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NeithanDiniem

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Posts posted by NeithanDiniem

  1. 9 minutes ago, TheMandarin said:

    DE is expanding to new system platform, but is the amount of players on PC increasing? or it is stagnant which was why they needed to put WF on switch? 

    Considering the spike in new players after the convention and the release of the sacrifice? It's not stagnant.

  2. Why do people think DE is the one in charge of allowing account transfers from a console to pc? It seriously boggles my brain.

    DE is no more capable of allowing transfers from Xbox to pc than they are capable of adding Master Chief to be Clem's sidekick in the relay. They need permission first.

  3. 1 hour ago, Uthael said:

    For only one warframe, yes. But it opens up a lot of potential for many warframes. This is nothing urgent. There's time. And Warframe doesn't look like it'll die in the upcoming months. I'm against this "won't happen." part. But I'd settle for "when there's time" or even "it's a very low priority".

    That only works if the other Warframes are the same body shape. It is still a stupid amount of work for such an insignificant gain. DE themselves have said they have no plans or intention to do it. I don't understand why people think they can ignore the words of the developers yet expect those devs to listen to their suggestion.

  4. 2 hours ago, Whitestrake0 said:

    Do you even know what I typed. Plat can have discounts which is why it's so high in price for so little, cause they base their prices on the discounts they can give out. 50% and 75% is a huge cut. Prime access on the other hand will ALWAYS be overpriced cause you can't get discounts for them.

    You don't seem to be comprehending, so let me lay it out.

    You said if there was no discount for normal plat, PA would be overpriced.

    However, because the discount exists, normal plat costs less in general for most players that buy it.

    At base price, PA and normal plat cost the same, PA comes with additional items however, making its base worth more bang for your buck.

    If the discount did not exist, normal plat would be the less worthwhile purchase compared to the equally valued but greater reward PA.

    For the same price, you would get more out of the PA compared to normal plat.

    Ergo, it would not be the PA that is overpriced, it would be the normal plat.

    Your original statement is nonsensical. The PA would not be the overpriced purchase if it provides more reward for the same price as the normal plat purchase.

  5. 1 hour ago, Whitestrake0 said:

    How is it cheaper. 50 dollars for 1050 plat in both shops for regular plat and prime access plat lul. 

    Because you stated that if discounts for NORMAL plat did NOT exist, the cost for PRIME ACCESS would be OVERpriced. Even though as you just pointed out, the cost without a discount is exactly the same. There is zero logic in that argument. If the plat is the same cost, the lack of a discount that would have made one of them cheeper does not make the other purchase that gives plat and additional items with it suddenly overpriced. That is backwards thinking.

  6. 33 minutes ago, Uthael said:

    Cinematics would a problem. But with some adjustments, a jaw or a tail could be used as a hand.
    Interacting with a pet would probably be overlooked so I mention it here.
    The current downed animation still uses an empty Lego-hand when you have no secondary equipped.
    You wouldn't be able to use normal animation sets on warframes with a different body type. Appearance would show a different selection (maybe 2-3 animations at first).

    It would be a lot of work, but that's not a reason not to do it. Warframe as a game is a lot of work.

    A jaw or tail could not be used as a hand, as both lack fingers which in all the animations we have are rigged. They would need to make hundreds of new animations just to make a nonstandard body shape frame be able to use and function as the remaining frames do. DE has stated this, and that that reason is why it won't happen. Warframe is a game of reasonable work for a positive outcome. Remaking the entire animation library as a variant copy for just one Warframe is far beyond reasonable. It is easily 6 to 8 months of work if not more for several animators to pull off.

  7. 5 hours ago, Whitestrake0 said:

    "This is incorrect" ((Cue Buzz sound here)). Regular plat sales are fine as they are balanced around the discounts, you can't get discounts for prime access, if the game didn't have any plat discounts for regular plat buying it'd be considered overpriced.

    "If we had to pay full price for plat, then the already cheeper plat from prime access would be overpriced."

    Do you see how absurd your argument sounds?

  8. 2 hours ago, Tenno.Rukasu said:

    Those are fragments. I am looking for the whole thing with a timeline. How it began, where are we now and what to expect, like a comic book, movie or TV show. Anyway, thank you for the effort.

