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Zyphre

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Posts posted by Zyphre

  1. Basically I imagine this working by tagging a player with a temporary instance/session ID token that expires after a timed duration for online lobbies (ex: 2-4 mins) and no timeout on invite only/private - but to mitigate possible exploits have it expire upon joining any other session.

    It's pretty rough to get to wave 20+ on high end defense and crash out, losing everything/most everything depending on the crash/dc.

    An example of this would be when I used my radial javelin to kill approx 90 corpus in a corridor on outer terminus at wave 19 last night - caused me to get a massive memory leak and black screen. Couldn't even get the WAR report tool to initialize and catch it. However I could easily have just restarted and been back in the game within minutes if there was a state that allowed for it. I'm sure the player base would welcome this type of safety net :)

    Thanks for your consideration and keep up the good work guys, despite all the negativity being voiced - there's a crazy amount of people playing this game and enjoying the hell out of it.

  2. Thanks for all the entertainment during hotfixes.

    How do you not get burned handling all of that?

    Do you do cold fixes? Or is that handled by some other color?

    Hope that marriage isn't suffering too much.

    Actually now that I think about it... are you married to some saucy exotic Blue Text?

    I know, you can't exist in red text here on the forums.

    However, we wish for a 30 minute AMA (ask me anything) in game.

    There are some that believe the Red Text is the apex being of the warframe universe and worship the Red Text.

    Do you become more powerful with ninja worship?

    Do you have tenno defecting from the Lotus to seek guidance of the all knowing Red Text?

  3. ERROR_INTERNET_NAME_NOT_RESOLVED = DNS problem most likely. )Search google and you will find more details on that.)

    I'd disable any firewall on your computer and router temporarily then give it a try - might just be bad filtering settings. Otherwise it's likely a configuration issue with your router/network.

  4. Conveniently I can tell my tale through quotes:

     

     

    I have one, but I cannot say I have noticed its effects..

     

    Then I 

    Upgrade it max to see its effects 

     

    and notice that

     

    Its usefulness is not on par with its rarity.

     

    Now

     

    I have it. But i don't bother installing it.

  5. Thunderbolt quirks:

     

    NOT currently affected by Serration mod (?)  Intended mechanic.

     

    IS affected by RIfle Amp artifacts

     

    NOT affected by charging the shot

     

    DOES spread elemental damage in it's AOE

     

    CANNOT Crit (though weak spots still seem to cause extra dmg)

     

    SOMETIMES will prevent bolt momentum mechanics from taking place (flying backwards)

     

    IGNORES Trinitys Link power and will cause you to melt your own face while, while working fine with Rhinos Iron skin.

     

    BULLET ATTRACTOR eats your tasty arrows and all their damage. As in your arrows will do nothing (but this isn't exclusive to this mod).

     

    Unpredictable explosion/splash, in some cases direct hits on enemies cause no splash damage to surrounding enemies/environment but WILL still damage you.

     

    DOES NOT  have any apparent concussive physics attached to it ( doesn't knock things enemies down, doesn't move corpses)

     

    Oh and WATCH OUT for invisible mesh bits of environment, you will blow yourself up on them. 

     

     

     

    SInce it's unclear what the intended mechanics are, I just posted the oddities. Feel free to add more and I'll update the list. 

  6. From my understanding, the design goal is for there to not be a need to macro. I say this because of how they handled people macroing the sprint>slide>jump  to essentially have a faster net travel speed.

     

    Addressing it at a lower level ideally negates people feeling like they should need/want to macro - that's usually correlative to how much of an advantage macroing would confer.

  7. You know, I think my point got lost in the mix here.  I'm fine with it being difficult and achievable.  The thing is - I'm certain this was done to give people a place to spend their hundreds of fusion cores from closed beta after they switched systems. If you were one of those people, this progression would be somewhat non issue as you had a way to obtain the required currency. 

     

    This isn't a matter of what the mod is or what it does. 

     

    The investment cost  is broken and does not fit within the rest of the system as it is. If you want to argue that it's acceptable and additional levels aren't needed, that's your opinion and that's ok. But  - in that same light might as well just cut the top five levels off the mods and call it good then right?  

  8. For mods such as Serration, Hornet strike, Vitality, and Redirection - players that didn't have 20 pages of rare fusion cores from CB will find themselves more or less unable to a single mod of this type even to level 8 or 9.  

     

    As a rough and approximate example:

     

    Fusing Serration with Serration rank/amount (assuming the amount need doubles each time which seems to be a good approximation)

     

    Rank 0 = 0

    Rank 1 = 1

    Rank 2 = 3

    Rank 3 = 6

    Rank 4 = 12

    Rank 5 = 24

    Rank 6 = 48

    Rank 7 = 96

    Rank 8= 192

    Rank 9= 384

    rank 10= 768

     

    From Rank 0-6 it takes 94 duplicate fusions.  At 600 per fuse that's 56,400 credits.  

     

    Rank 6-7 - 96 fusions, 57600 credits  The diminishing return is from this point is the problem for newer players.

     

    Rank 7-8 - 192 fusions, 115,200 credits

     

    Rank 8-9 -  384 fusions, 230,400 credits

     

    Rank 9-10 -768 fusions, 460, 800 credits

     

    Total cost for  a max Serration:  1,534 Serration mods to fuse, 920,400 credits.

     

     

     

    Again, this is just a simple approximation but no matter how you look at it - without having tons of rare 10 fusion cores laying around you won't be able to get these mods leveled past a certain point.

     

    How do we fix this? Maybe adjust the curve for diminishing returns? Cap the amount of fusions it takes per level once you get to level? Or the easiest solution: take the 10 levels down to 5 or 6 and re- scale the % increases per level. 

     

    Balancing around people that have hundreds of mods from CB laying around probably isn't the best way to go here.

     

     

    Edit

     

    Quoting possibly more accurate numbers.


    Yes, those number are big. But I think you just did some error on the tabel (maybe)

     

    Rank 0 = 0

    Rank 1 = 1

    Rank 2 = 2

    Rank 3 = 4

    Rank 4 = 8

    Rank 5 = 16 (not so sure, but)

     

    I think that duplicate double their price for rank up. (or their power got halved after each use)

    So.

     

    Rank 6 = 32

    Rank 7 = 64

    Rank 8= 128

    Rank 9= 256

    rank 10= 512

    Still a great number... 1024 serration... for Rank 10...

     

    BTW I'm stuck (fine for now) at Rank 5 (and no, I haven't find that many serration, just used some low rank fusion core).

     
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