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CephalonCarnage

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Everything posted by CephalonCarnage

  1. I think its because someone heard "orokin" and have invented some "oro" "kindred" thing in their heads. Its just a word for the old corrupt biotech elite overlords. Oro in Spanish means "gold", so orokin is just "golden people". However Teshin mentions something like this in Conclave, but that's so old and obsolete to warframe itself that its not really relevant - maybe it was an idea way back in the past when WF was being created to be a game mechanic hand-wavy thing to explain revives that was dropped as pointless. Its not mentioned anywhere else but keeps on popping up as some mumbo-jumbo mystic "soul" like some awful fanfic writing. It just rubs me up the wrong way really :) it looked like the mote amp attack to me. Been so long, I've almost forgotten what it looks like, but it was rubbish at hurting the sentients.
  2. Why do people make up nonsense lore about "oro"? The little thing she pulls out is possibly one of the sparks from breach surge. That DE has turned them into mini will-o-wisps doesn't surprise me, they probably were all along. Open a dimensional breach to overwhelm nearby enemies and cause them to release aggressive Surge sparks when damaged. Wisp may also target a Reservoir to teleport to it and double the range of the surge. So one got stuck in the sentient and she pulls it free to go off looking for a new target. It is a trailer after all, artistic licence is allowed. That said, its possible its just some licence given to her passive: Unlike other invisible abilities, Wisp does not turn transparent. Instead she visually glows and emits energy particles that are affected by her chosen Energy color.
  3. To a point, but then we have missions like Defence or interception where playing solo is not what its designed around. Also DE took good co-op modes like Railjack and nerfed them to be more solo friendly. Hopelessly nerfed to take away the most fun, complex game mode there was. The power creep has happened, can't complain about brammas, necramechs or operator shields now. DE should have used the new war to introduce an updated starchart, mechanics and damage changes to use those OP items, but they wimped out and went with a side-step to a different game instead.
  4. DE have gotten so used to playing Elden Ring (instead of warframe) that that's all they think of putting in. Expect another 6 years of boss fights like Kullervo on each of the 7 missing islands. DE doesn't tease you with lore to do nothing with it. Those 7 islands have probably been planned out already and they have some form of content idea for each of them. I hope to be wrong, but I think the next 10 years of warframe will be entirely focussed on Duviri.
  5. Also, bear in mind that most of the people saying they coulnd't do the quest are a tiny minority who are (from the posts I read) unhappy with their abilty to complete it and wish they could. They're the ones who want help with the mechanic and are not whining like a toddler that it isn;t completed for them (though there is a part in the game where Erra does complete it for you, if you're bored enough of the quest by then). Most of the whiny complaints come from people posting replies about these people. DE knows there are many people with impairments playing the game. Did you not notice the option to turn the "press E repeatedly" with a hold alternative? That's in the game specifically of this reason, and then they expect people to shoot the archons with that charge-trigger bow that requires you to hit a sweet spot to do big damage. When I played it I was plinking away at the archon for ages. I don't consider myself impaired but that charged "perfect shot" mechanic took me a long time to get right enough to kill the damn owl and his healing bubble. So I empathise with other people who might be suffering when they say they found it too hard, and DE knows it might be too hard because pressing a key quickly to unveil is considered too difficult.
  6. I did this one with Vauban and his vortex - drop the vortex behind you as you run to the canister, then when you've got it they should have followed you into the spinning disco o doom. then chuck (carefully, When i did this, I had 1 of the enemies to kill and 1 can left. I waited, I aimed, I clicked and the can zoomed off into space. Seen this happen so many times, still not sure why it happens)
  7. A better way to reduce the power creep is to remove the power. Simples! How about for trials, DE addsa new loadout (call it T to go with existing ABC) and this is limited to (say) 10 mod points, like you were MR 10. Then you can do appropriately levelled enemies with this kit. You can build as you like, mod how you like, have it saved without too muhc trouble and fight enemies as they were intended for balance. It might be L5 enemies you're fighting or l10 ones, and they'll be enough of a challenge without being stupid easy. You can even use your bramma without restriction because its not got OP with 8 forma, primed mods and every arcane possible. Maybe 10 isn't enough for varied builds, and you need 20 mod points or 30. Maybe the trials could be severla stages with increasing mod capacities as you go. As for raids, its probably better to just let players go wild, but make the missions more co-op so there's less of a problem if someone is nuking everything (like Railjack in the old days before they nerfed it, it was beautiful to see players working together). You could make it more of a challnge by putting enemies you cannot kill in the mix. Nuke them all = fail. Charge in kill-crazy = fail. Kill all but the warden with the keys and the prisoner = success. That'll be a true challenge! This is the ultimate end-game challenge for Warframe: talking and co-operating with other players. It'll be too challenging for most!
