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Medane

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Posts posted by Medane

  1. Short and sweet.

    Drifting Maneuvers is a great addition to the mobility of the railjack when traversing.  The problem is that its secondary boost that occurs after letting go of the shift key is only useful going forward.

    When back-boosting, you'l often need a burst of momentum to try and track a target as it strafes past you.  The vector maneuver (the "dodge") is never enough to avoid any sort of projectile or significant attacks, so you'll often relegate to boost-strafing in conjunction.  However, it's excellent as a momentum changer which is incredibly necessary when doing close range combat.  

    Drifting maneuvers adds significant speed to this boost, which is fine, but the issue comes after you let go.  Sometimes you'll catch the incoming ramsleds, turn and strafe, only to let go of boost and propel directly into them. Using apocs or other close range weaponry means that you'll often be rotating the Railjack on a dime, which also means using boosts and maneuvers to get into position and maintain your velocity smoothly with your target.  With drifting maneuvers, you're momentum control is wrecked.  

    One can argue that you just keep boosting, but this 1: Wastes boost that you could use for other maneuvers, and 2: is not a solution to the issue as the current drifting maneuvers is a net loss to the overall control of the railjack.  3: The longer you boost, the stronger the forward propellant.  Worse yet, the window for activating drifting maneuvers is very large, to the point it disrupts attempting the old "vector + slow boost" and you can even accidentally chain them in sequence which when you release, sends you forward once more and kills any back momentum.  Regularly boosting is NOT fast enough to get your momentum moving in the direction you need to in many cases.  

    This is again, great for long range mobility but gives the player less control in close range.  

    One solution is to only give the additional forward boost IF you boost forward - no, side or backwards strafing, no verticality.  It should NOT do this secondary boost if you're holding any direction other than forward.  This would be the best solution as when you're going forward it's often only to traverse to another point or chase after a faster target.  

    Another is to remove this secondary boost altogether (cue people screaming, so make it a toggle or something).  The first solution would be a compromise, but is less likely to impede, the second one retains player control and still provides a speed boost.  

    Personally I seriously just hate the secondary boost.  Great for traversing places, horrible if you actually like engaging in close quarters.  It's a complete momentum killer and messes up your target tracking.  

     

  2. Just now, Xsoskeleton said:

    taking 3 missions in the cost of 2 forma, 3 days of total crafting time, is much faster.

    Please read what you quoted again, because I wrote everything in there to address exactly what you just replied to me with.  I'm not trying to be snarky, I just don't want to be caught in an infinite debate loop.  

  3. Man, people are just so salty about Exilus adapters taking a modicum of effort to get.  Assuming people here frequent the void, you should 1: be overflowing with forma BPs and 2: should really be building them to begin with.  A good compromise would be to make built exili adapters drop with an even rarer chance while BPs become more slightly more common.

    As for newbies, most aren't going to making good use of them until much later when they can afford the endo/credit costs.  For most people, exilus adapters should just be another step in the road for them.  It takes time, sure, but considering what WF gives us to begin with, you could surely find something other to do than just staring at the foundry tick by for the exilus.   

    I wouldn't mind easier exili, but I'm legit running out of things to put Forma into, it's not that hard to get and build if you play casually.  I swear if they just removed Forma from the marketplace people wouldn't be complaining or attributing values to them.  

    Thanks for the update DE, keep up your work.  

  4. Really, I don't have much of a problem with Octavia.  I'll list some general things that should be easier to implement than recoding the Mandacord because I can only imagine how difficult that might be considering its effects in game. 

    First, separate sliders for your own Octavia music and player Octavia music so that people can enjoy their own and others at their own volition; personally never saw it as a problem but more options are better.

    I'll express some disappointment at the admittedly god-awful lack of free instruments on Octavia.  For all the potential in creativity she offers, most of the decent audio is frankly locked behind platinum.  I don't mind playing platinum for instruments, but I am disappointed in the initial selection, especially when I consider other players who may acquire her.  The prices aren't anything to sneeze at either.  

