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Replacement

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Posts posted by Replacement

  1. Background: I played at the outset of open beta, played a lot with RL friends; I almost never play public.  After I got to Mastery Rank 20 or so, Warframe dwindled and has gone in and out of rotation several times in the past few years.  The game "jumped the sharkwing" for me at Rivens and the billion new things I didn't want to do for the Plains, but I've never uninstalled it because it's always been a fun game.  I would definitely describe myself as casual, at this point.  It's very obvious my opinion doesn't reflect the Forum Zeitgeist.  This is exactly why I hope DE gets a chance to read this.

    Tactical Menu: I'm really enjoying the idea of this, but it feels like it's suffered a Death from a Thousand Cuts.  It's powerful but clunky, and you're softly incentivized away from it.

    • On PC, This needs to be re-bind-able.  L is stupid far away.
    • Movement keys should still function while this menu is up, similar to the Tab.
    • Other keys should have different functions in this menu.  Specifically, the Power 1-4 buttons should be mapped to "Squadmate Kinesis" 1-4, respectively
    • It's no secret the Tactics category itself is... laughable after rank 4.  I would strongly suggest a weak Flux Energy Siphon effect to higher Intrinsic levels. 
      • As it stands, when I'm on an ally's ship, I have to be cognizant of the fact that my decision to call down a Larva is costing actual resources, and that's just one of those many tiny considerations holding the Tac Menu back.
    • The Rank 5 benefit, for all both of us who have progressed that far - would be really nice if we could get a picture-in-picture version of our own screen while shadowing others.  This would be a lot less of a problem if the rest of the Tac Menu experience was much snappier, though.

    Archwing: Right up until Railjack, we (my group) have always done our best to ignore Archwing.  Now we suddenly want to use it and would like for it to be effective.

    • A level 20 Itzal with maxed health/shield/armor mods should not die instantly in early Earth Proxima from hit-scan weapons with no recourse.  Something really needs addressed with the damage scaling when these anti-ship weapons aim-bot my archwing.  If you're balancing all of this around maxed Amesha, you're doing it wrong.
      • Again, remember that I am not an elite hardcore player.  This is the "new railjack experience" and this is what it feels like for us.  I'm sure people will respond to this thread about how I just need to git gud, about how amazing their Archwings are in this content.  But right now, it's a noob trap.
    • If you can address the damage and aim scalar, I'd actually really like to see Archwing enemies taking to the field, instead of just Crewships and their assorted Fighter types.  Seriously - you have a whole faction of Archwing enemies already designed and functional - use them!

    PUG Concern:  The inherent problem of Intrinsics and soft roles is living up to the PUG expectation.  This means the natural path of RJ development will be to ensure people can be effective regardless of their allocation. 

    I implore DE to decide if the direction they want to see the game is for everyone to have maxed intrinsics, and everyone to be slotted into a match with randos and zero expectations. If you wanted to combat this:

    • Consider creating a system based on Dry Dock Relays where players can pre-build parties, perhaps using Maroo-style information cards, but advertising the ship functions they're looking to do instead of what they're selling
    • Consider a system of allocating Intrinsics, such that no player can roll out with all 10s.  Ideally, able to change them when on the field but awaiting Navigation.

    General Experience: I'm very tolerant of bugs and losing progress, so I've had a pretty rosy initial experience.

    The ship-based "soft roles" are really cool, especially with how it sees a group (and I imagine this would be true for other small clans of active players) focusing on those assorted roles with our Intrinsics.  I love the scope of it all.  I continue to be impressed with how good it feels to achieve our goals and have good, organic teamwork.  I cannot stress this enough: this is engaging and, when things go right, legitimately the most fun I've had since the original Devil May Cry.

    One more thing: Move intrinsics out of Profile!

  2. Dual Toxocyst: slow and cumbersome.  Rewarded with headshots by a period of heightened effectiveness.  Headshots aren't critical, but they make the guns actually good.  The lack of buff refresh ensures you will occasionally need to reload.

    Knell: 1 shot magazine.  Relies on headshots to be at all effective.  Encourages use of abilities that in turn guarantee headshots.  Relies on refreshing buff duration to continue to keep up the pain.

    So while Dual Toxocyst gives you a feelgood for getting headshots, Knell will punish you for not using it well.

    Different core gameplay loops.  Please, DE, leave it how it is.

  3. Nekros Prime, Diriga + Artax, Kohm, Mara Detron, Galatine Prime.  Lockout occurred during the "disable 3 cannons in 2 minutes" phase.  Now directs me to "Reach Command Center" but all doors are locked.  I keep passing Control Consoles and they show on my map as yellow, but they will not allow me to interact with them.  Cannot complete mission.