  8. The ammo nerf was necessary as the big bang weapons were getting out of hand. There's a difference between the power fantasy and the trivialisation of even harder content because everything is dead before you even know its there. Nerfing the ammo meant you appreciate the big booms more, they could have reduced the damage drastically instead but they (fortunately) didn't. They just nerfed your ability to carpet bomb the map every second. I think the only other thing they could have done would be to make the big bramma and ogris and similar into archgun-style weapons that you equip for a short time, or with limited ammo and then they're gone. Like the terminator example where he gets the minigun only in necessary sitations and uses the shotgun the rest of the time.
  9. No, but there are ways around it. A new starchart of hard content for those who want it, and the rest can continue to play the normal starchart with their OP weapons for the grind. SP circuit is the current "harder than the old hard" mode, and I think it sucks. I don't play it much because I don't want hard, I just want a slower game that's harder, not annoyingly difficult. Like in the early days when you were MR1 with a Lato and Braton, it took many hits to take down the few grineer and you coudl go at your own pace to finish the mission (ie not an arena with infinite enemies). A new starchart progression of the story with new enemies could recreate that pace and progression through a new extension of the story. I'm sure those players who only want their "power fantasy" would hate it, but they'd play it to completion and then go back to the old starchart where they could continue to nuke. Those players tend to want the good rewards without the difficulty of getting them though, so I doubt they are healthy for themselves or the game. What nearly everyone wants though, is more warframe,
  10. IIRC in the quest (and I do not know if they changed this since I did the quest) there was no charged shot - it was perfect shot or nothing, if you didn't hit the sweet spot to get the perfect shot then you got a basic quickshot. I practiced that damn thing for ages because I understood it was going to be necessary to beat the archons, and still hate it. So I understood exactly what everyone complaining about beating the archons is talking about. Its not play style of a charged trigger so much as that hair-trigger response. I hate charged triggers, but that mechanic is terrible.
  11. I thought this - the New War should have introduced them as enemies. Not the ones we're used to fighting either, but the big bad ones from the old days. The ones where, as the lore says "Silence gripped the dome as Tuvul shook his head. Then suddenly, the creature moved, convulsed, the hard surface started undulating. In a moment the wound closed and the thing was whole again. Beside it another machine had grown from its severed parts. Their surfaces had changed however - brighter, harder, resilient to whisper rounds now." Sentients that have heal-over-time status procs from slash damage. Oh how that would change the meta. You want hard enemies that are a challenge, ones you simply cannot nuke and keep going as if they were never there. This is the one - ones that get up behind you and come for you, possibly 2 of them now. you have to take each one down and ensure its stays down before going on to the next. That's the challenging, slower, gameplay people have been desiring. But one that doesn't require nerfing you to crappy slow Drifter or Kahl gameplay. One that lets you still play as a warframe with all the movement and gunpower and abilities, yet still makes you stop and check your path. You can do the same for Grineer - the old ones that "They aren't making Grineer like they used to. The old ones could lose an arm and they'd keep on working". not as tough as the sentients but would prove a challenge in the earlier missions.
