Jump to content

2ply

Grand Master
  • Posts

    1,120
  • Joined

  • Last visited

Posts posted by 2ply

  1. I agree with the OP 100% on all accounts. 

    The rework of the clan recruitment forums section is atrocious, unfair, and deceiving. It's a real slap in the face to clans that actively WORK to keep their rosters full, it diminishes honest recruitment efforts down to ZERG style tactics, buries clans with healthy activity under alliances of who knows what. I used to be on your forums everyday, I used to use your recruitment section to find new players and I had great success in the past...but since the rework it doesn't exist anymore. The forums recruitment section is useless as it stands. But my clan is still full...but how? 

    Because instead of having a nice legit automated system of request and confirm...I have to monitor recruitment chat for hours daily, wade through TONS of copy/paste "join our clan adds" to find a player asking for a clan...I spend TOO much time doing this, I don't really even get to play the game itself much, that is if I wanted to keep the clan at full roster. I can hardly even interact with my fellow clan members as my attention is fastened to a scrolling wall of random texts in a recruit chat window for the majority of the time. This is tedious at best and soul sucking. 

    CLAN RECRUITMENT PEOPLE...why are alliances allowed in the same area as CLANS when the "front page spot" is determined by NOT the number of actual clan members in a group but the number of times someone (alt accounts even) have hit the "join clan" button. Who in their right mind decided this would be a good idea. This is completely just wrong on many levels. I simply do not even bother using the warframe forums for recruitment anymore. But, that's fine, I don't think we need it, If we had a better in-game system to work with. 

    As for the INBOX in game, I understand that there are probably a lot of back systems, server space...etc etc etc that have to be taken into account, this INBOX system was not designed for p2p communication. I get that...but I think it should be priority to make a functional mail system for inner clan related communication. For YOUR health DE. 

    DE, we keep your game alive. We the clan leaders, and We the community managers inside the game and inside those clans. We find ways to teach your new players ways to ENJOY your product. We produce community, friendship and a home for players to come back to. We educate them, we equip them and we hold their hand through the sorted progression that is the new player experience. 

    Can we at least get some decent logistics to make it easier for us to manage your player base?

    For the future of Warframe we need a better system to monitor, inform, engage and enhance the player base in our clans. The majority of players who don't find a good home won't stay in the game long. The great clans of warframe produce that home to come back to, and in that home the players find the other half of the game they were missing. 

    The idea of making a new UI for clan communication and management seems like a dream, but so did Warframe itself 7 years ago...so lets make this better clan UI our 2nd Dream, sound good?

    Ok, off my soap box, thank you everyone. 

  2. This post felt like extreme advertis......

    Feels good man! 

    My hero returns! 

    This man is a legend! 300% Hotter from the start! 

    I love him, he's a great man, and the touching OP only solidifies that truth to infinity. 

    Sir Ced, please come say hello. I gave you the discord in a PM.

    Peace be with you friend, we all live and learn and grow. 

  3. 3 hours ago, Shai said:

    You should put the video up on Reddit as well, might blow up on there. #marketing

    Hey, thank you for the suggestion, but I was hesitant to put it here...I'm not looking to blow it up really, just provide a good laugh from the Flow..as always.

     

  4. 1 minute ago, Shai said:

    At the next warlord debate, you should ask them about this  OMEGALOUOL

     

    We've considered it...but not really into the colors of that one....and that name....not as puntastic really.

    But indeed...the idea was tossed on the table years ago, we just Go with the Flow.

  5. I am not.

    That's the straight answer.

    But, I think it really depends on where you pay your attention. If the circles you swim are full of that type of talk...it will forever be swirling in your head. Seek a better Flow.

     

  6. Hello,

    Just another idea spawned while ranting in discord.

    Personal Quarters. Let everyone in the game have a space the size of a great hall or better to call their own, decorate with existing or new decor. This room of your own will be hosted on the same server space as the Dojo. You enter the dojo, then each player has a default teleporter location: "Personal quarters" at the top of the teleport options.

