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Gigaus

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Posts posted by Gigaus

  1. Wondering what the spawn rate for The Larva is, since I've been playing for a few weeks now, have the War Within done, and have yet to get even on chance for it to spawn. Also wondering if because I did the quest BEFORE the lich update, if it's not recognizing it. 

  2. 4 hours ago, nooneyouknow13 said:

    That's how they all work. Explosions deal full damage at the center of the explosion, and fall off to the edge of the area, going as low as 10% damage at the outer edge for weapons like the Bramma.

     

    Almost no enemies have damage reduction other than Noxes in normal missions. Just armor, and type modifiers. Those really haven't changed in years, with the exception of toxin no longer being good against ferrite. I'm going to need those examples. I feel like you're probably seeing weak damage procs applied by the outer edge of the AoE, and not the weapons direct damage.

     

    But that's the point I'm getting at. In this and other threads, people are saying the AoE nerf was meant to nerf meta weapons, the main one getting brought up is the Bramma. Except, that none of the weapons that are affected are meta, and the Bramma is, but is unaffected. So....what was the point then?

     

    Nox, Thumpers, Eids, POrbs, PoE and Orb enemies, Demos, Arena targets, and Juggs all have innate damage reduction. I don't think it's been listed anywhere, in game or on the wiki, but me and some mates did testing to confirm it; Once stripped of armor from shattering and damaged on a location the enemy can be damaged, they take reduced damage from neutral elements. Some range as low as 20%, Thumpers take 33% it seems, and open world bosses seem to take 50% less. Thing is, I don't think anyone's really noticed, since most the guide videos show people using weapons that deal in the 1M range of damage, so having it rolled down to 50% still generally one and two shots enemies. I'm assuming most are running with something similar.

    'course, then there's exterms, which reduce or null damage depending on the type, and infested ancients which hand out 80% reductions across the board in some cases. 

     

    As it is, all these reductions are seemingly on hit damage, not procs. Because the procs are doing more damage than the actual hits for some unclear reason. Probably a bug all things considered, but...I'm getting weapon hits, with not AoE weapons, that are doing in the 500k range when boosted with pure damage/crit on normal enemies that are getting significantly less on the enemies mentioned above. And this seems to be multiplicative with armor; Thumper takes a lot more damage when you strip it's armor, but never full. 

  3. 5 hours ago, Hypernaut1 said:

    i read it, you complaints seem nebulous to me, You're practically saying Warframe isnt fun because it isnt fun anymore. 

    Im saying, anything i did in Warframe 5 years ago, i can for the most part still do today, with added things to grind. Scarlet Spear is just defense with extra steps. Open World maps is just killing on large maps. Railjack is just archwing. The way people talk, you would think each update was converting the game to Lunaro or something. 

    Yeah, you didn't read it. I guess I'll Tl;dr for you:

     

    There is no challenge, no end game, no point anymore. They removed anything to work towards, make achievements cheap, and most if not all the content added in the last 5 years is 2 dimensional and a dead end. Other games that started at the same time in the same genre don't have this problem, and are fun. Warframe failed to mature, and is boring and grindy now for no reason. 

     

    Do I need to shorten it anymore? 😐

    • Like 2
  4. Just now, Hypernaut1 said:

    So wait, Warframe was at its peak for you when "endgame" was the leaderboards?

    Sorry for your lost

    You didn't read all of that did you...

     

    And I suppose so. Since we haven't gotten any real end game since the leaderboards were removed. Shows how long the game has been neglected that THAT was the last official end game content. 

    • Like 5
  5. 1 hour ago, Hypernaut1 said:

    There was never anything to aim for except personal goals. I'm not exactly understanding what you're saying. 

    This game has always been about playing the same missions over and over to get items to play those same missions over and over. There was no mythical "endgame". You ranked a frame to 30 and after that you hunted mods and ranked other things to 30, just to go back and play those same missions. Where was this depth you felt Warframe had? 

    Except there was, which makes me question how long you've played. Around the time they added invasions, they removed mission leader boards. Those leaderboards, and the endless missions were officially considered end-game up to that point, and was talked about in Prime-time. Once they removed the boards, they went on to say that they wanted to change what the endgame was. That's what lead up to Trials. We know how that went, and how it went after. 

