Jump to content

(PSN)Unstar

PSN Member
  • Posts

    3,536
  • Joined

  • Last visited

Posts posted by (PSN)Unstar

  1. 11 hours ago, (PSN)robotwars7 said:

    you say that, but how often does a "Tenno Fishmonger" ever appear in trade chat? I don't think I've seen one in literal years, not since Plains of Eidolon was still new content and everybody needed the fish for materials and Ostron standing.

    Every time I've wanted to buy fish, I've just typed my needs in trade chat and fairly promptly had an offer; most of these times were years after PoE was released, including once or twice in the last year or so.  I assume people don't advertise them because there's generally not a huge market for it, but plenty of people have the fish and are willing to part with them if you let them know that's what you want.

  2. 13 minutes ago, (XBOX)Rez090 said:

    Whose metrics are being used as the standard for saying Inaros is the worst frame though? Because to some of us, Inaros is a solid frame that we enjoy using.

    From what I've seen, Inaros quickly became associated with newer/less-skilled players; out of the box he was easy to play, as he tanked with his obscene health pool, and thus generally didn't require much active management to survive.  And the game already had plentiful ways to restore health, which all synergized with him.  He's also easy to mod.  Warframe modding can be really complex and intimidating for players, but Inaros makes it easy.  Give him all the health and armor mods you have in your collection and you're in good shape.  It makes sense that players who were having trouble surviving and wanted to have a more chill time playing Warframe would be drawn to Inaros.

    That said, to your average player, Inaros doesn't offer much beyond survival.  He's a great weapons platform, but when it comes to abilities, he's generally not doing a lot to give your team an edge.  That is, unless you consider having a living squadmate to be an advantage, which it generally is.  But many skilled players take survival for granted because it's not an issue for them, and they forget that others might have different experiences in that regard.  Inaros makes survival easy, which is great for players who are looking for that.

    Beyond that, a single Augment mod makes him immune to all status.  That's a real good tanky boy right there.  If you want to play Warframe and do a shoot-a-mans or get all up in melee, Inaros is an easy and convenient way to do so.  Higher-end players can toss Arcane Grace on him and forget about survival entirely in most content.  Inaros' ability to be unaffected by enemies is enough of a boon that if you look at the Warframe Usage Statistics (which seem to be not working right now), you'll see that Inaros Prime has a solid rate of play even at peak MR.  He's comfy.

    If a player isn't looking for comfy, then I can understand how Inaros might not tickle their fancy.  But that's fine, different strokes for different folks.  Inaros not being the frame for you isn't nearly the same as him being a bad frame; his high adoption rate  even in the wake of arguably tankier frames with shields like Grendel — is compelling evidence that he is nowhere near the bottom of the barrel.

    • Like 1
  3. 28 minutes ago, Venus-Venera said:

    then that simply shouldn't be possible and items will be dropped during teleport. There are more than enough solutions.

    That's unfortunate, because it turns out that the player who performed the teleport had been stuck and legitimately needed to use the command!  They drop the mission-item, it falls through the world.  Maybe it's gone entirely, maybe it ends up in a place Tenno can't reach, or maybe it's now hidden somewhere in the level.

    Which is to say, these are complex problems, and their solutions are not always straightforward.  There are a great deal of use cases and edge cases that need to be considered to truly solve problems effectively without creating new ones.

    • Like 3
  4. 25 minutes ago, Malikili said:

    Would be nice if a fellow Tenno who’s familiar with coding could explain this because it really sounds like revisiting an ability is easier than augments.

    Haha, in case it wasn't clear, I am familiar with coding!  Was there anything in the last part that didn't feel explained enough, or that you'd like to understand in more depth?

    What I can't tell you is whether adjusting the core ability is truly easier to do than making an augment; to know that I would need to know the nitty-gritty details of how their code is setup, as well as other details like what the test requirements are for different kinds of code changes.  While I would guess that augments are in fact a more complex and hence more costly change, it's entirely possible that the Warframe code and project could be setup in a way that actually makes augments easier to do.

    Heck, even if the code part is more costly, it could be there are enough savings in the testing and validation parts of their production pipeline for augments vs core abilities that it becomes easier in that way.  For example, if the core abilities need to be changed in C++ but augments for whatever reason can be made in the Lua scripting language, script changes can often be seen as less risky since while they can't mess up the game as badly due to having very limited access to functionality.  To be clear, I wouldn't assume that's the case, but just about anything is possible when it comes to code and project setup.  A decade worth of code will end up having a whole collection of upsides and downsides in different places that you simply can't detect from the outside.