    This ROOM, large enough to allow for extensive personal expression will be attached to the dojo, but partitioned so that you will never see a door TO your room, only a teleport option. But, you will have a door leading BACK to the dojo from inside your room, giving a connected feel to the atmosphere. I see this as being an instanced based conversion to and from the room, but the room will feature a visual door that you can press X on to go back to the dojo.

    Many clans are old, and they have history in their Dojo's. So giving the power to decorate those dojo's is usually reserved for trusted long standing supporters of the Clan. We hold our creations dear, but that often means we protect them from new hands.

    I would like to give everyone the opportunity to be a designer. With this personal quarters proposal, I know that we can achieve that. Just like the landing crafts, you will be able to invite friends into your private room to see your decorative creations, without need to prove yourself trustworthy to a clan or create your own clan just to play around with the creative side of a dojo.

    The idea is simple. The possibilities are expansive.

    Consider this, Wouldn't you like a new reason to farm reputation, or perhaps a new item to use those reputation points on? Why not buy a new bed, or cabinet or bookshelf from Konzu before his early lunch? This is just one idea to bring new decorative items into Warframe, and at that, new items of a varied nature apart from the standard decor.

    The personal quarters idea at this stage is just about Form, but perhaps the developers can find a way to incorporate FUNCTION to the rooms? Or maybe you guys, the forum jockies of Warframe have some better ideas! I'm not going to be listening, because this idea is perfect and I have no reason to defend it. But I would appreciate any positive feedback or additions to the idea itself. Thanks!

    I do hope we can see fit to provide everyone the opportunity to experience all the facets of Warframe, without having to be a designated architect or Warlord.

     

  7. On 2018-06-07 at 12:58 AM, acidvenom said:

    The part about not having a single support/utility ability is competely intentional, just like his augments. You have a frame that is 100% focused on dealing damage, and can probably do more damage than any other frame in the game, but this comes at the cost of support/utility/survivability/CC abilities. I still wanted to offer an alternative, so i made the aug for his 1 that allows it to be a CC ability.

    The numbers are rough values, if DE decided to implement him i'd expect the numbers to be tweaked and refined.

    The image you posted is pretty much what i had in mind, but with a more sentient-ish appearance. I also thought about the idea of him finishing his 4 charge, then targetting an ally, and then the ally gets to shoot using him. I gave up on that because i really wanted his 4 to feel like a weapon that will destroy anything, a weapon that is dangerous to anything. So i settled on it damaging all units, regardless of things like nullifier bubbles, shield lancers, blunts, teammates, companions and sentinels. Everything in it's path is dealt a combination of all the damage types, and that along with the fact the you can still take damage during the charge, while draining your own health and shields, forces you to coordinate with your team more.

    Ah, well that does make more sense to me now, thank you!. He's a high risk/reward based frame.

    My only standing concern with the concept is what exactly would he bring to a boss fight, such as the Eidolons? We already have a few frames that are less useful than others in these fights, but even those frames do offer something to the team, such as Valk.

    Valk doesn't bring much to the team in an Eidolon hunt, but she does have that damage immunity thing for rezzing your team  and an AOE buff for the squad to help prevent damage. Still I wouldn't want her on my team in something such as an Eidolon fight.

    So I'm really wondering where you see  your concept playing a key role in a larger universe outside of the standard mission running. Granted...it does not need to have a key role in anything...but I don't think there is a single frame that I think is completely useless against an Eidolon either.

    Your concept may be the first; being that it has no damage mitigation, for such a fight, or support abilities to help those who are mitigating and damaging. Let me be completely clear, I'm not saying this is the make or break of your concept but I do see it being a point of exclusion for those who would make this their Favorite frame.

     

    Just a suggestion:

    If we're going with high risk/reward thing;

    I suggest that you have 1 channeled ability that increases his damage taken, but also increases enemy damage taken,

    --ALSO--provides  a % value of that damage TAKEN as +ARMOR to the team for a period of time, and the damage you inflict on enemies will be converted into a % value added as +SHIELDS to the team?

    So, You inflict damage, a % of that turns into shields for the team.
    And, when you take damage, a % of that turns into Armor for the team.

