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About (PS4)The_Wyatt

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  1. (PS4)The_Wyatt

    Daily Tribute Dev Workshop Part 2!

    That's fine, play time can factor in too. This is mathematics, we're not limited to only one or two variables. My point is total number of logins doesn't tell the whole story. The fact that you apparently have zero interest in your MR speaks volumes about the general incentive to raise it. I mean, I get what you're saying; once I hit MR15 or so, I cared much less because the only things I couldn't use are a few weapons and some garbage rivens. MR is a metric that contributes to indicating a player's eagerness to engage with content and systems. People who try new things, regardless of how long they've been playing, are valuable for the diversity and health of the game population. Even small perks can encourage that. Let me put it this way: whether you've played 1000 hours and just hit MR6 or only ("only", haha) a 100 but managed to reach MR12, 120 endo or a 180 nano spores or 10k credits or most any of the other non-milestone rewards are more of an insult than a nice bonus for playing. If it's even acknowledged at all. (FWIW, most games I've seen with login bonuses regularly give the equivalent of plat or forma. Not saying DE should too, but it's an interesting reference point.)
  2. (PS4)The_Wyatt

    Daily Tribute Dev Workshop Part 2!

    I still think it would be a good idea to scale the login reward according to MR as well and not just on time. Doesn't have to be game-breaking, just a perk for having actually played more.
  3. (PS4)The_Wyatt

    Devstream #115 Overview!

    Not gonna lie, the spreadsheets were the hottest part of the whole stream, even if the palette choices are questionable and I couldn't hold back my cringe when I saw pie charts of all things. It'd be cool if the raw data was just available for public consumption.
  4. (PS4)The_Wyatt

    Daily Tribute Dev Workshop!

    I wasn't aware there's scaling at all. Sure doesn't feel like it. I'm not against the idea of numbers of days matering; most games with daily logins have that to an extent. But removing the value of higher MR entirely seems counterintuitive-- MR means people are actually playing and not just logging in. If not for the endo, maybe apply MR as a multiplier for the other ordinary resources? When my "reward" is a single neurode, I just roll my eyes and wonder why I even bothered. 17 neurodes, though? That'd be cool.
  5. (PS4)The_Wyatt

    Coming Soon: Devstream #115!

    All I really want is some confirmation that you're actually working to fix the ghastly state of menu UX on consoles after the poorly-considered cursor update.
  6. (PS4)The_Wyatt

    PS4 The Sacrifice: Update 23.1.3 (+ Hotfixes)

    Suddenly, I'm very excited. Not being able to scroll like every other game under the sun has been endlessly frustrating!
  7. (PS4)The_Wyatt

    PS4 The Sacrifice: Update 23.1.3 (+ Hotfixes)

    Does this fix D-pad scrolling? Please tell me it fixes scrolling...
  8. (PS4)The_Wyatt

    Thanks for Watching Devstream #114!

    @[DE]Rebecca your beret is super cute and I want one for my operator!
  9. (PS4)The_Wyatt

    Coming Soon: Devstream #114!

    Will finishers be receiving any changes? Please consider allowing larger weapons to hit multiple enemies with the same finisher animation like with every other attack. Also, will you be addressing the inputs for stances? They're very wonky and unreliable in my experience.
  10. (PS4)The_Wyatt

    (XB1/PS4) Virtual Cursor Feedback Megathread

    Off the top of my head, R2 to sell current selection in the inventory and Triangle to change matchmaking in star chart are both missing from the current patch (the latter causes a pretty silly camera bug because it centres the view on the cursor (which is out in the middle of nowhere) when you pick one). R2 to view Warframe abilities in the arsenal is now contextually tied to the frame submenu, too-- I'm pretty sure it wasn't previously.
  11. (PS4)The_Wyatt

    (XB1/PS4) Virtual Cursor Feedback Megathread

    Now hold up. Despite what you may think, that's not what I was implying in the slightest and I don't appreciate you using my post to further harp on this point. "Something in the dev process is unhealthy and that makes me sad and concerned" does not imply "they're greedy". Think what you will, but don't put words in my mouth, please.
  12. (PS4)The_Wyatt

    (XB1/PS4) Virtual Cursor Feedback Megathread

    Double post? These days?
  13. (PS4)The_Wyatt

    (XB1/PS4) Virtual Cursor Feedback Megathread

    As someone else in the industry, I appreciate DE's drive and creativity immensely-- Plaudits where they're due; I don't think I have never been so excited for a game update as I am for Fortuna and Railjack. That said, I remain baffled that anyone thought the virtual cursor was fit for release to the public. Remember: this UI change came out of the blue as a point release right before a major content update and changed almost every menu interaction in the entire game. (Specifically, it changed them from snappy and reliable to sluggish and unreliable.) They pushed out a tiny patch in a hurry, but it didn't fix the most important things and was limited in what it could do. And then U23 came... though purported to have fixes, very little changed. Except 5% of the game screens were replaced with alpha versions from the upcoming major UI refresh. So while it's cute that you spent so many words waxing poetic about how hard our job is and how special we all are for working on software (please stop, there's nothing magical about it), I'm going to continue asking questions because this shouldn't happen in a healthy dev process. "Why were unfinished things merged to master?" "Why wasn't control parity maintained even in the new code?" "Why does list scrolling with the d-pad not work at all?" "Why did QA sign off on this?" "Why did the UX team decide this was okay?" "Why were so many breaking changes conflated into the client in a point release to the point that they can't even roll it back?"
  14. (PS4)The_Wyatt

    (XB1/PS4) Virtual Cursor Feedback Megathread

    Samples and statistics? Like how the ratio of people in this thread who are positive about these changes versus those who are not (adjusted by the level of expressed enthusiasm) gives us a pretty clear understanding that this is a very poor situation? Everyone here is self-selected from the population of forum users, which will, with caveats (such as the ever-present bias toward negative feedback), map to the player base at-large. (Not that it's honestly needed to get a sense for the prevailing winds of the discourse in this case.) I get that you're preaching forgiveness and moderation (which is a good thing, honestly) and speculating on difficulties they're having but, seeing as you also work in the field, I'm surprised you feel the need to defend them so much. It's difficult stuff, yes, but the DE folks aren't greenhorn amateur-hour rejects. ...I still want to know what possessed them to do things like this when the new UI isn't even nearly complete. I legitimately hope they do a post-mortem on it at some point.
  15. (PS4)The_Wyatt

    The Great TennoCon 2018 Ash Prime Drop Fix!

    I won't lie, you enticed me in with the prime frame, but by the time half an hour had passed, I was totally engrossed anyway and wouldn't have been too terribly salty even if I never got it. But this shows once again that your dedication to the players is real.