Jump to content

SortaRandom

PC Member
  • Content Count

    9,555
  • Joined

  • Last visited

Posts posted by SortaRandom


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

    Changes:

    • Updated the public Drop Table for the Sentient Wolf to include the Wolf Hammer component Blueprints, and increased the drop chance to match the regular Wolf table. Previously was a 25% chance for the Wolf Hammer Blueprint to drop, now it's a 35% chance for either the Blueprint or one of its components to drop.
       

    I'm glad the RNG is improved slightly, but bigger changes need to be made. Not just to Wolf Sledge, but to the recent rare drops as a whole.

    For the wolf sledge: If the 35% roll is successful, you still need to roll another 11.28% chance of getting the BP or Motor. That's essentially a 4% chance for the BP and a 4% chance for the Motor on every Wolf kill. That's ridiculous.

     

    The Stalker Ephemera (5.00% chance on Stalker kill) and the Seeding Step Ephemera (2.00% chance on Arbitrations Rotation C) are already completely insane, and setting a very dangerous precedent in regards to RNG. The Wolf Sledge BP+motors are similarly bad (although they're at least tradable, which lessens the pain by several orders of magnitude).

    I think it goes without saying that the Saturn Six Mask (2.00% chance on Wolf kill) especially needs changing. I don't mean to devbash, but I don't see how any reasonable person could have looked at those odds and said to themselves, "Hmm, yes, this looks fair".

     

    Here are the drop tables, by the way, for anyone wondering.

    • Upvote 1

  2. 2 hours ago, [DE]Bear said:

    So, enter the Aimed Ground Slam:

    The idea is that we take the mechanics used in the new Melee rollout and apply them to powers that require the floor, potentially with new effects. See above that Rhino can ACTUALLY cast Stomp in air now, which results in slamming into the ground to cast!

    This video makes joy fountain from Rhino's eyeballs.

     

    Out of curiosity, though-- is this video representative of the final product? i.e. Are these abilities going to "ground slam" the instant they're activated?
    I think it would look+feel better if the "ground slam" was delayed until certain point in the casting animation.

    For example, let's say Stomp only "ground slam'd" upon the actual stomping part of the animation. So you're in the air, you aim down and press 4, and then this happens in order:

    1: 100 energy is lost, casting animation begins (Rhino begins lifting up his foot)
    2: A critical point in the animation is reached (Rhino's foot reaches peak height and begins moving downwards)
    3: The warframe "ground slams" downwards (Rhino rapidly moves downwards until he touches the ground)
        3.5: The animation continues without interruption while step 3 occurs (Rhino's stomping animation continues until the ability is cast and the animation ends)

    Bonus points if the animation is interrupted (i.e. the casting animation freezes at the "critical point" and step 3.5 doesn't happen) until the warframe is in contact with the ground. Basically how Reinhardt and Lucio's ultimates are handled in Overwatch.


  3. 10 minutes ago, ENGINEEEEER said:

    So you can change these....

    To my understanding:
    It's less that DE can't change nightwave challenges, and more that they don't want to change the challenges since Nightwave is synced across PC and consoles. If they make a change to PC, then they'd have to change Console nightwave as well... except that requires sending changes to cert, which just takes way too long.


  4. 3 hours ago, [DE]Rebecca said:

    Changes:
    - Updated the text string of the Nightwave Act  ‘Use Forma x/3 times’ to indicate that this cannot be done in the Simulacrum, as it will not count towards the Act.

    That... seems kind of backwards. It's not like applying forma in the Simulacrum is any different from applying forma in the orbiter, to my understanding.

    This is a temporary bandaid, I hope?

    • Woah 1

  5. 1 hour ago, DeltaPangaea said:

    Because using m1 to melee is a thing, even as much as it shouldn't have been since the option is CLEARLY just a slapdash bandaid meant to try and satisfy people who used M1 for their melee without actually considering how flawed it makes their system.

    The thing is that a great amount of people like to have the weapon they want to use equipped AHEAD OF TIME, not just animation-snapping to having it equipped.

    Ahh, I see your point now.

    Yeah, the "M1 to melee" mode is awful right now, since you need to perform an entire damn melee attack with E to activate it in the first place. It would be nice if players with "M1 to melee" enabled had E turned into a "swap between melee mode and gun mode" button, with no attack animation attached to it.


