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OptimumBow0

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Posts posted by OptimumBow0

  1. 5 hours ago, Cephalycion said:

    Wouldn't that take alot of data?

    Roughly 18 Gb assuming 3 million users, ~250 moddable items in inventory with 3 configs apiece, and 8 extra bytes (1 byte per slot to denote the underclock value).

    So, yeah,

    4 hours ago, Callback said:

    very miniscule.

    It seems ingenious.

  2. 1 hour ago, SortaRandom said:

    I wish it were that simple. 

    DE has stated themselves that they weren't able to implement mod-underclocking because of technical issues... which sounds a bit silly considering that DE designed the game's engine, but when you consider the other silly problems that you'd think would be easy fixes (e.g. Zaws being unable to equip skins because the grip+strike are what define the hitbox), then it's not really too far-fetched.

    As I interpreted it, the statement they gave was that, at the moment, yes it is a mess. However, Rebecca did make the concession that the method is already there because the inventory storage has to keep track of mod copies at different ranks already, and she did say they would like to tackle the idea in the future. So there is hope.

    vv Just my conjecture on implementation vv

    Spoiler

     

    From my limited experience with programming, I imagine the inventory data is like a very large browser cookie stored in their servers, literally a txt or json file, and the only complicated element is having to insert identifiers into the mod objects that specify how many copies at each rank a user has that also find mod conflicts between the sentinel weapons and primary weapons. Adding another layer on top is tricky because you have to identify: mod type, max rank, underclock, install, # of rank copies, and # of underclock copies. The trick is that you can't store a max rank R7 Serration and an underclocked R12 to R7 Serration as the same mod, so it gets messy. It is still possible, though. I think I did the math in another thread and estimated its implementation would be a few hundred kb to store onto the servers for every user, which isn't a lot. I must admit it was a best-case exercise and it could be more like a few MB, but eh.

    Alternatively, they could store the underlock info client-side, keep the inventory key on their servers, and let the game handle meshing the two. 

     

    3

     

    18 hours ago, Callback said:

    It would even make fusing installed mods easier.  Instead of removing the mod from all configurations it is in, it would just underclock within those builds, if necessary, to the max allowed rank.

     

    Also, hadn't thought about this, very nice perk.

  3. Yes, and it's mostly down to the variety Fortuna presents over POE.

    The bounty bonus system is a nice incentive to do well, mining is great, fishing is cool, the map is rich with landmarks, and the economy improvements are much appreciated, but what Fortuna really does well is its enemy design. Specifically the variety in the standard units and the dynamic offered from the threat level mechanic, which scared the crap out of me the first time I really experimented with it. Had a Jackal, Raptor, 2 Hyenas, and 2 Orbs pop out of the sky 10m out of my field of view and nearly got melted in 10 seconds. I've never had more fun, nor been more freaked out in my 5 years of owning this game. 

    Because I actually want to be there + the friendlier economy, I'm definitely completing Fortuna.

    • Like 1
  4. This thread would be somewhat valid if it wasn't for trading. Warframe has a real economy that's easy for F2P scum (like myself, I refuse to spend more than I already did on founders) to take advantage of.

    A decent riven can net you 100-150 plat, prime sets can get you 35-90, max primed mods go for a fair bit, and hard to find mods in general (like the dual elemental mods) can be sold for ~100. It just takes patience, but it's worth it because it sustains the slot habit for free. You can entirely circumvent the need to spend by finding stuff players want. You cannot ignore this fact when critiquing the price of platinum.

  5. The link provided by @Aazhyd  is the best authority on the subject. The biggest takeaway I have found from the guide is this:

    Quote

    "In addition, you MUST either be the host of the mission when it is started or load into the mission at the same time as the host in order for your Synthesis Target to have a chance of spawning. If the host also has a Synthesis Target then their target will spawn and not your own. If the host does not have a Synthesis Target but another player in the squad does and they load into the mission quicker than youself then their Synthesis Target will spawn instead of your own. For this reason it is recommended to do these missions solo in order to guarantee a chance of your Synthesis Target spawning."

    2

     

  6. The progression system in the RPG's you mentioned is very different to Warframe's. In them, the further you go into the game, the harder the enemies, the better the randomized loot, the further you can go into the game. It works, it's fun.

    This set up could work in Warframe theoretically. We do encounter harder enemies and bosses the further we go, and the objective is to get better gear to go even further. However, our progression is completely tied to the rarer mods (Stretch, Continuity) and resources (orokin cells for catalysts, prime parts for ducats for primed mods) we find from new enemies and planets. Adding randomized, increasingly better drops to gear acquisition and combining that with the upgrade system would raise the power ceiling. That isn't necessarily bad, but it does seem redundant to have another method of progression in addition to the current upgrade system. Especially because any inconsistencies between weapons are purely user-defined in how they are modded and forma'd; it is controlled. The style of progression you describe is contradictory to that.

    Rivens work because they are just a fun spin on the established system of progression: getting better mods to make better builds. It's a very discontinuous progression, but it's something. (Vanilla, Corrupted, Dual Stat, Primed, and Riven mods)

    Now, that argument is entirely against a large-scale implementation of random stat items. If there were additional smaller things, like random hybrid arcanes, that purely compliment the core progression (as rivens do) than try to dominate it, then I don't see anything wrong with that.

