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LSG501

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Posts posted by LSG501

  1. Yeah had it a few times, and while I didn't fail many of them it did mean they took longer.  The main reason in my experience was the group not sticking together meaning the enemies were spawning all over the place and then having to travel further to get to us etc.

    Agree with above though, solo was a lot easier overall and arguably had less bugs too. 

  2. I'm lucky in that I got all the parts in the first nightwave but in all honesty the beacon cost wouldn't feel so bad if the 'prestige ranks' didn't pay us the paltry 15 credits....

    I'd rather DE upped the prestige rank credits rather than lower the price, this would benefit all players rather than just those doing wolf beacons.

    • Like 4
  3. 28 minutes ago, --RV--Virtuoso said:

    @LSG501 I'm sorry if you found it a waste of time. Perhaps you could give a suggestion on what wouldn't be a waste of your time then?
     

    Something that isn't about 'advertising' yourself by posting something blatently obvious for most people on this forum.... if you want to be linked with warframe, try and apply for that new 'partner program' replacement....

  4. Personally I don't think Steel Path is anything more than DE needing to add 'something' to the game because of the recent updates being poorly received and/or lacking.  I wouldn't even be shocked if it is 'released' on or around tennocon....

    If you look at it subjectively they've picked a relatively easy thing to add that people have been asking for.  All they need to do is add a 'simple' modifier so we get higher level for existing maps along with a toggle switch essentially, even the rewards haven't been touched when you think about it.  

    As to MR, while I'm basically over the MR grind, the missions themselve are essentially the highest level from sorties so it's not going to be that hard at the end of the day is it.. most of the 'target players' will have it done in a day if not less.

    • Like 4
  5. Honestly I'd rather just have the ability to forma a slot with a 'universal' polarity or add multiple polarities on to a single slot. 

    I don't personally use the simulacrum for my builds, purely because by the time I've levelled the frame once I've usually got an idea of how I want to primarily build it.  I do however find that I'm being more and more restricted in my ability to run more than one build on a frame due to needing a majority of the slots forma'd (made worse with umbral mods and limited access to umbra forma).

     

    I wouldn't mind being able to do an a versus b test with riven roles though...

    • Like 1
  6. Actually had a little time thinking on how we could get a way to 'remove buffs'.... now I admit this isn't really a complete solution as it all or nothing aproach but it's far less work code wise imo than a toggle in a menu and as such something we could get sooner rather than later.  .

    The easiest option for keyboard players is obviously a keybind which when pressed cancels any buffs you might have picked up, but this is an issue for controllers because obviously they don't have as many buttons and are already struggling with space iirc.

    So I thought what about a gear wheel 'toggle', we can stick it in our gear wheels and then activate it if we want to disable all buffs (say we have a volt spamming it's 2 like I mentioned earlier) and then select it again to enable buffs in that mission.  Like I say not perfect but as a quick fix I think it's a viable option to consider.

  7. Honestly, in most cases I have far less issue from wisp's 'speed' mote than I do when a high power short duration volt keeps spamming their 2... (yes I know I can backflip out of volt but if they keep spamming it...).  Even a high speed wisp doesn't seem to be as bad as most volt buffs.

    Shooting isn't my issue and in most cases (usually volt more than wisp), it's more to do with stupidly fast sprinting (I already have most frames set at the speed I want), my timing for bullet jumps is thrown off and if I happen to use titania flying is annoying due to even more of the 'back glow' we get when flying and the fact it seems to make titania even worse to do 'small movements' when 'sprinting', that's already bad enough without a buff due to the on/off nature of her movement now (how I miss the 'acceleration' of the old version)....

     

    Shock mote can be a little annoying on the wrong type of map (spy for example) but normally it's pretty handy if you're using melee and condition overload.  Having said that not all wisp users sling down shock when they know it will adversely affect things. 

     

    I think it's kind of getting to that point where DE might need to consider adding in some toggles relating to whether we want to be affected by 'buffs' from certain frames, because it seems that most players with buffs just assume 'everyone' likes things they same as the person buffing does....

    • Like 1
  8. 42 minutes ago, SpicyDinosaur said:

    This is exactly what I'm talking about. "I don't like it personally, so they should just delete it." So selfish. Let other people enjoy the game if they have something they like that you don't.

    Oh look... the bias is finally coming out... I haven't actually said anything about deleting it (actually you were the one to mention posts calling for it be deleted)....While I don't like it I haven't actually been asking for it to be removed, there's a difference in having a personal opinion, thats why I said it was a personal opinion, and actually trying to push it on others.....

