Jump to content

enizer

PC Member
  • Posts

    230
  • Joined

  • Last visited

Posts posted by enizer

  1. 11 minutes ago, --DSP-- said:

    So you're basically saying that Frost Prime should never be unvaulted ever again?

    since if we continue this rotation, unvaulted will never be unvault again.

    The vault opening was always supposed to exist, the wiki page on it has a Q&A from the devs saying things going into the vault are NOT being removed from the game forever.

    On the vault rotation though, it dosn't look good, things are heading into the vault more than twice as fast as the vault events are happening, meaning there will never be an oppertunity for it to come full circle.

    Either they haven't decided how they want this done in the long term, or they already have a different system in mind, to be implemented later, THIS, does not work, and if it's clear to ME that it dosn't work, it's going to be very clear to the people who's income depends on it.

  2. 17 minutes ago, Firetempest said:

    With vaulting however, you can get those PA only goodies that never dropped in game. like the armors and capes. So I think this vault deals will never vanish. As for old prime frames and weapons getting cycled in more often with the new key system... well. DE hasn't said a thing.

    True, I am tempted to buy the next deal that comes with titan extractor prime for example, regardless of me most likely owning the other stuff in that pack.

  3. You guys keep talking about "revenue" but, I'm failing to see vaulted parts being rare and expensive specifically doing anyone any good.

    From observing the market, and asking other players, I get the feeling that the vast majority of their income, would be from people buying plat to buy inventory slots, or, completely random crap, and NOT collecting vaulted prime parts from trade chat.

     

    As it stands, this current vault system, means that only obsessive people like me, that play Warframe in almost all of their spare time, have a chance of getting them, and I see this system dampening my friends enthusiasm for the game, as it's a bunch of gear that cant be had at neither the time they are able to play, OR the money they are willing to sink into the game.

    I seriously considered quitting because of that myself, because, having gear just be "out of reach" like that, is seriously NOT fun.

    And that was over approx 1500p worth of gear that I lacked, and had been vaulted.

    Today, those items would cost around 4000p, which is WAY more than I would be willing to pay, my friends who started playing after me reached the same conclusion and simply quit.

     

    Regardless of revenue plans I may lack the details of, I have to consider the current vaulting system broken.

    Edit:

    At a minimum, the vault opening is WAY too slow for the amount of content locked in the vault. there have been 3 months or so between things getting locked in, and 7 months between the vault openings?

    This is so slow that  at the speed this is working for example, it will be nearly two years until the Loki prime vault opens.

    The vaulting process however is adding things to the vault every 3 months, it wont be long until there is more vaulted stuff than stuff available as drops, making prime acquisition mostly about dealing with trade chat.

    There has to be a way to profit from the game without it coming down to THAT.

    So, you may say star chart 3.0 does not change the vault, like DE said it would many times, ok, perhaps they changed their minds, but that dosn't actually mean the current system is good, in the long term, it's ALREADY quite effective at alienating new players.

  4. Regardless of if it would be overwhelming or a bad business idea, or anything like that, the vault opening events just seem too rare, last one was frost, and that was in December, just before I started playing.

     

    It is now nearly the end of June, and nothing.

    I'm really glad I bought all the vaulted primes before they started skyrocketing in price, and yeah, I want this vault thing fixed because I feel sorry for those that follow, and wont have a realistic chance of getting vaulted gear, because of the insane inflation.

     

    With the prices as they are today, I would have looked at the market, decided this was a ripoff, and not given the game any further chance, so I'm glad I started playing 5 months ago, when none of this stuff was worth over 400p each, and most of them were on 100-200p.

    Seriously, Ember prime soon approaches 20$ value WITH the 75% discount, and hearing that I would need to pay that much, for ONE frame, really is something that would just make me quit.

     

    Aside from that, 7 months now since the last vault opened? and several primes have been added to the vault since.

    I'm starting to suspect they have changed their minds on the vault opening events, and something else entirely is about to come up, I don't believe they were originally planning to make the events THIS rare.

     

    Edit: Note that this would make a pile of prime gear that's now vaulted that I have gathered plummet in value, I still hope they stop that artificial inflation crap, as it's something that would ruin the fun for a lot of others like me.

