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SorainRavenshaw

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Posts posted by SorainRavenshaw

  1. 14 hours ago, Aelendril said:

    Volt is Fishing King.

    Speed also makes you reel faster after throws.

    Honestly I'm starting to use Volt in the plains for resourcing. Fishing he buffs the damage on throws so you can spear whatever you like as long as you hit. Finding minerals speed boost is easier to manage then bullet jumping and if the Grineer start shooting you, a good shield keeps it off while you mine. Finding nestle pods, animals or other standing resources, provided you get plenty of loot radar range? Speed boost lets you cover much more ground. Ivara's zipline is a really useful tool for fishing I'll admit and if Banshee could mark via sonar she'd have a huge perk to her name, but she really can't.

  2. 1 minute ago, bananaclove said:

    yah, i thought so too. maybe in the future there's a dedicated setting for this like ally's mandachord. but indeed, the toggle setting has been so useful for fishing and mining. sometimes i just spending hours (in real time) just for mining and fishing. but yah, fishing still beats THO of mining ;p

    I'd do a lot of a toggle between 'minerals' and 'gems' on mining search system. Every time I hunt down a deposit and it's another red one I sigh because I've got nothing that actually uses all those metals I've been pulling out. (entirely to remove them from the sensors) Meanwhile Gems not only do I need them for later, but they have a use now.

    Yes, eventually I'll want more metals... which would be why I want a toggle. Heck, simple 3 settings of 'all/metals/gems' would make my life better.

    But to get back on fishing, I really hope that DE doesn't apply the nurf bat to the pond with ye old faithful screw up your shot. I've finally managed to hit the standing cap for the day for the first time thanks to piles of mortus lungfish.

  3. 1 minute ago, bananaclove said:

    idk if someone been posted this or not. but try enable the 'Toggle Aim Weapon' in control settings. it helps me a lot. less fatigue on hold that RMB.

    Frankly it'd be nice if we could set that for just the spears and mining lasers. It's not worth digging into the menu every time and getting used to toggle aim is hard for me after so long.

  4. You have some intresting ideas for tribute.

    But as a more interim step to such a drastic rework. I'd appreciate it if a single buff pickup of each type gave the full effect for the current duration. Every so often an enemy will get stuck somewhere and all my hard earned aura's will go poof without me being able to do anything. I really do like the auras and their effects, they are much more substantial then most people seem to realize. Dust and Thorns in particular.

    I wouldn't honestly feel the need for it to be an AoE ability if I could just keep the blasted things at full strength, where they actually shine.

    The lantern rework sounds reasonable, I basically don't use it because of how I've set things up to focus on Razorwing but this would be a QoL change.

    I think razorwing is in a pretty good spot, save for the razorflies. That being dynamically replacing (with the current number cap in place) would be all I'd want this to change. The evasion and tiny hit box in Razorwing, especially combined with maxed Dust provides plenty of defense in my experience.

    1 handed spellbind would be nice, I admit, but I'm mostly happy with it as is. My setup sacrifices range in favor of duration so mostly I use it to tag people and negate/prevent status procs on them (and myself) but a solid CC build around using that with efficiency and range ought to be a viable option.

  5. 19 minutes ago, tnccs215 said:

    I'm genuinely heartwarmed by that comment. Yes, the OP criticisms are awfully misguided, but she has issues, and I've seen an overdefensive and dismissive posture by the community towards them. Too many mentions of her positives traits and not enough of her negatives. 

    And well, the more you'll use her, the more you'll notice it. It's... Rather discomforting, and never really goes away. Like being in the wrong relationship. 

    I'll be honest, I like using Equinox and her concept. But your point about being forced to pick one role or another is entirely valid.

    For me the biggest failure is on the form switching itself. You get some decent buffs, damage and speed vs Armor and Shields. Only those buffs fall away very fast and ramp down steeply. Now, you might argue the point is to keep switching forms to keep the buff up... except that doesn't work out. With a very simple generalist setup, I get '30 seconds' or so of duration on the buff from swapping forms. Except that by about 10 seconds in, the buff has fallen off so much it's unnoticeable.

