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nebfab

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Posts posted by nebfab

  1. 30 minutes ago, AuroraSonicBoom said:

    Well, I'm not in favor of leagues for warframe, primarily because a complete reset of stats isn't required for a persistent and ever changing endgame loop to exist. Plus, giving players agency in the world state(way more than invasions currently allow for) isn't very dependent on keeping a balance between power levels. Sure you'd make more progress with a more powerful build versus a newbie, but since there tend to be more people without really powerful gear setups on average there's always a bit of a balance. Even if there isn't, it matters little since the game director AI could counterbalance world states so you dont end up with something like players supporting one faction to the point where they can take over an opposing faction's planet for long periods of time. That actually happened way back when invasions were first introduced, and while it was really damn cool to see feel like players actually affecting something in the game, it also prevented the ability of some players to farm certain units for resources. That's not a problem if such a system would be introduced.

    The thing is, what character-level resets/rerolls do in such systems isn't really balance, at least not if we're talking about the relationship between the grind and fun. It's the ability to experience the same content from a new angle. (Again, there's a line in that video about GGG trying to make sure the same build isn't meta in two different leagues, because then hardcore players would get bored.)

    In the context of Warframe, imagine an experienced player starting on a brand new account. They won't have the sheer power of their original account's stash of goodies, but they'll still move much better, know where to get good stuff fast, know the layout of things like spy vaults... In the games with more of a class-based gameplay you're also either the same class (and already know more about it than you did the first time, gaining you a bit more of that "I'm smarter now" satisfaction) or a different class (and are learning new things.)

    Even if you starting an alt that shares bank space with other alts (as opposed to full new game reroll) there still may be quite a lot of it, if, say, there are minimum gear levels. 

  2. 1 minute ago, AuroraSonicBoom said:

    I believe you can adapt almost any principle from one game to another. I've been talking about exactly that to solidify the game's meta gameplay loop for years(there is no loop at the moment, since it's all just liear gear/cosmetic) progression.

      Reveal hidden contents

     

    I've refined the concept over time a lot but the basics are still the same. Without gear or cosmetics, Warframe doesn't have a gameplay progression loop, and that is what needs to change. That is what endgame should be about, because that's what it is in any other game without endless treadmills.

    You can, but again, notice how he said they had to "train" the player base to accept the league cycle and its implications. I played another MMO where, although there was no regular resets, you were kinda expected to have a ton of alts, and both the game structure and the community around it evolved to support that in various big and small ways.

     

    WF had been evolving for years in the exact opposite direction, and the momentum you would need to overcome to introduce something like that would be enormous. A game mode where you suddenly have reduced access* to all the cool stuff you spend days grinding/paid plat for and need to start over would be a very hard sell. (Although, I admit, I kinda wish it was structured to encourage that.)

     

    *Just how much sharing between different alts/incarnations/etc is there is important for getting it right.

  3. Yes. They tried something genuinely new and ambitious here, something very few games actually did before (and those that did were mostly niche semi-indie efforts) and, current issues and all, the core of a very cool mass-appeal, big-budget multiplayer mode focused around spaceship combat (that isn't just a single-seater pew-pew) is there.

    I am personally a bit burned out on Railjack right now, but I see the potential, and just hope DE for once stays on course and make it from potentially awesome prototype into the actually awesome game mode it can be. And, even if it doesn't, maybe, somebody else will learn from their mistakes and do it right the next time.

  4. 21 hours ago, TamePingu said:

    GGG (Grinding Gear Games) have a pretty good talk about this on Youtube where they talk about their development cycle (from League to League) and how they have set up their game and buisness model.

    If anyone's interested, it's a bit long but worthwhile:

     

    So, regular ladder re-sets (variant of alting/NG+), big quarterly releases on a rigid schedule, and (in the Q&A towards the end) not double-dipping by setting up a clear hierarchy of items in addition to the RNG, it's one or the other (Yes, Empyrean houses, yes, I think they're the biggest mistake DE did with Railjack) and not setting up the expectation that you'd necessarily get the toppest of the top rolls (I honestly never played PoE and don't know how it works there, but if they indeed managed that and if what he said about how few such items actually is there in the game is accurate... I'm intrigued. It should be a masterpiece of item balancing.)

     

    A good advice, but I'm nor sure how much of it is directly applicable to WF (although Nightwave can evolve into something very close to the kind of thing PoE leagues seem to be going by this vid.)

  5. 9 hours ago, 844448 said:

    , but I don't see any reason for a cheapskate like me to spend a bit of my RAM just to open a program in background to play a game.

    Actually it saves RAM for me, instead of my main browser with kajillion open tabs I can use one in the Steam overlay. Also, and this is very niche, if you use Linux, Steam is a bit more straightforward to set up to run Warframe through SteamPlay than the alternate method (it's still not 100% plug-and-play.)

