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FlinttheImmortal

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Posts posted by FlinttheImmortal

  1. Before "open world" Warframe, I never used the Itzal - never saw the need.  My go to was the Amesha.  Once Tridolon hunting was introduced, I started to use the Itzal.  Why?  Expediency.  Outside of Tridolon hunting do I use the Itzal?  No.

    And I suspect many others in the community have had a similar experience.  Perhaps even a majority.

    The Itzal became relevant because of "open world" Warframe and specifically, Tridolon hunting.  Perhaps Orb fights to some extent as well.  It did not suddenly become OP across all content.  The Itzal hasn't changed.  The content has - and only for certain specific instances.

    So, Scott, give your head a bit of a shake and go back to the drawing board.  What is the root of the problem here?  The Itzal's Blink ability?  Or the content for which it has become useful?  And is this actually a problem?  And why does your only solution (only publicly stated one, mind) involve deleting that usefulness?  Can't you do any better than that?  Here's a suggestion: Start developing content for which the other Archwings are useful, for which they might fill a particular niche.  Or, conversely stated, develop content for which the Itzal's Blink ability does not give it such a stand out ability vis a vis the other archwings.  You strike me as a bright lad, I'm sure you can come up with something.  Something a little more nuanced and cerebral than "Nerf it!" at any rate.

    Or is it against your, and by extension, the studio's design philosophy to design content for which a particular bit of gear (ex. a particular Warframe, etc.) excels above others?  And should we expect more musings/rumblings about future nerfs into mediocrity in the future?

     

    • Like 1
  2. If you are using steam and an Xbox 360/Elite Controller, try the following:

    In steam, right-click Warframe->Properties

    At the bottom of the General tab, change the Steam Per-Game Input Setting to "Forced Off"

    It disables DE's "controller mode" integration with Steam and set things back to how there were before whatever update that was back whenever.  I've just tested this now, after I downloaded the update and I haven't had any controller issues so far.  Everything is working as it should be.  If you need to rebind, you can use the Xbox Accessories app from the desktop in Windows 10.

    Not sure how doing this will affect a Steam controller, but it should work with a PS4 controller as well.

  3. If you are using Steam:

    right click Warframe

    go to Properties

    under the General tab at the bottom you need to set Steam Input Per-Game Setting to Forced Off.

    Then you can go back to using both keyboard, mouse and controller just as it was before DE messed about with controller settings in order to "streamline" things.

    There's a post about this very topic in the Player's Helping Players subforum, I think.  Have to just search for it.

  4. On 12/21/2017 at 3:58 PM, Unus said:

    Till then though, I believe what we have is what we'll have for the rest of Warframe's time.

    Agreed.  There really hasn't been any indication of any change or refinement in design philosophy.  Now, the apologists will argue that DE doesn't have to abide by the demands of community feedback. And this is correct.  Good luck maintaining the marketability of the product with that attitude though.  The apologists will also argue that DE does indeed respond to community feedback and makes changes accordingly.

    Well sorta, but not really.

    DE, very simply, reacts to community uproar in the moment.  That's it.  Nothing more.

    DE rarely, if ever, pays attention to past feedback or utilizes it to guide development going forward.  They commit the same mistakes over and over.  They rely on the same design crutches again and again, as if they've convinced themselves they can do no better.  And who knows, maybe they can't.  Maybe they've plumbed the depths of their talent pool.

    Still.  I would like to see some change and refinement in design philosophy in Warframe, particularly with respect to RNG.  It just ain't the be-all and end-all anymore.  Players want something more thoughtful, revenue generation scheme be damned.

  5. "Well, it's another year and yet again we failed to deliver on our year-end content.  It's not a big deal, really.  The community will just swallow it as they always have, because, hey, we're just a poor, itty-bitty little studio who's been doing this same thing for over five years and have yet to learn how to budget time and manage resources.  The community excuses us for this stuff all the time.  No real reason to change, whatsoever.  Still, we do feel just a wee bit guilty 'bout the whole thing, so what should we give all our little tennos as a consolation? Any ideas?"