  5. Realistically, I'm guessing from previous reworks:

    #1, I'm quite sure it will NOT scale, fixed numbers, no %, and so will be dramatically less useful in endgame.

    #2, it will probably be less automated, and more interactive, like making it channeled, take mana per kill, give it bonuses for attacks on targets with debuffs.

    #3, it might interact somehow with other abilities, similar to how Saryn and Mag work, but I wouldnt count on it, it's equally likely to get just a straight "valkyr" treatment, where only one ability gets "balanced"(the highest power one) and any other abilities that could use tweaking, will be forgotten about.

  6. I just attempted him twice now, First try, corpus head refuses to open for 20 minutes straight, team gives up.

    Second try? Grineer head does not pop up at any point, cant be attacked, stage 1 cant be finished..

    Not a great start..

    Damaging him down is easy though, he just cheats by bugging out.. :(

  7. I get annoyed at this alot, I am NOT a fan of the context sensitive weapon switch key

    i just want to bind separate keys for each weapon, no nonsense.

     

    This is especially problematic, in cases where you are trying to do things while carrying the MD data thing, and, decide to use a codex scanner for example, then switching from the codex scanner, picks the primary, and drops the objective.

    Another situation is when using your secondary weapon most in a mission, because of specific enemy/weapon mixes, such as, for a long time when I was new, a sniper was my best primary weapon, but it didnt work on specific missions, such as on infected swarms, for those, I used Atomos, which with the right mods(range extension is key, changes chain length from 3m to 11m between targets) cleared them up effortlessly.

    The weapon problem? every time I got downed by something, and raised, I would auto switch to the primary, which was just not better for that mission, and then I need to frantically swap back to the useful weapon, while running, and sometimes lag impacted it further, making it not respond, and when I click again, it responds twice, getting me the primary weapon back.

    just.. gah..

  8. Yeah, I would prefer this, but then again, I pretty much cant stand the convergence orb mechanics

    Three problems stand out:

    First, it´s too often far out of the way, making you need to stop what you are doing and hunt down the blinky glowy orb thing, i have seen this appear VERY far away, especially in some void missions, where it may have been 50m from me in a direct line, but due to walls in the way, it would have taken about 40 seconds to run over there.

    Have seen this happen in mobile defense, where it meant staring at the icon for the convergence, because i really cant leave the MD spot for that long to fetch it

     

    Second.. it´s just breaking the flow of the mission, adding random buffs that then encourage you to go on a killing spree to make best use of that buff, just, it distracts me from what I´m doing, it breaks the flow of the game, by adding times side objectives to everything.

     

    And third, and worst of all, it´s not immersive at all.

    At no point can I ever feel like the convergence pickup is actually story related, or anything I can immerse myself in.

    It´s quite impossible to ignore, that it´s a mechanic, and I grab that pickup thing and then go on a killing spree, because that generates XP that I need.

    I get a feel for the gun I´m using, I get a feel for the warframe I´m playing.. but the convergence? no such feeling.

    It's a mechanic, to be grinded, through and through.

    It makes as much sense to me as it would be to add a draco like mission, intentionally, just, specifically add a mission where you would be able to maximize kills per second, and not even hiding the fact that it's a grinding spot, and then massively nerfing affinity gains from all other content.

     

    Just.. DE please remove the convergence completely.

    I have seriously been thinking about having a specific focus grinding gear set, and just getting my daily focus cap done at draco, and then using gear without lenses, for all other gameplay.

    I'm not even making that up, I'm specifically avoiding putting lenses into gear now, because I'm making up my mind if I consider being unable to even see the convergence nonsense appear, to be enough of a bonus to warrant paying for it's absence with specific focus grinding sessions.

    Just, really?

  9. 26 minutes ago, Cyonan said:

    Personally I think Lephantis is one of the only bosses in the game that feels like an actual boss fight. Most of the other boss fights are either "wait for chance to hit weak spot, then murder" or are just another trash unit with more HP.

    Although admittedly for a fight with only 2 phases, the 10-20 minutes that most people in this thread are reporting they're getting for kill time feels like it can drag on when you're doing the same mechanic over and over for that phase(and both phases are similar in mechanics to begin with)

    I like the idea of lephantis, and yeah, most other bossfights kind of fall flat, with them usually being over in seconds, if the boss isn't invulnerable until some specific time, at which the boss dies instantly at THAT time instead.