  6. 8 hours ago, DeltaPangaea said:

    Fun thing? This is the OPPOSITE of a fix for me! It made it worse! 😄

    I used F to change back to my gun without having to shove my view forward with an Aim, and now I can't! Huzzah!

    I mean, the only point of using a gun is aiming and shooting, no? If you're not doing either of those things, I don't believe there's any practical reason to swap back to gun mode to begin with (aside from secondary fire, but hopefully that can be addressed in a future update). Fixing inconsistent functionality for players who use both guns is far more important.


  7. 11 hours ago, [DE]Megan said:

    Melee ‘Phase 1’ Changes & Fixes:

    • Pressing F when in Melee mode now switches you back to your "other" weapon. For example, if your Primary weapon is equipped when you trigger a Melee attack, you will return to your Primary weapon when you aim or fire. If you instead press F while in Melee mode, you will now equip your Secondary weapon.

    I love you. Oh my god.

    Thanks DE! 😄


  8. 2 hours ago, Fanzschnabs said:

    that's gonna be a problem for people using the "use melee with fire button", as going back to the previous weapon will then take longer.

    A solution would be to detect "tap or held" on that switch key, one sending you back to your previous gun, the other switching to the OTHER gun.

    The people using the "use melee with fire button" mode already switch back to guns by tapping RMB (aim). Much more quickly than tapping F, I might add.
    Your solution is kind of an awkward "compromise" where no compromise is needed. Letting F always switch to the OTHER gun will benefit everyone whether "use melee with fire button" is enabled or not.

    But yeah, thanks for reminding me that "use melee with fire button" exists-- I find it absolutely insane that people who want to LMB for melee attacks still need to tap E for a melee attack to activate it in the first place!
    It would be better if E changed from "melee attack" to "switch to melee mode" while this option is active. Bonus points if pressing E while in melee mode activates channeling.


  9. Thanks DE!

    Still no fix for "Switch gun" not switching guns half of the time?


    One problem with weapon switching: pressing F will switch back to gun mode without actually switching the gun. So if you want to change which gun you're using, pressing F will swap to the wrong weapon half of the time.

    Could pressing F change to the "other" gun regardless of whether you're in gun mode or melee mode? (e.g. If you were holding a Primary and you entered melee mode, pressing F will immediately switch to Secondary.)

    • Applause 2
    • Upvote 7

  10. Thanks for the update!

     

    One problem with weapon switching: pressing F will switch back to gun mode without actually switching the gun. So if you want to change which gun you're using, pressing F will swap to the wrong weapon half of the time.

    Could pressing F change to the "other" gun regardless of whether you're in gun mode or melee mode? (e.g. If you were holding a Primary and you entered melee mode, pressing F will immediately switch to Secondary.)

    • Like 1
    • Upvote 5

  11. I'm liking the update so far!
    There are a couple problems I've noticed that are (hopefully) relatively easy to solve.

     

    WEAPON SWITCHING:

    • Problem: When in melee mode, pressing "Switch weapon" (F) will switch back to gun mode without actually switching the gun. This means that pressing "Switch Weapon" will have inconsistent behaviours depending on whether you're in gun mode or melee mode.
    • Solution: Pressing "Switch weapon" will change to the "other" gun regardless of whether you're in gun mode or melee mode. (e.g. If you were holding a Primary and you entered melee mode, pressing F will immediately switch to Secondary.)
       
    • Problem: Switching weapons out of a melee attack is still slow, because upon pressing you have to:
      • wait for the melee attack animation to end,
      • wait for your frame to holster the melee weapon,
      • wait for your frame to pull out the gun,
        before you can start shooting. (A more-extreme version of this issue was very frequent prior to this update, mostly due to the way quick melee worked.)
    • Solution: Switching weapons during a melee attack will immediately cancel the attack and immediately begin the "holster the melee weapon" animation. Weapon swap speed should behave more consistently after this; it should be fairly in line with the time taken for gun-to-gun swapping.

     

    "LeftMouseButton FOR MELEE" MODE:

    • Problem: Players who use this mode effectively have two melee buttons: LMB (does melee attacks, but only during melee mode) and the default melee key (does melee attacks, and is required to activate melee mode in the first place).
      This feels very awkward! Players want to do melee attacks with LMB rather than E... but the only way to activate this is by doing a full melee attack with E in the first place!
    • Solution: (Re)Introduce an optional "Switch to melee weapon" keybind, which instantly activates melee mode without actually doing an attack. If a player has "LMB for Melee" enabled, then this new keybind (which is basically just E without the attack animation) will act as their primary method of entering melee mode.
      Bonus points if "Channeling" can be bound to the same button, so pressing it while in melee mode will activate Channeling if the player desires.

