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Fadeway

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Posts posted by Fadeway

  1. What is rushing? The goal of the mission is to do X and extract. Killing everything and taking ten times as long is simply being slow. I'm saying this not to say that taking your time is bad, but to remind you that rushing, too, is a legitimate playstyle. If you get one guy who hurries ahead, sure, he's rushing and screwing everyone else over. The same is true for the reverse case too though - nobody likes waiting for "that guy" (or those two guys) that take an extra minute to reach the elevator. The current system where you need 50% of the team to extract works well in that it serves the benefit of the majority, no matter whether that majority is made up of rushers or slowpokes.

     

    Rushing is currently incentivized by the game. For the one hour you'd take to complete two normal missions, I can spend 2x15 minutes to rush two of them and then use the remaining time to run an endless defense, ending up with the same amount of money and experience and a lot more mods than you. If one is doing a normal mission to unlock more planets or to grab the alert reward, that's all that's important - everything else is best obtained elsewhere, making normal mob-killing a waste of time.

  2. The issue with that is that its a slippery slope argument.

    There is no slippery slope argument - such a thing doesn't exist. There is only a slippery slope fallacy, and that's what you presented. (I hope I'm not offending you by saying this).

    Below you, Reedman says he enjoys the loot hunt, so you do have a point, but I don't think most people find it that fun to search for mods at risk of losing the rewards bestowed upon them by the RNG God. The main counterargument seems to be "not necessary, people already mark drops", but if people like having their mods marked, I don't think they enjoy hunting for them.

  3. I really like the surprise element on the pick up, though. You see this circular thingy pop out of an enemy and really look forward to seeing if it is that one mod you're still craving (just to be disappointed a second later) if stuff just popped up on the right side of your screen it'd be far less exciting.

    I also love this bit of it, but it doesn't have to necessarily be removed. The implementation I had in mind was pretty much the same thing we have now, except at the end of the mission, we get every mod, no matter if it was picked up or not.

    -1

    Its never good to make it too easy on the player.

    Just go and pick up your mod. Dont forget to press G on it to show it to others, so they will do the same for you.

    This is not difficulty. It's tedium. Difficulty is good, tedium not.

  4. They hurt normal players too though. Ran a mission with my brother the other day, he had 3 pickups, I had 6 or 7 (he is fairly new though, I doubt the average player would miss that many). Rushers and afkers exist with the current system; they need their own solutions. Penalizing the normal players hasn't eliminated them.

    At the very least, drops should be marked on the map.

  5. Item drops are sometimes easy to miss (particularly since they are not marked on the map). Sometimes players don't even have a chance to see them - for example a melee player, or someone who leaves stragglers to his teammates moving behind him.

    This isn't always a problem - most of us just ping every drop we see using the objective marker. Many players who move ahead have a habit of checking back once a room is clear to avoid missing stuff.

    Still, picking up mods doesn't add to the gameplay. It's a fun thing to have with ammo and health, since they are relevant in the mission itself (rush to that blue sphere so you can pull off one more charge against that clustered group!), but mods...really, all that picking them up accomplishes is waste time and penalize less observant or faster players (and slower players too, if the group is ahead and they're in a hurry to catch up!).

    Just give us the mods that have dropped at the end of the mission. Picking them up should serve only as a "hey, neat, got a reward, let's see what it is in advance" moment.

  6. Where is it? Explain it to me in detail, please.

    [...]

    Taking advantage of a basic online game feature, no, a basic practice of life, means someone is lazy? You're almost being rude.

    Trading Platinum? And the starting Platinum, of all things? How could you come up with that?

    The irony is strong in this one. You ask for a detailed explanation, without even voicing your objection. Please put forth a coherent argument that is more than a dismissive one-liner. The game economy obviously consists of the supply and demand of items for each individual player. Back to the irony thing, you don't get to reply to a wall of text with a one-liner that doesn't adress anything in the post and then complain about them being "rude".

    The platinum argument is obvious and valid. It's also easily fixable, but it's valid.

    Because good luck and a lot of play time are not universal.

    Oh, so you just want an increased amount of loot, and trading is just a means to that. Nah, I think most would agree that drops are already plentiful enough.

