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DrakeWurrum

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Posts posted by DrakeWurrum

  1. On 2023-10-15 at 5:32 AM, Rathalio said:

    It feels kinda awkward to me to willingly let demolysts destroy conduits to stay in rotation A. For two reasons: it slows down the gameplay quite a bit and disruption are nice and efficient because you can practically rush them a bit so you throw that away. And second, why not simply look for a similar mission in a lower tier so your loot you are looking for in rotation A becomes the rotation B/C loot in a lower level mission?

    Largely because of how the loot tables work. Sedna loot tables A/B/C go from Meso to Neo to Axi. Mars loot tables A/B/C has Lith/Lith/Meso. Uranus is similar, going Meso/Meso/Neo.

    In Disruption, loot table C is only given out from the third rotation on. So if the plan is to just play endlessly in a single mission, that can work. But if you want to farm the mission while enemies are low level, going 3 rounds in Sedna could get you rewards faster.

  2. On 2023-10-15 at 7:41 AM, Zakkhar said:

    Just play different planet or leave after 2 first rotations. Or even better play capture Void instead for Lith/Neo/Meso* and Lua Disuption for Axi only.

    *) Yes, the reward pool is bigger than disruption and you may not only get the relics you want, but you get 1 guaranted relic per minute. And it is not like the other relics are useless.

    Cop-out solution. "Just leave and get a new mission" is a disruptive solution to what could otherwise be a simple co-op gameplay experience. And just because there's other farming methods that may prove to be more lucrative doesn't mean we shouldn't make THIS method as co-op friendly and fun to play as possible.

    With what I suggest, if you're hunting Meso relics on Kappa-Sedna for example, you won't care one credit how many Demos are killed. You don't need to change missions. You don't need to switch to solo. You just go on, play the mission, and you have a shot at the loot you're grinding.

    My suggestion doesn't take away from anybody else's experience of the game.

  3. I've had a thought about how the Disruption rewards work. Currently, how many conduits we defend decide which loot pool the round's reward comes from.

    This can sometimes make it hard for non-premade groups to work together if, say, one person wants loot table A, 2 want loot table C, and another wants loot table B...
    Communication is always key, but if you *don't need* the rewards from a specific loot pool, you can't exactly stop the rest of your squad from continuing to kill Demo units.
    (Yes, you can always play solo, but as this is a co-op game, gameplay should be co-op friendly so that those who choose to play with others don't get frustrated)

    Additionally, the way it's "explained" from an in-game perspective is that Alad V designed a special vault that takes special conduit keys, but destroying a conduit locks a vault "FOR-EVA".
    And then if you only defend one conduit and allow the others to be destroyed, Little Duck gets really mad at you... which is kinda weird? Because this is an INTENDED method of selecting which loot table you're getting rewards from? From a game mechanics perspective, I have no choice except to make Little Duck mad at me.

    Anyhow, my thought to sort of... tie a bow on all these problems all at once: Why not make it so defending the appropriate number of conduits means each loot table gives a reward out?
    So if you're, for example, on the 3rd round of a disruption node and you successfully defend all 4 conduits... you actually get 3 different rewards paid out. One from each of the loot tables you successfully unlocked by opening the vault all the way.

    This also helps players to speed-run Disruption missions better. Typically, if you only need the loot table A from defending a single conduit, you'll active the remaining 3 and just... wait them out. Probably turn away from the screen to do something else for a couple minutes. The game makes you feel like you're not intended to play this way, but sometimes when you're farming a specific relic... it's the only way. I think it would be better gameplay if we were instead incentivized to close out the round faster by taking out the remaining Demo units in a hurry while still getting the loot drops we're grinding for.

    • Like 5
  4. Ya know, with the new Nightwave not starting until August 4th, why not extend the current Intermission to August 3rd for those of us who um...

    Definitely did NOT procrastinate too much on Nightwave for the past several months? *coughs innocently*

    • Like 1
  5. 5 hours ago, GKP_light said:

    For us, the best defense is attaque. when you can kill everything in an instant, there is no danger.

    we need to not be able to kill everything in an instant to have danger.

    I'm not saying otherwise.

    I'm simply saying that increasing an enemy's EHP does not, on its own, make an enemy dangerous.

    "Oh no, I need ten Opticor shots instead of one!"
    Enemy still dies. Still poses no threat. It just took ten shots instead.

    • Like 3
  6. So as you all know plenty well, we currently mod our Warframe for four basic stats... strength, duration, range, efficiency. And there's various ways to build with those stats, especially with the Corrupted mods. Sometimes certain abilities suck at higher levels no matter how we mod them, but that's more of a problem with the numbers for those specific abilities, I think.
    It works. At the very least, we've made it work.

