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trst

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Posts posted by trst

  1. There's a fine line between engagement and just interrupting gameplay. Which is exactly what QTEs do to games that overuse them.

    That said active reloads only make sense as it's already a gimmick the game has and could be an easy way to reuse the TennoKai system for guns. Or Hek just making it an extension of the Kai system with Kai mods that trigger off gun kills on enemies, letting you get the free heavy attack without focusing solely on melee.

    As for the other suggestions they sound like gimmicks that would be more appropriate for more infrequent encounters like bosses and/or relegated to specific mission types. Kinda like how hacking is usually optional/missing from most missions but is a required for some like Rescue/Spy. Or how the entire Requiem system is only used for Lich/Sisters. Like maybe having a miniboss like the assassins that can be killed faster with a QTE gimmick or brute forced by pushing through multiple health bars with transition invulnerability.

     

    Also as for the Helldivers comparison some are harping over; QTEs are a very old video game system. It doesn't really matter if a recent game uses a similar system when many many other games use the exact same system and there'll be many more that also use it.

  2. Raising the cap just kicks the can down the road of players just hitting that cap and coming back claiming they need yet more slots.

    Making it unlimited just means some players will prove why DE had the concern over the server space in the first place.

     

    Personally I think the best solution is to only increase the purchased cap but make the plat cost scale and/or make slots beyond a point cost Regal Aya instead. On top of forcing players to confirm a popup warning them of potential issues like increased Orbiter/Mods List loading times due to the server having to pull more and more data to load your inventory.

    That way DE gets somewhat compensated for the data storage/server strain, only a handful of players could hoard absurd amounts, and any potential issues players encounter as a result of having too many would be entirely their own fault.

  3. Considering a category for specifically this is listed on their support page it only makes sense that they eventually do something with those reports. Though I'd assume DE only bothers to act once someone manages to get multiple reports against them. However that then runs into the other issue of most players not bothering to report at all on top of needing to go to the support page to do it at all.

    Also just to note DE does take these issues seriously enough when they become disruptive. As it's partly why Wukong got nerfed, AOE weapons got ""nerfed"", and why some reworks/LoS changes have been made. But DE likely isn't going to know how disruptive such things are unless players actively complain and make reports.

     

    So anyone who is bothered by others leeching/AFKing their missions needs to ignore the advice of just ignore them and/or leave the mission and take the effort to report them instead. Otherwise the issue will never have a chance of being seriously addressed.

  4. I don't see why it should be an option when it's completely unnecessary to make a build so specific that you've lost all flexibility. Especially as that is part of the whole decision making aspect innate to the system; you can choose to overinvest a build at the cost of flexibility or leave it more generic to retain said flexibility.

    Plus there's already the solution we've always had in just making multiple copies of a frame. Which is essentially the same thing resource wise as expending resources to change mod polarities. One extra slot and Reactor and you can set up entirely different polarities for more builds.

    • Like 1
  5. 26 minutes ago, BlackjackMKV said:

    I just would love to know why anyone thought nerfing CC frames by added the current version of Overguard to enemies was a good idea. And yeah, I know the 'git gud' people are going to come in here wailing about how broken CC is since you can just disable whole rooms at a time sometimes, but, as a reminder, the current best version of CC is dead. There's a million ways to room nuke consistently with no threat to yourself. And, again, I say this as someone who plays a lot of nukers too. Sure, allowing Equinox to sleep a whole room allows you to entirely avoid the threat posed by them. What stops me from just using Gyre, Ember, Tenet Envoy, etc... to just delete the room and therefore also ignore the threat posed by them? The only thing that really changes as the level goes up is what kind of gear you have to use to do it too, so even claiming "well, you're just not playing at a high enough level" isn't valid. Just let the CC frames do their thing, DE. Fix overguard to not outright castrate them, please.

    As I pointed out multiple times now it's because an enemy that isn't immune could never pose a threat. Which is exactly something DE has been trying to add into the game since the Eximus rework. Even if damage can trivialize things well before CC ever matters that's an issue DE has been trying to tackle with other means like random modifiers, RNG loadouts, and plain old higher level content. But that also doesn't eliminate the potential issues CC can create.

    If they just outright removed CC immunity then CC becomes the catch-all fall back for anyone lacking damage. And that solution remains for all content down the line that continues to lack immunities. Inevitably requiring different solutions than outright immunities.