    There is none. DE won't just tell everyone the complete story when it can be told in the game in the quests they make. That's like having the entire plot of a movie summarized in the opening sequence, ruining everything.

  9. 1 hour ago, (PS4)phazonman said:

    No that's not an excuse there are unfinished games like minecraft and yandere simulator that are 10× better than warframe so the developpers had no excuse whatsoever to release something like that.

    This is ENTIRELY opinion, and frankly one I personally find wrong.

    Your suggestion for survival with the turning off alarms doesn't make any sense. The enemy knows you are there, they won't just turn the air back on because you got bored and told them "Hey guys, I'm done now." Making the rewards scale goes against most of what DE intends for the game, and has been turned down every time it has been discussed. They have their own plans for a reward rotation revamp. Stealth needs far more than just turning it into Skyrim's rather terrible excuse for stealth.

  10. The size of the Plains map has little to do with any latency it causes. The distant areas you can't see are not loaded, AI packages are not active, spawned enemies are despawned, script triggers are off, etc. You are only actively loading a small area around you that you can see, with Lod models on the props and terrain reducing the load for things at a distance. The size of this loaded area will be the same on the Venus map, so it will quite likely run the exact same.

    What is bogging down the Plains map is the foliage and lighting, which when that was added to Earth caused the exact same problems.

    If the size of the map itself were the issue, open world games simply wouldn't run. The Plains in Warframe are tiny in comparison to other mainstream games, which load their maps in much the same way. Since players can in fact play those open world games, the map size is a very small aspect of the hit on a players performance, and is more reliant on how large an area is active and what is in that area specifically.

  11. 49 minutes ago, Rin01 said:

    It wouldn't effect pacing at all, as it would take the same amount of levels and XP. And the MR gains could be transfered over to this system. However, your comment about profile data is very valid and I hadn't considered that..

    But it does not impact the total capacity and make you need to remove mods, which for players that don't speedgrind levels, affects how strong the item is while releveling. Stronger item = faster leveling, so it does affect pacing quite a lot.

  12. This drastically changes the pacing, so your title is quite wrong. It invalidates the MR based capacity change on top of it. It also makes every slot need a level variable, effectively making every weapon and frame take yet more profile data space, which we all know is very difficult for DE to justify increasing. Hell it took DE 2 years to justify splitting Syandanas from cosmetic armor for this very issue.

  13. 2 hours ago, Blakrana said:

    And to some degree, we've seen a few. Trinity Strega Skin, Octavia, both have slight Digitigrade style legs. However, this is eased a bit as Moa also have the Digitigrade sort of leg plan to them, so they have existing animation work to incorporate onto a Warframe if they wanted.

    They would have to remake all the warfare idle stance animations, parkour and movement, weapon attacks, hit detection, and cinematics to make the idea work, even with using frankensteined animations. Transformations unique to that frame that change it from plantigrade to true digitigrade would work, but any default animation would have to adhere to the limitations all other animations in the game related to Warframes create.

  14. They have said no to this before because the animation work would be far too much to justify it. Every existing animation would need to be redone for this multi limb frame, and kept as a variant just incase you use those animations with that frame or replace the originals, needing retargeting work on all warframes to relink their bone joints to the animation keys. Fully cosmetic additional limbs, even limited digitigrade style legs would be possible, but making functional limbs would be a nightmare.

  15. 53 minutes ago, (PS4)Cargan2016 said:

    its not as far off as might think some developers have kits now that will amke games they can work on having some games ready when next-gen launches.  A Rockstary employee confirmed this like 4 months ago that rockstart have kits to make ps5 and the next gen xbox games  last eta on next gen i heard was 2020 which isnt that far away 

    Kits are commonplace in the development field. Hell, my college had a Playstation and Xbox dev kit in the main lobby for students to work on for their projects. Them advertising that they will get kits isnt some kind of special treatment. It is near-standard/to-be-expected for the large companies.

  16. On 2018-07-08 at 11:36 AM, (PS4)The_Wyatt said:

    This honestly makes very little sense.  How in the world did you come to this conclusion?  You said you've done game dev.