     

     

    Also: I cannot for the life of me figure out what the point of "Combo Resume" is. It feels like it activates very inconsistently, and I only notice it because it gets in the way of my combo activations very often.
    I guess I should probably try to get used to it before complaining about it... but honestly, if I had an option to disable this, I would do so in a heartbeat.

    • Like 1
    • Upvote 2

  12. 42 minutes ago, [DE]Rebecca said:

    Orb Heist: Profit Taker Changes:
    - All non-Orb enemies can no longer trigger knockback in players during this fight. If you are being tossed around by Moas/etc moving forward in the context of the Orb Heist Profit Taker fight, please let us know.

    This sounds awesome!

    I'm a bit worried about the inconsistency, though-- I'd imagine getting knocked around by an enemy in one situation, but mysteriously not getting knocked back in another, would be a bit confusing for lots of players.
    Wouldn't it be better to simply prevent the "knockback-capable" enemies from spawning in the Profit Taker fight in the first place?

    • Upvote 3

  13. 22 minutes ago, [DE]Rebecca said:

    I'll be dropping in and posting some of the weekly reports I get from our professional Mod team so everyone knows what we're tracking and why in terms of moderation and noteable trends. It should be very clear from these reports the entirety of why we bother Moderating at all, and what our priorities are since making systemic changes. Luckily for a game as large as ours our Problematic User list is quite short, but it allows us a consolidated area to keep our in-game Region chat focused on our Space Ninja game. Nezha is a trap is pure spam - kickbot kicks spam as per the 'no spamming' rule.
    image.png

    It's good to see another update!

    But, after a month, I'm still unsure what the "Problematic Users" part of your image is trying to represent. Is that just a small sample of a larger list of individual offenders or something? (I mean, I would've thought there are so many offenders in the first place that such a small sample doesn't properly portray the situation.)

     

    (Below: my post in this thread from Reb's update a month ago)

    On 2019-01-30 at 3:33 PM, SortaRandom said:

    moderationexample.jpg.87821cc01e387f6129

    Maybe I'm just blind, but I'm not sure I understand this infographic? I'm assuming the top bit (with the grey bars of different lengths) is a histogram showing the most common reasons for banning, but "I LOVE LITTLE GIRLS", "No i beat my wife", "There is only one gender, male, females are property", etc. are oddly specific sentences to display here.
    I mean, are these exact phrases that players have been copy+pasting or something? Is each one simply "paraphrasing" for a variety of similar phrases that people have been (rightfully) chatbanned for saying? Am I completely off the mark?

    I feel like I'm missing something obvious, but could we have a bit more explanation on what the infographic means?

    • Like 3

  14. This sounds awesome, but I'm a bit apprehensive about the "lore". Does this system expect new Wolf-related lore to be written continuously as time progresses? Or is it a small "lore bomb" upon release but not necessarily being continuously updated?

    I hope it's the latter. Writing lore continuously as time progresses is not an easy task, and we all saw that it was rather infeasible with the Synthesis Imprints.

    • Like 2
    • Upvote 2

  15. 3 minutes ago, MagPrime said:

    With the title of "Problematic Users" I think it's censored user names, not an infographic. 

    But, those comments make me so glad we have an autotrigger with KickBot, with the text removed.

    3 minutes ago, (PS4)abbacephas said:

    The greyed out bars are the names of the individuals, based on context anyway.

    I considered that as well, but I mean, surely there's a better way of displaying the work done than a list of nine players and the phrases that got them repeat-banned? I'm a bit lost on what DE's trying to convey there.

    • Like 2
    • Upvote 4

  16.  

    3 hours ago, [DE]Rebecca said:

    moderationexample.jpg

    Maybe I'm just blind, but I'm not sure I understand this infographic? I'm assuming the top bit (with the grey bars of different lengths) is a histogram showing the most common reasons for banning, but "I LOVE LITTLE GIRLS", "No i beat my wife", "There is only one gender, male, females are property", etc. are oddly specific sentences to display here.
    I mean, are these exact phrases that players have been copy+pasting or something? Is each one simply "paraphrasing" for a variety of similar phrases that people have been (rightfully) chatbanned for saying? Am I completely off the mark?

