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Sylonus

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About Sylonus

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  1. As a student who wants to choose WHEN they invest their time, you should be happy that there are MORE opportunities to choose WHEN to spend that time instead of less, and value that catchup mechanics exist in the case that you in some situations don't make the choice to invest it at the moment, so your words are completely at odds with logic here.
  2. For what it's worth I'm anything but a White Knight, I criticize things from DE all the time, I'm super worried for example about where melee is heading, but having extra opportunities for people who missed the other night waves, along with extra Umbra forma for those of us who didn't, I'm all for, would be nice if the cosmetics gave us at least cred instead or something for those of us who already have them, but, I feel like overall Nightwave is a semi low-effort on their end positive experience for us, I'm in general a fan, especially now that they've relaxed the offending ones that felt like too much effort for their value, 1hr survival, 3x Forma, Gilding.
  3. Oh you sweet summer child. With only self buffs, and not receiving any enemy damage: Absorbing the Exploiter Orb's nuke I've gotten over 3mil before.
  4. I get that the "Loot setup" being Nekros + Hydroid felt bad, in that it locked you into certain frame setups for farming, but the change you made to "fix" this only made things worse, it ended up being "Just Nekros, and now it doesn't answer loot farming as well." This doesn't end up effectively "Open up more options for farming", it makes it so that only the best one is usually ever used, why play Hydroid when Nekros's looting ability is more reliable? Why use Khora or Atlas's looting abilities when they only REDUCE your average drops since Nekros can no longer affect ones you affected with his larger percent? Why use Chesa ever? I haven't seen a Hydroid or Chesa since the loot change, for example, only far more Nekroses (I still do see Khoras, but that's not due to her looting mod). The real answer to this "lack of choice", in my opinion, can only come by removing all looting abilities altogether, and that could only come paired with an extreme adjustment of drop rates and drop tables, making them essentially reflect drops when you're already stacking these looting abilities, (or even further than that, in some cases, for example mutagen samples), even when you're not, and in making this change, Hydroid and Nekros and Chesa would need to be given other upsides, or they'd all fall into "never use" status. If that's not something on the table, then reverting this change is at least a far healthier middle ground.
  5. I admittedly haven't done the math on the other game modes, but I may get around to it, but at the very least for Survival, it's an increase, but that's not a "flaw in the calculation" that's just not addressing the other types.
  6. I'd argue that if you stay any reasonable length of time, defense generally ended up slower than survival, though I haven't checked the numbers, excavation probably did indeed get worse, but I suspect all the others got better, (Maybe not disruption.)
  7. Actually, not if you do some basic math, I had the same worry when I first heard about the changes, but after they were released I quickly did the math and was relieved. The new Arcanes and Auras are all horrible trash, but the endo/minute is improved, though slightly, not dropped, we can spend Vitus on Kuva now and so this is an overall boon, though only slightly so mathematically, the "feel" of getting rewards more often makes it FEEL much better than it was IMO, even though it's only very slightly better. (Feel free to check my math, I may have missed something) Treating statues as their endo value turned in at full stars because most people I know and myself do so, and using 5/10 minutes for reward intervals ala survival even though some game modes are slightly faster/slower. Old Rotation A: Every 10 Minutes Endo: 1300 @36.5% (474.5) Ayr: 1425 @18% (256.5) Sah: 1500 @18% (270) Valana: 1575 @18% (283.5) Expected Endo Per 10 Minutes: 1,285.5 Expected Endo Per Minute: 128.55 New Rotation A: Every 5 Minutes Endo: 900 @40% (360) Ayr: 1425 @9% (128.25) Sah: 1500 @9% (135) Valana: 1575 @9% (141.75) Expected Endo Per 5 Minutes: 765 Expected Endo Per Minute: 153 A Rotation Difference: 24.25 More Endo Per Minute Old Rotation B: Every 10 Minutes Endo: 1600 @48% (768) Piv: 1725 @20% (345) Vaya: 1800 @20% (360) Expected Endo Per 10 Minutes: 1473 Expected Endo Per Minute: 147.3 New Rotation B: Every 5 Minutes Endo: 1200 @39.5% (474) Piv: 1725 @12% (207) Vaya: 1800 @12% (216) Expected Endo Per 5 Minutes: 897 Expected Endo Per Minute: 179.4 B Rotation Difference: 32.1 More Endo Per Minute Old Rotation C: Every 10 Minutes Endo: 2000 @47.5% (950) Orta: 2700 @29% (783) Expected Endo Per 10 Minutes: 1,733 Expected Endo Minute: 173.3 New Rotation C: Every 5 Minutes Endo: 1500 @29.5% (442.5) Orta: 2700 @20% (540) Expected Endo Per 5 Minutes: 982.5 Expected Endo Per Minute: 196.5 C Rotation Difference: 23.2 More Endo Per Minute All this follows with increased amounts of mods, etc due to the faster rotations, all in all it's a net positive, though admittedly, a slight one.
