Mayahai
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Posts posted by Mayahai
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Nerf drums please. I would much rather hear the music from my personal quarters while loading, or nothing at all.
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On 2018-05-08 at 1:22 AM, (PS4)McCurdy79 said:
Hi Devs,
Just want to ask why we can't have an Auction House. I mean Maroo's Bazaar is cool and all...... but...... we need someway to make trading way more time efficient. In turn this would encourage more trading, more trading, more game time.... see what I'm getting at. Win win. And I understand Sony and MS will have issue with it, bc it gives power to the players, and takes away from the bottom line. But just like the political climate and that with games like destiny 2 , there needs to be a change.
I always loved the WoW AH setup, just saying 😁.
P.s. Give us what we need, not just pandering to the crows always looking for the next shiney object.. i.e. a rushed Khora.
I appreciate your time,
PSN: McCurdy79
DE will never implement it and the community appears to thoroughly enjoy wasting time sitting in your orbiter, brain dead typing the same Clem every 120 seconds over and over again.
So, just use https://warframe.market/
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3 hours ago, More-L said:
Opt in means you say "yes I will host" so if you choose to be host then your choice will ruin other players experiences, if you choose otherwise it will still be the same '25% chance' as it is now.
EDIT: Just to clarify, I am in no way saying it should be 'You must host, you have no choice' I don't really understand why you even brought up that point, unless you mean that you forget to opt out of it?
EDIT 2: I think you thought I meant it should be a 1 time choice, what my intention was is that in the same place you pick 'Public, Friends Only, Invite Only and Solo' another option is added, and that option is 'Host,' which means you can easily swap between definitely hosting or not. As opposed to it being in the options settings where you select matchmaking ping limit.
Please check out my post, it should answer any and all doubt you have.
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4 hours ago, KelsierSurvivor said:
Not all of us have top of the line computers that can run great while hosting up to three other players (Or in the cases of some bugs, more than 4), so I wanted to make a suggestion.
Players don't like it when they can't play because their game is lagging too hard to do anything, and for me, this is always the case when the host is not using a good computer/internet. I would much rather host when playing on my desktop when it can handle everything and I'm sure everyone else would want me to host on a desktop. But when I'm using a laptop that can't handle everything very well, me and the other players all want me to not be the host, whether it's said or not.
I was just gonna pitch the idea of giving us an option to either "Always be host" so that if we're using a good computer the experience would be better for us and others, and also an option to "Never be host" when we're on a crappy computer. This way, in my mind, everything would run smoother. But, I'm not a game developer, so what do I know?
Thank you for reading and please consider this idea! I'm sure this is one that all of the community would like implemented.
Alright, I have read the criticism in this thread and I am going to propose/explain a way how it could work.
First of all: your host preference in the Settings is linked to your device, not your account. Thus, if I play on my computer I can always host but if I play on my laptop, I am indifferent and have no preference. (My laptop is beast but my VPN slows things down, so I can host pretty good if I must at the cost of some delay.)
There are 3 categories: Always Host, Never Host and No Preference.
Here are the different scenarios and how they should work out.
0 Always Host, 0 Never Host, 4 No Preference
If a squad comes together and everyone has No Preference it works as it does now.
0 Always Host, 1 Never Host, 3 No Preference
If one of the squad members happens to be Never Host, then there is a 33% chance for the remaining squad members to become host.
0 Always Host, 2 Never Host, 2 No Preference
Same scenario as above, but each No Preference player has a 50% chance of becoming host, since the Never Host players are not part of the equation.
0 Always Host, 3 Never Host, 1 No Preference
The No Preference player will become host.
0 Always Host, 4 Never Host, 0 No Preference
Because no host could be found, players will be greeted with a prompt informing them that no one in the squad was willing to host. Players in this match are now given the option to continue the mission, after which they will be temporarily treated as No Preference players and the host will be randomly chosen.
Or players can choose to re-enter matchmaking. If only some players decide to proceed normally, they are temporarily treated as No Preference players and the mission will continue as usual.
If there are very few queues, then it is likely that the players who initially declined are matched with them. Players leave this temporary No Preference status when they choose to do a different mission, or after 2 hours.
1 Always Host, 3 Never Host/No Preference
Obviously, if someone is Always Host, then this person will become the host regardless of the rest.
2 Always Host, 2 Never Host/No Preference
To determine the host, the No Preference and Never Host players are taken out of the equation: now each Always Host player has a 50% chance of becoming the host, competing against each other.
3 Always Host, 1 Never Host/No Preference
Same scenario as above, but each Always Host player has a 33% of becoming host.
4 Always Host, 0 Never Host/No Preference
This scenario is the same as 4 No Preference players, where everyone has a 25% chance of becoming host.
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On 2018-05-22 at 7:52 PM, Hyohakusha said:
This is easy.