  6. 58 minutes ago, Toran said:

    Play Elite 2, the space sim for weirdos. If you love inertia that much, become a freighter captain.

     

    If Elite 2 is for weirdos, I don't even know how you're going to classify all the kerbonauts out there or whatever fanbase Orbiter still has. E2's version of Newtonian physics was actually quite tame and had some fun and exploitable bugs (mostly involving autopilot on max time acceleration.) And, yes, space combat that was basically jousting with lasers in empty space.

  7. 2 hours ago, TARINunit9 said:

    Railjack missions in Earth Proxima take place roughly 950 km above Earth. This is roughly the height of Earth's exosphere, which if my read of Wikipedia is correct contains a sparse layer of gas-like molecules that are still gravitationally bound to Earth. In other words, a form of matter that the Railjack can collide with and lose momentum to

    While that's technically true, the timeframe here for the kind of ships we're seeing is months to years, not seconds. ISS, for example, is FAR lower than that, and while it needs periodic boosts to keep itself in orbit, it's not at all like its thrusters are on 24/7.

    • Like 1
  8. 15 hours ago, DoomFruit said:

    For plain old bullets, however... yeah. It's going to take several hundred thousand kilometres for a bullet to slow down even in high orbit. In deep space, it'll be light years before it gets slowed enough by interstellar dust. If they have some kind of internal explosive or chemical charge, that might go bad over time - but it's not likely to happen on the order of seconds.

    On the other hand, just because a bullet can fly that far doesn't mean you can hit anything with it. Which still doesn't explain a smooth falloff, but at least can be used to justify some arbitrary "maximum range," if you feel it's needed for technical or gameplay balance reasons.

  9. Well, didn't you see all those fans cheerfully moving vacuum around on Corpus archwing tileset?

     

    Anyway, Although there were plenty of space games with (close to) proper Newtonian physics... There's a reason very few people can name more than 2.   (Elite 2: Frontier, Elite 3, I think Elite:Dangerous returned to "atmosphere" physics, Terminus, Homeplanet, Independence War Deluxe, and if we allow for more of a simulator genre, Kerbal Space Program and Orbiter. Probably there were more, but I'm not knowing of them.)

  10. Also, Ivara makes catching those Vallis/PoE animals (for nightwave, rep, floofs or whatever) from a bit of a luck-based thing to well, you just needing to show up, stealth up, and maybe, navigator for those Vallis birds, and you're all but guaranteed perfect cap.

  11. 6 hours ago, 844448 said:

    I believe one of the reasons is how people keep saying there's nothing to do, content drought, etc etc because DE stayed away from that RNG on RNG and you only need to grind once. Apparently people can't play if there's no reward or something to chase nowadays and playing for pure fun is a grave sin and people keep asking for sustainable content where you can keep coming back to get rewards, but that's the reality of sustainable content is, RNG on top of RNG with no clear way to tell if you will get something better or not, not to mention the massive grinding for that

    So that's the choice, either being content with one and done and keep playing with your toys with nothing else to chase and just for the fun, or the so called sustainable content with RNG on top of RNG stacks. So now, who are those people who keep saying DE should make sustainable content? I doubt that all of those people are from Asia

    Exactly. RNGs generate /Jim Sterling's mocking voice ENGAGEMENT, but not enjoyment, quite the opposite. I don't know if anyone managed to make something both inherently engaging and enjoyable (and frankly a bit afraid if anyone ever does) so, ther best you can do is strike the balance.

    DE once had that balance, and it had that reputation of a maverick dev who doesn't play by the F2P business rules, but the liches definitely had neither, and while I hope Railjack still can be salvaged, it was a move in the same direction.

    • Like 3
  12. I feel that the main issue with intrinsics is that too many essential functions are locked out initially.

     

    Gunnery should be 360 degree by default -- the basic window view is only good for giving a new player motion sickness and a distorted idea about the usefulness of guns (not that they're all that useful right now in any case, but...) Could be replaced with some random buff.

    Forging shouldn't be locked out totally behind intrinsics. You should be able to forge everything from the start, maybe at less than the current efficiency, with intrinsics opening up efficiency gains.

    Piloting, again, I really think that replacing locks with buffs would be useful. What we have right now is a situation equivalent to parkour moves like bullet jump being locked out behind MRs. It's simply not how Warframe did things up until now, its freedom of movement is invariably praised by reviewers and enjoyed by players, so I don't see why piloting moves should be locked out behind a grindwall. Same applies to the archwing catapult and recall. Make them shorter range/longer wind-up without intrinsics, but, again there's no point in flat-out locking them.