    Because they already have enough of a time adding server space to cover things like this? This "lock" is effectively just a favorite system, which for pallet colors DE has never had stored on their servers because of how much it adds to the player profile. We even have a limited number of colors we can favorite even though it isn't stored server-side. Favorites are stored client-side and can be lost if the folder it is stored in is ever cleared, which happens with junk-cleaner programs or if you have to reinstall the game. The idea for a lock would work that way because DE wont need to store the data themselves, its all on you. They just have to make the system read from your file on what you have locked or not.

    DE will not want to store the data themselves. It took them 2 years of people asking DE to make Syandanas use their own color pallets different from the cosmetic armor, and DE specifically stated the reason they could not before is because the increase in data needed to be stored per-player was too much for them to handle at the time. Making all the sellable items be able to be locked? Yea that would add a very similar amount of variables needed to be covered, if not more depending how thorough you want it to be. This is no different from Loadouts slots or Riven slots, where they don't give more because they cannot afford the servers to reliably cover the amount of space necessary to meet the demand caused by the average quarterly player base. They have talked about this limitation before on devstreams and prime times when as each of these three topics came up in discussion.

    On 2018-07-08 at 11:36 AM, (PS4)The_Wyatt said:

    Nah, it'd only be a few terabytes unless they do something hilariously pathological.

    The Syandanas are only 18 additional variables (which Syandana is equipped + 5 colors x 3 appearance tabs) per Warframe they are equipped on, and yet adding those took DE 2 years to finally decide on. You aren't thinking of just how many items people can sell or trade that would need to be lockable, nor how many players would need to be covered. You effectively want to cover all the players that have been active over the past quarter year, using the recent activity, the current pattern trend on average players, and the previous year's activity around this season to build a estimate for how many accounts need to be covered, then you need to figure out how much data to allot per account and have that space all allotted for use for this addition to the profile specifically. Not doing so effectively runs the risk of an unnatural peak in players leading to you running out of available space for profile data, which would lead to player profiles either being overwritten or new account data not being saved.

    On 2018-07-08 at 11:36 AM, (PS4)The_Wyatt said:

    Saying this only tells me you don't really understand the suggestion in the first place.  I would strongly suggest you take a closer look at locking systems in their proper context and understand the workflow restrictions that they impose.  It's a question of reducing cognitive load and giving people the baseline tools needed to mitigate a pattern of human error.  Tools Warframe currently lacks entirely.

    Then I turn your argument back to "Why doesn't the pop up work then? It is no different," and we are back to square one. Yes a lock prevents you from clicking the item to sell it, but it also makes you have to take extra steps to remove the lock in order to sell it in the first place, or it has a way to override the lock and sell it anyways. People that are in a rush, such as those that already skip reading the confirmation window, will dislike the extra time needed to turn on the lock in the first place, then the time to turn it off to sell or trade the item. If the lock can be overridden when you are trying to sell or trade will just lead to people ignoring that confirmation and the exact same problem happens. Stupid people will be stupid. They will ignore features made to help reduce human error if the feature is optional, gets in their way, or is too short that they can more easily ignore it. Likewise if bypassing the feature is too simple, accidents will happen all the same. It wont solve the issue. The only ones it benefits are those already careful, which the confirmation window is already preventing most of their accidental sales of items. It is a minimal-impact feature that helps too few people. A mandatory shot countdown timer before you can close the confirmation window prevents the issues optional protection causes while not requiring any major work to be done to the system. The feature already exists in its totality.

    If DE wanted to make the lock work as the favorites tab does for the color pallets, then its all well and good and no one needs to argue. It would do all you say and lock the item from being sold or traded, while not being stored on the servers. Most players don't swap what console or PC they are playing on, so most players would be able to utilize it without issue. But I can guarantee you the idea is dead in the water if it is intended to be stored server-side.

    On 2018-07-08 at 11:36 AM, (PS4)The_Wyatt said:

    That's not fixing anything, though.

    Seriously, you really think your hypothetical player is going to look the list and consider it carefully instead of mash while looking at their phone and groaning about how selling things is a pain in the butt now?

    If they don't remember they had a potato on the thing they're selling when they put it in the bin, they're not likely to suddenly have a revelation that lets them cancel in the paltry few seconds before that confirmation either. (I sold my Excalibur and didn't remember until a week later that I'd used an Exilus Adaptor on it.  This is a thing that happens when you're human and have a fallible human brain.)