     

    As to what I'm saying, it's plain and simple, easy to read. The game is less fun. There is no end game, and likely never will be, there is no real challenge, and what difficulty there is stems from failed balancing that adds random and pointless sticking points, that clash with the rest of the game. The latter of which can be circumvented by picking dev favorite weapons. 

     

    Bluntly, there's nothing to look forward to, and nothing to work towards in the game. And yes, this is critical in game design; It's the reason why people like Animal Crossing, yet get bored with games like Loadout or BRINK where you're given all the power near the start. You said that there was nothing to aim for but personal goals. Yeah. Welcome to free-form games like that. Hell, welcome to games period; We build entire communities around the idea of personal goals being the goal. It's why achievements and speedruns are a thing. But, you don't see people investing hours and hours to do something simple, easy, and accomplished within minutes. Let alone brag about it. That is the point to be made here.

     

    WE have so much to do, soooooooo much content now. But it has the depth of a puddle. You want to catch every fish? Yeah, done that all already, even with the artificial time gating to extend the experience. All the Open world stuff, yeah, finished with no effort. Mod collection, might take time, but between trading and the like, not difficult in the least anymore. Bosses? Yeah, most get wiped in seconds now, with minimal effort. Even the ones with health gating and massive damage resistance separate from armor. Endless modes? Grab a Limbo and that's still enough to cheese it, and even if you don't cheese it, most of the high end weapons now rip holes in the universe and kill even high level enemies in one shot. Get all the weapons, all the companions, do all the arbitrations, Max every faction/buy all their stuff, finish the Sim, reach max mastery....All of it is simple. Too simple, too easy, and just a slog now because of time gating. There's nothing worth shooting for, nothing worth investing this much time and effort into getting for that badge that says 'I did this'. And for the majority of people, that is the impetus for playing a game. Any game. 

     

    Couple that with the fact that, for some reason, they've dropped off on the story front and focus more on single, large updates rather than small, regular ones like they used to, and the game is less engaging. I remember when we'd have an event every season, with possibly two or three major updates a year adding a new mode or mechanic. Now, much less so. Small bits of what's going on in the system, less lore upfront, and big gaps between meaningful content. 

     

    And I will ground this in saying, this isn't coming from a nebulous idea or vague hope or something. I've been playing this along side other games for a long time, and watched what's happened, what's changed, what's failed. And through it all, I can't help but compare Warframe to Path of Exile. Both PvE, both with large RPG elements, with generally simplified controls-- press button X to nuke room-- and both with expanding universes and power creep on both sides.....But PoE....Path went the opposite direction as Warframe. They embraced the fact they have broken mechanics, and balanced them, but usually not by outright nerfs, and definitely not sprawling ones like what we just saw with the AoE nerf. They upped the difficulty without just flat adding more HP to everything, and continually added new mechanics on a seasonal basis, like WF used to. But the biggest thing? In the absence of endgame  content, before they added it, players made their own goals for end game. Not that different than how we used to do truelly endless missions. But instead of shunning that and tossing it away, GGG, the devs for Path, embraced it. They made mega- and uber-bosses [that still get one-shot because power], and they added in mechanics specifically for that. They made more endgame content, and not just uniform content; There is no less than 4 different end-games for Path now, each with different goals without needing to radically change the core gameplay, like how we tried Archwings, and now Railjacks. 

     

    That game, despite being the same at it's core from when I started playing it back in beta, back when Warframe was still starting out, that game is still fun. Because there's still so much worthwhile and challanging to do. 

     

    Here? There's dime store achievements and yawnable bosses, with the same grind as before. What's fun about that? 

    • Like 5
  6.  

    9 hours ago, Hypernaut1 said:

    To me it's the practically the same exact game with just a ton more things to do and grind. I'm not sure what people are expecting.

    All I know is that this game went from logging on and playing void defense over and over to logging on, being able to fly a ship, spawn a custom mini-boss, create craaazy dojos, fighting Sentients, mess around on huge maps, craft custom weapons, two new endless challenge modes, and much more. 

