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Ruby_Rose_

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Posts posted by Ruby_Rose_

  1. 20 hours ago, (PS4)Onder6099 said:

    When I'm looking thru Trade chat, where tons "Junk" Rivens are in sale, I'm 100% that it's not about Drop rate or bad Stats, it's about bad Habit of players, which I already stated. Until the trend will look like that until then will those Rivens cost that much.

    That's all a preference thing. I've seen some people sell riven for decent weapon and call them junk. 

    20 hours ago, (PS4)Onder6099 said:

    Every single Riven and every single Weapon is useful, but we must learn which specific stat is best for specific weapon and, of course, how to use her.

    This is very true. Though for most, it's pretty easy. Though and decent mix of stat boosts would be beneficial to anything, some just make better use of a similar setup.

  2. 2 hours ago, taiiat said:

    the ultimate problem you have to solve, is if you give capability to lock Stats, how do you also prevent from all Rivens becoming Multi-shot, Damage, and Crit Chance (obviously for some Weapons this isn't the ultimatum but you get the idea) plus a Negative that does nothing.

    if you can't prevent that happening at a hyperspeed level, then it can't work.

    There's a way to make it happen I'm sure. But what does finish one Riven do? Let's people start another one. You can have multiple for a reason, would be nice if you could make them all at least decent as a goal right? Right now you can't even make a goal with Rivens, because the RNG is really steep.

    The problem for them to me, is it takes so long just to get one decent enough or that makes a weapon decent. You could roll 100+ times and not even come close. It'd feel like a much better system with a sense of progress when you can actually set goals to try for. 

    Fundamentally, I'd rather ask "How much Kuva would it take to get it where I want it?" Rather than "How much Kuva do I need to waste for before it gets any better?". 

    I do understand your point, and I'd say how slowing the progress while not just making it 100% RNG would probably be better left to the devs. Honestly, It'd probably just be number tweaking to get it to be both fair but still take plenty of effort. Right now it feels all effort, with very little fairness to it.

  3. 1 minute ago, TaylorsContraction said:

    Sure, even with higher re-roll costs. With 3 stats locked in, no reason why you need to roll often, so a cost of even 20,000 kuva isn't bad. It would mainly be to reroll the negatives at that point or one positive.

    Definitely agree. The costs were just an example. This could also very easily have just a regular curve as well, and not an exponential one.

    The main point is to just give them the same feeling of progression everything else in the game has. 

  4. 28 minutes ago, MostlyUseless said:

    I'm down with this idea.  While I'm fine with the weapon and "tier" remaining fixed (so long as the tier is uniform to the weapon), I wouldn't scoff at the option to cycle either of them.  I feel that lack of control is the worst part of rivens, (though it's not the only problem) and the OP's suggestion would go a long way to fix it.

    Stat Tier wasn't a reference to Disposition. More so the fact that despite disposition there are slight variations in stats, with no way to tell if it's any where near as high as it could be.

  5. 16 minutes ago, Kthal said:

    Trying to balance the stats into obvious groups without making them too large, something like:

    • Elemental and IPS (7) (Damage types, an obvious group)
    • Damage, multishot, crit, punch through (5) (Essentially, the 'power' stats)
    • Faction damages (3) (An acquired taste. I hate them so would lock them in a group by themselves)
    • Fire rate, flight speed, status (4) (Utility pool A, more enemy-oriented effects)
    • Reload, recoil, magazine, ammo (4) (Utility pool B, more self-oriented effects.)

    Interesting idea, how would you be able to tie it into the initial idea though?

  6. 10 minutes ago, Kthal said:

    Not sure I'm a fan of that part, the rest of your suggestion is about replacing RNG with grind, and that would add a significant amount of grind, rolling for high stat-tiers repeatedly before rolling for the perfect stats.

    Locking to families of stats (as I thought you were originally suggesting) sounds much better as an alternative.

     

    What would you suggest as these families? What would the groupings be?

    As for additional RNG, it'd basically be taking the place of the current "amount of stats" since that ultimately determine the mins and maxes.

  7. 4 minutes ago, Xekrin said:

    This bothers me beyond all rational thought.  I would love the first major alteration (even if its also the only) to be striking all non-applicable stats from even appearing in the pool of potential stats.