  12. And those non-warframe story quests were trivially easy. Remember The Sacrifice? Go and zap Umbra with your operator. You fail to understand the vague instructions, aim, have the mote amp, whatever... and he kills you. You restart and continue with his health lower. You always kill him, there is no real skill involved because the quest is about the introduction of this warframe you have to zap to subdue. Now look at TNW bosses. hard, challenging, one with a stupidly vague instruction to get past their auto-heal (as if going invisible will get you past his audial barrier? No make sense, no wonder so many had a hard time with the owl that they didn't with the wolf) plus a charge-trigger bow (that I will still say was the primary problem in the entire quest, getting that charge trigger right is a right pain! DE should absolutely given the choice of the bow or a rifle. I'd have chosen the rifle every time) No other story quest has done this, ever. They are all easy to complete. The story is what matters to those quests, not the player skill or challenging gameplay. such gameplay was always dumbed down in the quest to demonstrate it, and then you find the some mechanics in the game later that is harder. This is the way all quests worked, until someone forgot what they were doing and made the quest some solo gameplay instead. In a past DE quest, the archons would be shown, you'd kill them easily enough in the quest and then you'd fight them in game later as warframes and they would be the challenging then. Lke kuva guardians, they were easy in the controlled environment of the quest to show you the mechanic. When they appear in gameplay they were a lot more trouble (at the level you were back then, of course) As it was, DE forgot a lot about what a quest is. It went on way too long, was filled with sections designed solely to force sales, and was generally boring. 80% of that quest should have been cut and it would have been fine. Cut the archon fights to one impossible-to-lose fight, cut the stealth fortuna section, cut the railjack and necramech sections. Pretty much keep the bits that cause the Zariman flashbacks and it would have been much better. This quest is a bellweather for something at DE that has changed for the worse. whether its the "more plat sales" push, or the inability totell the story well, or the introduction of Drifter and a move away from the traditional warframe play. I don't know, possibly all of the above, but they lost the plot here.
  13. You contradict yourself. More content added is part of the game, and yet you tell me that "endgame" is stuff they do after they have completed all content. So DE releases an update with new stuff, that's not endgame by your definition. Its new content. Its more game. So, as the adage goes, don't tell me of the speck in my eye when you have a plank in your own.
  14. The 443 refers to the default port number for http traffic. So you failed to connect to the warframe api. Somewhere along the chain of http networking one of the hosts or routers dropped your connection. If you're using a VPN, try without. Otherwise try pinging api.warframe.com to see if you can see it, and then contact support.
  15. That's not "endgame content. That's just more content. People come for more content - and if more people than usual come back, its for the new toys and loot and rewards that this bigger update provided. They didn't come for the hardness that wasn;t that hard, they came for the big guns that made it all even easier than before! This is the opposite of what you argue for. They came not for "endgame difficulty" but for "even more cheese". Eidolons were endgame as you descibe, but they require a level of balance for numbers, acquired powers and skills. We had that, you needed to know your stuff, you couldn't just nuke everything, and it worked well. But then the feature creep appeared and it became meaningless. No endgame is possible with ever-higher numbers, and even skill-based endgame features are meaningless with ever higher numbers. unfortunately, Warframe as a free-to-play game requires ever higher numbers (in terms of better weapons, etc) to re-attract old players to keep playing. I think the best, and possibly the only, true endgame content is to restart the game. Offer players some special fashion and allow them to keep their plat and purchases, and then drop back to MR1. Repeat the game, which was awesome. That's what you really want. The balance, the difficulty, the progression, the skill-based bosses. you just have to do it without the "endgame" weaponry, frames and mods that have broken the game.
  16. Players always come back with every update. its not SP that did that or a desire for "endgame" content. Its to engage with normal warframe new stuff. The player count skyrockets with every update regardless of what it is. Then it drops off as players loot it dry. Rinse and Repeat. There is no feasible endgame possiblity. Think it through, you want ever more powerful weapons, and ever more powerful enemies ot fight with those so you're really just shifting a boring "shoot stuff that's harder" mission mode further and further into the distance. That just makes it harder to balance and thus you'll never get what you want. Hence nonsense like Duviri where they gave up and had to create a new system (that is already OP from the start!) to try and get some sort of challenge back. All the constant push for ever harder enemies to challenge a players ever better arsenal does nothing to satisfy anyone either. If they do it, you get players complaining its too hard and they nerf or buff it (see operators now have shields FFS. Eidolons, the old endgame content is now trivial). Then you find the other players saying its too easy and round we go again. There is no centre ground, there is no balance possible. What they need to do is make engaging content that has stuff to do beyong shoot impossibly armoured enemies. Content that has more than kill stuff. More co-op play perhaps, or more exploration and progress through a story or some larger whole with shooting as the glue that holds it all together. However, if you want super hard enemies to challenge your builds, then Simaris is the place for it. No rewards, just the ability to scale enemies to absurd levels. No arena either, Simaris with a linear or open world map would be better than the existing ones to give you a target than constinuous kills. A means to test yourself by getting through the level, killing everything in a timed manner, or with fewest shots or on a kdrive or no melee, or similar for leaderboard points. That is probably the closest to what you want, but its not "endgame" content as its not truly part of the game, just side activity for the benefit of those who want it.
