Jump to content

(PSN)Unstar

PSN Member
  • Posts

    3,381
  • Joined

  • Last visited

Everything posted by (PSN)Unstar

  1. This is a really thoughtful question! It sounds like you're the kind of person who simply enjoys the process of "making". You've got all these components that can go into a Warframe build, and you like the process of having an idea, picking out the right pieces, testing it out, and iterating on your design until you feel like it's perfect. Your only mistake is assuming that the purpose of making something has to be so you can then use it. There are many aspects of our lives — the parts we need to be productive in — where this would be true. For example, at your job you need to be productive, so you don't make things (whether it's a program, a piece of furniture, or a report) unless there's a meaningful plan to use that thing to accomplish something. But there's no need to be productive in Warframe. Video games are a leisure activity, and the goal of playing Warframe is to enjoy yourself. That being the case, there's literally nothing wrong with simply making something for the intrinsic joy of it. If you enjoy that, embrace it! The things that bring you joy in life don't need an extrinsic purpose, beyond that they make you happy. Let that be enough. <3 Hope this helps! EDIT: The same thing that you do when you finish sewing a quilt, or finish building a Gundam model, or finish eating an ice cream cone: go do something else. No single piece of entertainment will entertain you forever without limit. It's important to develop an awareness so you can tell when you're trying to squeeze blood from a stone; that way you can stop doing that and move on to more fulfilling pastures. In fact, often taking a break can help regardless, because it can be so easy to get in the habit of doing something in our free time, to the point where it becomes so ingrained that we keep doing it even when it's stopped bringing us joy. Taking a step back and making sure we're doing things because that's what we feel like doing can be really helpful.
  2. Even in America or Canada, I don't think there would be much of a case for any kind of infringement, because broadly speaking game mechanics aren't legally protected by any manner of copyright. So if a manager at this company looked at Warframe and told their team to "make that game, but with anime girls", and then that team created their own animations and code to make a Warframe clone, I would be surprised to hear there was anything DE could do about it since they only copied gameplay mechanics. If the game was a 1-to-1 recreation of Warframe with a different skin, DE might have a case, but the more these devs have differed the game's systems from Warframe, the more likely they would be in the clear regardless of the jurisdiction. However, if the devs didn't simply reverse engineer Warframe, but somehow actually stole the literal assets that DE created, and DE could prove that the assets were the same in a trial, then they would definitely have a solid case in a Western court. At present, we don't have enough information to determine this though; someone would probably need to do the fancy work of datamining the actual assets in the game and comparing them to Warframe's or something. Sadly, the best form of defense against a game like this is simply word of mouth. People tend to feel negative about copycats, which creates an innate repulsion as long as customers are informed enough to know it's a copycat.
  3. 1. While most cosmetics can't be traded, some can. The ones that immediately come to mind are Syndicate armors and Lich/ephemera. 2. The game doesn't allow you to trade any item in the game that you've "used". In the case of cosmetics purchased with platinum, there's no need to track whether an item has been used or not because you bought it with a resource that is already tradable: platinum. In that case, just trade platinum.
  4. I'm sorry you didn't like the puzzles. Personally, I loved every aspect of the puzzles and had a lot of fun doing them; my Duviri experience would have been lesser without them. My best guess is that you've simply forgotten that not everyone in the world has the same thoughts and preferences as you, as we all do from time to time. With respect, hopefully this serves as a gentle reminder that Warframe was made for a wide variety of people and not just players like you. <3 If the puzzles aren't your thing, you can either ignore them entirely or look up the solutions (including where the orbs are) online. And if they're really frustrating you for whatever reason, I'd recommend taking a break and getting away from it entirely so your body and mind can recharge.
  5. Again, the same thing happens in Warframe. People report bugs, and some of those bugs get fixed. Check the patch notes of various hotfixes and updates. If that's the difference that you want to focus on, then it's too early to come to any legitimate conclusions. You've made the mistake of making a comparison between a game that has been out for years and a game that's been out for 2 months. At present, Baldur's Gate 3 literally can't have any bugs that have been in the game for years, since not enough time has passed for such a thing to occur. To propose that Baldur's Gate 3 will differ from Warframe — in that it won't have unfixed bugs that have been in the game for years — requires an assumption that whenever Larian entirely moves on to other projects, every last bug in their game will have been fixed. Considering that the game is currently plentiful with all manner of bugs...well, I wouldn't take that bet. Sure, it's possible, but it's so intensely improbable that it's honestly silly to entertain the possibility. Not because of anything against Larian, but simply because such perfection is unprecedented in software development.