    As much as you'll try and say otherwise the fact is that for people who don't like conclave and have no interest in it, the code required for it is bloat and takes up space on a storage drive unnecessarily.  In an ideal world DE would give us a more modular design where we could chose not to install things like conclave, and the mini game clones if we have no interest in them, but that isn't going to happen... they couldn't even do that with the alternative rendering tech thats being added.  Think of it like this...if I install MS office for example I can choose not to install say access if I don't use databases to save space... same principle.

     

     

     

  9. 6 minutes ago, SpicyDinosaur said:

    The only thing I ever see people ask for is exploits and bug to get fixed.

    Also "no one I know" is not a good metric for the popularity of a game mode, though yes it isn't very popular. However, DE has a lot of game modes, and at various times they are or aren't popular. It's quite possible Conclave would be more popular if DE hadn't abandoned it like they do most things.

    No idea why you're missiing the other posts about it but I'm not going to worry over it either way... personally I'd just remove it (I don't like conclave and this is coming from someone who enjoys pvp like quake and ut) as it's just extra bloat in the game for me personally. 

    We've also had statistics shown in the past which back up the view that it's unpopular... think it was around 1% iirc, that's pretty similar to raids iirc which got removed...  I am curious as to how it compares with railjack mind you lol.

    In all honesty I don't think it could improve in popularity without a major overhaul, and I'm not just talking new maps, it's got a lot of issues which put off players....  but thats a topic for another thread.

  10. Honestly I'm in 2 minds on riven slivers... on the one hand they're an ok reward but on the other hand I'm a bit fed up of having to keep shelling out 60 plat for 3 more slots because rivens are seen as 'end game' rewards by DE and keep getting stuck as the rewards.   I wouldn't mind if DE increased the base number for us when they increase the capacity (if only DE hadn't have gone totally rng on them, storage wouldn't be so 'expensive'....) but nope it's plat only increase.   I'm not even heavily collecting and only keeping the 'useful' ones but you soon start running out of space and basically need to buy more to continue with things like sorties...

    Yes I know it's 'only' 60 plat each time (it's actually 2700 plat if you max them out to 150...) and it's relatively easy to get from trade but it still doesn't change the fact that I'm basically 'paying' to be able to use my 'end game' reward.... 

    So you could say I'd rather have something other than rivens or riven slivers as a reward these days, even more so with my 'good rivens' (not paid for them luckily) seemingly being on the nerf list when they get adjusted.... hell I'd rather have riven slivers give me riven slots over actual rivens, they seem easy enough to come by other ways imo.

  11. I've found myself playing protea and have had some (actually quite a few for some reason) missions with mesa in the same group meaning I've had the opportunity to notice something on protea that could really do with a change imo, this is on top of my other bits earlier on..... 

    When you trigger blaze artillery there is a delay before it fires the first shot, compare that with mesa peacemaker (and no I don't want it nerfed) they can pretty much fire the instant they trigger peacemaker. 

    I've literally watched a mesa trigger peacemaker and kill all the enemies in the time that this "rapid fire Artillery" fires it's first shot, I actually triggered mine first too... meaning that I essentially end up wasting the energy etc. 

    So could we maybe get the whole activation to firing sequence of blaze artillery made faster so it's at the very least comparable to peacemaker's activation.

    • Like 1
  12. 22 minutes ago, SmokinDice said:

    well I know this feeling, and with all the diffrent types of playstyles I still wish we could save settings in loadouts as well.

    I change my settings freuqently and always rebind buttons and settings to the frame I play.. for atlas I for example I sometime bind 1 to left click, and 3 to right click.

    or for khora  bind her 1 to mousheel up and down. and even on protea's turret now, just to make spam feel less irretating

    I do all this crazy stuff just to make the gameplay more smooth.. we just have to settle for this for now, and we dont need to change frames every mission most of the time. just play how you feel best and dont limit yourself by trying to work everything into one setting.

    in my opinion it should be really simple to be consistent with 'dual function abilities'.  We shouldn't need to keep changing things between frames if DE just had some sort of consistency with their approach to abilties.... it's not even hard....

    • tap - primary action, ie trigger ability or in the case of protea launch splinter grenade.
    • hold - secondary/alternative action, ie switch ability or in the case of protea launch shield grenade.

    Protea is like the above in default, titania/khora etc is not so if you're like me you use the switch option in the settings for titania/khora etc... which then reverses protea as well causing it to be the 'wrong way round'.  Pretty sure there is at least one other frame that is 'reversed' because I remember people complaining on the forum but can't remember what it is off the top of my head...