  17. reduce the mod power level of your frame and go against lower level enemies. Or remove the mods entirely and run low level enemies. The challenge is there, you can see your synergy working. It doesn't have to be the power imbalanced "end game" that never will exist.
  18. Perhasps change the title of the thread then, "The Issue with ESO Players".
  19. I guess host migrations try their best to copy the game state to a new host, whilst letting the old host wander off. This should be a last-resort fallback option. To make the game less of a headache for the 3 other players, the host should remain part of the host migration process until the entire game data state has been copied to a different player. Then, and only then, can all players continue whatever they were doing. However, it might be that the way its all implemented means the data migration is to complex to do in such a simple manner, in which case it needs to be looked at from a developer point of view to make it copyable in bulk like this. There is no other way to expect a game state to magically transfer to someone else. Cases where the host disconnects then the fallback option has to occur, and theoretically this should be just as good, but experience says otherwise. So the code has to be changed to try a full, good migration first.
  20. You can see the drop chances from DE's own data, they auto-generate this from the game files apparently, so its accurate. Your "observable chance" is entirely your bad luck. Stop running over black cats is all I can suggest.
  21. Incarnon mode for the bramma/ogris/zarr. That adds infinite ammo. doesn't need anything else :) Oh alright, how about some of the remote trigger weapons like the castanas, that lay mines that do not need to be triggered by the player. Instead they can drop the equivalent of the grineer arc trap anywhere and everywhere.
  22. Its a multiplayer game. That's why you cannot complain other people don't do what you want. Other players do not exist to serve you your content. if everyone else is wanting to leave after 2 rounds, then you need to join them, make your own group, or play solo. There are many ways to get a group that will want to do 8 rounds, social media on a clan is probably the best way, this forum even has a recruitment section and there is a in-game recruit chat. I found the best way was to talk to people at the beginning - "how long we going for?" is easy to do, and if people want to continue (as often the "problem" is self-reinforcing, nobody stays if they think they're the only one staying, so they leave, making everyone else think of leaving early too). So you set the expectations. Sure, some are there to level and will leave once that's done but many will stay for 8 rounds if you make it attractive to them. But what you absolutely cannot do is just complain other people don't do what you want.
  23. It has a 10% drop chance. The mission to play takes 2 minutes. These are objective facts. It is not the worst by any means.
  24. Atmo systems just feels bad, but really isn't. its a 10% drop chance and you can spam the 2nd mission in less than 2 minutes. Its not comparable to say Arum Spinosa part that only drops on some Deimos bounties at 2% and you have to run a whole arcana bounty (and that implies a iso vault as well). Or the Korrudo that drops with a 5% chance from Doma tusk thumpers, or Xiphos - 0.5% if you get all 2 sabotage caches. Per part. or many others. In this case, Ivara drops are just stupidly bad luck. I remember running too many Europa missions for Nova's last part. Got to the point where I was stuck looking at the ice wall and thinking "what am I doing". DE has at least put a grind-avoidance system in for recent frames though. But if you can't get one, get the prime version instead and wait for the normal one's parts to drop randomly.
  25. The biggest problem isn;t the lack of grind but the destruction of the progression system. You can;t get Saryn as a starter frame for good reason, you should go fight for it. Now DE says "screw all that, the game is arena shooter and all rewards are available". Its not so much a spit in the face of players who farmed frames the old way, but more a spit in the face of 10 years of warframe only to get this spoon-fed alternative that makes the old game irrelevant. Its not just frames, but the arcanes, rare mods and other bits that you had to get through gameplay, some of which are end-game stuff. Now its just turn up, shoot a few things, repeat. Win. Then go play normal warframe with your mk-1 braton, only now you have a bunch of arcanes you can add to it. They made the well balanced beginning game into the OP end-game meta. Its incredible how dumb this is.
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