    Frankly, given the effects even at full strength aren't that great, I don't see why they fall off at all. Why not simply have your form determine what's being enhanced? If I have to choose between higher armor and more shields, or more speed and more damage, I'll consider it. As things stand now, I only care about what form I'm in for what abilities it comes with. A bug could disable the buff portion entirely and it could take me months of playing her before I noticed. That's not right to me.

  6. Okay, so here is my feedback here:

    This rework needs serious revision. The reduction in area of effect was unneeded, unwarranted and most importantly unmentioned. Said massive reduction in area of effect drastically decreased the usability of Hydroid's abilities and essentially relegated power range into a 'dump stat' since a maxed out stretch, even with overextended on top of it, isn't going to get similar areas. The change to barrage from dealing finisher damage harms it's usability, when it's damage was already not impressive. The tentacles aiming is a good change. Applying the same to Barrage would be better, and not doing so as part of the initial update is somewhat baffling.

    The scaling of damage on Undertow is simply not noticeable in the majority of situations. Just as the damage of Tempest Barrage was low enough to be unimportant before and now that it is not finisher damage effectively non-existent.

    One place this succeeds from a game play perspective is the interaction of Tempest Barrage and Undertow. The ability to pile enemies into a clump to hit with corrosive augmented barrage has some value. Another is the addition of armor, at 200 armor Hydroid definitely has more staying power and that can cover a multitude of sins.

    As it stands now, both power range and power strength do... well basically very little for Hydroid because his base damage and range numbers on key abilities are so small. That's effectively 2 of four stats that we can't do any builds with. This leaves us with duration and efficiency... neither of these is really an exciting thing to build around. On top of that, the only ability to truly need and/or take advantage of those is Undertow... Not everyone was thrilled with how that ability worked or indeed works currently.

    It's my opinion that Charge speed desperately needs to be effected by Natural Talent for quality of life reasons.

    It's clear that the abilities involved (especially with the truly nice new GFX) are not going to be changed fundamentally. It's something of a pity, but I'm not going to argue that. What frustrates me with this revisit is that the role of CC warframes is usually in team play, and it's usually to set enemies up for killing, or to prevent deaths. Right now that second one is somewhat filled, but Hydroid is by far the worst option in the game for the former.

    To use a single example: If the tentacles held enemies in place to crush them, in a manner similar to Harrow's chains, (just with trashing about animations I imagine) that would really improve the usability of the swarm in team play. As it stands, Tempest Barrage seems to be the only viable option since it can (with an augment) strip armor and it's CC effect doesn't make attacking the effected targets difficult. Yes, you can group enemies with Surge and Undertow... but that's generaly done as a prelude to dealing damage and without letting enemies out of Undertow no one can do that.

    Even making enemies stand rooted in place in Undertow instead of sinking into it would accomplish this. (Though I much prefer the impressive 'sink into nothingness' for cool factor, the drawback is rather extreme.

  7. 3 hours ago, (Xbox One)Slimm qp ReapeR said:

    It's probably bc they haven't found a way to punish us for having universal vacuum yet. Remember before we got vacuum for all sentinels how they decided they'd nerf the range of the vacuum. Smh.. apparently they things having this feature is somehow OP and it's just sooo difficult to at least give universal vacuum a try.

    I don't get their logic either.

    As I see it, give people 6 meter universal and have Vacuum mod stack on it. People will argue if it's worth it to have a sentinel vs another companion in that situation, but the sheer mind numbing cost of not having Vacuum at all would be alleviated. I would like to use my Kubro on occasion without screwing myself out of credits, resources, ammo, health and energy pickups. I really would.

  8. On 6/28/2017 at 7:21 PM, Music4Therapy said:

    One of the key points I was trying to make was that melee weapons that do get strong dispositions will become insanely powerful of crit damage or raw damage is a possible roll.

     

    Consider this. The only way currently to raise a weapons base damage is with (Primed) Pressure Point and Spoiled Strike. Why is this important? All damage, including status effect damage, scales off of it. Slash procs deal 35% of the base damage 7 times over the course of 6 seconds for a total of 245% finisher damage.

