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Kintair

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Posts posted by Kintair

  1. 2 minutes ago, (XB1)RevenantRequiem said:

    All these people who want a revamp to the trade system forget or don't consider a few things:

    1) all items that we trade for, we only need once. got your primed reach via trade? cool, you won't need another one again.

    2) in mmo's that have auction houses CONSUMABLES are what get traded for and you usually need a lot of them to upgrade your character and they're usually very hard to get. the grind in warframe can seem hard at times but look at an mmo like neverwinter, it can take literal months to get your character ready for endgame.

    3) prices for everything in warframe would drop drastically if they were listed on an auction house because everyone would try to undercut the lowest prices to make a quick buck.

    Trading should remain the way it is. Either you spend time or money to get plat. It shouldn't be so easy. It won't be good for anyone.

    I addressed all these issues in my post above, if you're interested you can take a look.

    As for spending time, trades in my system could in fact take longer to complete. The only difference is that you wouldn't be standing or sitting around doing nothing else while things went through. The value of any item you're wanting to trade should and will be proportional to the time it takes to acquire that item in-game. Thus, the time is already invested if you have the item and are wanting to trade it for something you need. Requiring more time on top of that is not only not needed, but constricting your economy in both directions.

  2. I am a big supporter of the idea of some kind of improved, asynchronous trading system (Most pointedly not an Auction House, as people have an idea of what that is in their head and what I want is nothing like that). I have a concept in mind that addresses every concern I've ever seen about such a system. I wrote it up in detail a long time ago, but it didn't get much attention.

    The basic principle is that people can post a SINGLE item (or a stack of one type of item, such as ayatan stars, relics, or platinum), and other people can "search" for that item type and see all the posted items of that type. The important thing here is that these posts will not be sorted. They will be presented either by posting time or just randomly. (This addresses the concern of constant undercuts by making outliers harder to find and abuse. Natural market forces will eventually drive it down (or up), but it will not be a sorted list of "prices" increasing by 1 plat as you go down the list)

    Having something posted in this system will "reserve" one of your daily trades. If you have eight trades a day and four things posted, then until those trades go through you can only do four "regular" trades per day. Having a posted trade go through will then consume that reserved trade for that day, and you'd get your trade back the next day. (This addresses the concern of a single person or small group of people grabbing up "all" of any single item to influence the market. By tying into the current trades per day system, it limits the impact any single person can have on the market as a whole)

    Trades, while asynchronous, are not automatic. All the steps of a "regular" trade are adhered to. The offerer posts an offer on a trade (Taking the offered items out of their inventory or making them inaccessible in some way to prevent offering the same thing to multiple posts), which the poster then needs to accept (by choosing it from among the list of offers they've received on their posted item), after which both parties will confirm, and the trade goes through. (This addresses the concern of bots automating the process to accelerate market effects to some end or other. Also addressed by the daily trade limit above. This also helps address the concern of undercuts or 1 plat trolls because nothing is stopping someone from offering a stack of more plat than the poster is asking for. Just because something asks for a certain amount does not mean that is how much it will trade for)

    Going back to the beginning, this system is for single parts or stacks of one item. This makes the "searching" for what you want easier, and also doesn't invalidate any of the current trading system. It will still be valuable for selling complete prime sets and the like.

    Now for the most common and go-to concern of an easier trading system: Increased supply causing an immense and irrevocable drop in "prices" for items. Yes, a more approachable trading system will cause a lot of people to come forward with their items that aren't currently in the economy. The increased supply will drive prices down. You are correct. BUT. What everyone seems to forget is that there's two sides to this equation. The approachability of this trade system (or one similar to it) will ALSO bring buyers who are avoiding the current trade system, thus increasing demand and RAISING prices. There is no way of knowing for certain which direction things will go, because there's no way of knowing how many people will be supply and how many will be demand.

    A very good point was brought up earlier abut how once an account gets something it won't need that thing again. While arguably true for mods, there is a further use for prime parts, namely Baro. Which means even if prices tank to minimum, that minimum value will be proportional to how many ducats that item is worth. Baro currently has only a few true ducat sinks, but they are there, which means there is a direct, repeatable line from prime part to permanent loss besides building the item they are for. If need be he can be given more ducat sinks to increase that flow and balance the prime part economy by increasing demand.