    Map teleports are a bit different as you need to know the railjack layout to use them efficiently, so a case could be made that doing it on foot for a while is good, but that's really the only one where I can see any rationale behind locking them out.

    • Like 1
  13. Encouraging people to sign up to other people's railjack runs is essential, but intentionally nerfing low-tier railjacks to achieve it isn't the way to do it.

    For one, it depends on constant influx of new players. If or when that ceases, even temporarily, for any reason, the whole system stops working. I saw it happening in other games with ship-and-crew mechanics, and the death spiral isn't pretty.

    For two, we already have a quite impressive grindwall and a 3-day minimum timegate between being able to join other games and owning a railjack. No point in double-dipping.

    For three, this is a game where gravity-defying wuxia moves are simply how you get around a map while slaying a horde of enemies. That's what makes it different from other looters on the market, and the lack of that was the reason why until now everyone used archwings mainly as open zone fast travel mounts, not for combat.  Railjack has a potential to bring the same aesthetics to space combat, but not if cool stuff is locked behind the kind of grindwalls we have now. (This is drifting into general/intrinsics feed back, so I'll stop talking about it here.)

     

     

  14. The main problem with the economy for me is that there's literally no point in building non-top tier items or taking your not-yet fully T3 all top avionics railjack out of the dojo.

     

    Avionics with not max number of ranks and MK1 and 2 parts may as well be raw Dirac right now. It's not like WF flawed/standard/primed mods because you still have to use something, and a flawed mod is better than no mod.

    You don't have to fly your own railjack. In fact, considering right now we have basically 1 exact same mission just at different levels and an anomaly farm, the biggest advantage it could have had -- the freedom of choice is largely not there. So, you're almost always better off playing on somebody's else railjack until you get the meta build. (you can also solo farm in your own railjack, but the way this is usually done, with it parked safely and the soloist in archwing/boarding, again doesn't really require intermediate upgrades.)

     

    I don't know what the incentives for flying railjack before it's 100% meta ought to be, but without them the game mode will be very difficulty to get into once the things settle. I can see it right now: players hopping on on the newb railjack, quickly eyeing the gerar and hopping off, the owner getting nowhere fast.

    Perhaps, having some kind of railjack "gearscore" and scaling rewards off that and providing slightly different rewards for the owner and the crew? Everyone gets the same item drops, but, say, crew and owner getting some extra bonus resources, so that, say, crewing is better for titanium and owning is better for cubics, or something along those lines?

     

    • Like 1
  15. 7 hours ago, Sesquiculus said:

    Just to follow up - the weekly refresh temporarily fixed this issue, and I started to receive Recovered missions again.  Unfortunately that didn't last and the same bug shut me out of Nightwave missions when I was 5500/10000 on rank 29.  Very frustrating.  

    Same here, happened at least 2 times. Fortunately I'm close enough to tier 30 now to not worry about it, but probably not everyone is.

  16. Since I basically started playing  the game because I saw the railjack demos... Yes, of course.

     

    There is an audience for a "ship crew" game mode, and DE is on a very right path with it, closer than anyone have been so far to getting it right. What we have right now is very bare bones and very buggy, but it's not fundamentally flawed, at least not in any way I saw other similar games to be. It can and I'm sure with some more dev effort it will be something space games crowd idly mused about for decades, finally working.

  17. 2 hours ago, (PS4)Tactless_Ninja said:

    If you did the dark sector defense on Europa you could snag over 200 railjack resources in a single 20 minute game. 

    A full loot-team dark sector defence which is lucky enough to proc a death squad can get 100+ cubics or carbides in a single 5-rounds defense... The issue is of course getting such a team and procing a death squad.

    Too bad there's nothing really similar to it for the other 2. (and, after you get into the space, the trivial amounts you get from mining are just there to dilute that loot table...)

     

     

  18. I am somewhat vision-impaired, and until now I didn't even notice some omni tasks have a target box, like Venus mining (which I can do just fine) And even then it's WAY too small and faint for me to use. It's good that, unlike mining the task completes anyway if you just fill the ring, but I want to do it "properly."

     

    Could you add an option for a larger and higher contrast ring, like for the mining tool, for those who need it?

    • Like 1
  19. it worked normally all week, I hardly played any nightwave up until last week, so it couldn't be that I did them all already (I only progressed from T10 I think on Monday to T18) and the usual log in/log out doesn't fix it.

    I'm stuck with one I can't actually complete (Profit Taker from the last week)  but I hink I had challenges from earlier weeks before that (The last challenge NW recovered for me was helping Clem. and before that it was either 10 nightmares or Kuva survival, not sure which.)

    I also noticed that right after completion the display above the nav console had "7/10 Weekly acts" but after a while it started to display "7/9" and then "7/8" instead.

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