    I feel like I'm missing something obvious, but could we have a bit more explanation on what the infographic means?

    • Like 3
    • Applause 3
    • Upvote 9

  17. 41 minutes ago, Aldrr said:

    I hope these are not a one-off thing and they cycle around regularly, so folks who happened to miss it can get additional chances to acquire them later (ie they joined recently, they had to skip for technical reasons, or because of work).

    Agreed. I didn't watch the devstream, so maybe they discussed this already... but if players can't catch up on any "high-end power rewards" that they missed, then that's going to be very bad.

    I really like that Warframe doesn't have any fear-of-missing-out (FOMO) issues. Players are encouraged to log in frequently (via login rewards) but they aren't forced to log in any more than they want to, with the only exception being event cosmetics. (And these have no effect on gameplay, and nearly always reappear later, anyways.)

    But tying a power reward to continuous "seasonal events", without any way of making up for missed rewards, would risk changing WF from "I want to log in" to "I have to log in". And these "seasonal event"/"battle pass" systems tend to demand a lot of time from players (e.g. Dauntless, Fortnite), even more so than shorter events with unique rewards (e.g. Pokemon Go). As regular human beings who would like to eat and sleep every once in a while, we've frankly got enough activities competing for our time. The last thing we want is for Warframe to feel more like a chore than something we play for fun. 

     

    Games like Pokemon Go and Vindictus are widely frowned upon for demanding obscene amounts of time from their players, and for being "FOMO hell", in the sense that players are essentially punished forever if they miss an event. Vindictus is also frowned upon for a variety of other reasons, but that's another topic. They should be learning from games like Warframe, not the other way around.

    I'm not inherently opposed to a "battle pass"-type mechanic or anything, but please... approach with caution.

    • Like 3

  18. 8 minutes ago, notlamprey said:

    First, I appreciate everybody's continued willingness to hang around in what is bound to be an uncomfortable discussion. That needs to be acknowledged before I proceed on to being disagreeable.

    I do not believe that at all the aliases being referred to were satirical in nature.

    When assessing the intent of any specific behavior, it's important to fit that behavior within as broad and comprehensive a context as possible if you want the most accurate assessment. In the case of one particular individual who shall not be named, that's exactly what the community did. This person had a large number of public web and social media accounts that were linked to one another, making it possible to get a fairly complete picture of this person's generalized online behavior patterns.

    To paraphrase our distinguished and long-serving community moderator @Letter13 - if people do not act in accordance with the rules because they believe they are not being supervised, then they are not acting in accordance with the rules. (I don't necessarily agree with this sentiment, but I'm trying to help us establish consistency for now.)

    I believe this unnamed individual was broadcasting close and personal associations with Digital Extremes while also acting in contravention of previously existing community guidelines. Since @Cleesus has already pointed out that "retroactive punishments" will not be applied, I won't build an argument based on the breaking of any new guidelines. Even under the older guidelines, there were instances of behavior on platforms including, but not limited to, a personal Tumblr blog (which again I will not name).

    This person's activity on that blog strongly indicates to me that their alias was not satirical. If it was, there would be no need to carry the 'joke' as far as it was. At some point, you must dispel the confusion in order to prevent causing collateral damage. To my knowledge, this never happened.

    With all respect to @[DE]Bear, we have the receipts. The community has compiled a thorough history of interactions that indicate to us this person was not kidding around, but instead was abusing not just the kindness and generosity of DE, but also the community. Yes, I'm also asserting that this person treated wide segments of the player community as stereotypes. Yes, the community has evidence of that too. That's a type of group labeling I don't think you want to encourage.

    When someone makes comments with references to "crying anons who are butthurt about my url" and responds to honest questions about the nature of their alias with only "lol" - I don't believe we're talking about satire any more.

    Sorry Bear, I'm sure you're trying to do the best you can manage while working within some very strict constraints. Unfortunately this just isn't going to work for me, or indeed a lot of other people, right now.

     

     

     

    Well said.

    This unnamed chat mod in question has a well-documented history of, ah, "less-than-constructive" interactions with the community they're moderating. They've flaunted their inappropriate social biases both ingame and on social media for quite some time, and they've been using their position of power to essentially bully players whose views don't match their own.

    It's shocking and disheartening that, even now, DE is seemingly defending this individual by passing off their name as simply "satire". As if the only line this moderator has crossed is having a goofy name that angry players could've "mistaken for actual toxicity".