    Her 1 damage is...ludicrous which I will use/hijack to explain my biggest issue with Octavia.  Now I don't play most other "meta" damage frames but I have never seen scaled damage like that before; 15K ticks on ALL enemies in the AOE, with ticks happening every 1/4 of a second, or faster.  At level 80.  Not only does this completely make Nyx and Ember practically worthless for damage from their core abilities alone (Nyx's 4 and Ember's 4), it's also more energy efficient by a tremendous margin.  I'm not saying that Octavia's 1 needs to be nerfed and reworked; I just think it could legitimately use lower damage (scaling damage is really nice) and that Nyx and Ember need reworks to their abilities to compensate.  Essentially, Octavia's 1 is Nyx's 4 with no continual energy cost, that is more powerful than all of Ember's AOEs and has literally magnitudes of higher potential damage with the addition of passive energy regeneration.  Octavia offers both raw 200% damage amplification buffs (without breaking a sweat) for less energy than it takes for Ember and Nyx to be even marginally effective, and frankly outputs more AOE damage than those two frames could ever do on their own.  The solution however, is to not drastically nerf Octavia's one or make it like Nyx's damage=power consumption.  It's to change other frames to be comparable and equally fun at higher levels.  As it stands, Octavia's one is a gimmick, a fun, entertaining gimmick, but a cheap and ridiculously scaling one at that.  Reduce it's damage to something reasonable (even 35% of its current damage would still be tremendous considering that enemies do not seem to resist Mallet's damage) and consider updating older frames to be comparable, because it absolutely renders Ember and Nyx practically worthless.  Fun in their own ways, but in no way useful in most cases.  The power creep is evident in Octavia and it is absolutely infuriating to play older frames that suffer as a result of balances brought on by the new, more powerful meta in newer frames. This is a shoutout to not balance content around the extremes of a meta as this only results in power creep that leaves older frames simply unfun to play without breaking their themes. Consider buffing older frames drastically before they become ineffective to the point of not being fun.  

  5. 6 hours ago, Djego27 said:

    Volt, Mag, Saryn, Nova etc. there are many Frames that actually relay on weapons to give certain abilities scalability. It is just a bit different on Ember and for the most part much more extreme.

    That really doesn't help any of those frames cases and in fact, highlights another problem entirely.  The problem with many of the older Warframe skills is that they were built to compliment and serve as their own damage in addition to firearms and melee.  (I don't think the devs expected people to play to the infinite scaling meta early on, of which I think the meta is cancerous anyway). Slash Dash, Radial Javelin, etc, Fireball, WoF.  WoF's only significant change is that it does damage (and actually doesn't do much on grineer heavies past 28 anyways, but that's another story.)  That's only bandaided out with the augment mods that gives it knockdown to reduce enemy damage, which really doesn't contribute much to her damage.  The only other ability she received was the change of her 2, from a 90% damage reduction to the firebuff/CC we have now, which is basically the only skill you described that's used for damage.  Not very thematic at all, and frankly a waste of her (again) 1 and 3 abilities which are left in the dust.  I'm not saying she alone should be carried by her abilities, but that's exactly what her four does to begin with (to a negative extent), which ends up being nullified in usefulness later on from scaling (damage wise.)  Then, her only useful gimmick from there is her 2.  Most frames do have two trash abilities anyways, but Ember suffers from it far more because they're almost literally useless at scaling.  

    ((ALSO, CAN I SAY IT'S REALLY NICE TO ACTUALLY BE ABLE TO WRITE LONG TEXTS WITH THOUGHT AND HAVE REASONABLE DEBATES HERE?  You're all awesome for not devolving this to over-generalizations for the most part.))

