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About GrandLompus

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  1. When prime items gets vaulted, all relics that contain those parts will get removed with them. But the other rewards in those relics that belong to items that are still available must live somewhere, so a new replacement set of relics is created to house those parts. Most often these new relics also host the parts of the new prime items that are introduced at the same time IIRC. From time to time though an unvault is going to bring back a set of prime items that last lived exclusively in a particular relic set (a relic set containing only parts from these items and/or perma-unvaulted stuff). In that case DE just recycles/unvaults those old relics as well. E.g. with the Nyx/Rhino vaulting/unvaulting pair, the Lith B4 which got vaulted back in September 2018, got resurrected with their unvaulting back in July 2019. So at least re-unvaults seem not to give rise to too many relic types.
  2. What appeals to me in Warframe is the actual grind and trying to collect it all, the storyline / quests, and the diversity of content to explore. But since I'm almost turning MR27 (I only need 999 XP and Gauss is now in the oven), I suspect that the "content drought" will hit me soon too. I can also start chasing collecting all mods; that should keep me busy quite some hours as well. Or cosmetics, though since most are paid-for I don't feel too much in "collect them all" there. During all this I still rely mostly on Ivara and Valkyr Prime though, with some Nekros and Hydroid for farming. And I'm still on Broken War, Lex Prime and Ignis Wraith or Amprex, with the occasional Rubico Prime or Lanka (though I'm using Pyranha Prime more often too lately). Not exactly the meta I guess (though I don't give a f^&k what the meta is; not following it, just having fun mostly solo). I often tried out other gear on random solo missions, and while it is fun to rediscover nice gems here and there, they're not lasting, and I end up with the same old when I need to do some hard farming. I think DE already tried to address this with Arbitrations; one single warframe + weapon gets a boost, to incentivize players using more types of content again. I wonder though how much it helps, since the meta is still going to overpower the boosted gear mostly anyway. So I think this situation won't improve at all for any new item DE can churn out. And while the bigger quests are nice, I think they'll take too much development time to focus on as the main source of extra content. That (for me) leaves only room for improvement in the diversity part. Warframe 2 is a bit of an (over)stretch I think, though I see what you meant. So no disconnected sequel, but just a separation of content in the same game, just a bit like what operator mode does; it has it's own set of weapons and it's own style of game play, effectively starting you over from scratch once you unlock the operator. That would mean more diversity, but disconnected diversity at that. I think it would actually help more if existing content is going to be more intertwined than it is now, not disconnected. There's a ton of diversity in the game, but lots of it is still disconnected. While e.g. railjack and the open world maps drag the archwing into the main experience, it in turn does nothing for archwing missions. And animal preservation is a nice distraction, but it is totally disconnected from regular gameplay as well (apart from collecting floofs, in the spirit of "collect them all"). However, I can't come up with new interlinks between existing content to make old content shine again, and I assume DE would have the same problem, since they would have done so already otherwise (I suppose it's easier to tweak old content than to introduce new).
  3. One other thing I noticed in the latest release (don't know if it was present before): the Dojo Planner says "WARNING: Room limit exceeded!", while I don't see why that would be. The design I've put in is exactly what I've already build in-game, so I think the warning is in error? I've put my SaveGames folder (heh) on Google Drive: https://drive.google.com/file/d/1h9Kcfqt8yAS77xDC7-npAi9U7ZexU5zb/view?usp=sharing And another thing: when I quit, it says "Thanks for using Dojo Designer!", but that text is only there for a fraction of a second -- I think you should take more credit for your hard work and leave it up for at least a second more πŸ™‚
  4. For me (who is used to using other control mappings) it's very nice to have there; otherwise I'd be making far more mistakes compared to without it (as I found out with the Stom66 planner). The fact that it updates to show the current options is also nice. However, if you want to later press on with a HTML5 web app, you'll probably find it'll take up too much space for people on phones. The same is true when you implement windowed mode; people might make the window size quite small. So a good way to go forward is to make it window/screen size dependent; the full list when on a big enough screen, a popup button when on smaller screens.
  5. An easier alternative if you do want to add multi-select might be to allow for shift-click to expand your selection; that seems more doable I think? I never realized using the Unreal engine leads to such constraints -- I'm more of a "traditional" desktop app creator myself πŸ™‚ Though I can definitely see the benefits of using it too for faster development. Interesting!
