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sagebrushfire

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Posts posted by sagebrushfire

  1. In my opinion every such project should include atleast one playing developer in their staff, not just wasting his time by playing but it should be his work. But untill then in such type of games always will be trash like we can suffer in Warframe now.

     

    As a software engineer (in a completely different realm, albeit) I can tell you that's a beautiful pipe dream that doesn't make any financial sense.

     

    We just finished a year-long project on some interactive mapping software and it was incredibly disheartening when we finally had people testing and using the software -- they seemed to know nothing about how to use it and were incredulous at some of the features, or lack thereof.

     

    When you're grinding away trying to make things work you only have time to take a really results-driven approach to testing the software. I would test my sections out for (cumulatively) hours and think it worked great but the second an actual "user" would start the application, they would somehow use it in ways I never could imagine and break it all to hell.

     

    Devs may or may not be gamers but there's a huge amount of efficacy in having the testers and feedback agents be totally separate from the devs; you write the program for the client, not yourself. Honestly it's a bit unfair for us to be indignant or resentful for their development decisions, we should mostly be providing detailed feedback with useful information about what we really liked, really didn't like and what did/didn't work.

     

    Maybe it would have been more successful if the beta would have been completely free and a more limited time.

     

    For Example:

     

    - Beta only lasts 6 Months, period, at the end everyone's account is totally reset.

    - Reveal less of the solar system and other game details so beta players have something unknown to surprise them on release.

    - Give everyone 300 Platinum and don't enable actual buying/selling of platinum - for beta it's "Flatinum" that will be gone during the reset.

    - Add big chunks of platinum to daily rewards to simulate certain people having more platinum than others (from 10 to 100, mix it up!)

    - After 6 months, reset literally everything, give the beta testers some bonus platinum or a set of weapons and/or slots, etc.

     

    I think that paradigm might be less financially lucrative but it also might have resulted in less egotistical feedback; I think when a game is free a larger percentage of people is less likely to provide unfair, unhelpful feedback.

  2. Well, if you've only done a survival mission for 5 minutes, what do you expect to get? If they put anything good in the 5min mark, then why wold you bother going up into 10min or 15min or even longer? 5min in a mission is easy, esspeciialy in surival where you can hit that mark just by using up the Lotus oxy drops, you won't even have to kill anything. 

     

    And I'm not sure how you can think 10k credits is tiny.

     

    Uh ... are you serious? Upgrade serration HALF WAY and tell me how far your 10k credits get you.

     

    10,000 credits is the warframe version of $10 bills and if the scaling of costs keeps its current trend (thanks Nekros, you were totally worth 100k BP ...) pretty soon 10,000 Credits will be more like the $1 equivalent ... you know, the basic unit.

  3. Um... wouldn't the end result from this be the same/incredibly similar to a vote kick system? The only difference being that that player isn't completely kicked, and is instead stuck in a solo mission for him/her to lose on their own. You're still kicking the player.

    And why are you complaining about the vaults? What's wrong with them? I have yet to experience any glitches related to them.

     

    I disagree with any sort of vote kick system that is in the hands of those playing. A kick system (that is controlled by the players) WILL be abused.

     

    Really? It seems to work fine in games like Dungeon Defenders; even at it's worst it gets pretty balanced out.

     

    The only real issue with the vote/kick dynamic was the fact that people would potentially lose out entirely on the whole gaming session; take that away and it's pretty fair. If people don't want to play with you, they don't want to play with you - why force people to keep playing when they don't like the peers they randomly received?

     

    Right now the system is already being abused, especially in Survival missions and Jackal/Hyena missions. Multiple  times in the past week I have had major headaches with people who just did not want to leave the survival session after 15 minutes even thought 3/4 people did, we couldn't because this guy was strong enough to keep the LS up. Good for him, I'm not leaving because I'm wimping out I have stuff to DO and I need to leave, give me a break!