    @ literally the entire thread, this won't be solved until Ember is completely reworked.  WoF is effective but requires too little effort at lower levels but is completely unrewarding at higher levels.  However, the reason most people don't want to change ember is 1: her current place in the meta that most people do not want to disrupt, and 2: her other abilities flat out suck (effectively useless past certain levels), meaning that any changes to WoF results in tentative debates on imbalance.  We can't go anywhere unless we rip it all out from the roots and rework her entirely.  

  6. Here's my take on Ember and frankly most people attempting to balance abilities.  Keep it simple, keep it fun, don't focus on balancing excelspreadsheeting DPS because you can get 90% of the items in the game without needing to anyways.  I could care less about what happens past level 70 and sorties aren't ever going to be balanced/fair experiences without meta-gaming the heck out of them, but you don't need to do them so whatever.  

    Ember's 1 and 3 are arguably the most useless abilities on her set and contribute very little to her capabilities and have little usefulness beyond low level combat unless you want to actively gimp yourself.  If we're all for making Ember more powerful, just make her 1 and 3 different and/or more powerful.  They're an AOE with an AOE on top of a more energy efficient and powerful ultimate AOE.  First off, either keep the WOF's AOE as an AOE, not some camera centric nonsense where I need to look to make enemies explode, or change it entirely.  It's fun to make enemies explode all around you without being constrained.  Abilities and their usages should be some level of catharcism; which is why I hate Mesa's new ultimate where you aim a continually shrinking camera where you're pressured to use your ability instead of having it act as a "now I have a moment of calm and cool."  The energy efficiency on WoF is something ridiculous though. so the problem with it has to stride balance between something arguably "balanced" without removing the catharcism of the ability.  That said, it also doesn't scale past level 50 because of its raw damage 0 utility build.  I unfortunately can offer no immediate solutions to WoF's current state unless we want to wipe WoF away and rework her ultimate completely.  Better to start with a new, solid foundation rather than a rickety outdated one, yes?  

    Second, change it so that 1 and 3 are actually useful and fun.  Right now, they're hilariously inefficient and don't do much more than serve as fancy graphical assets.  Her 2 is a mote of a CC and a decent damage buff for her abilities that alleviates, but ultimately falls to scaling once more.  @Djego27 though, I find it amusing you say she scales well past 50 but is "incredibly gear dependent."  All that says to me is that she's carried by her weapons that can compliment her mediocre utility that's only implemented by her bandage ability mods.  At level 50+. she no longer feels like a fire caster, just another frame that falls to the issue of scaling.  

    Fun ideas time, because IDC about spreadsheeting.  The idea is making the fire caster a fire caster without being limited by the constraints of the game's mechanics that reduces them to traditional wizard utility.  Also, stacking fire procs because why not.  

    One of the amusing ideas I had was to replace her 4 with something like the Madurai's 5.  Pure beam of fire damage, maybe it knocks back enemies, but also has a guaranteed unique fire proc to reduce armor and stack fire.  Obviously, it falls to scaling but it removes AOE redundancy.  Another fun idea I had as to just make fire procs stack.  Short term but very bursty damage, but it doesn't go through shields like slash does.  I'd also change her passive so that she resists fire damage to around 90% and can recharge shields through the fire procs.  Maybe give her the ability to set herself on fire at some points with self inflicted AOEs (this would have to be balanced for obvious reasons) or just give her charge attacks +50% fire damage with a sexy fire effect.  Make her 1 function like magic missile and send a single projectile that functions like the original FB that doesn't track, but have 1/2/3 other projectiles of equivalent power fly out and strike enemies with a guaranteed and unique fire proc that permanently reduces their armor by a set, nonscaling percentage along with a smaller AOE.  Melt armor or something, also slows them down cause it hurts.  Make her 3 more powerfully explosive (more raw damage+knockback), and make it so that the little ring does as much damage as WoF.  It also does damage inside the ring instead of just the outside.  As for her two, I don't know?  Maybe keep it the same?  Damage and more damage to the Damage Fire Mage while giving some utility on top of damage, without a passive ring of death, solving WoF's issue of being too effective at low levels with too little interactivity.  No more passive AOE wipes, but compensated by buffing other abilities to be stronger with some element of utility, further compensated by stacking fire procs.  Also lets her make use of her natural high power pool.