    For the hell of it: could we try something different? What if we modded individual abilities? It would be a huge overhaul of the modding system, mind you, no small feat, so I don't expect the devs to just suddenly do it without it affecting other updates we want. At least not without good reason (or at least because they think it would be fun). I don't think it would be an easy transition. But I do think it could prove interesting, and is at least worth considering and discussing, as a fun new way to build our frames. Sometimes shaking things up breathes new life into a game.

    Basically, what I'm thinking is... what if we could pop in, say... 5-ish mods to each individual ability, affecting how potent it is in one way or another? Allowing, for the sake of build freedom, duplicate mods. So if you wanted to slot four mods boosting an ability's Strength... you can. But then you're not boosting it's range, or it's duration, or its secondary effects, or anything. That's called opportunity cost.
    They could expand what sort of things we can mod in abilities. Instead of just having 4 generic stats, what if we had mods that specifically boosted, say... cone width? Or status effect duration/potency? Maybe we could even mod the ability's elemental damage types. (Imagine, being able to change Vauban's Tesla Nervos to dealing Corrosive damage!)
    I'd like to think there could be some creative new mods added in as a result of this design. Imagine Augments as a category of ability mods that come in all sorts of flavors.

    Of course, I'd rather not see double-dipping (makes power creep a bigger problem), so how the frame itself is modded would need some tweaking, too. Not sure how that could be addressed. The number of Warframe mod slots could be reduced to 5 as well (plus Aura and Exilus), and we just strip out the four generic stats. Frame builds focus on survivability, energy management, mobility, and mods like Equilibrium, Natural Talent, and other unique mod ideas (like... Tek Collateral).
    I think Capacity would be a collective pool across the frame and all 4 abilities... since, I mean, we're still technically modding the frame. Might call for tweaking mod costs.

    Maybe some of you in the community have better ideas for how it could be done?

    (for those who remember, City of Heroes had something similar with Enhancements - still has, I guess, since there are now legit public servers)

  7. 20 hours ago, GKP_light said:

    but if he died in one hit like most of the ennemis, he would not even kill the player "stupid enough to stand still".

    so it is harder than the other ennemis.

    Not really. He just took longer.

    The only challenge from it was the effect on a player's patience.

    • Like 1
  8. Let's be clear about one thing for this discussion....

    The Wolf was not hard. He was simply a bullet sponge.

    If you died to him, it's basically just because you were stupid enough to stand still and LET him kill you.

    An enemy is not hard just because they have a lot of EHP.

    • Like 3
  9. On 2020-06-23 at 9:23 PM, Tyreaus said:

    I feel a need to emphasize this, minus the "challenge" part. It's not really about challenge, but engagement. Challenge can provide engagement, but isn't necessary. There's nothing especially difficult about Disruption missions, for example, but various people have applauded the mode for the engagement it provides.

    I keep myself entertained with self-imposed challenges on Warframes and weapons (bow, throw, and support, baby). Again: not especially hard, but it's distracting enough to break monotony.

    And as for wanting the game to be casual, that's hard to judge, because "casual" is a continuum, not a binary. How casual are we talking? Exterminate is pretty straightforward and easy-going compared to Disruption, and Defense tends to be even more easy-going than Exterminate. Where's that sweet spot, not just for you, but other players?

    Mostly casual in the sense that you can zone out and not really pay attention to what you're doing and don't need to put that much energy into the game. Because even as far as the game is concerned, it doesn't even matter if you lose, assuming it's even possible to lose.

    Like... to put it in WoW terms, the difference between doing a raid in the LFR difficulty and doing a raid in Mythic difficulty.

    Or to put it in Diablo 2 terms, the difference between Normal difficulty and Hell.

    Or to put it in LoL terms, the difference between playing in the unraked queue, and trying to win your placement matches on the way into Platinum.

    We're only just now hearing about this Steel Path thing, so maybe those of us who want a hard mode will finally get something, even if it just leaves us wanting more. And the rest of the game can retain it's chillzone status.

  10. They just need to make it so Palladino can "banish" your lich for a kuva cost. Either limit it to once a week, or give it an increasing cost that resets every week.

    10 hours ago, Steel_Rook said:

    I'm still of the opinion that DE need to own up to their own proposal. Let use build a Lich Lure which guarantees a specific weapon. There are logistics issues with this proposal, to be sure, but it turns what is right now a slot machine into a deterministic system. Seriously, does anyone actually enjoy grinding Cassini any time they want a new Lich? Would anything of value be lost by just letting us ensure that our next Lich - however we get it - will have a specific weapon?

    I still think they should borrow certain ideas to revamp the lich system from Shadow of Mordor.

    Like having an entire army of liches to choose from as targets.

    • Like 1
  11. 8 minutes ago, AreeSoothsayer said:

    Only damage mods that effect melee.

    It would be absolutely ridiculous of them to give the moa a mod that says "Uses the mods from its weapon!" but the only mods that work for it are melee mods that literally no moa weapon can equip.