- Scoliac Disposition reduced to one. +200% range scoliac rivens are responsible for Maiming Strike getting hate. How people haven't figured this out is beyond me.
- Melee now functions off LoS
- Miming Strike was removed from the game, you get 500p, non-tradeable, per copy
Thats it. That's all it would've taken. But DE isn't trying to balance melee. They're trying to nerf it, while using Maiming Strike as and excuse and trying to maintain riven mod prices. That's why, despite a staged video of something I've never seen one player doing in over 2.5k hours in mission, despite claiming that maiming needs to be fixed, they're gutting every single other aspect of melee, without actually touching Maiming, which they claim to be the problem. The slam attacks? Flash to distract you from a nerf.
"Wait and see" is not a valid argument. With the environmental obstruction alone melee already feels horrible to use. No amount of their "fixes" are going to change how bad of an idea that was based on how much random crap is littering every tileset. It's obvious removing mod scaling is a further nerf, as is your basic attacks not scaling in general, as is you blowing your entire combo on a single slow attack. They want to slow down our kills and restrict our ability to do longer runs. Period.I very much agree with you, especially the third option. It is better to fix the root cause than to shaft everyone else with it. However, the linear combo stacking of this rework and the new stances are pretty good changes in my opinion.
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On 2018-05-17 at 12:39 PM, Elanair said:
Regarding blocking, you gave me an idea. I agree that not all weapons should give 100% blocking ability and that blocking would be far more useful when you can do it whenever you want. That said, I think a good way to balance it out and satisfy both needs is to make it so when you hold the quick melee key you start blocking BUT only the default x% percentage which currently varies from weapon to weapon (non-channeling) and if you are wielding the weapon in your hand then you get the channeling block where you block 100% and redirect the damage back (channel blocking).
This way blocking is still useful for those who don't normally use melee but for the dedicated melee users it will have a bigger defense advantage because they dedicate themselves to it and due to having to close the gap in order to reach the foe and cut them up.
That is also a pretty good idea.
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On 2018-05-17 at 1:12 PM, NoLazyShadow said:
As for now its buggy, throw cancel reload wich is bad and change throws window need tweaks...and using them under the effects of volt speed/valkyr warcry become imposible
Sounds like things that need fixing, not like reasons to stop implementing dual wielding weapons.
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Yes, a while ago I send a ticket asking the exact same thing but about Trinity's Energy Vampire instead and it is okay. Most likely, due to the non-lethal nature of both skills, making it impossible to AFK kill.
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On 2018-05-17 at 4:03 PM, Fallen_Echo said:
We have 4 sword and shield weapon already and you suggest that only this one should get 100% blocking?
May i ask why or did i misunderstood something?
Regarding this i think in warframe's universe it would be more realistic to pull out a small size weapon like a dagger or such for quick blocking rather than picking out a huge shield.
To give you (the player) an actual reason to pick a Sword & Shield, encouraging variety in gameplay.
In almost 1000 hours of play, I have literally never seen anyone using Ack & Brunt or Silva & Aegis or any variant of those weapons. So I think giving them an actual unique advantage makes them more attractive choices without nerfing other weapons.
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I am both concerned and looking forward to the new changes.
While it sounds all good and fun to me (being a meta-addict), I am seriously concerned about the combo counter. It will break many warframes whose scaling relies on it, and to be honest, building up all that combo just to lose again with a single attack that may or may not be AoE doesn't sound fun.
Blocking
Blocking certainly can have its place in this game, but only if it can be used like quick melee. Press <something> to block instantly, regardless of weapon. Otherwise, the slow nature of blocking playstyles just doesn't fit the fast pace of the game.
Every second that you are not shooting and killing, is a second for more enemies to gang up on you, thus the choice to block is already costly on its own right. No need to make it cost anything. While I rejoice that blocking now actually blocks and reflects projectiles back at attackers, I do still think that not all weapons should block the same amount.
In particular, I think the Silva & Aegis should be the only weapon with 100% damage reduction when blocking. It's a sword and shield for a reason. Being able to quick block makes the move more viable overall, but to encourage blocking I would suggest the minimum value of blocking to be 50% instead of 35%, and that all forms of block deflect projectiles after they have dealt damage to you. Then the deflected projectile would behave as expected and damage the attacker.
Blocking is the least of my concerns imho, but I do feel this would make blocking much more usable.
Object collision and walls
Here I am getting concerned, not for me as a meta phukboy but for the insidious glitchy spawns when playing Defense. Melee and some warframe abilities are currently the only remedy against enemies spawning inside walls. While that on its own is not such a problem, it becomes a big deal when you are playing Defense and the objective marker literally tells you to kill it or otherwise the next wave won't start.
This is in particularly noticeable at the Earth tileset. Beyond wave 15, Defense is practically unplayable with all the AI pathing errors and spawning in weird places. Fix your spawning and I won't be complaining. Hitting through walls is pretty $&*&*#(%&ed.
