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Ruby_Rose_

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Posts posted by Ruby_Rose_

  1. Regarding Baruuk...

    Range Calculation for Elude is off. +75% range is showing up as 405 degrees, rather than 315.
    Elude requires 200% Range at max rank, where it caps at 360 degrees.

    As mentioned before, Desolate hands is 90% maximum, with a static 10% provided by each dagger.
    This however may benefit from a "Max Daggers given to Ally" stat being listed, which is always equal to 50% of Baruuk's maximum.

    Serene Storm's Damage reduction is also hard capped to 40%, with at least 60% Strength.

  2. 4 minutes ago, Quimoth said:

    With current efficiency drain and the certain invulnerability phases some bosses (e.g. most bosses) have this won't work. I'd rather have them open a special conduit where efficiency is less important.

    Name me a boss that doesn't have some extra elements to stop us from rushing the boss in under a minute. They're virtually non-existent because the hardcore community asked for it and therefore should require extra work before being implemented in onslaught.

    I'd assume they'd be more of pseudo-bosses, like Eximi with EHP boosts or something similar.

  3. On 12/19/2017 at 5:17 PM, [DE]DeckardPain said:

    With that in mind, we would love to hear more about your experience (if you can remember that far back, for some of you); for example:

    • What were some things you wish Warframe taught you in the first 2 hours?
    • Were there some things that were too overwhelming or confusing during these first 2 hours?
    • Can you recall any points in which you or a friend weren't sure what they were supposed to be doing during the first 2 hours?
    • Any other obstacles that stood out to you at the beginning of your Warframe experience, or any particular items you feel a new player would benefit from.

    See you in-game!

    [DE]DeckardPain

     

    The First Couple Hours.. Honestly, These first few hours are generally what make or break a player sticking around. Having some early clarity on how they can progress and where to go outside of where junctions point/push them to would be amazing.

    First up, not all quests are mandatory. Some are required to progress into later quests, but it's never stated which are directly or indirectly prerequisites outside of Junctions and Codex. While quests are sort of a guide or gentle easing into the game by some means as well as lore, a lot of new players get the idea this is similar to an MMO where they will have numerous quests to guide them deeper into the game, this is not the case and should be addressed more clearly.

    Next, Starter Weapon Choices. While this in its self isn't a huge thing, Some extra information tidbits on the weapons would be nice. Just extra details stated near the weapons. Noting things like Charge, Semi-Auto or Automatic Fire modes; Silent vs Alarming; and small effectiveness tidbits like " MK1 Paris is high in Puncture damage, making it more effective against armored enemies". Just so that way even if they get far enough in, they always have a weapon for every situation; even if they haven't picked up or earned enough credits to get a new weapons just yet.

    There's also Affinity and Mastery, these would also be worth explaining to some degree, but not in detail. Just the basic point of Affinity is EXP for weapons, Leveling weapons allow you to use more Mods on them, Every Frame, Weapon, etc. grants Mastery, unlocking more guns and frames to use and enjoy. Every player I've helped has usually asked the difference between the two at some point or another. 

    Small aside on the topic of leveling, Enemy Level is only an indication of their power, nothing else. Can recall many times having to explain that to newer players. Careful play can get you farther in the star chart than tricked out weapons/frames will. This should absolutely be made more clear, as most players think it's a recommended level.

    Might also be worth the time to also automatically fill in codex entries for the "Necessary" or "Core" Mods as well as give them indication to look at the Codex in general for further training and information. Hand them the list of missions/enemies which they can obtain cores mods like Vitality, Redirection, +Damage and +Elemental. Then simply explain the rest can be uncovered via filling in your codex with Codex Scanning enemies and by completing mission where they can drop. 

    Last thing I think needs to be stressed more than it is, as alluded to with the point of I made about quests.. This game is open ended. Opening and completing more missions and planets is far and away the best way to progress and have fun early on. Pick what weapons and missions you enjoy and play those, don't be pressured into obtaining high MR ASAP.

     

    As far as thing that might be confusing or overwhelming...

    Hacking

    It shows up randomly and isn't explained at all the first time. I think giving a brief pause to explain the puzzles and how they work would be a good step to take, or even having the controls/instructions marked more to be prevalent the first few times on each puzzle type.

    Modding

    It's not super hard when you get deeper in and know how things work, but can still be confusing early on. "Should I use this mod, or that one?" and "What's a good build for X" are pretty common newbie questions. This can easily be fixed too. Just tweak the auto select to function as more of a "Most Frequently Used" selection of mods, that prioritizes Sustain mods (like Vitality/Redirection/Steel Fiber) over Full build mods (Strength, Duration, Range, etc) [At least until a certain MR, which it can start leaning more towards full builds]. This ensures they're getting optimal mods, and by paying attention to what mods are placed automatically, they can slowly learn what mods are useful to them.