    • Like 2
  5. 1 minute ago, Malikili said:

    I do remember people bringing this up before. They don’t have the time to revisit the ability, so band aid mod is applied. 

    This doesn't really make sense because making an augment mod that changes how the ability works requires revisiting the ability.  You have to code in the functionality that the augment applies, and whether that code lives in an augment or in the frame itself doesn't change the fact that you have to write the code.

    And in fact, doing it with an augment is actually more complex, because now you have two different versions of how the ability works to maintain and sift through in your code base, rather than just one.

    From a coding standpoint, I wouldn't be surprised if all of the "augment code" actually lived in the Warframe itself, and the mod was just a "key" that determined whether it was on or off and what numbers it used.

    • Like 1
  6. 11 minutes ago, Venus-Venera said:

    but how?

    Take Plague Star for example.  Someone goes to get the cannister in phase 1.  Then instead of making their way up out of the caves, they teleport to their friend waiting at the top.  This reduces the lower bound of the rate at which the mission can be completed, which has an effect on the economy of the items available in the event.

    • Like 1
  7. As a handful of others have mentioned, this question relies on a false premise: the assumption that these changes should have been part of the base ability.  Clearly DE judged these additions as beneficial enough to be worth a mod slot.  You can disagree with their judgment, but that doesn't make the premise of the question any less false.

    With respect, when someone does something you disagree with, I recommend putting more time and effort into considering whether this could be due to a difference of opinion, before jumping aboard the unsolved mysteries train.

    • Like 2
  8. On 2023-11-12 at 9:22 PM, (NSW)Greybones said:

    I’m more wondering why it wouldn’t be the case. Having to temporarily make do without energy if you get hit isn’t exactly far removed from just… spamming abilities nonstop. 

    The main issue I see with this design is that it immediately ends channeled survival abilities.  You can think you're invincible as Valkyr with your energy topped off, but a single poorly-telegraphed energy-draining attack can instantly remove all of your energy and thus immediately end your invincibility.

    I'm not saying that can't be a mechanic, but the exact way it's implemented and feels right now seems like it needs to be reigned in.

    • Like 3
  9. 5 hours ago, (XBOX)Upl0rdYT said:

    That sounds good, but from hearing it I can already see a potential issue with frames who want to cast abilities in rapid succession like Gauss, Wisp, and especially Garuda.

    There are pros and cons to everything.  For some players the pros will outweigh the cons, for some it won't.

    Personally, I've never felt at a loss due to not being able to cast consecutive abilities fast enough.  But I've also been playing with this control configuration since the very beginning, which could possibly mean that I don't even know what I'm missing out on.

    • Like 1
  10. I remember being really excited about the PvE mode in Splatoon 2.  I turned on the game and found out that this entire mode was only available during certain times.  When I felt like playing that mode, I generally couldn't actually do it because it wasn't there.  And that really sucked.

    I dislike fighting Eidelons, so I don't do it.  But I understand what it's like to have some free time and want to play some game content, only to have that content be arbitrarily unavailable.  That's a negative experience, one that should be absent from games in all but the most well-reasoned cases.

    I think the best solution would simply be to leave the day-night cycle should as it is, but to always offer the Eidelon missions.  For the duration of these missions, it will always be night for those players.

    • Like 1
  11. 10 hours ago, Karyst said:
    On 2023-11-13 at 2:00 PM, (PSN)Unstar said:

    When you're Grendel you're just a sphere, and I would say that counts as not being humanoid.

    Exactly how is voruna a humanoid?

    Did you perhaps reply to the wrong person?  I didn't say Voruna was humanoid.*

    *Though she most definitely is humanoid according to every use of that term I've encountered in my life.  She's bipedal with two arms, two legs, torso, and head on top.  And generally speaking, that's the usage of humanoid I've encountered.  If anything, I would expect alternate definitions of the term to encompass even more types of creatures, in addition to those like Voruna.

    If it helps, I found this page to be a helpful and interesting read, as it covers a lot of different usages of the term throughout a diversity of subject matters: https://en.wikipedia.org/wiki/Humanoid

  12. 12 hours ago, VibingCat said:
    19 hours ago, (PSN)Unstar said:

    many players are vocal about hating Plague Star, and yet these same players grind it anyway because it's an optimized way to get Forma; myriad other ways to get Forma exist, but those do not prevent players from being encouraged to do content they don't want to do.  Evidence demonstrates that if you put rewards somewhere, players will be drawn to them

    If you're afraid that level-cap gamemode could be similar to Plague Star in that way you described, does it mean you're ferociously against this event? If so, why exactly? Note that PS is much more restrictive than level cap if you want an optimised co-operative squad. And it's also boring (especially the second stage!) and extremely repetitive, so if that's fine, then level-cap must be fun in comparison since it could be any mission type against any faction, and it really is.