     

    I also had the pleasure of playing an alert with someone who apparently thought sitting and killing corpus in a corridor for 5 straight minutes was more important than coming to the boss arena with the rest of us.

     

    When players have control, there's always going to be abuse in one way or another. If no one can kick/change hosts then you'll have trolls and newbies everywhere, dragging people's games down and wasting time. If people can kick/vote then you have elitists who "only play with certain frames" etc. and kick people based on prejudice rather than merit.

     

    The  abuse is supposed to be mitigated by the fact that we have clans. The point of the clan is to have a pool of players to play with and agreed-upon rules, etc. If people are kicking you because of your frame or something, you should be able to turn to your clan for help. If people online are trolling your games and being idiots, likewise you ought to be able to find clan-mates to play with.

     

    So either option isn't going to be significantly better or worse; either people will be kick-happy elitists or troll-happy griefers. Personally I think it's easier to deal with elitists and rage kickers than trolls and idiots, and that's why I made this suggestion.

     

    About the Vaults:

     

    Actually I was just feeling a bit snarky when I said that; I've had fun playing the vaults recently but it has come with some serious frustration. There are a number of bugs and issues with the way they work, especially with the fact that it seems to be random as to whether or not people can join your mission after it has already started. My friend tried to invite me (1st time) once and it said objective complete even though  they hadn't entered the vault OR killed all enemies (Exterminate). Then another time I invited a guy because he said he would wear a key and the idiot didn't actually have it on when he joined; I told him to abort and equip it and I'd re-invite him (I just wanted to get rid of him). Turns out it worked! And thankfully the key we needed was his! That was lucky but why didn't it work before? I'm mostly mad at the inconsistency .

     

    The key debuff situation needs to change too. It's rather annoying to have to go into your gear and uneuip/reequip the keys back and forth; I keep doing regular missions in between derelict voids and halfway through realizing I accidentally left a key on (Bleeding key on Infested Survival is pretty damned annoying). They should either make the keys inactive on non-void missions or boost your rewards, credits and affinity for wearing the keys on regular missions because that would totally be cool and worth the debuffs.

  4. Interesting concept, but it won't work on missions requiring keys.

     

    Good point with the Void (I assume you're talking about he void, the Derelict Vaults are a huge pile of crap and I refuse to waste brain power trying to fix that mess; they need to scrap it and just hand everyone out the 16 mods as an apology for the idiocy of that whole concept).

     

    The host of the Orokin Derelict is the the one who has the key, the other players are taking advantage of a resource that the host has graciously decided to share. When playing in the void,  the host should have a traditional host role in which he or she may kick any connected players at his or her discretion.

  5. Dealing with another player (or sometimes multiple players) who doesn't listen or want to be helpful to the group is seriously annoying. It also sucks when you have a good team but the host has terrible upload speed so everyone's game suffers.

     

    I suggest, instead of a traditional "kick"system that lets people screw over others, a screen similar to the defense extraction screen that allows people to select new hosts and branch the current game-play session into multiple branches in order to exclude, but not totally screw-over, unwanted players.

     

    Here's how it goes:

     

    1. When a players have an issue with another player or players, they invoke the Host Branch Request (anyone can do it, possibly from the options menu).

     

    2. A screen similar to the Wave 5 Defense Mission screen pops up, with 4 columns. A player's name is at the top of each column.

     

    3. All players choose which host to migrate to by going to his/her column. The proposed host may Blacklist a specific player from migrating  to his/her column by clicking on a "Deny" button next to that players name. The player can still go to any other column which has not denied him/her or stay in his/her own column and continue solo.

     

    4. When time is up, the current game is split into 1 game per final host and all players are migrated to their intended new host. Players who were in a host column of another player who chose a different host are assumed to just be in their own host column and will be branched off into a solo game.

     

     

    This allows you to get rid of annoying people without kicking them. It gives them a chance to complete the reward on their own if they choose and it gives you a chance to continue the mission without their annoyance. It also has the potential to let groups of people split of 2 by 2 or simply CHANGE HOSTS when the host has a bad connection but another player might have a good connection (all 4 players can simply switch to a different host column and have a much better game experience.

