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(PSN)AyinDygra

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Everything posted by (PSN)AyinDygra

  1. People put too much importance on that silly number already. No thanks.
  2. When nerfing doesn't work, they just force diversity on you, by randomized loadouts... it's a very consistent trend, and I'm not for it at all.
  3. We're never going to get away from the regular release of new frames, unless DE changes their business model, which relies on regular Prime bundle releases. (well, it's not a firm "never", because there are other ways it can be done, but I don't see them being likely courses of action for DE, so it's basically never.) The most you can hope for, realistically, is a semi-regular rework/rebalance of old frames. They'd get the most bang for the buck if they'd time these reworks/balance passes with their Prime releases, or deluxe skin releases. Of course, that runs the risk of "bait and switch" complaints when they end up nerfing a frame, like in the case of Dante. Keeping the balance patches away from incentives to purchase is likely a more wise business and community relations decision. I would like for DE to keep track of which frames/weapons/etc are nerfed in connection to which issues... so if those same issues are rebalanced in the future, frames/weapons that were nerfed along with those changes could be re-examined in the light of the new state of the game. Plenty of things have been hit by the nerf sledgehammer, only for newer things to be released doing pretty much the same thing the pre-nerfed thing did before, and suddenly, now, it's not a problem for that thing to be happening...
  4. Those sound horrible to me, no offense... just not what I play Warframe for... minigames, quicktime events,... my most dreaded thing in JRPGs... usually reserved for obtaining ultimate weapons and junk... I generally bashed my head/thumbs into the wall until I got it right ONE TIME... let alone making it a core element of a game...
  5. Petition for Line of Sight added to people asking for LoS additions/requirements to other frames. To have this go into effect, the person desiring to place this debuff on their teammate must see them use an ability to have the debuff impact that ability for the duration of the mission, as long as you maintain Line of Sight.
  6. There is a weird mission failure state, even when playing solo, that kicks in some time after you haven't killed anything in some period of time. I had it strike me when I was trying to solve the Lua spy vaults on my own, without watching youtube videos... but since I had taken so long just jumping around and trying to get wall latch shooting and parkour down, it just ended my mission with a 1 minute timer to get to extraction, from deep in a vault... I don't like stuff that can grant false positives. I've never run into a situation where an afk player was detrimental to me. I solo most things, so I build to solo whatever I'm doing... having someone afk isn't a problem for me. Given truly afk people won't get rewards from a mission after certain timers anyway, there's no point in getting mad at them, and wrongly thinking they're benefiting by doing nothing. People in this game seem to get mad over what others are doing FAR too much, IMO. "They're doing TOO MUCH!; killing everything I want to kill!" "They're not doing enough, I have to carry the team!" "They're not going fast enough!" "They're going too slow!"... This is why I solo.
  7. I think the reason for it, was because Overguard is a new "design space" for the dev team to play in, and they're playing with it. They seem to like it as variety, alongside overshields, and it has (or can have) different interactions with status effects and other frames. It opens up new territory, so they don't have the baggage of all the mods and things impacting overshields... like magnetic procs, and now the interaction with rage/adrenaline builds... So, overguard does have its niche, separate from overshields and other forms of party support. I like it.
  8. If you knew the obvious, that the playerbase is divided over issues like this, it should be obvious that the answers you get to your topic would fall into either camp, and both sides will have valid and personal reasons for liking either side of the issue, wishing for their side to be prioritized in decisions of balance. Now, given that DE has added this, and they're expanding into the market most reliant on forgiving mechanics (cell phones!), you can generally gauge which side DE is going to be supporting the most often. You'll still get your challenging content here and there, primarily left to endurance runs that people have to specifically target and plan ahead for in groups, while the surface level game remains a fairly "easy" grind game, where it's not "IF" you get the loot, but "when" you collect enough.
  9. SOME people don't want challenge in their grind. They just want to "veg out" and play the collector game, gathering hundreds of resources to put into building new weapons, frames, and consumables, along with raising standing with factions, focus, and whatever else tickles their fancy for the day. SOME people want every moment of their gameplay to be on the razor's edge of death, where dodging, always staying on the move, and using cover is key to simply SURVIVING... these players won't find the same frames or game modes fun. They might even disagree on how the game should be balanced... crazy, right?
  10. IF I were to use Yareli for some reason, I would be using this skin.
  11. I'm ... not. I'm just happy that the core elements of his kit remained the same, so it didn't "ruin" him for me, like other reworks have ruined other frames' kits for those who liked them before and just wanted buffs/tweaks. (play style, reason for use, etc - arguably, more people like the new uses, so they were "technically" "successes", but I won't touch the new Ember, for instance, with the whole temperature meter mechanic, and Wukong's cloud is now an uncontrollable wreck like Titania with a Volt's speedup... when I used to use it for precise movement.) Anyway, that's off topic.
  12. Frames that don't require energy (or they have sustainability built into their kit) or guns. For me, that's Inaros, Wisp, Styanax and Loki (once he goes invis, you just open lockers once in a while or kill eximus for an energy orb here and there as you rush the spy objectives and/or use Zenurik energy bubble at the start). And I really only Melee... guns don't feel right to me, playing a Space Ninja.
