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NekroArts

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Posts posted by NekroArts

  1. 1 hour ago, (PS4)Ashmane84 said:

    The "meta" community of literally every online game I've ever played, ever, has said that. But it all comes from one specific mindset; speed. You value clearing content quickly, what you'd like to call "efficiently" over actually PLAYING the content. I could never get into that mindset. I'd much rather a mission take a few minutes longer and enjoy it, than finish it quickly and the whole thing feel like work. I have a job, I work most of my time, I refuse to turn a game into work. I like CC and conditions, speed of completion is not a factor. I'm not trying to gold-metal everything in the game, I don't give a crap about 100% completion, I don't PvP, and (as always) the "meta" can kiss my a**.

    Unfortunately, your "playing the content" has already, if not will be, become work and your "take a few minutes longer" will hamper your resource income. All your problems of things being too expensive and too hard enemies boils down to you being out of tune of the games power progression.

    ojPH3fA.png?1

    • Like 1
  2. 6 minutes ago, Yamazuki said:

    That honestly isn't really relevant, even when there's a very fast option, capture, someone still joins the much slower option, defense, then leaves after a rotation anyways.

    There is a possibility that a new fissure popped up but the player doesn't know/see it. This happens because the player decided to wait the entire time for a mission to pop up; there are times when players need to refresh the alert page via entering a mission or some other session that takes them out of the orbiter.

     

    • Like 2
  3. 5 minutes ago, (XB1)WP ScorpionWind said:

    I've also noticed the same thing with doing the Kuva runs on Taveuni. back in 2018 the average run was between 30-45 minutes and it was even common to go as high as 11/2 hours (Personal longest to go, before melee 2.9/3.0, was 3 1/2  before my group and I decided we were done and wanted to leave. Still could have easily have gone long) But since I've come back to the game 30 minutes is about the max most groups want to go for.

    Most likely due to the NW act which requires surviving 30 minutes in kuva survival.

    • Like 1
  4. 29 minutes ago, (PS4)Onder6099 said:

    It’s world’s end because I must wait several minutes for non endless mission.

    Instead of just using the time now on an endless mission and make some progress rather than wasting those same several minutes?

     

    22 minutes ago, AlphaPHENIX said:

    Playing a game mode that's meant to be played for longer periods of time (not some bloody 5 minutes), doesn't require anything specific.
    Just using any relic at all and not carring what the rest of the team brings doesn't require planning.

    The sole thing that should be needed, is to click on a node and start the mission, but than your kind comes in.

    If you only want to play for 5 minutes just do a freaking Capture mission, you might even pull off two of them in 5 min!

    Under the assumption that all you care about is just going long, but you're in pugs not everyone will shares the same goal when they join. 

    Preplanned matchmaking, players requested it before and I'm not against it.

    Same response as what I used to reply to (PS4)Onder6099:

    51 minutes ago, NekroArts said:

    That only available mission at that moment for Lith/Meso/Neo/Axi that's only endless says hi.

    Quote

    Instead of just using the time now on an endless mission and make some progress tather than wasting those same several minutes?

     

    • Like 1
  5. 5 minutes ago, AlphaPHENIX said:

    So you are telling me to go to recruit chat, for EVERY mission!?

    I go to recruit if i want something specific and requires planning like radshare.

    6 minutes ago, AlphaPHENIX said:

    ''Not even close to a math exam'' - Says you while solving random equations on a calculator.

    In context of my OP - no random equation and no calculator needed. 

  6. 22 minutes ago, (PS4)Onder6099 said:

    Everyone knows it’s and endless mission before they join in it, there is no excuse for leave after 1st Rot. 

    That only available mission at that moment for Lith/Meso/Neo/Axi that's only endless says hi.

    13 minutes ago, AlphaPHENIX said:

    Maybe if people like you would stop treating Warframe like a math exam and start treating it like a game, we could all be having fun here and be efficent enough, instead of trying not to press the uninstall button!

    The reasons I put doesn't even come close to that of math exam, just simple comparisons. You have recruit, you have a better chance of finding players that has fun in the same way as you do; joining pub you accept that anything goes.

    • Like 4
  7. 14 minutes ago, (PS4)adrian80 said:

    I’ve been noticing a trend lately, that pub squads tend to leave endless fissures after cracking the first relic.

    Isn't that a norm? Three reasons comes to minds for doing this, all falling under the idea of "insurance and efficiency".

