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RedxWings

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Posts posted by RedxWings

  1. but then credit booster goes to poop Because of affinity booster

    You're right about that, probably needs to be worked out. Maybe affinity booster not affecting level 30 gear? Something like that.

    We have a huge credit sink :I "Trading" 

    No, not really. Only if you engage large plat trading does it really become a credit sink, and for a good reason.

     

    We really shouldn't reward people for playing Mobile/Defense or Survival any more than we already do, as it is there's no reason to play anything else.

    It also bring up the question of why people should be rewarded for using their most mechanically powerful weapons more often. You'd think that the gun being powerful would be a reason to use it.

    Well frankly it's just that mobile/defense/survival always get more exp that does make this suggestion slightly problematic. But, you could still gain exp on other missions, just not as much.

    Having a powerful gun is great and all, but there comes a moment when you just stare at your weapon and realize, "Why do I have this here? I could be leveling so many weapons instead of holding this weapon." My suggestion encourages players to bring at least one level 30 weapon so it doesn't become a burden on the team.

  2. How many players have absolutely nothing to level whatsoever?

     

    But, ok, fine. If everything is 30, you get 500 credits per planet (Mercury 500, Venus 1k Earth 1.5k etc) at the end of the mission bonus.

     

    I don't think giving Credits for XP is a very good idea; you'll have people racking up millions of XP on endless survival/defense or something and walking out of a mission with hundreds of thousands of credits.

    Which is why there should or should not be a multiplier from xp to credits. Whatever works really.

  3. I'd rather that we made XP on other weapons once the one we used (or at the very least Warframes) hit 30.

     

    If you have a Level 30 Warframe, 50% of the XP that'd normally go to it would be awarded to non-30 weapons, split evenly.

     

    Make a kill with a Lv30 weapon, 50% of the XP that should have gone to it, goes to the other equipment, split evenly.

     

    For example...

     

    I have a Lv30 Warframe, and a Lv30 Braton and a Lv0 Lato and Skana.

     

    I kill a mob worth 100xp with my Braton.

     

    The Braton would normally get 50xp and the Warframe 50xp.

     

    With my suggestion, 25 of the Braton's XP would get sent to the Lato and Skana, as would 25 of the Warframe's XP get sent to the Lato and Skana.

     

    Therefore, the Lato and Skana gains 25xp.

    But what happens if all gear is level 30? Then your suggestion probably would be moot. :P

  4. hmm, in a way: not too bad, but only at the really early levels when you're still low on credits. I really don't need a boatload of credits every time I run some mission with a lv30 weapon, already got 1.2 mil and only spend it on fusions, really (recently used ~7-800k to pimp out my serration a bit)

    Yeah, I know some players have wayyyyy too many credits. Where are those vanity items DE suggest?

  5. I'm not sure why this idea just suddenly pops into my head when all I am doing right now is just leveling weapons. But let's say that you have your trust braton level 30. Most people would be dissuaded to use the weapon because there's nothing to progress past level 30. You either drop the gun and start leveling a new gun, forma the braton, or just use the braton for the hell of it.

     

    Why not let the exp earned by level 30 gear turn into credits?

     

    i.e. Level 30 braton goes 10000 exp in a mission. 10000 exp is turned into 10000 credits! (or whatever multiplier is best set for the game's weird credit economy.)

     

    Of course, it might overload people with credits (meaning we need more credit sinks or something to that effect) and it might help people at lower levels still remain competitive with high levels since there is reward to using their level 30 weps.

     

    Opinions, criticisms, cheese, all that jazz are welcome.

  6. It's not about advanced AI or special super duper technology... It's about design. You can't make an enemy cognitive so it can really react to you. But you CAN forsee the situations thrown at him and make him react in more ways then just one for every possible problem he has.

     

    Right now, the enemy doesn't act, they're all bots, there to be killed. There is no convincing action to make you believe he is human. This is the same as a bad actor in a movie, the enemies does not act well as enemies, hence we percieve them as being less "advanced". Simply saying "improve AI" will do nothing, hell, Warframe AI is actually kind of good when it comes down to just plain AI...

    You're right about having advanced AI won't help enemies be more of an "enemy" if they aren't given the tools. I just couldn't think of anyway else to summarize what I'm trying to suggest.

     

    I'm not so convinced the AI is bad as much as it's limited.

     

    You see, most enemies have like one ability that they can use and only one weapon.

     

    I think that if they had more abilities, and thus more attack patterns, you'd have 'better AI'.

     

    For example, high level Grineer Lancers might have single-shot rocket launchers that they occasionally use, and maybe modified Grakatas that shoot grenades occasionally.