  7. Running speed also helps for melee. Really, in a team, the fast guy has a useful role - a pointman, a hacker, the guy who carries the briefcase, etc. I use a stamina regen mod on my Excalibur because I tend to pick up more loot than average, and I also often run ahead to destroy cameras and pop mobs to melee while waiting for the rest of my team. I still get left behind by anyone who decides they're too good to fight and runs past to extraction, unnoticed because I was focused on whatever I was doing at the moment. I even had a moment where I was chasing a rusher, wondered if maybe I'm first and misjudged them, stayed back to fight a bit more, and ended up losing the reward because of them.

  8. A bit more complicated technically would be to allow rushers to leave, and keep everyone else in the mission. You get to the extraction zone, wait your 60 seconds, leave the mission and party (or stay in party only with those who left with you, aka the other rushers). The slowpokes get to stay and enjoy the mission without losing their rewards. Rushers will eventually end up in rusher parties (because they'll leave early and stay in the party with others who left early), slowpokes will end up together too.

  9. Pretty much any form of trading in this game is against the MMO trading model.

    1. MMOs don't allow trading for Best in Slot items or crafting materials for them.

    2. All items here are Best in Slot or BiS crafting materials.

    3. Your average MMO would allow trading and proceed to soulbind every item in this game, making it only possible to exchange credits and fusion cores for platinum...maybe.

    Look, if you want to bring up instanced dungeon games, we go back to the drops issue. Those games don't hand out loot in the quality and quantity prevalent in this game, even if they do allow trading for any item.

  10. I don't understand your objection. You highlighted my claim that most games don't have trading.

    Does WoW have trading? No, not in the form this thread wants. WoW only allows trading basic stuff. Endgame gear is all bind-on-pickup. Hell, basic green stuff is bind-on-equip. In this game, EVERYTHING is endgame stuff. That +5% maximum ammo mod? If we added trading according to MMO standards, it would be bind-on-pickup.

    Most MMOs do not have any form of trading that, applied to warframe, would allow you to trade any item in this game. This is because almost no game allows the trading of endgame (much less best-in-slot) items, and in warframe, EVERY item is either best-in-slot, or a component used in the crafting of a best-in-slot.

    TLDR If we follow item-binding rules, every item in this game qualifies to be in the bind-on-pickup category. Hence, the current trading system is more similar to your run-of-the-mill MMO's trading system than a system where everything is tradeable would be.

  11. I saw someone say this before and I still fail to see how it would be any different from trading in every other online game.

    The difference is that this game hands out loot like candy. Most MMOs don't give you endgame stuff in your first mission - here, you get heaps of beginner stuff and the only limit to maxing it out is the fact that it is too spread out (you may have a hundred mods, but only two of the same type, whereas you need 10+). Trading removes that issue - suddenly, you have a hundred mods, and you can turn them into a hundred of the types you need.

    EDIT: You'll also notice that most games don't allow trading, runescape being an exception. Soulbound items are the standard, usually bind-on-pickup, with gear-purchasing currencies that are also not tradeable (not even between characters on the same account). The only trade that is allowed when it comes to gear that matters is the ability to choose which party member gets an item at the moment it drops in a dungeon - and even that is counterbalanced by a high scarcity.

    If trading is to work, drops have to be nerfed significantly. And I don't see why it's necessary - gold farmers and spammers are not my favourite environment.

  12. check https://forums.warfr...nemies-and-you/

    frost slows down target and drains target's shield faster

    shock may stunt the target, Corpus takes 200% electric damage

    fire may cause panic to the burning targets, will stagger Infested a bit

    elemental attack does not penetrate armor

    adding a 30 elemental damage to Boltor, the damage aplied to the enemy would be 30% of basic damage minus armor (as elemental does not penetrate armor as Boltor's base damage does)

    Great link, thanks. Exactly what I was looking for. Still no info on the effect of our armor on enemy guns, but such data is probably not available anywhere.

  13. You should have a plan about the information you want to convey with a video. I watched the Paris segment only, and everything you said is already known to the watcher if they read the weapon's tooltip before buying it. I think you only said two non-obvious things - headshots deal more damage, the arc decreases as the weapon is charged (you might notice that those too are fairly obvious, just not "it's in the tooltip" obvious). You could've said that sniper ammo is rare and that is an issue with the Paris, or you could've listed which enemies it is good against and which it struggles with - and this would still be information someone who has spent two or three hours with the bow already knows. If you want your guide to guide players, you'd need some interesting insights. As it is, a window-shopper who has read the weapon description knows everything in the video. If they've read the wikia page, they know a lot more.