    This specific sortie though, 92 minutes for my team, and we have been doing the sorties daily for a while now, just.. ouch.

  10. This sortie was incredibly annoying for my team.

    First up, two minutes in, Nova Prime player gets one shot, we fail to reach him in time, and he respawns... OUTSIDE the boss room.

    He does not get to participate any further.

    Then,  the three of us stubbornly continue,  and notice, that all three of us, are doing around or less than 1% of the damage we are used to.

    Me, ember prime, with, hek, damage 11 per pellet, with crits up to 45 (I am used to around normal 600 damage per pellet, before crits.

    My rakta ballistica did about the 110 damage per hit, but much fewer bullets, my Redeemer did 10 impact damage per pellet. world on fire did 12 damage per tick to the boss, effortlessly cleared the spawning infested though.

    Nezha, with boltor prime, reported his highest critical hit as 200 damage.

    Valkyr, with tonkor, left without talking at the end, had around 53% of damage done, me and the Nezha player were roughly equal at 23% each.

     

    I expected to do less damage, as much of my hek damage is elemental, but, I had around 5300 damage per shot in physical damage, so I was not expecting to do almost no damage.

    Would have thought the problem was me, but everyone else in the group reported the same.

     

    I hope we ran into some absurd bug, because seriously, we timed it, and it took us 92 minutes in total and we used up 7 large ammo restores, that's just... o.0

  11. Yep, I really dont like the convergence mechanic, it heavily incentivises a type of killing spree gameplay, for max efficiency, that I just don't find fun, and the convergence is easily the vast majority of all focus i gain, so, I cant afford to ignore the idiotic killing spree times..

    I go to draco for killing sprees, when I decide to add sevral forma to a weapon, and just need it back to 30 asap.

    I want the rest of my game to be much more tactical, which the convergence just breaks the flow of.

    And if I try to ignore it, it's still a bright yellow reminder of the focus that I'm missing out of.

     

    On top of that, it regularly spawns very far away, when I'm still, it regularly spawns up to 50m away, THROUGH WALLS, where the actual distance to fetch it, is MUCH longer.

    And when moving, it seems to spawn up to 50m away, from where I was 10-15 seconds ago, which leads to a LOT of backtracking, or me having to decide... nope, it's just too far away now..

  12. At first I did want something like this, but when I though of it more, I have to say no, it would do far more harm than good.

    After playing the game for around 700 hours(according to steam) I have seen only THREE people that legitimately deserved to be kicked.

     

    One player, decided to be a tourist in a defense map, running around pointlessly, looting, but did not fire a single shot at any point ever.

    The second, pure trolling, Loki player that was an expert in teleport switching people to annoying places they never wanted to be at.(have seen sevral Valkyr players try this, but none as successfully as that one Loki player)

    And the third, a self appointed expert, rank 21 player that complained of people not playing correctly, kept pointing out mistakes, never actually gave helpful advice, such as pointing out what people should actually do, then he ragequit half way through the mission, a sortie, which we then completed, on the first try, without him, and without ever having a clue what he was yelling about.

    All three would have been very nice to kick early, in time to get an actually useful, helpful, replacement.

     

    However, this is in 700 hours of playing, and I can only find THREE examples?

    And in the other side of things, I have seen many people that tried very hard over long missions, and performed much better then at first you would have thought.

    Like most recently, a player I met in the, April fools survival, he had a very fragile build, lacked an aura mod even, and if the kick mechanic had been there, he would have been kicked right away on the first minute.

    I'm very glad today that kicking him was NOT possible, he turned out to be a really fun guy, and lost his final life on minute 58, of that 60 minute survival.

    I count him as a friend now, and still talk to him every time I see him ingame, and this thread makes me think.. with the kick mechanic, he would not have been given any chance, the reaction WOULD have been an immediate, "oh, undergeared noob, /kick, lets get someone more useful to join"

  13. I have the same problem, I do NOT actually want to claim my login reward at midnight, for me, this results in a ton of boosters just being wasted.
    Another issue with this, and the group "auto accept" bug, where someone in your group starts a mission, and you auto accept it.

    Twice in a row now, I have had a team end the mission at midnight, I get the daily login reward, and in the background, someone else suggests a mission(one I have no interest in) and for some reason, I auto-accept.