    "Let's cobble together an event using assets we've been sitting on for months 'cause we couldn't come up with any ideas on how to utilize them thus far."

    "That's a great idea!  But listen, we're all real short on time this year.  I mean, REAL short.  Like, we all bugger off on vacation in like two days.  Hardly enough time to add any real meat to this event.  What do we do about that?"

    "Just recycle some old rewards.  They won't even notice."

    "Great!  Still, probably end up a little short on the goodies.  We need something else."

    "There's some story bits lying around that we could toss in as an added incentive."

    "Good idea!  And so we don't have to do as much thinking on new content down the road, lets put the lore bits behind our Grand Exalted Mechanic RNG.  That's way, since not all tenno are going to get all the bits this time, we can reuse the same event again, and again, and again.  It's genius!  Content that keeps on giving!  We're piling up so many repeatable, RNG events we're barely going to have to do any creative work in the not too distant future.  Wonderful!"

     

    RNG lore...?

    Feh.

    DE's really hit creative rock-bottom with this one.  RNG lore as an event reward?  Seriously?

    DE needs to go back to the drawing board when it comes to the utilization of RNG.  It's getting damn repetitive, and damn boring.  It isn't engaging, and it sure isn't rewarding.  And it damn well shouldn't be applied to as many aspects of the game as possible.  I'm sure it's in the Geneva Conventions somewhere that RNG is not to be used to hold lore hostage.  Seriously DE, stop using RNG as a crutch mechanic every single time you run yourselves out of time on a content delivery.  If you can't be bothered to come up with anything better (ex. More thought out, or rather, thought out at all, because RNG is rather brainless), then just don't release the content until you have the time to refine it...assuming you don't get distracted by some other shiny in the meantime and forget about the whole thing.

    Try doing some out-of-the-studio research when it comes to reward mechanics.  Surely there's more you can adapt from other developers than just tech and graphical improvements.  I'm fairly certain the community would greatly appreciate it.

  6. 50 minutes ago, (PS4)chubbslawson said:

    I would love to see them get something right before they release it so they can leave it alone after they release it 

    This.  In a word - polish.

    Of course, you can't release a polished product without actual direction and leadership from a game director.

    "This is the year we make clans great again!"

    "I think it's time to leave the Origin system!"

    "Kingpin system is coming soon.  We even have assets to show you all!"

    "To hell with everything I said above.  Ignore it.  Forget I said it.  Here, look at this instead!  Open World Warframe!"

    "Damage 3.0!  Coming soon!  Complete with the removal of so-called mandatory mods!"

    "Well...wait...no...not really.  It's too hard to do."

    "Coming soon, Damage 2.5!"

    "Well...wait...no...not really.  It'd delayed."

    Studio leadership needs to pick a direction (hence the term "Director") and stick to it.  Preferably one that has been well researched beforehand and deemed entirely feasible to pursue to its logical end point.  This scattershot, constantly distracted by new shiny things approach only causes problems down the road.  There's getting to be too many skeletons in someone's closet at DE.

  7. 3 hours ago, (PS4)Stealth_Cobra said:

    - As for the "what happens a year later when many people have all lens in the current focus tree".. Well, guess what, you add new nodes then !!! It's not like the operators are perfect, and you can always add new, more expensive nodes, more levels for popular nodes, more waybound nodes to increase operator damage... If you want the system to be long term, update it regularly instead of hoping people will stick around farming it slowly for the next five years.

    I was with you until this point.

    You don't add new nodes.  That's akin to moving the finish line back another mile when a marathon runner is within 100 feet of it.  And it's basically what DE has done already with Focus 2.0 - many players already crossed the finish line of the Focus 1.0 race.

    Arbitrarily increasing or prolonging the grind is lazy and unimaginative and it's insulting to players.  It's something DE has been doing for years.