    • Like 1
  6. I feel the appropriate middle ground is to make them unbuyable until someone has completed their first Archon Hunt/Netracell/Deep Archimedea. And if that's still too lenient make it after you've acquired five total Shards. The same thing could even be applied to making them tradable as an alternative to a market option.

    As for pay to skip quests it was already a topic that DE planned to implement but decided not to last second. Which is strange as you can more or less pay 2 skip the quests already it's just that you have to pay for a few dozen things then speedrun the quests instead of just having it all as one button. There's not really any reason not to have the option directly especially with every major and most side quests being replayable. Plus WF already regularly gets the types of players who dump a few hundred $ on the game within the first day then stop playing after a week, why not give them more major purchases to throw away?

    • Like 1
  7. 54 minutes ago, Yousho said:

    I've always thought the place for CC would be to pin down extremely dangerous, tough enemies, like demo-units. That doesn't really seem to be the way things have played out, though,

    But that's just the issue with CC. As since Disruption's release there've been players who struggle with killing them in-time. And if CC fully worked on them then players could just take any CC frame, turn off their AI, then be able to kill them with any weapon.

    Which is pretty much exactly what old WF looked like before damage powercreep dominated everything. Players running all CC frames (plus Trinity for infinite energy) for endless missions and just turning off the AI's of all enemies in the room. Since back then every enemy of a high enough level was a threat especially against defense targets.

    • Like 2
  8. DE wants CC to not have the opportunity to indefinitely disable enemies when DE intends for said enemies to pose a threat to players. Just as it historically did before damage powercreep overshadowed CC.

    So it's not that they want CC removed but that they want what CC is capable of doing removed. And short of fully reworking (nerfing) CC, and a whole lot of other game systems, Overguard is pretty much the most efficient way for them to try and achieve that.

    Funnily enough CC is just gamebreakingly overpowered while simultaneously being entirely outdated and unnecessary.

  9. 7 hours ago, Lewdcifer said:

    It's "overpowered"... okay, then what? What does it matter that we player can use an "overpowered" mechanic in a PvE game? Do you suppose that Revenant literally not able to die isn't OP? Mag and Garuda with infinite gates and damage scaling? Loki, ash, octavia being untargetable? Felarx doing millions dps? Should they just neuter all these "overpowered" tools? 

    Yeah, you're right, if players ""abuse"" these ""OP"" mechanics there's no situation where enemies are threatening. And thats the point of the player power fantasy and loadout-building aspect of the game. All cc immunity does is reduce the variety of options you can use.  

    Even with all my yapping about variety or viability or whatever I'll say the bottomline again: having a tool you can't use just feel bad

    I'm not going to begin to explain why balance matters in a PvE game and especially why it always matters in a "power fantasy".

    Regardless DE intended to make enemies more threatening (that was the whole point of the Eximus rework) and it's something a considerable amount of players, if not most, want more of in the game (as evident by past surveys DE has done and pointed out themselves). But exactly that can't exist when enemies can just be turned off the moment they're on screen. As well DE has also been pushing for ways to out scale our absurd damage to avoid having to tackle that beast (which the moment they have to it'll be the biggest backlash the game has ever seen). Or as we've seen with Circuit and now with Archimedea side stepping the issue with loadout restrictions needing to become more common.

    Technically if you do value variety, viability, and being able to use the tools you want then you should be pushing for balance. Otherwise more things like CC need to be circumvented on top of powercreep making things, like CC, not even viable due to how much it underperforms other powercreep.

  10. The whole problem with CC is that it's overpowered while also being completely unnecessary due to our damage. As without CC immunity (even resistance only does so much in this regard) any enemy that's meant to pose a threat simply can't as CC would be the catch-all solution to defeating them should raw damage fail.

    The problem isn't overguard, CC immunity, nor CC abilities themselves. It's that so many, if not all, of Warframe's underlying systems are so bloated with power and mechanic creep that there is no real situation in which there can be threatening enemies and no immunities.

    DE has designed themselves into a corner and can't do much to get out of it as all the obvious escape routes are massive gauntlets filled with players holding knives up to DE. Thus they have to attempt to tunnel their way out with things like Overguard which is just putting them in a deeper corner overall.

    • Like 1
  11. Parkour wasn't a mistake, but parkour 2.0 was. Like no, seriously, in the original system we had movement that actually interacted with the environment and which had tech that heavily rewarded knowledge of said environment. Like rooms that'd require a long walking path, a shorter jumping/wall running path, then the shortest wall melee path that was almost on par with modern bullet jumping.

