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Rydian

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Posts posted by Rydian

  1. A confirmation prompt when finishing off a larvling would be very helpful.  Both for people who don't know the system, and for people who do know it but stop thinking when in a mission and just boop anything they get a prompt for.  Perhaps something like...

    "This is an important enemy, if you finish it off it will become very powerful and seek you out, are you sure you want this as your nemesis?" and display the weapon in the prompt.

    • Like 1
  2. 2 minutes ago, AEP8FlyBoy said:

    But with the platinum cost of Riven slots, wouldn't they have the potential capacity to at least support a Riven slot for each unique weapon in the game? Around 550 or so including Archguns/Melee, and Companion weapons.

    With a bundle of 3 slots costing around 3-4 dollars, and the number of players that would like to possibly collect a single Riven for each weapon (since they don't seem to be going away), I don't see it as a bad thing.

    Not sure how much I believe the "internal server stress idea", especially since you have to pay for the slots in the first place. Granted, you can trade for it as well, but someone has to put in the money for the platinum somewhere up the line.

    A one-time fee for long-term data storage is not very efficient.  It costs DE upkeep to store data, usually monthly.  Either renting drive space or running your own, both cost monthly or so.

    • Like 1
  3. 5 minutes ago, Marine027 said:

    I am talking about the weapon and engines and such. Avioniks i mean with each slot modded and ranked is extra space aswell to store.

    The ship parts has no excuse to be RNG like this if they claim not having space for Ricens before only to introduce those parts with RNG stats right after.

    First of all, I literally just showed (in that post you quoted) that the actual parts with RNG have a storage limit just like Rivens.

    Second, there's a big difference between giving people ~2x storage (via a second set of RNG parts with a limit), and infinite storage (via removing the cap).  The first option is doable once enough funding is coming in, the second option is a dangerous thing to attempt and multiple companies that have tried "unlimited storage" in the past have ended up putting limits on things (or the companies just poofed).

    Third, in regards to normal mods, they take up a tiny fraction of the space that RNG parts like Rivens and Railjack parts do, and getting more duplicates doesn't actually take up any more space at all in most cases since you're just increasing a number in your save data instead of adding additional data.  Storing the fact that you have 105 [Ammo Drum] takes up the same space as 104 [Ammo Drum], for example.  Same deal with Avionics and Arcanes, since they appear to just be mods internally (according to screenshots I've seen of people getting them in inbox messages as support refunds.fixes/compensation, at least).

    • Like 4
  4. 8 minutes ago, Marine027 said:

    That excuse is such a lie honestly bye, seeing how they are limtied but RNG parts on Railjack are ok for every player on top of stored with there own railjack and Avioniks?

    I think you may be misinformed about how Railjack works, because...

    1 - The Railjack parts with RNG actually DO have a storage limit per-player (just like rivens).
    6yHdZGb.png

    2 - Avionics do not have RNG stats, there are multiple pre-set models (just like there are with various mods).  Everybody's Lavan Predator avionic has the same max stats, just like everybody's Jagged Edge has the same max stats.

    8 minutes ago, Marine027 said:

    I couldn't care less about Rivens and honestly say remove this failed bandaid and rework and buff weapons for good instead.

    Weapons are intentionally tiered, though.  For example weapons from Prime Access are stronger than the Lato to encourage players to work their way through the system, raise their MR, farm or buy new gear, etc.  If everything had the same effectiveness then players would have much less of a reason to work through Warframe's various systems to get new gear.

    Why would I spend days farming the Pangolin Prime if the Skana was just as effective at killing things?

    • Like 5
  5. 2 minutes ago, (PS4)IrresistiBill said:

    Again... this is the problem with DE. They half bake things and present them to the player base without clarification or foresight.

    They did tell us and even gave us examples, but -

    32 minutes ago, (PS4)IrresistiBill said:

    i missed the devstream

     And in the devstream they did explain it and even showed examples

    You need to understand that "Max" isn't a stat.  "Max" is a rank, not a stat.

    You will still have the rank you worked for, but you will be able to push it even further than before if you so choose, because there will be more ranks on existing arcanes.

    Currently R3 is the max, but...

    lRNxlBI.png

    ... it can go beyond that if you choose to keep ranking it up, you can get higher stats than now.

  6. This kills level 100 Corpus Techs in one hit, and level 100 Grineer Bombards in about 4 hits.  This is just an example with no Forma, so it could obviously be improved with a stronger elemental mod and something nice in the last space.

    iVWlzCt.png

    The thing about Grineer is a level 100 Bombard has over 95% damage reduction, meaning you only do about 5% of your potential damage to them.  If you're not doing something to reduce or bypass that armor value then you need to do stupid amounts of damage to kill them.  Setting them on fire, using corrosive projection, or armor-damaging attacks first in general let you kill them in less hits using this setup, but in most cases making the weapon itself also bypass/reduce their armor (via status) is faster.