    It boggles my mind that anyone that's played Warframe for 1000+ hrs could possibly think the game is getting worse. 

    Not saying the game is perfect by any stretch, but Warframe has pretty much been consistently Warframe. The newest things has always been where the grind was heaviest. In comparison, there are tons of older things that are easy as heck to max now than it was years ago. 

     

    9 hours ago, prodi1600 said:

    Its not bad, the thing its that most veterans have this romantic fantasy about the warframe of old and always say it was better this wasn't like that and so on, but if you look at it from an outside perspective warframe have actually became better with the pass of time. In old days you had to pay for revive, every new warframe weapon or event was bugged as hell, there was no orbiter, you had stamina for parkour, there was no bullet hump but you had to glitch the game to copter around, it was even messier than now but since nowadays vets weren't vets at that time and everything was new to them ti felt better to them than now 7 years later there its nothing really new since they are high tier players since long and since they ahve about everything they rush new content way too fast not allowing dev to patch it before they burn themselves again and dont want to play it after it gets somehow fixed since they already have all the rewards.

    In resume they are like that old family member that have no one of their age so complains about everything and have lot of nostalgia and awe for the days of old even if it weren't as good as they think.

     

    So, okay...I wouldn't say I'm a vet, but I was here when the game was beta and starting out, so I guess I am? I've been on and off over the years and....No, no the game has gotten worse. And it's not fantasy or nostalgia, it's gotten worse in a tangible way. Tangible enough that causally talking with friends who still do or used to play the game agree, so there's at least something there. 

     

    Was the game buggy as hell, of course. Did it have major flaws, absolutely; Grineer were the biggest threat in any mission, and I still remember talk of every node getting taken over by them when Invasions became core, just because of how busted Armor was. And still is. And were there game breaking combos and mechanics? Yep, I still remember immortal builds using the Rage loop. But...It was cohesive and there was stuff worth doing. And I think the game has lost that. A lot. 

     

    I say this after coming back from a break and more or less dealing with life, so it's not like I rage quit the game like some others, and it wasn't THAT long ago either. Plains were a thing, and I think Fortuna was getting teased but not out. Either way though, I'm not saying all of this as someone who's been playing 24 7 like some. More so as someone who's seen the before and after, and the after is....Worse.

     

    There's more content, sure, there's been fixes and additions to deal with the problems or balance out the brokeness....But, the game...The game is a lot less fun than it was. Just is. There's a lot more grind and somehow, SOMEHOW they've managed to put in even more gating than when I last played, which literally made people quit because of how bad it was, and yes all that contributes to it, but....I think the best way to explain the bulk of why it feels less fun is, 'Why bother?' Why bother doing the new content? On the one hand, Plains and Orb added in a bunch of mini-games and mini missions effectively, but they're all totally irrelevant because you can just go murk a Thumper or walking Orb to get the resources from those games. Eids added a reason to play as Operators, until you quickly realized it was the only reason, and even Rolly isn't a good reason to grind out hours to be effective as an Op. K-Drives are outclassed by Archwings as movement units, and both are outclassed by Gauss. Archwing as a mission is...It's still a big shrug years later; Cute idea that loses it's luster after 5 missions, and it becomes apparent that it's just a separate warframe effectively, that needs to be ground for. Index and Rath add some spice to the missions and gameplay, but there's no particular reason to do them other than grinding for one specific thing. I can go on and on even further back, but.... Out of all of it, the Companion system is the only thing that really added anything, and in truth barely just. And on the other hand. so much has been removed-- whole tilesets, alerts, regular events, trials, so on...Some of which was considered end game, things that included bragging rights or extra hard content so you could feel challanged but without it being 'the enemies are just the same normal enemies with 99% damage reduction'.