    How about this instead: Develop content for which a completed Focus 2.0 is actually useful.  This should be the goal behind any tool or utility the devs create for the players - content in which to use it, content which tests its and the player's limits.  But we don't have that.  We have: farm focus so we can unlock focus that gives us the ability to farm focus faster so we can be done with farming focus faster.

    The fact that the devs have already commented on "doing something about the strats" tells me that the whole thing - Focus 2.0 - was poorly conceived from the start, and that little to no thought was put into anything beyond the grind for Focus 2.0.

     

  8. I agree.

    It would nice to be able to set a goal, and then play the content knowing that progress will be made and the goal will be achieved.  Instead, we merely play for a chance at achieving a goal.  A chance.  Hardly rewarding.

    Warframe blueprints come immediately to mind.  Why are warframes RNG-gated?  Why not up the build costs and have a quest reward all the blueprints for once...or rather, again, as this used to be the case.

    Another issue that comes to mind is drop table dilution.  Credit rewards in bounties, for instance.  Why?  DE's "official" response it that the credits are there for new players.  Rubbish.  A 5 minute/wave Dark Sector mission nets a larger payout and for less time than a bounty.  And if it is so important to get credits out to new players, then simply award the credits at the end of mission, in addition to the RNG reward.

    I think it might benefit the community if certain members, or a certain member of the dev team were to actually speak up during a Devstream for once and actually expound on DE's thinking behind drop rates and tables, instead of giving us one-word answers all the time.  For instance, how long does DE feel a player should have to grind out each blueprint for a warframe?  30 hours?  50 hours?  How long does DE feel a player should grind to max out one focus school?  100 hours?  500 hours?  1000 hours?  Etc.  Does DE even have a timeframe in mind for these things?  If so, then why when a player satisfies this time commitment, must they still contend with a random drop?  And if not, then why not?

    What disappoints me most about Warframe's rewards system the most is that it is the ONLY area of the game that has seen little to no development or evolution since I started playing two years ago.

  9. 1 hour ago, mstriker said:

    thats true but they are going back and fixing some mechanics arent they?

    Indeed they are.  And it might turn out to be a good thing.  However, the cynic in me says it is going to be "a day late and a dollar short," and further asks whether or not this is just going to be a revisit of the initial not-so-universal sentinel vacuum "rework".

    37 minutes ago, mstriker said:

    they have not said anything so we dont know, just because they dont say otherwise that doesnt mean its not going to be; thats called ad ignorantiam fallacy.

    I think that might be one the reasons behind all the concern - they haven't said anything.

    You don't sell players on a new mechanic, new content, or a rework by keeping it secret.  DE is absolutely horrible at realizing this.  The fact that they really haven't showcased anything substantial to do with the operator/focus rework, aside from mentions in passing, says to me that they really haven't put much development into it yet.  Which begs the question: What the hell have they been doing for the last (nearly) two years?  Furthermore, and again I'm being cynical, I find myself questioning the quality of the focus/operator rework, given that it strikes me as being entirely spur-of-the-moment.

    I can understand not wanting to spoil the players' sense of discovery, but instead of waiting until release, DE could have at least addressed some of the communities biggest concerns vis-a-vis operators: Do they have a larger energy pool?  Are they going to be more hardy?  Are they going to be more mobile?  Three simple questions that require three rather simple answers.

     

  10. 1 hour ago, Urlan said:

    /snip

    ^^^ This dude gets it.

    Also, I think it has a little (perhaps a lot) to do with this being yet another example of what DE always seems to do best - bait and switch.  Please keep your "pffts" in response to this in check - this is not another "tin foil hat" response.  I do not, for one second, believe that DE every really intends to bait and switch its players in any malign sense.  But time and again they introduce a concept or mechanic into the game, let it sit unfinished, unexpanded (is that even a word?) on, or outright broken, for years at a time.  The players provide ample feedback on how to resolve the issue, DE does nothing, and the players generally become accustomed to it.  Then, out of nowhere, and more often than not, contrary to player feedback, DE goes in a completely different direction.  And rather than introducing this unlooked for change as an option for players to try out before committing to it further and expanding upon, DE goes full ham on it and makes it outright MANDATORY for players should they wish to play the content.