    However, the login reward and it's animations steal focus, so I cant do anything about the group, like, say, quit before the pug group pulls me into a random mission?
    On top of this, claiming the daily reward ALSO fails, due to the group pulling me into a mission, triggering a loading screen.

    This is a VERY annoying combination.

  14. I was wondering about this, just ran a few fast easy missions, and no blueprint reward

    I dont remember reading about this change in any patch notes, what's up with this?

    And ERIS for phase specters?

    That seems a little extreme, are force and cosmic specters nightmare only now then?

     

    EDIT: yep, Gulliver, Phobos, did it rescuing the prisoner 1 second after the alarm sounded(yeah, timing of doom Mr Warden), killed the wardens, and, vapor specter.

    Same mission, no alarm, killed all wardens.. vapor specter?

    Hmm, that used to make the difference between vapor and phase on venus rescue, i guess this simplifies things, if it no longer matters.

    Then you need to run different missions for different specters, not the same one in different ways.

     

    And, checked again, nope, patch notes do NOT mention rescue mission or specter changes.

    Overall, i'm not opposed to this change, running the same mission in different ways, making sure to fail one of the optionals on half the runs, was somewhat annoying.

    This makes it much less dull to do over and over, though I would really have liked to hear about this, rather than having to google it to find out why I wasn't getting specters anymore.

     

    EDIT: I accidentally a word

  15. I posted a lengthy post on another post on the same topic, and some testing of mine, but to summarize, the problem seems to be Valkyr.

    I successfully made Nyx, Ember prime, and Saryn specters, also made Mag and Mag prime in the past, all worked fine, then recently switched to Valkyr as my specter of choice, thinking the armor value would keep her alive.

    Well, I never had a Valkyr specter die on me, but unlike the others, they almost always break completely very soon after spawning.

     

    This post, and it's replies, for details.

  16. Ok, testing the ones I bulit last night.

    First up, 3x force specters, Nyx/Vectis/Atomos/Ninkondi

    1# red veil exalted sabotage mission 27-32, no ability use, did not glitch, died while heading to extraction.

    #2 red veil exalted deception mission 25-30, no ability use, finished the map with no glitches, did NOT avoid enviromental fire, which the red veil operatives in the mission seem to do.

    #3 red veil exalted rescue mission, 25-30, no ability use, finished map with no glitches, got stuck on conveyor belts twice, and had to be left beind to catch-up teleport to be freed, red veil npcs did NOT have the same problem with the conveyor belts

     

    Second, vapor specter, Ember Prime/Rakta Cernos/Rakta Ballistica/Lacera

    #1, T1 mobile defense, used ability 1 once, then fired normally untill she died in a laser trap half way through

    #2, second half of the T1 mobile defense, no ability use, toggled melee channel, then switched to the bow without turning off melee channel, finished mission with no glitches.

     

    Third, phase specter, Saryn/Dex Sybaris/Rakta Ballistica/Lacera

    #1 T2 mobile defense, no ability use, otherwise worked normally throughout the mission.

     

    It's pretty quickly starting to look like this "specters do not shoot" bug, is gear and warframe specific, in paticular, I used valkyr for a dozen various runs before I decided to document it and comment here, and it's the same, Valkyr keeps glitching, and faster with some weapons than others.

    I am not having this problem with other specters, just Valkyr.

    Even bows, which break Valkyr specters pretty fast, do NOT appear to glitch other warframes.

     

    Speculation: When I think more on it, I suspect that certain warframe abilities do not work right when specters attempt to use them, most specters that use abilities, I see simple ones, like single target direct effect ones, get used a lot, but others, like channeled warframe abilities, I NEVER see used.

    That, along with that most specters seem to stop using abilities at some point in their lifespawn, makes me think that the specter AI just cant handle some ability mechanics, especially channeled ones, or "replace current weapon with ability specific weapon" ones.

  17. I have had the same thing happen with a few different loadouts, you make me think though, it's always been valkyr, Nyx worked fine when I used her in specters last month, even using ability 1 occasionally, but never living long due to Nyx being rather squishy.

    Mag prime also turned out to be too fragile to make a good specter, did not try her extensively, but don't remember her not attacking.

    Nyx and Mag prime specters were using Vectis/Atomos/Ninkondi loadouts.