  13. From what I've seen, he has his area lock down ability available without putting up his armor, with a larger range, and enemies killed by the scarabs turn into sand kavats that spread the scarabs, which can lock down areas... so, just like his first, Dessication, Inaros is still a crowd control tank, like he was before, just people don't know, or weren't aware, of what he was capable of...
  14. I mostly remain silent to avoid the ever-moving goalposts. Not that I think anything I'd say would be bad, but because I don't know how anyone else would take it.
  15. As I've said in the past on this, it looks like his kit isn't damaged, but I think these aren't the type of tweaks I was pushing for on the whole. At least it won't stop me from using Inaros... so I'll continue to play Warframe.
  16. Unreasonable prices CAN equal a scam in a free market, unfortunately. Depends on the actors involved, the intent, the degree of advantage taken over the other person.
  17. I will always be in favor of an in-game, searchable list of items for sale, that people can interact with and make purchases from, without the selling party present for the transaction. The doom and gloom surrounding this system only seems to really exist around games like Path of Exile, Diablo, and now Warframe. I've been gaming for decades now, and in the vast majority of online games, they've had "auction houses" of some variety, some better than others, that have been more beneficial to the game than "trade chat" and 3rd party websites to facilitate transactions. Some systems have been less well designed, allowing for manipulation through Real Money Trading (though the problems were obvious, and ways to eliminate those issues existed.) The best example of an "auction house" (a term most in these circles seem to hate with a passion, and is frought with misunderstanding and multiple forms, so I usually avoid using), was found in Final Fantasy 11 online. I played this from near the beginning of its life, for over a decade. They had some, in retrospect, minor issues with RMT for a while, but during that entire time, I was able to easily buy and sell the things I needed. "Big ticket" items were not out of my reach. I could still farm things to sell, and they sold quickly. Some KEY features of the FF11 AH were: * visible price history of completed transactions, and their dates/times. * a limit on the number of items for sale from any given person at any time (you only sold what would make you the most money, to be worth one of your slots.) * a time limit on listings, so you didn't list items for outrageous prices, or they'd automatically de-list themselves after a period. * AH listing fees, so you had to pay a proportionate amount of money as a fee JUST TO LIST the item, based on the expected sale price (asking millions of gil (the in-game currency of the game) for an item would cost you thousands in tax just to list it). This contributed to keeping prices low, because if you asked too much, and your items never sold, you were still out your listing fee every single time, and you wasted your slot during that time. * current asking prices for items on the AH were hidden. You had to rely on the price history to figure out how much you were going to "bid". * the lowest bid that exceeded the asking price of the cheapest listing sold first. This did contribute to the phenomenon of some highly motivated people to list things for 1gil, rather than thousands, like the reasonable listings, just to sell theirs faster and be charged less listing tax, and hope that people "bid" at the price of other items in the recent price history. This left them open to being forced to sell the item for 1 gil... and people routinely sold items for just a few gil under the most recent listing, by 5-10 gil, just trying to beat out that lowest bid mechanic, and didn't really impact the overall real value of the items. FF11 also had bazaars, similar to Maroo's bazaar... creating a personal shop, with prices listed next to each item. You had to leave your character idle, standing around, for people to find you and shop your bazaar... but this was open ANYWHERE you went. People generally didn't shop each other's bazaars out in the field, but they found certain high traffic areas near towns (outside of towns, because even in-town, there was a trade tax applied, even to bazaar sales). In these shops, you could potentially list everything in your inventory. The game even had a search system, mainly used to form parties, as it was a heavily party based game where even leveling required a full team) but they had a category within this search that let you advertise items for sale, and where you'd be found. This is where most "Big Ticket" items would be bought and sold, bypassing the high fees associated with the automated auction house system. This system also allowed buying and selling of some items that weren't allowed to be listed on the AH, such as "ancient currencies" that were used in upgrading each class's "ultimate" weapons from the endgame activities like Dynamis. There are some problems inherent in games with in-game currency-based auction houses, like inflation, which, to some extent did impact FF11, but as a player, I never had an issue with... some of these problems are not issues for Warframe, primarily because trade in Warframe is based around the premium platinum currency, rather than Creds. You can't farm platinum in the game, to increase the supply and devaluate it. Plat remains valuable because of its source (real money). Prices won't boom and bust around the value of Plat vs systems that work around in-game currencies. With an in-game automated AH, people worry about bots buying things up cheap, and then selling higher... to do this, they'll require using the premium currency of the game, which must be bought from DE, or obtained in trade from other real players. In a system like described in FF11, real players are not incentivized to sell things super cheap, and platinum is valuable - it allows purchases from the cash shop that creds are of no use in. Prime Parts, which are likely the most commonly traded item, will retain value no matter what the AH is doing, because they have value in conversion into Ducats, which again, allow purchases in a shop where Cred alone is not enough. I've gone into this in-depth, before. However, I think DE's primary reasons for not implementing an AH in Warframe is two-fold, and unrelated to anything above. It would take resources to code and maintain this feature. And then the customer support tickets that would probably be higher than the hands-off approach they can take with trade chat. They've offloaded that responsibility to Waframe.Market, just like peer-to-peer play sessions offloaded to players, rather than having servers.