    I think this "practice" by DE - the unintentional bait and switch, along with the contrived and forced nature of many of the changes - builds some resentment within the community, and it is something DE has failed to address or improve upon in years.

  11. So Operators are getting turned into Warframes (armor, weapons, focus powers), and Warframes are becoming useless (for some undisclosed reason they are now ineffective against sentient technology, despite being designed to do just that)?  Have I gotten that right so far?

    I'm really trying not to be too critical about PoE as it hasn't been released yet, but...well...

    The focus/operator rework being made absolutely necessary for fighting eidolons seem very, very contrived.

    "Hey, we need a new mechanic for fighting these eidolon things!"

    "Well, we're blowing up the Focus system anyway, so let's rework it around that!"

    "Great idea.  Even better, let's take the warframes right out of the fight, and have the operators do the fighting."

    "Now, wait, hold on, eidolons are just damaged sentients, right?"

    "Yeah.  And?"

    "So why, exactly, do we need to sideline the warframes?  Weren't they created to beat up sentients?  I mean, they are highly mobile, and use primitive weapons, the only thing that was effective against the sentients.  I don't quite follow the train of thought here."

    "So what?  There's no such thing as continuity in this game.  I love the operator idea, and dammit, I'm going to force EVERY single player who wants to fight an eidolon to love them too!  Or no random loot for them! "

    Contrived.  And to think, they hired a professional writer.

    The dynamic events look interesting on the surface, but time will tell if they are actually dynamic events, or simply mission modes we already have "dynamically" recycled on the PoE map.  The increasing enemy difficulty is a nice touch - no more waiting for 30 minutes in a survival mission before things get interesting...assuming the scaling is steep enough.  And there is the exploration aspect - the map does look lovely.  And we actually get to transition to actual archwing, and not just sharkwing.

    Let's see...what else...

    Oh yeah.  Mining?  With a laser.  We No Man's Sky now?  C'mon, you had to expect somone to poo-poo on this one.  And it'll no doubt be dependent entirely upon the almighty, and lazy, RNG, because DE can't seem to do anything else.  Well, that's not quite right.  They refuse to do anything else.  Well, that's not quite right either.  They have the Junction tasks.  Neat idea, and one used by other games to break the monotony ad nauseum of simple RNG rewards.  But alas, they got forgotten about just like so many other things do...probably never to be seen again.

    But pardon me, for I am getting ahead of myself.  PoE isn't even out yet.  Who knows, we might actually get a proper scavenger hunt/crafting quest to build our newest legendary item - operator arcanes.  You know, the kind virtually any MMO worth it's salt does for its legendary items.  You know the kind I mean.  Where you see/find out about a legendary you like, find out what you need to make the thing, and go play the game's content to collect the stuff to make it.  That's assuming DE actually put any dev time into the rewards system, and didn't use it all up on everything but.

  12. On 9/10/2017 at 2:21 PM, NightmareT12 said:

    From what Steve said a few months ago in one of his streams, what I understood was that adding Kuva to the Kuva Fortress like that would be the easy/lazy solution and he wouldn't be happy with it.

    He's also happy with the incredibly boring, lazy, and unimaginative Riven slot machine.  The lack of consistency is troubling.

    However.

    I agree that adding a "no restrictions" farmable node on the Kuva Fortress would be a bad idea.  Players would simply play that node and neglect the siphon missions, and the rest of the map thereby, altogether.  Then again, they might get tired of the Kuva Fortress node and go back to the siphons at some point, as well.

    The idea of the "kuva heist" has been around since kuva was introduced, and it is a good one.  Whether it is a shipment hijack, or a smash and grab, either works.  The idea of making it a daily work well.  I would add to that by having a normal, and nightmare version, giving players the option of two per day just like siphon missions.