  7. 5 hours ago, Helch0rn said:

    screwing newbies out of the plains for 2 days because they can't kill Vomvalysts is no good idea in my opinion

    Newbies can run around the plains and ignore all sentient enemies. I say this as a returning player who screwed around in PoE for a month before learning to take down Eidolons, and it really wasn't bad. It gave me a sense of awe to see such a monster that I couldn't immediately kill.

    I am for it.

  8. I have a melee riven with the "Kill 2 Dargyn pilots before they hit the ground while sliding" challenge.

    I've been running around the plains with Loki and a Marelok (I know Mesa makes it easy). I've nailed 8 Dargyn's with headshots so far, 3-4 of which were confirmed as stealth kills since they were far away enough. However, I have made no progress on the challenge. Initially, I thought the Dargyn's had to be killed while they fell since I've been killing them instantly. However, having watched some videos of others has proved my method should be working. I am at a loss.

    Any help interpreting the challenge or declaring a bug would be much appreciated.

  9. I agree, disabling lenses is a reasonable solution to the distraction of the focus orbs.

    There are times when I just want to have fun my weapons, but no matter how far away that node shows up, whether I care or not, it triggers an unpleasant urge to nab it. I'm not too remorseful now (I have very little focus totaled up), but there are some occasions when disabling them would be desirable.

    +1

  10. I see how this idea could appeal to some, and it does seem perfectly feasible as you suggested, but I would like to give more objective reasons for why Battle Royale would not mix with Warframe's formula

    Warframe is an MMO Hack-n-Slash power-trip, while Battle-Royale's are generally reserved in their gameplay mechanics. They emphasize cover-shooting, vulnerability, and luck'o th'draw. As such, they are slower paced, reward strategy/camping, and have that weird stop-and-start combat flow. They emphasize a player's insignificance to create thrills. However, Warframe is most captivating in the heat of its continuous, satisfying combat when it allows you to exercise the power of your arsenal, Warframe, and Operator in tandem. People play Warframe and Battle-Royales for very different reasons, and it's because they're 

    So, mashing Warframe's philosophy of free movement, power fantasy, and MMORPG nature into the crawling tempo of a Battle-Royale format would be ultimately unsatisfying. Sure, the devs can limit stuff as in conclave, but setting loose 100 Warframes against each other is much different from 100 joe-schmoes. Robbing players' mobility to emulate PUBG would be disappointing because you'd have to lobotomize the game to fit it into the genre.

    Keeping the aesthetic and design philosophy of Warframe consistent throughout all of its facets is important. Battle-Royale just can't belong in this game without compromising that. 

  11. 11 minutes ago, Oreades said:
    Spoiler

     

    ....... ok that doesn't make any sense at all.

    The only way "what's the point of trying new builds" works is if you can somehow magically apply multiple mods to the same slot, which you can't. Adding different Forma to the same slot specifically encourages different builds by encouraging you to equip/try different mods on that slot. Using different mods is the literal cornerstone of new/different builds. 

    As to how does it make DE more money, well when you can potentially put 40 forma into a frame and you are rewarded for doing it with increased diversity potential............someone somewhere is going to do that. Which means they are going to be looking at a hitting a Forma wall where they can't keep up with the increased demand. Essentially it acts as a Forma sink.  

    And the best kind of skink IMHO because you aren't forced into it. 

    Right now the only real meta is "Efficiency" where in which you find the most effective build with the least number of Forma. Because putting any more Forma into your build can potentially ruin it. In effect the current system punishes you for experimenting with new builds. 

    A multi polarity system creates three metas. 

    1. efficiency: get the most bang for your buck and never touch anything again. 
    2. experimentation: you aren't punished for putting more forma into your build.
    3. Maximum Forma: for people who want to put the time/effort into front loading their builds for diversity. 

    I take that back there is one more build meta the games current system sports and that's the Meme build where someone has 100+ forma and 92+ of those forma are doing absoloutly heckin nothing. 

    In a multi polarity system you can put 40 forma into a frame and you get value out of each and every one of those. Without power creep because you can only slot the same 10 mods you ever could. 

     

     

    You have rescued this thread.

    Honestly, yes, forma-stacking would definitely increase experimentation and reward those who are dedicated to the game. I am never putting more than 3 forma on anything ever, because there are generally 2-3 essential mods that in a weapon-type pool, and the rest is discretionary. I would totally be less weary of forma if I didn't have to farm for the resources, BP's, and the plat to make duplicate weapons and warframes. Which I never plan to do by the way (Principled F2P scum), so this would definitely be a win for DE. 

    If anyone gets on a high-horse, it's most likely they've already invested in doing it the hard way. 

    But Oreades makes too good of a point.

  12. 32 minutes ago, Synpai said:

    (At the very least allowing frames/weapons to have equip mods even if they didn't have the capacity in the simulacrum, could let us test different builds before committing.)

    At the very least, this right here should be implemented. I'd take it further and include weapons/frames that are not currently owned so players can get a demo before committing to equipment.

    But I like your main idea, too.

  13. 3 hours ago, --Laughing-Soul-- said:

    the orokin didnt discover the primes they made the primes.

     

    "How they came to be" meant to imply "How they were designed", not "How they were discovered". Furthermore, the primes are the original designs the Orokin made, not embellished versions of the common weapons (although they appear to be). Source: http://warframe.wikia.com/wiki/Prime

    What we have now are copies that seek to emulate the glorious orokin originals. And I'm sure there could be stories behind those originals.

    So going back to what I suggested, lore on how each weapon was thought up, the niche they filled, or elaboration on how they chose certain primes to have crazy magic built into them would be sufficiently cool. That is all.

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