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(PSN)AyinDygra

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Posts posted by (PSN)AyinDygra

  1. I don't know what's so strange here... MANY games that I've played down through the history of gaming have instantly given you the drops from your kills, without any need of picking them up manually. There is nothing odd about this, and doesn't come anywhere near close to "not playing"... those enemies have to die to your attacks, after all.

    People who are going to afk don't even factor into this, for me. Their very presence increases the enemy density, giving you more enemies to kill, thus, more drops for yourself, despite ANYTHING they do. I personally don't care what the other team members are doing on my teams, when I am not playing solo, since I build and play as if I were the only one in a mission, by default, and if other members are doing their part, all the better.

    I certainly don't want to just AFK or "do nothing" ... as I said, I mostly play Melee, and Solo... so I'm doing ALL the work anyway, when I play. This just seems like an obvious feature to have in a squad game, where enemies are killed far away from the people who do the killing, and the loot is the WHOLE POINT of going into missions in a looter-shooter.

    • Like 3
  2. I mainly play Melee, so I'm right next to enemies when they die, but I'm fairly certain most Warframe players are gun users... so it NEVER made sense to me, that people had to run around and grab the stuff that enemies dropped... you have to remember where the enemies were when you killed them, then go there?

    Given enemies have specific drop rates for stuff, if you're not getting the stuff they drop when it actually drops, because you don't walk over every square inch of the map where you killed enemies, you're not getting the listed drop rates for the stuff they have.

    I know people will claim this is an appeal to make the game "easier" or somesuch nonsense... but the very fact that you have to collect drops, in a game where you kill at a distance, even with "vacuum" mods on your pets... never really made much sense to me.

    • Like 1
  3. I stopped doing Duviri as soon as I got the Cinta. I can't stand the mode. I don't need the Incarnons. I hate random loadouts. I hate random buffs. I farmed pathos clamps for Kullervo, but never got the Rauta. Just thinking about Duviri gives me a bad feeling in the pit of my stomach. And that's not even mentioning the time gate on Kullervo's island... as if they didn't learn a thing from Eidolons.

    The worst part of the farm was the Orowyrm fight. Because my selection of warframe weapons was so always so pathetic, it could take forever to kill those rings. If I had my GOOD weapons, it would take seconds. I rarely got my good weapons. Eventually, the frustration of it all just got to me... and I have practically stopped playing Warframe regularly since then. It pushed me out to Last Epoch and other games that have been... quite frankly, more fun, than Warframe's recent updates. I haven't even farmed the new Primes or Dante. Just can't be bothered... and I trace it all back to Duviri and the Pathos Clamp grind.

  4. There are as many Tenno as there are players registered to play Warframe.

    During live events, such as Scarlet Spear, we saw all the Tenno coming together to fight back the Sentients in a combined operation.

    When such events are not happening, Tenno act alone or small squads, taking on "ninja contracts" akin to Naruto, distributed by Lotus, from the intel she gathers from all the non-tenno operatives she has in her spy network. Before Nightwave, we had Alerts, which were the epitomy of this system in action. We'd get alerted that a certain high priority target was located on a certain planet, and there would be a bounty put on his head for capture, and a "Capture" mission with special payment would appear for a short time.

    The Tenno also form Clans with their own dojo starbases, hidden in the void, that provide safe havens from the forces of both the Grineer and Corpus. (Our gigantic orbiter ships that provide a dock for the lander we're all familiar with, also hides in the void surrounding planets while we're on missions. The perfect form of stealth. While Grineer and Corpus forces sometimes attempt to enter the void, they become corrupted by the tower defense systems of ancient abandoned Orokin citadels.))

    During the story, as noted in a post above, we've seen several Tenno appear, such as floating around the Lotus when Erra confronted her during the Old War era. On Lua, we saw THOUSANDS of pods arranged like Lotus blossoms in the water. We were simply lead to "our" operator's pod during that mission... we weren't the only operator on Lua in those pods. We are lead to believe that all those pods each had an operator in them. There were likely casualties due to those operators not awakening from the second dream yet, and Lua was subsequently beset by invasions of both Grineer and Corpus, along with Sentients, now that it's in normal space, no longer protected in the void.

    That's what I take away from the story/game so far; both through game systems, and the story.