    Of note, before entering this area, there was some tower thing covered in electricity.  Approaching it, I got a prompt that simply said "Interact."  Which I did.

    Here's general screenshot of me standing in front of a completely non-responsive console:

    2017-06-24_0922

     

  4. 15 hours ago, Astatane said:

    There is the Shield of Shadows build, that makes Nekros a very good tank, you can also use an equilibrium build without despoil, which works better on higher levels anyway (though on very high levels, despoil is better again, but you don't need health conversion there anyway).

    So many options, and you are crying because despoil doesn't mix well with health conversion anymore.

    This would be ok if Health Conversion were a common mod with lots of good builds.  Instead, it's a neat mod that has incredibly niche applications, so killing what might be its only use is actually worth complaining about.

  5. @NeithanDiniem I don't mind the inaccurate off-the-top-of-the-head numbers.  It's just a number to illustrate the scope of what I suggested, and it served its purpose.  That said, I appreciate (and apologize for) the longer-form estimate.  

    I had this thing typed up that I realize is off-topic to silva & aegis in particular so instead I'll say: I think they could reduce that a lot, depending on how they pass data to their mission instances. But probably not less than 500, let alone 15.  A mole hill that may as well be a mountain.

    Anyway, good talk.  Sometimes we just need to think outside of our own perspective to see the issue.

  6. 1 hour ago, NeithanDiniem said:

    Each attachment is uniquely altered to fit each frame, default holster positions are the exact same. Moving the holster customizations to the frame would make each frame gain over 4725 variables which is beyond absurd. Split Syandana colors only added 15 variables to each frame and that alone was enough to make DE heavily consider not adding the option due to player profile data size.

    Good read.  +1 to you, sir/madam/eloquent gender identifier.

    Would you mind telling me the numbers you're multiplying there?  I assume it's number of holster styles * number of frames?

  7. I always drop into these threads to say the same thing.

    Increasing max energy is boring.  She has an energy orb generator.  It's stupid and counterproductive (why would I Pull people out of a Magnetize blast?).

    Fix the energy orb generator.  Detach it from killing level 20 mobs with Pull and make it something she's always doing.  It synergizes with Greedy Pull and her passive, opens up neat builds where she can rely on Energy Conversion in a way most frames cannot.

    This is good design space.  +Max energy?  That's for other frames.

     

  8. 2 hours ago, xKlay said:

    Why would you apply it on your self tho :v

    wat?  Whatever you're thinking, I don't think it's what I'm saying.

    Magnetize in a hallway (like when it targets the guy in front of you instead of the guy you were aiming at in the back line) suddenly stops your ability to shoot people.  Moreover, it annoys your teammates.  A way to end magnetize early would be ideal, and it fits in well with my suggestion to fix energy orb generation.  Hurray for fixing multiple problems with one change!

    Plus, I actually use Polarize, so having higher than 22% duration would be nice.

  9. -Abilities that restore shields will almost certainly not affect the shield gate delay (if they're implementing it the way ME3 did, they had better understand why it's important to keep the shield gate recharge decoupled from the actual shield value).

    -Fast Deflection never sees any use that I'm aware of.  I don't think having it apply directly to shield recharge and shield gate delay is a good idea, but as a second stat on the same mods would be ideal.  For example, "Shield recharge +80%, Shield delay -20%" may actually result in these mods seeing some use.  

    And as I specified in my first bullet point, shield delay need not necessarily mean shield gate recharge as well, though it's cleaner to keep them intact for modding purposes and maintain shield recharges (Harrow, Mag, Guardian mod) as exceptions.

  10. I really don't want her max energy upped much.

    What's worth remembering instead is that she has a worthless energy orb generator built into Pull.  Seriously, it's so bad no one ever even mentions it in these threads.

    • You aren't going to killblow anything with Pull above level 30.  Congratulations, you have infinite energy only against things that weren't threatening you anyway?
    • It's counterproductive to yank enemies that are Magnetized.  2 * crappy = still crappy damage.  But meanwhile, you're ragdolling everyone away from the imminent explosion of scaling damage.

    Not being able to end Magnetizes like I can Snowglobe is also annoying.  Both problems would be solved if using Pull on Magnetize would detonate it early, with the damage going to Pull (so your energy orbs are based on your scaled damage instead).

    This would create a Mag that could reliably run Energy Conversion, and just result in a different sort of energy endurance than "I have 600 energy".  And my annoyance at a wasted mechanic is saved.