    • Like 1
  13. 1 minute ago, SmokinDice said:

    you can easily change this in the options.

    Do read the whole post....

    Not to mention changing it in the setting then causes the others to have the issue I'm on about... hence the consistency part of the comment...

  14. Honestly I still feel protea could be improved...

    1 - Shrapnel grenades - I really wish this was switched around so that the hold press is quick press and vice versa.  It basically all goes back to consistancy in terms of triggering actions on long press/short press abilities, something we've been complaining about for ages.  Basically it's the reverse of khora/titania etc which is annoying because I've changed the setting so it's long press to change and quick press to trigger which now makes the quick press shield grenades on protea.....which is the less frequently used grenade type.  

    Also wish the shield grenade automatically attached to protea and the vfx was toned down a little if I'm honest too.... would be nice if it was 4 grenades total and didn't reqiure an extra grenade for any companions.    Shes incredibly 'spammy' in terms of abilities and I just feel she could have some of this reduced by some simple QOL changes.

     

    2 - Blaze Artillery - I know it doesn't match the name but I honestly wish this just did the same thing that revenant does on his third  (correction) fourth ability where it uses the best damage type for the enemy.  The targetting doesn't always seem to hit things if it's too close, maybe move the LOS 'pin' further back.  Like others I wouldn't say no to more duration and for it to maybe follow me too, for it's cost it feels wasteful if it just stays there doing nothing after killing the enemies...maybe it could refund a percetnage of it's energy if it does nothing similar to ash bladestorm.

     

    3 - Dispensary - I'd quite happily settle for this to have a shorter duration if it meant the items drop faster... for a frame that is all about 'fast actions' it kind of feels out of place needing to wait for the stuff to drop... it's just so slow.

     

     

    • Like 1
  15. 5 minutes ago, Ethice said:

    They removed the option to enable and disable adaptive brightness with this update, me thinks

    Well that makes the advice from Bear pretty useless then doesn't it... unless it's incredibly poorly explained/worded and they actually mean it's now 'standard' features and are on automatically.

    • Like 5
  16. Going to be blunt... I honestly have no idea who thought this change was a good idea, it's just too dark in general, it's almost like the person who decided on baseline is working on a screen with the brightness set too high.   I'm going to assume, seeing as I am set to high in most cases that I wouldn't have been affected by said 8bit techniques.

    I already felt some parts of the game were too dark and needed to brighten up the settings (and no it isn't my screen it's accurately calibrated by a spyder pro for my work) and now it's even worse... hell there's some locations that are so dark, even with the (useless) torch, that it feels like I'm feeling my way around, they're even worse now.

    Now you're saying to use HDR, well ok... my only option is the experimental thing at the bottom which even states it won't work without an hdr monitor...

    I'd also love to know where autoexposure is because I sure can't find it anywhere in my settings...

     

     

    • Like 28
  17. 36 minutes ago, ShortCat said:

    On another note, @LSG501 as someone who opposes nerfs, can you please describe as detailed as you can how you imagine nerfs would change the game and impair your experience.

    In the most simple terms, this a power fantasy, any perceived drop in damage output is seen as negative by most players so I'm in the bring things UP to parity rather than nerf things.  I'm not against balancing things, it's the way it's done and it makes a huge difference to the perception.

     

    37 minutes ago, DeMonkey said:

    Engagement is hardly the most subjective term. One can measure it objectively, albeit crudely.

    As a basic measurement, you could look at the steps required to kill an enemy.

    Highly engaging: A Boss fight that requires awareness of environmental hazards, attack patterns and add spawns. You will have to dodge everything dangerous and attack during openings. Perhaps even create the openings yourself.

    Not engaging: Cookie Clicker games. You occasionally press a button to level up a character so a number increases.

    Warframe falls very low on this spectrum, barely being above Cookie Clicker games in certain missions with certain frames.

    This opinion stuff is boring, it's not a hill you want to die on.

    I know, I've said this game is in the 'mindless' category of games plenty of times in this thread, but I'm basically just using the terms others are using when replying.

    The thing is DE has tried the 'engaging enemy' with the exploiter (think it's that one... the one underground) and honestly most people I know in game don't enjoy that one (I know I'm skipping it's nightwave challenge) and the other one is basically like most other open world content, just forgotten about when you've got everything. Even the eidolons have an element of 'engaging gameplay' in their design and I can't exactly say they're that popular either in my clan etc. 

    So either DE can't make engaging content or the players aren't really here for it... I'd say it's a bit of both in all honesty but still.