     

     

    EDIT: Also, during the Old War, the Tenno formed schools... the Focus Schools, that we know of today. This implies a great many students of each of the 5 main focuses (but it is hinted that there were others.) And this implies that there was a long period of time that the Tenno were active during the Old War era, combined with the stories of them wiping out the infested as a matter of routine duty, at least for a time, which when all combined together, also gives us the information that the Tenno are at the very least not children, mentally, having lived through a period of war and having enough time to organize schools, each with its own philosophy and abilities; forgive the tangent.

  5. I GENERALLY don't consider a frame to "exist" until their PRIME is out. I won't waste resources on something I'm going to be feeding to the Helminth anymore. There are few exceptions (Wisp being one, but now she's Prime, and Styanax.)

    I don't like Dagath's lore, personally, either. I didn't find her particularly "fun" to play while ranking her up as fodder.

    Some frames just click with certain people, feeding into the core ways they play the game, or aesthetics that resonate ... I've always loved Egyptian styled sci-fi things, akin to Stargate, and the weapon that is almost universal in the books I'm writing, is the dual bladed polearm... so combine them together with how Inaros' kit works, and I'm sold. Nothing has come close to feeling that good to use, for myself. A new frame has a HUGE uphill battle to force me to stop using Inaros. (I use other frames as "tools" to efficiently get specific tasks done, such as spy missions with Loki, Frost or Wisp for defense missions, etc... so a new frame that fills a "tool" role, will get used when the situation calls for it, but not as a go-to frame for just enjoying the game.)

  6. 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...

  7. 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...

    • Like 3
  8. 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.

    • Like 1
  9. 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.

    • Like 1
  10. 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.

     

  11. 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.

  12. 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?

    • Like 4
  13. 13 minutes ago, Qorvex99 said:

    I'm sooooo excited for the Inaros rework!

    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.

  14. 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.

  15. 2 minutes ago, ominumi said:

    My issue is Inaros is now focus on 'not dying.' Wish there was other things he can do.

    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...

  16. 2 hours ago, ControversyB said:

    I do have one concern - I keep hearing about people getting locked into TNW.... I never have much issue with soloing any content and have a pretty diverse range of frames and weapons at my disposal. What is it that's causing trouble? Some light spoiling is fine. I've read some stuff already anyway.

    Spoiler

    This mission has several segments using completely new mechanics, much like with the introduction of the operator.
    You are locked out of using any of your warframes or weapons until late in the quest, and at that point, I'm fairly sure you use the selection you had equipped as you started the quest from the codex - you don't get access to changing that frame or weapons to just anything you have (this was the extent of the "warning" being applicable to the difficulty of the content that most people expected... not being able to change their warframe or weapons once they start... not the lack of ANY use of the Warframe at all for most of the quest.)

    There are stealth segments without the use of your normal warframes that you would use for their stealth abilities.

    There are 2 bosses that you must fight without Warframes, using a bow. If you don't like using bows, or have trouble aiming/timing bows, relying on melee for most of the game, this could be a very troublesome part of the game - especially for those with bad reflexes and who compensated for their shortcomings by using tanky warframes or weapons that were more forgiving for playing the rest of Warframe's content.

    Once you get to the part where you control your Warframe again, you're not even sure of victory; the segment that requires the use of a Railjack may be very challenging for someone who has not upgraded their Railjack, simply due to the nature of the mission that requires flying it, and the damage you're going to be forced to take.

    The part that makes use of the Necramech could have been handled using the same mechanic used on Deimos' surface, where you can commandeer a disabled mech. There's not much to worry about in that segment.

    I know there's a bug in the final battle, that my roommate experienced, making the unique mechanic to make the boss vulnerable simply stop working... required a reboot and another try, but it did work just fine the 2nd attempt.

     

  17. 9 hours ago, Aruquae said:

    Unreasonable prices don’t equal a scam in a free market unfortunately 

    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.

  18. 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.

    • Like 1
  19. 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.

    • Like 2
  20. 2 minutes ago, Merkranire said:

    Knowing what specialising actually means in this game and then cautiously choosing whether to engage in it instead of sitting there thinking big numbers and easy gameplay are the end-all-be-all is not being unreasonable, it’s playing to the game’s strength and is what the game encourages and is designed around; if you’re running into problems caused by such specialisation, problems that include being incapable of comfortably changing, then that’s on you.

    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.

    • Like 2
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