wraith.exe
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Posts posted by wraith.exe
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I've bound Middle Mouse Button to Map, and M4 to melee, making the throw impossible. As such "Throw Quest Objective" needs an independent binding please.
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Using a ground slam off the edge of the Index map (the one where you can fall off the cliff) causes the player to fall-slam for 25 seconds, at which point they slam the ground where they started. Sometimes after this they are immune to dying from falling.
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Gotta add in here, this is getting worse every time it happens.
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Easy to reproduce: As a client (not player (1)) use [1] and then melee for a finisher. No health is restored.
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Twice today (out of 3 missions) enemies have stopped spawning entirely. I have 3 dig sites up currently doing an Cephalon Suda daily, and no enemies are anywhere to be found.
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.... It also costs 2500 nano spores to build a key, which means I can finally spend some of my hundreds of thousands of nano spores, which is a big plus.
...Though, if you're of the mindset that the only thing that matters is the end reward then I can see your point of view.
Receiving more Nano Spores to get another key so I can get more Nano Spores is ridiculous. Also, I'm not of the mindset that rewards are the only thing that matters. I've always explored and really enjoy this game for that. I do think that there should be a reward for all of this. Following your white rabbit down its hole the only place these rewards really lead in Defense missions is, well, more nano-spores at this point. 5 Golum Nav Points at several points along this path would have made this worth while doing. In the other missions having exploring as a factor is awesome.
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Hey DE. I'm really displeased with the current reward system for update 10.
First: I have expressed my displeasure with an up vote here, in which to get to the Orokin Derelict Defense mission to begin with, I had to grind a key.
Second: After taking the time to co-ordinate a team and then do the mission, here are my rewards:Wave 5
Wave 10
Wave 15
Wave 20
Wave 25
Rewards
One may say "Well, you sure did get a lot of Nano Spores", to which I must rebut:
I really don't need nano spores at this point.Summary:
You've rolled out an awesome tile set, however the rewards feel sparse for playing the new content. Rewarding me with more of the things I already have and other old content (and problems like inappropriate rewards of https://forums.warframe.com/index.php?/topic/85260-wave-60-several-heated-charges-on-the-long-road-to-hell/#entry933325'>Heated Charge™ ) won't encourage me to play the game more, spend more money on it or encourage my friends to play the game.Similar could be said about the other new missions, which have barely netted me any interest in facing the boss.
Cheers.
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I think maybe in this world of consumerism they expected to make a game that people would play for 20-40 hours, throw some money at and then abandon. I really feel for the devs who don't know what it's like for a player base to really love their content. If you look at the steam market, many of those games are geared towards low levels of play, the company then turns around and cranks out another so they can keep their heads above water. Here you have the opposite and, IMHO, the correct formula, of
a) Make a game that is replayable
b) Listen to the player base
c) Provide constant and new content
The game isn't an MMO,similar to how Guild Wars isn't. It's instanced and the town lobbies have been replaced with a region chats. I prefer this. I can quickly get in touch with my clan mates, get into a PUG if I need one and play with little to no downtime. (No hey, I don't see you, "jump", oh there you are)
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I saw the Live stream 12 today. I noticed a lot of uncomfortable body language [trained investigator] around when you were talking about the more dedicated players. I took a screenshot to capture this. I'd like to acknowledge the huge bell curve of players in here. New players are finding it hard; veteran players are finding it easy. Overcoming that mountain has been one of the most rewarding things in video gaming I've ever had...and then something still one-shots me. Absolutely awesome.
Anyway, meme:
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I'm sure everyone has experienced this one: Upon crashing to desktop during wave defense players are unable to rejoin the mission if the game has progressed past wave 5. Very annoying after 3 hours of wave defense to be unable to rejoin.
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Also having this, mine seems to be specific to Smoke Colours.
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When Lotus changes the mission objective from one to the other, one can simply leave the mission area at the exit tile, regardless of mission completion, and the mission is then completed successfully. Not sure if this happens on other levels (normally or with change up)
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Awesome event DE! Thank you!
