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(PSN)AyinDygra

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Everything posted by (PSN)AyinDygra

  1. IF I were to use Yareli for some reason, I would be using this skin.
  2. 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.
  3. 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.
  4. 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...
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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...
  13. 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.
  14. 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.)
  15. If ninjas ever used dual bladed polearms, I still feel like a space ninja, quickly slicing and dicing enemy armies like a blur that they never saw coming, and disappear before anyone knew I was there, except the trail of bodies. Depends on how you choose to play, I guess... (I don't consider guns to be a very "ninja"y thing, myself.) I dislike when the game diverts from gameplay that makes me a space ninja, and instead makes me a pilot or bipedal tank, or powerless human, or void child... But, the core game is always there (unless you get locked into The New War, then you're outta luck.) I generally take breaks and go play other games, returning to Warframe to farm the new frames, new primes, and work on factions (only rank 3 with the Cavia.) Mostly playing Last Epoch right now. I guess, with shorter breaks, there's less to catch up on, learning each new thing as it is released... and I watch every single dev stream, so I see it all introduced and explained and demonstrated. I'm surprised they don't have a better system in-game, than the help files... they really really really lean into Youtubers to explain everything for them.
  16. I find this thread funny, given the existence of other seemingly diametrically opposed threads elsewhere. I don't understand why the frame matters at all, when the weapons are what everyone seems to be up in arms about, power creeping, AoE... I don't understand why people aren't espousing the counterargument here, that maybe you shouldn't be building to be so powerful yourself, so you don't overshadow the contributions those weaker players are making... you're taking all their fun, don't ya know? As for myself, I don't care what anyone else brings to a mission. As long as the mission is successful, job well done. Did I have to do everything? So be it, I solo most things anyway. I didn't really pay attention to what other people were doing, I was focusing on what I was doing...
  17. My contribution to this topic is that I detest randomized loadouts. Duviri is garbage to me. The circuit does not exist in my world. Arbitrations arbitrarily boosting random gear is never a consideration for me. I don't even have or want the Helminth segment that randomly buffs certain frames. There are reasons I don't use the things I don't use in this game. I like what is fun to me. If I can't use what's fun to me, why play? Oh yeah, they're locking rewards behind it that I need. So I trudge through annoying randomized gameplay until I get the rewards I need, and drop it like a rock. However, the rewards they're placing behind this game mode are going to be months and months of weekly missions making me dread even turning on my PS4. I will likely just ignore these, for my own wellbeing. They can try to balance their spreadsheet's usage data without my contribution falling into line with using the junk they want me to use each week.
  18. RJ is in a very funny spot in Warframe... It was developed from the ground up as a team activity that nobody could do on their own. (IMO, they intentionally held back on releasing the command skill tree until later, to get people used to playing with each other, instead of relying on an NPC crew.) This wasn't going to fly for those who didn't have friends, or didn't want to play with others... there are people like me out there with only like 1 or 2 people who I'd play with, and those people often take LONG breaks from Warframe, leaving me to solo the rest of the time. Now, the grouping in RJ is problematic, in that you can't choose to be the captain or crew. There are no mechanics in place to ensure that YOUR pimped out, armed to the teeth RailJack gets to be the foundation of the mission. You can't be guaranteed to be in the pilot seat, in a PUG mission. Before they changed the system for creating munitions and stuff, eating away at your personal stockpile of resources, for other people to waste shots from gunnery seats, for instance, it was even detrimental to your personal progress in gathering materials to craft better RJ components, if you brought people that wasted all your stuff without even asking. IF they made certain changes to group management in RailJack, things would get better... but as it stands, you make your crew, or you go solo... PUG is NOT where it's at. (at least from my perspective, anyway.)
  19. Those other games also have ghost town low level content, which is far worse than a new player swooshing through missions due to others. And those other games also tend to have forced co-op at the same time, which is the reason for those ghost town content pieces. WF is fully soloable. We are also nearly 100% spared from ghost town content thanks to high levels and low levels being able to play together at the snap of a finger. Part of the reason Warframe's system is even better than that, is that other people on a player's team can situationally get MORE experience from OTHER people's kills, than their own, depending on which pieces of gear they're trying to level up at the time. This is moreso things like companions and weapons that you don't like using... generally, pets have to make their own kills to get experience, and you have to use the weapons you don't like, just to level them up... but on a team, you're sharing all the experience from everyone else's kills, regardless of you actually killing things or not. It's a novel way to address the issue, which has encouraged leeching, but overall, I'd say it's a good mechanic for Warframe, and truly keeps it a co-op game, where you're not "stealing" kills from other people and hindering their progress. I especially like being able to bring my fully geared endgame builds in to help my friends that I introduce to the game, to act as support to them. I let them run ahead and kill everything, if that's what they want to do, and I hang back, providing cover fire on enemies that spawn in rooms behind them, and provide healing in the case of Wisp or Inaros or Oberon. I get to supervise, advise, and help, without stressing about playing the mission "with" them.
