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Caduzeus

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Posts posted by Caduzeus

  1. The simplest and quickest fix they could do is add zeroes to the cap number. It could probably be done in minutes. If the cap is a million, it is like there is no cap and everyone can keep on grinding the same flotilla until it is done.

    Then they could start working on removing the limitation of getting bonus only from ground OR space.

    Then they could start spreading the bonus distribution a bit, like:

    • When a flotilla reaches 25/100 Murexes, you get 25 % of the bonus,
    • 50/100 nets you 50%,
    • 75/100 gives 75% and
    • 100/100 gives the full 100% of bonus.

    That way there is an incentive to finish the job, but being a little short is not the end of the world. You still get SOMETHING for your troubles.

    • Like 2
  2. 1 minute ago, NinjaKitsune56 said:

    That's what OP is referring to...how do you get a benefit and a penalty to the same stat (Combo Count chance in this case) on one riven? It's either a bug, or something the devs didn't account for.

    Yeah, seems very weird.

    Also the penalty is very confusing. How do I calculate what it actually means?

  3. Hi,

    I had some enemies spawned while I was changing gear and one of the gunners decided to town with his weapon. Apparently we are not invincible in the Arsenal 😝

    1C9F1322BB008D8B8116FEEF5EFB367484370AC0

    The frame lost its head when it died. Then when I tried to change the frame, it took all the weapons to its hand.

    Unfortunately I could not wander around with all the weapons in the hand. Leaving the Arsenal returned the frame to a normal state.

    It seems like a bug, since I would imagine we are meant to be invincible while we are in Arsenal.

  4. Hi,

    The current Gear Wheel is somewhat fine, but we could REALLY use an option to lock slots in the wheel.

    What it would do is lock the current slot in place, whether it has an item in it or not. This way we could easily reorganize the Gear Wheel and keep our keybinds as is. Currently the only option to reorganize the first slots of the wheel is to completely clear it of all items and one by one add everything back. To say it is frustrating is putting it mildly.

    I would like to have something like this:

    rDvjq6H.jpg

    Click the padlock-icon to lock the slot. Click it again to unlock it.

     

    Oh, and we still can not access Gear Wheel in Dojo's Arsenal. It just prompts to open a shop. This bug has been present at least since the introduction of the infinite wheel.

    • Like 2
  5. 37 minutes ago, lukinu_u said:

    Honestly, I don't see the difference between people buy Rivens for 10k platinums or people buying 10k platinum of Kuva.
    The second case is somewhat random but that's same as people buying relics with plats.

    True. Relics already enable using cash to gamble for Primed rewards. And DE itself sells those (IMO scammy) mod packs for plat, which can theoretically once in a blue moon give a plat-worthy mod.

    So in that sense converting Ayatans to Kuva would not break existing boundaries.

  6. Hi,

    My suggested concept is pretty simple:

    It would be nice to have a vendor in the Relay who changes Ayatan sculptures for Kuva.

    The amount of Kuva received could be the same as the Endo reward, so the system remained simple.

    It could be some kind of defector from the Queens' army, who stole a Siphon and modified it to be able to convert Ayatan sculptures' energy to Kuva. Even cooler would be if we got a mini-quest to rescue the dude or dudette 🙂

    This would give Ayatans a lot more utility and a definite reason to keep a close eye for them in missions. And a lot more trading value too!

    Although, I can now see one potential pitfall with this:

    • Kuva is used for Riven-rolling.
    • Kuva could be extracted from Ayatans.
    • Ayatans are tradeable for plat.
    • Plat is purchased with real cash.

    Sooo... some might consider it a form of gambling.

    Damn, it all seemed so innocent before I started typing this thread.

    Do you guys think it would be a 'bad' kind of gambling though? After all, Rivens can't be used in PvP and 'having an edge' doesn't really mean much in a cooperative game. The only exception to the rule are the (all too rare) competitive events, but even in those the benefit is probably gonna be marginal compared to having the right team-composition.

  7. 1 hour ago, (XB1)Architect Prime said:

    That's not true. Pretty much any frame other than banshee can be built to survive at high levels without squad help.

    TRIGGERED.

    Banshee is all about CC. Just stomp like you're Mikkey Dee and enemies will never even have a chance to do nothing but lie comfortably on the floor.

    Also: since Sonic Fracture removes all enemy armor and Sonar can help you deal a million billion zillion damage, enemy levels are pretty much unnoticeable before 1000.

    If it wasn't for those pesky Nullifiers, Banshee could solo to any levels in survivals...

  8. 2 hours ago, RistN said:

    Get bunch of kuva and get riven mod after 1h.If you ask me that is very nice.Riven mod drops would be nice addition to Kuva fortress reward pool and it would offer another way of getting them aside from Sortie missions.