    I assume that you are an intelligent and capable person, so I trust that if you take a step back, slow down, and put in a genuine effort, you will see how what you're saying here has no logical connection to the sentences you responded to.  I will leave that as an exercise for you to accomplish on your own.

    With that, this is where I'm going to respectfully bow out of our exchange.  Whether due to carelessness or bad faith, enough of the counter-arguments you put forth have been strawmen that this conversation has become draining rather than a positive exchange of ideas.  Thank you for the parts of our exchange that were fruitful.

  13. 2 hours ago, VibingCat said:

    Having a narrower spectrum of great picks happens everywhere, think about Archon hunts, Plague Star, Orphix Venom, Elite Sanctuary Onslaught, Aya farm, Endo farms, fissure speedruns. We simply choose the best or at least something decent.

    Again, we are talking about two separate things.  I'm not talking about a narrow spectrum of great picks, but a narrower spectrum of what can actually reliably survive and progress at a decent rate.  There's a difference between content where a loadout gives you an edge versus content where a specific loadout changes the experience from a nightmare slog to something possible and reasonable.  I've accidentally queued for Archon Hunts with off-meta Warframes and weapons and it's been fine.  Not optimized, but not a significant challenge either.

    But once enemy damage is capable of one-shotting a frame's health regardless of their mitigation, the viable methods of survival — and the corresponding pool of frames — is meaningfully reduced.  You're either shield-gating, invisible, or invincible.

     

    2 hours ago, VibingCat said:
    4 hours ago, (PSN)Unstar said:

    does this mean that you're acknowledging that players would in fact be encouraged to try this content?

    I think they wouldn't be either encouraged nor dissuaded. Just like any other game modes, one can choose not to play thanks to the fact its rewards are tradeable or obtainable in other ways. And yet, if they do feel encouraged to try level cap, I wouldn't mind that, actually it would be nice to have more people to share opinions and suggestions with.

    I'm doing my best to interpret this in good faith, but you're not making a sound argument.  Less optimal farms don't prevent players from being attracted to more optimal farms.  Case in point: many players are vocal about hating Plague Star, and yet these same players grind it anyway because it's an optimized way to get Forma; myriad other ways to get Forma exist, but those do not prevent players from being encouraged to do content they don't want to do.  Evidence demonstrates that if you put rewards somewhere, players will be drawn to them.

     

    2 hours ago, VibingCat said:

    That's fine. The current meta doesn't work at higher levels and it doesn't have to.

    This is where we disagree then; I don't see it as fine.  Or rather, I'm fine if there's outlier-grade high-level content where things get more restrictive; what I'm not fine with is that content being normalized.  DE keeps doing great work to make more weapons and frames viable, and I think that's the direction the game should continue to go; this would be a hefty step in the wrong direction.

     

    I have a question for you: if you want to do level-cap content, and the option to do that easily was offered to you, why is that alone not good enough?  Why is it that you wouldn't be satisfied without increased rewards?

    • Like 2
  14. 8 hours ago, (XBOX)Player244024418 said:

    Now, I've run this mission almost 150 times now and bc I've seen these comments about the pods before, ive run the mission both ways: save the pods, or destroy it all.

    If you want to know for sure, I'd recommend doing a science:

    1. Enter Plague Star solo, without any pets that attack enemies.
    2. Progress to the final phase.
    3. Kill all the Grineer nearby to ensure they aren't killing the Infested.
    4. Check the percentage; watch to make sure it isn't climbing on its own (ie - without you doing kills)
    5. Carefully kill 10 pods, note the increase in percentage as P.
    6. Carefully kill 10 of the basic quadruped Infested, note the increase in percentage as Q.
    7. The quotient obtained from P/Q is the difference in efficiency per kill.
    8. Repeat steps 4 thru 7 a few times (20 if you're feeling very scientific!) to get a nice sample set and reduce the risk of mistakes/flaws/unexpected variable interference.

    Note: If a Hemocyte spawns in the middle of steps 4 thru 7, that messes up the experiment, so kill it and start again at step 4.