     

    So you're right, but also, 'why bother'? Yeah, they added more, but it's more or less the same old warframe. Except now there's nothing to aim upward for. End-game is gone; Void is no more, Endless missions are infinitely more cheeseable now, and even if they weren't, the difficulty has been stripped due to a key few frames/weapons, and there's no recognition anymore. No prize. Then you start running into the new problems. The crunched levels were bad before, but now with the new design philosophy from the devs...Level 20 Grinner are more tanky than level 100 Corpus, unless you're using specific frames and weapons. Armor went from being God to Super Kami as far as I can tell; since certain enemies got diminishing returns on debuffs even before the status effect changes, you couldn't fully remove their armor, and now it seems some enemies have an innate armor floor. Which would be fine, if armor and non-armor damage reductions didn't stack multiplicative. This on top of some enemies being 100% immune to status, and having 60% debuff reductions, along side enemies that already hand out different damage immunities to allies. Add in that weapons are getting nerfed and it's a dangerous combo.

     

    You have little to look forward to other than grinding, with no discernible end game or 'goal' to work up towards, be it new content, loot, or even just bragging rights, while the game continually gets harder if you're not using dev favored gear. What reason is there to stick with the game if that's the outlook? 

    • Like 6
  7. On 2020-03-29 at 10:50 PM, kwlingo said:

    Yes this is why shotguns got a fall off damage now. Before you could shoot them the same as snipers and do crazy damage. AOE still out perform non-AOE. A Kohm can kill one enemy super quick but and Ignis can kill infinite enemies if they are in the same area of aim.

    DE has done lots to balance meta weapons and when they introduced the Kuva Bramma it was too OP with the explosive AOE. It could literally one shot even most boss fights even is you miss your target. They are now trying to focus on skill over ability. This is the same reason they reworked Ember. Her old kit required no skill on level 30 missions or under with World on Fire.

    This is not the first or last they will do to balance meta used weapon aka Catchmoon, Atterex, Tigris Prime, Kuva Bramma etc.

     

    Shotguns I can sort of understand, but as I remember, the damage falloff that was added to all weapons had nothing to do with ToK of weapons and how effective they were period, but rather because open-world was absurd. Pistols and Shotguns outclassed everything because of damage mods and general mechanics. As you said, shotguns were useable as snipers with absurd damage. 

     

    And I'll be honest here, I don't know what the current meta weapons are; When I last played, Soma was still a crowd favorite, and most of the damage was in rifles without AoE. My frame of reference is things like the Penta or Ignus, which were limited to specialty builds and missions. Besides the Kuva bow, have there been more busted AoE weapons?

     

    And it begs the question, why nerf all of them? I mean, some of these AoEs were basically cute little secondary effects from what I can tell, now they're basically cosmetic. Then there's the stuff that again is outclassed in damage, like Torid, Pox, and Ig. You say you can use Ignis to kill infinite enemys in a small area; Up to a point, and then anything which higher base damage and punch through added become significantly more effective. Especially with the Pistoleer Arcane, which I'm finding just makes balanced shotguns with low mags utterly broken. Or FA weapons that can reach 30 RpS. Point being, I'm not seeing the weapons that suffered the most from this apart of any significant crowd or debate. 

     

    Meanwhile, the weapons you mentioned are uneffected....Kuva Bramma is still as effective as it was, since the damage is fall off based, rather than just a straight nerf. If the damage source is contact, thus 0% fall off, it's still doing full damage...

    • Like 1
  8. Right, so to be clear, I know the basics of how most games' graphics presets work, and what a custom set would be. 'feel that needs to be said first before I continue.

     

    Now, that said...Why is there unchangeable differences between the presets, and what are they? Before anyone says 'There are none, you can change everything' or 'there's no difference', I just got finished with a stream where, in doing a MR test I realized that my graphic settings are completely broken. 'Been playing for a good two weeks now with the lighting so utterly bright that you can't see objects in it. Except that it has nothing to do with the brightness setting, or any of the binary options in the graphics menu. For some unexplained reason, it has to do with my graphics preset. The reason I know this? I spent a half hour going through each option trying to find the one that made everything bright as a sun, only to figure out that none of them cause it. Instead, it's because the last preset I had it on was High. Medium and Low have no issue with this.

     

    Whyyyyyyyy?....

     

    Putting aside the why...Does anyone know the differences between the presets so I can set it up right without bugs again? 

  9. In short: It's another test event from DE.

     

    You're completely right across the board, might be dodgy on the numbers but you pretty much hit it on the head at the moment. Just be thankful they learned from the Fomo event and didn't put a failure state in; I highly doubt we'd win at this rate because of how little interest there is ironically. 