     

    Combine that with the fact that the only way to directly modify your crit multiplier is with Organ Shatter. This is a game changer and will create new levels of insanity.

    Indeed. The Riven experiment has potential, but it needs refinement to do what they intend, and not make the strong stronger still.

  9. On 6/27/2017 at 3:07 AM, blackheartstar_pc said:

    A common misconception spread around here. Unbalanced strength in our favor is one of the drawing points of Warframe. It's a big part of what makes it fun. Once we can no longer get to higher damage output that is when the game will be considered beaten and done as continuous growth is the point. I've seen others point to Dynasty Warriors as an example for longevity of how long "overpowered" game play can go on and be enjoyed.

    I agree with you here Blackheartstar, but let's not ignore the point being brought up here. Melee is very, very powerful. Melee Riven mods will provide them with even more power. Look at how sidearms are stronger then primaries in many cases. Now look at the state of Shotguns vs Rifles. If Riven mods exist to bandaid equipment into being viable, then Riven mod disposition is what determines if the system works as intended.

    If the 'best' melee weapons end up with 1 disposition, and rarely if ever used melee's (Prova, Skana, Bo) see use because their disposition is 4-5, then the objective of Riven mods is accomplished.

    Unfortunately that doesn't happen in a vacuum. So Riven melee mods are going to cause issues, not just for what Music4Therapy has pointed out, though that is entirely valid as a problem, (and ultimately rooted in armor scaling, again. I swear every problem in this game's balance seems to come back to that.) but because riven's for rarely used weapons (Jaw sword, twin eather, Kogake ect.) will be vanishingly rare. Those who do get them as drops will likely discard them, assuming that finding a buyer is too much hassle and not enough profit, while rivens for weapons that are popular will end up being all you see advertised.

    The entire Riven system is an experiment in weapon diversification that is not without some whopper issues. But it can work. I managed to get a hold of a solid riven for a pittance of platinum (2 digit cost in plat) providing Toxic, Cold and additional to Grineer for the Gorgon. I've always liked the Gorgon, so much so I went out of my way and got the Prisma Gorgon. But it's never been viable until I got this Riven, letting me stack Viral, Radiation, status chance and raw damage onto it to the point it's useful to me in general. It's ammo problem solved by the changes to Carrier (Ammo Case is up their with vacuum in terms of 'I can't stop using this now.') so I can finally enjoy taking it to enemies in the 40's+.

    That is what the Rivens are intended to do, and I really hope that DE can manage to wrangle the Riven system into shape the way they did parkor. (or fix the root issues via a Damage 3.0 preferably.)

  10. 3 hours ago, Kjahla81 said:

    Yep it happens. One time we spent the selection time swapping rewards. Making claims that" my forma was better than your forma.

    Well clearly everyone should pick the Forma of the player to their left (PACMAN IT GUY ON THE FAR LEFT!) so that everyone get's maximum traces.

    2 minutes ago, Lord_Datastorm said:

    Just wanted to  cover all bases just in case.

    That is wise of you.

  11. Honestly I think you should get an unsellable/tradeable BP for the Login Reward weapons when you get the weapon, that way if for some reason you sell it you can build it back. It might be hilariously expensive, but you could get it back. Sure, most people won't use it. But most people don't use their emergency flasher's in cars either and they still have them as standard.

  12. On 6/27/2017 at 1:56 PM, SquanchMon said:

    it just states that it's Mastery Rank 1 wep or higher when in fact you must be MR3 and craft a Mastery Rank 3 or higher wep.

    so all the requirements have been fulfilled except craft a MR1 or higher wep and I've now crafted a few and not working...help me?

    I'd take out a support ticket on this. Crafting an MR3 weapon should fill the MR 1+ requirement.

  13. On 6/26/2017 at 0:32 PM, Chewarette said:

    Seems like the Receiver has an astonishingly low droprate. Have 2 Blueprints and 3 Barrels, nobody in my clan has seen a Receiver (and someone said it's a 2% loot chance).

    If that's true, I have to say : screw it. I genuinely hate you, DE. There is litterally no point in putting such low drop chance for an Archwing weapon on a once-a-year event (except if you just wanna make us hate you, ofc).