  20. It has been my understanding that the only packs to never be resold are the initial Founder Packs. Everything else is open game, and will return in some form at some future time. They learned the hard way not to make actual "exclusives" that never reappear, partly due to the continuing growth of the game, and new players who didn't exist at the release of certain packs and things. This has been CLEAR from many dev interviews and statements in the past. What the advertising said and whatever FOMO they tried to drum up during the initial release and launch of these things must always be viewed in this light. "Exclusives" are only exclusive in the initial release bundle form, returning separately later, or bought in some other way later, perhaps even earnable in game through the Nightwave system.
  21. I don't like sports, but this analogy came to mind involving Baseball, and I think it fits well. It's not a perfect one-to-one situation, but bear with me. The game has set rules and goals. A person (batter) hits the ball, and has to run around the four bases to reach home to score. The batter might hit the ball and reach 1st base. What happens if that batter decides they don't want to run the rest of those bases? They have decided that it's more fun to them, to walk in the nice summer weather, "stopping to smell the roses" so to speak. They still intend to go to all four bases, but they're taking their sweet time about it. They don't know why everyone else is rushing to get to home base. Maybe the batter likes practicing their skipping, moonwalking, minstry of silly walks, or what have you... that's all way more fun than running from base to base to reach home and score. Bringing in a loadout that doesn't kill enemies fast enough to achieve the objective is akin to walking the bases while the enemy team throws a ball to the base in front of you, tagging you out. Even if they don't tag you out for some reason (there are a few reasons for mission failure that come from going too slowly: not capturing a capture target, killing too slowly in survival, not killing the demolysts, and failing to control all the interception points can also result from this), you're still holding up all the runners behind you, who can't reach home base until you do (extraction, in this case). I said it wasn't a perfect analogy. Maybe you can convince your whole team to walk the bases on your terms, or find others who already want to, but, if you were drafted onto a pickup team on a playground, you can't expect everybody to follow your personal rules. That's not a problem with showing the batter consideration. That's the batter expecting everybody to change how they expect to play, to meet the batter's personal whims. You can try to argue that the person who first came up with Baseball as a game intended the batters to all walk between the bases, taking in the wonderful summer weather, stopping for tea and biscuts at each base, and engaging in wonderful conversations with the people at each base as they sit under umbrellas... but the popular sport that everybody knows as baseball expects the batters to run the bases and reach home ASAP. Remember, I said, not a perfect analogy, but maybe, JUST MAYBE, you can see what's going on here.
  22. I take this as gaslighting. I lived through this. Yes, he was considered "easy mode"... the frame that wouldn't die... that's ALL he was good for, according to the community. People made fun of players who used him, because he didn't do anything else, wasn't helpful to the team, and was just a weapon holding platform to them. He was a "non-frame"... no defining traits, except for being the "king of survivability", like I said, and that title has been taken from him by other frames like Revenant, Sevagoth, and (not just overguard, this happened much earlier than overguard) anyone with shield gating! This is why his Scarab Armor was the main ability that needed to change in any rework, and all they did was fold his existing status protection augment into it and then gave him an augment that prevents 1 death at the cost of getting a slash proc, and has a cooldown. As I've said, this falls far short of the Shield Gate mechanic that still keeps much squishier frames alive much easier than Inaros, with near instant uptime on their death protection. Also, all that fancy armor that Inaros gets from his fourth... is really not that impressive... it only increases off his base armor, not modified. Inaros is nigh unkillable in Star Chart content, this is true. It's when he's taken into Steel Path (yes he's still viable on Steel Path, however, you can't stand still doing nothing like on the Star Chart, you have to move and use his abilities to keep him alive there... I don't know what game people are playing if they think he's THAT tanky) and endless endurance runs (the real killer), that enemy stats begin to rise to the point where his armor no longer protects him, and his health pool might as well be as small as anyone else. I'm not saying his armor should scale up with endlessly scaling enemies, or that the game should be balanced around that. I'm saying this is where he falls off entirely, and anyone with Shield Gating can continue. This disparity could have been addressed with suggestions from the community, without altering his kit all that much... but they chose not to. I could go on, but I'm getting annoyed by this whole situation.
  23. The point I was making, was that ANY time he was brought up ANYWHERE (from region chat to twitch chat to reddit posts, to official forum posts, to group voice chat, he has always been looked down upon as a nothing frame with no abilities, and players who used him have been laughed at for using him.
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