    • flight speed on hitscan
    • status values on weapons with no status (sonicor, stug)
    • critical values on weapons with no critical chance (panthera, miter, seer)
    • magazine values on weapons with no magazines! (bows)
    • IPS values on elemental only weapons (+%300 puncture damage on ... SIMULOR wheeeee)

    The fact that these even are possible made me seriously dislike Rivens from the start.

     
     

    The thing with removing them, is it'd also remove them from the negative pool, where they'd be more acceptable.

  8. 6 minutes ago, Kthal said:

    Could you clarify what you mean by stat tier? Are you thinking of grouping similar abilities into stat sub-pools, so locking in a +faction stat would guarantee another +faction stat on roll, likewise with elementals?

     
    1
     
     
     

    Not quite sub-groups for stats. It'd be % ranges to the individual stats.

    Say a Damage roll for a "Strong" Rifle At the lowest tier would be around ~150% - 180%. As stat tier goes up, the minimum and maximum value would also increase. Obviously, the ranges would still be DE's discretion but would give more clarity to the stats themselves.

    (That quote box is being super weird.)

  9. In their current Rivens feel incredibly unfair. Not in the sense of Strong vs Faint Disposition, but in the sense of Time Investment. It just doesn't fit the way the rest of the game feels. Everything else in the game has a sense of guaranteed progress to it, except Rivens. 

        While some Rivens can add a lot of potential to weapons, whether or not they need it. Yet after messing with Rivens for so long, I've come to realize that the sense of progress towards getting a better Riven just isn't there. Take a look at some other game aspects, like other Mods. You throw Endo and Credits at them and you're guaranteed to make progress, even if you make it a step at a time. Same is true of Forma-ing a frame or weapon to fit your ideal build, each Forma is guaranteed progress toward your final build.

        I propose an idea to change Rivens so they do have that sense of progress to them, as well as try to give them a bit of clarity and transparency. Now, this idea follows a similar system to that of another game. In this case, Maplestory. Yes, it may be a drastically different game, but one of its systems called “Inner Abilities” is more or less the basis behind the concept I'm proposing. Other games have also utilized similar systems, this is just the one I’m more familiar with personally.

        First, let me explain a little about the system I'm referring to. That alone might make it clear to why I think it might fit Rivens. Your “Inner Abilities” operate on a roll system that has staged costs, based on what you lock in. You can lock the Ability Tier (or rarity in rather), as well as each individual stat. The important thing to note is that the Tier MUST be locked before any stats can be. What the UI looks like for it in that game: 

    Spoiler

    maxresdefault.jpg

     
     
     
     
     


    The cost is incredibly generous and reasonable to start, but as you lock in more stats, it goes up. For example it starts at 100, and jumps to 10,100 when you lock in the highest rarity roll. While my version for Rivens has more of a predictable curve, it does get rather high at the top-end as you lock the last couple stats... just not that high.

        So how would we apply this to Rivens? Well, We start with what could be potential options for rolling. We can't do Weapon Type; so no cycling between Rifle, Shotgun and Secondary. Could do polarity, but that's almost a non-issue for most people that want Rivens. The farthest back it could feasibly start is the Weapon itself, and then go into stats; possibly adding a tier system for rolls.

    Let's take a quick look at how this would work given a proposed formula for the cost and how it'd look scaling with the overall suggestion.

    Suggested Formula : 200 * ( 1 + 2^ (1 + X)) X = Number of locked in rolls.

    The Scaling:    

    • Rolling everything = 200 * ( 1 + 2 ^ (1 + 0)) = 600 
    • Weapon Locked in = 200 * ( 1 + 2 ^ (1 + 1)) = 1000 (Required to be locked before anything else is.)
    • Stat Tier Locked in = 200 * ( 1 + 2 ^ (1 = 1.5)) = 1300 (fair to make this a half step, since it's not as much progress as the weapon or a stat)
    • 1 Stat Locked in = 200 * ( 1 + 2 ^ (1 + 2)) = 1800
    • 2 Stats Locked in = 200 * ( 1 + 2 ^ (1 + 3)) = 3400
    • 3 Stats Locked in = 200 * ( 1 + 2 ^ (1 + 4)) = 6600

    At this point, you'd be rolling to rolling to finalize the last stat. But your progress up to the point stays 100% locked in. The cost is virtually the same, and there's the added bonus of it also allowing you to change the weapon a riven is for, should it use all of this idea. It's actually lower up to the point of where a mod would have that potential to be worthwhile, where you have 2 stats you want that are ideal for you. They would be lockable in any order of your choosing.