    • Players runs out of that specific relic/void traces
      • They can run it again if it gets rewarded, but they have to extract to get it
    • Disconnection without host migration is still a possibility that can result to being unrewarded
    • The amount of time to finish the first rotation is, most of the time, faster than the next rotation
    • Like 2
  8. I'm not sure if it's possible to give an accurate suggestion between using Electricity and Radiation since both test we using different loadouts. Your first test was just the weapon by itself, while the second test had Cat's Eye and Volt's Electric Shield critical damage boost. If we're just going off on the damage output from the loadout as a whole, and not solely on the weapon, then yeah go with the second setup.

  9. 19 minutes ago, Undersee said:

    im kinda satisfied but im an envious brat seeing other rivens with status (statuses!) damage  

    It's okay to use, but fundamentally status for bows is not something to focus hard on. This is because status is great for weapons that has high hit rate within a short amount of time like extremely fast melees or auto rifles (in the case of shotguns, it matters about how many pellets). Since bows have low hit rate, it takes too long to get all the status procs you want especially those that can stack. It's more ideal to mod them for high damage in that one shot.

    • Like 1
  10. 1 hour ago, Sevek7 said:

    This means that if one person played 5 waves of Akkad 20 times over the course of an hour, this would register as 20 defense missions played. But if one person played conclave for 5 hours straight (without extracting) this would register as a single PvP mission played. I think we can all agree that this would skew the data an enormous amount. 

    Can you confirm that this is how the data was collected? 

    Key word "if" and on top of that

    Quote

    ...minimum time spent...

    5 hours in that one Conclave mission is like those insanely long endless runs. Yeah, you can go that long, but don't assume that's the norm as a whole. Other factors of leaving:

    • Wanting out of current lobby (reasons such as breaks, not wanting to play with this player)
    • Challenges that are split among the other game mode

    With those in mind, your "if" sits on the extreme. Something that shouldn't be used as counter when that chart encompasses the entire player base.

    • Like 1
  11. 1 hour ago, ----Legacy---- said:

    I was expecting this chart to be shown since it seems to be the only tool of PvE players against PvP despite being a 3 years and 5 months old poorly labeled pie chart. It's so poorly made that all it shows is percentages but offers no info about what was measured or how was that data taken other than when was this measure made.

    Do you know how was the data shown there taken? (Mission success screens, sessions created, player count, time spent by player, etc) because depending of that answer there's a lot of things that could completely change the way you see that outdated chart

    Read the quote

    Quote

    The most played node is Akkad and that is an endless defense mode, but it's not most played for its endless, it's most played for its in and out lucrativeness for that minimum time spent in that mission.

     

    1 hour ago, ----Legacy---- said:

    Did you expect people who enjoys conclave to stay silent when minor bugs that coould be fixed easily are still in the game after months of being reported? Should players show no concern over the content we enjoy and post nothing but "thanks" in patch notes so DE thinks that everything is perfect? 

    No I didn't. The point of the post was to point out for as small as Conclave is, it still it still has passionate player base. Much like the players of Trials/Raids that you call "salty" and "toxic". Yes, it's removed but that doesn't mean there aren't players that still support it.

     

    1 hour ago, ----Legacy---- said:

    Removing trials was justified by DE with the promise of a return. The thread you linked explains good enough why trials were removed and if you keep looking at the low maintenance that DE gives to conclave, you can easily see why it was kept despite the toxicity from trial players who in that same thread were trying to save trials by asking DE to remove conclave instead.

    And I do not argue the justification and knew the promise made. The point of that post was to break the phrase down to it's most objective form - "it's like saying there was enough reasons to warrant it's removal". Thus, leading into "Conclave has been fortunate with extremely little maintenance". The whole point of my OP was to show that Conclave was just as close, if not already there, to being in Trials positions - dead. 

     

    1 hour ago, ----Legacy---- said:

    If the measure had been 3 days during snowday showdown (for example) the conclave activity displayed there would have been a lot higher. would you still try to use *that* chart instead?

    Because people were playing it for the rewards, this is not the first time players played something they dislike purely for its reward; earned after 3 games, victory or loss. No, I wouldn't use it in *this* scenario because it's a time limit event. Conclave that was record on *that* chart is just Conclave; same rewards, no fear of ever missing out.

    1 hour ago, ----Legacy---- said:

    If DE made another chart showing data taken during the deffection event, should it be used to claim that it's a really popular game mode until the end of times?

    No because that record would be new, it does not take into account after some time of being just there. The chart I posted was made over a year after Law of Retribution was released (March 19th, 2015), it's Nightmare version released 3 months later (May 12th, 2015), and Jordas Verdict released 5 months later after that (October 29th, 2015). So that's 19 months, 17 months, and 11 months, respectively, of how long Trials were present before that chart was made. In that time everything would've already normalized.