    That would be a too easy way to get Rivens. It would still need to be random, like having 3 % chance of getting a Riven every 20 minutes for there to be some kind of balance.

     

    1 hour ago, Kimimoto said:

    The problem with this is it also probably isn't scaled, people will just go for an hour and leave.

    I have been hoping for scaling rewards too, but I think the policy of 'finite missions' is DE's aim at this point. They are shying away from content that lasts longer than 40 minutes.

    There might be some psychology behind these decisions. Maybe DE is afraid that if rewards are scaling and people start doing longer and longer runs, they burn out faster and drop the game. They have lots of data from millions of people's gaming habits after all. Maybe the data shows that in terms of player retention boredom is preferable to burn out.

  9. 12 hours ago, Ham_Grenabe said:

    Perhaps non-scaling, just slightly higher, could strike a middle ground that works. I just think the risk DE perceives is that there are plenty of people who can easily spend basically infinite time a survival without breaking a sweat. They're probably also already the Riven economy drivers. Constantly available Kuva rewards that scale in any substantial way slides control of the platinum economy further away from DE, which is not in the company's best interests.

    But then again we could argue that: more Kuva -> more good Rivens for sale -> lower prices.

    The same thing happened when Arcanes became more readily available: prices dropped and more players now have access to them. Which is awesome!

  10. 2 hours ago, fluffysnowcap said:

    Perhaps you are after something like one of these ideas.

     

    I like scaling, but I am not a huge fan of capping the gains.

    If people want to brave 3 hours of survival, let them have the huge gains for all that time spent. Some folks are gonna argue "blaa blaa Riven markets blaa" but honestly, it would be the reality 99% of us want: people have a lot more Kuva -> a lot more good Rivens become available -> prices drop.

    Besides, we have nuclear weapons in this game like Lanka; let us use them for something productive for once!

  11. The problem with enemy spawns is that they only spawn two rooms/hallways away from you:

    • First there is the room you (or other players) are in.
    • Then there needs to be an empty room.
    • Then the next empty room from the first empty room is a viable spawn-area.

    The reasoning for this is simple: you can not be able to shoot enemies in their spawns, so there needs to be an empty room between your location and enemy spawn.

    Large rooms next to each other tend to be very problematic, since players' distance to enemy spawns can easily be in the excess of 300 meters. The problem becomes even more pronounced if a team is not strictly limiting themselves to a single room at a time. Anyone leaving a room will push the spawns away, sometimes several hundred meters.

    One solution would be to balance the number of enemies spawned based on the distance to the players' room. That way the same number of enemies/minute would be available, independent of the rooms surrounding you.

    And concerning the Kuva survivals: if it was fixed amounts per rotation, people would still only do 20 minute runs and then restart the mission. It would not reward long sessions.

    Endless missions should be more... endless. I would propose a fixed increase per completed Kuva filter. If the increase was 5 per filter, you could make 12k in the first hour without boosters, 20k in the second and third hour would give 28k. As an example.

  12. 17 hours ago, fluffysnowcap said:

    That's hardly a scaling reward, thats a insulting joke at best.

    One would be better than none :D

    Though you are right. 0.5% increase is too little. I would be happy if it was (at least somewhat) balanced yet rewarding, like:

    • 3 % increase per siphon until the gains are 400 per siphon (around an hour of play).
    • 2 % increase per siphon after that.

    Before there is some kind if scaling, I am just going to pass Kuva farming altogether. It would be fun to roll Rivens, but doing so in the current system is just too time-consuming.

  13. 6 hours ago, Firetempest said:

    Watch as some kind of ultra forma is introduced that lets you multi-polarity a slot. But the BP rarely drops off a captured super sentient. Better have your operator amp decked out.

    That could definitely work. I really like the idea of the BP being something that boss monsters could occasionally drop. It could be expensive to craft too for added balance, since you will only need couple of them per frame.

     

    7 hours ago, PhotriusPyrelus said:

     I'm just not sure if that is technically possible.  =-x

    I am pretty sure it would not be that hard to implement. Sure, it would require some tweaking in databases, but I think it would mostly just come down to having the will to make a change. If DE sees no problem with the current system and feels that this issue only concerns a tiny minority, they might not be interested in it.

  14. 44 minutes ago, Maercurial said:

    ...the best solution would then be to allow Multiple Polarities on an Aura Slot as someone already mentioned, that way you still need to spend a Forma, but you gain flexibility with that slot.

    Yes, I could get 100 % behind that idea! It is better than my suggestions, since it involves more gameplay and offers more choice. That could be something I could start spamming to devstream threads, if I remember to post it.

     

    56 minutes ago, Maercurial said:

    ...but you can do that without an "optimized to the max potential" kind of build, for example if you want to test a new Aura/Exilus Mod with your current build but it doesn't fit in without a Forma, you could replace a maxed Streamline with a Rank 2 or 3 one or swap some other mods around, then see what the build can do... and if you really like the potential, only then invest another Forma.

