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Angwah

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Posts posted by Angwah

  1. The current 'trading system' is indeed very, very primitive and annoying to engage with, both on the buyer's as well as the seller's side, at least in my opinion. Now, I don't particularly care anymore as I am at the stage of having everything I need, and plenty plat in reserve to keep up my boosters and pick up the cosmetics I need for a long time to come. However, by the time I managed that I have come to passionately loath WF's current trade implementation. It's anecdotal evidence obviously, but _everyone_ I know tries to minimize trading, only doing so to top up when it is absolutely necessary. 

    What always surprises me is people complaining about wanting to play space ninja's and not being forced to put in time on fishing/mining/hunting/operators/mechs/railjack/whatever, but are totally ok with the utter waste of time forced upon them by the trading system, even if you know the ins-and-outs.

    And let's not kid ourselves, there are ways of implementing an AH which would allow you to actually play the game while simultaneously not imploding the market. The main way would be limiting the number of AH slots where you can put up items for sale. Additionally they can put in a time-lock that after a sale an AH slot would be locked for a period of time. Making Kuva, various crafting & Helminth resources and rep tokens tradeable would also help a lot in making the market healthier.

    Anyway, we don't possess the necessary metrics to say precisely what those limits should be, but DE has, and it would not be that hard to figure out the sweet spot.

    I personally believe it would actually be good for player retention if DE gave this part of their game some love. Veterans would be offered more ways to pay-to-skip grinds and incentivized to actually use their plat reserves, and who knows, perhaps even buy more now and again. Newcomers would have a clearer view on whether to invest time and/or RL money in the game is worth it to them, and be less likely to be ripped off.

    They need to spend platinum on slots to advance, and from where they are standing what looks like a lot of it. The trading system, with all of its 3th party tools, and an insanely user-unfriendly ingame trade chat is _very_ off-putting for the new players I have spoken to. The game already asks them to put in time reading wiki's and watching guides to know what is going on because it fails to teach ingame. Being opaque and treacherous to navigate when you want to spend RL money, requiring them to research what to spend it on and where to go when figuring out what is a fair price or not is really not a winning strategy, imho. I've seen new players bounce really hard on this.

    Which is truly a pity, as the monetization-scheme of WF is in my opinion very reasonable once you learn.  

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  2. The biggest issue imho is the standard mob's lack of speed. Combined with our mobility, speed and damage output they have about zero chance of finishing their priority 1 actions, which is lots of times seeking cover at this shuffling turtle-like pace. Even if they live long enough said cover is unlikely to still be, you know, between them and us.

    That was all fine when Warframe was a stealth/shooter and we weren't gods of carnage and destruction who can zoom around the battlefield at will, but yeah, no longer a valid 'strategy'. Doubling their speed will do a lot already, or removing the take cover action altogether. Take the much faster and more aggressive enemies in the Index as an example!

  3. Nah, I love Railjack, one of the gamemodes with the most potential imho, but what the OP mentions at times happens to me too.

    Has nothing to do get gud or anything really. I solo anything Proxima can throw at me with ease, but sometimes when loading into a crewship or zoning on the ship to where a boarding is (in the exceedingly rare case they make it onto the ship) I get one-shotted. No shieldgating, no time to react, nothing. Boom. Dead.

    Haven't quite figured out how or why it happens, but mobs are there when you gate, targeting you and you just die. Though I think it has occasionally happened a bit further on in the mission, but could be mistaken. My best guess is at the moment is a case of latency/lag and rebounding miters? Anyway, the miter-wielding enemies always seem to be involved in those 'surprise' deaths when shieldgating seems to fail. Of course it does happen mostly to the squishier frames where I use no vitality or shield mods but use other means for survival, like Titania or Ivara, but still, it's weird...

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