    I don't mean to focus any blame on @[DE]Bear or anything, but the stance of DE as a whole on this issue doesn't exactly inspire confidence for the future.

    • Like 4
    • Applause 4
    • Upvote 5

  19. 3 minutes ago, [DE]Megan said:

    Fortuna: Hotfix 24.2.6

    Changes:

    • Updated Riven Mods to have proper names for Zaw and Kitguns, instead of using Melee and Pistol in names.

    Wait, what does this mean? Does a veiled kitgun riven now say "Kitgun Riven Mod" instead of "Pistol Riven Mod"?

    • Like 2
    • Woah 1
    • Upvote 8

  20. Hopefully we'll finally get the juicy Melee 3.0 details we've been waiting for. Namely, what's going to happen with stats-- Range, Blood Rush, combo counter, etc..

     

    One BIG thing that's been worrying me about Melee 3.0 details thus far: I don't think there's been any information about the "Additive Crit Chance + Blood Rush" interaction (i.e. the additive CC being multiplied, in its entirety, by Blood Rush). When players consider melee weapons OP, it's almost always because of a build that takes advantage of this interaction (e.g. Maiming Strike + Blood Rush Atterax, or [debatably] Arcane Avenger + Blood Rush Kripath).

    The reason why this has been worrying me-- DE hasn't mentioned anything about "Additive CC + BloodRush" at all (correct me if I'm wrong), but they've shown EVERY intention to blanket-nerf wide-ranged melees in general. Namely, by neutering Range for wide-reaching weapons.

    3TIzRTG.png

    (^ Placeholder mod from Devstream 116. Yes, I know that this is a placeholder and is subject to change. Hell, that's what I'm praying for.)

    I hope DE reconsiders this line of thinking. Polearms and whips aren't overpowered on their own-- it's the "Additive CC + BloodRush" interaction that makes them overpowered. Blanket-nerfing the former without addressing the latter is like punishing hundreds of schoolchildren because five of them were misbehaving.
    It would be the worst possible way of handling the situation.

    • Applause 1

  21. Melee Range mods are additive now?

    3TIzRTG.png

    (Thanks to /u/TheBigMotherFook for the image)

    This worries me.
    Assuming that Primed Reach is just this with 10 ranks, that's literally a +3.3m boost on Primed Reach... which is going to be rather unimpressive on large melee weapons (polearms, heavy blades, whips), considering that they're only about ~1m longer than daggers at base.

     

    With such a change, the melee meta will change from "everything has godawful range except for Whips, Polearms, and Zaws, and some Heavy Blades" to "everything has crappy range regardless of weapon type". I get that weapon ranges need a bit of normalizing, but this is going too far-- every melee category is going to fill the same niche at this point.

    Ideally, we would have a system like "Daggers are amazing at 1v1 DPS, whereas Polearms/Whips apply much lower damage over a much wider area". But if every melee weapon has basically the same reach, and that reach is ~4m at best, then we will effectively have zero melee weapons that are capable of dealing with large crowds at once.


    Maiming Strike + Blood Rush meta aside, polearms and whips aren't overpowered. In terms of overall effectiveness, they're the standard that other melee categories should be held to. They're basically the only melee weapons that I would currently consider using over a gun as my main damage source... and that's not because they're godly, that's because other melee options are subpar.

    Instead of nerfing every long-reaching melee weapon into oblivion by gutting the multiplicative component of Range mods, they should instead have both an additive and multiplicative component, so both long-ranged weapons (i.e. crowd killers) and short-ranged weapons (i.e. 1v1 monsters) can fully benefit. And to make up for the lack of hitbox size, shorter-reaching weapons need better damage and fast, consistent gap-closers, so that they're able to make full use out of their 1v1 DPS (and thus do something that Polearms/Whips can't currently do better).

    • Like 2
    • Satisfied 1

  22. 3 hours ago, thefellowone said:

    Please don't make Nezha's teleport slow, as per: 

     

    On top of this, I'd love if we could make Nezha's teleport faster in the first place.

    It's not a good mobility tool at the moment, since it's barely faster than just jump->slide->roll with Firewalker on, and it's unaffected by mods (safe for a marginal improvement from Natural Talent).
    I think the max range of the disc, or at least the flight speed of the disc, should be affected by Range.

    • Applause 1
×
×
  • Create New...