    Obviously I didn't care about making this balanced because no matter what you suggest, it's always going to be shot down by some guy who excel spreadsheets the current meta for level 300 enemies.  

  7. On 3/24/2017 at 8:54 PM, JRMC said:

    Does it halt your progress and enjoyment in any way? It's a frivolous change at best.

    This argument is used for almost anything subjective these days and contains a double statement and is subsequently a poor argument.  Progress should not be tied to enjoyment, and vice versa.  They are important components of one another.  I have not used a Braton Prime since the update but I've taken to the old Braton again because the devs took the time to update old weaponry and audio.  It looks awesome, even if it's absolute trash at killing anything past level 30 without putting in a bunch of Forma.  I stopped using the old Braton (non-prime) after the original audio that sounded more high tech (2013) was swapped for a more generic rifle sound.   

  8. I have been playing Warframe again lately and have found the new addition of the objective markers (target, extraction, spy/sabotage targets etc) to be unnecessary for myself.  I would like an option that would allow one to disable them in the options menu, as I find the minimap is more than enough for it most of the time; it personally distracts me from the rest of the game and acts as little more than a golden snitch.  

    As of now, they have a constant presence in the UI by making it more busy and I cannot find an option to disable them.  Please consider the option to add them, thanks.  

  9. Right, no one is 100% right, and 100% wrong. 

    Sorties can be fun.  Sorties can be challenging.  Sorties can offer new ways to play the game.

    They don't all the time.  Defending an extremely stupid AI that moves on its own volition is bad game design.  Essentially no energy is bad design.  Radiation hazards can be badly designed.  Scaling enemies in general are just bad game design.  Scaling anything, is bad game design, etc etc.  Sorties both bring out the worst and best in what Warframe has to offer.  Sometimes you can just cheese them forever, other times they're little more than exercises in frustration.  Sometimes they're actually kind of fun and interesting.

    There is no simple solution to this.  However, I have to say we should keep the sorties.  They're honestly not that hard and some days are much easier than the rest, and they are rewarding.  It's also a bit more stimulating than trash tier endless survivals, but just look for some straight-forward sorties that aren't ridiculous and you still have a chance to get good rewards.  

  10. Warframe is not the game for babby's first envoy into the development/gameplay of 6DOF controls in space.  As someone who has played a significant amount of Elite Dangerous and knows their way around true 6DOF gameplay, Warframe is doing it 100% wrong and should focus on improving a strong simple base instead of a complicated and poor initial investment of time and work into this new flight system (read: use the old sodding flight system).  I am not a game developer, but I like to think I know my way around game design while acknowledging the challenges developers have to face, but onto my actual main points.  
    I will first focus on describing what's wrong about the new system, before concluding with why it should be reverted to the old one.

    A: Everything wrong with the New System.

