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FattyKracken

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Posts posted by FattyKracken

  1. 1.) Rank up Perrin syndicate. 10-15k rep per interception run (check youtube).

    2.) Buy 20 T4 Cap keys.

    3.) Trade for plat to get cred booster.

    4.) Setup Loki for invis duration. Drop radial disarm mods for sprint/more stamina/stamina recharge.

    You now can make a million in under an hour running the caps....

    Isn't it obvious enough that not making a high tax would just flood the game with these mods? Seems blatant to me...

    Edit: Run caps SOLO or with people that understand what is going on and can keep up. 3 mins, or close to, is what I would call a bad run (Solo)...

    Got 2 people that can handle this? Split the targets and get 1.6-1.8 mill in about an hour...

    You can also split the keys with them to make syndicate spending less painful if that's a problem for you.

    Need an Xbox clan? HMU on live "Rx Chem Dog"

    ya, not on xbox and they got rid of that system so it will be coming to you guys as well.

  2. seeing this thread has pretty much the same few results, i would agree that making up the ammount needed by 15x is kinda crazy.  not to mention that adding more RNG does not help the situation of how it used to be.

     

    what i propose.  

     

                              7.5k standing for a random t3 or t4 key (balanced random)

     

                              OR                        

     

                              12.5k to choose a t3 or t4 key

     

    i have plenty of t1/t2 key from doing t1 def.  i think this would be slightly more reasonable, that way people can still get a few keys a day, with a small gamble if they wish.

  3. i have to agree, load times were alot faster without this new ship screen.  as cool as it is to view other peoples ships, the game loads much slower, and my frame rate is taking huge dips because of my own connection, not to mention that the game updating how the ships move AND the game itself is causing disconnections...

  4. If this is not able to happen, atleast make the game select best Connection/computer.  im tired of having to accept missions to leave them soon after because the game will select me to host if im in the que for the missions first and there is not a open missions already.

    my computer is a friggin beast but my connection is barely even a toaster....  yet I will, for some reason be hosting, i can tell when i host too.  only 1 other person will be playing with me while other people connect and disconnect before their Warframe even loads into the game.

     

    i want to be able to play with other people without their fun dwindling because of laggy connections, especially mine.  this is the only thing i wish for because it really gets tiring when you are stopped from playing with others because of yourself..

  5. for the 2 months i did use both titan and distillers, i have not gotten any real rare resources.

     

    this makes no sense at all, the time it takes for them to be complete is expected but again, why does something that has a higher chance for rares get garbage?  if fieldron samples and all that is rare, why do i have 1,000's of them but always needing the other resouces which should be rare, hardly drop.

     

    honestly it feels like the drones only looks at 100 kill amount and give what ever the most dropped, which would be either trash or commons that i would actually use.

     

    honestly its simple, lack of looking into it. certain resources are not rare, period.  not to mention that in game they dont even drop as the correct item box anyways.  (blueish purple are suppose to be rare, and orange is suppose to be common but rares are dropping as commons and trash is dropping as rares, who thought this would remotely make sense?)

     

    it really does need looked into.  because this has not made any sense whatso ever except for the small ammount of things that that are common resources.

     

    btw, why cant i sell resources?

  6. this would 100% open up possiblity to harass players, all you would have to do is blacklist all but one frame, join someones game who just started hosting, die, and that person is now either forced to abort their mission, play with only there own frame, or forced solo because of this.  then, get this, the bigger $&*^ move is if that person is Limbo, who constantly puts you into the rift, and if they had not patched the game to have a way to exit it, this would could ruin peoples days for sure.  when you are in recruiting, just post the frames you wont play with instead of adding someone, then forced to rehost because that person doesnt agree with you.

  7. i wish you could do this to get completion of certain weapons that we can no longer get.  like the vandels, rent the gun, shoot targets, gain exp for weapon, ounce mastered, get a chance to buy the weapon for a high price (make them different so the actual vandels still strut their stuff but also to be able to complete the game.)

  8. i am for this, and hell, there was a game i spawn in, died, and wasnt given the option to revive or even exit the game unless i alt+F4 it.  for that game it was a infested mobile def, there was 3 others but none of them felt like res'ing me at all so i just took up a slot and watch somebody with the camara locked.  but seriously, why dont they just make you invisible to start and become visible when you attack?  Archwing really could benefit from this on the balor formation quest where lasers/missiles can down you almost in one go.