    You could also consider similar build with something like a Nikana, Rapier, or Dagger, as their force bleed procs on the heavy hits mean armored enemies will die after a few seconds anyways.

  7. The issue with host-only is that a large portion of people would choose it due to the benefits (faster operator transferring and such apply even outside of laggy situations).  The game would end up with a lot less multiplayer as none of the people with that setting on could play with each other.  The people with it off (and thus able to be clients) would not be enough to fill up 3 slots for every person who turned it on.

    As far as pre-measuring ping to determine if the setting could be on or not... how do you measure ping to a destination you don't know ahead of time?  The ping/lag issue most people get in Warframe is from player to player, not from players to the servers.  Many people host just fine with <100ms ping in their geographical region (like their own country), but are laggy to players in other regions (due to the highly increased distances involved).

  8. 1 hour ago, Comet_OS said:

    While yes, they do need to nerf things, they need to buff things to. Buff things that underperform for their cost/requirments and nerf things that overperform.

    That is what they did.

     

    1 hour ago, George_PPS said:

    Power creep is entirely subjective

    Power creep is objective.  As stated in the quoted text, you can measure it via changes in damage output and time to kill.  For example my first post stated that I found Condition Overload still capable of killing high-level enemies faster than crit builds.  I determined this via experimentation.  I went into the simulacrum (a controlled environment) and spawned enemies (without AI disabled to avoid the melee multiplier), and then tried to kill them with crit builds versus Condition Overload builds.  The CO builds took less time (a measurable variable) and hits (a measurable variable) to kill.

    1 hour ago, George_PPS said:

    many players love and enjoy power creep. It is not just veterans, many new players also like the premise that we are powerful space ninjas in Warframe.

    I believe you're confusing "power creep" with "progression".  It is entirely possible to have progression without power creep.  For example players progress from weaker weapons and mods (like the Braton with flawed mods from the tutorial) to stronger weapons and mods (like the Tiberon Prime with fully ranked normal mods).  Weapons are set up in progression from weaker to stronger overall as players gain access to them (like them being later in the star chart, behind quests, or locked behind increasing MR values).

    1 hour ago, George_PPS said:

    many new players also like the premise that we are powerful space ninjas in Warframe.
    [...]
    make harder enemies as options for those who want to fight harder enemies.

    Unfortunately those two things are mutually-exclusive in a game like this for the following two reasons.

    1 - If players cannot handle those optional harder enemies, their ego is disturbed and they get upset.  Many players like to play games as a power fantasy and thus do not like encountering content that they cannot beat.  This is a problem that many games face, for example Runescape has been struggling with it for the past few years.  The devs have strongly desired to add bosses that only top-tier players can beat (Telos, Solak, etc), but the player base starts crying that they can't complete every boss/whatever in the game for lore or reward reasons.  The Runescape devs have talked about this (using nicer words than I did) on devstreams and have tried to come up with various solutions like letting players fight a much weaker version of the boss that will count for their journal completion.

    2 - Challenges like that exist or have been designed by the players in Warframe, one of the most common being going for very long stays in survival or events.  For example while some players struggled to go for 15 minutes in the recent Halloween event's endurance mode, the high scores put out by DE showed that the top group ran it for almost two hours straight (wow).  The issue is, though, that outside of recognition in score tables there's no special rewards for going this long.  While players do like optional harder challenges, they also like to be rewarded for these challenges, and they want unique rewards for overcoming them... or at least for the challenge to be the most efficient source of an existing reward.  This is why endless fissures got the affinity/credits multiplier added, because people complained there was no reason for them to go deeper than 20 waves/minutes/whatever.

    So you get into a situation...
    - People want optional challenges (topic)
    - Then they want special rewards for them (2)
    - But the special rewards mean people feel obligated to do that content (1)
    - Meaning that things are often changed so that everybody can do that content (1)
    - Then you end up with everybody able to do everything and then people want optional challenges and the cycle just repeats with increasing intensity.

  9. While "Nerf nothing, buff everything else instead" sounds nice to players (because the goal of most players is to make themselves stronger than other things), it leads to horribly out of control power creep.  DE stated (in update 24.5.0) that they had just been dealing with the power creep before but don't want to anymore.

    Quote

    9iOl8Zx.png

    In terms of status, I find that Condition Overload is still faster than crit builds when it comes to killing level 150 enemies in the simulacrum.

  10. ZephrusPrime, I moved away from using melee to heal a while ago.  When dealing with enemies where surviving is an actual issue, it's generally enemies where you want to kill them faster.  That means that replacing healing and other utility mods with mods that increase damage is better.  After all, the quicker enemies die, the less time they spend damaging you.  Instead I use healing in slots that aren't normally used for raw damage.  Take the following examples.