  6. But there's no difference between this and Warframe in this regard. Both DE and Larian continue to release updates that fix bugs, and I still regularly encounter bugs in both games. The main difference here is that Warframe continues to develop new content for their game while bug-fixing, while Larian can focus solely on bug fixes.
  7. I'm going to take your reply in good faith and assume that you aren't understanding the full context in which Pablo made his comments, so I'll try to add that context in the hopes that it makes the understandably bitter medicine go down a bit smoother. There are a lot of reasons that bugs don't get fixed, but at the core is simply that fixing bugs costs dev bandwidth, and dev bandwidth is limited. So which bugs do we fix? Unfortunately the answer will never be "all of them", because even in the biggest companies never have enough resources for that. The answer comes from a process called "triage". In short, you look at how hard a bug will probably be to solve, and you compare that with how beneficial solving the bug will be to the overall population of users. The more beneficial solving the bug will be, the higher the priority. The more difficult the bug will be to solve, the lower the priority. In other words, the bugs you solve first should be the ones that provide the most "bang" for your "buck". And the unfortunate reality is that that means that bugs that are difficult to solve that offer more meager benefits may never be solved, because there might always be more impactful bugs that should be solved first. And this isn't the case just with games, but with all software products. So with that context, we can try to address Pablo's (rhetorical?) question: is it worth a programmer's time for a month to change the way that 50+ Warframe's subsume abilities function so that this situation that happens when one specific Warframe uses a subset of subsume abilities no longer happens? Everyone is entitled to their own answer, but for me, I'm sorry to say that answer is "no". There are so many more important bugs in the game that I would rather see fixed that impact so many more people, so many QoL improvements that I think would be far more beneficial to the game and the player base as a whole. Which isn't to say it wouldn't be nice if your bug were somehow solved someday; that would be nice! But in the likely case that it isn't, I hope you understand that it's not out of spite or apathy, but because the devs want to use their limited bandwidth to make the game the best it can possibly be for everyone.
  8. I've seen the absolutely bonkers and amazing set pieces that Tenno create in their Dojos. There is literally nothing stopping enterprising Tenno from making The Man in the Wall if they want to... :)
  9. I initially thought this too, but this actually might result in both Saryn's being "starved". If two Saryn's could both have Spores on a single enemy, then to ensure that this wasn't an automated plague, the rule would need to be that (outside of Miasma) Saryn A's Spore kill can't trigger the spread of Saryn B's spores. Assuming that situation, it would be much more difficult than normal to trigger Spore spreads before infected enemies died, which seems like it would lead to much shorter and spikier bouts of contagion that never really get off the ground. I can imagine that might be frustrating for both players, as it would significantly disrupt the cadence of the plague that they had each individually built their Saryns for. If that would indeed be the case, the design might actually be better currently. If that's the case, the better solution might simply be to nudge the UI design so that Saryn A has visibility into Saryn B's contagion status, allowing them to better feel like they're accomplishing a shared goal when they Miasma to contribute to getting a big old spread? Because at the core I think the problem here is that the Saryn gameplay loop is all about looking at your two numbers (number infected and current damage) and managing them, so there's a feeling of loss when your numbers aren't getting off the ground. But if you could see the other Saryn's numbers, and you can effect those numbers (which you already can, you just can't easily see it), then suddenly those are your numbers too, and you're still playing the Saryn game.
  10. If the enemy has spores, it has spores. Doesn't matter whose spores they are. I'd recommend focusing less on your personal Saryn counter and focusing more on just playing with your team.
  11. Hmm. The wording on the Duality mod... Equinox's other half breaks free for 10 seconds. ...as well as the requirement to individually build both the Night and Day version for the original Equinox, suggests that the two forms are at least physically distinct. That being the case, whether they were previously one or two Dax seems up in the air, and the same with whether they currently are one or two Warframes.
  12. At least based on the Warframe content we've seen, these would not be "the original human forms of the Warframes before they became Warframes", because Warframes are made from Dax, and every Dax we've seen has had dark skin. Arthur, however, has light skin, suggesting that he is probably not a Dax. Additionally, in the trailer we can hear Aoi use one of Mag's Warframe abilities. Dax don't have Warframe abilities before they become Warframes. Whatever's going on in 1999 isn't as simple as "people before they were Warframes", and it will be fun to discover what that is.
  13. I don't recall when, but sometime in the last year Frost got majorly buffed; I think it was in the same update when status procs were reworked. Frost was arguably falling a bit behind before that, but at present he's a good frame that's well worth using.
