire rate/Reload: 2.4 / 14.00 / 1.8 to 2.6?

    Charge-based burst fire rate would be like 40% less at these stats. Increased DMG output on a target as a trade-off? Reload can be tweaked too, seems too high.

    Projectile Speed/Accuracy: ??? / ~32.00

    Not certain how these should play out but I thought a fair/unique balance would be like Harpak's projectile function. I'm more concerned about the projectiles lining up with targets at a point that isn't abysmal so it mimics Opticor, without it losing that ability to spread bullets like Burston Prime/Harpak by dragging your crosshair (sweep-firing) and/or being too accurate beyond a certain distance between you and an individual enemy. Opticor is for "sniping", this is not.

    Firing Mechanics: Charge trigger: 5 stage charge / 6 states (60 degrees on crosshair per charge stage; under-1 is semi-auto / single shot)

    • Full Charge - Full clip unloaded, 5 firings of 5x rounds
    • 4.0/5.0 to 1.0/5.0 charge: 5 bullets true burst-fire style (Burston/Harpak inbetween in regards to projectile speed. NOT QUARTAKK***)
    • 0.1/5.0 to 0.9/5.0 charge: 1 bullet semi-auto style (Akin to Veldt?)

    There are two concepts for charged firing: 1) As you hit each "stage" the 5x rounds are fired already in quick succession. 2) Must let go to fire the 5x rounds. As for single-round firing (semi-auto) from under-charged base fire, it'd be like using a Latron Prime with fire rate mods, so you'd need a fast finger to abuse the higher fire rate in semi, but would feel incredibly good compared to those semi-auto rifles without fire rate mods, and fire rate mods would decrease functionality of this in return for making charge-based firing much better. It's a cool mechanic to tweak but I don't know how charge vs. fire rate is implemented.

    Damage Output (Single / 5 Rounds / Full Charge): 40-50 / 200-250 / 1000-1250 (Plus OVERHEAT bonus/damage conversion)

    • Can be purely heat damage (not fond of it unless it's boosted damage)
    • Can be split IPS (even or not): 11.3 Impact / 20 Puncture / 8.7-18.7 Slash | 0 Impact / 15 Puncture / 30 Slash | So on.
    • Could be mixed elemental/physical (hybrid): 30 Heat / 20 Slash
    • Can definitely be (would love) each charge stage adding an amount of heat damage. If so, definitely add.. 
    • Max charge OVERHEAT bonus heat damage. Should be so regardless of damage types/distribution of damage.

    I don't know what'd be ideal/balanced for damage. I also thought of the magnetic effect of Opticor, and the heat damage being from that as a result (think Hunter Munitions but Heat), though maybe that should be left for 3 event mod sets for Eidolon or something (nudge, DigitalExtremes). Damage vs. other stats could easily be tweaked so it deals more per-shot with semi-auto without a confusing stats table written for it, e.g. lower fire rate or reload or critical stats for higher damage per-shot, vice-versa.

    Other Stats/Comments on Stats:

    • No innate Punch-through
    • Unknown/No noise reduction
    • Doesn't become a melee weapon when you run out of ammunition
    • Nothing particular to be said about OVERHEAT/special weapon functionality; that's added damage or damage conversion.
    • I did not calculate value of critical stats or fire rate with regards to existing mods, nor in direct comparison of Opticor itself (the baseline I used). I just don't want another critical weapon and would prefer a heat status-based firing weapon that looks like it shoots lightsaber blades.

     

     

    *I don't mind this idea for a shotgun "-cor" weapon as an alternative. I just don't want it to behave like Phage or have Hek-like properties, don't want another Tigris. No idea how to go about tweaking shotgun stats in my head so it looks like an Opticor, feels like an Opticor, and uses status like a Burston/other burst rifle.

    **I've listed some problems under the respective category but don't know if Status Chance should be tweaked given the weapon type/firing behavior.

    ***Quartakk fires 4 rounds all at once. This means it looks like a shotgun if all 4 rounds apply status, but each have the base status chance (if I'm understanding status chance correctly for rifles vs. beam/pellets). I did not want to suggest something that shot 4-barrel type rounds, so you could have that splitting of rounds on enemies by dragging your crosshair as I mentioned. I also did not want this to be competitive with shotguns, just semi-auto rifles and beam weapons.

     

     

    Remember, it's a rifle. I wanted to keep true to Opticor but add in special bits that make it look as though it could be burst rifle type of damage output but compare to Ignis Wraith for heat status. Let me know if I'm forgetting something anywhere, at all. Maybe I'll remember/come up with a tweak or additional thoughts. Feedback appreciated, on the item or formatting/wording, though I'll probably just reply as a discussion and leave others to point out any flaws or better ways of thinking about it all. Thanks.

  10. That's an animation bug and it applies to all warframes (and by extension, any ability I've seen thus far), any weapon possibly but I've only seen it personally with secondaries (akimbo a.k.a. dual wield). Swapping to your primary doesn't fix it, but it doesn't happen again to the primary. Don't think it happens to melee because there's no real 'holstering' after each attack/shot.

  11. I'm sure this happens with warframes as well but good luck getting me to test this.

     

    I feel like you should be able to have someone go into a cheat/dev client and spend like 30 seconds fiddling with any players' breath of a bug or error in this game regarding gameplay and find them. I understand this is a beta, but you're selling crap as well. What's gonna happen when it's no longer beta? Same exact thing, relying on players.

  12. My god these forums suck. Can't even properly copy+paste...

     

    Description: Selling weapons with equipped mods deletes those equipped mods.

    Affects the player themselves

    Arsenal>Weapons (So far I can only 100% confirm it's secondaries but I'm almost positive it doesn't matter)

    Additionally, Esc Menu > Inventory > Weapons > Sell pile.

    Liset, because Arsenal.

     

     

    You'd have to pay me for my time to do it a fourth/fifth time to make sure it is a 100% reproducable bug. I'm done screwing around with this particular bug. Is it reproducable? Pretty sure there aren't strange prrequisites, but someone from DE could spend <30 minutes trying every concievably possible avenue and then get hit by it. Without a doubt, it's not a fluke.

     

     

     

    Reproduction steps (what I've always done):

     

    1. Get new weapon (unranked, any type)

    2. Level it to rank 30, probably equip at least 20 drain worth of mods but it probably won't matter. Ranked mods or not, doesn't matter at all. Weapon rank probably doesn't matter either, actually. I'm just telling you what I've done every time it happened to me.

    3. Sell it through Inventory, making sure that it has mods equipped before doing so.

    4. Go to your mod bench, or your arsenal for equipping weapons and look to see which mods are gone.

     

    Bam. How to delete mods.

     

     

     

    If, for whatever reason, this is "intentional" in Warframe, it's probably one of the dumbest things I've seen in a video game. I knew I should've kept removing the mods before selling..

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