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[DE]Momaw

Warframe Staff
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Posts posted by [DE]Momaw

  1. If you're having trouble with Glast Gambit and the 10 point lead, the key is to get 10 points ahead and then stop fighting. The bots don't kill eachother very well, you can just lurk somewhere and do maintenance on your score.  The player killing loads of guys is where big point totals come from, left to their own devices the bots will only get 1 or 2 points at a time.

  2. 19 minutes ago, Littleman88 said:

    75% off coupons only happen so often, and people aren't likely to cash out on that deal if they're already sitting on 2000+ platinum and they have nothing to spend it on.  Most new cosmetics are cash only.

    That's....actually a really good point that I never considered.  With the bulk of cosmetics now shifted to cash-only, people have less incentive to buy platinum for cosmetics and thus there is less "spare change" they are willing to spend on trading with other players.

  3. 16 minutes ago, AzoreanEve said:

    Perhaps this is due to a bigger playerbase? Adding to that the fact that relics make prime farming easier to achieve and that a bunch of the rarest mods aren't a must have (mostly the stances).

    It's because established players can create additional items faster than "new players who are willing to spend platinum" create additional demand for those items.

  4. "The lack of universal vacuum is killing variety."

    So you want to improve variety by making everything the same?

     

    To me the way forward isn't to give every player an inherent ability to suck up all loot without even noticing it.  If the core purpose of the game is to loot everything, as you claim, why would they want to make core functionality automatic? If you can't be bothered to notice loot then why should you get loot.

    The real problem is whatever causes players to think that they need this. And that problem is the enormous quantity of loot that drops. You play a mission and there's tiny amounts of material, tiny amounts of ammo, scattered all over the place. It's too much for the player during active combat to look at a sea of loot and pick out an optimal route to all the polymer bundles or all the shotgun ammo, or whatever it is they want.  There's so many drops, and they are so randomly scattered, and each individual drop is worth so little, that the player's response is wanting to....well, vacuum this stuff up.

    So honestly my suggestion to DE isn't to make vacuum work for every warframe natively, it's to turn down the loot drops while increasing the quantity of each drop. If there was 1/5th as many drops but they were worth 5 times as much, for example, it's a lot easier to see and identify and navigate to the things that you want.

  5. I can support Myscho's answer.  The "Days logged in" that you see when you start the game does not reset, ever.  It's not a login streak bonus, it's just how many days you logged in at all.... doesn't have to be continuous.

  6. 9 minutes ago, polarity said:

    Another alternative is a report function.

    Not one where every report is acted upon, but one where every report is logged, both the person being reported, and the person doing the reporting, along with a reason from a set list.

    At regular intervals the top 5 reported and reporters are flagged to have their gameplay and chat recorded (like spectator mode) the next few times that a report happens for/from them, so that it may be looked over, and appropriate action taken based on whether the reports were warranted (the reported gets a suspension), or clearly fraudulent and vexatious (the reporter gets the suspension).

    It doesn't take an entire department of full-time moderators, just one person could do it for a couple of hours, and make a huge improvement to the game for any of those who would otherwise end up grouped with one of these individuals.

    It's basic behaviour modification.  You don't need to deal with every case, only the most extreme, and by demonstrating that you are dealing with problem individuals, you are dissuading the huge majority of others from behaving in the same manner.

    Moderation does require a human element, but at the same time a lot of the work can be handled through computer data collection and analysis.

    Interesting solution. Though this does rely on there being a suitable recording technology built into the game clients to capture activity, which I am not sure is the case. Capturing video would cost players bandwidth and cycles, much less defensible than a "demo record feature".

    Though this does leave open the problem of, "What is acceptable gameplay".   Clearly we shouldn't be kicking or banning people for using Limbo as a nuke frame, if that's what DE added to the game, no matter how much we hate players doing it. It's a design problem, not a behavioral problem.

  7. Don't add kick.  Fix the anti-team mechanics that make people beg for a kick feature. (shrug)

    "I never want to play with a Limbo ever again"  --> Limbo is overpowered and anti-team  --> Fix Limbo.

    Begging for a kick feature for stuff like this is kind of like selling your car because the radio is too loud.

  8. On 4/11/2017 at 1:23 AM, Evanescent said:

    They confuse builds with endgame builds. In really high level stuff for frames with meh stats you get one shot with or without RD and Vitality, so you might as well put some other mods that make your skills more effective and keep enemies CC-ed, or kill them faster so they can't shoot at you.

    For late game builds, you do get a benefit out of those because they do make a difference.

    This is my guess as well.

    When you go into pointlessly high level missions where every enemy oneshots you, your health and shields don't matter because you can't survive taking any hit whatsoever.  These teams are running with 100% coverage of hard CC or invulnerability to avoid taking hits.  But it only works when you're in a team that is supporting this style of play. This is the kind of stuff you get when players ask "How should I mod my stuff?" and they hear "Health and shields are useless, build only for power usage", they try to apply that answer without understanding the assumptions and context that the answer was given from. If you're a famous streamer you've got hundreds of really skilled and well equipped players who want to play with you and meta the living snot out of whatever you're playing.... normal teams don't work like that.

     

    On 4/11/2017 at 2:03 AM, THeMooN85 said:

    eghm...

      RCz6RL8.png

    On ALMOST EVERY frame I use?

    Quick thinking is a thing, but it's really not that amazing if you don't have huge energy capacity and a trinity to back you up. Every time it kicks in, you stagger, which means you get hit more, and it's an unreliable massive waste of energy if you don't have the rest of the infrastructure to go along with it. There's no silver bullet solution to high survivability, your options are systems of things that work together.