    Potato'ing (Using Reactor/Catalyst) and Forma

     While these don't come up too often, these are both overwhelming and under explained to new players. I think an introductory thing that at least explains how Catalyst and Reactors work would be amazing honestly. Give the new player a set of potatoes for their start frame and weapons and explain what they do and how they work. This also doubles and could help with player retention, as their starter weapons can now last much longer before they may have to seek out new options.

     

    As far as things a new player could benefit from..

    • The above set of "tutorial taters".
    • Additional starting slots for Warframes and weapons. (I think 3 and 12 were the respective counts, this is pretty low imo)
    • Discount on the Credit and MK1 weapons until a certain MR is reached (around 3-5 would be a good cut off) . 
      • This is so they can have a reasonable starting arsenal and try more weapons and playstyles and don't feel forced into their initial picks.
    • Just more clarity in general. The game is pretty vague about a lot of things.

     

    TL;DR: See end list and the bolded topics and main points for adjustment and fixes to improve the New Player Experience. I tried to hit a lot of the main FAQs I get when guiding, but I may have missed some things due to my preference to teach myself when it comes to games that just aren't coming to mind as issues. Sorry if I repeated anything.

  4. 21 minutes ago, Mudfam said:

    Hardly. Unless DE suddenly completely changes how all exalted weapons work, then we know more than enough. They can't be modded properly, excluding the most interesting modding options, and also invalidating the weapon on its own. They don't allow you to choose use your weapon or use your weapons in concert. These are absolutely some of Warframe's most relevant and fundamental features, exalted weapons quite simply break them, reducing the game to something very simplistic and repetitive.

    Honestly, I think Exalted weapons are what melee weapons SHOULD BE. Mods like Maiming Strike and Blood Rush have become all but mandatory on 95% of weapons. I'm actually glad they're not available to Exalted Weapons.

    Could you even imagine how stupid Valkyr or Excal would be with perma red crits on their weapons?

    We honestly need more diversity for mods, not drastic changes to melee weapon or even exalted weapons. Though, those would be nice still.

     

    I will agree with some of the others, you're passing judgement on a frame that only has art and a couple ability concepts. For all we know, those abilities could get scrapped before release. 

    Also, even though not everyone likes the summoner playstyle, if that end up being how she plays, so be it. If you don't like her enough to play her more, then just don't.

  5. 7 hours ago, Mudfam said:


    The plains are for any player at any level a complete waste of time, even more so for a new player that needs lots of things quickly. Why should we ever spend time on the plains when the rewards are a mix floor trash and stuff that we can farm 10 or more times more efficiently elsewhere? This is not viable content. Even if the rewards were 10 times better I would still be much better off doing something else, going for the things I want/need instead of this pot-luck, and getting potentially useful resources and many rewards per mission. I can literally do 10 spy mission in the same amount of time, 10 fissures, 20+ excavators and so on and so forth.


    I could say that the plains increase the grind a hundredfold, but even that's an understatement. It's so far beyond the point of worthless than it's just effectively zero.

    So what would you suggest then for rewards? All feedback is helpful, but saying there's a problem and not offering a solution of any kind is a bad way of providing feedback. (I mean I did recommend you do this in the first place, but you clearly opted out)

  6. 1 minute ago, maxcwng said:

    What trials?

    Law of Retribution (LoR), LoR Nightmare, Jordas Verdict.

    Basically this game's versions of raids. With a group that knows what they're doing they take a total of about an hour to complete all 3, usually slightly more. But they're probably one of the least grindy sources of credits, plus you get Arcanes too. Can usually get 1m per day from them, assuming you buy a booster or get one from crates.

  7.  

    On 6/9/2017 at 2:16 PM, Hodbrodd said:

    Started 5 days ago, MR 4 , WF : Volt / Rhino , Baking Frost / Oberon , soon Nekros P. ( Yeah i farm a lot ) 

    Most game mechanics I have familiarized myself with, Raids etc no idea yet. xD

    Europe Time Zones:  mostly active the afternoon.

     

    I'd love an invite IGN : Hodbrodd  

    Invite has been sent. Sorry for the delay!

    6 hours ago, Kazimakazi said:

    Hello and salutations, I am Kazimakazi and I have recently rejoined warframe and HAVE NO IDEA WTF IS HAPPENING ANYMORe!!! the game has drastically changed in 3 years and I'm looking for somewhere to get answers and people to play with. I saw FLOWs ad and loved it and now I would love to join :P

     

    Invite has been sent!