    It's obscenely low. Making it the same 11% as the other parts would fix this.

    On 6/27/2017 at 9:46 AM, Ildanach said:

    Not in RNJesus' good graces. :(

    After 60 missions I've received 
    > 5 Blueprints

    > 5 Barrels 

    > 0 Receivers

    > ~20000 endo in total.

    took me 57 runs (combined this and the last Formorian I assaulted) to get a receiver.

    On 6/27/2017 at 1:20 PM, TheBlackSpectre said:

    So they want us to run the event 50 times before we get one receiver??? FIFTY TIMES???!!! Cuz that's what 2% gets ya. That's 2 out of 100. :(

     

    Yeah if you want a theoretical 100% to get, 50. But statistic's and probability don't work that way. Unfortunately you could run it 5000 times and never get endo as a drop. That mechanically CAN happen. It WON'T, but it could. Reciver at 2% is idiotic, dial down the Endo drops and put Receiver up to a reasonable rate guys.

  14. Tonight while playing as Titania, I noiced something odd during an endless fissure mission.

    A relic cracked while I was in Razorwing, and corrupted my primary weapon. When I exited Razorwing and for the rest of the mission, the Corruption buff persisted.

    This was rather hilarious the first time, as not needing to reload a Tigris leads to fun times. The fact I can seemingly reproduce this bug on demand however, is an issue.

    So here is the report on it. It seems to trigger under the conditions mentioned above fairly reliably on any given mission, just as long as you are in Razorwing when the relic opens and it happens to buff primary weapon.

  15. the only thing i have to sya about the lanka is:

     

    It is a very nice weapon, with a very lazy and cheap (to not say not existant) model work.

     

    same look as a snipetron? really? that was laazy.

     

    if you ask me, a better model for the lanka hould be like this:

     

    Rail-Gun-concept-Sparth.jpg

     

     

    NOTE: no my concept, just googled it.

    my that is a lovely Dera skin...

  16. This is pretty damn accurate. 

    But how would you have structured the event so that it would be fair for both sides? 

    Making it equal battle pay rewards right from the start would heavily favour the corpus with their preexistent map dominance. 

    Giving the grineer early momentum clearly snowballed and made them the obvious winner.  

    I think it's time to move this discussion on from what went wrong, and why it failed, to how it should have gone and will go if there is a next time. 

    Both sides only deploy their 'basic' units. No tech's, no inferno's no evicoratiors or fusion MOAS.

    Grinner gunners and Elite gunners Vs Corpus Crewman/MOA's with Elite Crewman.

    This is as close to 'balanced' as battles can get with the two sides.

    Scoring system for both clans and individuals does not have one side subtract from the other, your support is decided by total mission runs.

    Rewards:

    The statistics for all weapons involved are released along with the announcement of the event. The side a player supported more determines which weapons they acquire (With rewards at 10 25 50 and 100 missions, 100 providing the ammo conversion mod for the pistol) The winning side's supporter's get their weapon's, the slot's to hold them and they are supercharged. The losing side's supporter's get their weapon's BP and the slot's to hold them.

    Individual battle rewards: 5 missions for a side qualifies you for the battle pay when the battle is over. Both sides offer premium rewards from the start (Reactor/Catalist/Forma) Some battles offer the same rewards (such as the Mutagen mass, being that it is so much harder to acquire) Some battles offer BP's for clan tech weapons (provided by the faction offering them, so Flux for Corpus pay in example) Other's offer the parts to produce said weapons (also supplied by that side, so Detonite for Grinner pay) This allows non clan members to make the previously clan exclusive weaponry.

    Lore/Presentation:

    Lotus provides a briefing of the origin of the conflict, the reason why both sides seek Tenno aid and the likely consequences of each side's victory.

     

    In example:

    Corpus victory weakens the Grinner empire and diverts them from hunting Tenno to dealing with Corpus troops, especially powerful unit's like their Eviscerator and Napalm units become more scarce, at least for a time. However it provides the Corpus with access to a huge number of Tenno and Warframes from which they will likely develop new equipment that could threaten Tenno interests in the future.