Okay, so assume this legitimately broken mess is fixed, then what?
Well, you mentioned walls and objects. While not as game-breaking as the wall problem, it gets pretty annoying really fast.
As other players have stated before me, dead bodies count as objects and having your attacks be shrugged off by random litter on the map is very annoying, at least with guns you have the advantage of range but when you are playing melee, you are very vulnerable and thus, should be more rewarding.
Combo
This is the meat of my concerns. First of all, the community has complained for years about the combo counter resetting, rather than decaying, this was ''fixed'' with a band-aid Naramon passive and band-aid mods like Drifting Contact. Instead of addressing these, you choose instead to make the slowest, clumsiest and most useless attack consume all of it.
I will give you credit for meeting us halfway by making the combo counter linear.
Then you make it so that only clumsy heavy attacks benefit from it.
That again, encourages slow paced gameplay which really does not fit in Warframe where you have to murder hordes of enemies. Sanctuary Onslaught in particular.
Not to mention that this will make Bloodrush either extremely overpowered or not worth using, depending on whether it works with light attacks or not.
I like the idea of using heavy attacks and making custom combos like that but for it to be viable, heavy attacks absolutely need a rework of their own.
I do note that you mentioned a buff, but that buff would need to be at least 3.0 damage, although, if anything the combo counter gives melee the ability to scale which is very important in endgame content. By endgame I mean endurance runs with 200+ level enemies.
In fact, I would actually scrap all of it and instead make all weapons contribute to combo, but only melee benefits from it, to encourage the variety of play that you seem to crave for, and that the combo counter decays over time, rather than expiring fully after X seconds.
However, not with the linear scaling you proposed, because with mass AoE weapons like the Arca Plasmor, that would be OP. Just keep the current method of scaling.
Added with the inability to hit through walls and the range nerf, this would help curb the spin2win meta whilst promoting variety in gameplay, I mean there is even a Steam achievement for it. (Tenno of all trades)
Yes it would require Naramon's passive to be changed, I would propose Naramon to help build up the combo counter faster while wielding melee.
In this scenario where building up combo is much easier, more varied and doesn't decay, I can still see the idea of heavy attacks have a place here. But for the love of Lotus, do not make them consume all of the counter, and make them faster to execute.
Life Strike
Because Life Strike relies on channeling and channeling is getting removed, I instead propose the mod to simply consume 5 to 10 energy per healing hit, depending on the mod rank.
This would mean that it only consumes energy if your HP is actually damaged.
I came up with these figures because there is a cap of channeling efficiency and 10 energy is what is generally consumed when using a maxed Life Strike while channeling.
A flat 20% life steal with no costs is just too OP.
Stances
I really have no criticism here. I welcome this change with open arms, as I primarily use just regular attacks and can't be bothered to learn a stance. The pauses make it frustrating to execute, especially when using Berserker.
Range
I do not know enough specifications to really have an opinion. From what I have gathered you are planning to nerf range mods but buff base range of weapons. I think that can be a pretty good change, in particular for the less popular weapon types.
Dual wielding
Is there anyone who can possibly dislike this?
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I can't be bothered to read stuff without punctuation. It just hurts.
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Either unrolled or with finisher damage.
Okay, if it has been rolled once I am not going to complain.
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It's broken. As in the moon is destroyed, which it shouldn't after completing the Second Dream.
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Me too man, an alternative to the Repala would be lit.
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What are the technical differences between (mods that increase) slide attack crits and regular crits.
I know for one you need to slide and for the other not, but what I want to know is, are there any differences in the formulas on how the actual final crit chance is calculated?
If so, what is better: a riven with +crits or +slide crits?
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On 11-4-2018 at 2:59 PM, (XB1)KelperTheTurkey said:
Have you ever played Minecraft? The world is actually a cube.
No, Minecraft worlds are actually flat. 😂
Flat earth👌👌💯
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Looks awesome! Yeah that would be really cool.
We need Operator articula as well.
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If you have the money, book a trip literally around the world. Get your ass into that airplane(s) and keep flying until you have done a complete rotation around the Earth. If the earth was #*!%ing flat, you would not be able to fly like this and instead encounter a literal edge of the world like a corrupted Minecraft map.
I am still hoping you are just trolling.
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I found this topic that could help you.
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I know I already replied to this topic but I found this website where you can safely train your Corpus hacking skills.
http://warframe-builder.com/Hacking
Hope it helps!
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sold
in Trading Post
So, did you already found someone willing to spend 4k on the Arca Plasmor mod?
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I am poor as piss. Would you be willing to sell me the Arca-Plasmor riven mod for less than 1000?
A Feature for Forma: Stacking Slots
in General
Posted · Edited by Mayahai
Why does forma need a downside? All this does is make single weapons more viable in different situations, not stronger than they already are. Any unstacked polarities are still penalized by double capacity cost.