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FAZZWARFRAME

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Posts posted by FAZZWARFRAME

  1. 20 hours ago, Decapitare_ said:

    There you go. At console tennogens are buyable with plat. I didnt know that. I just made a suggestion didnt underestimate anyones work while doing tennogens. DE can do same thing on pc. People makes tennogen dont have to loose any profit. They can still get paid and DE sell stuff for plat. Either purchasing plat or playing game and earning plat its win-win for DE. Noone needs to offend. I respect and admire works of people who makes tennogen stuff. That was the reason i open this topic at first place. So more people get tennogen stuff. 

    The legal stuffs works differently on console vs PC.

    PC is a royalty based split between DE, Steam and the creators

    For Console, DE pays lump sum to creator buying out the right to distribute on PS4/XBone

     

    And before you say make PC the same as Console:

    Tennogen is using Steam as the aggregation platform, so it cannot be done unless DE abandons the current setup and build a new aggregation channel.

  2. 8 hours ago, khangalanga said:

    I was thinking about using the Jat Kusar a lot more since it seems fun, but what are your guys' impressions of it? I know people are going to say use whatever you like, but I still wanted to know whether the weapon itself is good or not and whether I should spend my limited forma/potatoes on it.  

    If you have limited forma/potatoes you're probably not playing at the level of the weapon's drop off point yet, so yes, it's good, go ahead.

  3. 2 hours ago, ComCray said:

    Been skimming a bit throughout the discussion (which I didn't expect to go on as long as it did) but I can't actually find a compelling reason why the system should be changed. I'm sure these reasons must be in here somewhere, because I refuse to believe this has been going on for the few vapid attempts at an argument I've seen. 

    SO, can is there anyone willing to consolidate these arguments in a single post? I'm not looking for a wall of text, just some bullit points will do. 

    Why? Because I'm trying to wrap my head around the whole concept. Apparently this is a thing for some people and for the life of me, I can't figure out why it would be - apart from the obvious negative "because new players are entitled S#&$s", which I don't believe in.

    Summary:

    A group of self proclaimed experienced warframe players wanted to argue on behalf of the newer players that daily login reward system is bad for their morale because the time gap required to get everything has grow to become so huge that it will scare people away instead of incentivizing them to keep playing.  The other group of experienced players whom have been keeping up with the login reward wanted to re-enforce and self validate their effort spent by keeping the system as-is.

    While all these are going on the actual new players are just enjoying the game not a care in the world.  This thread is nothing more than mid/long term players arguing over nothing to feel good about themselves while using the new players as an excuse.

  4. 21 hours ago, Troll_Logic said:

    I don't believe that for a second.  There is no reason why vacuum can't pick up reactants & stars for a player without moving them and there is precedent in the game for this.

    Greedy Pull.  After Greedy Pull was nerfed it would pull items to the player without moving the items for the other players.

    Before someone says "But that was an ability, not vacuum", it's the same thing.

    those items are asynchronous, reactants are synchronous.

  5. adding a kick functionality may introduce too much disruption to game play as well as the potential of abuse.  They're better off implementing safeguards that will prevent a player from dead-locking a mission, something like as suggested before a time out mechanism to force-drop the key/node for mobile defense, and independent extraction option for survival missions...

  6. this is a decision made by DE after weighing in many factors such as technical constraints, player usage and purchasing habits etc.  It has been debated to death many times over already, just accept it the way it is.

  7. If I understand you correctly, your proposal is to make it easier for people to obtain god tier high disposition riven than low disposition riven thus driving up the adoption of non-meta stuff while keeping the meta stuff unchanged.

    I agree with the idea but think that there is a missing point in your general assessment.  If you look at the usage right now there is now a hidden meta, which focuses on the combination of a non-meta weapon + high disposition riven.  This typically applies to high power weapon but for one reason or another also have a high disposition riven, weapons like the boar prime, pryana, sicarus prime, dragon nikana just to name a few.  These hidden meta weapons are in general the ones with sky high prices on the market.  Your suggestion if implemented, will only amplify the gap in between, both in terms of plat price and power creep level.