  8. Yes Edit: Using capped star values of sculptures as drops, and here's my math, feel free to double check me: Treating statues as their endo value turned in at full stars because most people I know and myself do so, and using 5/10 minutes for reward intervals ala survival even though some game modes are slightly faster/slower. Old Rotation A: Every 10 Minutes Endo: 1300 @36.5% (474.5) Ayr: 1425 @18% (256.5) Sah: 1500 @18% (270) Valana: 1575 @18% (283.5) Expected Endo Per 10 Minutes: 1,285.5 Expected Endo Per Minute: 128.55 New Rotation A: Every 5 Minutes Endo: 900 @40% (360) Ayr: 1425 @9% (128.25) Sah: 1500 @9% (135) Valana: 1575 @9% (141.75) Expected Endo Per 5 Minutes: 765 Expected Endo Per Minute: 153 A Rotation Difference: 24.25 More Endo Per Minute Old Rotation B: Every 10 Minutes Endo: 1600 @48% (768) Piv: 1725 @20% (345) Vaya: 1800 @20% (360) Expected Endo Per 10 Minutes: 1473 Expected Endo Per Minute: 147.3 New Rotation B: Every 5 Minutes Endo: 1200 @39.5% (474) Piv: 1725 @12% (207) Vaya: 1800 @12% (216) Expected Endo Per 5 Minutes: 897 Expected Endo Per Minute: 179.4 B Rotation Difference: 32.1 More Endo Per Minute Old Rotation C: Every 10 Minutes Endo: 2000 @47.5% (950) Orta: 2700 @29% (783) Expected Endo Per 10 Minutes: 1,733 Expected Endo Minute: 173.3 New Rotation C: Every 5 Minutes Endo: 1500 @29.5% (442.5) Orta: 2700 @20% (540) Expected Endo Per 5 Minutes: 982.5 Expected Endo Per Minute: 196.5 C Rotation Difference: 23.2 More Endo Per Minute
  9. Actually I did the math and take back the worries I stated before release, you on average over time and get slightly more endo than before, it's not a lot but more is more, about 26.5 endo more per minute on average after accounting for the drop chances and double and assuming 5 minutes per rotation now and 10 minutes per rotation in the old system. Not a huge increase, but an increase nonetheless, and they did add new content, even though the new mods and arcanes are pretty terrible, at least they're new, and we're getting slightly more endo on average, so I'm happy with the update, and metering out rewards just FEELS so much better in the classic time frame for rewards rather than the doubled arbitration times. Edit: Fixing wrongly stated extra endo per minute after double checking my math.
  10. I disagree, I'm not sure how proposing "Newbie Help" and "Fashion" both getting their own tab is vague, or lacking of substance, is it uncertain of the effect on the future, yes, because I have a far more realistic view, there are a lot of factors that none of us can fully predict, and I explicitly listed a reason why it could actually reduce moderation in theory, though of course that's far from certain, as is it being far from certain to increase load on moderators. For "not being much concrete to comment on" you certainly find enough to create quite a large post. I feel your view is quite naive, to try to distill the human element down to such a few factors, how a tab addition would impact people is, hard to predict with any degree of certainty, but gross exaggerations doubling the workload are silly, at the end of the day it's still the same number of people, typing approximately the same amount of text, as a person who has moderated multiple servers and forums over my years, often having multiple threads/channels made my job easier, as it was easier to follow the logic and context behind things, if it's something so simple as just "being there to quickly delete a verboten word" well bots are there for that, they're not infallible, certainly, but as mentioned, in theory partitioning those who are randomly placed together to some extent, "newbies" and "non-newbies", may actually decrease moderator work, also I'm not sure how many volunteer moderators treat it like a job, quite as you mentioned, I know my co-moderators and I didn't, I'd be very surprised if that a substantial portion of the volunteer moderators in Warframe did, if you mean professional ones, I'm sure they have tools to monitor multiple chat channels at once, and segmenting them by topic again may be beneficial. Regardless, the best we can do is talk about it and hope that someone at DE chooses at least some part of our preferred solution to implement. As to the spam, spam is everpresent and always undesirable, there's a reason we have things that prevent one sending the same message back to back in recruiting, other forms of automated spam protection certainly wouldn't be a bad addition, like say you can only post a look link every 20 seconds, etc, would be a better solution, IMO.