    1.  The Camera (and rolling), who designed a 6DOF camera with no overt ability to roll?  Rolling contains 2 of the 6 axis of orientation in 6DOF, but it is completely neglected.  It is extremely important to give players (and frankly anyone with 6DOF) control over as much as possible.  The lack of being able to orient oneself makes it extremely difficult to navigate tight corridors of Corpus tilesets and creates nonsensical maneuvering methods in open space when combined with 6DOF. The point to highlight there is that you must perform unintuitive maneuvers to traverse similar locations and areas because of your inability to orient, making for obnoxious gameplay at best, and sickening at worst. I never get nauseous in Elite Dangerous, but Warframe damn near made me get a headache when trying to fly through corpus tilesets with my head unconsciously tilting towards the "upwards" orientation.  That is some horribly thought out game design.    
    2. Inertia.  This is arguably one of the worst parts of the new system.  If you even dare boost forward, you can expect to drift farther than your actual acceleration distance, resulting in highly imprecise controls that cause you to bump everywhere.  It is not possible to compensate for them because it is not true 0G maneuverability for one, and you cannot control your thrust.  This is an example of true 6DOF, 0G maneuvering by one of the best pilots in Elite Dangerous, and makes it look like they're simply under the guise of automated control due to their skill and ability to manipulate their ship.  
    3. Horrible controls compared to the first design.  This ties into the first 2, but is also separate in its own right.  First off, the animations were all designed with the original archwing in design.  The boost function used to activate immediately, but now the space bar also controls upward vertical thrust and only activates boost after leaving that animation.  More often than not, the boost will send you speeding upwards or in other directions.  Combined with inertia as described in #2, this results in horrific control and a complete inability to precisely maneuver.  
      1. In addition you can no longer activate your own "drift" in space, as you used to in the old design.  Hitting control after boosting with shift in the old archwing allowed you to drift for a long while, making use of your speed but also gave you the ability to shoot.  It made for intuitive and easy to pick up on with the movement system I'm sure most people are used to.  Now you control ONLY controls vertical down thrust.  This actually makes combat more sluggish in space because while you have more average inertia than before, you actually now have no decision over it.  Either you hold shift and boost everywhere while shooting (making controls more difficult to do with more buttons to press, while also being at the mercy of the camera angle) or you you can move around more slowly with the arrow keys only like in the old archwing.  The removal of being able to "slide" in space has broken up the gameplay speed tremendously and removes control from the player.

    In summary, everything about the old system was better and more intuitive.  The new system is only superficially and arbitrarily more "complicated."  It is not an example of good gameplay, nor good gameplay design.  In conclusion,  I think the only reasonable thing to do is to give the option to toggle the old movement system or remove the new one entirely.  Building off of a solid, if even simple foundation (the old system) is easier than trying to fix and build on a (put bluntly) horrifically designed one that we currently have.  

  11. So as much as I enjoy having Kubrow, I do think they need a lot of improvements. However, one of the biggest ones that bothers me now is how insanely they can lose loyalty. Pretty much ever since I had the Kubrow (ever since they released) I have never had it drop at all, except when facing conculysts/battlysts in the Orokin Moon combined with New Loka spawning at the exact same time where they died repeatedly and dropped to -95% loyalty. I figured I could scrape up and recover from it, but then out of the blue (ensuring it didn't drop any further from deaths and the like) it dropped all the way down to 80% after it went to -40% from my interactions.

    On the other hand, my friend who I've been playing with exclusively (the entire time in these events) did not lose any of his Kubrow's loyalty, despite going down practically as much as my Kubrow did.

    Needless to say, I'm pretty frustrated right now, but looking beyond that it's pretty easy to recognize that it's put bluntly, really bad design that their loyalty can't be affected in any way except for some arbitrary facebook daily clicker nonsense of X % increases per day.  It literally can't

    Of course any suggestion on forums will come under fire, but how about a fool-proof, balanced one? 5% loyalty losses when failing a mission (not including just quitting on your own), but 5% loyalty gains when succeeding in ones. The loyalty gains would be slow enough so that it's not really worth your time to just blow through repeated missions if you're a hardcore farmer who needs their stats min-maxed but it presents itself as an option should you take it or have the time for it or for those who don't care. It's especially infuriating that deaths are so penalizing when you cannot control them to avoid it, as most of their deaths are simply them charging headfirst into it.

    That, and Kubrow loyalty shouldn't drop more than 40% in one mission due to the lack of control of the Kubrow.  Until that control is implemented, the rate of recovery for Kubrows should be much more manageable.  

     

     

  12. 1 hour ago, eminiclam said:

    in case you all wonder, they already said that the lower spawns on deception/spy is intentional so...they can't fix what is not broken....