    The only way to make the problem "largely go away" is to give the player sufficient information at a glance to know that they do or don't want to sell/craft/ducat their items.  Adding a way to manually lock what you're to hanging onto is an obvious and well-proven path to that.  Another path might involve visual indicators that things are vaulted or have potato/exilus/forma, though it still doesn't cover cases like keeping that piece of junk rank 30 Skana around until you can make one of the five things that use it as a component.

    This is how they fixed it for trading, where skipping past the confirmation message was a large reason why people were able to be scammed from malicious Tenno swapping the offered item last second. Now instead of an immediately-skippable confirmation window, it has a forced short timer countdown before you can click the accept button to confirm the trade. You can also cancel the confirmation and adjust your offer if you notice a mistake. It made the player have ample opportunity to look back on their chosen action and decide if it was accurate. This is why websites do this online for data entry fields for important data, such as payment information and passwords. They want to ensure you have taken the time to check what you have submitted is correct before you finish going through with the selected action. They either make you enter the data twice or they have you look over all the submitted data at the end for confirmation. This is used on almost any website that has payment information. Those only offer information" locking" when the data is that which is reusable, so not comparable to this situation where the data is the items being sold/traded. Most other games tend to have either a bank to store items in separately from your inventory, and a few have a lock feature. Most however on top of the previously mentioned features have a confirmation window for selling items, with the majority I have played having a small time where you cannot close the window to help prevent accidental sale. This confirmation window timer is a huge part of how it is actually effective.

    Also, if you bothered to read what I had said earlier in the thread, I already mentioned that they need to add more visual indicators to help you identify what item you are selecting in the first place. All of the ones you mentioned there. Indications for reactors/catalysts, lenses, forma, mastery, adapters, all that, expanding on what we have to make the information more clear by using specifically placed marks on the icons of the items to tell you what it has installed. Making it clearer is a fundamental aspect of UI cleanup and ties in with their UI reworks. We don't disagree there and can both say it is required going forward. They already have started on it by showing things like if an item was mastered already or number of forma installed, but there is more needed for providing clarity for differentiation between similar items. These marks can work with toggle filters to allow you to turn on or off display of things that have these different additions, so you can narrow you selectable items down.

  17. 1 hour ago, (PS4)Pauloluisx said:

    I'm rather curious about this, as we have the Kboard and that car DE showed at one of the streams. Plus there's bad weather all the time on Fortuna.

    And what about the item wheel? Even more stuff? I hope DE let's us bind that wheel to build tabs A, B and C in the Arsenal... I don't want to change it everytime I change open world area... Or at least make it a bit like Ratchet and Clank's weapon selection wheel, where you get multiple tabs of that wheel on demand with the push of a button...

     

    48 minutes ago, (PS4)Pauloluisx said:

    How so? Adding in more and more slots until you have paper-thin slices? This status on the wheel is bound to happen any day, and DE'll have to adapt it without sacrificing usability. I think you're just oversimplifying it. 

    It was confirmed on twitter that archwing will be on venus, but the weather will affect flight.

    As for the gear wheel, they can always make nested contextual wheels like they did before with the fishing tackle. Effectively make the wheels swap when using specific gear or make "folders" in the gear wheel, where opening one will swap the wheel's contents for the ones in the folder that is holding all the items from that category.

  18. On 2018-07-07 at 8:03 PM, A-p-o-l-l-y-o-n said:

    I take it you haven't played a lot of open world games, because the size of a map absolutely affects performance. And, on top of the map size, there's all the graphic assets that contribute to high temperatures that lower-end PCs won't deal with as well as mid to high PCs. Then there's actual low-end PC experience with Earth and Plains of Eidolon. Some low-end PC users are right to be worried.

    No I'm thinking you have little understanding of how large areas are handled in games. Poorly optimized games load the map badly and dont cull unseen areas well, and it's size impacts the performance noticably. Other games use proper LoDs and unload what is not seen and have very little impact. Warframe uses these cull systems quite well to not render what is not seen, on top of using Lod models for objects and terrain. The Plains hit low end pcs because of the foliage and dynamic lighting and weather systems, exactly like Earth tiles do. It has next to nothing to do with the map size itself. You are not loading the entire map, only the swctions you can see or are clise enough to to activate ai and scripts. It will only impact initial load to call the necessary references for the map. They went over this on stream early in the year when they spoke about the map size compared to the Plains.

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