     

    It's just a suggestion but I think it has potential.

     

     

    Edit - Someone brought this up: When playing in the void,  the host should have a traditional host role in which he or she may kick any connected players at his or her discretion.

     

    Edit: Some Background Info

     

    The main reason I eventually came to the conclusion of the 4 column System was due to the need for denying unwanted players. I originally thought of a simple, two-column system where all 4 players simply chose branch A or branch B. The problem here is that you'd have to be able to see which branches people selected so you could choose to go with the players you still wanted to play with; this opens up trolling from undesired players just following you around trying to be in your game.

     

    Having 4 player-specific columns solves that problem and has the additional benefit of letting people collectively swap hosts when a player host has a crappy connection.

  6. ^Yeah

     

    Alert Missions need to be 10k Minimum and if it's a lv. 90+ mission, you should be getting 60-70k.

     

    Once you get the rare mods and start building stuff, you can easily spend MILLIONS of credits. I don't think the old void system had any problems; I could make 2 million in a decent amount of time but I also could spend 2 million in a matter of minutes with just 2-3 mods.

     

    You need to be able to make a LOT more money on Defense and Survival, Alerts need to actually be worth playing when they don't contain cool items and Selling needs to be fixed  too!

     

    It's utter BS that selling a fully upgraded warframe nets you 10k Credits. WTF? It doesn't matter if you put a potato on it or you spent platinum ... if you can't afford any more slots you have to get rid of a frame and you get 10,000 credits .... What the hell is DE thinking? I'm literally offended that I have spent actual money on a few frames and all I can get from selling them back is a miniscule, worthless amount of in-game currency (not even Platinum, freaking Credits).

     

    Selling Duplicate BPs and Mods can net you a bit of credits but only if you do it in extremely huge volumes ... it's just ridiculous. You pay a ton of credits and spend a lot of time getting stuff and ultimately it isn't worth crap after that ... these people have never played a JRPG I imagine.

  7. Feels like hide-n-seek where you're starving and need to scrounge for food.

    It's survival, but when they stop dropping oxygen drops/stop sending life support modules, you don't get rewards that are worth it. 

     

    Yeah; It would even be cool if they could just up the drop rate for melee or pistol kills (so the harder it is the better the reward). There are a thousand different ways to go about it but I think it needs improvement.

     

    Endless Defense and Survival are basically two sides of the same coin; if they're going to bother distinguishing between them I hope they sort of synchronize the prizes and difficulty.

     

    With Endless Defense it comes down to energy; after wave 15 the enemies almost never drop energy vs waves 1-15 where the level is an ocean of blue orbs. I'm guess it's because AOE moves make defense pretty easy but it's not like the enemies don't already get harder; why do we have to start jacking with game mechanics instead of just scaling up the enemies? If scaling the enemies numbers and levels isn't enough, you need to rework your enemy code, not start nerfing the rest of the game environment to compensate - that's an extremely lazy solution. Same thing happening with survival.

  8. The only thing I'm skeptical about, is the whole Hobbled Dragon Key thing.

     

    So..... lemme get this straight.

     

    Every Tenno in the group is highly encouraged to equip a different key. One of these reduces your speed by a whopping 50%. ONLY the Tenno who used a key gets their debuff removed.

     

    Once you raid the vault, Corrupted Enemies show up and the ship gets a self-destruct timer which you need to get to extraction before that runs out.

     

    .............while moving 50% slower (assuming the door was NOT a Hobbled door).

     

    .........lol?

     

    IMO: 3 Tenno, don't bother bringing the Hobbled Key. Ever. If it is a Hobbled Door (25% chance of that happening), just restart the mission.

