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SilentMobius

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About SilentMobius

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  1. Cool beans, suggest away then
  2. So, in my history of online gaming from MUDs to Quake to PSO, Anarchy-Online, City of Heroes, Champions, Guild Wars, Guild Wars 2, (And "Oh this sucks" experience of Everquest, WOW, Dark Ages of Camelot, Star Wars ToR/G, ESO ) etc and now Warframe I've found one thing to be a universal truth. Forced-teaming content is player-toxic and should be avoided at all costs. All that happens is you create a strata of people who are only there for the rewards and another of people who want to organize other people. As the difficulty ramps up the Organizers get more and more selective about who the will allow into their groups, creating social pressure to exclude "undesirables" as a result of this pressure the organizers start constructing metrics to evaluate people and tokens to punish people. The only-there-for-the-rewards people get more resentful of the organizers and drift into worse and worse behaviour. This is typified by WOW's "50DKP minus" meme. It's just social-PvP: peoples' game time ends up consumed with clique-maintainance and organisation. The strongest way to mitigate this toxicity is to ensure that all content scales down to be completable solo, that means that nobody is forced to team if it's not fun and those who are having fun teaming can do so (usually completing the content quicker or more fully as a result) with like-minded people only Most of the time when someone says "Raid" they actually mean "forced teaming content" and that is a big no from me.
  3. Hi there, I'm a Founder who did virtually all of my 4.6K hours and MR27 solo. I found it very doable. The only exception was the Trials and they are mercifully gone now. Interceptions: Slow Nova makes them a breeze. Dirsuptions: I have had no problem with any of those (You don't actually need to defend anything just hunt the Demo's) I currently run them with Khora, Gara or Wisp, for fun Hijack: Radiation disarm Loki and shielt pizzas Yeah, Warframe is a fast moving game, and you'd need to form a custom team to get likeminded people. But I'd strongly suggest getting into the feel of moving quickly and running and gunning, it's critical to enjoying the game IMHO. Taxi doesn't unlock the node unless you are eligible to run the node.
  4. Same response to "Stalker mode", which is: No, it's a terrible idea and a waste of effort, and at every oppertunity I'll campaign to not have it or to have it removed. But, if It happened anyway (Due to terrible decisions) As long as the was a 100% guaranteed switch that prevented me from ever seeing it and that was flipped to "No" by default. I would be slightly less vocal about how much of a stupid, anti-player and toxic idea it was.
  5. Firstly I'd like to say I actually, really like the mechanics of the disruption game mode. It does a good job of scaling such that a team can gain a notable time advantage without explicit multipliers (Like fissures). There is plenty to do and when all the pathing bugs get sorted it'll be pretty much frustration-free fun for me. But... Let's talk about what the mechanics actually are: Each round you get a reward from a drop table that changes according to the wave number and the amount of conduits sucessfully defended You get one reward per wave as long as at least one conduit is defended (Not one per conduit) The reward tables are different and not a strict improvement over each other so it is distinctly possible that a team will want rewards from a limited set of drop tables, not just the highest So let's look at what players told (I'm using little duck as reference because she is supposed to be on our side): So this is just false, each conduit does not get you a reward, you do not lose a reward if a conduit blows. You lose a reward if four conduits in a round blow. Think about this from the perspective of a newbie (E.G.) farming the new dethcube blueprints with their clan. The leader is telling them to let all but one conduit blow (To stay on table A) and the in-game dialogue is contradicting that. So let's look at the "a conduit has blow" dialogue: Again this is just plain false, a single conduit blowing does not lose the player anything! Please do not give the player false advice that may even be in conflict with what the team leader is telling them to do, it's just causes friction and confuses new players. Each of these it telling the player "You did something wrong" that the game mechanics are requiring you to do, in order to get your desired reward. As a vet it just irritating but as a new player you are teaching them to ignore the instruction dialogue. So to be constructive I'm going to suggest alternate dialogue, I'm no writer but hopefully it's enough to get the idea: Intro: "The Conduits standin' at the end of the cycle determine what stuff we get. Let em all blow and we get nuffin'!" The UI calls it a "round" not a "cycle" but "round" sounds 4th wall breaking and "cycle" sounds more diegetic IMHO For the dialoge when a conduit blows: "Conduit down, I hope you meant to do that mate, we need some of them standin'" "Conduit Blown. We're not going to get the top tier stuff if you keep that up" And save the outright negative lines for a total conduit wipe. Alternately just strip the offending lines until you get the VA for Little Duck back in (who is fantastic BTW) and then redo these few lines