    You get no shields or armor personally...HIGH RISK...but you increase team damage output, while providing shields and armor based on the respective damage taken or given. This is the HIGH REWARD!

    And this would make you very strong in team fights, a highly favored pick. Lots of synergy with shields and armor among the frames too.

     

     

  8. From the previous comments, it appears that this concept is a popular idea...given others have fathomed something of the same in their own ways.

    Not to detract from the momentum in your vision, I do want to critique some things I think are missing and some things that just need to be further developed and some things that cannot be unless taken in by developers.

    1.) Lack of support or any team oriented ability.

    I see a lot of self-buffing and mass destruction but nothing to aid your team in a team fight aside from purely offensive powers. No crowd control, or utility in this frame concept. This I feel is going to be a snag for development. Most frames built these days have 1-2 team support or control abilities or at least something to share. So I would recommend some rethinking on that aspect.

    2.) The numbers, I know you did a lot of work on the numbers, thinking it through and probably comparing to other Warframe's abilities. But....the numbers cannot be really determined by the visionary. This is something that will require the development team to look at, and tweek to perfection. And even then...the new frames we get are pretty out of balance. If it were me...I wouldn't concern yourself as much with the numbers and focus more on the mechanics as you have and good on you for that.
     

    All the other issues I see with the concept are in the numbers, such as energy cost and  (X vs %) and other things that I've already stated are irrelevant at this time so I guess those are my list of "problems" I see in this concept.

    I like the concept though, like a War-Machine. I imagine a mech-like or robotic type warframe, one that is more machine than most.

    The way you described his 4th ability, reminded me of Galvatron from the 1986 Transformers movie, where Megatron got saved by Unicron and turned into Galvatron, giving him the ability to turn himself into an artillery cannon.

    6041838%5D,sizedata%5B850x600%5D&call=ur
     

    I would have to paint him RED with flames though.

  9. Hello,

    I'm a little upset, I'll be honest.

    For CLARIFICATION: THIS IS NOT TALKING ABOUT PLAYING OCTAVIA, THIS IS ABOUT BEING IN A TEAM WITH AN OCTAVIA WHEN YOU WANT TO DO SLIDE ATTACKS AND RUN A RAGE BUILD BUT SHE NEGATES THAT FROM WORKING PROPERLY BECAUSE OF A TRIGGER SEQUENCE ATTACHED TO CROUCH THAT ALSO PROCS WHEN YOU DO SLIDE ATTACKS RENDERING YOU INVISIBLE WITHOUT A WAY TO GET OUT OF IT.....

    Many of you may not understand what I'm upset about, but I want to explain this clearly and I understand many will be upset by this proposition.

    Rage builds and Octavia "can be" problematic.

    I am NOT suggesting a "nerf"

    I am not suggesting any CHANGE to powers.

    The issue here is that invisibility from Octavia's abilities PROC when you slide attack.

    Let me point out, that I am invisible a lot and I do not always want to be.

    There is NO way out of octavia's invisibility. YOU cannot roll out of it like a limbo ability.

    I have a few rage builds that I run, these builds require me to take damage to create energy, Invisibility doesn't stop damage, but it can make it really hard to get damaged.

     

    I like these builds, as they are fun and different than the standard energy generation methods. Also they work nicely for certain game modes.

     

    The issue here, is a combination of things.

    1.) Rage builds are a thing, there are two mods that return energy on damage, they have a place in this world.

    2.) Slide attacks should NOT trigger invisibility. That is a melee attack, not an intentional method to proc the invisibility buff.

    3.) Maiming Strike is a thing, it requires slide attacks to have a place in this world...I would like to use it.

     

    Please find a fix for this issue. I would like to choose when I go invisible. If I wanted to go invisible I would stop moving and do some squats like the words used to describe the ability tell me to.

    I like slide attacks, I like rage builds, I like to be targeted...what if I wanted to be a pseudo tank with slide attacks as my primary source for damage and damage to me would be my primary source for energy return on a life strike?

    How could I make that happen if I'm always invisible DE?

    How?
    ......*puppy dog eyes*

     

    Please find a fair way to fix this without nerfing my choices in the game, and without nerfing octavia.