    No but it's a stupid change.  I've posted again and again how this impacts everybody negatively and I refuse to touch warframe until this is properly undone.  This post is not about focus farming, but it is mentioned as it is the root of the problem.  I want to make it clear this change is for the worst for everybody.  

    First of all, they nerfed spawns to 0 purely for focus, a system that not everybody uses and isn't a primary central tenant to the game.  If you don't see a problem here, then I'll explain it.

    Tiles do not spawn enemies anymore once you clear them without being alerted.  This goes for with and without stealth.  Spawns are less than 18.5 in total and are not a slight impact that DE claims.  This impacts loot drops, mod drops, resource acquisition, and fundamentally, the core gameplay.  In sabotage, spy (deception I don't care because I'm not one to farm focus), you can clear the entire tileset in under 3 minutes and then run around doing the overly simple objectives.  Total kills?  Down to 60 with a fast stealth run not dedicated to min-maxing focus.  Before this was close to 150-200.  

    The reason this is a bad change is because it punishes everybody when not everybody was using it.  It affects core progression and core gameplay because Warframe is about shooting guns and killing things.  No enemies = not using any of that to simply go to an objective  At that point it's a platformer/hacking minigame game and neither are very good.  We came here to play Warframe and shoot things with guns and smack things with swords until they gib.  This is one of the worst changes they could have implemented.  And you want to know what's the kicker?  If they just nerfed stealth affinity rates to 1/2 of what it is now (100%X5) or even (25%X10 to 250% max) we would not have any of these issues.  

    People would still get higher affinity, farming is reduced, drawing out the "farm" DE wants to impose (I don't care as long as I get focus the same rate as pre-18.5 with non stealth) and people still get the same resource and mod drops and progression as before.  And, you're not running in empty sodding tilesets anymore either. 

    So until this changes, I refuse to open warframe.  Empty tilesets are boring.  People saying "Oh it makes no sense for enemies to spawn continuously on a tileset," guess what, Warframe as a whole makes no sense.  Survival is one of the most contrived game elements ever, as is excavation (why are we assaulting in the middle of an outpost for buried treasure), and defense is hardly any better.  Despite not making sense, those modes are the most played because they are fun to some people.  This change isn't fun because you can't kill anything in other missions now with objectives that do NOT make up for the fun of killing things and will draw some players away and only give more reason to play infinite farm missions.  But for those who don't care about infinite kill fests, this is terrible.  Besides, there was a cap already; I never got the cap, but if DE and some players are not happy with people hitting the cap too frequently, then why don't they just change the cap?  Why affect the rest of the sodding game and make it worse for everyone?  

     

  13. 11 hours ago, McDuffMan said:

    if you want to kill things then why are you playing spy, sabotage and deception? those are objective game modes where the sole point of them is to complete objectives first and kill things second... play defense, survival, or excavation then if you want to mindlessly kill things.

    Did you miss the point that literally nothing spawns once you enter a tile?  You kill the tile and nothing will come onto it again, except from side tiles that you have not entered.  I don't understand why people are even arguing against this.  Everyone loses, I said this.  Min-maxers lose loot, people who play for fun have nothing to do except play a mediocre platformer as they look for sabotage caches or a dumb minigame.  "Objective" game modes are mediums for killing.

    Warframe is about killing things at the very core.  If I have nothing to shoot, my warframe and all my weapons are totally useless.  And it's not fun.  

    Edit: TO REITERATE.  Why would you change the rest of the game to compensate for one imbalanced background system?  It blows my mind anyone would argue against this.  Objectives are more fun than they were before, yes, but they're not the main focus of the game.  Killing things is.  Remove killing things, why even do objectives?  Or heck, I don't want to mindlessly babysit a defense node or 4 defense nodes or escort a useless NPC.  Instead of hurting everybody for this one system, why not just CHANGE THAT SYSTEM.  Nerf stealth multipliers or make them harder to get (25% stacks to 250% instead of 100% stacks to 500%) while reverting spawning back to a mostly original state, or have spawns only spawn when you're NOT on a tileset and undetected/stealthed.  