    I would love to see a "kuva heist" done as a mini-raid style mission, but alas, I doubt that will ever happen.

  13. 8 hours ago, Gnlstorm said:

    FTP mean it free so give them a break, enjoy what DE given us...

    I'm a bit surprised that this sentiment didn't show up earlier in this discussion, along with the standard "DE is just an itty-bitty little studio, so just take what they give you and enjoy it" line of nonsense.  These are so often used by the community to give DE a free pass when they get lazy and just "phone-in" content or leave content unpolished or unfinished (see my first post).  They are a crutch used by both the community and DE.

    As a consumer, I expect a certain level of refinement and improvement to game mechanics to come with the release of new content, regardless of studio size or monetization plan.  PoE, from what I've seen so far, is just pretty window-dressing on the same tired, old RNG the community has seen for years with no change whatsoever.  So no, PoE is NOT something entirely new for DE.  Besides, they've had years to do their homework and get it right.  Again, this is just the community bringing out the crutch again, and DE willingly using it.

    That said, I have no doubt that the core gameplay - the combat - will be as enjoyable as it ever has.  I am looking forward to trying out sniper rifles on PoE.  Not so much the eidolon fight, however.  Just not a fan of what operator combat has been thus far.  "B-but, they've learned from Chains of Harrow and made improvements," you say?  Really?  What were they doing during The War Within?  Not learning from all the feedback given?  And these improvements, from what I've seen, basically involve turning our teenage mutant ninja tennos into their warframes with some fancy new armor. Why do we need warframes and operator-frames?  Seems redundant.

    But who knows, the next big reveal on September 15th might make a liar of me.

  14. 7 hours ago, Ryim_Drykeon said:

    PoE is an addition, yes, but it is first and foremost a 'first step'.

    Well, let's talk about some of DE's other "first steps," shall we:

    1. The Focus System: Still has the "Beta Feature" tag on it, yet it hasn't really been touched in what, over a year?  And no, "they're working on it, but it's on hold cuz PoE" isn't an excuse.

    2. The Helminth Virus: This was supposed to be, and I'm paraphrasing Steve here, "something very important to the nature of warframes, to what they really are."  So important, in fact, that no more has been said of the matter.  This one really bugs me.  It's been how long?  Finish the fekin' warframe origin story already and move the plot along to something else.  You're not GRRM, you don't get years to do one plot line.

    3. The Nemesis system:  Again, "they're working on it, but it's on hold cuz PoE" isn't an excuse.  It should have been ready, and integrated into PoE to give it more content than the standard-issue fetch-quest and farm we are currently getting.

    4. Rivens: Anyone remember the line about "slow to roll out and with many iterations" in the Riven Dev Workshop?  We got one iteration, just one - Disposition.

    5. "Making Clans great again:" Steve's words, not mine.  I don't even think DE has taken a first step on this one, apart from talk about the Nemesis system...and that's on hold cuz PoE...as if one new clan activity is somehow supposed to "make clans great again"

    6. Damage 3.0: I'm not talking about the community version(s) of it, but what Steve and Scott talked about regarding a damage 3.0.  First it was eximus units with weak points - which never even made it into the game.  Then it was Nox units with a weak point.  One. Unit.  Just one.

    7. Etc.

    DE doesn't do first steps very well.  Or rather, they always seem to take the first step...and that's it.  DE is a studio with ADD - they rarely follow through on anything because they always get distracted by the next, new shiny everytime one of the Dev has a "good" idea.  Then the whole studio gets committed to that new shiny, leaving everything else to go to pot for...well, years?