    And why doesn't her passive drag armor flechettes in her wake yet?!

     

  11. This would greatly improve my ability to collect 10 effing reactants by the end of each Interception wave (this is really rough to get solo, for me).

    This would greatly improve my ability to keep powering excavators when playing solo/duo, instead of extracting because it's boring, taking 6 minutes per excavator while I wait for a spawn.

    Yeah.  I approve.

  12. 43 minutes ago, chromaticv1 said:

    400 traces is a simple affair, most of my void traces come from ducat farm I do for Baro Ki'teer the salt spreader, but If i'd really want to get traces I'd grab a resource booster or smeeta kavat or both and end up from 50 to 120 void traces per 5-10 minutes of mission.

    Also the trade chat or warframe.market is always another option.

    Overall, you are making it sound like complicated. It is not.

    Fine.  I'll go there.  Here's the social math.

      Optimized farming strats for traces
      Getting the relics isn't a problem (probably from those 15% sigils you have access to and trading in standing for relic packs!)
      Good gear
      Already has access
    +Thinks everyone else should have to go through the same progress gate
      Elitism.

    You love your skinner box.  That's ok!  But the goal of this thread is retention among players who do not. 

    EDIT:  I really don't want to come off as a jerk that's targeting you personally.  I am suggesting - to the developers - a method that retains newer player interest, reduces dev overhead in the future (dealing with Vault fallout), and utilizes a system they already have in place.  I would leave the math of how much ducats is enough to them, but even something like 450 ducats + 500k credits is a very large investment for a middling MR, small-mod-collection player.  But I have to stress that syndicates aren't end-game, but have the gear that can take you there.  This isn't the tier for requiring high game knowledge and optimized strategies.

  13. On 12/29/2016 at 1:39 AM, chromaticv1 said:

    ehh you only have to get only 400 traces if you aren't lucky enough.

    If you think farming 400 traces is a simple affair, then you are still talking from a perspective of having everything.  You are not the kind of player I suggest this change for.  Heck, I farmed void traces most of last night, from the time I got home from work until an hour after I should've been in bed (that's um... 3 hours).  And in that time I got maybe 250-300.  I can't do that every night.  I don't expect my MR10-15ish friends to do even more than that.

  14. 6 hours ago, Loswaith said:

    Though I'd likely go 200 ducats for tier 4 and 500 ducats for tier 5, as it is harder to get the rare parts, and its not just some trivial cost.

    This is in-line with the void trader's pricing.  I don't have any issue with this.  You're also giving 500k credits afterall (which, if you're not ranked up in syndicates yet, you still need all the money you can get).

  15. On 12/23/2016 at 10:27 AM, chromaticv1 said:

    If you do the maths you'll know that you'll end up with your desired rare prime part within 3 fissure missions.

    So I decided to do the maths.  I'm not classically trained in statistics (so I annoyed my brother into explaining all of this to me!), but keep in mind:  You cannot reach 100% guarantee.  There is no point where the universe magically says "ok, you've tried long enough.  Here you go."  

    I'll be calculating the chances of getting anything but the rare, as it keeps us from going into a semi-factoral nightmare of exponents and spreadsheets.

    4 radiant relics, of the same relic type:  9/10 [chance of not getting rare] ^4 [4 chances to return the exact value we're after.  in this case 1 out of 10].

    .9^4= 65.61% chance of getting something that's NOT the rare you're after.

    34.39% chance of getting the Rare.  Wow, that doesn't look bad!  Let's up it from 4 radiant relics to 8!

    .9^8=.4304 - 1 ==> 56.9% chance of getting your rare part.

    12 Relics.

    .9^12= .2824 - 1 ==> 71.75% chance to get it in 12 relics.

    So much for "guaranteed to get it within 3 runs."   I'm 71% likely to get it in 3 runs and 1200 traces spent.  

    71% of you will be happy with these results.  The other 39% no longer care about their syndicates.

    It gets silly after this, of course.  And yeah, at 28 relics you have right around a 95% chance of getting at least one rare, but I've never farmed that many void traces and I certainly don't want to farm that many relics with the crapshoot that is the current state of "everything drops everywhere."

    These weirdnesses of probability happen, for sure.  It's usually not that big of a deal.  But when you guys get your "get off your lazy &#! and do 3 measly runs" attitudes going strong, you're neglecting 39% of the players who weren't so lucky.  You want "thems the breaks" attitude for prime pieces?  

    That's justifiable and, I'd argue, better for the game.  Syndicates?  ehh...

    EDIT: let me know if i missed anything in my math.

     

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