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Genoscythe

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Posts posted by Genoscythe

  1. il y a 13 minutes, (PS4)KhaosWolf94 a dit :

    Oh so it's an amalgam that can still be used if you have them but no longer. 

    I wonder if it can use both mods or only treated like whatever way it evolved during creation.

    They show up like normally textured kubrows/kavats if you play with people and can only use the mods/abilities of their specified pet type, they exist only for the lulz without any changes in how they perform in normal gameplay.

  2. Il y a 12 heures, Xarteros a dit :

    Create a reputation system of Upvotes and Downvotes. Assign a point value to upvotes/downvotes a player receives, and make them 'decay' over time. Also, make high-downvote count players be either unable to downvote, or have their downvotes count for fewer points. You could also weight upvotes/downvotes by measuring how many times a player died, how much damage they dealt, how many other players they revived, abilities used etc (helps weed out inactive players)

    As you play with PUGs, you build your 'reputation', and players can view each other's reputation somewhere nice and clear (even just up the top in the squad icons) before you join. They could even make lockout levels, so a player with negative reputation is incapable of joining a high reputation player without direct invite. Much like having high ping, having a low reputation might prompt an actual popup warning that lets the squad leader accept/deny a low-reputation player into their squad.

    Frankly, it's a system Warframe could sorely use in general. Being able to get really high reputation and have matchmaking pair you with similar individuals means PUG matches would become much more consistent across the board.

    It's not a perfect system, and it's not without its exploits, but it's probably more fair than having kick systems or captain-demigod systems.

    But, as you pointed out, this could again be heavily abused, don't like the weapon loadout of the captain? Don't like the Warframe your crewmate runs with? Downvote! I can see a number of issues here, including indirectly forcing people to adhere to a certain meta or getting downvotebombed. Having general options for playstyle preference might be a cautious first step. E.g. letting players optionally tag their hosted games with things like "helping new players", "experts only", "resource farm" etc. and letting players search for certain types of games. I think letting other players have power over other players beyond the mission leads us back to a very undesireable state. We already have the option to report people for heavy abuse or toxicity over the support page.

  3.  

    il y a 2 minutes, (PS4)Hikuro-93 a dit :

    While I think we should do some stuff to prevent trolling, I don't think these are good suggestions. Not in a public setting, because the good shouldn't pay for the bad apples. Nor be subject to a troll captain.

    We could add personal resource and ammo pools to the RJ stations. Maybe some other ideas. But not this. All it does is empower a captain to be a trolling god and grant him the ability to lock players out of 99% of Railjack. And then you won't have any crew, since players will rather leave than put up with the same boring tasks (sabotaging enemy stations, killing enemy crafts in archwing, etc.). Which means most players will rather host and RJ will become even more of a wasteland island.

    I usually join other RJ's, never wasting anything without need, but if I don't find matches I just go wit my own ship. Same if I end up in too many matches with wannabe captains that take paper-built RJ's into the higher levels.

    My point is, I only join others because I want to, and in order to be part of a team. Makes things easier even though I can easily solo any given RJ mission. Never will I see a captain as a superior, just as a host. If the captain asks me to do something, without being toxic, I'll do it. Just the same way a crewmate asks. Because that captain's saving grace is that he/she did have willing players joining him. They can just as easily leave and find a new match.

    Bottom line is this: We're all playing a game, and we play it for our personal enjoyment. Take that away from players, and be left with nothing. If we can't improve the system for everyone, instead of improving for some few at the cost of many others, maybe we shouldn't improve. And we can improve it. Just not the suggested way.

     

     

    You definitely have a point, I especially like the part about everyone bringing in their personal resources to the railjack. This way players would be more reasonable towards useless ability or munition spam. And I definitely agree that Railjack is a team mode, but it needs more regulations. Crewmates should not be able to slack off in a gunner seat and not care about anything during the whole mission, and while I respect any player that moves once asked, this is simply not the reality and never will be for a relevant part of the missions. Stuff like this is part of reason while individual extraction got introduced in endless. Right now the total freedom to get trolled is too much, and I'd be happy to at least disable ability, artillery and munitions use for public gunners right now. This way everyone could still do everything, but the worst could be prevented. It's a mode that requires more than one player to his job, and while you can do the space part and crewships easily alone by seat-switching, the objective-based missions require more people to be done quickly. I'll Update the OP to include this.