    If the mods don't affect its damage, that would have to be a bug.

    According to the wiki, everything does work for it other than mods that only work for guns: multishot, fire rate, ammo, etc.

    So damage, crit, status, and elements do affect it.

    Again, the trade-off here vs what you can get from a kavat or kubrow... is that boosting that stuff on beast companions requires you to use companion mod slots.

  12. On 2020-06-20 at 2:14 PM, thurmack said:

    Buuuuut I think a genuine proponent of free speech may even have a good point about the slippery slope of censorship and the suppression of dissenting ideas.

    You're referring to the paradox of intolerance:

    1*n0NWglEBRzhGrDA6Zz9ZNA.jpeg

      

    On 2020-06-20 at 3:59 PM, (XB1)dude1286 said:

    there are groups of people online who are trying to get their dopamine fix by one-upping each other on what they are offended by

    LOL no. "Virtue signalling" is not a real thing. People out there don't pretend at doing the right thing for "points" or to try and get laid or any of that.

    • Like 2
  13. On 2020-06-19 at 9:03 PM, Aleilu said:

    I agree. The capacity seems somewhat limited, but what surprises me is that it is not possible to configure openspace as a landing point, or spawn room in the dojo. This should be able to be do. Please DE, make this possible.

    I've been asking to be able to make my dojo my "home point" for years. It would give me genuine incentive to put real effort into my decorations. All they really need to add is the basic Orbiter stuff as interactable decorations. They stuck the Arsenal specifically into Navigation, but I'd love to be able to place it anywhere.

  14. 1 hour ago, AreeSoothsayer said:

    The damage stats of the gun have no effect. The base damage of the moa's melee is 80. Same as Kavat, but without the options the kitties have.

    Yes, but the mods on the weapon effect it. That should include the mod that increases damage, and things like crit, status, damage type, etc... all without using companion mod slots.

    Kavat damage requires us to use the Kavat's mod slots.

  15. This Moa should be allowed to use Deconstructor

    Also note that you can use basically any robotic companion weapon. I've not taken to particularly high levels, but 80-100 it doesn't die due to how high the overshields it gets are (though maybe that's because I was using Hildryn?). I haven't gilded it yet, so we'll see.

    Also note: Status is usually better than crit for high level maps.

    I personally wish they had given us Hyena companions instead of a melee Moa.

    • Like 1
  16. On 2020-06-18 at 8:01 AM, tobiparty said:

    Yeah, but we are currently under some sort of quarantine, and warframe can't even poke it's head over the top 10 most played on steam.

    It's not like there's any fun new content to play.

    Warframe is a casual chill grind game. At a certain point, it's not interesting enough to play constantly with a hardcore mindset. The player numbers have nothing to do with balance nerfs, but slow content turnout. Deadlock Protocol was a good update, but very light on actual content.

    Meanwhile, there's whole MMOs for people to play out there. In fact, PSO2 is now available in North America.

     

    Also, worth noting, most of the USA is now poking it's head out from quarantine. Some states faster than others.
    Whether or not that's smart is not a topic for these boards.

  17. It's now June, and this is still not a thing.

    Thanks to Deadlock Protocol, I was feeling this VERY heavily with the Xoris glaive. I can't use Heavy Attack while I have a pistol in one hand and a glaive in the other, which is... confusing.

    • Like 1
  18. 1 hour ago, Iamabearlulz said:

    Alternate option: Give us the chance to convert 10 Dirac into 1 Endo, and 10 Endo into 1 Dirac. That way people with an excess of either can convert between them without ruining the resource economy.

    I don't think the resource economy of Railjack could really be ruined by this, considering how much Titanium and other resources it still takes to repair wreckage. I feel like it's better than it was when Empyrean released, but collecting enough resources for Armaments and Components is still a bit too grindy... even with the addition of valence fusion.

    And for all the payload resources, meh, I am already overloaded on those resources without any sign of ever running out.

    Being able to convert it to Endo would be nice, though.

  19. I have over 120k DIRAC. I also basically have nothing to spend it on. Note that I have not been regularly grinding Railjack to get the best of the best loadout for my ship. This amount of DIRAC is entirely from playing Railjack casually. I'm sure many players have waaaay more than I do.
    There's some Avionics I could go ahead and max, but haven't, simply because I haven't used them... (and part of the problem is I haven't bothered to get the best reactor possible yet), but even if I did so (really just for the hell of it), I would still have over 100k.

    DIRAC needs to have an alternative use besides just upgrading the avionics and grid slots. Can we get some sort of "resource market" console? The idea being you trade DIRAC for other Railjack resources, like Titanium. It can be run by Darvo for flavor. This could be a good way to alleviate some of the resource grind, while also giving us an actual reason to care about scrapping wreckage.

     

    • Like 2
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