        Now, why do I think this would be more fair than the current system? Well instead of the stats being 100% RNG, you can at least control some aspects of it and get a sense of progression. The final result should cost roughly the same amount on average to get an ideal or even perfect mod.

    The main concept of this idea is to bring the same sense of progression felt everywhere else in the game to the one thing that lacks it. That is, of course, to make it more worth the time to invest into gathering Kuva to roll a Riven Mod. It’d still be a time-consuming gamble, but the sense of progress would make it far less frustrating.

    Should the concept of being able to roll the weapon also be granted with this, it’d reduce the total reliance on trade chat to get a basic version of a Riven for a weapon that YOU want. This would have to come at a slight cost to their drop rate perhaps, to balance the fact that every Riven would be worth keeping at that point. It'd still take a fair amount of Kuva to get the exact weapon you want. This would affect the market, but more in a positive way. Every riven would inherently have value with this change.  

    TL;DR... Let the individual rolls on a Riven be locked in, with a lower initial cost that scales up based on how many stats are locked in. (Similar to Maplestory’s Inner Ability system, or another like it) For clarity and transparency, Stat rolls should have some variation of tiers, since the randomness of how many stats are present would also be gone. These tiers would also be displayed somehow. The weapon would also be an option for rolling, so every Riven has value inherently; as opposed to the numerous ones that get deemed "worthless" by so many. (even though they kind of aren't.)

  10. 21 minutes ago, (Xbox One)EternalDrk Mako said:

    yes that worked well 

    in terms of with machine enemies , i dont think equilibrium works , so one could also use the kubrow who can dig up the orbs or sentinels that can vacuum it 

     

    EQ will not trigger either Health Conversion or Energy Conversion. Because you have to specifically pick up that a " Health Orb or Energy orb", not "An orb that gives health AND energy"

  11. Definitely an interesting concept. The only main issue with getting it to work is having a group with GP, or finding a way to make energy orb more available. the latter is possible with a specific melee weapon

    For further testing purposes, at least for EC, you can always use the Broken Scepter in Simulacrum vs Corpus. The MOAs should spawn energy orbs instead of health orbs.

  12. 5 hours ago, IceColdHawk said:

    I'm aware that fire rate increases status on continuous weapons such as glaxion or artax. Multishot doesn't though. So i'd like to know if multishot does actually do anything to benefit procing more often?

     

    I recently tested this for fun. Multishot acts basically like serration, but with a much lesser effect. This is because the beam doesn't actually split like hit scan or projectile weapons do.

    Also worth noting if a beam gets close to or over 200% or 300% status chance it will proc multiple times per second, unlike other weapons which basically cap at 100%.

  13. The Buzlok one is pretty good and pretty bad at the same time. Negative damage and Multishot are rolls you want to avoid, no matter how good the other rolls are.

    That being said, You probably won't get much more than 100 out it, if you manage to find someone that wants it.

     

    The Tonkor mod, Crit and multi are pretty good, but I think a lot of people would prefer Crit Damage over Crit Chance, should they be alone. Again, the same rings true of the negative damage, but this is faction specific and a much lower amount, so it might be tolerable for some.

    Would still value it around 400-500.

  14. This is because it's their unique mechanic to make them challenging.  They gain damage resistance at 75%, 55%, 35% and 20% health remaining. They will resist only the damage types that have dealt the most damage to them, reducing it by 95%.

    The Lotus recommends you "Try something different"  for a very good reason.

     

    If you want your sentinel to keep doing full damage you have to do the following:

    • Make sure your primary, Secondary and melee don't use the same damage type as your sentinel or each other.
    • Make sure at least they have at least 4 damage types among them.
    • Make sure they are capable of doing more damage than your sentinel.