  9. I do like the majority of the mechanics you suggest in here too.  The only part I'm not really into would be the kpm timer causing a fail if you don't meet quota etc to stay in the level as this could cause problems should there be a bunch of mobs that get "stuck" in a room, against a wall, don't spawn in  for some reason etc.. and would leave things with the same number of problems we have with life support.

     

    That being said your idea of scaling difficulty based on your KPM is brilliant and it sparked me to consider this possible implementation :

     

    -  Below your Kill Meter bar you have a KPM gauge and depending on how quickly you fill the Kill Meter this will determine how aggressive the enemies will scale in difficulty and also spawn density.

     

    -  Gauge would have Blue for below average, Green for average and Red for above average so players can get a rough idea of the pace they are killing at and can ease it off or not.

     

    -  If your KPM gauge is far too low however the negative effect is that the reward provided for filling your Kill Meter will not be as good and if you have a Red KPM gauge, the reward will be better than what you would usually get.  *taking the gist of weak rewards for being too slow and great ones for being swift terminators*

     

    It's kind of taking what I felt were the coolest part of your concept and using that as the support structure for determining how difficulty scales which would as you point out, reduce the abuse of this gamemode since mass killing could end up being to your own demise if you aren't careful.

     

     

     

     

    Regarding the 2nd idea you present, this could be something like a brand new game mode.

     

    As I am reading your post, I'm picturing the tenno are in a facility and they are being tested by the Lotus to determine who is worth of being fitted with their first personalized Warframe unit (kind of like a right of passage graduation).

     

    They kick start off and have a chain of rooms with each room containing a bunch of enemies like you suggest and the players are tasked to clean them up with various techniques progressively getting harder with more difficulties.  Kind of like the Mastery Tests I suppose but as more of a chained together game mode.

     

    Bonuses are awarded based on how well the task was performed and also based on how quickly it was achieved etc.  That pretty much is exactly what you were saying, just being placed more into the context of an individual game mode.  I'd enjoy playing it especially if the rewards were pretty good for over-achieving it would really push players to improve their skills.

     

     

    I won't really go on too much further with the 2nd concept that you mention as it is a bit off topic from the main discussion but I think it has potential regardless of how you flesh it out and you should really make a topic about it as a new gamemode idea.  The scenario etc I put in is just some thoughts I had on ways to possibly structure it but I am pretty sure you could figure out a much better structure for it to work well.

     

     

    So back on topic, to the original concept you propose and then the ideas for implementation into the upgraded gamemode, what are your thoughts, would that be cool or would it have its' own issues?

     

    to clarify(just to make sure it was understood the way i ment it to be as sometimes i suck at explaining things in detail), being under kpm wouldnt fail you outright, but instead leaving you rewardless for that reward time and give you a percentage IE 15% to fail on (as it seem just about every missions has 2 ways to fail the mission, usually being die which exterm only has this condition or fail caputer, pod destroyed, etc).  

     

    Now, depending on DE wants to go about this, (stay with what i mentioned above this line of text 

    1)  it can either Roll chance (so 15% chance to fail on gaining the percent, only 1 time for that failure)

    Ex:

                                                               kpm under/over? amount? (under 15kpm)

                                                                                             v

                                                                                  no reward given

                                                                                             v

                                                                            gain failure percent(15%)

                                                                                             v

                                      roll failure (8 out of 100 rolled;failed/ 95 out of 100 rolled; nothing happens)

                                                                                             v

                                                              FAILURE screen/ "Tenno, our allies blah blah blah"

     

    OR

     

    2) gain the percentage, but chance to fail isnt till next time around, and set up in a way that benefits the players themselves.

