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angel_bee

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Everything posted by angel_bee

  1. ive noticed a similar thing as well - the corpus enemies seem to spawn out from 6 distinct areas but i feel like this might not necessarily be a bug, more like a reason to rework the map(?) - in the grineer side, the spawn areas are similarly fewer compared to its non mirror defense counterpart, but the enemies arent as concentrated because the map is considerably bigger. besides, it doesnt seem like there are other locations that spawns can happen. also, i've discovered that if you use Dual Ichor Incarnon form, you can get a high number of kills and XP without doing anything as toxin clouds eventually creep back and accumulate at the spawn points and starts spawn killing quite quickly. After some testing and talking to a few people, we were inconclusive as to whether it is an actual BUG bug, because this is not an error in the programming code - it's just a result of the available mechanics working as intended, even if the kills might feel a bit lazy. And looking at the rate of XP, it doesn't seem too flagrant I suppose. On par with a Saryn in ESO. Anyways, thought I should report on that and maybe get an opinion from the devs because it feels reminiscent of the spin2win days haha One problem the above Dual Ichor Incarnon interaction does lead to however is occasionally a massive, extreme drop in FPS for squadmates, presumably because enemies are dying and spawning clouds in the same place quickly. But it's weird because it doesnt always happen every time. For other Tenno reading this, maybe it's best to hold off on using Dual Ichor Incarnon Form on the Corpus side for the sake of considering other peoples experience 😁, and my apologies to all those who had to suffer 4fps when I was still trying to figure out the cause of the problem
  2. if I'm not wrong, the whole point of a game is for players to have fun right? if players who play more frames want to work harder to get more shards to improve their loadouts, I feel like it's in the game's best interests to at least make it feel like those who are readily willing to work harder can do so at their own pace, as opposed to placing everyone in a box of the same size regardless of whether it's comfortable. what you speak of is equality. however, what is really needed is an equitable system, which is the desired outcome for people raising these issues. To learn more: https://www.health.com/mind-body/health-diversity-inclusion/equity-vs-equality a good game design should be able to accommodate for and be aligned to the diverse needs and playstyles of its target player demographic, which naturally comprises of people who constantly seek to improve their loadouts.
  3. And I would like to add that timegating what is effectively 5 dice rolls per week really messes people up, because instead of being able to call it quits on your own terms (e.g. taking a break after a few unlucky radshares and coming back later), now it feels like the system is telling you what pace you should do. It feels very limiting and depressing for a game that practically encourages cumulative self improvement.
  4. I feel like if missions involving archon shards were not time gated, it would make everyone alot happier, even if the chance of getting a shard is lowered significantly, and I daresay, down to drop chances on par with Ephemeras. Players who are invested in Warframe in the long run are usually happy with grinding at their own pace, having felt like they've "worked to earn it". It seems like such a simple solution that would really nicely complement the existing Kahl and Archon Hunt system such that on top of getting the existing tiny trickle of shards every week, you can get more if you're willing to put in the work.
  5. hi, still an issue here. lol
  6. anyone noticed changes to aim glide duration? The Aerodynmic Aura mod for example has been reduced from +6 to +1 seconds
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