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Steel_Rook

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  1. What's an "orbitator? To your point, though, I agree. I'd like to be able to see more of our Orbiter, both inside and outside, including the ability to explore the exterior via Archwing. In fact, I recently talked about this and brought up Croft Manor from the various older Tomb Raider games, and how it served as both a mini-tutorial and a small exploration area with secrets and Easter eggs. I'd definitely want to see the engine room, the actual living quarters (bedroom, bathroom, gym, kitchen, etc.), some kind of personal study/research room, etc. I'd also recommend docking the Railjack with the Orbiter, rather than dragging it along by its hose. Yes, the Railjack is a large Corvette-size ship, but our Orbiter is a much larger Frigate-size vessel. Surely it would have some form of hard docking port.
  2. Which has accomplished exactly what one would expect - it's pushed players to a third party site that DE have no access to, with the game's own trading system serving merely as a pro-forma authorisation. People want convenient trading. If DE won't provide their own, then players will simply find other ways to trade. Being stubborn for the sake of being stubborn helps nobody. This doesn't apply to Warframe, though. Warframe.market already exists and has full listings of everyone's asking price, yet that has somehow managed to not "destroy the economy." Whenever people try to explain how damaging an "auction house" would be for the game, I feel compelled to point out that it already exists right now as we speak. If it was going to bring this kind of devastation, why hasn't it already?
  3. Well, that's why I have an Apoc on the nose and Carcinox on the sides of my Railjack. The Apoc deals more damage if you can hit with it, the Carcinox fire faster and fly faster so they're easier to hit with. I see no reason to deliberately under-arm my Railjack, after all. But to your broader point - people might not like knowing that what they're doing is objectively inferior, but that's how Railjack is designed. Either you're flying the ship, boarding enemy ships or doing objectives. Everything else is busywork that DE contrived because they really wanted Guns of Icarus. Back in the fake 2019 TennoCon trailer, they even had one person playing Star Trek Bridge Crew and managing power between engines, guns and shields. The "mandatory team" systems are not fun because their reason to exist is circular. You need pointless busywork for people other than the pilot to do so people other than the pilot have pointless busywork to do. Like I said - bite the bullet and let us bring four Railjacks into the map, each with its own crew.
  4. At least one of my friends dropped the game for this precise reason. He kept clearing nodes on the Star Chart and complaining about having no idea what he was doing or why he was doing it. Specifically, he complained about having no reason to care about any of the characters or anything that was going on. A new Tutorial is all well and good, but we absolutely do need a bit more of a guiding hand as we progress through the Star Chart. Some kind of quest which pushes us along some kind of overall bridging narrative and gives us reason to push forward would be nice - and probably not that expensive to make. There's also the issue of just HOW MUCH of the game's world-building is locked behind late-game Cephalon fragments and others such. We never get even a basic "fish out of water" introduction to this fictional universe. It took me an embarrassingly long time to even realise that there WERE civilian populations on the various planets - not just Corpus and Grineer. I still don't know what I - as a Tenno - am supposed to be doing, other than "farm for items and level them up for Mastery." Having some better grounding in the established fictional world would be nice.
  5. Comparing the Helm with the Side Guns is pointless. Despite what DE have tried to convince us since TennoCon, Railjack is predominantly a "solo" affair where one person gets to fly the ship and everyone else either support or do their own thing. The Side Guns aren't meant to compete with the Helm. You're always going to have a Pilot + Gunners or just a Pilot, but never just Gunners. As such, the Side Guns are there to add a bit of extra DPS when people don't have anything else more important or exciting to do. DE tried to create space Guns of Icarus, but ended up creating a ship that takes one person to run. As such, they contrived a whole bunch of annoying busywork to pretend that other people are needed, like the Forge and the various damage instances and the side guns, etc. It's telling that Railjack Revised all but took repair out of the game, streamlined the forge to where it's not used as frequently and put more emphasis on the Helm. I'm of the opinion that we ought to implement AI crews and then just let every player (optionally) bring their own Railjack to the mission, instead of all four being crammed into the same one.