    Plains of Eidolon will be no different, in my opinion.  I've seen nothing to convince me otherwise.  There's nothing new in it - just a larger map with yet another cookie-cutter fetch quest, and yet another grind farm no doubt dominated by a shallow, unintelligent, unimaginative RNG system because why come up with something new when Rivens do so well.  And the Eidolon fight?  It'll be all the rage in the short term, and then probably go the way of the Vay Hek fight, because it involves operators.  Dress 'em up with all the flashy armor you like, people play the game for the warframes.  If they wanted to play the game for the operators and the warframes, they'd probably play Titanfall.  I think DE has lost sight of this fact, so much so that they are trying to turn operators into their warframes with this new armor system.

    TL;DR: Just another map node that will end up like so many others - underutilized.

    P.S.  I really do want PoE to be something great - something chock full of content and things to do...it just isn't going to happen.

  15. No.  We haven't received any end game content - apart from Trials, that is, but those are a dead end, probably to never be expanded on.

    And no.  We will never receive any sort of "end game" content in the traditional sense.

    And another no, I highly doubt Eidolon's will constitute any sort of "end game."

    Why?

    Two reasons (though I am sure there are more):

    1. Game design choices made by DE:  In its wisdom, DE decided at some point to make virtually everything in the game trivial to obtain.  Sure, we might have to grind a few resources beforehand, but that's it.  Then we go to our foundry, press "Print," wait an arbitrary amount of time and PRESTO, there's the item.  Furthermore, many items (mods, resources, etc.) are awarded completely at random.  You play a piece of content not to receive a reward, but for a chance to receive a reward.  This is fine for fodder items, and every MMO uses RNG for fodder, but important rewards are rarely left to chance.  This being so, any content that precedes the reward, in this case, is superfluous.  This is why so many complain, perhaps rightly so, about the arbitrary and meaningless resource grinds required by so many items in the game.  A player should play content to be guaranteed the reward, not just a chance at it.  

    2. A very casual community:  Every single time DE has tried to put a reward behind a gate of some kind - a resource grind, an item limited to clans membership, an item locked behind login days, etc - this community gets absolutely hysterical and foams at the mouth with its sense of entitlement.  And this is understandable, given the above.  There are no "prestige" items in Warframe - apart from Founders' items - no items that one player might see on another player and say "Wow, that must been a lot of work to get!"  The communities reaction to any such sort of item is the complete opposite - derision at the player that has the item, and backlash at DE for putting in an item that isn't accessible to everyone at all times.

    So DE really is damned if they do and damned if they don't.  They've painted themselves into a corner by sticking with a rather simple rewards system that has very little depth to it.  There is meaningless content to grind for meaningful rewards - sort of.  And meaningless rewards attached to meaningful content - sort of.  But never the twain shall meet.  

    And remember,  only 2% of the community plays the Trials - Warframe's "end game".  The other 98% either don't care about them one way or the other, or they want them removed, or simplified, or soloable (a laughable notion for a raid, if ever there was one), or otherwise neutered.  So why would DE bother creating any sort of meaningful content (ex. Warframe's version of dungeons, more raids, etc.) to put in front of meaningful rewards that the community is just going to complain about because they don't want to do the content, but want the items rewarded by them.

    Rather grim prospects for the future of any sort of "end game" in Warframe.

  16. 1.  Apart from a standard issue fetch quest(I mean, I'm sure there are more, but they really do just end up being the same thing), one big &#! monster, and yet another resource grind, what else will there be to occupy players on PoE?  Bear in mind that exploration will only last so long, after that PoE will just be another low population node...like so many other nodes already in the game - the Kuva Fortress, for instance.  All those Prime Vault relics probably could have gone there - at least to give the place some life for a while.

    1. a) Will there be Sortie/Syndicate Mission integration into PoE?  Probably should be something to think about.

    1. b) Will the upcoming Clan Kingpin system be integrated into PoE?  Again, probably something to think about.

    1. c) Is the Clan Kingpin system even being worked on still?  Or did it just get dropped and forgotten, kinda like revitalizing relays/dojos, the focus rework, the Nidus infection, and so on...and on...and on...and on...