    Perhaps adjust your trigger...so that slide attacks do not proc the invisibility.

     

    Thank  you!

     

     

     

  10. 9 hours ago, Quimoth said:

    With current efficiency drain and the certain invulnerability phases some bosses (e.g. most bosses) have this won't work. I'd rather have them open a special conduit where efficiency is less important.

    Name me a boss that doesn't have some extra elements to stop us from rushing the boss in under a minute. They're virtually non-existent because the hardcore community asked for it and therefore should require extra work before being implemented in onslaught.

    I'm down for the occasional "bonus" rounds...like in other games...where after so many levels you get a rewarding level....so a conduit that has the ability to either quickly restore your efficiency with kills, such as a DOUBLE efficiency round. Or a round where there are multiple efficiency beacons strewn about in hidden places... allowing for an opportunity to quickly catch back up.

    On the BOSSES, you are correct again, the current bosses would not work in their current time gated formats. They would have to be nerfed to give a challenge but not consume as much time to kill....OR....they just introduce a newer beefier, trickier enemy, like the Queens guards, where it requires a set of moves to disable, disarm, and make vulnerable.

    The Queens Guards, in a sense are like a type of mini-bosses. They have a time gate attached to them in that you have to use special mechanics to kill them. But they can be dispatched rather quickly if you are on your game.

    I would suggest a similar type of enemy to stand in as as BOSS of sorts, not one without a complete damage negation, but rather mechanics that make them harder to take down without a degree of tactic. Imagine a sudden invasion of 20 queen's guards....or just one really mean one that requires a bit more work to take down, facilitated by some new moves we haven't had to deal with yet.

    Another idea...what if the "queen's guards" type mini-boss dropped the efficiency beacon after you kill it...totally optional kill, not required, does require more work to kill, but rewards you with like 15-20 efficiency. All the while, the normal enemies are also in place, you just can choose to focus fire on the big baddies that give a bonus...this could extend your possibility for longer duration.


    Regardless of my ideas, you've pointed out some very critical issues that need to be considered.

    Thanks!

  11. 7 minutes ago, RecordTheFox said:

    So, here's a thing, what's more arcadey than getting kicked out of a game based on a subjective faux difficulty timer? (anything i know but bare with me here)

    The answer is Bosses. Now this sounds both good and terrible on first sight, good because it's fun bad because it's a damage sponge in a mode you need to kill quick to survive, my answer to that is, make the efficiency rewards per enemy kill based on the amount of enemies on the map .

    Basically put, if there are next to no enemies, each kill will give you alot of efficiency, if there are armies of enemies, not so much, another thing this offers is, another place to put khora parts in, now i'm not saying this should be the only thing that gives you khora (unless the "boss" spawns every two zones case in which yay for less lootpool crowding) but i think i can speak for everyone when i say, dealing with a boss quickly enough can be quite satisfying, and this might even be cause to look over some not so well designed bosses (cough vai hek cough) and give them a proper fight treatment... (or just be lazy and spawn him in his chicken from).

     

    I'm going to be a jerk and put this in bullets.

     

    1.) Maps with Less enemies on the FLOOR = More Efficiency per kill. VS Maps with LOTS of enemies = Less efficiency per kill. (simple fix to keep progression up for active players)

    2.) BOSSES: Why not? Fight a boss at the end of a big turning point, like Level 10 or 15 and then again at 20 or 25..

     

    I like this idea. I think this idea will be awesome if DE decided to find a way to use it.

    The more enemies on a map means you have to kill faster to maintain efficiency, when there are LESS enemies on the floor, each kill allows for a better efficiency return...seems like a good idea to fix some issues with what feels like implied difficulty.

    The bosses idea is also a good way to test more hardcore players, because the time is ticking and that thing has to die, but it doesn't go down easy!

     

    I'm going to upvote this.  I hope others can add to it constructively and respectfully.

     

    Thanks!

  12. 2 hours ago, (PS4)Fairfied said:

    Interesting, though I hate the rng of rivens.  Like others have said more rng doesn’t sound fun, more grind :(

    Perhaps the concept could be refined some more, key point, no more grind please

    I personally accept the rng of rivens, and I accept the rng of the game in total because that is what it has always been.