    I also briefly skimmed the Amphis segment. A lot better, since it at least included comparison to other melee weapons. Not the primary concern of someone who is an Amphis user (and this is the kind of person who would seek an Amphis guide; a shopper would go for more general info), but some info is better than none. I learned a lot more about the Amphis by spending 10 seconds on the comment above mine than I did watching the relevant segment.

    You also made some timely comments. Saying that you're expecting a balance update doesn't help make your guide timeless. It works to establish the period it was filmed in, but one mention is enough.

  14. I tried searching in the wiki, to no avail. If I missed the article, I'd love it if someone posts it.

    Anyway, could someone explain to me how armor works, and what are the effects of different damage types?

    1. Is there a formula or a way to approximate the effects of armor? How would non-armor ignoring damage be affected by 10, 50 and 150 armor respectively? How about ~300 armor (150+90% mod)?

    2. Is elemental damage armor-piercing?

    3. If a weapon deals 100 normal damage, adding 30% elemental would mean it deals 100 normal and 30 elemental. Is this correct? Would this be valid for AP as well, aka would my boltor deal 30% more damage if I slap a 30% AP mod on it?

    4. What are the effects of elemental damage? Frost slows, shock stuns crew members (anything else?), fire looks cool. Does a particular element excel in dealing with shields or a particular enemy type, and really, what is the effect of fire damage?

  15. That's the point of the suggestion; searching for module drops does not add to the gameplay, even if there is workaround that shortens the process. They're supposed to be rewards - having the risk of missing one is silly. Searching for ammo or hidden rewards is one thing, but looking back to see if you missed the very thing you're doing the mission for is just bothersome. It's a quality of life thing.

    Plus, if it were impossible to miss them, people wouldn't be using waypoint markers to highlight them to their teammates, would they? Personally, on half of the drops I celebrate for getting a drop, and on the other half I congratulate myself for having seen them in the first place.

    The tip to use a wall to scan sounds great, I'll try it as soon as I do a mission.

  16. Although I haven't noticed this, I'll take your word for it. I've seen players run past loot without looking in its general direction though - for example a melee rusher who kills everything with a few charged attacks or a frame ability (for example, Excalibur's [1]), and goes right on without noticing the drop (exacerbated because those players tend to leave one or two mobs behind to be killed by teammates, not even seeing the mob die, much less drop stuff). Most of those players have developed a habit of running back and checking, and I've seen a different player mark the overlooked piece for the meleer at least once, but is this really necessary? What does picking up dropped modules bring to the gameplay so that having all dropped loot automatically awarded to us no matter if we physically touched it would be undesirable?

  17. The current metagame is trending toward rushers. They are still rare, at least in my lvl~20 environment, but a good percentage of all players rush like crazy. When they want to rush, I go along, though I normally prefer fighting. A votekick option is going to harmfully affect one part of the population - the rushers or the non-rushers, as the more numerous community tries to ban them from random grouping by votekicking on sight. Not fun.

    I love the current setup of the game - everyone can play, no matter their skill level, and in general it's all quite cooperative. Having the threat of being votekicked over performance in a game that is already a bit fast-paced is going to be a step down in friendliness, even if it does encourage better play and higher "gamer professionalism".

    IF a votekick option is implemented, it should be tied to some performance measurement so that it is not misused and can only be used to deal with afk players. I still prefer a passive afk-counter system.

  18. I made this mistake a few days ago, luckily with some stamina mod I only partially care about. There needs to be a logic gate that checks which of the mods being fused is the highest-ranked and uses that as the base (as opposed to always using the one that was selected).

  19. Came to this forum to suggest it, saw that someone beat me to it. Please, please, this is the clunkiest part of the inventory in the game.

    To fuse, I have to go to the inventory overview, search through 3 pages (and growing) of items for duplicates, sometimes not finding them (often because I've forgotten to unequip them). Let me fuse from the upgrade screen, please. I don't necessarily need to be able to use cores if I'm doing it the quick way - a patchwork implementation is fine too, plus cores stand out in the inventory screen when I do need them. Just..implement it as fast as possible.

    +1

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