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Merkranire

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Everything posted by Merkranire

  1. Definitely curios. Maybe some kind of incentivisation to build for base damage when building for damage is necessary?
  2. Keep attacking. It’s too bothersome to do elsewise, and they knew what they were getting in for when they joined a random public match with randoms who will do their own thing
  3. I wouldn’t say no to more modding options. Whether it gets your min-maxing jollies off is of little concern, but opening different ways to build is always welcome edit: Even if they become mods that players feel like they constantly have to equip to keep up with the joneses, that’s fine. double edit: Could play with more attributes as well, like disabling bulletjump for a bonus or intermingling with other mechanics like blocking
  4. Hmm 🤔 There’s a lot, so I’m opting for “Off the top of my head” Duviri’s randomiser, makes me wish it was across more of the game (randomising loadout is good and all, but it’s not quite the same) Parkour 2.0 The recent changes where I can use a finisher on more parried enemies; I’m pretty sure in the past things like Chargers just fell over and I couldn’t do anything with them, now I can finish them after they get parried, and the consistency feels good and less jank (though some finisher animations need a look at) Eximus changes
  5. Interesting information, I’ll take that on board. My brief read of the wiki was a bit of a surprise when I saw how it worked on resistances vs weaknesses, and I’m looking forward to playing around with it. Going to have to look at the recent devstream as well
  6. Nah, SP circuit isn’t part of the game, dude. You’re booting into a completely different game, designed via blockchain and selling NFTs, and it’s actually an RTS. You got the standard game, with its designed stats and enemy density and whatnot, and then you got Steel Path with its slapdash modifiers that cause people to complain about four player’s worth of energy drain ancients for one player and bulletsponge armoured grineer whose presence and purpose in Steel Path is a real #*!%ing mystery and said modifiers would also influence a hypothetical set of invisibility-detecting enemies that would be designed with the standard game in mind And hang on, are you complaining that the whole game isn’t a baby simulator or… what? If you die in SP, I’m not sure what to tell you aside from it’s utterly expected
  7. The #*!% kind of standard game is that? Steel Path is where you go to die because nothing else kills your build as per its intended design and any sort of balance went out the window ages ago
  8. A… curious challenge. I’m not sure I follow the thinking; why MR0, and why is it unacceptable that it means that you can only go so far…?
  9. People’d figure out ways to build the problem away, especially if there’s a mod for it. The way the game is at the moment, DE can introduce anything to the standard game and it won’t really be a problem if someone really doesn’t want it to be (and yet people still complain)
  10. Yeah. Or something a stealth pet might have. Or even a basic Warframe one that can be applied at any time Just something to give an option to be untraceable if someone needs/wants to be, and then the game by default has counter-invisibility mechanics that can be engaged with or built away as per usual (looking at PSF and its nullifying of a punishment system effect; people relying on it as a crutch is very much a them problem, but I can’t deny that sometimes I just want to blast away without concern as well and would like an option to do so when inclined, so I’m glad it exists)
  11. Was not aware of that effect of petrify. Good to know, and I think I’m due a brief wiki read
  12. Wouldn’t say no, but I also would like a mod or something to go along with it to counter the counter. Something I’d have to specifically build for and consider what to swap out if so inclined, for gameplay customisation options. Also so that people’d not *@##$ so much when they can’t no-brain, since they’ll have the equivalent of PSF but for invisibility, but that’d be a side effect of having such an option
  13. Players are very complex and nuanced when it comes to incentive, haha. Sometimes you incentivise one thing and players feel compelled to do the complete opposite, and even level-based loot might have scenarios like forcing players to feel like they need to only use the METAist of meta tactics instead of feeling comfortable using something else
  14. Nonsense, there’s tons of incentive, and not all of it is invented by the player. That’s why people do what they do in multiplayer
  15. It’s a problem for you because even if you wanted to, you can’t change due to how you’re so specialised. So not only are you incapable of wanting to change how you play for the sake of others, you’ve backed yourself into a build corner that you could see coming from a mile away. And then what, want to use that as an excuse? Hah!
  16. What would you even listen to, eh? If they haven’t given up on expecting multiplayer to be any sort of multiplayer, what would you need to hear to reconsider your stance?
  17. The design of how it all works being that in a build-crafting game designed around enabling variety, you taking the tools on offer and specialising like you do is an optional thing that you choose to engage in. Knowing what specialising actually means in this game and then cautiously choosing whether or not to engage in it instead of sitting there thinking big numbers and easy gameplay are the end-all-be-all is not being unreasonable, it’s playing to the game’s strength and is what the game encourages and is designed around; if you’re running into problems caused by such specialisation, problems that include being incapable of comfortably changing, then that’s on you. You get understanding, but no pity, and when you jump into a mission and you’re not built for it while acting like you’re only being logical, you’re going to get eyerolls and headshakes from players who know better
  18. Gee, what a real shocker that you lock yourself into a build while not thinking what that really means and what cost power asks. What a surprise that the more forma you sink after a certain point, the narrower your options. What an utter astonishment that when you chase numbers and build to stick to a few options, you’re stuck chasing numbers and using a few options Good thing Steel Path and other high-level content is an every-so-often thing, isn’t it? We got powerful gear like Kuva weapons that innately are more powerful than most standard and thus requires less investment, and our individual capability of play can push builds with less forma higher if we play well.