     

    Dual Zoren, Loki w/Decoy and Switch Teleport, Nova w/Wormhole or Ash + Teleport .... really the hobbled key is not bad at all. I got so used to it that I accidentally left it on and did a whole survival for 15 minutes; didn't realize until halfway through.

  9. As beaten as this dead horse is, it would be nice if there were SOME kind of extra way of getting them besides alerts; a way that didn't depend so much on timing (since it's a bit hard when you work a lot and they  tend to happen when I'm at work).

     

    Maybe you destroy the weapon and pay a huge fee; or some form of Transmute but with weapons so it's random but if you're lucky .... I dunno; you can never please everyone.

     

    It's hard to make some suggestions when they're planning on overhauling certain aspects of the game; we'll have to see how it goes.

  10. The same tiered rewarding that hands out convulsion after Wave 50? Sorry, there is no risk and reward in this game, its just a S#&$ty RNG.

     

    Yeah, nothing like getting to wave 25 on a hard defense and getting an Uncommon Fusion Core. Certain rewards should be OFF the list once you hit a certain tier.

     

    In any case, surviving = killing enemies who want to kill you and not running out of oxygen. Personally I think the little Life Support sticks that show up throughout the level are totally stupid. If they want to make it a challenge, you should have to hack a console or complete some type of puzzle, and it should be worth a hell of a lot more than killing 6 enemies; anyone with a decent AOE can kill 20-30 enemies at once and get the same amount of life support.

     

    I don't mind a challenge but I do like being rewarded for a harder challenge and making the challenge reasonably possible.

  11. I was farming plastids on Uranus when I realized that the difficulty for higher level survivals scales very poorly.

     

    Is it harder?

    Why yes, yes it is.

     

    Is it because the enemies are stronger?

    Why no, no that has little, if anything, to do with it.

     

    So what's the problem?

    The longer the mission goes the less frequent enemies seem to drop life support and the faster the gauge goes down. I kind of expected some of this since it is supposed to gradually get  tougher; what's ridiculous is that the enemies so rarely drop any life support and the guage starts going down 1% per second and faster.

     

    This starts to get near-impossible at around 18 minutes which makes no sense; I played with one other person and we were killing so many enemies that they almost couldn't spawn fast enough. What was the reward? A fat lot of nothing; the drop rate was so crappy that we had to jump ship because there just wasn't a feasible way to keep getting enough life support. After 19:40 (Barely surviving, the timer being long gone, me dead and my friend down to a few health) we had 600 kills between us, and some how that wasn't enough to keep the life support up?

     

    When  you guys first introduced Survival you had the life support dropping so often that the level got cluttered with mountains of life support packs and the only reason people gave up is because the enemies got too hard. I think someone in your development office's "Balance Gameplay" department got the green light to "fix" that and just went freaking psycho nuts on the task.

     

    What we have here is a situation where you've overcomplicated the scaling of the difficulty. You have 30% LIfe Support Drops, 5% Enemy LS Drops, Enemies that gradually level up and a % Timer that gradually decreases. Pick two of those things and scale them up every 5 minutes, possibly every 15th minute think about scaling up a third. There's no reason to gang-bang everyone with 4 different levels of intensity that fast.

     

    What's broken about this is that the prizes don't seem much worse for just doing survival on Mercury and yet somehow you have different scaling wherein life support is abundant and staying 25 minutes is a cakewalk ... so what's my incentive to do Survival anywhere else? Why frustrate myself on Neptune or Jupiter when I can still get rare mods and keys on Mercury and it's ridiculously easy?

     

    Food for thought; It's more frustrating than challenging when the parameters of the mission are killing you faster than the enemies you're supposed to be fighting; and isn't the point to kill as much as possible? When I'm killing faster than you can spawn I feel I shouldn't be losing ...

     

  12. This is going to be way too annoying to run with other people. No one is going to want to choose anything but the bleeding key and the person with the movement speed key is going to be left behind. This is an even bigger smack in the face for people who would rather solo things like this because we're going to be wasting void keys for only a 25% chance at getting a reward.