     

    48 minutes ago, ShortCat said:

    Yes, it would indeed "fix" the problem of players complaning about Intrusive AoE abilities, becasue you would play solo as a result. I thought I explained it in a fairly simple way.

    If AoE is causing so much issue for players that an opt out of certain frames would end up causing you to play solo then you to me that means one of two things...

    • either there are so many AoE players that your call for it to be nerfed is basically the minority... because if 'everyone' is using them they likely enjoy using them or
    • there aren't that many people out there as you say there are that have an issue with AoE... because if there was a majority you'd have plenty of other like minded people to play with

     

    Now I know you comment was likely hyperbole but still...

     

    53 minutes ago, (XB1)ShonFr0st said:

    Nah it's about what a good part of the community wants, mainly challenge and grind reduction (which comes through challenge), as the data suggests, and what can aid the longevity of the game.

    You're making assumptions again... and if you're using that 35k graph from earlier, I've already covered that one...

    This is very much about YOUR preferences and also my own, it's not the whole community... for one thing the whole community isn't here and we can't assume that their viewpoints align with our own in either direction.

     

     

    A little side note: If I don't reply it's not because I've 'given up', it's that I have real world things like work I need to do and well I need to spend time on that rather than essentially repeating the same thing over and over...

  18. 1 hour ago, (XB1)ShonFr0st said:

    That's hyperbole. All tilesets have large rooms with 20+ meter sightlines, it would not change the effectiveness of AoE. Especially because in a horde shooter, with or without the ability to go through walls, the high enemy density and general low survivability of units (with very, very few exceptions) make AoE always the best way to approach engagements, thus rendering the choice of other options a willful handicap to yourself. This is already bad enough with LoS checks (no wonder Bramma and Ignis reign supreme), without them it's just madness. Introducing LoS checks would add a degree of balance and the requirement of positional awareness to use them, which arguably is needed for the very best combat tool in the game, while leaving almost unscathed its effectiveness. The current system doesn't reward positioning in the slightest: any place is a good place to use AoE because it just affects everything in a 40m radius. I'd argue that it'd be way more satisfying to place the correct nuke at the right time, when enemies are bunched up and in sight, and killing them that way instead of cheaply through walls.

    But is isn't hyperbole... the majority of maps are smaller enclosed spaces and the use of ignis wraith is already pretty prevalent in lower levels, actually I've seen it at higher too thinking about it.....

    We already have 'situational nukes' in frames like ember with WoF, funny that we don't see her much after her rework and loss of her AoE, and even hydroid can do the same 'situational nuke' with his first ability, hell I can run though most low levels with hildryn and her 3 active and kill enemies....  actually I hardly see any of them to be honest in missions and tbh I can't say I see many AoE either outside of the expected saryn on ESO  and mesa/nova on sentient railjack anomaly map.

    Not everyone wants a reward from positioning...  some people just want to kill enemies as fast as possible, that's the game they want to play and it's their choice.

     

    1 hour ago, (XB1)ShonFr0st said:

    If this is not an example of "I like being overpowered therefore I'm right", I don't know what is. It doesn't punish them, it requires them to at least pay attention at what's on screen, otherwise we'd all be playing a cookie clicker and not an action game.

    Like if Saryn or Equinox didn't already solo ESO up to lvl 100+, or Mesa didn't annihilate lvl 140 sentients. Hard mode will solve basically nothing, other then showing the issue for the whole community to see.

    Specification was probably required, you are right on this one. I'm arguing on LoS checks only on those abilities that can one way or another completely shut down enemies, via killing or hard CC. Nova is fine, even if you slow enemies they will eventually catch up to you and do what they are supposed to do.

    But this is the thing, you can't go selectively nerfing some frames and not others because it's unfair on those that like the other frames.

    Also there are other benefits of having frames like for example saryn or mesa in your squad, can you remember the last time you had to level up a frame without any offensive abilities, can you remember how painfully slow it is if you don't have a damage dealer helping you with XP.  So not only would you need to rework the AoE frames, you also really need to work on XP system (which to be fair needs a rework anyway imo) to help frames that can't do damage etc.

     

    1 hour ago, (XB1)ShonFr0st said:

    A sample size of over 20k is absolutely nothing to dismiss, and it shows quite clearly that challenge is something people value. Harder enemies "more on par with my weapons" have no place without a change to AoE, they'd die before ever doing anything to you. Your second argumentation is nonsensical, since that same chart showed how 40% of the player base regards grind and repetition as the worst elements of the game. Most people burn out and leave because the game sacrifices combat for boring grind. Do you know how you fix RNG grind? With guaranteed rewards. How do you make guaranteed rewards without inflating the reward system and allowing players to complete everything in a day? With challenging content that requires skill. Don't know if you've ever played Destiny 2, but the Whisper and Zero Hour missions are great examples. Fairly challenging, engaging, masterfully crafted, guaranteed exotic gun at the end. It's regarded as some of the best content in that game.