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Hey,
I've recently noticed that sometimes ancients are ignoring the bastille. It seems that this happens after 2 bastille are cast closely together (Van Diagraming) and that when the one ends, the second also loses it's effect and any ancients still in the second bastille' area are not effected by subsequent casts of the skill. Thank you! -
Joins game, crashes within a few seconds. Host is unaffected.
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Okay! Next swarm?
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I've been playing this game a lot, have almost every Warframe 60'ed. I've found that different mission types, and depending on whether or not I'm going in solo or not, means I have to bring a different loadout. I love my Loki, but in many missions he's useless. So, before this becomes TL:DR about how fun Loki or Ash are:
Defense/Mobile Defense
Corpus/Grineer
Frost: Use Frost's Snow Globe and stay inside the globe. Shoot out of it and get energy between waves. Avoid using the Ult which is power intensive. Watch out for Shockwave Moas, and give them target priority.
Nyx: Not as effective, but if you have a friend with you (Frost) it becomes a cakewalk. Use Chaos when there is a good amount of goons and let them destroy each other
HIGH LEVEL & WAVE DEFENSE MISSIONS REQUIRE A FROST WHEN FACING GRINEER OR CORPUS. Bring friends too. :)
Infested
Loki - Decoy. Use the Decoy to give the infested as much travel time across the map as possible, while still having the pod in your line of sight so you can kill anything that touches it.
Vauban. Bastille. You can usually kill waves 1-2 without it, but beyond that, the Crowd Control is essential.
Spy/Capture/Sabotage
These are amazingly fun solo missions. Don't try running and gunning them though, especially on higher level missions, you will be annihilated. The key here is SHADE. Drop the Dethcube, max out Hide and use it to your advantage. Also, max level Rush, Marathon & Quick Rest are essential if you need to get away from a swarm. Let shade cloak you, let them cluster trying to find you and then ambush. Nyx's Chaos is amazing for this. Loki's Radial Disarm. Sneaking with Banshee is a lot of fun too. Silence is a great way to stealth through a level. Ash and Loki also have invisibility skills which can be heavily exploited solo. Saryn has molt, which can help with getting away from things, but I've never had an amazing time using this skill for that.
If you've just picked a Warframe you think is cool and want to play through the same way you played through every other game, it's not going to work. If you're dying a lot, I recommend you grab a copy of Rainbow Six 3: Raven Shield for a primer on tactical combat. Yes, the game is harder, especially in higher level areas. Adapt: be like water, my friend.
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+1
Also, Wave 5 needs 10% x4 to reach 40% in total. (Edit: Loot Tier Start also has wrong % for Tier2: 4 x 8.75%= 35%)
Thanks! Corrected!
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Also had this. While the spell was on, it would revive. After the spell ended, it allowed me to capture him regularly, but froze my UI.
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Also, just because it was fun getting there and I really want to share that too!!
Vortex + Anti-Matter Drop + Venom.
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First, I cannot express how much fun I had with my friends getting this far, both in the grind of leveling gear, personal skill, warframes, mods, and so on. This game is one of the best games I've ever played.
That said, the reward system continues to be anti-climactic. After several hours of wave defense and many of the rewards being Heated Charges™ I must say that I'd deeply prefer to see a weighted sub-tier system instead of flat RNG. By that I mean:Currently, the drop rate on Heated Charge™ is 15.18%, according to the http://warframe.wikia.com/wiki/Mission:_Endless_Defense'>Wikia. At the same time rare mods, keys and blueprints range from 2.01% to 2.21%, flat; meaning that at any point along the way you're probably going to get (depending on mission) Deep Freeze, Hellfire, Convulsion, Shocking Touch, Northwind or the aforementioned Heated Charge™.