    • Like 1
  4.  

    As someone who hosts quite a lot of Railjack missions, I also came across a lot of trolls, toxic crewmates and player who simply did not know how to handle a role properly. From guys who think it's funny wasting artillery charges on fighters, just emptying whe whole store of flux energy into empty space or gunner-seat slackers who didn't budge for the whole mission even if all fighters were destroyed, I came across a lot of bad apples. The experience has not been all-out negative of course, but any player joining your mission can make your run an ordeal if he wants to.

     

    The enormous trolling potential of a freely acessible Railjack for crewmen is there, and I really feel the need to be able to block certain functions for my crew. Especially making other able to literally waste your resources by freely using abilites or ammo is troll-friendly. This Is why I suggest that a captain can block/disallow certain functions of their ship for random joins/friends only/public in the Railjack config or in-mission. These optional functions should include, but not be limited to:

    EDIT:

    ------------Most importantly:

    - Allow/prohibit artillery use

    - Allow/prohibit tac/combat avionic and munitions use for gunners/squadmates <--- this is where a lot of resources can be lost and mission completion can be hindered

    -> Even if a Captain would prohibit all those, the crew would still be able to complete all aspect of a mission!

    A universal anodyne: Make resource consumption of munitions and flux energy individual for the user. Further elaboration on how exactly it works would be necessary.

    -----------Options that cause concerns:

    - Allow/prohibit use of gunner role

    - Allow/prohibit forge use

    - Option to kick a player out of the helm/gunner/artillery

    - Option to allow/prohibit railjack exits

     

    In a perfect world we wouldn't need this, but people do people things and it would be nice if a Captain at least had control over his own ship and resources. I'm aware that this could also create troll potential for captains, but with people joining, you're on a 3:1 to have one bad apple. Recruiting chat and friends-only might still be the best solution, but one does not always find a crew or have friends online.

    • Like 3
  5. It's not very good imo, no hitscan, very low effectiveness vs. crowds and not a lot of flexibility. As armor has been nerfed on enemies and not all enemies are affected by status in the same way, I'd say you're better of with a more versatile weapon. I feel the potato and forma I put into it were not worth it.

    Not saying you can't kill stuff with it, theres just around 30 primaries that can kill stuff more effectively.

  6. Grendel is held down by these things:

     

    1. His feast ability needs to be free movement, it has a very long casting time and severely limits mobility, even with speed drift + natural talent. Additionally, it should be free cast or have a reduced cost if there are no enemies in his stomach. Also, energy should not be drained immediately, but only after 5 or more enemies are absorbed. All his other abilities build on feast, he already takes more energy than any other frame to be able to even cast other abilities.

    2. Nourish needs to be a rotation like Ivara's quiver or Vauban's Minelayer. Forcing people to selectively eat certain enemies only if they want one kind of buff is nonsencial.

    His 3 is pretty fine, looking forward for the augment.

    4. The most ignorable 4th ability ever? Slash dash is superior to this and needs no setup time. Please just remove it and give him something useful, it's a horrible movement ability, a mediocre damage ability and it offers no CC or utility. It doesn't even fit into his kit or synergize with other frames.

  7. While this is for sure not the first update that has me going inactive for some time right one week after launch, I think it's pretty bad, yeah. However I also think that this one would actually require less time to un-f***, because only some minor adjustment would move the kuva liches from atrocious to a productive coop-activity. Remember how long Archwing was in the game before they actually managed to merge it with the main gameplay to give it some sense?

    • Like 5
  8. Interesting stuff. I myself do not enjoy Revenant very much because, as you pointed out too, his mesmer skin can prove unreliable against certain enemies. He could use some more refinement by the devs (some small tweaks, really), but otherwise seems to be a frame one can love. Really intrigued by the way you used rolling guard, seems like a very good combo.