    Grinner victory weakens the Corpus's control and diverts them from seeking Tenno as they attempt to reclaim their manufacturing equipment. Powerful mechanical units like Fusion, Rail-gun and Shock-wave MOA's will become hard to come by , at least for a time, with their factories occupied by Grinner troops. However a Grinner victory would give them access to massively increased industrial power to outfit their troops with, which could threaten Tenno interests in the future.

    Another event, likely centered on the Corpus's bid to use their new project to spearhead the retaking of Mars would be a good follow up to this one. If it is structured similarly to this one, then the Corpus should have learned their lesson about the Mercenary nature of the Tenno, offering enticing rewards immediately, perhaps even access to some of their (now outdated) technology. [Personally a sentinel Mod that could let my sentinel do what a shield Osprey does for my team would be awesome, along with a portable rail-gun heavy weapon with innate penetration.]

  17. I sided with the Grinner for a pretty simple, very base motive.
    I believe we can handle the Grinner.
    Of the three enemies, I find the Grinner the most entertaining to fight, stealth works on them, melee works on them, most weapons work on them. (Or at least one hopes they will once armor scaling gets fixed.)
    Infested are a struggle at times, needing to be purged with sword and fire.
    Corpus troops are not so easy pray to those Tenno who lack laser weapons, electric damage mods and the experience to know how to fight them. Even then, the Corpus have produced far more problems then the Grinner.
    The Jackal, The Hyena (which I might add are meant to operate in PACKS), Ambulas, Raptor, Fusion MOA's.
    All of those are products of Corpus reverse engineering and development. All of those present threats beyond the Grinner's simple soldiery.
    Look at their weapons technologies. Tenno fought before to prevent the Grinner gaining energy weapons technology, something the Corpus use nearly to exclusion. The Spectra, Dera, Flux and the nightmarish Supra are all products of Corpus tech work.
    In contrast, the Scorch, Scorpion, Napalm, Bombard and Hellion's use conventional weaponry. Even the Eviscerator is a simple device that shoots sawblades. While their generals try to change this, each is out for their own and betray each other as often as not.
    The Corpus are a monolithic threat which has already developed and deployed threatning new technology testbeds and the Fusion MOA's to the field.

    In short: I believe we can handle the Grinner but the thought of the Corpus getting yet ANOTHER new toy to use on us is not something I relish.

    From an entirely player perspective, I find fighting Grinner more entertaining then Corpus due to their higher unit verity.

  18. ...

    In an Epic, High Stakes Death Battle, would Master Chief of the Halo series stand any chance against 1 or more Tenno, and if so, which of and/or how many of the warframes would he be able to defeat/kill/neutralize before he is another mark on someone's Soma?

     

    See you around, Space Ninja.

    I believe this has been brought up before and the answer is quite simple. Under most possible battle conditions, any given Tenno would easily dispose of a Spartan II, even a battle hardened veteran such as the Master Chief. Assuming that weapon, shield and armor technology's are equally effective on both sides (a rather extreme concession but required here) Then any given Tenno is likely to win handily. The reasons are quite simple. Firstly, a Tenno's mobility is starkly superior to a Spartan II's mobility, in both horizontal and vertical axis, Tenno cover more ground in a given time period and more difficult terrain. Second, while the shields on a Spartan II's armor do exist, within their setting they are not particularly strong, while a Tenno's shielding is extremely strong within setting. (for most setups in actual field use) Third, Spartan II's do not exibhit any ability's which can truly be called 'beyond human'. While their strength, dexterity, durability, speed and senses are beyond human norms, a Tenno is likewise extremely capable in these areas compared to a typical human. Tenno's Warframes possess ability's that are distinctly not possible for humans, even the Excalibur frame, easily the least 'impossible' of all frames, can apparently create matter and impart force on that matter with ease (Javelin) as well as attacking at speeds while moving that are considered 'impossibly fast' by Tenno standards. (Slash Dash). For the more exotic frames such as Rhino (distorts time) Nova (distorts space and freely uses Antimatter) or even the more 'plausible' Mag, the Spartan II is simply not equipped or trained to deal with them, he has no defense against pull or crush. 