  19. There is no feigning consideration, there is actual consideration like I said there is. Here’s you: “Oh I’ll just play like I want and people will love it or hate it but haters gonna hate anyways so I’m not changing anything and they need to be as accepting of my potentially huge impact on their gameplay as I am of someone else who barely impacts me”. Here’s me: “I play as I want in Solo and then when I jump into Multiplayer I reconsider what I’m doing and how I’m building, trying to be as least-disruptive as I can by doing things like building for the content so that if someone else is also built likewise we can play together and if someone’s built way beyond then they can do their solo-in-multiplayer thing that they literally build for while I either race to keep up or drop out of the mission and take the extra spawns and other multiplayer scaling mechanics that they no longer need to deal with with me”. Like seriously, when was the last time you wanted to rely on a teammate? The game only sort of forces it on you, but given the option you’re making your preference clear by how you build and where you take it, and that preference is “I can handle everything alone and am entirely self-sufficient”, where right now if there’s any sort of co-op it’s either accidental or the game hasn’t given you the tools to build the co-op away.
  20. Juggling partial ranks is an option, yes, I even acknowledged it earlier as I’ve done it before and sometimes consider doing it today, but it’s not something I would expect the game to encourage nor be designed around; it can open options, but when DE are designing their game and I’m trying to figure out that design for the sake of knowing what I’m built for, my expectations are going to be based around max-rank mods first with partial-ranks and the options they bring being a mere side effect of the ranking system. Plus it’s a lot less of a hassle to just use max-ranks since it becomes a case of “I feel like X effect or Y damage or Z survival for this mission, regardless of leftover capacity and knowing I’m getting the maximum effect”; you’d have an idea of just how nightmarish it can get to try and fill every slot of capacity and how a partial-rank is often just not worth the modslot necessary to min-max that tiny bit more compared to something else fitting in that slot if you used more than the few builds you told me about pages ago, and you’d know how little stressing over minute number adjustments is actually needed just to make a build for the content. This idea of primarily using partial-ranks to build for lower content is frankly kind of odd and seems more trouble than it’s worth; if you want to lay on me some kind of partial-rank build for Arbitrations, I’ll have a look at it Yes I’d probably not have more than two, as part of that “Treating Umbral with caution” thing that blindsided you. The fewer I can get away with the better unless there was some particularly special build, and in that case I’d probably have a second piece of gear without the polarity. You’re not the one to make the call on what mods are worth equipping in a game designed around letting us equip whatever we want for whatever customisation we can get, and I’m pretty sure I already mentioned that somewhat-half-filled with forma is the ideal for build range so… I’m… not sure what that extra 16 to cover mismatched polarities is supposed to be for since that’s not really a problem…? 16 capacity (if not more) is a lot and I can imagine a few mods I’d fill it with instead of using it to absorb too many polarity’s worth of cost, not to mention what I’d do with the saved Forma and time investment
  21. Sigh again as you miss points, make wrong statements, jump to wrong conclusion, twist logic (like seriously, juggling partial ranks and partial effects just to try and cheat the polarities system that by design causes mods to cost more capacity if they don’t match? yikes, ), at times agree with me seemingly without realising it(?), and in general continue to show your ignorance when you’ve made it clear you’ve never tried exploring the other side with any sort of interest since you’ve made it clear it’s not something you’re personally interested in even while the game supports it and is designed around it and others take advantage of it (and they’re also doing what you do because there’s nothing particularly special, so… there’s that). I don’t care what you do in solo and the game doesn’t either until you jump onto the forums and start complaining about how for some bizarre reason the game doesn’t seem to work like you expect it to, but when you join multiplayer you’re going to have to reconsider what you’re doing and bringing, at the least using the content itself as a guide since it’s impossible to know what other randoms are going to bring, for the sake of others because you’re running headlong into what the game is designed to do in order to keep its variety of gear and gameplay valid and fresh and its rewards rewarding even while you think otherwise because you’re so insistent that there’s one way to play and you’re going to force it on anyone who gets in your way. You… seriously don’t see a reason to treat Umbral polarity with caution. I’m not saying I never use them, I’m saying I treat them with caution and give consideration as to what I put them on and why I’m putting it on. Surely you can imagine a reason to not apply a hyper-specialised polarity?
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