    • Like 2
  12. 2 hours ago, Kontrollo said:

    Have you noticed all the things wrong with it? For example, how that's a single weekend from back in 2016?

    The only time where there was side-by-side comparison of both Trials and Conclave since there's not current way to get definitive proof that Trials still has supporters without people ripping into it with claims such as "you weren't there, you would've hate it"; or those that hate it continue to make comments about how bad Trials were (some to extreme) influencing those that didn't experience it and thus skewing the results? No, nothing wrong with it. Plus that single weekend in 2016 tells enough.

    • Conclave has remained the same with it's core foundation and hasn't had any hard reiteration (Dark Sector changing to Conclave).
    • Trials only have incentive to run it 3 time, one for each kind, due to being rewarded once per day.
    • Conclave has no such wall, the standing cap and daily challenges are the closest things to stop the player from playing until the next day.
      • Getting all the standing and challenges done is impossible in one game session.
    • It's also the weekend, a time where people generally have a less stressful/work time than on the weekdays.

    Knowing all that, Trials had a high percentage of players going in than those in Conclave.

    2 hours ago, Kontrollo said:

    Have you also noticed, how they've confirmed that raids will return? And it's not like they haven't removed other things from the PvP crowd before, and without such a promise.

    Oh I knew that long before making my first post, the post was a response to ----Legacy----.

    Trials were completely removed, how is that a fair comparison to Conclave that still exists?

    2 hours ago, Kontrollo said:

    Or behind door number three: Conclave would require an incredibly small amount of upkeep compared to the rest of the game, but doesn't even get that, despite them introducing now even map-breaking things into the game mode with their PvE changes.

    That's basically the second point.

    2 hours ago, Kontrollo said:

    And from the things you quoted, I'd wager the "running at an angle" and "minimap" problems they fixed were introduced because they're working on something unrelated and simply can't manage to properly separate the things they do. That speaks a lot more about their working environment/processes than about the game mode, to be honest.

    Both of those are directly related, if DE's environment/process lead them to fix minor things in Conclave then it's clear that Conclave doesn't have enough player support to pull workers from other projects to appease the Conclave community.

    • Like 2
  13. On 2020-02-07 at 8:25 PM, ----Legacy---- said:

    Got some proof?

    0576bfb66dddcbcb809540ecf9e51fc4.png

    From Devstream #80, important quote from Rebecca,

    Quote

    The most played node is Akkad and that is an endless defense mode, but it's not most played for its endless, it's most played for its in and out lucrativeness for that minimum time spent in that mission.

    Another thing to note is that rewards from Trials/Raid were once a day. So while conclave had reasons to repeatedly run it, Trials (at minimum) only needed 3 runs - Law of Retribution, it's Nightmare variant, and Jordas Verdict.

    Looking back in update/patch notes all the way to the first one of September 2019 there's only been 6 mentions of Conclave.

    Spoiler
    • The Pennant has been removed from Conclave.
    • Fixed Kuva Liches stealing Conclave Rewards.
    • Fixed Tenshin missing description for his Conclave Loadout Slot.
    • *Vauban and Ember have been removed from Conclave in the meantime for balancing.
    • Fixed running on an angle when attempting to run straight in Conclave.
    • Fixed Warframe running at a weird angle in Conclave.
    • Fixed enemy Tenno minimap markers showing up as white in Conclave.
    • Fixed crash when changing maps in Conclave (among other rarer cases).

    As Stated in Update 25.7.0, the Universal Syndicate Medallion is now useable for Ventkids and Simaris Standing! After some internal discussion and player feedback, we decided against allowing the Universal Medallion to apply to Conclave. It didn't feel right to add a PvE path for a PvP gamemode, especially towards those you have actively played Conclave to get their Standing. Apologies for the chain yank!

     

    During my look into this I also found comments that express unhappiness with lack of fixes in that same timeline (important: ones directly from update/patch note were from the first page).

    Spoiler

    These originated from this thread.

     

    Looking at the upvotes and comments relating to this, it's clear that the Conclave community shows great concern for the game mode.

     

    In the case of "...the removal of trials despite it being actually justified", it's like saying there was enough reasons to warrant it's removal. Looking back to the thread below expresses how much of time it took away from other projects.

    Quote

    ...Our Designers have put in an incredible amount of blood, sweat, and tears into creating, fixing, and maintaining Trials...The upkeep of the Trials in a world where so many bigger plans are in motion are taking much needed brainpower and time.