  6. It would be sooo sweet if that would be possible. but don't get your hopes up on account linking... I have contacted DE about this a few times, and their policy is very clear: they do have an external API for querying one's inventory, but only their own Nexus app is allowed to use it. And while they give no reason for it, I can totally understand it; in order for my site to use it, my site would have to collect the actual Warframe login credentials of my users. If I were DE I would be very hesitant about 3rd party sites storing things like this too πŸ™‚ An alternative could be that they introduce user-manageable 3rd party API keys or such, but there's probably not much incentive for them to burn development resources on that. Unless the 3rd party ecosystem gets a lot more sizable maybe, so I'd say: AeliosZero, make that Dojo Planner a smashing hit πŸ™‚
  7. ... which is something else worth thinking about. I know you're doing it more as a hobby project, so you're not in it for the $$$, but some compensation here and there is always a nice incentive to continue these projects. The problem is however that Warframe can be an entirely free-to-play game, and I think a large portion of the players treat it that way, never spending anything on it. How willing would people thus be in donating some spare change to projects like this? If AeliosZero wants to make a website version of this app one day, he'll get to face domain and hosting costs, and then it shifts from a fun hobby project to something actually costing him money. I saw warframe.market has a Patreon campaign, and they seem to have a nice donation pool going on ($656 per month from 329 patreons). Then again they'll probably also have non-negligible hosting costs, plus that they have to invest more time in it to keep up with the game (content wise; new relics and prime content needs to correctly be entered in their database). And they fulfill a thing that a sizeable portion of the player base finds useful. It also helps that players might see warframe.market as the thing allowing them to make 'money', so they will be in a better mood to donate. So: does anyone have any experience 'monetizing' 3rd party content to Warframe players? Again: I'm not talking about getting-rich-fast, but something to at least cover any hosting costs or such. I've also set up a Patreon campaign for my Warframe Stuff Organizer site, and after 1 year I now have 1 patreon for $1 per month; not much, but I really love that guy for it πŸ™‚ Don't let that discourage you though; I've really taken on a very niche thing here, so in my case this was to be expected. Sorry to hijack you post here a bit with this, AeliosZero πŸ™‚
  8. Left click to pan would be counter intuitive for me; I think keeping left click for selecting things is better. Then again I might just have been exposed to an unrepresentative set of tools using this convention; I don't know. A hotkey for deletion is IMO only needed if it is a logical, frequent action users need to make. So if you suspect people are going to destroy rooms often, then a hotkey is appropriate. You could also use the "Delete" key to delete rooms; (multi-)select them first with a left mouse click, then press "Delete" to delete (and "R" to rotate, etc.). Would that work? Full-screen is fine for me. As long as it's going to be a Windows app, people are either going to use it separately from Warframe, in which case it doesn't matter, or in parallel with Warframe, but then Warframe is full screen anyway, so it wouldn't matter as well. And if they place it on a 2nd monitor, then it's the same situation as if Warframe was not started either. So if windowed is giving you headaches right now, I wouldn't waste too much time on it. Then there's the hours... I can sympathize πŸ™‚ I've also often went on for too long, then again if it's a favorite hobby project, it's worth it. Just don't get burned out on it -- sleep is important there to keep you going in the end. And I think the TD;LR is not a problem right now. In this phase I think you'll mostly be interacting with power users / early adopters anyway, and they will actually favor these posts I think. Once your app is more stable and mature, shorter change logs are more appropriate. Whether it's a waste of time I don't know; just hang on I'd say and see if there's enough of an audience in the end to make it worthwhile. Then again you could also see it as an opportunity to grow, and communicating with end users is also a skill worth gaining XP in πŸ™‚
  9. In the beginning I made a post about my Warframe Stuff Organizer site, but didn't get much response from it and the post dropped like a brick in the listing. So while it's nice to have a home in the forums, it's no guarantee it'll give you much feedback after a while. Then again this post is placed in the "Popular 5" section at the top of the forum for me. And looking at my weblog stats, there are now still people coming to my site from posts I made 2 years ago mentioning my site, so those old posts still get read to some extent. There used to be a sticky post in either Players Helping Players or General titled something like "Player Guides, Tips, Apps, & Useful Websites", run by DE Danielle. It listed some of the community sites like IIRC Warframe.market, a kavat breeding guide, etc. I've tried to get my site listed in there as well, but never got a response, and now that post is also gone. Something like that should really be useful, or maybe even a (sub)forum for 3rd party sites/apps/guides etc. Then again that is something for DE to decide, so I'll crawl back under my rock now πŸ™‚
