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Chromosis

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Posts posted by Chromosis

  1. I tried putting redirection, Vigor, and vitality on my excalibur, it gave me an increase based on the rank 0 frames health, not my rank 30.  Is this intended?  It seems silly to me.

     

    I have 300 shields and HP and the mod clearly says +X% shields or health.  Nowhere is it implied to be based off base health.

     

    It just seems these mods are not working correctly.

  2. Warframe progression has next to nothing in common with most games.  You don't switch from a fighter to a cleric in WoW, but get to keep your sword of doom but otherwise go back to first level.  In Warframe, the you do the equivalent of that every time you forma or get a new weapon on frame.

     

    If dark sectors covered a wide variety of content, it would be one thing, but they don't.  It's 3 mission types and 1 faction.   I don't want to be locked into fighting the infested all the time for best efficiency, and I'd be surprised if anyone did.

     

     

     

    On further reflection, I'm going to have to say I cannot support this idea at all, and actively oppose it.  It's reward structure is entirely backwards - in this setup, clans and alliance who've already put in the considerable effort into taking and holding the dark sector in question are actively punished under this system, facing an ever increasing burden of credits for upgrades just to keep up with the other clans and alliances.  And since you're talking about affinity gains, they're not even gaining increased tax revenue from this.

     

    Meanwhile, the uninvolved PvE players who haven't actually put in any effort towards that dark sector are constantly given larger and larger affinity boosts - for doing absolutely nothing.

     

    It's a complete reverse of what it actually should be - the people putting in the work to hold the dark sectors should be the ones gaining the benefit from them, not the uninvolved players.

    First off, let me say that I can really appreciate your feedback here.  This is the sort of critique that helps to mold and shape a so-so idea into a great one.

     

    Anyway, I think allowing for some sort of way to switch dark sectors to a certain faction, or having it be random even, might not be a terrible idea.  After all, it makes sense that the Corpus or Grineer would attack your rail to claim that system for themselves.  They do not like us Tenno and only ask for help when battling one another or clearing out an infestation.  Also, while your point on how leveling works for Warframe is true, the point I was trying to make was more about how making the Dark Sectors a place for high end players to grind EXP or resources.  I hate having to run Alad V for Neural Sensors and essentially having no other reliable choices.  

     

    To your second, and much larger point, I would agree to some extent, but the idea is that this allows a clan to give back to the community and attract better players.  I do not see any issue in changing the system because the game is in beta, changes will happen.  While there were growing pains with melee 2.0 and damage 2.0, people have adjusted and they work out for the better of the game.

     

    I would also add that the idea behind increasing the bonuses was to make people want to run your rails.  Getting more runs = more taxes.  It is a return on investment, where you are able to put something into your rail to get more out of it.  Also, there is no reason you cannot increase credit drops, resource drops, or similar bonuses as well.  If you made everyone get 15% more credits from a run on your rail, but also taxed it 5% more, you get more credits.  You want people to run your rails, that is the point of owning them.  If you tax 0%, then yes, you will get nothing from this other than some good PR.  The point is more that you can now have a reason to tax 50% credits on your rail, because you paid to make it a speedier EXP grind, or resource grind for everyone.

     

    Finally, since it is entirely optional, you would not have to do this, and could turn it off if you wanted to as well.   The best thing in many games is choice.  Do you want to be a stealth assassin or violent bruiser?  The choice to do different things makes a game exciting, and also provides players with more agency.  When you give players choices, you give them power and involve them more deeply in the game.  Look at Eve Online and how involved that game is.  It gives players almost free reign and is very complicated as well, but it is fun.

  3. Very creative idea. Also, know that the avg player (ok, even many vets, such as myself) don't know the histories or legacies of these alliances...so you could be a jerk with tax rates one week and a saint with bonuses the next, and we'd never know.

     

    Maybe your suggestion would go well with an 'avg taxation rate' and 'amount "contributed" to improvements' figure?

    I thought of a tax history tab on the UI would help less involved players (those that do not visit the forums) to understand the way alliances run their rails.

  4. Yes, many missions get done and avoided.  That doesn't mean we should exacerbate the problem by adding further incentives to the missions that do get played.

     

    I can't say I'd support an uncapped increasing bonus.  Just leads to creep, and obsolescence of everything else.

    Isn't that just normal progression in most games?  As an example, high level World of Warcraft players do not worry go back to run low level dungeons unless they are getting gear for alt characters.  I do not think it is wrong or bad necessarily to cause dark sectors to become the end game.  Also, I am not saying you cap the bonuses in the sense of saying "you can only invest 200 million credits and that's it."  You make it exponentially more expensive to increase the bonus, at some point, it is impossible for them to pay for more bonuses.  It does allow an alliance to invest as much as they want though, so they can go above and beyond to increase a bonus.  If you want to drop 100 billion credits for affinity bonuses for your rail, you should be able to do it.