    Are there any concerns that are not addressed by a system like this? I ask in all honesty so things can be adjusted to account for them. Because as I started wtih, I am a big supporter of some form of improved, asynchronous trade system. Because what we have is horrible and terribly outdated, and one should not be forced to use third-party applications (warframe.market) to make up for a failing on the devs' part.

  3. On 4/2/2018 at 9:02 PM, fluffysnowcap said:

    Erm.... How? All they added was kuva survival, that is most efficient to run for 7 minutes then pull. Endless is in drastic need of a second pass, as most the endless missions are virtually unchanged from the initial inclusion in to the game.

    I've been here a fairly long time. I remember when endless missions struggled to be relevant. Then the cumulative reward change happened, and things rapidly tipped into the endless mission's favor. I was fine with it at the time because I was almost as tired of non-endless missions then as I am of endless missions now.

     

    On 4/4/2018 at 11:39 AM, Ham_Grenabe said:

    You know, I wouldn't mind missions that were endless if they weren't so relentlessly Same Same. Defend this single location until the the end of time. Kill these guys and activate life pods until the heat death of the universe. Etc.

    I'd love an endless mission that just piles on all the objectives of all the missions we have into one hilarious, never-ending mashup. Start with survival. Then lotus is yelling into your ear, "The operative was captured. We need to know where they are." Suddenly you have to hack spy vaults (while still doing the Survival thing). DON'T trip the alarms, or Bad Things will happen. Great, hacked the vaults, still have enough air, now you have to go to the prison complex. Looks like the operative has been moved, but there are two squads of Kavor jailed there. So escort them to an airlock.

    Make sure you check your life support level.

    Get to the airlock. Run an interception-like thing to hack the hangar point defenses. Defend the hangar until an evac ship can arrive. Now kill everyone who saw that happen. 

    Don't forget your life support.

    Eventually you'll have like a survival, 2 interceptions, a spy mission, a capture AND a sabotage all on your plate at the same time, assuming the lotus doesn't send you one some cache hunt or need you to excavate something. And just never allow it to let up. 

    That's my idea of an endless mission. It's like a war in a tiny bottle. 

    13 hours ago, Hypernaut1 said:

    i think endless should at LEAST have a mini-boss every 20 waves. This mini-boss should drop something valuable. 

     

    11 hours ago, spirit_of_76 said:

    good Idea make the reward from the mini-boss scale with difficulty and really be worth it or people will just extract at wave 15 and this should not be a thing in excavation missions.   

    Guys, a little off-topic here. Good ideas for making endless more interesting, yes, I agree, but that's not the point here. The point is that endless missions are already dominating, and non-endless missions need some help.

     

    On 4/3/2018 at 5:47 PM, spirit_of_76 said:

    capture is to easy to put anything valuable in same goes with exterminations. now mobile defense, sabotage, and hijack should have some reward as they are longer and "harder" missions but axi relics should be worked for.  now it an axi relic was the reward for a perfect spy mission or from a hijack then sure but not form some of the easy missions that are used as places to get some resources real quick.  

    I broadly agree, but there are other ways to make such simple missions worth running, particularly at higher levels. Perhaps a high-tier capture could reward a small assortment of lith relics, each with a small chance of being a Meso instead, something like that. As for Axi, why not have Sabotage-style caches in more mission types, with a chance to reward relics of an appropriate tier if you find all three? Guaranteed Axis for hijacks, perfect spys, or assaults would also be welcome, these longer mission types long enough to warrant the guaranteed relic on top of whatever other rewards would be appropriate (Larger lump affinity for objective/mission completion, pile of endo, etc.)

  4. On 3/27/2018 at 7:37 PM, Ham_Grenabe said:

    The freakish monotony of endless missions is enough incentive not to do them. 

    At least with endful missions they’re over quickly. 

    This is actually kinda my point. I don't WANT to do endless missions all the time. But I am forced to in order to get what I want. In some cases by efficiency (running twenty minutes of exterminate yields less reward than twenty minutes of survival), in others quite literally (Axi relics only drop from endless missions).

    It's high time to review rewards for non-endless missions and bring them up to the level of endless ones where they fall short. And nothing should be exclusive to endless missions.

  5. Whenever this is brought up, it's always talking about crafting materials and the like. But vacuum works on more than just that. It also works on in-mission-only resources: health orbs, energy orbs, and ammo. Some of the people who are against a universal large-area vacuum are against it because it takes away their ability to manage these drops. They don't want to expend every ammo pack on the map to replenish the one shotgun shell they fired before reloading. They don't want to absorb all the energy orbs around them to restore 300 of the 10 energy they spent. THIS is where the legitimate arguments against it come from, not the cries about player laziness.