     

    But, as it is, this is no different than the other events where they are just testing the waters and have no idea what they're doing or what's balanced. Don't get me wrong, they shouldn't either; they can't see the future. But....Invasions, 100% one sided on the grineer side with the possability of sabotage by players; Dark sectors and rail towers went from PvE merc wars to LOLCC PvP messes. Excavation was a joke when it first came out-- power the scanner, defend every digger, or lose out right. And you get the idea from there with every major event and revision. 

     

    Hopefully they'll learn from this, and not ignore the problems next time. 

    • Like 2
  10. 7 hours ago, LuckyCharm said:

    As for squadlink.. Who asked for it really? And why? We already dont have trouble with missions, why think about linking up our already host migratory missions with groups of others?

    Following some of the dev shows and feedback there from, Squadlink is more or less meant to replace trials. Except instead of 8 people in the same mission, they decided that it'd be better to have 4 people in 2 missions, with 2 hosts.....Because, you know, there's no real problem with the netcode, servers, and lag/dcing. 

  11. 8 hours ago, kwlingo said:

    Im curious how long you have been away from this game? This update change was about a month ago.

    After taking down their shields you can than do direct damage to their health with armor and resistance. Only a small % of damage goes to he health if you cannot take the shield down. If you want to bypass this and get directly the full damage you have to apply skill and aim to their weak spot (mostly head shots). If your damage is great enough the % that passes through can still insta-kill lower level enemies. Players asked for balance and more difficulty and one shotting every enemy equals no difficulty even passing lvl 300 and one shot enemies back in the day.

    Actually they are making more weapons with AOE. They want us to use AOE but they should not take away from the non-AOE weapons. Which at this point they still do. If they make mod they change the mechanic for weapons, this is probably the only way to fix non-meta weapons. If not we will always see meta weapons only.

    About a year ago or so, took a break for work and school. Came back for the space ships. 

     

    As it is, I know about that, that's fairly basic mechanics....Even so, that's not what I'm talking about here at all.

    Once shields are gone, and armor reductions and elemental resistances from armor type and health are applied, a number of weapons do less than 1 damage, which is what causes a crap ton of 1s to pop up in the damage numbers. And yes, before Arch Wing and Trails we could one shot enemies fairly regularly oneshot enemies; Around those updates the levels were condensed, and then condensed again from what I've seen in later PNs, and armor was reworked. I'm not talking about then; I'm talking about now, along with the fact that damage falloff for AoE weapons has been reworked and effectively nerfed. 

    Launchers like Ogris and Penta do neglegable damage even with maxed damage mods, corrupted included; Continual AoEs such as Torid and Pox do absolutely no direct damage and are now heavily reliant on damage procs instead; And held-trigger AoEs like Amprex and Ignus now require that you're melee range to do damage. Only direct contact with the source of the AoE seems to do any significant damage, as even boosted damage-- Corrosive against F.Armor for example-- does next to no direct damage; The only viable damage builds I've found with them rely on Elemental DoT procs like Fire and Lightning. 

    ---

    To my understanding, non-AoE weapons already outclass AoE weapons across the board. Hell, most the shotguns in the game are godly high DPS compared to when it was nothing but snipers and FA-Rifles. Unless there's a mod that isn't being brought up in all the AoE builds, AoE does too little damage even before the nerf to be considered meta, right? Why take a 10k damage weapon with AoE when you can take a 100k or even 1m damage weapon with higher [insert crit, RoF, anything else] and slap on punch through? 'mean, most of the options that were mandatory when I left are no longer so due to arcades alone, meaning you can trade out that one damage mod for a utility mod like PT and suddenly you have the same effect as an AoE without drawbacks? 

     

    This logic does not follow. 

  12. Slightly baised here, but the proc itself is good for rapid fire weapons and anything with a damage field [Torid, Pox, M.Cern, Ignus, ect.] I'm not sure it was expressly stated, or even intended, but every hit that procs lightning causes another chain to shoot off. So unload something with 10 RoF and high staus, and will spam lightning bolts out.