     

                                                              kpm under/over? amount? (under 15kpm)

                                                                                             v

                                                                                  no reward given

                                                                                             v

                                                                            gain failure percent(15%)

                                                                                             v

                                                                                   *next 5 min part*

                                          kpm under/over? amount? (over 16kpm/over 10 kpm/ under 4 kpm)

                                                                                             v

                                   pervious failure chance cleared? (yes, no roll/ no 5% chance/no 19% chance)

                                                                                             v

                                                    roll failure (no roll/ 5% chance to fail/ 19% chance to fail)

                                                                                             v

                                                 failed missions? (no/ maybe but slim/ maybe slight chance)

                                                                                             v

                                               if over kpm AND no failure chance give item base on [over kpm]

     

    hopefully this kinda clears up what i had in mind for that part.

  10. i don't get it, you whine because its a lot of...credits?

    no serious person has problems with credits, since you can get 2-3 mills/day why would you care about them?

     

     

    Not everyone has the time or the sanity to play 50 to 100 seimeni runs a day.

     

    i agree with this man, the amount of runs you need to do to gain 2-3mil is crazy.  if those are not really fast t4 caps, then you are putting in atleast 4-8 hours a day.  at about 26.6k a run from t4 (because t3 gives 26-40k but are harder to get due to needing to be farmed) takes about 38 runs for 1 mil creds.  

     

    So Alodapos must be doing anywhere from 76- 112 runs for the 2-3 mil.  thats a f*** ton of keys to run and has to take atleast 2-3 mins each assuming you can complete it, load to linset, get back in game, and run mission again.  

     

    Not to mention, who has 76-112 t4 cap keys (i say cap because that is fastest to run assuming you are a missile with few cares for anything else)  and any other mission type takes longer than that.  even t4 S takes atleast 6 mins to do 1 and at @25 runs still take time.

     

    unless you found a faster way to do this?  which i would love to know xD

  11. i feel that sniper rifles should have a High crit chance AND higher crit damage.  headshots should always be crits (bc lets face it, getting shot in the head by any gun can and will kill you, but people have survived .22lr and 9mm rounds to the head, while you never hear people surviving .338 lupa or larger rounds)  the thing about them is how many rounds you can carry, how many rounds it can hold per mag, reload time, and bad hipfire accuracy.

     

    that and im disappointed in a sense that there is no dedicated prime for snipers (or laser weapons) just like there is no primes for 2h great swords or mace/hammers.  i mean, didnt people in the old times have/use these weapons?

  12. how about this, dont exactly need more guns(i mean, we have about 220 different weapons already which is impressive in a game that has F2P in it and not all about shooting other players), why doesn't DE just make weapon skin models of weapons?  that way they dont have to make more weapons and try and figure out how they are going to make it different without getting that "its just like X weapon with X change"  it truely is more difficult to make org weapons after a while unless they go into that really mystical possibly not of this game area route.  it would give them a way of incentive of making the weapon (lets face it, if doesnt have some way of making plat, it might not happen)  this is ofc an idea.

  13. 14 for serration 14 for shotguns sounds fair to me

     

    Serration (+165%) + Heavy Caliber (+165%) = +330%

    Point Blank(+90%) + Vicious Spread (+90%) + Blaze (+90%) = +270%

    Will not count inaccuracy, elemental dmg, status builds or crit builds as it is subjective towards the faction and weapon, but you get the point?

    Also it's not the dmg of the shotguns that's the main problem, it's the utility.Try having a 2 second reload in the middle of a crowd of mobs. not a good thing.

    P.S Boar Prime, Kohm, shouldn't be counted as shotguns, the Mechanism is waaaayyyy off from that of a shotgun.

     

     

     

    blaze is only 60%, giving the total % being 240%....  but lets also not forget that shotguns also focus alot more damage in their main damage point.  like drakgoon has 200+ slash, which is really high and no other rifle except snipers get that high.  also to point out, muti shot for rifle is 90% while shotgun is 120%.  while shotguns have a higher damage per trigger pull (single not held"auto") they also kinda focus on 1 enemy really well, somtimes 1shotting them, while rifles take multiple shots to take down.

     

    in the end, it all depends on how best you think this will work.

  14. I think I understand the gist of what you are saying but parts are a little unclear. Are you able to breakdown your idea into dot points that cover each Mechanic and how it affects the gameplay experience/purpose of having it in there please.  I would like to better look over the ideas in a more clear format if you wouldn't mind that'd be awesome.

