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Endorphinz

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Posts posted by Endorphinz

  1. I just recently got a riven mod, the challenge: Complete a survival mission with level 30 or higher enemies without killing anyone. As far as "killing anyone" does this apply to bringing along companions, or other players to kill enemies for you, or would that fail the challenge as well?

    If I can't do any of the above, does anyone have any tips as to how to complete this challenge without too much frustration?

  2. One of the biggest things that is keeping me from enjoying conclave in Warframe is the bullet jump mechanic. It is my opinion that the player vs player mechanic would be much more enjoyable were it removed from the game mode somewhat. However, this is not a simple thing to come out and say, rest assured I have given a lot of thought to many of the factors in this!

    Let's start with the perceived problem. Bullet jumping is an evasive maneuver at the core, but it ends up being much more than that: It turns any and all encounters into long drawn out battles of attrition, where victory is only achieved by a lucky string of hits, or resorting to cheese tactics. When I look into a conclave match, the hardest players to kill are the ones that spring around like a mosquito all over the match, rarely ever touching the ground. They are night impossible to hit. To me, this is not a fun time. When engaged in combat with these folks, it's frequently a stalemate until I get both frustrated and tired of bullet jumping, and stop hopping around, hoping to get a desperation snipe or melee kill.

     Yes, I am aware that the high mobility is part of what makes Warframe unique. I am aware that your proficiency in pvp is not meant to be measured solely on your ability to aim a gun, and that melee tactics are encouraged as well. Bullet jumping simply greatly reduces the viability of guns in this mode. However, the satisfaction of shooting someone down in a game is immensely higher than using a melee weapon to lock someone in place to kill them in two strokes. This kind of gameplay encourages and rewards strategies that are frustrating, rather than ones that are satisfying to execute, and are able to actually be countered.

    You might be ready to respond, well bub that's exactly what kind of game Warframe PVP is. Well, if you don't like the mechanic, then conclave isn't for you. Well, DE is trying to encourage strange strategies from players. And you are probably right about that. Maybe conclave isn't for me, if I'm not able to enjoy it. Maybe it's the equivalent of me complaining about Pokemon for having too many Pokemon in the game; it's arguing against the essence of the game itself. This might simply be useless feedback, which I'm prepared to accept.

    However, I do speak out because I see conclave as being something that I could potentially enjoy very much. I'm very pleased with the addition of quick steel, putting everyone on even footing with each other (rather than getting your face blasted in by people who farm for high-end pvp mods). I would love to support new conclave game types, maps, and mods. Bullet jumping and sliding are already weaker in conclave than in PVE, so it's apparent that DE already knows what problems can arise from such extreme mobility. I feel that one of the gates in getting new players interested in conclave (interest is another big problem) is the difficulty in scoring any kills against even the greenest players.

    To close up, I know that it's probably not reasonable to completely remove this basic maneuver from PVP completely, as it would radically change the entire balance. But I do firmly think that mobility is simply too extreme for player vs. player. Perhaps a cooldown on bullet jump might help things.

  3. The net code does definitely favor certain connections. Certain laggy players will always easily dominate because the game will register hits much more easily compared to others. For instance, on their side, it seems as if players are stopping in place frequently, and landing hits on them while they are stopped will register a hit, even if the player's actual position is already elsewhere.

  4. On 1/28/2017 at 3:22 PM, Snib said:

    No need for that. The rescue target is calling out "I'm in here" when you get the right portal.

    But otherwise I agree, lazy implementation of that mission by slapping the regular rescue timer on it. Should probably be 90 seconds to be on par with regular rescue difficulty. 

    Do they really? I only thought they started yelling when the countdown was nearing zero, which to me is useless in this mission type because there is only one portal. I might have to test this out some.

    Regardless, I do strongly believe that the countdown needs to be increased some. I know that sorties are supposed to be difficult, but this form of "difficulty" is an extreme frustration from immediate mission failures, completely different from increased enemy strength.

  5. Based on DE's response, they're assuming that every clan is completely filled to maximum capacity, and every member is fully invested in the game - which is just not how things work. There's always only a small group of contributing members in a clan of any size who shoulder the burden of research, especially in a clan that welcomes newer and under-geared players.