  8. 3 minutes ago, (Xbox One)Kenjamenace said:

    Cool cool, and tgatS prime parts/syndicate only correct

    Yep, as long as it drops that way from Fissures it can be traded, as well as most stuff from syndicates. Aside from the Syandanas and that kind of stuff. All the Mods and weapons can be though.

  9. 24 minutes ago, (Xbox One)Kenjamenace said:

    Sooo at rank 5 what should I be doing? I noticed my keys are now relics, how do I get more? Pretty much any help explaining what's changed would be of great help.

    Depending on how long you've been gone, I'd prioitize the "main" quests. This questline consists of Natah, The Second Dream and finally, The War Within. Doing so will make sure you have access to the main features and extra content.

    As for Systems changes, the thread Jeahanne linked is a great resource. The main one is the change from Keys to Relics. There haven't been too many other significant overhauls since.

    Relics work similar to keys, being they are consumed on use; you also obtain them in the same ways you used to get keys. Before you get into cracking Relics, I highly recommend completing the Earth to Mars Junction. This is an extra node that links these planets (There are several more linking the rest). This only consists of you doing the tasks listed for that junction and then defeating a specter to proceed with clearing it. This is important to do first, as it allows you to upgrade the "quality" of your Relic, enhancing the drop rates for rarer drops it has.

    To Open a Relic and claim a reward, you must visit a Void Fissure. These function on a system similar to alerts, in the fact they they appear randomly. However they stay on the same node for up to hours at a time. These are normal missions, apart from the spawning fissures. The spawning fissues will spawn in Corrupted enemies and also corrupt nearby enemies. These enemies will then drop Reactant. Once you obtain 10 reactant and complete the mission, set of waves, or etc. you will then be presented with your reward. If your are in a party, you will see up to 4 rewards based on party size and how many got their reactant, which you are free to choose from. 

    Once you open a relic, you are also immediately given Void Traces. This resource is used to upgrade your relics as mentioned before.

    Relics have 4 "Qualities":

    • Intact - Your base relics with normal drop rate.
    • Exceptional - a slight upgrade to rarer drops, and less chance for common. This takes 25 Traces.
    • Flawless - Same as Exceptional, but higher increase and even less common chance. This takes 50 traces
    • Radiant - Givens the highest chance at a rarer part while also lowering the drop rate for commons to the lowest of the qualities of relics as well. This takes 100 Traces.

    Hopefully this information helps you with understanding the relic system. If It wasn't, perhaps the wiki may be able to fill any any gaps. http://warframe.wikia.com/wiki/Void_Relic

    Any further questions, feel free to ask as well. :)

  10. I've recently gone through the Tutorial Quest line again for the new player experience; but I noticed something off, the resource drop table. It uses that of the Void.

    While this should cause very little issue and may actually help in the long run, it may cause confusion overall. The reason I say this is because it almost immediately introduces a player to Argon Crystals, which decay. A new player won't realize this quite yet though. The major problem is that almost all of the BPs requiring Argon Crystals are above the first few Mastery Ranks, basically unreachable until this Argon is already gone.

    Overall it's actually a nice quality of life thing for a new player, as it allows for Control Modules to be gotten in the beginning, so long as they explore. And usually enough to last them hopefully until they have a planet with them unlocked.

    My suggestion here would be to replace Argon Crystal with the normal Neurode drops of Earth, where most of the quest takes place. I say this because strangely enough, the Argon Pegmatite are absurdly common. During the two times I passed though the quest line, I received around 10 each time. Neurodes would be a far better resource to give a new player over Argon. Neurodes are used far more and a lot more early gear can use them.

    This basically amount to Using the normal Earth Droptables, as Earth and Void share Ferrite and Rubedo as common drops... And swapping Control Modules from their current tileset they use (Void) and replacing Detonite Injectors in the Earth Drop Table.  (Or Void with Neurodes taking place of Argon, either way results the same)

    This switches the drop Table from this.. Ferrite, Rubedo, Control Module, Argon Crystal.. To this Ferrite, Rubedo, Control Module, Neurodes.

    While this change would basically create a new resource table for the intro quest line, it'd result in a healthier start to the game as well. At least to those that explore and find the resources.

  11. 11 minutes ago, bluepheonix13 said:

    It will probably not require parts from invasions, because that would be just stupid. And if it comes again as invasion rewards, it will be in a year or two at the earliest. 

    This. It will probably only require normal materials to build from a BP.

    Probably a few Detonite Injectors would be expected at least. Then probably a mix of Rubedo, Ferrite and Polymer Bundles.

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