  10. I've managed to sneak in a quick look, and it looks really nice! It at least is a step upwards compared to the other alternatives. There are however a few things I spotted: You seem to be using the same controls as the Stom66 on-line editor. Was this intentional? It might just be me, but I found those controls highly unintuitive... In their case it was probably needed because they can only use what the browser allows them, but e.g. I associate right click much more with panning than deleting, and as such deleted quite a lot of rooms unintentionally by now πŸ™‚ If you want to change the controls, this is the time, now that the app is still not final and hasn't seen much use by people. When in the loading screen it seems you need to remember the name of the layout you saved; a dropdown with available names would be a step up. The loading screen is not truly "modal", as in: it is possible to click right through the inactive parts of the "load" dialog and move a room that way. The part auto-rotation sometimes doesn't seem to kick in; I haven't been able to get a grip on why/how/when this happens though. The Tenno lab seems to want to snap with a small gap to whatever it is snapping on to. And (now we're really getting into the nit-picking details): zooming out keeps the center in the center, while zooming in moves the center. Making the behavior the same might make it more intuitive? You can spot this by putting the mouse somewhere off-center and quickly moving in/out/in/out; it causes an effective panning. And a feature suggestion: The ability to select multiple rooms at the same time so they can be moved/rotated in unison would be very nice when altering the design of large dojos. Then again I can imagine this not being an easy addition, depending on the underlying app framework you use... But even with the above notes, this is already a good step forward wrt the alternatives, so a big thank you! Though I fear I'm not going to be involved much with your app, since I won't put much effort in my dojo (it's a solo clan, so why bother) and I redesigned it already a month ago out of boredom. If only I waited a bit longer...
  11. Same here on PC -- I just shoot them head-on (so not aim for the stem), and they do the same. To verify, I took an unmodded Grakata for least damage per shot, and it took quite some shots at the stem to let it fall off. And it then... bounced, like OP showed?! However, once on the ground, I could shoot it open with quite a few shots from my (not so powerful) amp. Letting another one fall off like that, my carrier's Looter mod also cracked it open when it came rolling past. A third one I shot from my archwing at point blank, right in the sac (so not on the stem), with a max modded Pyrana Prime, and it also just bounced. So it must be either new behavior, or I just happened to catch 'em with Carrier+Looter equipped all the time without noticing. BTW: once a spore sac is on the ground, my pyrana prime only shows a bunch of "2" damage numbers, so it must have quite the armor, since I can one-shot higher level content with it just fine. This way you do get to throw the ball around; maybe makes for a new in-game sport? πŸ™‚ EDIT: I just tried with my Tigris Prime, modded for 100% status 10000 slash, 23000 blast and 15500 corrosive, and while I can one-shot a dropship with it, it still only showed a bunch of "23" damage numbers on a fallen spore sack. That did however one-shot the sack, though.
  12. I don't know if you've got Ivara already, but using her you can really cheese that part if your prowl (invis) duration is long enough. Just don't go stand too close to the terminal, since the big Skyto raknoids seem to target you anyway, even if you're invis. And Ivara is just a bit too squishy for that type of violence πŸ˜‰ Then there's the 3rd stage of that heist coming afterwards of course, but it's basically a drone defense mission, so it should be doable as well (certainly if you play Ivara). Does it show I'm an Ivara main? 😜
  13. Yeah, it seems regular mobs don't drop the toroids anymore at the moment, must be a bug. See the feedback forum for several threads reporting it. I don't know if it fixed already or if it was as intended, but:
  14. Was doing a solo Exploiter orb run for the Vega toroids last saturday with my Pilfdroid, exactly because my Nekros couldn't extract them anymore from regular mobs, and got 18. Took me about 1 - 2 hours max or such? (can't remember, it was a relaxed music-streaming fight). So they do still drop from the mites; the wiki says at 1% chance (so 1 every 50 with Pilfdroid), but I can't recall the spawn rate nor mission length to average it out to check that 1%. And you can extract when the outdoor phase starts as well; no need to end the fight if all you're interested in is the mite toroids. EDIT: Just logged in and got a resource drop chance booster, so couldn't resist a re-run. My stats, 30 minutes after starting the Exploiter Orb fight: 11 vega toroids from 73 mites, using 2x drop chance + 2x drop pilfdroid (these were the only things I killed so it's a pure stat). So that comes to 11/73/2/2 = 3.8% base drop chance? Guess I must be lucky; the Wiki states only a 1% chance. So standing wise it's just best to kill that f$%er and get it over with asap for the 12K toroid, but if you just need the vega, this is a good way to do it.
  15. At what point would they scale up so high that an internal overflow happens on the numbers, and they deal negative damage / have negative health? Now there's a bug feature I'd like to see...
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