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psyclum

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Posts posted by psyclum

  1. 2 hours ago, keyboardmann said:

    I can confirm, it's still bugged. I've just run ODS and after 20 mins we did get it (it showed up in the reward corner) but after we extract, no reward for any of the players. 

    I wonder if we could place a support ticket, I don't want to farm it again

    after 5 hot fixes, it's starting to feel like this is "broken as intended" to drum up more sales on Octavia...  i mean how hard is it to add 1 item into a drop table and make it work...

  2. 7 hours ago, [DE]Megan said:

    Octavia's Anthem: Hotfix 20.0.5

    Fixes

    • Fixed Survival missions not giving out rewards past the 5 minutes.

    READ carefully guys.  this "fix" does NOT address the ODS neuroptics bug which you GET IT on rotation C BUT does NOT show up in your inventory AFTER You extracted from the mission.   ODS octavia Neuroptics is STILL bugged and I just wasted ANOTHER 2 hours of my life GETTING the helm but not have it show up in inventory AFTER you extract from the mission.... 

  3. 3 hours ago, kanishak1234 said:

    DE Logic
    players put 7-8 forma  on a weapon to make it end game viable
    lets nerf it to trash and compensate for it with 1 forma

    yah but it's good business because some people actually BUY forma.  so from DE's perspective it IS logical :D

  4. 1 hour ago, [DE]Megan said:

    Octavia's Anthem: Hotfix 20.0.4

    I hope this is "REALLY" fixed since the problem occurs in ODSurvival where her neuroptics drop on rotation C table NOT ODDefense...    will wait before i waste another 3 hours of my life farming for something that doesn't get delivered into my inventory after you finally "get it"...

  5. 15 hours ago, k05h said:

    I just wanted to say thank you for the mutagen sample drop in the Operation Pacifism Defect. It is good to have another location with a decent drop rate outside the derelict. 

    The drop rate is reasonable and much better than on Eris. It seems be around 10-15% of the points I get from doing the mission. 600 points give 70-80 mutagen samples. 

    600 points for 70-80 mutagen samples...  600 points = 150 rescued at an estimated 3min per group of 5 rescued.   or if you are in a really good group you may be able to cut that down to 2min per group of 5 rescued.  5 per group means 30 groups rescued and assuming you are in a really good group at 2min per group that comes out to roughly 1 hour to get that 80 mutagen samples.  so taking that ratio, and apply it to the 5000 mutagen samples that is required to research hema comes out to 62.5 hours of "perfect" gameplay with a really good group....   so......   i guess... "thanx" is in order here? :D

  6. 4 minutes ago, AkaTenshin said:

    I just spend 3h to get 400points, if i want final reward i must spend around 12 more hours... for a cape and a chest skin... ok nobody force me to do it. 
    The level of mob is hight enough so you cant just afk, and low enough to offer zero challenge. I can understand second part, mob 50-60 can be challenging for a part of the community, so okai i wont complain it's not hard enought. But... 15h ? following NPC ? 

    (tryed Volt, wont speed NPC)

    I was ok with the pvp event from winter. Not really with the same, 1 month later, but with a melee weapon completly BS (sugar cane was ok, the nikana one was bs. the timing to hit had non sense.) The bow challenge was ok. Do this PvP event, lets say you loose EVERY game and do only 1 point. well 2-3h and you had whole rewards. here, try harding, 3h i have done 1/5 of the total event. 

    I'm a big farmer, really big one. But this event ? this isnt farm, this is madness. 

    3 first step are suppose to be solo. Why those values (particulary mission 3, 250 to 2000) are so high ? 438 dudes to escort. every run with 4 dudes take 3minutes. If you perfectly time everything and loose 0 dudes, you still have ~6h for missions 3. (and hopping that nobody crash or server fail to save or anything)

    The event is okai. The objectif is non sense. drop to 500-600 score to have everything.

    well, here are my calculations for this "event" 

    each rescue = 5 lemmings/group.  avg rescue time = 3 min per group

    2000 required lemmings = 400 rescues @ 3 min/rescue = 1200 min = 20 hours excluding time to for forming up groups and assuming perfect rescue every single time.

    it's a 7 day event so it comes out to roughly 3 hours per day on JUST this event.  excluding any dailies you'd might run like sorties or raids....

    so....  yah i don't have 4 to 5 hours to spend on warframe EVERYDAY so pointless to even try to do the event :D

    pls correct any math errors you may have spotted :D

  7. seems to me they are trying their hardest to make people quit the game lately...   from the way they dealt with the research costs for hema and all the lua spy/rescue sorties, to all the PvP events that they KNOW people hate...   i can't even force myself to login to play the game on this "double affinity weekend..."   I didn't even bother to farm for aklex prime because i'm just too tired of DE's attitude towards their player base lately.   and now they want to make eximus units immune to dmg till you crack some weak point?   it's almost as if they feel that if you feed people enough dog turd, people will eventually develop a taste for it...  

    these days i only login to build my forma then log off just in case they decide that the "direction" they are taking the game is NOT fun and finally do things people enjoy about this game.   i'll just close this post with one of my favorite movie quotes

    "Joshua: A strange game. The only winning move is not to play"