    Again, I must emphasize that I've been playing since Update 7, as you can verify by my join date, and have farmed everything DE has thrown at us, but over that course, I've only managed to pick up barely 1000 mutagen, and this is after never even crafting a single mutagen mass after invasions were released.

    Thank you for hearing our feedback.

  6. One of the big problems with this is an irritation that's almost as old as video games themselves. That comes down to the simple fact that no one likes babysitting someone or something else while they try to complete objectives. Escort missions have long been a bane to gamers and an almost universally hated trope; developers have noticed this in recent years and taken steps to ease the frustration of a cookie-cutter babysitting mission.

    No one minds the pod defense missions because the target is insanely hardy, and not a super big worry for players, where the top priority is killing the enemies. But with the agent defense sorties, the babysitting factor comes in at full force: not only if the target much flimsier than the pods, but he is stupid, with no self-preservation skills at all, and will happily walk into his death.

  7. I've been playing this game for more than 3 years, and in that time I have amassed just under 1000 mutagen samples. However, for a Storm clan, the requirements for Hema research is a staggering 50000 mutagen samples. I do strongly believe that this is a bit extreme, and needs to be reduced by 90% at least.

  8. On 12/7/2016 at 2:52 PM, Angrados said:

    I'm more interested in finding solutions to bring the community together, not push it apart. Hopefully this clarifies things a little bit.

    Thanks. Even if you don't agree with a person, this isn't the place to just mock other's complaints. There's plenty of other toxic forums where that's normal, but I hope the Warframe community isn't nearly that immature.

  9. I already have a pretty negative stance against the whole "prime vault" thing, prime items being perpetually removed from drop tables and made inaccessible to make room for newer prime items. I think it's a terrible system, but seeing as that's never going to change, I just have to accept it.

    The one saving grace for newer players is having vaulted primed items come back after a while like so. But still, only one month? That just seems like a cruelly meager amount of time to release something. Let's not forget this is the holiday season, one of the most stressful and busy months for western players.

  10. Yes, I think Simulor needs a nerf. The reasons being: it's powerful wide AoE damage, no risk of self-harm, and does not require aiming. It's kind of like the ignis, except where the ignis has embarrassing damage output, the Simulor can make the hardest sorties effortless (including the elemental damage-resistance sorties).

    If that's not a good enough reason for you, and if you consider people calling for balance as being "salty" then, well, then I guess that's all I have to say.

  11. Just as the name says. Seems like 80% of current trade chat is dealing with the newly released riven mods. Now, trade chat has always been a clusterf*** and difficult to deal with, but for classical MMO gamers, it's an indispensable resource for quick and dirty trades and fast plat. 

    That being said, I think there needs to be a separate channel entirely for Riven mods, since they're obviously a hit, and they're not going away any time soon! It buries people trying to buy and sell other things under mountains of riven offers.

  12. I just tried out my Ash. Used the same build, which is a high efficiency Fatal-teleport build with bladestorm as a panic button.

    I'm a huge fan of this Bladestorm! I don't know what everyone else is complaining about, it's streamlined and easy to use, and delivers more or less the same feel. Overall, I give the tweak in functionality a thumbs up, and I hope we go with this.

    The only complaints I could pull up, is that maybe it's -too- similar to the old Bladestorm, just with a longer setup. Not as drastic of a change as Mag's (which sucked, if I could be perfectly honest). AND, importantly, there doesn't seem to be any way to cancel Bladestorm mode if you change your mind.

    But overall, this is a great change to me, I love it.

  13. 26 minutes ago, NinjaKitsune56 said:

    The problem with putting the 2k Endo anywhere besides a mission alert reward is that its' 2,000 Endo... 4k Endo, and even most Ayatans, are more desirable. Truthfully, I'd find the Forma more desirable than the 2k Endo.

    Well that's why you'd be able to still pick the normal sortie reward offered, even if it's 3 Nitain. Of course, a large number of people would rather have the Endo than Forma. That's why being able to choose between 2k Endo and whatever other sortie reward offered, would make all parties happy.

  14. I do agree that Riven mods need to have a sort of smart-roll system, that prevents them from rerolling irrelevant modifiers for their weapons. However, I'm not of the extent this is actually implemented. The other example I've seen is flight speed, which as you know, only applies to projectile-type weapons. I'm not sure if it's possible for that to re-roll on hitscan-type weapons. But I do know that critical strike abilities should not be able to roll on weapons with no critical strike.

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