     

     

    My vapor specter loadout has been:

    Valkyr

    Synoid Simulor(never fired), Rakta Cernos(around 7 shots), Mutalist cernos(around 4 shots), Vectis(around 15 shots)

    Atomos(never fired), Rakta Ballistica(never fired)

    Lacera(works fine), Ninkondi(works fine), Redeemer(usually works fine)

     

    Redeemer once got stuck in a loop, where she tried to reload the Mutalist Cernos, did NOT pick up an arrow, then fired the redeemer shotgun, and did this constantly throughout the rest of the map, resulting in a redeemer shot every 5 seconds regardless of enemy presence, but towards the enemy if there were any.

    When the bows bug, I see them NOT draw an arrow, just point the bow(sans arrow) in aiming mode, sometimes getting stuck swapping between bow and melee weapon like they ran out of ammo or something?

     

    Thought: Nyx used her ability occasionally, is Valkyr glitching on ability use, or has something changed since patch?

    I googled this, and the details are usually the same, I found one report of atlas specters bugging out for a reddit user, and a dozen different ones complaining Valkyr specters don't work, no other warframe specters mentioned that I have found.

    EDIT:

    Decided to run a quick test on a phase specter I built earlyer but had not tried, Valkyr/Lanka/Rakta Ballistica/Redeemer, T1 Ext mission

    Run 1 finished, specter acted normally, used abilities, fired the Lanka a lot, charged to various levels, hillariously inaccurate.

    Run 2, used abilities, fired about 40 shots.. and.. then just started aiming at things, no longer fires or uses abilities.

    Vapor specter Valkyr/Mutalist Cernos/Rakta Ballistica/Redeemer in the same map, used no ability ever, fired three shots, and then glitched

    hmm..

    Making specters with other loadouts and other warframes to see if i find a pattern of some kind.

  18. I have had three bugged MD missions today, always grineer desert, vs infested, one group spent nearly 30 minutes looking around poking everything trying to get something to happen, but no, no clue, the datamass vanishes upon use, without starting the timer, on console 2/3, in all three attempts for us, and without that, we just cant start another objective.

  19. Has happened three times for me today, more than one place, always the same mission, tileset and faction though.

    Mobile defense, Grineer desert, like the screenshot above, vs infested.

    Third time just now, I was carrying the datamass, it looked like the console collision model was rotated 90° to the graphic model, I was only able to use the datamass in a wierd position, the console made a beep, and that whirring sound, but the graphic did NOT change red, then the datamass was no more, and the next objective timer had NOT started.

    Nothing further happened in that map, everyone was forced to abort

  20. 20 minutes ago, -cS-igo95862-ICE- said:

    S0QIDLM.jpg

    Clearly a downgrade. Part of SciFi feel that warframe had were its clean reflections. Now its gone.

    wow, I have to agree, I mostly noticed that the grineer tileset looked way better, this one is NOT an improvement.

    hmm, is that the "blur reflections" options on or off"?

    I dont remember seeing that blur reflection option before, I have a knee jerk reaction to "blur" anything options, and it was on by default.

    I also notice the after screenshot has the colors more muddled, lines are much clearer in the before picture.

    The dark line in the lover right corner, on the before, it makes the border look like a segment, like the pathway was assembled from parts, in the after picture, it looks painted on, like mere decoration, instead of representing an actual indentation in the walkway edge

  21. The first mission I started after the patch(saturn - phoebe, nightmare capture) I dropped to 0.2 FPS every time I tried to move, it was so slow that I could not navigate to a menu to quit the game, had to end task it.

    Issue did not happen again after a restart, and changing some settings back and forth(ended up identical to what it was before)

    Do some old settings conflict with the new features in a way that's fixed by re-doing the settings ingame?

     

    In general changes, the new lighting looks nice, I especially liked some new reflections I don't remember seeing before, I don't remember ever seeing a shiny anything in the grineer tileset for example, but it looks quite cool.

    I am however having some J.J. Abrams level of lens flare that I cant seem to disable by any means.

    I don't remember seeing that before, and to be honest, lens flare is something I wish I could disable in real life.. this is getting old FAST

    Is anyone else having an issue with this intense lens flare on nearly every light source?

    please add some way to disable lens flare.

     

×
×
  • Create New...