     

     

    pretty much, its like Survival (with LS removed) with kills per min.  but the main difference in this mode is:

     

    Enemies level, and spawn rate scale to how many enemies are killed during the time frame set (IE: every 5 mins)

     

    If, lets say your team is killing about 80kpm and the goal was, lets say, 60kpm.  this would scale enemies to gain x levels for the rest of the game (meaning, if its set to give 3 levels your first 5 mins, 2 levels for 10 mins, and 5 levels for 15 mins, then enemies would be 10 levels higher then from the start of the mission for your 15-20 min run)  BUT, this would not be the only change!  the amount spawn would also change, the more enemies you kill over the kpm, the more addition to base that is also spawned for each 5 mins.

     

    this *could* fix the press 4 to win, as starting this would cause enemies to not only gain high amounts of levels, but also be spawning increasingly high amounts to where IF they are not careful, they will quickly find themselves stuck in a room, with no way to get out safely due to danger of not keeping up with the pace of killing they set for doing press 4 to win.

     

    the Benefit?

    For that rotation, it can increase the chance of better items as reward when you reach a unknown to player kpm above recommended but not so far gone you the number Isn't relate able (IE 90kpm sweet spot vs 150kpm i press 4 for life) but how would we determined this?

     

    This:

    there would be mechanical rules that would help keeping the system from flat out destroying those who are not doing press 4 to win, with values that would pretty much follow a graph that be able to tell if this would be happening.  so, if the game shows a steady rate of kills a decent amount above kpm, it would react as normal.  but if it find that kpm is very high, almost 2-3 times kpm, it would be able to detect this and then bring the pain.  (something that may also help, is a way for the game to tell if kills are by ability's or weapons or if one person in the group has multiple 10x of time more kills then the rest of the group.  this would also be a great place to include using CC/level to help calculate this value)

     

    how would you lose?

    well, i have an idea, its not solid at this time and I'm iffy on this, but when you dip below the kpm, the "NPC" (pretty much the guy raiding for supplies for you, aka reward) has a chance to be nothing due to not killing enough enemy's.  this can be show as "tenno, our allies were not able to find supplies due to increase enemy's in his region. you must get there attention or we risk our allies being found"  this could be shown as a percentage of chance to be found and failing to keep kpm up will increase this chance(thus exceeding recommended kpm. would reduce this chance)  if hes found, mission over kids, the ally was killed/ imprisoned"  thus losing all rewards and giving a second chance to fail the mission other then dying.  yes, i know this would include RNG, but the RNG is somewhat controllable by staying on top of kpm.

     

     

    Other options to add.

    One thing i did just now think about that could be added, is make it to where enemies don't always go to the players, but instead sometimes mass up in numbers in one spot.  they could make it to were this happen 2-3 tiles away from players to force them to move about.  another idea to go along with this, is, if a certain amount of enemies are in a particular room and not being cleared, the game could declare a "tact drop"  this would lock down the room these enemies are in, give X seconds for players to gather up, or risk having a large amount of enemies dropped from the sky or special entrance onto Tenno in an attempt to "eradicate the Tenno" in one move.  now, these enemies could be slightly weaker then what players had been killing to keep it a bit more livable.  if you kill them all, you get a bonus.  the game would also reconfigure the kpm for that segment to not punishing players from killing this Drop, thus nuking would be slightly more accepted and possibly add a bonus such as "kill all enemies with melee" and get a 2nd reward  so that way it would encourage not always nuking it all.

     

    of course this is just an idea, i haven't really put it to the grind stone to make it work better or more piratical/keep game from become new press 4 to win, but same time fun and enjoyable.

     

    i hope this kind of clears up what i wrote earlier or made it even more of a mess.  if there are certain questions you have, i do better at addressing these then trying to clear up an entire post..

  15. Yeah, if we actually manage to kill them, instead of just letting the relays getting blown apart.

     

    I always seem to rack in more credits than I can spend, when I'm doing void runs. Even on solo T1/T2 Ext/cap missions give a nifty payout, compared to their regular counterparts.

    agreed lol

  16.  A suggestion to your idea, have it be KPM (kills per minute), after time goes on, it requires slightly less KPM per five mins as enemies start to increase in difficulty.  that way its less like defense, and more teamwork is needed, as if everyone is only semi spread out, spawns get Deluded and thus requires people stay a little bit closer together.  the ammount of kills that exceed KPM has a slightly higher chance for better loot, but also increase spawn rate and level of enemy's in return.  thus if your pushing really hard, you have a better chance at getting better loot, but also the increased chance at not reaching this goal.  that way frames that are all about killing, has to watch it slight to make sure they dont have emey's to difficult for the rest of their team to handle.