  14. With respect, that answer contains inaccuracies, at least according to the wiki. Specifically: According to the wiki, the neither of the above sentences are true. I'll just copy and paste the relevant sections: Warframes and weapons gain Affinity for several types of actions, detailed below. Unless specified otherwise, all Affinity gained uses the split according to the general rule: 25% of the amount goes to your Warframe and 75% of the amount is divided evenly among all equipped weapons (18.75% each for four weapons while Arch-gun is summoned through Archgun Deployer, 25% each for three, 37.5% each for two, or the full 75% if only one is equipped).[1] Shared Affinity from allied Tenno kills: When within 50 meters of an ally (200 meters while using a Fosfor, 250 meters in Landscape missions) when they kill an enemy, you gain the same total Affinity, distributed according to the general rule specified above. This doesn't reduce the Affinity gained by the killing player, and doesn't reduce the Affinity gained by other nearby allies. No weapons equipped: All Affinity goes to the Warframe. This applies when the only equipped weapons are overridden by ability-created ones (E.g. Using Exalted Blade while only having a melee weapon equipped).
  15. How affinity is divided: When another player gets a kill and you are in affinity range: 25% affinity goes to your Warframe and 75% affinity is divided evenly among all equipped weapons.* When you get a kill with your Warframe: 100% affinity goes to your Warframe. When you get a kill with your weapon: 50% affinity goes to your Warframe and 50% affinity goes to your weapon. Source: https://warframe.fandom.com/wiki/Affinity It sounds like you did most of the killing, and that when you did that killing it was mostly with Volt's abilities. Which makes sense, Volt is great at killing in SO. If you want to get affinity for your weapons, you either need to get kills with your weapons or let other players do more of the killing. That's why so many players love and appreciate the Saryn's and Volts in Sanctuary Onslaught: they are giving us so much affinity. *with rare exceptions that don't apply here
  16. I've seen the term EHP used to apply just to health and armor, and I've also seen it used to apply to health, armor, shields, etc. In my subjective experience, I've seen the latter more frequently, but that's anecdotal. Regardless, a semantic debate gets us nowhere. Words are made-up. Video games are made-up. The only real issue is whether we are effectively communicating. And with that in mind, I'll say this: I think this analysis of frame numbers is incomplete without shields. It's particularly conspicuous on Hildryn — whose summary is woefully inadequate with a version of Effective Health that lacks shields — but all units with shields are affected. Especially since shields were buffed from 25% to 50% migitation with this update. There is still value in calculating what a frame's Effective Health is without shields, because there are specific contexts where that information matters. But if we're actually intending to talk about the topic of overall frame durability (which seems to be the intention here, otherwise why calculate EHP at all?) then it seems detrimental to leave out shields, as that results in our conclusion being less accurate. I agree with the arguments you are presenting but disagree with your conclusion. Gates are part of determining survival. These have an impact. However, I disagree with the idea that because gates exist, that means that our calculation of EHP should become less accurate and thus less useful. EHP that includes shields is not perfect because it doesn't include things like gate time. But EHP that doesn't include shields is even less accurate because not only does it not include gate time, but it also doesn't include shields. Thus, EHP that includes shields is a better estimation of a frame's raw survivability, and hence regardless of what we call that term semantically, I think that number is the one that has more value generally speaking.
  17. I think you'll find that this feels better if you don't compartmentalize multiple goals into a single process. Because you aren't just building Zephyr; the first goal you're accomplishing is unlocking the ability to get Zephyr for everyone in your clan. That's a major achievement. "Doing the math" can have value, but it also makes it far too easy to lose sight of the other things you're accomplishing along the way.
  18. With respect, I think you're missing the forest for the trees here. Hildryn was explicitly designed to not be able to use a subset of her own abilities while in Aegis Storm. This isn't an oversight or a problem that needs fixing, it's a sensible design choice that the devs made when creating her. And it's a design choice that makes it clear that there is no default expectation that all abilities be usable in all modes. I think it's worth critiquing whether certain specific combinations of abilities and modes would be "better" if they did work together, but I would suggest against approaching this issue from anything close to the standpoint of "all abilities should always be able to be used", when that clearly isn't the design even among non-Helminthed frames.
  19. But also worth considering: is it the most fun way to do the mission? If you dislike the mission and just want to get it over with, sure, maybe optimizing so that you can be done with the grind ASAP is the best way. But don't fall into the trap of letting that be your default way of playing the game, rather than a strategic play you pull out in specific circumstances.
  20. Please take the spoiler out of the title, thank you <3
  21. PS+ does not in any way affect your ability to play Warframe, whether alone or in groups. The only way that PS+ even remotely affects your Warframe experience is that every now-and-then there's a free bundle for PS+ players, such as this one from last year; but that's it.
  22. You were the one person I was looking forward to hearing from on this rework; glad to hear it has your approval!
×
×
  • Create New...