    This A: reduces broken focus farming.  B: rewards players still for stealth.  C: doesn't hurt regular players as much.  D: everyone still has fun.  

    Or just set spawns to zero because that's fun right guys?

  14. Re; SPAWN CHANGES.

    I'd like to add that the change to sabotage, spy, and deception is one of the most poorly thought out changes in the game I have ever seen.  No, I don't care for focus farming or grinding or draco or anything.  I just want to shoot things with my anime nonsense guns with my HUD turned off and at max settings at 60FPS while looking amazing.  

    That literally hinges on having things to shoot.  If one wants to change this so called "exploit" (spawning that's been almost exactly the same for these missions for the past 3 years, or at least so much so that I haven't noticed my entire 1350 hours played) in that people are hitting cap too fast, then why not alter a number instead of making gameplay as a whole less fun?  Nerf stealth multipliers.  That's it.  Stealth is fun as it is.  Just change the numbers and just make spawns an equal rate to what they were before.  Even I thought getting 12K experience for a single kill was ridiculous.  Or if one thinks hitting cap is an issue (there's already one set to 100K already, so what's the deal if people get it faster if it's set there to begin with?), lower the cap instead of making things worse for everybody.  I'm certain there are at least a sizable number of players who aren't min-maxing.  Besides this just made stealth easier.  So, what, nerf exterminate to 30 enemies now?  Or remove stealth from exterminate like in capture missions where you can't stealth capture targets anymore either?  

    Yes, I think it's a good idea to change it so that enemies don't spawn and pop up in the same view of the player so they can just pop them for infinite stealth experience.  But turning spawns to zero is dumb.  It's literally the equivalent of chemotherapy.  It's effective (relatively) but also hurts everything in the body.  Mod drops are reduced.  Resource drops are reduced.  Runs will be completed even faster since there's no reason to stick around in tilesets, reducing the appreciability of the quality put into the tiles.  Or if you're someone who cares about your drops and stuff, you'll just go run Draco.  

    This hurts everyone, not just the min-maxers.  Besides, Focus is hardly a major component of the game save for those imbalanced passives that give energy.  It's poor design to make one flippant change that affects the rest of the game for one little additional system designed to keep players playing regularly.  

    And you know, I really had a positive view on Warframe after quitting for a year and coming back last month.  I had just gotten out of Elite Dangerous (which is a mess right now) and was highly impressed with The Second Dream.  I really thought the amount of effort put into it showed the best of what Warframe has to offer and was fully ready to keep playing continuously.  But this reflexive change has me seriously questioning it all, but a small part of me is hoping this was just something that wasn't thought out.  No, I don't want to get on my high horse and it's not my intention to, but I want to make it clear how at least, I feel.  Sure, maybe I'm just one person who's voicing this among a relatively non-vocal group.  But I like to think I try and focus on what's good for the game, not just my own selfish benefit.  

  15. 1 hour ago, DERebecca said:

    Hotfix 18.5.4

    Enemy Spawning Adjustments (Missed 18.5 Note)

    Enemies will now spawn in areas not yet seen by players.  This will allow players to clear rooms stealthily, while avoiding enemies spawning behind players and potentially ruining any stealth runs.  ‘Alerted’ enemies will spawn nearby and out of sight, but can also spawn in rooms already seen by players.

    These changes will not affect enemy spawning in Exterminate, Excavation, Survival or Defense Missions, but will have a slight impact on enemy spawning on other Mission types.

    Post 18.5, enemies DO NOT SPAWN once you clear a tileset.  This means that doubling back to look for sabotages or running through tilesets with multiple paths for spy missions will be empty and devoid of enemies.  Enemy kill counts have decreased significantly since then, down to half, with as low as barely 60 enemies killed on a stealth spy run in Uranus.  I would also like to mention that we were going through the mission rather quickly but made sure to kill everything without too many alerts.