     

    Or high-level Grineer Troopers being able to fire wall-penetrating slugs from their Sobeks.

     

    Etc etc.

    It sounds a little bit gimmicky, maybe some form of alternate fire would be better suited?

  7. The enemies in this game are diverse: they can stun, they can output tremendous damage in a small range, they can fly, they can poison, they can knock you down, etc. But the overarching problem is that when you put these different units together, they usually disregard the utilities of each other. (only exception I've seen is shield lancer providing cover).

     

    I mean, wouldn't it make sense for a scorpion that knocks you down to "call" her fellow troopers, elite lancers, and god forbid a scorch to rush to you?

     

    Wouldn't it make sense for a corpus tech to suddenly fire a hailstorm of bullets towards you in order to draw attention away from an anit moa shooting its knockdown rays at you?

     

    Or an ancient healer hanging back while lobber/electric crawlers sit near it, providing ranged support to chargers and runners as they keep you distracted up close.

     

    We need AI 2.0.

     

    We don't need a whole rewrite either. The current AI is more than adequate for low - middle level play. However, we need AI that responds to what we do in higher levels. We need AI that can combo as well as we can in the higher levels. We need to feel pressured into focusing on high attention targets or doing different strategies.

     

    Of course I imagine it to be hard to find a way to implement a high caliber AI system that works seamlessly. But we need something more than facing enemies with higher health pools or more of a specific enemy.

     

  8. I honestly think they're transmute only. I'm sure someone is going to come and correct me, but not a single one of my friends has one, and they dump nearly 12 hours a day into this game, Alad V I've run quite a few times already and haven't had one, it feels like it is not even in the game yet besides Transmute.

     

    Ask people with full codex. I can tell you Alad V doesn't have pathogen rounds. I don't see it in my codex atm, so I'm guessing it's one of those infested crawlers.

  9. Well, I'm not him, but I can give you my answer.

     

    There does not need to be an incentive because not everyone likes doing it. Why should people who think scanning is stupid and bad be forced to do it? 

     

    People who like scanning and think it's a fun mechanic can scan everything and fill up the codex. They don't need any incentive, they do it because it's fun.

     

    People who don't like scanning and think it's not a fun mechanic can just ignore it. There's no reason to penalize them for it (and yes, a 10% damage "reward" is exactly the same as a 10% penalty for not doing it).

    Fair enough, I guess the real divide is that I side on making scanning to have some sort of ultimate end goal while your side is making scanning optional and allowing people to enjoy what they do.

     

    Also I'm not advocating for a damage buff, just a specific mod loot buff.

  10. Yep, that's the second time you said that. Now answer the question - why does there need to be an incentive?

    I know I've said that twice, you asked me why there should be any other incentive. I merely responded.

     

    Why does there need to be an incentive? Because it can be made 100% insignificant. There's no drive to actually scan enemies for most people, when the information is freely accessible when one person uploads the information to the wiki or something.

     

    Let me turn the question on you, why does there not need to be an incentive? It's blatantly already an option, I'm just giving that option to have some sort of end reward.

  11. You didn't answer the question... Why do you think there should be any incentive other than "gotta snap em all"?

     

    Because, in my opinion, that's not a very strong incentive.

     

    Getting some mastery for completing codex entries would be nice.  I don't think getting a multiplier to droprates or damage is really the answer, though - sneaking around and scanning enemies shouldn't be mandatory, in my opinion - it should be an incentive to stealth for those who care about stealthing.  Really, more ways to accumulate mastery would make the game more inviting to new players either way though.  Starchart completion giving mastery was a big step in the right direction.

     

    Actually getting additional mastery would probably be a good idea as well. Problem is that we still need more applications for mastery rank.

  12. I'm against the damage bonus too. But I'm confused as to why you feel there needs to be an incentive to use the scanner in the first place? It seems to me just to force people to use a cumbersome game mechanic that slows down the pace of the game.

     

    Because there isn't much incentive to begin with, other than the feeling of "GOTTA SNAP EM ALL." The slight mod % boost would be enough for people to be interested in placing that amount of work in order to get something in return.

  13. They said it would be 5 to 10% tops. Not exactly a game breaker there.

    I think the increase of drop rates would be a much bigger 'force' than a small amount of bonus damage.

    Well, in my opinion, small damage increase would cause a bigger force than a small loot drop increase.

  14. I think they said the scanner would give you bonus damage against a target depending on how much you scanned it. I don't think it's functional yet though.

    Scanning is also an excellent source of xp, especially with bosses.

     The main reason is I'm against bonus damage is because people would be feel forced to scan to get bonus damage.

     

    Not much to say here, most of your suggestions are valid.