  6. What DE ought to do after Heart of Deimos is Railjack Revised Part 2, and likely Liches Revised. We're coming onto a year for both systems and they're still barely in the "early access backer only prototype" stage.
  7. Personally, I'd rather not add "a persistent world" to Warframe. That just overcomplicates things unnecessarily while still being just as gamey. This is a video game, after all, not a life sim. Simpler more standalone content works better considering we're going to have to repeat it ad-nauseum. With that said, the Orbiter can REALLY use a touch-up. It's a destroyer-size capital ship, after all. We ought to be able to explore all or at least most of it, including the engine room, storage, etc. Including, as a point of fact, the exterior. Anyone remember this image? There's SO MUCH of that ship we haven't explored yet. Someone previously asked about a bathroom and a bedroom. Because yes - the "personal quarters" is little more than a glorified living room. Where do we sleep? Where do we eat? Where do we take a shower? Shouldn't there be a gym somewhere on board? Shouldn't there be some kind of personal study? Show of hands - who's old enough to remember Croft Mannor from the old Tomb Raider games? It was a completely pointless "tutorial level" with a few basic obstacle courses and a few secrets behind the fireplace and under the swimming pool, etc. Tomb Raider: Legend even had full-on puzzles. But beyond that, it just showed off the various rooms in a manner that made them seem "lived-in." Not a museum, but somebody's home. Clan Dojos are all fine and good, but the Orbiter is my home. I'd like to see more of it.
  8. You can bind them to separate buttons, but they're the same context-sensitive action under the hood.
  9. Of course I don't know that for sure. It's possible DE would never roll back those restrictions regardless. However, I do know that we won't get those rolled back without host kick simply because the fear of leechers is too great. Giving us host kick takes care of the majority of those issues, thus it at least opens the door to potentially rolling some of them back. Honestly, I'd be happy with just infinite loot sharing and universal vacuum, but mid-mission joining would also be nice. Yes, it's potentially exploitable, but that's an exploit I'm fine with. You always have the option of leaving a game with a leeching host and then hosting your own. You don't have that option in the current environment, because HYOG doesn't actually help. Disruptive and unhelpful players can still join your own locally-hosted lobby and there's nothing you can do about it. For those concerned about leeching/abusive hosts, There ought to be the option to host themselves. Has any of that happened to you, though? In theory, yes it could... But is it worth worrying about? What if you're 30+ minutes into Survival and your power or your Internet goes down? What if you're 30+ minutes into Survival and your video card starts dying? I've had that happen in the middle of a game of City of Heroes - it rendered a corrupted frame and hard-locked my machine. Hell, what if you're 30+ minutes into Survival and Warframe crashes or softlocks you or puts you in a permanent white screen? It's done all three to me at various points. To this day, trying to use an Archgun as a client has a 50/50 chance of putting you in a corrupt state where you can't switch weapons, melee or interact with objects, or potentially even where you can't attack. Just the other day, something happened when we rescued a hostage and my FPS tanked down to about 15, causing the game's physics to start glitching out. Do we have any reason to believe that "host troll-kicks" are worth worrying about more than any of the other things I outlined above?
  10. No, no - that's a fair point. I don't deny that abusive kicks like what you threaten to do will happen. They absolutely will. I'm just asserting that - in my experience at least - they don't happen often enough to offset the utility of a Host Kick option. And I should stress - Host Kick has a LOT of utility, not merely for the host. Currently, Warframe is plagued by a large number of irritating "anti-fun" systems designed solely to combat leechers, trolls and other sorts of griefers. Universal Vacuum? Can't have it, because leechers would just AFK at the start and get all the rewards. Inability to join a mission in progress? Can't let leechers get rewards for missions they didn't help with. Players getting tagged for AFK and losing rewards despite not being AFK? Again - leech protection. Host kick means the need for automated leech protection goes away, which means we could potentially have some quality of life changes. If a friend logs on as I'm mid-way through a mission, I could invite them in. I don't have to worry about "point of no return" if I happen to keep exploring a completed mission. I don't have to worry about constantly waypointing valuable resources because resources could just naturally be shared with the whole team, etc., etc., etc. Yes, some people will get unfairly and unpleasantly kicked here and there - likely including myself at some point. I consider this a small price to pay for scrapping the game's awful leech protection systems, however.