    Unfortunately all the intrigue and nuance of that system was lost on almost all players due to how overpowered coptering was with sheer horizontal speed. Then lost entirely thanks to DE killing the entire system just to rid of coptering.

     

    And as for AI just no. There is no more intelligent decision an AI can make other than "run in and shoot/spam everything" when the average life expectancy of a unit measures in the range of a few seconds to a few frames. There's literally no time for any sort of tactics to exist. And even if there was there'd then be the age old issue of CC spam meaning you'd either need Overguard on all units else only Eximus could have time to make decisions, which then doesn't matter when considering individual units.

     

    Also just making the game slower doesn't resolve balancing. All the systems players have access to need to be directly balanced.

  12. Sorry but this is an incredibly disingenuous comparison.

    Unless you're aiming for specific breakpoints no frame "requires" X amount of Power Strength. However when considering breakpoints for armor stripping neither frame requires strength to hit theirs since they can just cast multiple times. But as for one-cast stripping only then does Dagath have a breakpoint where Ember never does.

    Dagath literally has to use a gimmick to strip by applying Doom before Cavalry. Meanwhile Ember can make use of her meter or just cast Fire Blast twice as it always has a base 50% strip. So only Dagath requires a gimmick,

    Crowd control has been a dead mechanic for the majority of the game's life. Also a damage amp + Viral =/= Heat spreading.

    Oh no Ember has 2 LoS abilities vs Dagath's 1.

    Every frame can make use of shield gating abuse. And if we want to argue who's better at it Ember can spam abilities faster and even has the option to generate energy for Augur mods and has DR which applies to shields. Meanwhile Dagath's Grave Spirit is one of the few CD abilities in the game.

    And what abilities do/don't work on bosses has always been inconsistent. That's less of an Ember problem and more of a game problem.

     

    Ember really doesn't require QoL or buffs. People just need to learn how to play her. Which speaking of: to anyone who struggles with her energy drain please just take off Blind Range and mod for Efficiency. It drastically decreases how fast overheat scales the energy drain on top of reducing how much is drained.

    • Like 1
  13. 54 minutes ago, (XBOX)K1jker said:

    What about ember? Her usage stats contradict you. 

    In her case it just happens that apparently most players can't be bothered to put any effort into playing the game. It's only in WF that a frame could go from being viable in nothing but speedrunning low level content to viable throughout the entire game could ever result in decreased play rates.

    But even then it's hard to say her numbers mean "no one ever uses" especially when her Prime has for some reason been unavailable for over two years now.

    50 minutes ago, Berzerkules said:

    Memeing strike was only one small part of a huge melee change in update 26. That one mod was necessary collateral damage to better melee as a whole. 

    I'm aware, but the nerfing of that mod pretty much killed the viability of pure spin builds. Far better for melee and the game itself but still one of the only "playstyles" DE killed.

    • Like 1
  14. 1 hour ago, JimothyStevens said:

    Except DE has a long history of doing just that. Popular thing to nerf so no one ever uses.

    Except the only time they ever nerfed something to that extent it was with melee spin builds. All the other nerfs that players like to claim to have "ruined" something were never so impactful. That is unless said players were the type that can only put in the absolute minimum amount of effort and not a touch more.

  15. 44 minutes ago, Prof-Dante said:

    So Revenant, Octavia and all others like them don't deserve nerf because???

    If DE even has a criteria for balance at all, these two frames should be nerfed to the ground...there is nothing in this game that should absorb 100% damage all the time, or stay invisible 100% of the time while your abilities do all the damage.

     

    it's laughably obvious they only nerf based on players yapping about it, like...and with all due respect, you.

    The fact that those frames exist proves that DE doesn't have some strict, if any, balancing criteria. They also have never nerfed due to players "yapping" about something.

    Instead the criteria's they've outright demonstrated is to nerf things due to something being unintended, exploited in one way or another, grossly overused, or is detrimental to the game in some other way. And in the case of Revenant him being invulnerable doesn't tick any of those boxes and neither does Octavia since her AFK clearing doesn't instant nuke maps from other players.