     

    People will still use the scanner to complete their own codex for the sake of completing it, and those who don't want to scan or can't be bothered can just look it up on the wiki. Adding a bonus like this will make people feel like they need to complete their codex in order to stay on the same level as all the other players in the game.

    But then is the reason "for the sake of completing it" compelling enough for everyone to learn more about your enemies? No, it breaks the incentive to actually scan at all, when you have all the information at your fingertips. The bonus I suggested doesn't impact damage AT ALL. No one would feel pressured to scan because some player chose a rare mod to have a 1.25% dropping as opposed to 1% dropping.

  15. A simple suggestion: If you fully scanned an enemy, you can choose one of the mods they drop and increase it by an x% amount. Maybe increasing the drop rate by 1.25x or 1.5x of the mod you've chosen.

     

    You can do this for each enemy, and it stacks with other players.

     

    The main reason why I suggested this is because the codex can and will be nullified once one person has scanned everything thoroughly and gives everyone the information. This makes scanning a codex have some sort of incentive, but nothing to the extent of forcing anyway to scan enemies.

     

    Suggestions/Thoughts/BLARGH are welcomed.

  16. 1.I said it was not scamming

     

    2.E.G - An example

     

    3.My opinion

    1. Alright missed the little "not", but nonetheless, people always think it's scamming when someone buys low for whatever reason.

    2. Still an example you placed out. Can be applied to any mod with any value.

    3. Of course it's your opinion. I'm just saying I don't find it logical, is all.

  17. A phenomenon that's called "Greed" 

     

    Why greed you ask?

     

    First, Being greedy is a quality in every single human, But it can expand to various locations if the currect terms are allowing it to

     

    What does it have to do with the new trading system you may ask?

     

    Well, I keep seeing people trying to "Merch" - (From the word Merchanting), Other players

     

    It is not scamming, It is simply buying stuff at a lower price than the normal price of the item, Although, Some people will consider this action as scamming

     

    This is acceptable even in the real world here. You know why people merchant? Because, as a buyer, they are providing a quick and easy way to gain plat without the hassle of you, as a seller, plastering your advertisement on chat over and over. As a seller, they are providing a quick and easy way to gain that mod, without the hassle of you, as a buyer, combing through each advertisement trying to desperately find your mod.

     

    It's not scamming you're really talking about. There's a certain level of merchanting which tends to be acceptable. Then there's sharking which is absolutely horrid. i.e. Quick Thinking for 2 plat or something.

     

    E.G

     

    A guy buys max serretation mod for 100 plat, He gets a buyer, and he buys the max serretation mod for 100 plat, And as you may know, Maxed serretation mod is worth way more than just 100 plat.

     

    Or the opposite, A dude sells a maxed serretation mod 1000 plat, a different guy that has alot of platinum buy is unaware of certain prices ingame, buys the mod for 1k plat.

     

    Max Serration mod may have a value, but this value varies from one another. Like you value the max serration for more than 100 plat, I could easily and wholeheartedly say that max serration costs 90 plat on the dot. What's wrong if someone values the same mod differently?

    I honestly wish warframe would just rollback it's way back to U10 in order to avoid these issues, Beeause grindframe to me is much better than greedframe

     

     

    Really. You'd rather cripple yourself on rng rather than have an easy access to rare mods? Your call then.

  18. It's totally helping them.

     

    You can only trade bought platinum.

    Most players who have traded hard earned mods for platinum will most likely spend it on slots, potatoes, and cosmetics. If there is no more platinum left to be traded, people will buy more platinum in order to trade.

     

    It's akin to hats in TF2. Sure you can buy that hat that costs $5 USD in the Mannco. Shop, or you can trade and try to find a better deal. [which often the case a $5 hat is equivalent to $1 in metal.]

  19. If you remember back, Damage 2.0 started out as Armor 2.0, and it's purpose was mainly to alter the way weapon damage and armor interacted.  Damage 1.0's big problem was Armor scaling, and how it made certain damage types - AP, Physics Impact and Serrated Blade - always better then all other other types.

     

    The status effects are just an extra addition.  The real meat of Damage 2.0 was always to give viability of weapons that didn't ignore armor in the late game, and also to give us a reason to choose different loadouts.  Basically, to end the days where the only thing that mattered on a weapon was how much armor ignoring damage it had, and you didn't have to consider what you were shooting at one bit.

     

    It's actually done that quite well - my flux rifle for example, is modded so that it eats Grineer and Infested alive, but is far less effective against Corpus shields and robotics.  If I change the mods used, or reorder them, I could change that to focus on Corpus at the price of losing effectiveness versus heavy armor.