     

    Well technically you don't have to waste a void key right? If you have the wrong one you could just abandon and try again?

     

    It's a neat idea but it's pretty convoluted; the keys should all just give a random effect to prevent people from mainly carrying a certain type of key.

  13. If you have to add mods in order to keep up with players who speed run all the time, I think that's a problem. Both with the player community and with a game design that lacks any real incentive for closer cooperation among squadmates. I've previously stated my opinion on the lack of cooperation among squadmates here.

     

    Yeah I have to agree; people (even people I usually consider to be my "friends") have no patience and no sympathy. Sometimes I try to swipe the data module on mobile defense missions just so that people have no choice but to give a damn whether or not I'm caught up with them.

     

    I just don't understand why people get into grinding mode and don't give a crap about the game or the surroundings or finding stuff; once they get past rank 4 or so and have all the basic mods you can get from the environment, it seems they just want to blaze through missions and leave the sight-seers behind.

     

    Hey, I get it, there's a time and a place. If we're doing a tough alert or a timed mission, I don't mess around. That being said, I wish there was more incentive for 1) people to actually care about their team rather than basically just be using each other to affect enemy spawn numbers or frame abilities and 2) more incentive to explore levels, break stuff open and kill stray enemies.

     

    The derelict nav coords really helped out ... for about 2 days. Once everyone got Nekros they went back to not caring about the game environment and speeding through everything. I don't see the point; if you're going to do that it seems the game could just be all gray polygons with no texture or advanced lighting and no need for story or sound ... if you're just going to zip through crap 100% of the time, why play?

     

    P.S. Regarding Nav Coords, I'm hopeful that, besides mutagen mass, they will add some actual rewards to those and make them relavent again. It's pretty lame to play though a mission and just get jack all at the end; survival and defense are the only two that actually reward you very much, and they're the best way to get Mutagen Mass (20+ per run on Defense to wave 20) so the others seem really pointless.

  14. Considering how easy 15 minute survival can be (depending on the level, obviously) I would say that's a pretty good prize; especially considering how many things are needing more and more orokin cells to build (It seem like every new weapon requires 10+).

     

    What bugs me is playing a defense until wave 25 and getting Heated Charge or an Uncommon 5 Fusion core.

     

    Wave 25 on Jupitor is not a cake walk for most people, Freaking Fusion Cores and extremely common pistol mods should not even be in the drop table. 

     

    What adds insult to injury is that I've gotten Banshee blueprints and Rare mods on Wave 5 of the same map .... something's not right here.

  15. I thought you were going to bring up the fact that (at least once for me) rhino with iron skin doesn't seem to be affected by the broken glass (or it just drains so incredibly slowly that after a solid minute, it still didn't deteriorate iron skin).

     

    I have a feeling he really is immune to the vacuum when this happens because the iron skin doesn't change appearance like it does when it's wearing off. Seems like a potentially exploitable glitch (break glass, laugh as enemies suffer consequences ...).

  16. Then use a Keyboard and mouse like the game is DESIGNED to use. It's not built or modified yet for controls (at least not well)

     

    So you're telling someone to use a keyboard/mouse because the game, which has an official PS4 release, was designed that way?

     

    The poster even mentioned WHY this is not an option for him/her.

     

    I'm not sure what your intention was with that post but I hope it wasn't to make yourself look intelligent because you certainly missed the mark there.

  17. And no hotfix for ennemies one shotting 100% of the pod on MD mission and defense mission.

     

    And no hotfix for mag prime energy color not applying...

     

    great...

    Frankely I don't remotely care about the colors; it's a cool feature but utterly useless;  millions of people have played games with no such fine-grain control over the visual appearance of the game and they have had just as much fun. 

     

    I want hotfixes, or maybe just another major update, for the biggest annoyances: 

     

    1. Sometimes a "doorway" has an invisible wall that you just can't go through; I have also confirmed that a void door I saw as closed, the host saw as open (I could wall-climb on it but he could go inside and get stuff). 