    As an Alternative, if you've completed 'The War Within' Questline, you have another option available. Your new found power from that quest will allow you to nullify the damage resistances they've acquired. 

  15. Yes, you have to get a lens for that school and get 50,000 focus point and you can switch to it.

    You can do this for all of them and just switch as needed. You can only have one active or "set as  primary" at a time.

  16. 1 hour ago, SunBlade_ger said:


    Conclusion

    • Pull was useless since day one and still is when playing with teammates. i mean, pulling a bombard out of my teams line of fire right into our backs, just doesn't feel right.
    • Magnetize is still a clusterfuck of bugs. the bubble lingers after your target is killed and invulnerabillity states have no effect on your bubble. the old bullet attractor had the same flaws, but since the old mag had -77% power duration that didn't matter so much.
    • Polarize has become useless in a fast paced game like warframe. all enemies are already dead before the wave is even close to them. Mag is a glass cannon specialized in ranged combat, and then she gets a close range skill like this?
    • Crush is mostly the same since day one. minor changes have now made it a valid CC ability, but the self CC is still excruciating. when you see the bombard missile, while half way through your animation, you have no way of dodging that, meaning you are dead.


    Suggestions

    • Pull - make it just a disarm ability, OR pull just a single enemy directly in front of your feet with a direct finisher attack, like ashs teleport only the other way around, OR replace it with a totally new ability.
    • Magnetize - make the bubble explode/disappear when the target dies or becomes invulnerable.
    • Polarize - make it an instant AOE ability again, OR make it castable on allies, enemies and terrain.
    • Crush - make the ability interruptible by rolling or jumping (NOT by activating the ability again or just moving).

     

    Just figured I'd add a little bit of useful information on to this, as well as touch some things that seemingly went unnoticed.

    PULL

    • Still decent CC, can be chained to allow enemies to not have a chance to shoot.
    • Typically (does/should) pull enemies near you, within ground finisher range.

    MAGNETIZE

    • The Bubble DOES explode shortly after an enemy dies, which does damage. (Damage based on damage dealt)
    • The Bubble also deals AoE damage, based on a percentage of total damage dealt to enemies inside. (Scales with power strength)

    POLARIZE

    • Also acts as a quick heal, not great for high level situations but can help mitigate additional damage. Can overshield With Augment.
    • Does strip armor and shields, though not completely

     

    Feedback is great, just try to keep it more along constructive lines. ^-^

  17. On 1/28/2017 at 11:31 PM, (PS4)KnowLedge said:

    Then the weapon is useless.....

    Not at all! It's still a great weapon for combat. The credit gain getting lowered was to be expected honestly. And getting 1m+ credits every hour or so is quite unnecessary tbh. The thing I actually like about the old credit rate, is that it get you get credits while just doing whatever. Tbh, I think it got changed specifically BECAUSE people decided to use it on a specific mission that already gave a sizable amount of credits. Even after the change, it's still enough of a supplement to your normal credit gains to be worth using. I mean getting an extra 10k credits in a regular mission without really trying is pretty nice.

    13 hours ago, (PS4)Napolleon said:

    So is the main source of income credits supposed by 1 excavator dark sector heira con then leave or 5 round akkad then leave? Don't think so

    I agree, there are certain missions that are good for credits. Are they necessary to run? No. Are they efficient? Yeah, and that's the problem.

    The main problem that I see honestly in a lot of cases, are people just don't care to experience the game itself. They just want to go about it in the most static way possible. Which is why people burn through content so quick and get frustrated/burned out after. There's a lot of decent credit sources that get ignored. Sorties give a fair amount, not to mention the Trials (would probably help if JV was less buggy, but there's still 2 others). I've honestly found  little reason to use the Secura Lecta anymore, even before the change. Eventually, you won't need nearly as many credits, because they'll really only be used to make resource pads and such. So you'll just end up sitting on a pile of them anyways.

    Basically, just play the game and work at goals over time. Leveling, both gear and mods, as well as everything else that takes credits.. It's not meant to be done in like a week. That's just the problem though, a lot of people just want to get high MR asap, and that's not really the way to go about it.

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