     

    On the flip side, anything AoE now has an anti-horde effect. Again, not entirely sure it's intended, but the proc will take the base damage of the weapon without consideration for damage falloff. The only build that still seemed to work for my Torid was my anti-horde/anti-infested build that was Gas+Lightning. Lightning traps them, Gas adds AoE to all of them, though that's now neglegable, and they all get poisoned as well. Before most of it's damage was coming from gas, since lightning really only stunned and did minor damage. Now that Lightning is effectively a DoT like Posion and Fire, it has the 'triple bane' mechanic going. Again, since it's drawing from base damage without taking the 90% damage reduction, AoE weapons now have to rely on procs to do damage, but elec especially; The proc will trigger on ALL enemies that are hit remember. So they get the first, nerfed AoE, then the chain from each other. 

     

    Say you've got 10 enemies grouped up, and you hit them with elec on an AoE explosive hit that has 100% proc. All ten are hit, meaning all of them proc lightning. That's 10X10 procs that work out to 3x the base damage if my math isn't off...? over 6 seconds. Technically Gas works the same, but because that is effected by the damage falloff it self it seems, it's pointless. 

     

    Basically, Elec proc is now the goto for AoE weapons. Especially lasting damage field weapons. Stun+constant stacking dots destroys everything...But, it's the only one that now stacks with AoE. 

  13. It's worth noting that, with the timer, M.Cern's gas cloud triggers the effect and timer. So you can shoot one tanky guy and have 400% multi for 12 seconds. Also, anything that has AoE or Thunderstruck will take every enemy hit by the aoe into consideration, so the first shot can trigger the max effect. 

     

    As it is though, this is effectively a 400% damage increase that turns bows into shotguns. With the right Riven, those two mods alone can do considerable damage. Especially for a fast charge bow, adding in fire rate from any source can out-DPS typical builds. That said, 2 seconds really is not enough all things considered. 3 or 4 seems reasonable, 2 gives you no time to sustain it outside of bosses. 

    • Like 1
  14. As title.

     

    Rooted around a couple places trying to figure out why a few of my old favorites are suddenly doing next to no to effectively 0 damage after returning from forever ago, and was pointed to the self-damage removal thread. I get what you devs are trying to do, between adding shield gating and increasingly more player survivability, but this has literally-- the actual literally, not 'close enough' exaggeration-- made several AoE weapons/Alt fires unusable. I'll edit/post pictures and vods later, but I repeatedly ran into situations where, due to armor and damage resistances, I was getting 1s. Granted, armor can be stripped, but from what I understand of the new status effects, you can't counteract damage resistances. Meaning that it would take literally thousands of shots to do damage to most the enemies now, which makes me beg the question: Why was this let through without play testing? Clearly, no, you didn't play test this, unless the consensus was to intentionally make all aoe weapons useless. 

     

    Putting that aside, I want to know if there's any intent to reverse this in any way, if the damage reduction will be lowered or removed given it has absolutely no purpose given there is now a worse mechanic in place of just flat dying or damaging one's self, or if some weapons will be excluded given they never had self damage mechanics before. Expressly, most of the non-explosive AoE weapons, like Ignus, M.Cern, and Torid, fairly niche weapons that filled a specific role. 

     

    Or, if there isn't intent to do that, can we get confirmation that the intent was to force people away from AoE weapons entirely, and plain confirmation which weapons you want us using? Going through all the weapons just to figure which is the current favorite takes time away from actually playing the game... 

    • Like 1
  15. 16 hours ago, AzureFang1 said:

    Huh. I would have never noticed they were out of date, considering every single drop I've received so far has matched the current tables and, if I'm not mistaken, looking at the reward table histories rather than the pages, someone has made update passes on all of the tables that have been affected since the last vaulting at the end of February, bringing them up to U20, with the most recent update pass happening on April 26th, all by the same user that has been keeping them up to date since he split them into dedicated pages almost a year ago. Which would mean they're not exactly out of date. And, they are being consistently curated with each vaulting, if you compare the old page histories AND the new dedicated page histories.

    A little tip when looking at Wikia pages that draw tables from dedicated pages rather than coding them inline - look at the dedicated page for history. In this case, rather than looking at, say, Interception#Rewards, which reads the update history for the base Interception page, look at Interception/Rewards, which has the history for the table itself.