    2. When can we expect a Dev Workshop regarding The Great Experiment - aka The Plains of Eidolon?  Steve's tweets about it are real cute and all, but some actual concrete information as opposed to dev musings on social media would be much appreciated.  Something to demonstrate to the players that PoE is beyond the point of "Well, we made ourselves a big explorable map, now what the hell do we put in it?"  Remember, it's all about "setting a new standard of transparency with the community!"  "SoonTM" and "We're working on something" just ain't gonna cut it.

  17. Warframe is a broad as the ocean...and about as deep as a puddle.

    Nothing wrong with that, per se.  Plenty of games do incredibly well as a basic time waster that players can return to again and again.

    Thing is, for as long as I have been around the game (year and a half) and longer (from what I've been able to gather from old posts on the forums) players have been asking for more depth and refinement to the game.  Polished systems.  Fully developed mechanics.  Storylines that aren't simply dropped and forgotten after the quest(s) are launched.  A proper end-game - whatever that may be.  More game activities.

    And DE is trying.  We do get the odd new mission type.  The odd, but far from regular event.  And hopefully the new clan system turns out to be more than a "grind X mission 5 times to receive a Synthula bundle" dud.

    But what about the older content that was introduced, but never really finished?  Have any of these concerns ever really been addressed?  Sorta.  But not really.  The players are simply told "Soon TM," or "We're internally conflicted..." or the players "are just a bunch of casuals," or no answer at all.

    An example: Rivens.  Anyone remember DE stating that Rivens would be "slow to roll out and receive many iterations"?  Anyone?  Rivens received a grand total of one iteration to their core mechanic.  Just one.  Disposition.  Apart from that, not a thing has been done with them.  I'll say no more on the subject of Rivens - it's already been discussed to death, and it appears to have all fallen on deaf ears, to the point of avoiding the topic wholesale during the Devstreams.  Makes me feel all warm and fuzzy inside (sarcasm) when a Dev shuts the conversation down completely without so much as an explanation why, even though the players have put the effort into explaining the reasoning behind their suggestions.

    I understand that DE is a small studio and they need to keep cranking out new content to pay the bills.  But sooner or later that pile of old content that needs to be reviewed is going to be larger than the pile of shiny new stuff.  And having to wait a year or more for a forgotten/broken/hastily implemented piece of content to be picked up again put to use might just prove to be too long.

    So yes, I agree, a "State of the Warframe" address would be very welcome, with perhaps less emphasis on where the game is headed with all the new shiny stuff, and more emphasis on where the game is headed with polishing its existing content (apart from the Focus rework, we already know about that one).

  18. "This is automatically generated from our internal data but this data comes with no guarantees..."

    (used quotations rather than add to the flood of "You were quoted by" notifications I'm sure Rebecca already receives.)

    Anyway.  No guarantees, eh?  So this is supposed to represent DE's "new standard of transparency?"  Does it still count as "transparency" when it doesn't come with a guarantee of transparency?  I wonder if the drop rate for transparency is listed on the website...

    "...do not expect it to be comprehensive for how complex the game is."

    Again, does it still count as "transparency" when it isn't comprehensive?  And what bearing does game complexity have on publishing drop rate information?  Surely Sheldon must have a hard copy of all the drop rates somewhere?  Put them up on Google Docs and just skip this whole "automated process"  that apparently isn't always automated.

    I know I'm being a bit snide here, but when DE makes an official statement trumpeting their desire to get all transparent with the community and then delivers a website with a "some assembly required" disclaimer attached to it, I have a hard time believing their sincerity or their commitment to transparency.

  19. 11 hours ago, Sahysa said:

    I feel like I can respect DE's right to protect the game while also condemning them regarding how.  The pleas for help make little sense now...

    Indeed.  I agree entirely.

    My point was this:

    The timing of DE's statement leaves a great deal to be desired.  In fact, it stinks.  Slap Void with a C&D (I know, it was only a Letter of Warning, but it has the same effect on an person nonetheless), then, and only then, make an official announcement about being all gung ho about providing players with drop rate information and setting "the new standard for transparency with the community?"  They've gotten the whole thing backwards.  Why did they wait for two weeks after quasi-legal action was taken to make a statement about "transparency?"