    Of course, even then it can be worked around. Toggleable so only those who want it get it, split it so universal only affects crafting materials and the like, while the mod affects in-mission-only resources, and so on. Maybe we'll see one of these implemented someday.

  6. 5 hours ago, (XB1)ultimategamerjr said:

    Honestly, I feel like people have more incentive to play non-endless missions than endless missions. Going 5 minutes then coming back over and over in a survival is more rewarding than going an hour. (To be clear, I don't think 5 minutes in a survival or 5 waves of defense etc. can be considered "endless")

    Only if you're after something in rotation A. If you need something in B or C, you can't just go for one reward and leave.

    Also I should clarify that I mean "Non-endless mission TYPES" meaning exterminate, capture, spy, etc. Doing short-runs of endless mission types have their own benefits/drawbacks.

  7. Congratulations, DE, you've made endless missions worth playing. Now it's time to go back to the non-endless missions and make THEM worth playing again.

    Right now, there's only four reasons to play a non-endless mission: One, it's a fissure. Two, it's an alert. Three, you're farming for a part that drops from a certain tileset/mission type (Octavia, Ivara, etc.). Four, you're clearing the starchart or helping someone else do so. Of these four reasons, three go away once you're done with them, and the fourth (fissures) is only incidental anyway.

    The biggest thing to change would be to make every relic a possible reward for non-endless missions (Axi relics are currently only available in endless, for example). Another change that would help would be to allow non-endless missions to have more than a single reward. Some already do (spy, sabotage caches), but more could use that boost, and longer mission types (like mobile defense) need to give more rewards than shorter ones (like capture).

  8. This can never happen. Yes the frustration of being matched with a bad host is bad, but what's even worse would be the flood of people with bad connections selecting that option simply because "it makes the lag go away" and "prevents host migrations".

    The alternative, an option for people to opt out of hosting because they know their 'net is bad, would be better, but unfortunately would require a conscious knowledge of one's inability to host.

    Ideally DE would work on their ping limiter, since it's been proven to not work anymore.

    ((And in a perfect world, we'd just get lobbies 2.0))

  9. 2 hours ago, (PS4)robotwars7 said:

    the Tower's probably just full of Orokin stuff, and we still don't really know what the Unum is. Unum is referred to as feminine (she), but so were Ships and just about any object man showed affection for. Unum could simply be a spirit, or a Cephalon, or a Neural Sentry, who knows.

    The Unum is the tower itself, isn't it? The tower is not only alive but intelligent enough to plan, strategize, and even care about the well-being of the Osteron enough to provide food (delicious wall-meat) without conflict. Or was, at least. Is the current status of the tower known? I forget.

  10. 21 hours ago, Firetempest said:

    Auction house. What you want is a auction house and no, they have shown no interest in doing one.

    No, not really. Not every in-game asynchronous trading system is an auction house. In fact, most people don't use auction houses in games that have them for actually auctioning things, which is why so many people attach the title to any collection of player-posted items to sell.

    Warframe does not need an auction house. It does need some form of asynchronous trading, though. I don't like needing to choose between trading and playing the game, and I refuse to use a third party site simply on principle.

  11. 8 hours ago, (PS4)johnsoigne said:

    Let him see the light for once. Not a fun frame to use overall other than jerking off to “red clits” I mean crits. I’m not against specific frames getting specific roles for specific activities. Gettin them all do the same thing is boring. We can all play them whenever we want right? 

    Except when you can't. Keep in mind new players start with a whopping two warframe slots. With starter Plat they can get that up to what, four? And that's if they ignore other slots.

    There are a LOT of warframes now. People who've been around a long time (and yes I am one of them) don't really feel it anymore because we only feel the pressure of one new warframe at a time (excluding primes of course).

    And even then, in order to get ANY focus, you need to once again limit your choices to what you can get a lens on.

    Should 'frames be the same? No. But there should also be no blatant "wrong choice" when it comes to picking which 'frame to invest in.

  12. Okay, can we just remove the phrase "Auction House" from our collective vocabularies? It has such a negative connotation from other games that half the people who see it will dismiss it outright rather than try to help refine any ideas presented.

    Some form of asynchronous trading is painfully needed. No automation for bots to take advantage of, let it have all the steps of regular trades, just let us do something else between each step. Heck, limit it to one item type (with stacks of the same item allowed, such as platinum) per trade to ensure traditional trading has a use (trading for complete prime sets and whatnot).