    Warframe has always been and should always be RNG through and through, because otherwise everyone can get exactly what they want without chance.

    And chance is what makes effort and determination pay off when you're in a sea of peers with everything everyone else has....chance allows you to have something truly limited or at least temporarily unique.

    Life is about chance, you don't know what you're going to be born into, and you don't know what life will have of you, but you do know you'll exit one day, but that too is chance.

    In a video game, chance is something hard to produce naturally and RNG is a very close substitute.

    But as for the concept being refined, and the grind. I respect that, it is a rough spur of the moment idea, and that is why we're discussing this, to refine. As for it being a "grind" it's not a grind if you don't want it to be, just like anything else. Everything can be a grind in Warframe. Plague Star, Kuva, Focus, Eidolons, it's all about repetition. It's getting better and faster and having more fun doing those reps that makes the core game mechanic of Warframe. 

    So, we're talking about doing something you've already done, such as all of the above. Now, we are adding the new thing, that is adding something to the mix at the time of incubation for a "riven like" roll of the attributes on the pet. This is a refinement from the original idea, thanks to Fairfied.

    The element of RNG will only be applied at your will, otherwise the pet comes out "stock". The grind is in your mind. The reality is, there is nothing you haven't done and won't do again unless your "life RNG" number comes up.

     

    Just a quick edit, there are actual "grinds" in this game and many many others. It's just what has to be done to add longevity to the content.

    Frankly, if you could pick what guns the riven goes to, or what stats you're going to get, or when you're going to get anything in Warframe, it would lose it's luster very quickly. That being true of most any game with any time of "grind" for achievement, rank, weapon upgrades, levels...anything. We crave the carrot, but we really don't want the carrot that quickly, we enjoy milk too.

  13. 4 hours ago, LSG501 said:

    Considering how much the RNG on top of RNG on top of RNG on top of RNG nature of rivens is basically despised by most people, adding it to something else just seems, to put it bluntly, rather stupid, especially when your whole reasoning is about pushing sales of imprints for inflated plat prices, something else many of us don't agree with on rivens... 

    You also don't explain how this would impact existing pets, I sure don't want random rng applied to my already fully forma'd (iirc I have one slot left without polarity on all my main pets) only to find it could end up with worse stats than it had originally. 

    And obviously the next logical step to this suggestion would be 'rivens' for companions... considering I'm literally at my limit of the 60 point capacity with my existing mods there is no physical way I could work a riven into a build without getting either more points or removing a 'high value' mod (plus likely adding another forma)

    Actually good point you bring up.

    To refine the edges a bit, with existing companions, and to make this "OPTIONAL" so those of  you who like your standard pet attributes can have them, with NO RNG.

    BUT,

    for those of you who would like to play around with the random numbers I've considered an adaptation, what about an additive during incubation.

    Just like that other thing I don't want to mention.

    Maybe the ability to add an amount of kuva or something into the incubation to produce the "riven like" RNG to the attributes such as strength, armor, attack, etc. And, continue with the genetic imprint idea for market fun.

    That would be cool, because those of you who like the system as is, can just not add the kuva to the mix when you're in the incubation phase.

  14. 4 minutes ago, Kuez said:

    If there just was a way to improve the stats... (like in the Division - they introduced the system, where you can get your item level [or however it's called] higher by spending some currency earned through playing) I could see that beeing remotely alright.

    ...but as I said - and I'm going to repeat myself - when I see "more RNG" type of ideas, I refuse. Tyvm! :crylaugh:

    Fair enough, Thank you for the input, you've added a good point for consideration.

     

     

  15. 15 minutes ago, Kuez said:
      Reveal hidden contents

    1c6lDDM.jpg

    See that cat? That's my cat. He has one out of nine colors, one out of 5 tails and 1 out of 4 head/ ears that I wanted. There's 
    HALF OF A YEAR - that's how long it took me to get it... I still ended up merging two different imprints together, because noone had it.
    If I also had to hunt for good stat one, I'd go nuts - that's the problem. :crylaugh:

    Hey, I totally understand that took a long time and it was very specific in nature.