  18. I need no excuse for how I play. I'm having fun, using the tools provided, in the way the game is designed. You expect something specific from the people you are playing with, without any formal or informal agreement to play to those expectations. The exact opposite is the case, in that everyone is free to play as they wish, cooperatively completing game objectives. If the Devs want more reliance of team members on each other, and less autonomy, requiring more communication and teamwork, like Railjack when it first released, they're free to introduce things that encourage this... but I don't think this will be greeted with open arms from the community. That's not the "fun" that most people playing warframe seem to be seeking, at least when they play Warframe.
  19. This isn't a problem for me... it's a problem for you, from your perspective. I'm perfectly happy with the builds I've created. I have no intention of changing them as much as you do. I WOULD like a way to add more polarities to slots, so they're more flexible, but that idea has been proposed for years, and they've not acted on it, because I am fairly certain, their highest selling item in the cash shop is Forma, and they're not willing to mess with that formula.
  20. No, it's absolutely not a shocker... it's the blatant obvious truth of the matter, and the logical, most easily seen outcome from such circumstances created by game systems and the design of how it all works.
  21. When I build my frames and weapons, I create builds. Those are THE builds. I don't change those builds between missions. I forma my frames and weapons, locking away potential flexibility to get my build to fit on those frames and weapons. We only get 3 build slots per frame, unless you build a whole other copy of the frame. Generally, I create builds around maximizing 3 different ways of playing, so they're all geared to the max, not to various levels of star chart enemies. It's not "considerate" to change your build to fit content... that's a personal preferred way of playing, and you can't expect others to do the same. That's just not reasonable...
  22. I'm fairly sure nothing I use is considered "META", but I don't keep up to date with the current stuff on Youtube, or follow build guides, so I could coincedentally be using good stuff. Anyway, my comfort setup, that I return to when not using specific frames for specific reasons as "tools", is: Inaros Cedu (alt-fire primer) A kitgun (catchmoon, rarely used, has infinite ammo, useful in archon hunts vs the sentients with the container belts) I mainly use either the Orthos Prime, or a zaw polearm (my Komodo Fang) based on the plaguestar kripath blade. Prior to the companion update, I always used Djinn, because he auto-revived. Now I use Helios normally, but Nautilus in Railjack. I use Loki for spy and rescue, Nekros for survival, Frost or Wisp for defense, Oberon for Eidolon hunts, etc. Weaponry hardly ever changes... though, I like the Arca Plasmor in stealth missions, because it destroys the corpse, and Loki makes it silent.
  23. For me, there is no reconciling these concepts: everything being "worth using", nothing being "the best", nothing stronger than the rest... with... new things being worth obtaining, progressing character strength, reasons to play... If everything is basically at the same power level, there is never a reason to go get anything that comes with any updates, at lesat, if they don't have a unique gameplay feature. IF they HAVE unique gameplay features, there WILL be some features that are stronger than others, and even in a landscape where they're all "balanced" and at the same power level, some will have distinct advantages over others. The "problem" persists, but now there is less progression, less reason to go get new things, less reason to play, for those who play for those reasons. Clearly, this game is built upon a foundation of collecting components and building every new thing that is released. That's the gameplay loop of Warframe. From basic blueprints to Primes, it all boils down to that loop. Given the separation of gear into different mastery ranks, they consider weapons on higher tiers of required mastery to be worthy of higher stats. That's the basic level of progression one can expect from Warframe. This DOES lead to "mastery fodder" just thrown in there so we have enough gear to use to gain all the mastery ranks. In this, they have created a situation wherein, some people want their niche low MR weapons to be useful at higher levels, to maintain a certain play style that those niche weapons allow. Without buffing those weaker, low MR weapons, they must either create new higher MR ranked versions, or give them the new Incarnon treatment. If, as has been proposed, all weapons are balanced to be useful in all content, essentially (nothing better than the rest), given the current selection of weapons spread across the mastery ranks, there are a TON of weapons that just become carbon copies of each other that just don't need to exist anymore... (and removing them would be removing sources of Mastery Rank, and how does one do this for people who already leveled those now-removed weapons? OR do they go about making each weapon subtly different, granting them different gameplay features... the process one goes through to create wholly new weapons they could otherwise be working on.) This is why the whole concept of making everything balanced and useful falls flat for me. No amount of discussion changes that, because I don't value a game world where that scenario dominates. It just sounds horribly boring to me, while having all those "equal" options, seems to excite someone who likes nothing to be stronger than anything else. It's not a matter of right or wrong, but preferences. I prefer Warframe as it has, and always seems to have been, while I despise the style of Destiny, and its everything is balanced" way of doing things (Destiny was worse, in that PVP nerfs and buffs impacted PVE content... at least Conclave is separated in Warframe.)
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