    Really the only correlation between how strong something is and if it gets nerfs/changes it's because those items become popular. Which that itself is only ever problematic when said popularity reaches the point that it's crowding out other options in those categories. And applying that to Dante DE might finally be willing to read the writing on the wall and is choosing to react immediately to something that'll obviously start crowding out other options instead of their old method of waiting months/years to react to a problem.

    • Like 1
  16. Oh cool, so the "muh investment" complaints are already beginning before we even know what'll happen.

     

    Boo-hoo he might get some mechanic or numerical tweak. In the end, even if they somehow gutted the frame, he'd still be perfectly fine. And if he somehow required slightly more investment you're down virtually nothing needing to spend an extra Forma or two into a frame nor if you need to think slightly harder as to what you use in your builds. As I guarantee you whatever change they make either the difference and then some could be made up elsewhere in a build and/or the impact on his performance will be unnoticeable.

    Also every frame works out of the box so long as you're not using bottom barrel mods and have a vague idea of how to build. And if you know how to build then you can squeeze multiple playstyles out of any frame. But in the case of Sevagoth he never required the 3x Forma investment so many players lamented about. But their own mentality of everything MUST be maxed and all damage MUST be higher regardless of their actual impact is to blame. Which will likely happen to Dante regardless of what DE does anyways.

    • Like 5
  17. If they're basing it on statistics, which I wish they'd share more often, I do wonder just how much more he's being used compared to previous new releases.

    As for historical fast changes I can't think of any previous instance that DE responded so soon specifically to usage numbers. Which, regardless of how those numbers came about, is a very good change of pace for DE. It's so much better if they'd always knock out such issues immediately instead of leaving it to fester for months or even years before they step in.

     

    If DE instead made their classic move of waiting several months before addressing the frame there'd be so much backlash from everyone complaining about their "investments" into the frame. Even though, as I still expect will happen, the changes will result in an almost net nothing change in performance yet most players will drop him and complain about the frame indefinitely (just as players did with Styanax as even seen in this thread).

    Instead now we just have people being entirely unsurprised and those questioning the validity of nerfing in the first place, instead of mass vitriol over players perceiving their time as somehow wasted.

    • Like 3
  18. Originally the Cyst system only let you sit in the chair as Nidus to intentionally infect your frame which also enabled Helminth to "speak" to you whenever, thus Ordis' protest. Meanwhile the option to remove the cyst manually was added later and most likely reused the exact same code for the Nidus injection, Ordis dialogue and all.

    So it's a bug. And I assume DE either hasn't fixed it as it's so minor and unimpactful that it's never been on anyone's priority list or they find it funny and don't care if it's left in.

    • Like 2
  19. 9 hours ago, Avadiel_tv said:

    I don't say that they aren't valuable, I'm questioning whether having 3000 credits in reward a good thing. Let's face it you'll drop more than that in one minute of any regular game than any reward of a regular 5 minutes rotation. So that's bloathing the reward table whit essensially non rewards. Mods are a nessecity for new player, relics are too. Endo is mid tier rewards and 3000 credits just leave a bad taste when killing X corpus give you more or less the same amount imo.

    It's still more Credits and Endo in the end. Even if a Credit Cache was worth say the equal number of Credits gained from killing 50 enemies that's still 50 more enemies worth of Credits you didn't have to kill. All of it adds up and is how passive farming is viable vs focused farming those resources.

    9 hours ago, Avadiel_tv said:

    That's just a band-aid on and severd leg. It doesn't change the fact that most of the old content is irrevelant for most of the community. They are making the game grindier that it needs to be. The probleme is still the same you have to sit in wait for 20 minutes to get one rewards to might be good, might be S#&$ and do it again. The new system whit those currencies to help mitigate the farm are better but they are not perfect. If RNG shaft you, you'll still have to make a good amount of that money to get everything, thuss waisting hours and hours running after small cristals and S#&$s.

    Old content being relevant or not has absolutely nothing to do with padding. The point is to intentionally make it grindier (rather, actually have a grind at all) to make content take longer to complete. That way when the content releases players can't finish in a few hours what DE spent months making. And so that new players can't finish the game within a matter of weeks.

    So spending 20 minutes at just a chance of the reward you want is 100% intentional. Even with the currency systems you're still having to spend far more time in that content than if they were all high drop rate items in an earlier tier. Also, if anything, the currency systems are just there to prevent outliers of those who fall way above or below the expected return.