     

    We no longer have a situation where one particular weapon loadout is ideal in all circumstances, and indirectly we've allowed a lot of marginal weapons to become quite effective if you tailor them to the enemies you'll be facing.  I consider that a rather huge improvement.

    I agree it's a huge step up from "AP Ignore Only for Late Game", but I thought status effects would be much more prominent. That's how I feel however, but anything beats the old Damage 1.0.

  20. It's more then that.  Different damage is more or less effective versus particular target types.  Robot vs Flesh vs Heavy armor, and shields are also a different target type.  For example, corrosive damage eats heavy armor alive, but is isn't very effective versus shields.   The difference go far beyond status effects.

     Is that really a large difference to what we had then? Is the only real reason to equip elementals is to have more damage? That's what I'm getting at, damage 2.0 just adds more damage-type-specific mods, whereas, to me, damage 2.0 sounded like each element would produce a noticeable and game altering status.

  21. I was under the impression (From this thread) that the bonus elemental damage applies to all shots, it's only the special effect (ie slow, fire, confuse, etc etc) that applies on procs.

    Is it? I read through the thread and tried to see if elementals actually did that. In any case, I'll just omit the part the deals with elementals because I'm not too sure myself. :P

  22. So I'll keep this short and sweet.

     

    I like to kill stuff. You like to kill stuff too. If we can kill anything faster, we would take it.

     

    This is the inherent problem of warframe's combat system. There is no sense of utility, because killing is ultimately more satisfying. You kill stuff quicker, you get loot quicker, you get exp quicker, you progress through the game faster. Who doesn't want that?

     

    Damage 2.0 was created in order to rectify that. Did it?

     

    In some sense it did, it somewhat erased "one build obliterates everything" kind of mindset. It did introduce different builds that allowed the user to apply to different enemies. However, normal damage still is king for actually killing enemies. That's the problem, normal damage has not been displaced as the #1 way to kill enemies. (I mean normal damage as the damage that is represented by the sum of impact + puncture + slash).

     

    OMITTED FOR UNCERTAINTY (probably wrong on my part) But...but...elements! [from what I understand]

     

    Elements are good in all, but let me show you an example.


    Let's take the Braton Prime. Here are it's stats:

     

    Impact: 1.3

    Puncture: 8.8

    Slash: 15

     

    100% of the time, you will be dealing at least 25.1 damage. Let's slap on maxed Cryo Rounds and you're up against infested chargers.

     

    In the old system, maxed cryo rounds give you 90% freeze damage. That would be an additional 22.6 cold damage now. But wait! What is the proc rate for Braton Prime?

     

    10%

     

    That means, out of the 50 rounds you'll be shooting, on average, 5 rounds will have the additional cold damage. This translates to 2.26 additional cold damage on average. What's the problem? For the same amount of mod points (9), I could install a level 5 Serration. This gives me an additional 90% raw damage that I will be dealing every single time.

     

    Is serration powerful? Yes.

    Is it still an extremely effective mod? Yes.

    Therein lies the problem.

     

    So are you telling me the proc rates are too low?

     

    No, not really. For some weapons, it might be a tad too low, but in general, it's "ok".

     

    Wait, what? You just spent a section bashing proc rates.

     

    Again, not really. You see, the thing is, elements are supposed to give as utility. This is what DE hopefully intended: to flavor our gameplay with exciting debuffs on our enemies and ourselves. But the true problem is, we kill enemies far too quickly to notice our elements proc-ing to have really a strong effect on them.

     

    Will I really wait and see a target affected by radiation to try and shoot me? Or will I try to kill him as quick as possible.

     

    Of course I would try to kill him as quick as possible. But that means if I do, the radiation'd enemy would have barely any time to really affect my gameplay.

     

    So to sum it all up?

     

    Damage 2.0 is like an addition. You are free to use the elements provided, but it's not enough to tear most people away from using serration and spilt chamber. The best way to kill an enemy is to kill it quickly. We kill enemies far too quickly for elements' effects to proc. The problem is we to kill enemies quickly.

     

    What's your solution?

     

    I'm not sure. Buffing up enemies will make it less enjoyable to fight, and nerfing weapons will severely get backlash. I read that serration should be changed to the mod that increase proc chance, which sounds really great in theory. However, utility mods (magazine warp, fast hands, etc.) still don't see much usage from players. I've thought of letting players have 2 primaries and a secondary and converting serration to increase proc chance as well. It might get chaotic, but it will allow players to bring out weapons that best meet the situation at hand. (i.e. Trying to hold back a mob while someone is reviving a downed player. Radiation or blast would be the most useful here)

     

    Are you wrong?

     

    I'm pretty sure there is a crucial flaw in my argument, but this is how I thought damage 2.0 is like. Feel free to argue/voice opinions/what not.

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