    All that's needed is the infrastructure and UI to allow posting items, browsing of posted items (with custom descriptions of what they're looking for), and the browsing of offers on posted items. All done manually to prevent bots from taking over.

    And hook it into the current "trades per day" system, too.

    We don't want to have Plat handed to us. We don't want it to be faster. We just want to be able to play the game while trading, rather than having the two be mutually exclusive activities.

    Well, I do anyway.

    • Like 1
  13. 16 minutes ago, --Q--Voltage said:

    Ember isn't even the slightest over powered or anything of that sort. World on Fire doesn't scale. People get mad because they want fairness and want everyone to have equal kills. That's why the Telos Boltace was nerfed into oblivion, why Synoid Simulor is now junk, and why Maiming Strike is in the headlights.

    This is a PvE game, and complaining about things like WoF is beyond me as it makes your mission easier and more efficient.

    It's not a question of equal kills, it's a question of equal difficulty against equal enemies. Not everything needs to perform exactly the same in all situations, but when you have a massive outlier in either direction (particularly for 'frames) it should be brought in line. I can explain why in more detail if you'd like.

    But as for Ember, she's a flat-damage dealer who excells at applying her danage over a large area because she can move while her World on Fire is active. Just like with any flat damage, it will obliterate anything below a certain level, making her amazing for lower levels but not nearly as good later.

    For players who consider "playing the game" to be collecting loot, having an Ember is fine. The Ember will kill everything and they can just sit back and reap the rewards. For players who consider "playing the game" to be running, gunning, and ability use, having an Ember ruins the experience because they'll have nothing to "play" with.

    I don't think we need to nerf Ember, personally. What we need to do is get similarly-minded people together. Matchmaking is in desperate need of a 2.0.

  14. On 1/1/2018 at 2:29 AM, Nakrast said:

    A simple example should make it clear:
    Player A lists a mod for 20p.
    Player B lists the same mod for 19p.
    And so, and so on.
    At the end, the said mod will reach lowest possible value, and players will stop farming it.
    This will apply to every item, exept the super rare and event items.
    Players will feel like their grind is pointless, and therefore start posts on how P2W Warframe is, since cashing in would be the best way to get any plat.

    A solution would be to use an Auction House/Marketplace similar to the one that Black Desert Online has, but that wouldn't be free market, and imo, the free market is one of the best things there.


    So yea, no Auction Houses here, please.
    Warframe.Market is ruining trading chat already with all the trolls/scammers in there.

    Yes, no auction house. No official implementation of plat as the currency of trading (I know it's the de-facto currency right now anyway, but I don't want it official). No lists sortable by "price". No automatic transactions that favor bot-users.

    But even with all these restrictions, we can still have some form of asynchronous trading post for people looking for simple transactions, right?

    I agree that an "auction house" is the wrong implementation for Warframe, but some form of in-game asynchronous trading is desperately needed.

  15. 6 hours ago, Heckzu said:

    Warframe.market has no guarantees. People can put up fake offers for items they don't have, or just outright refuse to sell for the listed price.

    What would happen if the same system was to be officially implemented, therefore officially endorsed, by DE? The same abuses would occur.

    Now here's the difference between 3rd party and built-in: DE would be responsible for built-in systems. What would that mean? Support queue times would grow substantially from all the reports of fake offers.

    So why not eliminate the possibility of "Fake offers" entirely by having the trading system (Note: Not auction house) A: require that item in your inventory in order to say "I have this to trade" and B: take it out of your inventory while it is posted.

    Just have some UI and infrastructure allowing people to do the same thing we currently can with in-person trades... without being in-person. Items offered on either side are held until both parties agree on the trade. To keep in-person trades relevant, allow only one item on each side (or item type in the case of platinum, ayatan stars, or other small items that are likely to be traded in stacks of multiples).

  16. Some form of asynchronous trading is definitely needed, yes. But I will never support a system that accepts only platinum transactions, and vehemently oppose any that will sort by "price".

    A trading post where you can post an item (yes, just one, so as to not render in-person trades completely obsolete) with a short blurb about what you want in return (just in case someone wants to trade item-for-item) then pick which offer to accept, is my dream. All manual so you don't need to worry about bots "buying" all of something to drive up the price.