    Conclave has been fortunate with extremely little maintenance. This can be viewed in two ways when including the information above.

    • Conclave has small amounts of maintenance that it doesn't take too much time away from big projects.
    • The problems of Conclave are not big enough to warrant attention to fix in a desirable time.
    • Like 1
  14. 28 minutes ago, Flying_Scorpion said:

    Did they just randomly try shooting it with their operator? Was it a slow collaborative effort to gather information and put together public guides, all done by players?

    I know that quill onko says some stuff when you interact with Eidolon lures. He also says some stuff like to clear the blast area when the Eidolon is about to do it's big magnetic blast attack. 

    Pretty much this - trial & error, paying attention to the Onkko's transmissions, and to the things happening around you.

    The most likely reason why any new player would look for tutorials on Eidolons is because of the whole 50 minute time-limit and 1 hour 40 minute wait for the next night. Anyone who kept track of this time cycle will know that an average person (work/school and life) will at best have 2 opportunities per weekday, 3 if they push past midnight,  and 1 to 0 on unfavorable days. The second reason is how the fight seems overwhelming - always being bombarded by attacks and thinking that all of them are dangerous. This causes them to be in an unorganized, panic state and it doesn't help knowing there's a 50 minute time limit.

    • Like 1
  15. 1 minute ago, MysticDragonMage said:

    interesting.

    any suggestions?

    • Depending on the number of enemies knocked down with a bullet jump, player gets x boost for y time; effected by the number of enemies knocked down in that bullet jump.
    • Rolling grants increased movement speed for ADS for y time.
    • Successful jump-kicking an enemies grants increase damage by x.

    That's what I can think of now. Now even though these are my suggestions I like to see your ideas on this. You don't have to use them as a framework just remember to tie the bonuses/benefits to aspects of the game that makes Warframe Warframe.

  16. 1 hour ago, MysticDragonMage said:
    • standing still should decrease reload speed and increase holster speed.
    • crouching, wall latching, gliding, and sliding should increase accuracy and decrease recoil.
    • firing or aiming a weapon should not decrease at least strafing movement speed.
    • this game is more towards high mobility combat something most, if not all, players like.
      • not only that, but standing still (relative to how strong player is vs the level of the content) is a death wish.
    • accuracy is a thing that almost nobody really cares about, landing shots isn't that in this game isn't hard. 
    • i believe that's a balancing thing - better aiming for moving speed. All the shooting the games that I played that has ADS had movement speed reduction by default. The times where that doesn't happen is because of some outside force like mods, perks, and upgrades.
    1 hour ago, MysticDragonMage said:

    the purpose of these suggestions is to simulate focus, incentivise fast-paced as well as marksman gunplay. the increased strafing speed alone would benefit warframes with low health.

    Fast-paced is already there; simulate focus is about 3/4 there; and marksman gunplay is... well this one is a huge "depending on where you are". Low levels you really don't have to focus so much on aiming, but higher levels when body shots are taking "too long" players would've already aimed for the head/weak spot. The closest thing to what you suggested are the acolyte mods and only a few of them are considered to use; I use Argon Scope and/or Bladed Rounds on few of my weapons, but mods like Guided Ordnance I don't even consider since accuracy isn't really an issue.

    While I don't mind adding things to make gun-play more engaging, I still like the benefits to fit with core parts of the game i.e. standing still to gain a boost to your gun doesn't sound like Warframe.

  17. 12 minutes ago, gluih said:

    THE thread?
    You could have said something like: "A lot of players actually enjoyed doing these missions. Here is a thread, that shows this."

    Sorry, this mission had split views on it that I had to generalized it to make it short. There are key details there that would've made my original post longer such as "actual difficulty because players had to think and planned ahead" vs "it's artificial because it strips the work you put into making your loadout strong". And then there's back and forth regarding this point such as "you're guarantee the part at the end instead of relying on RNG" which has one side arguing "yea, it's guaranteed, unlike some of the previous frames, and is relatively short so it has to be hard" and the other siding with "they didn't have to strip our mods they could've just increase the level".

  18. The point is to get this frame with an organized team. When Grendel was released and players had tried the missions it was immediately clear that this wasn't going to be like those "drop in and easily finish the mission, if not borderline manageable" types. Solo-playing it is almost impossible and going whatever loadout you want is heavily restricted. Anyone one attempting to do any of these two are guarantee to have a miserable experience.

    In an organized team players will be able to complete it, but it's important to mention that some that did voiced that it was "boring, but doable" because of how long the missions lasted. Here's the thread regarding about player's views on Grendel's missions.

     

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