  5. Dark sectors require a dedicated focus on timing just to even attempt to deploy a rail, then considerable extra effort to actually take the rail, and an even more massive effort, never-ending effort to defend the rail.  And that continuing defense is not easy - dark sectors are not on fixed timing schedules, and that means you will run into a situation where is 2am on a Tuesday for much of your alliance when the rail comes under attack. 

     

    Though, perhaps I'm misinterpreting and you mean it's brought to you in the PvE sections.

     

     

    For the central idea, I can maybe see a purpose, provided it's limited to the current maximum bonuses given out on Pluto, and had an upkeep cost.  That way rails that aren't Pluto could become roughly equivalent, potentially increasing the value of the rails in the rest of the Solar System and reducing the focus on those 2.  Beyond that though, I couldn't agree - dark sectors already tend to make all other missions in the planet obsolete, and we really don't need more of that.

    Right, I am saying the PVE portion of the dark sectors, not the rail defense.

     

    In terms of limiting the bonuses, a kind of diminishing returns on investment could work.  Say 10 million credits for +1% affinity bonus, then 20 million for the next 1%, then 30, 40, etc...  So you could add to the current bonuses, keeping pluto a very desirable rail to own, but making others more desirable than currently.

     

    Also, I find many missions get done and are avoided.  For example, I usually run bosses for resources (cells, sensors, etc.) and run MD for experience, and run interception for T4 keys.  Otherwise, I just help out clan mates or run the alerts.  Though my experience is very different from the "average player" since I am mastery rank 17, done all the missions on the star chart, and have all but 3 weapons (that I can reasonably acquire) ranked to 30.

  6. The carrot is brought to you. There is no chasing. This is why most Dark Sectors with a tax above 15% are simply run by greedy individuals.

    You literally just sit around and watch the credits and resouces come in.

    I am not sure you fully understand my points here.  I am not saying the rail owners need a carrot, and you are right, the carrot for them is the income of credits and resources.  The issue I am discussing is more to do with players in general.

     

    If your alliance or clan does not own sechura, and there is a tax on it, you may be inclined to run a different system since you do not want to be taxed.  The idea of offering a bonus that the rail owner can invest in to increase or alter in some form is a carrot for the other players.  It can help clans/alliances build strong PR with the community and show why they should be defended/aided in their attempted domination of the rails.

     

    Also, this would allow less run rails with possible rare resources, like orokin cells or neurodes, to become more popular as investing in increased drop chance or a similar bonus would make them viable farming spots for players.

     

    The carrot is for everyone, not just rail owners in this case.

  7. So, I was discussing in raidcall with some clan mates about what we thought would add incentives for people to own/run dark sectors.  I pointed out that currently, they give bonuses in the form of credits, resource drop rates, and experience boosts from certain types of kills (IE, shotgun, rifle, melee, or secondary).  My thought was that this could be a way to improve the current dark sectors further.

     

    First off, PVP is fun, even with some lag or bugs, it is beta, those happen, and I find it way more engaging than running the same MD mission 30 times.  Big thumbs up from me there.  Secondly, the only thing a clan/alliance controls currently on their rail is the tax rate.  That is where the carrot and the stick comes in.

     

    Right now, a rail owner controls how much stick the community gets.  Do you tax 50% on your node or 25%?  Maybe you do not tax at all to attract popularity with the community and hope they defend you in an upcoming conflict.  This can be tough because you do not have a carrot (a benefit) besides low taxes to offer.

     

    My thought was that using the current bonus structure, but allowing rail owners to "invest" into a rail for better bonuses would offer a great way to give back to the community.  Maybe you do tax Sechura-Pluto 50%, but hey, you also boost the EXP bonus up with those credits and other resources for all users by an extra 20% on top of the already existing bonuses.  This is also an effective resource/credit sink.  I know I have hundreds of thousands of alloy in my inventory, maybe I can use them to up the rare resource drop chance on a node my alliance owns?

     

    My overall goal of this post is to bring to attention the design goal of carrot vs. stick.  It is fine to give the stick sometimes, but usually, everyone likes the carrot a lot more.

     

    I would love to hear other's thoughts on this.

  8. If you have a resource booster (doubles your resource pickups), it will double your score at the end of the event.

     

    I ran with 3 others, 1 DCed in the middle of the event, and the other 2 left with me at 2k score.  Their personal bests (the 2 that made it to extract) are listed as 2k.  My personal best is listed as 4k and I received double cryotic at the end.

     

    Awesome alert though.

  9. I wasn't sure if this would go here, but seemed like the best fit.

     

    Basically, upon alt+tabbing or sometimes just opening the game itself (through the launcher, etc...) causes my game to resize itself to larger than my screen.

     

    I run the game at a low resolution than my desktop (1280X760 I believe) and my desktop is 1920Xsomethingorother.  It also causes my mouse to act oddly, in that the screen shows one picture of where menus or buttons would be to interact with, but they only show a mouse over reaction about 20-40 (just a guess here, but in that range) pixels to the right and down.  No idea how this is happening, and only started recently with the new patch.

     

    Additionally, my second monitor goes black (shows nothing but black pixels) once warframe is open, where as prior to this patch, it worked as intended.