    Once you consider the extremely advanced equipment used by Tenno (aside from their warframes) the course of most possible battle scenarios is clear.

    In 100 engagements against a 'classically' armed Tenno (Excalibur with typical generalist mod build using Skana, Lato and Mk-1 Braton) I would roughly estimate a Spartan II winning 7 engagements, most often by sticking with a plasma grenade (multiple at once) or a victory in a grapple. (snapping the neck). While the weapons of both sides (assuming 'classicly' armed Spartan II with pistol, battle rifle and frag/plasma grenades) are within the same general ability level to inflict damage, the Tenno's higher mobility and better shielding means the pace of battle can easily be dictated by the Tenno, allowing the Tenno to either rely on the shielding advantage to pick away at the Spartan II before closing, or simply sprint in while blocking incoming fire and defeat the Spartan II in melee with the Skana. The more exotic the load outs (such as allowing the Spartan II to pack covenant weaponry like a covenant plasma rifle and covenant plasma sword while allowing the Tenno a Soma, Kunai and Duel Zorens) inevitably favor the Tenno's larger, more advanced selection of weapons.

    Abilitys such as Ash's teleport, Loki's Invisibility, Seryen's Molt, or Rhino's Iron Skin simply tip the scales in a Tenno's favor.

  19. The Lotus did say the Hyena's hunt in packs. That would be cool to see.

    Hyena pack as a alert mission and/or a 'new' boss would be sweetness. Three of those would present a serius challange to most players, especially with some AI reworking so they work together. (perhaps one is melee focused and leaps at players, one is the 'standard' model as we fight now and one is a heavy firepower model with a spinup weapon ala the gorgon?)

  20. How bout actually addign a new slot for all the resistance mods - they aregenerally pretty low value (like warm coat, diamond skin, flame repellent etc).

     

    I doubt ANYONE uses those as is - they provide little but use up a valuable mod slot.

     

     

    The slot could ether use mod points normally - or resistance mods would use 0 mod poitns (but still need leveling).

     

    This would add extra build variation  - deciding what kind of resistance mod to use. And woudl put the wasted mods into good use.

    I think this is a brilliant idea. It gives the resistance mods a slot to use, allows the resistance mods to be changed to different polarity's (and frame slots as well) to tell us a little more about a frame's basic design idea. The basic problem with the Resistance mods for me has been a cost benefit issue. I need that slot for a mod far more then I care about the terrible energy to effect ratio of the resistance mods. (which for the record are atrociously bad. 2-3% is quite close to worthless in peoples minds no matter how that works out in reality and after fusion.)

    By adding a slot dedicated to resistance mods, that problem goes away and I can consider them more fairly. Mind you, as it stands they would be the lowest priority for taking up my mod energy, simply because the return on investment is so weak, but on frames with spare energy I could at least consider them.

    Perhaps allow the 'resist ice shield degradation' could fit in the same slot as well?

    Perhaps call it a 'utility' or 'device' slot, include the leap up, knock down resistance and other 'odd' effect mod's as options for that slot.

  21. Well, i still get a badge at least(I think). I'm happy to hear the mods will become drops. :) It's cool that we unlocked the new area too, but i haven't made it that far yet. As I said, I'm not mad, just hope communication/my understanding is better next time so my clan and I know how to plan. :)

    It's good to see someone new to the game posting on forums to offer clear, calm commentary on this. Thanks Zionarbadon.

  22. I dont think so. But regardless of what majority will pick, my main point is that what you call "selfishness" is nothing but the fact that another person wants something (mods) which is different from what you want (new tileset). In the end both them and you want something.

     

    Also, if DE has put a lot of time and money into creating a new tileset, they will release it, in some form or the other, irrespective of if we fail the event or not. Its stupid to assume that we would have lost phobos if we had failed in event. DE can be stupid to create imbalance in weapons/frames but not stupid enough to hurt themselves that hard economically.