I'd really hope to see something of a graduated ranking on this. For example:Loot Tier Start (Wave 1):
Tier 1: 50% (2 Mods @ 25%)Tier 2: 35% (4 Mods @ 8.75%)
Tier 3: 15% (1.5% @ 10 mods)
Wave 5
Tier 1: 45% (2 Mods @ 22.5%)
Tier 2: 40% (4 Mods @ 6.25%)
Tier 3: 15% (1.5% @ 10 mods)
Wave 10
Tier 1: 40% (2 Mods @ 20%)
Tier 2: 45% (4 Mods @ 11.25%)
Tier 3: 15% (1.5% @ 10 mods)
Wave 15
Tier 1: 35% (2 Mods @ 17.5%)
Tier 2: 45% (4 Mods @ 11.25%)
Tier 3: 20% (2% @ 10 mods)
Wave 20
Tier 1: 30% (2 Mods @ 15%)
Tier 2: 40% (4 Mods @ 10%)
Tier 3: 30% (3% @ 10 mods)
Wave 25
Tier 1: 25% (2 Mods @ 12.5%)
Tier 2: 35% (4 Mods @ 8.75%)
Tier 3: 40% (4% @ 10 mods)
Wave 30
Tier 1: 20% (2 Mods @ 25%)
Tier 2: 30% (4 Mods @ 7.5%)
Tier 3: 50% (5% @ 10 mods)
Wave 35
Tier 1: 15% (2 Mods @ 7.5%)
Tier 2: 30% (4 Mods @ 7.5%)
Tier 3: 55% (5.5% @ 10 mods)
Wave 40
Tier 1: 10% (2 Mods @ 5%)
Tier 2: 30% (4 Mods @ 7.5%)
Tier 3: 60% (6% @ 10 mods)
Wave 45
Tier 1: 10% (2 Mods @ 5%)
Tier 2: 25% (4 Mods @ 6.25%)
Tier 3: 65% (6.5% @ 10 mods)
Wave 50 - Tier 3 now more likely to drop than either Tier 1 or Tier 2.Tier 1: 5% (2 Mods @ 2.5%)
Tier 2: 25% (4 Mods @ 6.25%)
Tier 3: 70% (7% @ 10 mods)
Wave 55
Tier 1: 0% (2 Mods @ 0%)
Tier 2: 25% (4 Mods @ 6.25%)
Tier 3: 75% (7.5% @ 10 mods)
Wave 60
Tier 1: 0% (2 Mods @ 25%)
Tier 2: 20% (4 Mods @ 5%)
Tier 3: 80% (8% @ 10 mods)
Wave 65
Tier 1: 0% (2 Mods @ 0%)
Tier 2: 15% (4 Mods @ 3.75%)
Tier 3: 85% (8.5% @ 10 mods)
Wave 70
Tier 1: 0% (2 Mods @ 0%)
Tier 2: 10% (4 Mods @ 2.5%)
Tier 3: 90% (9% @ 10 mods)
Wave 75
Tier 1: 0% (2 Mods @ 0%)
Tier 2: 5% (4 Mods @ 1.25%)
Tier 3: 95% (9.5% @ 10 mods)
Wave 80
Tier 1: 0% (2 Mods @ 0%)
Tier 2: 0% (4 Mods @ 0%)
Tier 3: 100% (10% @ 10 mods)
...
The tiers of this system work inside of the current tier system. So, a tier 1 map (Kiliken, Venus) would have a sub-tier system as follows:Tier 1: 2 Common ModsTier 2: 4 Uncommon ModsTier 3: 10 Rare Mods/KeysWhile a tier 3 map would have a sub-tier system as follows:Tier 1: 2 Uncommon Mods
Tier 2: 4 Rare ModsTier 3: 10 Rare Mods/Keys/Rare BlueprintsThis could then also apply to a true, Orokin Void tier, whereby Prime Parts & Blueprints are inserted into the third tier:Tier 1: 2 Rare Mods
Tier 2: Rare Blueprints/Void Only Mods
Tier 3: Prime Parts & Blueprints
I feel this maximizes the enjoyment/reward/payoff for the player and give incentive for players to play beyond repeating wave 5, and truly rewards the player for putting the time and effort into some very difficult missions where a single mistake can cost the whole team the mission.
Thank you for reading and DE, thank you for an amazing game. -
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Thanks for staying up late & working on this. :)
Update 26: The Old Blood
in PC Update Notes
Posted
Inaros melee finishers are broken (as well as all other melee finishers). Please fix.
Also, please revert Covert Lethality to its former glory.