    Not only does this change reduce mod drops, reduce resource gains, and affinity gains, it also makes the game more boring because the core of it all is that warframe is a game about killing tons of mooks for all of the above.  Yes, affinity was abused but to alter spawns which affect all of the above makes the game more boring.  No, I don't care for min-maxing focus or affinity gain.  This is just a boring and frankly a terrible change.  It makes the game more boring. 

    Some more testing reveals that if you don't enter a tile, enemies will continue to spawn in them (at al ower rate than 18.5) but if you DO enter a tile, once you kill the enemies without an alarm going off (stealth or no stealth) they don't spawn anymore. 

    NONE of this would have happened if it weren't for the Focus system.  There's a daily cap for a reason, DE.  If too many people are reaching the cap to your tastes, then lower the cap instead of making the rest of the game a pain to everyone else.  Unbelievable, I came back after a year, had a month of awesome fun with just exploring sabotage in Uranus and the other missions only to find nothing spawns anymore for non-tower missions.  

    This is NOT a slight impact.  A run and gun mission would normally yield close to 200 kills pre 18.5.  Now it's barely 100, to maybe 150 at most depending on how fast you can kill.  Stealth at a moderately fast pace not accounting for min-max affinity, me and a friend have gotten as low as SIXTY.  Disgusting.  

  16. Calm the sod down people.  You're screaming fire before we even see fire itself.  WAIT until we actually know what outstanding stocks being purchased by PWE for DE LTD actually MEANS please.  For all we know DE could still have control.  

     

    Not that I'm optimistic but for crying out loud people.  I'm all for being against PWE but turning the fire to DE PS4InfuriatedPlayer isn't going to sodding help.  

  17. Can we just CALM THE HELL DOWN first.  Look I'm all for being against PWE, but let's not be hasty in our decisions until WE ACTUALLY KNOW WORTH A **** WHATS GOING ON.  ALL WE KNOW IS THAT PWE IS BUYING OUTSTANDING STOCK OF DE.

    WHAT THIS MEANS, WE DO NOT KNOW.  DOES DE STILL HAVE CONTROL?  OR IS IT PWE?  WAIT UNTIL DE GIVES A RESPONSE before extrapolating further information.  

     

    Edit:  Unless someone here is in economics and can tell us WHAT IS GOING ON AND WHAT THIS ECONOMIC STUFF MEANS.  

  18. Please remember that DE is an Ltd., _not_ a Plc. this is important because shares in an Ltd are not listable and thus tradable on a stock exchange.

     

    This means that for PWE to buy _anything_ they must be directly negotiating with a _private_ individual. Also any sales are usually only allowed if the shareholders agree.

     

    This is _very_ different to a simple "we have the money, we get what we want" situation. The _owners_ of DE have to agree.

    But that's concerning the trade which is basically already confirmed. What about the actual DECISION making of the game??

  19. To the economically dumb like myself, what does this mean?  ?  Is this what PWE did to other game developers?   Because looking up what outstanding shares are only gave me a very vague idea of what they are but gave a hint that DE may remain in control but I know nothing about economics so if someone could please explain.  

  20. I've only encountered him once recently and the last time prior to this he was back in the OH GOD HE'S SO OP stage.  Now he died to like...5-10 Potatoed Regular Boltor bullets?  Specced for Radiation and Viral.  I frantically struggled to hit him until I got maybe a quick half a second burst that nailed his head and killed him in that half a second.  Definitely weaker and too easy, IMO.  Mind you, this was also solo.  

    I guess for lower levels he would be incredibly difficult but I guess he just needs better scaling.  

  21. Seriously?  I loved using the AKLatos for their aesthetic but now they make them absolutely worthless for WHAT REASON AGAIN?  To push people to buy and create new weapons or to put slight pressure on them so that new players just might be tempted to desperately get new weapons that aren't totally useless?  Come on DE.  They were mediocre enough but 12 damage is ridiculous.  

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