  8. old weapons were not being used because the math behind them prevent them from being used.   adding stats based on current math will not bring old weapons out of the trash bin since the math behind them is the problem.   adding 200% crit chance to a weapon that has a base crit chance of 2.5% will bring that weapon up to 7.5% crit chance.  which means that weapon stays firmly in the trash bin no matter what the disposition say about that weapon :D

    they've mentioned it a few times already  the riven mods are supposed to be "INTERESTING" mods.  in my eyes, that would be something similar to syndicate mods.   lets take an extreme example.  the furis.   w/o the "interesting" syndicate mod, furis is a trash weapon.   but WITH the "interesting" syndicate mod, it becomes a very useful weapon. 

    so... they need to work on their definition of "interesting" and apply it to riven mods if they actually want to accomplish what they set out to do.  just adding stats based on the current math system will not bring most weapons out of the trash bin. 

  9. the "problem" with riven mod is that the "weaker" weapons were not used for a reason...   a seer or a miter will still have 0% chance to crit even if a riven mod adds 150% chance to crit...   150% of 0% is still 0%....  even if they gave 500% crit chance to something that starts with 2.5% chance to crit it only ends up with a 15% chance to crit AFTER the riven mod...   weapons were not being used for a reason and the math behind those weapon is what prevents them from ever being used...   unless they are willing to do something drastic like straight up adding crit chance like maiming strike for spin atk's there is little reason to use most of the unused weapons of the past.  they will still be useless AFTER riven buffs are added/calculated.  

    only way to fix weapons like that is similar to syndicate mods.   give then entirely new mechanic like how furis is a junk weapon till you add the syndicate mod on there.  just adding stats based on current math will not bring useless weapons out of the trash bin.

  10. mag kinda sux because mobs can just walk right out of her magnetize.... you don't see mobs walking out of booban's vortex or Bastille. the weapon she uses for magnetize also shoots very slow which makes her kit "clunky"

    magnetize also takes too long to cast. it needs to be able to be cast on a surface like booban's vortex if they are going to have such a long casting time.

    her other abilities are pretty much crap and a waste of energy.

  11. what seems to be different for my gameplay as i've seen is that i actually switch frames ALOT. spy mission? ivara, capture mission? titania, escort mission? limbo. etc... i see alot of people use the same frame across different mission types but i tend to switch frames for each mission. it's not uncommon that i use 3 different frames for the 3 sortie missions while alot of people stick to the same frame on all 3 missions.

  12. there is no "balance" or "testing" behind the wraith twin vipers :D when modded it has a fire rate of 40 and it has a mag size of 40... meaning it burns through the entire clip in 1 second :D you literally spend twice as much time reloading the gun then shooting it :D it's just a crap gun that does no dmg and it's MR fodder.

  13. only way i can see this being worth it is if each wave increases the chance to get rare by 1% or something like that. so you start with radiant @10% then next wave it becomes 11% and next wave 12% etc... otherwise, it's still MUCH more profitable to start over.

    so technically you can start with intact relic @ 1% and 10 waves later, an intact would give the same chance as radiant @ 10% etc...

    otherwise, it's kinda pointless to fight lvl 100 ~ 300+ mobs with the same rewards per relic

  14. still have no idea what debuffs are being applied to you and what skills actually work.... or when it does work if it's going to last more then 1 second...

    it's like you have to be psychic to understand the "rules" of the game.... trinity EV not working? i thought that was "part of the rule" :D sigh... next thing they are going to say that limbo banish is supposed to last more then 0.5 second...

  15. this event clearly illustrates what is wrong with warframe as a whole...

    it's like DE built a nuclear sub but was too lazy to write ANY instruction manuals.

    here... have the most powerful war machine ever built by man, but good luck figuring it out w/o destroying the world 1st.

    this is why people only do things like akkad or berehyna... because there are no "hidden rules" that says your mag bubble or only last 1.5 seconds or your limbo banish only last 0.5 second...

    it's the entire reason why this game isn't more popular considering it's design and F2P model... it's because the people RECOMMENDING the game don't know enough about the game to stick their neck out to recommend it...

  16. one of the most frustrating things about warframe since i started playing is the lack of information and the index is no different. there are things in this game that DE simply expects players to miraculously "know" like what skills/abilities/game mechanic DOESN'T work on certain contents.... so... here are some questions about the index...

    I have heard from one of the youtubers (by no means official information source but at least there is "some" information) that the mobs inside the index are immune to finisher damage? can anyone confirm this?

    there are also some talks of certain abilities such as trinity's energy vampire wont work in the index?

    I have NO idea what "other" the restrictions there are in the index since I don't think i know enough to even ask the questions.... I'm still trying to figure out what works and doesn't work in the arena to earn points for rathume....

    wiki wasn't much help either for rathume and since index is new i doubt there are anything there that would be helpful...

    so anyone? help?

  17. yah the 6m nerf to carrier was essentially a HUGE nerf to the nekros who lives off of despoil. w/o the 12m range. a nekors can literally kill himself from having a HUGE desecrate range and small pickup. 12m seems to be a good balance between a working nekros and a dead nekros :)

    now... if we can just do something with mag's passive....

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