  20. Yeah how dare people have differing opinions! /s

     

    Seriously though when considering that DE is a company that actually takes and implements feedback you should expect other players to share their opinions for what they want with the game. Just because some players want something that you don't want doesn't mean they should be silenced. And if you can't handle differing opinions you might want to find some hold in the ground or echo chamber to crawl into instead of a place where differing opinions are common.

    Also you're not going to find many, if any, opinions that disagree with the majority audience on any platform that allows censoring. Reddit for example gets to censor out opinions the thread doesn't agree with via downvotes by auto-hiding said posts. Even if there's setting to disable posts getting hidden in such a manner it doesn't change the fact that this system allows for majority opinion to rule and other opinions to get shoved aside. We've nearly seen the same system with these forums when we had multiple reactions where players would dismiss/parrot posts solely based on their reactions.

     

    Like for me personally I find that the powercreep has steadily killed most of my interest in the game. Since it's caused effectively all gear, present and future, to be glorified cosmetics with how casually anything can decimate all content on offer. Why should I spend a few hours farming a new weapon/frame/upgrade system when the only thing it does is give me a new weapon/frame model to play with and have my damage overkill enemies even harder? And it's in my opinion, and is something that has been observed over the game's history, that this lack of valuing gear/content is going to be the ultimate death of the game where fewer and fewer players will be willing to actually play the game if they can't finish months of content within a few sittings.

    Now if your opinion differs then great, go ahead and make suggestions to DE and argue for/against other opinions on the forums.

    • Like 4
  21. Because at one point DE thought it appropriate for Magnum Force to offer far less damage than Hornet Strike. For what I assume to be a balance/design concern in either wanting Secondaries to be inherently weaker or Secondaries were already more used than Primaries at the time (since DE likes to look at user data for a lot of decisions) and didn't want them stacking more damage than Primaries.

    Beyond that I'd also assume it has remained the way it is simply because the mod, just like Heavy Caliber, is so outdated and players get power so quickly that this mod being trash doesn't matter. But it does have the potential to be something better if DE ever wants to incentivize different builds/branches of content again by reworking the mod.

    • Like 1
  22. 2 hours ago, CrownOfShadows said:

    So imagine a new update comes out and disruption is changed again. This time you just load into a level, sit there for the appropriate amount of time doing nothing at all, and then are gifted something from the reward table. Would that be 'killing it' for you or would you be pleased about that?

    Except nothing about the mode has been removed with the change. You still need to get the correct keys to drop, kill the Disruptor, and ensure you're getting the correct number of conduits for the rotation you're aiming for. Knowing where the target sooner hasn't detracted from the mode.

    But yes, if it literally just gave you rewards for nothing you'd find most of the community pleased with that change. After all why do you think players blew up over the AOE ""nerfs"" and Wukong nerf? Those systems let players do exactly that in all modes. Personally I wouldn't approve of such a change but I'm not part of the "majority" of players.

    2 hours ago, CrownOfShadows said:

    Except it's universal and instant. So it's not a 'more clear indicator of what we always had', it's a new indicator for something we never had.

    Getting a static indicator sooner isn't all that different from a subtle one you got after a longer delay. Either way it's still a marker pointing you directly to the target. It's also not that different from the audio queue pointing you directly to it once it got within a few rooms, assuming you could even hear it in the first place.

    2 hours ago, CrownOfShadows said:

    There is, unfortunately, probably too much truth to this.

    Yeah it's almost like DE wants to make the game playable for the platform they just launched onto which also happens to be the single largest game platform in the world. Funny that.

    • Like 5
  23. Guns were never lacking in "hard content" pre-gun Arcanes. They just required more investment and your choice of gun mattered a Hek of a lot more than melee letting you pick just about anything and investing nothing more than a Stance mod. Now virtually every gun can casually push into "hard content" just as melee can thanks to gun Arcanes.

    Meta chasers will always push for what's "better". Meanwhile anyone who just wants to use what they like and/or who realize everything just deals massive overkill damage don't have to bend over backwards to get some weapons to clear SP.

    So as for "why" it's because making one always better than the other was never the point. As well if you really wanted one to always be better then it should be melee considering the inherent disadvantage of having to be in melee range of a target.

     

    And as for single target guns there's simply nothing to be done there. WF pushed more into a horde shooter over the years which has never encouraged anything that doesn't clear hordes of enemies. And even then it's not like they're unusable, they're just now the single category that takes more investment than others to see good performance.

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