  9. This is not an issue that needs fixing.

    Enemies stop moving and fighting completely. You take no damage at all from enemies that can't fight back.  It's a pretty ridiculous power as-is.  If you could also enjoy full status performance and get easy headshots, that would be too much.

    I second the suggestion of using Ice Wave Impedance if you want some crowd control that leaves you status effects.

  10. Click the little gear icon in the top-right corner of the game's launcher.   Under the area labeled Download Cache, click "Optimize".   Wait and hope.

    If you used to have good load times and don't anymore, also look for anything else that's trying to use the disk a lot while you're in load screens.  Downloading files on a fast connection or reading/writing a high bitrate video stream will keep your disk busy and slow down loading.

    (Long load times getting into missions hosted by other people can also indicate poor network, but you say you also get long loads returning to ship too so that's out)

    Something else.... are you running out of memory? If Warframe has to start hitting your pagefile then things are gonna get REALLY slow.  Check task manager and make sure that memory isn't 100% used.

  11. 15 minutes ago, ashrah said:

    i have hind with 6 forma..  and its cluster of wepon...  dealy between burst on high lvl will kill u and dmg is terrible..just sell it

    I'm too lazy to make this look better, but, I kind of disagree with what you're saying...

     

  12. 19 minutes ago, Judgebanks said:

    There has been zero evidence put forth that suggest auction houses are bad in any online game. It favors the consumer by clearly displaying market prices. Those that are against marketplaces are those that enjoy preying on those who don't have information readily available to them.

    Economics 101 for forum users:

    Let's say that half of all players have a Foo that they don't need.  They have more than one Foo or maybe they just don't care about it, the point is, they don't need one that they have.  Of those people, currently, a small subset of players are willing to invest the time and effort needed to actually sell their Foo. The fact that a relatively small number of people that have Foo are actually selling them, means that the actual rate of supply (Foo on the market) doesn't go up anywhere near as quickly as the hypothetical supply (total Foo in the entire player base).   The sheer nuisance of trading serves as a handbrake on the translation of hypothetical supply into actual supply, meaning that the number of Foo actually available to buy at any given time more closely follows the rate that new people will want to buy one. This keeps the price relatively stable, and means that DE makes money because people are willing to buy a decent amount of platinum to buy the Foo they want.

    Now you add an auction house. Almost everybody dumps their surplus of Foo on the auction house. There is very little friction in trading, all you have to do is throw out the offer,  so the hypothetical supply of Foo and the actual supply of Foo are now almost the same thing.  Foo never wears out, or gets used up, or goes bad, and you never have to worry about taxes or cost of shipping. The only thing that matters to whether you sell your Foo or not is whether you have the lowest price out of all the Foo on the market place, bearing in mind that half of all players have a Foo they are willing to sell. So the only way you will sell your Foo is to be the lowest price at market, which means Alice has to sell theirs for less than Bob, and when Charles shows up later a few minutes later he has to sell for even less than Alice. Nobody actually needs more than one or two Foo, it serves no purpose to them, therefore any sale is preferable to no sale. This leads to a race to the bottom.  Soon all Foo sells for 1 platinum in the market. If it sells at all.   DE makes almost no money because, why would you need very much platinum when you can buy all the Foo you'll ever need for a few cents?

    And that's why we can't have an auction house.

     

    26 minutes ago, SonicDoragon said:

    As much as a lot of people would like an auction house, until people start being louder than the people demanding no to one, there's little hope.

    It's not about how loud you scream, it's about what you're saying. Disprove what I just wrote and then we'll have a place to talk.

  13. Depends what kind of player you are.

    If you're the kind of person that thinks level 100 sorties are the start of the game and demand every weapon be viable at enemy level 300, or wants the strongest weapon in the game whatever it may be, then no riven could ever save the Hind.

    If you like the way Hind handles and sounds, then keep it. Hind has a high affinity and a good riven makes a huge difference to it.

  14. The economy in POE is completely different and designed from a fundamental beginning so that 'money' is a consumable item that drops in-game and is useful to all players, which solves the problem of wealth creation rate vs demand creation rate....   A problem that Warframe doesn't have an answer to.

    For detailed responses, search the forums for the other nearly infinite threads on this topic.

     

  15. 1 hour ago, rand0mname said:

    At least I will know who to blame then we will get Hema 2.0. If Mutagen Samples are like Infested blood rain in Derelict - then Oxium is like snowflakes on Neptune... Oh-oh.

    The Hema's price was based on two steps of logic:

    1. Based on a survey of player inventory, every player has, or can easily get, 500 mutagen samples.
    2. Therefore a clan of 10 people should be able to pay 5000 mutagen samples.

    Assumption 1 was satisfied: getting 500 mutagen samples is not really that insane as long as you understand that the drop rate for them on the Derelicts is like, 20x times higher than it is on Eris. You could probably do it in a single afternoon if you hook up with a good team.  Assumption 2 is where everything blew up. The overwhelming majority of clans are not full, or not active, meaning the cost per player ended up being enormously higher than it nominally intended to be.

    So it's not that DE had an unreasonable impression of how much material players had or could get, where they went off the rails was how they scaled that number in a linear way up to a clan scale.

  16. 1 hour ago, (Xbox One)Oussii said:

    How about 83k+ ?

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    I've got you beat by some.

    w3G2PT0.png

     

    Strange breakdown of materials.  Rubedo and salvage are kinda-proportionate to oxium, but then I completely stomp you on polymer and you've got insane amounts of plastids and orokin cells.

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