    I don't believe DE had any intention to publish actual drop rate values.  And I'm completely fine with that.  They are under absolutely no obligation to do so.

    Fact is, Void already had the transparency ball rolling.  DE lawyered up and took it, and in order to avoid any further community backlash by thereafter withholding drop rate information, they had to run with it.

    But to issue a statement that, in my opinion basically plays it off as though it had been DE's intention all along to publish drop rate information I find to be just a little disingenuous, given the recent chain of events.  Again, why the wait?

    DE said in the 2016 year end Devstream that one of the most important things they needed to work on in 2017 was communication with the players.  This remains true and DE's statement is a step towards that goal...sort of...in a way...I suppose.  But I think what the community really wants is honest, proactive communication, a priori.  Not ex post facto transparency.

  20. Publishing drop rates may not silence the whiners, but nothing short of handing out loot gratis would do that.

    However.

    In Warframe it is rather important to know the drop rate for a give item.  Why?  Because the drop rate of an item is not fixed to its rarity alone.  Drop rate varies with location as well.  A particular item may have a 5% drop chance on one node, and a 25% drop chance on another.  If a player is farming said item, why would they waste their time farming that item at the 5% location?

    The point was made that publishing drop rates will only encourage players to ignore certain nodes of the map.  Then it is up to DE to ensure a distribution of rewards such that most, ideally all map nodes have at least one thing a player will need or be wanting at some point in their time with the game.  And Warframe already does a fairly decent job at this, regardless of the drop rates being published or unpublished.

    Would it make sense, then, to simply fix drop rates for an item of a given rarity to one value?  A rare that drops at A,B, and C will always have X% drop chance regardless of A,B, or C?  Dunno.  Why does an item's drop chance vary with location?  Dunno that either.  Would have to ask Sheldon that question.  Not that I would expect much of an answer.  He never did strike me as being very keen on discussing drop information or rationale with the players.  Which always did strike me as rather odd given the Devstreams are supposed to give the players insights into the deeper workings of and ideas behind the game.

  21. On 2017-05-25 at 10:03 PM, Viedra_Lavinova said:

    Trinity can give herself infinite energy and maintain an infinite amount of energy with energy vampire, this is broken and needs fixing.

    How exactly is this broken?  You've made a statement with absolutely no qualification.

    In the title of the post, you state that there should be diminishing returns only to Trinity, but made no mention of party members.  So let's look at this, with respect only to Trinity.  Trinity, currently, can cast EV to create energy, and then...?  Cast EV again?  Or Bless?  Or Link?  On an EV build, neither are of much use to Trinity because of the low duration.  On a Bless/Link build, if one isn't careful enough, they can still run short on energy.  So, with respect to Trinity only, as you specified in your title, how exactly is this broken?  With EV being as broken as you suggest, what does it actually allow Trinity to do?

    Not much, outside of staying alive, and casting EV again.

    Now, here's what I actually "read" when I looked at the original post:

    "Warframe's energy economy is completely broken, Trinity is the worst offender, DE pls fix!"

    So, I'm going to one-up your nerf suggestion, because I don't think it goes far enough, given that energy pizzas and Zenurik both exist.

    /begin sarcasm

    Cooldowns.  Just put all abilities on cooldowns.  5 seconds for the first.  10 seconds for the second.  20 seconds for the third.  40 seconds for the fourth.  All channeled abilities become duration abilities with flat values unaffected by mods, etc, etc, and so on, and so forth...

    That way, we can all enjoy Call of Duty ninjas in space, because let me tell ya, the ability spam is just too much.

    Oh, and I almost forgot.  Charge platinum for energy pizzas.  That was a real gem I found in another post of this sort.

    /end sarcasm

    I may have gone too far...

    Lotus forgive me...

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