  11. Would be rather easy to make Newbie Help the default chat for new accounts, and of course easy to be able to be toggled off, etc, it also may reduce the need for moderation in some ways as it would in theory be less mixing of the jaded sorts with fresh people just asking questions, theoretically. And at the end of the day it's still the same amount of players typing the same amount of text, would splitting it off into more channels make it slightly more of a hassle to deal with, perhaps, perhaps not, I'm not sure how automated moderation tools are if at all, would separating things into more threads be more or less of a hassle, I'm not sure in this case, regardless, I feel calling it "effectively doubling" the workload completely outside the realm of possibility, I could see it slightly increasing or even perhaps slightly decreasing the workload. At the end of the day, people will still talk about fashion in Region chat, and is it worth it to be more of a hassle of "let me change to this look, now check my profile" there, etc, *shrugs* I don't know, regardless, I'd be comfortable with just moving fashion link to it's own tab, but I do think it's a less desirable solution.
  12. Well technically I am currently a region chat user, at least a consumer of look links, whether that's more or less important than those who like to meme or troll or ask or answer newbie questions in it is again, pretty subjective. Also, don't get me wrong, I'm not necessarily against any change here, I'm just against "just remove look link from region chat and that being the only change", which is what seemed to be implied by the original post. While I'd be fine with look link being moved to another channel I suppose, I think it makes more sense to actually make "Newbie Help" it's own channel instead, heck, maybe both could get their own channel, and that might funnel off a lot of the "Fashion spammers" to the fashion channel, but the nature of Region just kind of being "whatever" is what makes it a cesspool, and what defines it, being unrestricted to a specific topic, so I'd like to still allow links in Region for when it comes up.
  13. Perhaps fair enough, if they truly didn't know quoting more than one postwas possible, but clicking on multiple posts is pretty intuitive, and he obviously knew how to edit posts to add text as he did to the first two, regardless, it was still "spamlike" enough to make me amused, and I thought perhaps, make the very relevant point that what is spam is at least somewhat subjective. For example, I would definitely disagree with this, I've ignored region chat for the past several months due to the state of it, with look link out, I actually find myself clicking on things in it and sometimes using their fashion frame as inspiration, I'd call that an improvement.
  14. This is the exception, not the rule in my (and most of those I've talked about the issue with) experience, "constantly filled with legitimate questions" is not remotely how I'd describe it, as the SixGunLove stated and you... just agreed with, more often than not it is a cesspool that could only be improved in my mind by look link/mod link. Also the humor isn't lost on me that the guy complaining about spam just posted three times in a row.
  15. I agree with a lot of what's been said, but I also disagree with a considerable amount myself, for example I use normal jumps extremely frequently, approximately as often as I bullet jump, since usually they're paired together, or if I want a shorter hop, or want to re position before a bullet jump, I parkour around every map and so do those I play with. That said, I definitely agree with some of your suggestions, for example I almost never wall run, partially because bullet jumping into a hop to reset is faster, and also partially because most levels don't really lend themselves to it being an efficient way to traverse them. Mods: I don't mind mods like that existing in theory, however ever since they created Power Drift, Coaction Drift, Cunning Drift, they're pretty much impossible to justify using over them in the one slot that was made for "QoL/Playstyle" mods where they might have actually gone, and would love to see many of them reworked, or the exilus slot in general reworked or something. When you say "parkour doesn't keep any momentum" that's not entirely true, do a running jump and a side roll, for example, but I do agree that you do lose a lot of momentum that you shouldn't in some situations. Bullet jumping specifically resets your momentum, as does wall jumping. Rolling or blackflipping is a mixed bag depending on your direction and whether or not you were airborn. As some easy tests hop out of your archwing on the plains with a lot of momentum, you'll notice neutral, or forward jumps, rolls and air rolls or backflips will all carry your momentum, but the moment you bullet or normal jump left, right, or back it's reset from where you jumped. I actually think all this is a good thing as it allows you far better control, when to keep and when to lose your momentum. On wall hopping, keeping your momentum when you initiate wall hopping would oftentimes make it hard to control and you'd just end up slamming into things, that said, I do think it can be improved upon overall, and agree that the more you continue in that direction the more speed you should build up, I also agree that wall latching should be significantly longer, and wish actual wall running, (Initiate a latch and then WASD to move) was a thing and allowed us to move at sprint speed across walls (Perhaps even ceilings?). About the damage reduction buff, they already have it, in a way, Rolling/Sidrolling/Backflipping reduce damage taken by 75% while you're in the maneuver, and the speed at which you travel is effectively an evasion buff (the way the mob AI works), that said, some smaller amount of damage reduction while flipping/gliding/sliding or wall hopping/latching/running doesn't sound like a bad thing. "Increasing the parkour hitbox" is probably a bigger ask than you think, though, yeah, this would be super nice in theory, I imagine an easy broad change like that would make a lot of animations look completely terrible and gamebreaking where you're jumping off air a lot of the time, but yeah, would be nice if a lot of surfaces were better able to be interacted with. "Some amount of auto jumping/moving while holding the parkour button." seems super hard to implement in a non broken way but it would be very cool.
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