    Interested in some more augment ideas?

    1. Enthrall: Mass Enthrall: Simply gives enthrall the ability to be freely cast on the ground when held, enthralling all enemies up to the max number for 60% of the duration in a 5m radius. I think one of the more awkward things about revvie is how long it takes to enthrall many enemies, when I put my forma into him my team had mostly cleared a room faster than I was able to enthrall, so I skipped this ability completely.

    2. Mesmer skin: Adaptive Skin: For every two enemies that are killed while they are affected by mesmer skin or enthrall, regain one charge of mesmer skin, up to your maximum. This would allow one to circumvent the frequent recasting.

    3. Deathfog: Holding reave will launch a mist wall forward that inherits Reaves stats without displacing Revenant. This way you could hit airborne targets better and not be forced to switch position. Not usable in danse macabre ofc.

    4. Last Dance. For every 2% of his max energy spent while dancing, revenant bestows himself and nearby allies with a 5% damage and defense buff. Up to 50% DR (alternatively make it an armor value) and extra damage. Yeah, some teamplay viability would be great.

  9. Il y a 16 heures, Tiltskillet a dit :

    Maybe you meant this,  but I'd much prefer it was player choice in all cases.  Instead than DE handing us a  fire rate threshold where all weapons become automatic.   If people want auto-Grinlok, let them have it.  If people still want semi-auto Akbolto, let them have it.

    Totally understandable. Making this an option instead of a forced switch would be the best solution for everyone.

  10. Il y a 3 heures, Kaleidoomscope a dit :

    I suppose you mean the magnitude of bonus right? Since the type of element you get is dependent on your warframe. For example, you always get fire if you kill the larva with Inaros, electric with Volt, toxin with Saryn, etc.

    The thing pissed a lot of us off is still getting duplicates, it’s frustrating to see we need to grind the next 2 hours for nothing. It’s punishment.

    No, I mean the gun. As in which specific gun the lich is carrying. Brakk, Drakgoon etc. Killed 21 Liches in the first 6 days, still missing 4 weapons. I'll wait with further hunting until DE do something to counter this nonsencial, frustrating RNG.

  11. I think semi-auto weapons should simply change to automatic or burst-auto, depending on base fire mode, once they hit a certain fire rate. People are making rapid-fire macros all the time because their akvasto or akbolto prime start out with 6-7 shots per second and most people are running lethal torrent which pushes semi-auto guns well over 10 rounds/sec. Kuva brakk and the original brakk have exactly the same problem.

    • Like 2
  12. il y a 14 minutes, IceColdHawk a dit :

    Which is why i don't mind these 3 missions. If it was let's say some kind of event or a new game mode...i can agree that limiting 95% of your loadout limits the enjoyability. But to me, those 3 missions look like challenges you have to overcome and think how to engage them in order to get your new frame and i love how you can do it this way instead of having to go through unholy amounts of RNG (*cough* Khora *cough*) since the parts are guaranteed to drop. Now, if the parts weren't guaranteed and people were forced to go through missions without gear and mods, then i could empathize with them.

    Yes, as a one time thing it's totally fine and it was fun seeing how good players actually know their frames.

  13. On one side you can see how the game could actually work without those huge damage margins, weapons starting out at 30 damage and getting thousands of percents better in damage. On the other hand taking you gear away in a game that is about grinding gear isn't right, because you get all the fancy stuff to be able to kill harder enemies.

    Warframe would work much better if the numbers were a bit more condensed. They were talking about taking away base damage mods a while back and re-balancing the game along with it, but for unknown reasons they abandoned the idea.

  14. il y a 2 minutes, Tsukinoki a dit :

    Please tell me:
    How would they actually include "challenge"?

    Level 400 enemies?  That could still be killed in under 2 seconds and be utterly trivialized by other options we have?
    Complex objectives?  That would just be learning what to do and then using CC and other abilities to trivialize the enemies anyways?