    When I checked them, they weren't. I was running Interception at low and high for relics, not realizing that some of the relics were vaulted-- Mainly because I'm an old player and I have common sense in that I wouldn't think to throw away a whole line of keys just to remove 1 item from that reward bundle from the game-- and spent an hour getting mod drops on a drop table that was saying there was no mod drops. I can't speak to how the pages are all setup, or how they should be, but I can speak to what I had in front of me; An incorrect reward table. 

    Even if they are correct, it doesn't change it would be infinitely better if these tables were aggregated in game. Game development 101: You do not want people to stop playing your game. Alt-tabbing out to check a reward list falls under that category. I rather have an official list as well, one published by the developers that won't have errors that are unconfirmable for the average player. Even if they are wrong-- due to a bug or the devs posting faulty information again, and yes I said again-- we can at least poke the devs about it instead of hoping whoever datamined it figures out what went wrong.

     

    It basically comes down to having an official and approved version of the list out. People seem to forget that DE has control of the wiki and has an express policy against datamining their game. They have for several years now, and they have messed with the information just to screw players over before. I rather have a list that isn't under suspicion basically. 

  16. Look, I get you have a raging hardon for some frames, and hate people playing in ways you don't like-- That being any way that doesn't involve one of 3 frames, 3 primaries, and Melee weapons-- but seriously DE, this isn't funny anymore. It's sad. 

    I just quit out of a mission where we had a Mesa, a friend of mine, who used his ultimate for 20 seconds. After 20, he was kicked out of the match expressly for being 'AFK' on a frame where last I checked you still have to actively click to kill. How can he be AFK if he's getting kills then? 

    This, after we had a defense mission where one player just stood around on top of the pod getting shot, literally saying 'going afk, need to feed baby', and didn't get kick in the span of five waves. 

    Please at least be genuine with what the system is; it's an anti-warframe selection system designed to punish people for selecting specific frames. Especially frames that break your game modes, your forced grinding, and your poor balance. We get it, you want us to play a specific way that  fits your waifu complex about specific parts of your game. We don't. Most of us like our ranged weapons, and frames that don't fall into the same playstyle of multiple other frames. If you're going to punish us, at least be honest about it and have the balls to call it what it is.

     

    More than that, get rid of it. It's been 2 years since you 'updated' your 'Anti AFK/Leeching' system; It's done nothing to fix the problem of afking and leeching, it's still a massive joke to the point it's a meme now right next to your RNG wall, and it's contributing to the loss of players your community is suffering. You might not like us playing frames you don't like, using equipment you don't like, and breaking your game and balance-- But you're the ones that set it up that way. If you don't want us using certain frames, then remove them from the game already and put out another statement clarifying what we already know. But don't punish people for using things you put in the game and followed up by saying 'you can play however you want', when you really meant 'you can do whatever you want, so long as it's what we want.' It's gotten old. 

  17. On 4/24/2017 at 7:34 PM, AzureFang1 said:

    Soo....

    http://warframe.wikia.com/wiki/Defense#Rewards

    http://warframe.wikia.com/wiki/Survival#Rewards

    http://warframe.wikia.com/wiki/Excavation#Rewards

     

    And personally, from decades of MMO experience, both play and testing as well as community moderation, official numbers should NEVER be released. Contents yes, percentages no.

    Yeah, notice when the tables were updated, and when this thread was posted? Until two days after, the last update to the tables was in December of '16. So very out of date. 

     

    And under normal circumstances, I'd agree with you. Until we get to the point where we're getting less than 1% drop rates, which has happened in the past with DE. As far as we know, those percents could be right, or they could be totally fake. It's not uncommon for developers to intentionally leave false data and info if they expect people to datamine their game. Considering how much RNG is involved in this game, it'd be nice enough to know what is where and what the chances are of getting such are. Especially when we get lovely bugs that make it so that some items have 100% or 0% drop rate because someone mistyped somewhere. 

  18. That's what I figured, but the thing of it is...Why is it even there to begin with? There's nothing in the patch notes about them changing mods, let alone mag force. It's not as if someone edited a file on Weapon damage, and somehow changed the values, even if it's just description, of a completely different object, in this case a mod. 