    Sentinel
    Not exactly known for being damage dealers at high levels, I put effort into mine to make it stay alive and periodically heal me instead.  This is a passive heal that takes care of "chip" or bleeding damage that would otherwise stack up during a mission (Medi-Ray).  If you don't need to change tactics or stop to heal this kind of chip damage, you can spend more time taking care of the enemies.
    abVUR1f.png

    Warframe Arcanes
    Arcane Grace & Arcane Barrier add a chance to start healing health/shields as a response to taking damage.  These are rare and it's hard to get enough of them to stack up, but if you happen to have a few laying around it's better than nothing.

    Operator Arcanes
    Magus Elevate gives a good chance to suddenly heal your Warframe for a good chunk of health when you go back into it.  You can equip two max rank ones and then spam your operator key to refill your health in a mission almost instantly... if you're the host.  Unfortunately if you're not the host it's a much slower/laggier process, so I moved away from Magus Elevate later on since the speed/reliability is subject to lag.  Instead I use Magus Repair now, which lets me give multiple AoE healing bursts without having to transfer in/out multiple times.

    Operator arcanes are much easier to get a stack of, since you buy them with rep.

    Note that most of these types of healing sources restore a % of health, so the more health you have the more they restore.  Armor also works on health and not shields, meaning health goes down slower than shields for a frame like Excal which has some armor to start with.  As such, a focus on raising health and armor instead of shields helps you last longer and makes your healing more efficient.  Here's my Excalibur Umbra build for example.
    4Vzv8cZ.png

    Chromatic Blade is used to stack status procs on groups of enemies, I have it set up for gas damage since the clouds can rapidly kill things, but you could forego that type of thing and use the slot for Gladiator Resolve for more health instead.

    • Like 2
  11. 26 minutes ago, (XB1)TehChubbyDugan said:

    Crit, status, useless.  There's a reason no one likes Fang Prime and the machete.

    That's part of why melee weapons are getting such large raw damage buffs, so that raw damage is more viable.

    24 minutes ago, (XB1)TehChubbyDugan said:

    Will there be any kind of an affinity booster given out

    Stream overview says yes.

    Quote

    With the Melee Phase 2 Changes, and the Vauban and Ember Reworks, Tenno who log in after the update (within a yet-to-be-announced time) will receive Forma, boosters, and a Legendary Core in their inbox to help them respec their gear.

    There's more detailed changes here as well if you want to read up on them, though we'll all have to wait for the patch notes to see the final numbers, and then to play around with it to see how things work out.

     

    • Like 1
  12. Tried with Tombfinger, Boltor, Vaykor Marelok, and Ferrox.
    Didn't trigger for any of them when relying on Hushed Invisibility.

    I then added Suppress to Vaykor Marelok.
    Didn't trigger stealth bonuses whether I had gone invisible or not.

    Then I tried Hush on a Vectis Prime with no multishot.
    Same deal, would not trigger stealth bonuses whether I had gone invisible or not.

    So I tried the silenced Vectis Prime without the Hushed Invisibility mod installed.
    Did not trigger the buff.

    So I next tried both silenced Vectis Prime and silenced Vaykor Marelok on Saryn.
    Did not trigger the buff.

    I did a melee stealth kill in the same missions as the last text and that did trigger the buff.

    So I guess stealth kills with guns are broken right now.

    • Like 1
  13. 21 hours ago, Cicasajt said:

    source?

    Experience, it's happened with me in the party (as either the joiner, an early loader, or even the host) multiple times.

    But here, I just recorded a video of it for this post so you can see for yourself.

    • The mission starts off wanting me to kill 32 enemies.
    • I kill the 32nd enemy at 1:40.
    • I wander around and loot, giving time for things to spawn and also picking off the extra enemies that the mission spawned.
    • I kill the last spawned Grineer enemy (The Yelling Channel™) at 4:01.  No further Grineer show up for the rest of the mission.
    • I try to do a handshake with the void but I get the cold shoulder at 5:24.
    • I explore the entire map, all the way back to extraction and all paths, but no further Grineer spawn.
    • I walk into extraction at 9:13, with 69 kills total (a lot of those being the fixed Kubrow spawns).
  14. On 2019-06-15 at 5:16 AM, Cicasajt said:

    not since like 2 years ago

    Exterminate still spawns a finite number of enemies.

    The change was that the number spawned is higher than you need to complete the mission, but it still only spawns a finite amount.

    Once you clear out enough you won't get more spawns no matter how long you wait or how far you explore.  This lead to people joining half-done Exterminate missions, and being totally unable to get 10 traces for themselves since spawns eventually end.  This can still happen even with the buffed rates, but is usually only seen in the exterminate missions that target a very low number of enemies to begin with (like on Earth).

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