     

    Also, just for a moment, think of this situation. If event was like this :-

    1. At the end every player will get those mods.

    2. Only those players who have made 100 points or more will unlock Phobos.

     

    I would have STILL played till 100 points. I want the map to be unlocked, because.. why not ? What I want to say is, its not the players but DE which gave *importance* to mod rewards by making them *LESS* accessible. Everybody knew they will get the map, but they have to work for mods. You really cant blame players to work for something which they might NOT get.

    see if the event was setup like that, half the player base wouldn't be able to go to Phobos right now. (or so it seems)

    On the other hand, people would have the lethal torrent mod.

    In all honesty it's basically the initial communications failure (no reward for getting more then 1 point and a week to complete it in? no rush then.) followed by the fact that a small percentage doing many runs lock a larger percentage of players out of getting rewards because they complete the event.

    The Formorian event not only had things spaced out properly over it's duration, letting both the hardcore and casual people do their thing. Sure some people didn't get full rewards, but it was considerably less and for considerably better reasons then this one.

    Sling Stone convinced me that DE was walking the right path on event design even if the ships went down FAST. Now we have Arid Fear and a mess. I think as long as the fundamental lessons of clear communication beforehand and balancing letting people contribute with letting people participate are learned and shown in the next event my friends can settle on not getting Lethal Torrent.

    I agree with you, claiming that we wouldn't have Phobos without finishing it (and lets face it, it would have gotten done without the few hyper productive people, clearly.) that DE would waste the effort of making an entirely new tile set is simply illogical.

  23.  

    That there is sad. The fact that DE has to stoop down low enough to apologize to those that couldn't find a few free hours during WEEKEND. 

    There is absolutely no excuse for not getting 100 in the first 3 days. Those that were whining about this event being boring are the same ones whining about not getting the rewards.

     

     

     

    1 word, >>>WEEKEND<<<. Also, if you have a real life you won't be spending time trying to achieve a hardcore goal in an online game. You're not entitled to anything in a free game and stop acting like you are.

    Whoever put work into this event had 100 points. Those that didn't are now whining.

     

    I would say that not having a reason (because of the late mod reward announcement) to get more then 1 point is a good enough excuse to not hit 100 during the first 3 days.

    This is what caused a majority of people not to get points initially.

    Only the hardcore people kept doing it beyond that, hoping to place in the top rankings.

    Low and behold, their productivity cut off others from getting their own piece of the action.

    I would say that DE, who has admitted fault here, needs to clearly lay out their plans for any future events to us.

    Not what they are, but how they will address the problem of a few very productive members, rather then doing good, causing resentment because they are preventing others from enjoying the event and seeing the rewards for doing it.

    My friends and I managed to get what we wanted, but seeing so many have their desires ripped from their hands because of a communications disaster and a few people's productivity is sad.

    Most of all, it's disappointing that a team that has worked so hard on making their events work, who did such a great job with the Formorian event, spawning in the ships successively so that everyone got a decent chance over the weekend to do some runs, sets up a week long 'super' event. Then fails to communicate the rewards properly when it is announced. That would be bad, but not a disaster, no the disaster lies in how that played into the few hyper productive people's actions. They, rightly, decided to try for the top contribution slots, which I am fine with. However, because nothing was in place to prevent those hyper productive few from completing most of the event, many 'normal' players are left out in the cold. No form of diminishing returns or contribution cap (perhaps within a given time period) was implemented. Thus a week long event was mostly done in only two days of weekend.

    So here we are, with an event cut in half, with many players feeling like DE bungled it in communication and execution, feeling robbed of a chance. Some blame DE, some blame the hyper productive people, some blame the complainers for 'laziness' and those who got the full 100 but still feel that this was a mess are left wondering what to say.

    Clear communication with total disclosure of end conditions and rewards for your events before they start is clearly required. So long as this happens, as long as these things are clear in the future, I will be satisfied. I would prefer a form of diminishing returns beyond the full reward worth of points, to mitigate the hyper productive problem. I would prefer that they make clear their 'you will get this later' policy so that we know we won't end up with another event having this problem as our only chance to get what we missed out on. But so long as that clear, complete and prior to the event start information becomes the standard, I will consider this worthwhile.

    And remember, if no one states something is wrong, if DE doesn't see many people upset with this, they won't know it is a serious misstep. 

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