     

    the game UI and resolution revert (usually) back to normal options I had chosen when I restart the game.

     

    any feedback here helps.

  10. I would argue that the event wasn't awful, it was just not that fun for competition between clans.  It is essentially a "who has the most people" contest.  What makes it harder is that if I have 30 points, I cannot go back to help other members of my clan.  After about 40 points, I am essentially useless to anyone else.  The further you go (I have an idea of how people hit 100+ points) the more you need to, essentially, exploit your teammates.

     

    Also, the caches encourage people to ignore the main objective in that they offer rewards after the 15 point mark.  While the occasional argon crystal or Tier 4 key was very nice to see, I would more often get common fusion cores or t1 keys, which I have an abundance of and just wanted to get the mission with done faster than deal with the caches.  I often ran into issues where I had 3 team mates going for the portal/key and one running around for caches and getting a point for doing next to no damage and often times never moving.

     

    I agree that this event was very grind-based.  Perhaps if the caches gave an extra point for being found, that could speed it up and improve it.  I would not mind if 1 person found the 3 caches, got 1 point for that, and a team of 3 took the "main" objective and got another.  This provides more rewards and has some form of asynchronous gameplay, which I think allows people to play different ways, while working towards one goal (IE, stealth to disarm security and gunplay to take out guards).

     

     

  11. After running a several conflicts and doing both sides, I noticed a small imbalance with a big consequence.

     

    The defending team has, at best, a net zero gain from a dark sector conflict.  If you are able to defeat the enemy, disposing of the 20 lives as it were, you get nothing.  You have simply delayed the attacker.  If you are able to win consistently, then you defend your rail, and you keep it.  The issue here is that, since in every case I have been a part of, the attacker is the host, so they can go in without a defender present (just specters) and get an easier win.

     

    Now, the attacker must be allowed to continue attacking if there are no defenders.  If there was no one defending and that made it so no one could attack, it would be an auto win for the defender, that is not good.  The idea is to give the defender a way to off set attackers that have no defenders impeding them.  My idea is to reimplement the previous mobile defense missions for the defense as a second option, regaining health for the rail as a result of a victory there.

     

    Now, you could theme it to be that you are a repair team rushing in to maintain your team core, keeping the rail running while under assault.  The attacker could deploy specters if wanted, trying to stop the defender.

     

    TL:DR version - allow defenders a mission to "repair" the rail during conflicts to offset the attackers being able to attack zero-human defender rail in the current PVP system.

  12. I guess my overall message with this post is that when creating parts that are needed for a greater plan, things like fieldrons or mutagen masses, making them easier to make (IE, not having to go to the dojo everytime you want to make more) will allow for implementation later on in other weapons and frames.

     

    Also, if for some reason you aren't in a clan, if you were before, you can still make these things as well.

  13. When it comes to the dojo, the main use is the crafting of weapons from grineer, corpus, and infested.  The access to the volt (which may need to be replaced by loki seeing as volt is now a starter frame), banshee, and zephyr, as well as other Tenno weapons is great as well.  Where this falls short to me is in three things.

     

    Fieldrons, Detonite Injectors, and Mutagen Masses.  I feel like you should buy the BP once, and then you can craft it indefinitely.  It would be nice, and actually give me something to do with extra credits as well as allow for the further use of these materials in other BPs for other weapons.  I have thousands of fieldron samples, detonite ampules, and mutagen samples, but having to pay 15k each time I want to forge one, plus the cost to buy the BP, it just seems clunky to me.

     

    just my 2 cents.

  14. Yes, we are meant to have the countermeasure item in our inventory under miscellaneous. For some reason though, it was not given at the end of the last mission. I have submitted a support ticket to see if the item can be gifted to my account. If that works out, you guys could probably do the same.

    Right, but it seems clunky as heck for all of us to write a support ticket, get in line, and then individually make the same request over and over.  The issue is clearly that the BP is not being recieved/sent correctly, so they need to fix that.

  15. I am wondering if there needs to be something in my inventory that is not.  I have checked my inventory for a blueprint for anything called "counter measure" and there is nothing.  Perhaps the bug is with recieving/sending of this BP to our inventories after saving the target in the previous missions?

     

    Would like to play the missions and enjoy the update, but this is very frustrating.  Also, I have noticed each time I had to place a segment into the slot in the ship, I would need to relog for the game to think I had it in my inventory.  Tried relogging, no results, still stuck in a tube in space.

     

    I like the new ship though, and the UI is nice.

  16. I would just want to point out that there is no way to exit other than alt-tabbing or alt-f4ing from the login screen.  There is no exit button or option.

     

    It is like Sword Art Online, minus the horrid thought of dying in a game...

  17. While people say it is better to rush in and kill everything with AOE, you get 6 points for not alarming wardens when rescuing the hostage and 3 for killing all the wardens after that.

    2 friends and I have really been enjoying this slower, more tactical gameplay, trying to go entire maps with an alarm on the harder missions.

     

    For rescue 2.0, this is a huge improvement over spy missions where the enemy can, but never did, shoot the packages you get.

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