    You bring up level multiple times in your opening post and yet level doesn't do anything for increasing difficulty.  Level 50, level 150, level 400, there really isn't a difference in how difficult the content is as we can cheese all of it exactly the same.
    And if you limit the cheese then you just push frames that can ignore whatever the enemy has, such as adaption inaros, or similar that honestly doesn't care as the enemies literally can't kill him.

    Nothing in this game can really be "challenging" in any way.
    The closest we have are the grendle missions and the old halloween event...but even those can be easily cheesed and don't really have any actual "challenge" in them.

    I think the post of teridax above yours sums up pretty well in which way the game would have to change to be able to offer more varied challenges other than numbers. But right now numbers are honestly all we have.

  15. Ember can be managed, I get DE don't want a frame that nukes quite a lot and easily to also be a damage sponge without effort, lowering the fire blast cost according to heat level would be a solution, because right now high eficiency build with exothermic are pretty much the only way to sustain. About Grendel it feels a bit harsh to drain energy for something he requires to cast other abilities. There needs to be something like a minimum of enemies he can hold before consuming any energy.

    Rising energy drain is OK if there's a fair way to counter it, it's a bit wonky at the moment but could be made more accessible with some small adjustments. Not everyone has a full set of arcane energize, after all.

  16. Mh, dunno, the mobility ones focus on something that is not really an issue in Warframe. I think the turning radius should honestly be a feature that gauss has at base. Here's my take on augments:

     

    1: Gauss vortexes all enemies while sprinting, dragging them with him. When redlining, strips armor.

    2: Further hardening makes Gauss status resistant and adds armor based on his ability-meter, health regeneration when redlining.

    3: When the duration of sunder expires, it quickly extends to 150% of its current range for 1,5x damage. Also stops the natural shrinking of the sphere.

    4: A tricky one... Maybe: The projectiles fired passively during Redline will increase in damage, fire rate and explosion radius more aggressively and deliver random status procs to enemies. Extra damage after touching sunder.

  17. il y a 29 minutes, DOOMPATRIOT a dit :

    Even tho this would be awesome, we all know DE doesn't care about that, they just want you to surrender the bills for skipping an horrible "content".

    Also DE doesn't know what Rewards are, come on.

    I think the same peeps that buy stuff to circumvent grind would probably buy stuff to circumvent challenging acquisions because they didn't grind enough to get good or don't have the motivation to become it. There's a player market and you can trade stuff and people who didn't want to spend time on grouping up for raids/eidolons simply spend their plat there.

  18. Il y a 7 heures, (XB1)Erudite Prime a dit :

    It's a free to play game, their entire business model is making you so bored or frustrated by the grind that you give up and buy plat. 

    If they rewarded effort instead of luck, then they'd have to rework their business model. 

    I'd argue their free to play is heavily based on cosmetics and making things you like better. They even made Tenogen money-only so that you're forced to get it with cash instead of plat. Forma and potatoes still are relevant, as are prime access and frame bundles that have bundle-exclusive cosmetics. Some stuff is clan research only and thus time-locked for free tenno. I'd argue that only a small part of their income comes from people buying single weapons. I don't have numbers of course and neither do you, so we can't really prove anything at this point.

    Il y a 6 heures, Walkampf a dit :

    'rewarding effort'?

    How?

    You can't bring in difficulty. Difficulty is subjective and thuse whould prevent some players from getting everything and DE is oriented very strong to casual players.

     

    So, if difficulty is o option that leaves filling bars, which is also grinding. So there is hardly any difference.

    There's a plethora of ways to challenge a player. Gear locking is there and can be considered cheesy, but having to learn something first like a spy or raid mission and to perfectly execute it can also be a challenge. I don't get the bar filling part, but I think there's a difference between level 10 and level 100 gameplay in terms of mastering your build and knowing how to play the game.

     

     

    Il y a 6 heures, (XB1)GearsMatrix301 a dit :

    They tried having challenges instead of RNG.

    That gave us the Grendel missions.

    I’ll RNG thank you.

    I talked about that in the OP. I think limiting gear is not the way in a game all about making your gear better. Raids were a better example where you needed good team communication, CC and combat power to overcome an objective. Too bad they removed them.

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