  17. 5 hours ago, VanFanel1980mx said:

    Gee I wonder, but then again, wasn't Nova a "current" warframe which according to how primes are shouldn't have one herself? I mean, primes are "old" variants of existing frames but she still got one, which basically means lore be damned.

    I generally have two stances on this topic:

    A: Any reference to the "Tenno Council" is just an in-game nod to the Design Council, nothing more.

    B: Whatever the Tenno Council is in-universe, it probably existed in the Orokin era as well. Tenno were given enough independence to form their own schools of thought for training and combat (the five focus ways), so why not some group to create weaponry also? There are a LOT of weapons classified as "Tenno made", and some of them have primes, indicating that Tenno were at least designing weapons in the Orokin era. Why not a 'frame, too?

    The Snipetron, however, does break lore. And they tried getting rid of it because of it. The mastery it contains had a lot of people complaining, though, so it was reluctantly brought back.

    In the end, fairness is more important than lore. Which is honestly a good policy to have

  18. 4 hours ago, Glavenusaur said:

     In other words any game developer and/or publisher who doesn't include micro-transactions is literally saying no to free HUGE AMOUNTS of money,

    This. This right here is why a great-looking single-player Star Wars game got shot down. After it was presented, EA pointed to its money-printing lootboxes and said "Where's your version of that?". The company-first mindset of its decision-making then came into play and now that game doesn't exist.

    I *hate* this mindset with a passion. It makes money, yes, but it kills player trust. And that, in the long-term, is more important. As EA is starting to learn.

  19. I like the idea of multiple gates, actually. But rather than having it be percentages, which woukd make every 'frame with shields have essentially the same amount after a certain point, have it be a hard number. Like, every hundred or two hundred shields or so. That way shield-heavy 'frames will have more gates, making them viable alonside heavy-armor 'frames.

  20. The two types of people we want to kick are trolls and AFK players. Unfortunately, there is no in-game metric for trolling. There is one already in place for AFK, however. While I agree that an "anytime for any reason" vote-kick can and will be abused, I see no reason we can't have the ability to kick a player who has the AFK flag up, provided it's before the player join lockout of the mission and everyone agrees. This way we can remove a player who's not helping/not going to help and pick up another player who hopefully will. Locking the squad from new people joining also removes the ability to kick. This is also usually the point where the first mission reward is given, so this also prevents denying a reward, and will allow the person kicked to have others join their squad if they return from AFK after "life happens" as it was said.

  21. 1 hour ago, Ferah_Frithu said:

    I was going after experience, and some of the algorithms I've seen so far handle things differently every time. Some use a salt value to generate the key itself, and that salt value itself is randomly generated by yet another algorithm. But that's beside the point.

    My point was, that you can't expect probabilities where there are none physically/logically possible, as with computer programs. A program only does what it's programmed to do, over and over again, there is no way for any formula, which is not integrated into the system itself, to apply. (in an ideal scenario, bugs and glitches aside)

    But the whole point of probability is to have a formula to measure randomness. It doesn't matter that those formulas aren't in the code, because probability is measuring the results, not dictating them. It's like saying gravity doesn't affect birds because they don't understand physics.

  22. 1 minute ago, Faulcun said:

    Theres no way to force extraction with 2 or more people in the plains. So until DE allows us to extract whenever we want, i suspect you'll see mostly solo or organized group play for a while.

     

    I've actually had a squad extracted when there were three of us waiting at the doors with a fourth at the edge of the world fishing. I *think* the usual extraction timer is there, just invisible.

     

    But on-topic, yea, missions are still a little buggy, and the bugs and annoyances only compound with more players. Even trying to play co-ordinated with friends is a pain due to the fact that if you're not in the same instance of Cetus, you can't start a mission, and half the time it doesn't return you all to the same Cetus.

    If the spawns weren't so ridiculous for some of those missions, I'd solo all of them until they fixed more things. As it is it takes two to three attempts to do the top two bounties in a public squad.

  23. Well, to start with the most obvious, you are ranking up your mods, right? And if you are, do you have the +damage mods for all your weapon types yet?

    If still yes, then we're probably going to need more info on what weapons/'frame you're using before we can offer more specific tactics advice. General tactics advice would be ot always be moving and learn when to pull back when you start to get overwhelmed.

  24. Friendly reminder that including all the platform tags is pointless since tags here are exclusive rather than inclusive. Threads are assumed to apply to all platforms by default.

    On-topic, I don't really get what benefit this has over in-game inventories and codex, other than the incredibly minor readability improvement...?

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