    My guess is that what you'll find is that pod kills don't result in any increase, while quadruped kills do.  But who knows what could happen? ^^

    • Like 1
  15. 13 minutes ago, VibingCat said:
    49 minutes ago, (PSN)Unstar said:
    1 hour ago, VibingCat said:

    Nobody would be encouraged to try this ultimate difficulty

    Rewards are the encouragement; that's why they cannot be there.

    They will prepare themselves if they wish to. Almost every game has several difficulties to choose from, why is Warframe always on easy mode?

    With respect, it seems like you replied to my counter-argument with something entirely unrelated; whether players will prepare themselves has no bearing on whether players are or aren't encouraged to try this content.  I don't want to put words in your mouth, so I'll ask plainly: does this mean that you're acknowledging that players would in fact be encouraged to try this content?

     

    13 minutes ago, VibingCat said:
    49 minutes ago, (PSN)Unstar said:

    what tools best solve those challenges are the true meta, regardless of what any YouTuber says.

    I strongly disagree, meta combos are far from being ideal and none of them ever prevails thanks to nerfs. The only time a specific modding gets popular is when a YouTuber shared it.

    You're misunderstanding me.  There's what players think the meta is, and there's what the true meta is.  One lives in players' heads, the other is coded into the actual game as mathematical fact.  The latter is what I'm talking about.

     

    14 minutes ago, VibingCat said:

    And I wouldn't say narrow, there exist a hundred weapons you could use for level cap.

    What word would you use that is a synonym for "narrow"?  Because the possibility space of frames and weapons that are capable of completing level cap content at a reasonable pace is narrower than those that can do the same at level 100; that's an undeniable fact that we can't deny while being honest.

    • Like 3
  16. Of the games I've played, I think that the Dark Souls and Elden Ring games are probably the closest.  They are less cinematic in their story-telling than Warframe, but they are similar in their more passive approach to it.  In all of these games, it's easy to misunderstand or not fully grasp the story because it's rarely being spelled out for you; rather, the player is expected to be capable of taking in information, reading between the lines, and filling in the gaps.  In addition, these games have meaningful aspects of their lore hidden throughout the world, whether within a Cephalon Fragment or as text on a sword.  And I would say that the lore of these worlds is of a very similar depth, though one is dark sci-fi and the others dark fantasy.

    • Like 1
  17. 7 minutes ago, VibingCat said:

    Nobody would be encouraged to try this ultimate difficulty

    Rewards are the encouragement; that's why they cannot be there.

     

    7 minutes ago, VibingCat said:

    the concept of meta is based on what gets popular first because of videos on YouTube.

    YouTubers have a disproportionate affect on the way aspects of the meta are communicated and thus propagated, but they don't create the meta.  The game itself is what shapes the meta: it creates the challenges, and it provides the tools, and what tools best solve those challenges are the true meta, regardless of what any YouTuber says.

     

    10 minutes ago, VibingCat said:

    How would this change ruin the game?

    I wouldn't say ruin, but it would be meaningfully disruptive and negative to have the meta shift towards a much narrower subset of tools.  That's simply not good for the health of the game.

    • Like 2
  18. 19 hours ago, VibingCat said:

    Why not? What about same rewards but more of them?

    Rewards determine what content is useful to do, which in turn determines the meta.  Steel Path was initially conceived as an optional hard mode, but meaningful rewards were placed there, which suddenly made it the baseline experience that builds need to be able to tackle.

    If level cap farms become more efficient than non-level cap farms, then suddenly level cap is no longer just a fun time for the players who want it, but rather it becomes an optimal farm.  That shift in useful content would in turn shift the meta towards builds that can succeed at level cap.

    Rewards are a carrot, and if you dangle a carrot you will lure players to do content, whether they want to or not.  It's an unfortunate truth, but it's also Game Design 101.  That's why my support for level cap gameplay is entirely contingent on there being absolutely no change to the reward tables.  I want level cap players to have the challenge they crave because that sounds like a nice little thing for them, but I will oppose such a change with ten times the ferocity if such a change would impact the game outside of that experience.

    • Like 5
  19. 19 hours ago, AngeLoL_ said:

    I have like 2.5k hours, and I know that saying all this will sound like "well you're burnt out", but I genuinely like this game and I do want to return to it, but it feels like there isn't anything fun to do

    Burnout and liking a game aren't mutually exclusive.  It sounds like you like Warframe, and you're also burnt out on Warframe.  Take a break from it.  Break the habit of turning on Warframe because that's just what you do, and start a new habit of not turning on Warframe unless you know beforehand there's something specific you want to do in it.

×
×
  • Create New...