  17. being MR 12, i can completely see this happening as i grind away the weapons and see i constantly need Orokin Cells, with neroudes/N Sensor's tieing behind that.  and with the 24 hour time constraint on Argon, its hard to see if it really would be "nice" to have a boost or if it needs a nerf to be more like the other 3 mentioned (if thats what DE was aiming it to be like)  i feel like argon was the start of expireable items with decent drop rate as a rare but then kinda faded or was lost...  (and all honesty i would be 100% fine with a slight boost in drop, even if they disappear after 24 hours)

     

    but heres something i would like to see...

     

    playing the game, at what point do you have all of the quanity of a resource for "perma items" (weapons, frames, etc) what i mean by this, is that lets say, it takes 700~ish orokin cells to complete all these items that are considered perma/one time build (assume you font need to sell it/ sell it and build it later again)  if you played the game from start (as if your new to the game)  how long would it take?  could Alloy/Nano spores be gather for all of these items within the first 50 hours of gameplay?  while orokin cells, Neurodes, and sensor's takes 800-1200ish hours?  it be awesome to find out.

     

    but the other resouces i wonder about is Fieldron samples and such that have only 1 purpose, one that i know i dont use, but drop in droves as well.

     

    hopefully that can be something of interest :D

     

    edit: typo's, cleared up a small thing that could be misinturpted.  though im sure there is more i would need to do, to follow the same...  but meh...

  18.  

    The devs probably have hearts and when they are reading that people are going crazy after dozens of missions trying to get the last part of a pistol, the might be thinking: "Ok, that is just cruel!"

    i 100% agree, but sadly, like alot of us know, there is that part of DE that main goal is staying afloat, and sadly it means not being able to do all the fun ideas.  i know if money was never an issues, that we'd see alot more "here something cool and awesome that also supports more fun for everyone" vs "heres something that pretty fun, but we had to slow you down a bit so those spend wouldnt feel there money was for nothing."

     

    either way, i support DE when i can, and understand that sometimes, even when you know its not going to go over well with the CB, that you just gotta do it.  i've always been told in the call center business, " fake it till you make it"  thought i have 0 idea why i even brought that up.  time to get some Zzzz's

  19. The only time i had any fun Modding my weapon was with the Grattaka modding with with lots of Status and and corrosive, pretty fun watching the enemy armor melt away, and the Thysis with both Corrosive and Radiation quickly turned normal missions into confusing free for all Arenas XD

     

    We need more utility spells like the proyectile speed ones and increase the power of other non damage mods like the increased Mag size.

    this, i agree with this.  i was so happy to see a projectile speed for shotguns know that Drakgoon will throw hot sharp S#&$ faster then before.  im actually buying it again, and going to patato/forma it to see whats it can do.

  20. If not an overflowing counter for each part, then a counter increasing the "percentage of the chance" exponentially with an exponent of 5 maybe. (x/10)^5

    After 10 missions the chance of drop would be (actual drop chance)x1,01. After 15 missions x1,076. After 20 missions x1,32. After 25 missions x1,977. After 30 missions x3,43.

    The exponent could be adjusted for the "Insanity Point" - number of missions played, where anger takes over, controllers are flying into walls, screens are getting smashed, Warframes are getting uninstalled and new topics are being made here. After the counter reaches a certain number a new function could be used. The whole point of using exponential functions is that small numbers remain relatively small, thus no big change (1-15 missions), but after a while it starts to rise fast. At the properly chosen insanity Point. If you thing about it, if a part has a drop chance of 3%, after 25 missions it would be only 5,931% not counting the increased chances of every other part, which does decrease the chance of getting that particular part by a little bit.

    Screen_Hunter_02_Dec_22_17_51_09.png

    x => number of missions played (could be divided by a number other than 10)

    i wish i knew excel....  and ya, this system would be nice, still enough rng to make us farm but now will new Hope added!

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