  19. 8A77864C6F8725C04503BCCF0010E839142D18C9

     

    For those of you that either don't know or didn't notice, Mag Force now has flat accuracy in it'd description. Mind you, this on a mod that reduces accuracy by a percent amount. This came with the patch today, and I've yet to test it or upgrade it further. So, bug or intended, anyone know? 

  20. Not sure if this belongs in performance, but if it does mods please move.

    Video link

    I've run into this glitch, bug, breakdown, whatever you want to call it pretty consistently now since I've come back. Before, I ran into it maybe once in a blue moon; Now, this is the fifth time in a week where I've been respawned over a pit that just continually respawns you. Forever. And /unstuck has not worked once. This time I decided to record it. And I'm going to record each time it happens from now on, and slap it up in a new post until something actually is done. Because this is actually screwing me and my friends over, and literally preventing us from playing the game, because we dared to use the jank as balls maneuver system near a wall. Or near a corpus walkway-- which seemingly is made of those clouds from mario where if you do anything you fall through them.

    I'm going to make a plea and a suggestion here. Just make it so /unstuck does what it does in most other games; Teleports you to single, pre-determined point on the map. I rather have something that warps me back the the start of the room-- or hell the start of the whole map-- than have to Alt-Tab to kill the process because the menu shakes and flails about while you fall and refuses to let you abort mission. Or just kill the player and respawn them somewhere else if they fall into the pit 20 times in the same minute. Seriously, you're never going to run into another situation where you drop into those pits as much. 

    Either way, this needs a fix. Me, my friends, and even random teammates from pubs are running into this problem, and there seems to be no solution.

     

    P.S. I'd also like to request video support for the forums. I think this is the first game I've played where the forums or bug-report section didn't have the option to upload a proof video directly. Most people don't want to upload these videos to youtube for various reasons. 

  21. 22 minutes ago, MarioMadness said:

    Is this close enough for a drop table ? Otherwise you have codex to tell locations of relics. So you already know where to go. Just the drop can be anywhere from rotation a - c thats what have really have to check so know when you can possibly get rare relic. There is wiki pages for everything you need if every hunting something and cant find.. The drop tables for endless it just keeps playing through rotation A A B C A A B C over and over

    http://warframe.wikia.com/wiki/Mission_Rewards
     

    Simple answer: No.

    Complicated answer: That's not a drop table hun. I know you're trying to help, but that's just a page saying missions have rewards. http://warframe.wikia.com/wiki/Interception This is a drop table.

    We need to actually know what drops where AND in what rotation. It'd be nice if they'd include actual percents, considering they did with Relics (Sorta), but it's DE so I won't hold my breath. But as it stands, we don't have an aggregated list in game, nor an aggregated list that doesn't either get taken down by moderators, or that isn't invalidated a couple weeks after it's allowed to be released. The current tables on the wiki are months out of date, and didn't even last a full month before they were invalided.

     

    DE, I get you like having some 'mystery' to your updates, and don't like actually telling the community when you change stuff-- we all know you don't with bosses and the stalker-- but it's getting childish that you're actively hindering us from learning the rewards we're trying to grind for, and not providing that information yourself. It's bad enough you expect us to grind 24+ hours for a single item, could you at least be a little less asian in your game design and just let us know the drop tables? 

  22. I'll keep it brief and simple since the thread locking seems trigger happy as ever.

    DE, just release the drop tables for endless missions already. How many years has this game been going? How many bad decision have been made? 'could stand for one that actually makes sense, seems you're overdue on that.....You have ingame drop tables for void relics, sorties, and events, even if the middle of those is more a tease than helpful. Why can't you just slap one on Survival, Intercept, Def, and the other endless missions? Seriously, why? At least then we know where to go to continue playing your game, instead of guessing, and hoping for someone to be able to datamine your stuff.....Which you know is going to happen, again, and people will be looking to those guys for info, not you. 

     

    So, could we maybe get drop tables for the missions you're going to have us farm anyway? Makes it much easier to play the game than take massive guesses and not play the game. 

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