  11. *sigh* Yeah, that's a fair point, now that you mention it. I guess like Void Relics, the Rival Syndicates system isn't designed "for players." It's designed "for marketeers" to make Plat off of the exclusivity - Plat that's most often coming from Whales like myself who buy it with real money. Proposal withdrawn, then.
  12. That's a bit of a self-fulfilling prophecy, though. "To prove that people would kick players for no reason, I'm going to kick players for no reason." I'm not convinced that vocal forum complaints translate into meaningful action in the actual game. I have fond memories of bitter players swearing to kick everyone playing as John Wick in Payday 2, and very little actually came of it.
  13. This is what happens when DE don't go back and fix their thrown-together stopgaps. The reason The Rising Tide is an exercise of waiting is because it was released as a stalling tactic. They were late on releasing Railjack, they'd already blown one deadline and were about to blow another... So they released The Rising Tide which was intended to waste your time collecting 15 Argon and also waste 6-7 days in build times. It gave DE about a week to throw together whatever working systems they had for Railjack and still ship it in such a hilariously broken state that the list of crashes, hard-locks and soft-locks was several pages long. The Rising Tide wastes your time because it was designed to. So yes, I agree. DE really ought to go back to the Rising Tide and rework it. Shifting the build time to the end is not a bad idea. Because we live in a dystopian future where we have to design our own time sinks, I'm willing to accept a 3-day build time at the end when all pieces are collected, over the 12-hour build time 6 times in-between builds. While we're at it, can we do that with The Limbo Theorem, too?
  14. I'm going to have to go with "Citation needed" on that one. Every time the subject comes up, everyone repeats this mantra of "kick = abuse" but I've never seen anyone provide actual evidence for it. Plenty of games exist with host kick options in them and that hasn't led to "abuse." Oh, sure - you'll hear people complain about it because it does happen from time to time. Know what else happens from time to time? Host migration, leechers, crashes, ISP network failure, etc. I've yet to see evidence of an epidemic of kicks so severe as to hobble an otherwise useful feature, mandating all manner of clumsy "anti-leech" functions which both don't work and make life harder for everyone. Hey, my friend just dropped from the team due to a brief failure in their ISP. Guess what - I can't re-invite them because we can't have people getting rewards they didn't earn. FFS...
  15. This. A plurality of Warframe's balance issues can be tracked directly to DE's decision to create "endless" content where players are chased out of the mission by increased enemy difficulty. This creates a feedback loop of needing to make enemies more difficult to combat min/maxers' increasingly more powerful builds, then needing to increase the power of median builds so other players can engage in more difficult content, then needing to increase enemy difficulty to match min/maxers' new power, repeat. There's no reason to fight level 100 enemies, much less level 200, 300, 500, 1000, etc. All we end up doing is boosting player and enemy stats, ensuring roughly the same experience except now using numbers that the game's systems can't handle, and the collective experience is worse off for it. Feeling obligated to bring 90% damage resistance on top of 80% damage resistance on top of 90% damage resistance is evidence of bad design. When players are taking less than 2% of all incoming damage and still dying, balance becomes impossible because even tiny changes to enemy DPS cascade into massive, major differences at those multiplier levels. The game turns into Clicker Heroes, where you do 1.938e54 damage per hit, but still have to mad-dump into enemies who have 2.000e55 health. Damage resistance is exactly the wrong way to go about creating proper scaling content because damage resistance does not scale linearly, nor does it scale forever. The closer you get to 100%, the more each 1% does, to the point where EHP spikes uncontrollably. Armour is a smart solution to this problem. EHP is a rational function of resistance, resistance is a rational function of armour, thus EHP is a linear function of armour. For every point of armour, you get 1/300th of your HP's worth of additional EHP, regardless of how much armour you already had. This is a clever, well-desiged and scalable system. So of course DE had to bypass it with exponential growth in enemy armour and flat damage resistance bonuses to players. When you do stupid stuff, systems designed to keep you from doing stupid stuff always seem to get in the way.
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