     

  8. It's all relative, there will always be someone with more damage / kills in a multi-player mission.  Try to gauge your own competency as a player by doing solo missions and see if you can hold your own ground; if you do you would have nothing to worry about, if not at least you can identify your weakness and improve from there.

    If all else fails just do low level earth missions with a bunch of MR 2s and 3s, I doubt you'll have trouble out damaging them...

  9. On 7/27/2017 at 6:43 AM, Arkvold said:

    This thread's existence is another wonderful example of why Riven mods were a mistake.

    I called this very situation out when Rivens, and the Riven Disposition system, were implemented to begin with.  Weapons are going to change - nerf, buff, doesn't matter, they're going to change.  Yet if a weapon changes, suddenly its popularity and usage are going to change as a result.  Look at the Tonkor and Synoid Simulor: they used to be widely used everywhere and now they aren't due to nerfs.  Riven Disposition, being based on popularity, will fluctuate as usage fluctuates.

    But what happens to the old rivens, generated when the Riven Disposition was different?  Especially for weapons where the Riven Disposition drops?  There's no winning answer to this question.  If old Rivens with higher disposition are modified to match the new disposition, suddenly a lot of people's Rivens become that much weaker, spontaneously.  DE has just devalued a lot of peoples' inventories.  If the old Rivens with higher disposition are left as-is, they become a unique form of Exclusive content - super-Rivens that have more potential for good stats than modern day Rivens for the same weapon.  Their value becomes artificially inflated as a result.

    Either way, DE is going to tick people off - either old players with higher-disposition Rivens, or newer ones who are stuck with lower-disposition Rivens for the same weapon.  Way to back yourself into a corner there, DE.

    They've done this for the longest time since they first introduced riven disposition.  The value of 300% damage on a riven mod is not actually stored as 300 but rather a base value with a multiplier.  The base value, say 100, doesn't change.  When they nerf the disposition by lowing the multiplier from 3 to 2.5, that's when you see the nerf showing up as 250% damage.

    I've learned to live with that, the bigger problem I have is when they change weapon mechanics, such as introducing the shotgun damage fall off.  I had a 150 multi 150 damage 2.5 punch through boar riven with -99 flight speed, it was very powerful when boar was just a hitscan weapon, but with the damage falloff I now need to shoot enemies in the 0.1 to 0.2m range :(

  10. I like the fact that riven disposition is based on usage.  I think it is a good aggregate gauge of how powerful a weapon is without diving into every specific secs like dps, accruarcy, reload, ammo etc. (each with a different standard).

    I'm interested in knowing how DE classify usage though; Do they include everybody or just the high level players?  Do they weight usage with or without a weapon as the same?

    Let's take dragon nikana for example, at base it is weaker than nikana prime so people without riven will stick to nikana prime.  Will the smaller portion of people using dragon nikana with a riven be enough to throw off the usage scale?

     

  11. 57 minutes ago, (Xbox One)dude1286 said:

    If they could turn all the attributes of a riven into a hash and index the username and hash of a riven, speed shouldn't be issue. And if they store all the attributes into a string that gets parsed on the client side, it will also make each riven not take up a lot of space. I want more riven slots, only 60 slots with 221 unique weapons is too small for veterans who have poatoed all the things.

    I doubt they're not indexing the username, it is a day-one-to-do with or without riven.  Hashing does help in cutting down lookup time with smaller tables but you're still talking about 2 queries hits.  They probably:

    1. used a document oriented structure like JSON and added the riven attributes at the same level as the parent (user)

    2. used a parent-child relationship by linking the parent user to child riven ids, but to prevent the child table from growing exponentially, defined a fix number of housing on the parent level (ie. have 60 columns)

    3. used something like 2 but allows for exponential growth by not compartmentalizing the child table, and retro actively calculated 60 to be the magic number as the single peak.

  12. 8 minutes ago, EdmonEdmon said:

    Alas the advocate cries,
    Being late is not so bad,
    The penalties for your crimes,
    Are not so sad,
    A few items you miss,
    Events I care not for,
    It's almost as good,
    As the starters have,
    But you are a criminal,
    So a few things are banned.

    on behalf of my company, thank you for driving me back to work from procrastination :)

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