    But the thing is (I think it was 35k) the sample size is relatively small in relation to the game, this forum has over 5 million users (nowhere near all active) and the game has supposedly 35-50million players signed up.... even if you assume just 10% of the signed up is playing you're at over 3 million, you're at over 300,000 with 1% meaning 35,000 is about 0.1% of the signed up player base.  So while I agree I wouldn't say no to higher level enemies, I also know that a sample size that small doesn't necessarily match up with the rest of the community because with all things, the most active in things like surveys are also the ones that are most actively asking for change..

     

    1 hour ago, (XB1)ShonFr0st said:

    Which thank god doesn't go through walls anymore and has contained range, as that was clearly disruptive to the game. Can you see the pattern? Also, enemies could be tailored to specifically be vulnerable or resistant to melee damage, so there's a good reason to use all the tools at your disposal. Nox and Sentients are good examples. One because of its DR and weak point, the others for their nimbleness, discourage melee for ranged attacks. Once enemies are allowed to fulfill their purpose, they can be used to balance parts of the game by countering the player, without other nerfs needed.

    Which has also caused issues with us not hitting targets due to the dodgy line of sight that DE uses.... I personally feel they needed to keep a short amount of punch through on melee to stop things like metal railings blocking damage for example.  I'm not asking for much, just enough so that when I'm physically looking at 100% of something (say a crate) I actually hit it with the melee instead of being blocked by something that isn't even in my LoS....

    I've been doing a lot of railjack (to get it out of the way, as I'm not a fan of it) and doing the sentient anomaly was one of my main runs due to double dipping with the shard (and being one of the few active nodes)... admittedly there were a fair few mesa running this (can't blame them and was actually thankful in all honesty as the sentient map was pretty tedious) but even in missions without mesa all what happened with sentients was people running the paracesis (which was needed for the crystal anyway) which nullifies sentient resistance.  In all honesty the biggest issue with sentients was actually melee not connecting with them and this is basically down the way things clip and hit in the game (DE's pretty poor at clipping masks in all honesty), when it did connect level 90ish sentients were killed in a few swings....iirc the grineer heavy gunner on the crewships took more hits lol 

    Also DE just tried to balance enemies and we have people complaining they're not hard enough now and part of that is because melee is overpowered compared with everything else, essentially you can't balance when you have basically 4 (5 if you include operator) different damage mechanisms that all seem to have their own scaling and damage output.

    To be fair I wouldn't say the balance is perfect either because it's basically just switched up the 'meta' but it's arguably gives us more choices  on how we build weapons compared to the old system.... do I care about the higher enemies being weaker, honestly no because I was never interested in going to stupidly high levels and/or amounts of time some players chose to do.

     

    1 hour ago, (XB1)ShonFr0st said:

    Because that consists in arbitrarily taking away the player's tools,

    But isn't this basically what you're trying to do by removing a players choice to run an AoE frame....like I've said before we shouldn't be trying to tell people how to play the game, we shouldn't be trying to remove things others do like just because we don't like them. 

    I don't like railjack (although I don't mind the maps for archwing) and while I'll openly say I think it was a complete waste of DE's resources, shoudn't have been added, and was time which should have been used elsewhere on the game, I also know people like it so I wouldn't call for it to be removed. 

  19. 1 hour ago, ShortCat said:

    Suggested solution to filter public matchmaking will not work and cannot work due to cascading effect. Filter has to consider filter option of every additiopnal player, if not, the system is pointless. Especially playing with Frames, which are blacklisted a lot will be a nightmare. In the end, it will segregate the already fractured nature of the game even further, which is obviously not the desired outcome.

    Except imo it would work, it would solve the issue for those that have an issue while not affecting those that do not have an issue with AoE.... and as a side bonus, we don't have people trying to force a playstyle onto other people that don't want to play that way. 

    The entire 'call for AoE nerfs' is segregating players and fracturing the game in it's own right.  There are players that enjoy AoE and those calling for the nerfs are basically ignoring those players and expecting them to change without any choice or willing to use an alternative approach to the issue.... so to make the nerf AoE players happy you in turn make the AoE fans unhappy...

    And you can say it's about compelling and engaging experience all you like... the fact is it's not you who decides what is compelling and engaging for other players, this is purely about what YOU want.

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