  6. Firstly I'd like to say I actually, really like the mechanics of the disruption game mode. It does a good job of scaling such that a team can gain a notable time advantage without explicit multipliers (Like fissures). There is plenty to do and when all the pathing bugs get sorted it'll be pretty much frustration-free fun for me. But... Let's talk about what the mechanics actually are: Each round you get a reward from a drop table that changes according to the wave number and the amount of conduits sucessfully defended You get one reward per wave as long as at least one conduit is defended (Not one per conduit) The reward tables are different and not a strict improvement over each other so it is distinctly possible that a team will want rewards from a limited set of drop tables, not just the highest So let's look at what players told (I'm using little duck as reference because she is supposed to be on our side): So this is just false, each conduit does not get you a reward, you do not lose a reward if a conduit blows. You lose a reward if four conduits in a round blow. Think about this from the perspective of a newbie (E.G.) farming the new dethcube blueprints with their clan. The leader is telling them to let all but one conduit blow (To stay on table A) and the in-game dialogue is contradicting that. So let's look at the "a conduit has blow" dialogue: Again this is just plain false, a single conduit blowing does not lose the player anything! Please do not give the player false advice that may even be in conflict with what the team leader is telling them to do, it just causes friction and confuses new players. Each of these it telling the player "You did something wrong" that the game mechanics are requiring you to do, in order to get your desired reward. As a vet it's just irritating but as a new player you are teaching them to ignore the instruction dialogue. So to be constructive I'm going to suggest alternate dialogue, I'm no writer but hopefully it's enough to get the idea: Intro: "The Conduits standin' at the end of the cycle determine what stuff we get. Let em all blow and we get nuffin'!" The UI calls it a "round" not a "cycle" but "round" sounds 4th wall breaking and "cycle" sounds more diegetic IMHO For the dialogue when a conduit blows: "Conduit down, I hope you meant to do that mate, we need some of them standin'" "Conduit Blown. We're not going to get the top tier stuff if you keep that up" And save the outright negative lines for a total conduit wipe. Alternately just strip the offending lines until you get the VA for Little Duck back in (who is fantastic BTW) and then redo these few lines
  7. If your "fun" relies on a tombfinger riven disposition of greater than 0.7 then yeah, you can't have fun any more. But, I mean, if that is the case then something is really broken inside you so DE shouldn't be pandering to your needs anyway.
  8. Personally, I never expected DE to maliciously use lootframes and boosters as justification for lower drop rates. I know how hard you work make this game fair. But You will be using global acquisition rates to plan content right? Because you will have a target for the amount of time it should take to get a specific reward. All of that data will be skewed by boosters and lootframe multiplication. Which will just hit solo players even harder than the current multiplication does that is built into the relic system.
  9. Well I mean DE have always avoided connecting them other that Dark Sector and Warframe both originating from their original ideas for a Hard Sci-Fi single player game. Steve said this waaaaay back in devstream 11 circa 2013: That inspiration can pull in as much stuff from Dark Sector as it likes into the Warframe canon (Glave Skin, Excalibur Proto Skin, Nemesis Nyx, Zealoid) But it's always a mistake to assume a full canon relationship. Hell, the Arlo/Kenga plot is pretty much an updated version of the Mezner plot from Dark Sector.
  10. That's fine but you still need to get a bunch of relics for traces that you would not have had to do otherwise. If you want to Inbox-Zero your relics, more power to you. But I'm not doing anything that results in more work.
  11. Doesn't that ... actually harm your ability to get Atlas? I mean I generally need to rerun easy fissures for traces to refine PA relics I get even as an MR 27 with a full stock of them when it starts.
  12. Anyone else recognise the Zealoid? Dark Sector Stinger: Zealoid:
  13. Man, you have so much more patience that I do. I'm just frustrated that ignore doesn't remove the thread titles, they are annoying enough.
  14. I get it, but anything that has an ongoing dev-time commitment (not just a one off) has to be balanced against potential income rate and, so far DE seem to have crunched the numbers and just said... no
  15. Here's the thing. Every Item in Warframe has a distinct local database item with a collection of statistics and a mesh reference. We have long has the ability to have a "skin" slot that modified the mesh and can overlay stat changes. I'm of the opinion that this is all the Modular items are, just one item per "primary" component that has a couple of "skin" slits for the other pieces that add to the base mesh and overlay stat changes. Hence the problem isn't that Zaws (et al) can't have skins it's that they are already a set of specific skins where each element adds to the overall composite mesh. Hence even if DE added another slot for a normal "skin" then it would only replace the "primary" meshs part (Strike/Chamber/etc) it would still overlay the other parts. All the resonable solutions I can think of for this would involve a lot of manual work that would be ongoing every time a new modular part was added and every time a skin was added. And I'll bet that costing out that work while also eating up valuable dev time just isn't worth the extra returns. The flip side is that if DE hadn't implimented modular items like this we probably wouldn't have gotten them at all due to the amount of extra work that would have been involved just to add the systems at all.
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