    But, do you think if companion breeding was a much more invested market where you could find all those tails and those colors and heads, and ears in a much larger availability and quantity, with an array of different flavored stats attached to them, priced accordingly, for your specific desired effect...then on top of all that, you can play around with that pet's imprints and mix a new monster of your own...

    I mean, you got an amazing looking Kavat, I'd be proud of that work you put into it, and don't get me wrong, making all the cosmetic options available from your local general pet store wouldn't be too cool either...

    Had you this system half a year ago, you could have focused on the stats you wanted over all the trouble it sounds like you had finding those specific visual elements.

    And I think maybe, they focused too much on cosmetics from the start, because that was the ONLY thing that made imprints worth anything. The ONLY thing. The market for that is abysmal.

    Abundance of variety will come, once interest is increased in the process of breeding. So will come an array of "good" stats. If you enjoy the hunt of finding those specific visual effects...you can become a breeder..so half of your year spent finding the unicron could have also been spent selling off the kavats you didn't want to keep.

    Or at least those imprints with good stats that are worth something to someone. As not everyone cares for visual effects in this game either.

    I mean, in that half a year it took for you to collect the right DNA for that specific kavat, how much platinum did you make on the Imprints along the way? And, if you did sell them...how much more could you have made if they had some randomly decent stats attached to the imprint?

    Again, all this during your quest to build the perfect cosmetic kavat, you could have blended in stats like a chemist to not only make the best looking but also a monster of a breed, but if that is too much of a headache just purchase the exact imprint you want, and hope to find a good deal with one that has some decent stats.

  16. 7 minutes ago, PrivateRiem said:

    Size can't be changed and is purely random.

    That is true, size is something that is set in stone. 

    So we have 1 factor that is actually a 50/50 in terms of probability, because not everyone likes huge animals not everyone likes small ones either. But everyone likes more power and more platinum. So this issue will work out in the wash, and ultimately make BOTH extreme varieties small and large kubrows with "good" stats worth more platinum because of their specialty, much like rivens are today with special guns.

     

    And to my point, the implication of a new interest in breeding, a new market for selling imprints and the likelihood of finding the right kubrow you want, big or small with stats that you can agree with will become more abundant as a result of this new fever for breeding and selling the imprints.

  17. 2 minutes ago, Kuez said:

    Stats @2ply, stats - not the looks.

     

    I understand his point, the point being is cosmetic appeal is not stuck in stone, the stats and the cosmetics don't have to conflict with each other. Granted you will have to invest in new color options if you aren't happy with the default, but most people do in this game. On a side note, getting that RARE Unicorn of a Kubrow or kavat with the perfect stats and default color scheme would make that particular Imprint very valuable.

  18. 17 minutes ago, Kuez said:

    Well the problem lays on the basis of the idea.
    It would be fully comparable to randomly generated Warframe or weapon stats (+25%/ -25% form base stats [for example]).

    It just doesn't stick. :thinking:

    Well, people are talking about rivens for warframes...rivens for kubrow and kavat? Thats a cool idea I guess.

    But it doesn't offer the same potential as a kubrow or kavat born with moderate stat adjustments based on the same system as rivens. 

    It may not stick without proper balance, much like rivens are due for, but it is still something deeper with the breeding process than slapping on a riven in a slot needed for armor or health.

    It's opening a new market to selling Imprints with subjective value over that of just cosmetic effect.

    And, it could result in some interesting "beast master" potential, if one so desires to have most of their damage coming from their pet and not a gun or warframe ability.

  19. 16 minutes ago, PrivateRiem said:

    I'm a big fan of non-sentinel companions, but that suggestion is just throwing oil on the companion vs pets sh*tstorm we've been having for a while.

    Imagine, you randomly roll the best looking (in your opinion) kubrow you could possibly dream off, and it comes with absolutely atrocious stats.

    You can re-color, re-pattern and cover it with shiny armor bits if you aren't satisfied with the default skins.

×
×
  • Create New...