     

    2. Randomly your melee weapon is disabled for X amount of time; surprisingly annoying when you use the jump attack to stun and run infested. 

     

    3. Mods don't like to stay where you put them, or at least the UI doesn't want to remember them unless you exit and come back. 

     

    4. If you change mods or even warframes and weapons while in someone's session, there's a decent chance your change will not go through; you can start a level and suddenly be wearing the frame and weapons you had on 10 minutes ago before you joined the session. 

     

    5. Clean up the areas where you can fall and then infinitely fall, where it's near-impossible to wiggle/slide out of the infinite fall because you're spawned in the air instead of solid ground (The Void room with the waterfall and all those platforms is bad about this). 

     

    6. PLEASE fix the hold to run/crouch buttons on PC. They seem to be time bound so that, regardless of how much stamina you have, you simply stop running after a few seconds and must release/press the button again. It really sucks on Slow frames like Rhino and Frost because it's already hard enough to catch up to Novas and Lokis speed running assassination missions without wasting mod slots on Stamina/Speed mods. 

  18. Torid still doesnt deal any dmg to its user.

    WTF is wrong with you? 

     

    That might be "realistic" but it would also make the weapon absolutely useless. You couldn't just make it damage the shooter, you would have to make it damage all warframe. Now all the sudden, anyone with a Torid is HATED by everyone else because you can troll other people's games with your gun that hurts other warframes. 

     

    No one would ever have a good reason to use it; even if you didn't want to abuse it, you would constantly accidentally hurt nearby frames or yourself. I have a friend with Torrid and I'm actually having a problem where the cloud gets ridiculously dense sometimes when the enemies close in; I can't imagine what it would also be like if that dense, annoying cloud was killing me too. 

  19. ...Really? That's the POINT of the Founders program. Added exclusives in addition to supporting the game. If you just add them afterwards that's a even bigger slap in the face to those who bought it. Once it is gone it should stay gone. Had long enough to buy it.

     

    Heck, you've even been given a deadline. I welcome peoples complaints, they can complain all they like.

     

    I think the biggest slap in the face is that your exclusive reward is Excalibur, of all things. The rest of us will just enjoy regular excalibur, possibly Forma'd a few times, and be glad we didn't spend all that money ...

     

    But I agree, missing out on some Prime gear/frames is really not that big of a deal; it's only fair for "Founders" to have SOMETHING to hold over other peoples' heads and say, "Well At least I have this!"

  20. Why isnt rage mode working on nightmare? It should, it is it main use right now!

     

    From how the notes sound, that was done on purpose.

     

    Does it make sense? I dunno. I'm guessing they took it out because it was "broken" or just not how rage was intended.

     

    But in my view, it's a mod. Putting on that mod means you had to sacrifice other mods which have better general use; I don't see how it's an "exploit" to get a lot of extra energy on Nightmare  mode or Survival by using this mod; that's the whole point of mods in the first place, to give yourself an advantage. Mods are limited to 30-60 points worth and 8 slots; that limiting factor balances the effect of Rage because it's really a crappy mod that you normally wouldn't equip over much better mods like Flow or Redirection.

     

    Outside of Nightmare, this mode seems pretty useless. Infected poison clouds usually kill you so fast that the extra energy won't help you much. Health in general is a throw-away stat, as is Armor; it's pointless to wear Armor or Health mods against Corpus or Grineer, it's more efficient and logical to wear maxed-out Redirection and Fast-Deflection mods (just don't endanger your health to begin with).

  21. This is one of the few games were melee is not extremely overpowered compared to guns. Realistically, it makes sense; have you ever been shot? Me neither but I've been hit with sharp objects and it seems far more survivable.

     

    That being said; the skill required to fight with melee merits a bit of a buff, a la Halo maybe. OHKO may be over-doing it but it would be nice if certain weapons got a huge buff.

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