    Yeah, that is pretty much the bandaid I have been using: sacrificing potential. It is... definitely not as fun as using maxed mods.

    The main issue is that I would like to keep the generalist build AND be able to try crazy things. If only we could extend the forma-change outlined above to normal mod slots, we could actually solve all the problems by adding more and more forma :laugh:

    Heck, I would not even mind if adding a second polarity cost two forma instead of one.

  15. 2 hours ago, --Q--Voltage said:

    While we are at it, lower Steel Charge to 7 instead of 9. There needs to be some consistency here.

    Aura polarity standardization would be nice to see, but I don't think that will happen. Just forma in a - Aura and you should be fine given all the useful auras aside from Growing Power are a - polarity.

    Yeah, I ain't holding my breath. It was an uphill battle to even have a 3 meter universal Vacuum...

    It's just that a team full of Growing Powers would be sooo delicious, but that is currently basically impossible to ask. It is just so awkward to try to fit GP to any build with dash polarity.

     

    3 hours ago, Maercurial said:

    The Aura polarity requires you to make a choice.

    I don't think that's a bad thing at all, you want to implement choices, and they shouldn't come without downsides. TbH I never had an issue with this, you either go with no polarity and more Forma into the regular slots, or you take the polarity of the Aura you end up using the most. The later is what I usually do, so depending of the frame there's either a polarity for Corrosive Projection or Steel Charge.

    Not that there's any other Aura Mod worth using. This might be an issue if there would be more useful Aura Mods with different polarities out there, but until then you're fine with a "-" for CP and then you're done with it. 

    If they plan on introducing more good auras and if those auras are not Naramon polarity, this question is going to become even more relevant. What is the point if people can not conveniently try new content on their frames that they have forma'd 6 or 7 times? Those auras will just become incredibly niche, which is not something you generally want to sink development resources into. You want to release stuff that people can and do actually use.

    I think the downside of choosing something other than Corrosive Projection should be that you have to find other ways to reduce enemy armor, and that is it. Enemies without armor are made of paper anyways. I do not think there is a need for extra penalties, if players want to try something different. Denying choices with aura polarities is just silly.

    More forma to mod slots is not often an option, when you already have all the mod slots forma'd. Many of the mods DE has recently released are incredibly point-hungry and the limit of 60 + aura is fast becoming simply too narrow.

    I can understand that most people just want a reasonably good generalist build that is "fine" for all the content that they partake in. I get that. But some of us like to try new things, go for new build-directions and see what crazy things we can make work for crazy runs. When you have all your slots full of polarities because of aura limitations, that becomes impossible. You are stuck with a generally acceptable build or two.

    That is not a challenge or an interesting choice. That is just an impassable wall.

  16. 8 minutes ago, Mepheri said:

    just use more forma, tbh thats the reason forma is in the game

    The problem is not the amount of forma. I would not really mind if the issue could be fixed with just adding more polarities.

    The problem is that if I go without aura polarity, I can usually have only one mod slot not polarized. That severely limits my modding options.

    That is my issue with the current system.

  17. This is an ancient subject, but it seems to remain relevant year after year.

    For some reason DE decided that it is better to lock players to certain auras depending on the polarity instead of allowing players to choose whatever aura fits the situation best. I do not think that kind of choice makes the game more enjoyable or builds more varied. That just arbitrarily forces players out of options. The introduction of Growing Power has made me crave for a way to be able to use both Naramon (--) and Madurai (V) auras, but current options are woefully limited.

    With many mods costing up to 16 points these days, we basically have 3 options:

    1. Polarize the aura, so you can have fewer polarities on other slots (meaning more variety with the rest of the mods), but lock yourself out of the rest of auras.
    2. Remove your aura polarization, so you can use any aura, but heavily reduce mod variety when you can usually have at most 1 other mod slot not polarized.
    3. Buy another frame for another aura polarization.

    Option number 3 obviously offers most variety, but that comes with a mountain of unnecessary work. Also: many frames are tied to quests, so they can not be farmed.

    Are there any benefits in the current system? Technically it offers choice, but practically it does not. Auras are far from equal and Naramon (--) still far outweighs the rest, even after the introduction of Growing Power etc. The other benefit of the current system is that... well, I can not really think of anything else.

    There are many ways you could alter the system:

    1. Remove aura polarity completely and put a set point value for each aura (like, between 14 and 18 points).
    2. Make all aura polarities the same, keep point values as is and have frames start with no polarity (so with forma we can increase point pool a bit).
    3. Remove aura polarity AND point values and just increase the frame's base point pool by 7 (before Reactor).
    4. Allow us to multi-polarize mod slots (idea by saltygr33n on post #5)

    I think fine tuning aura polarities a bit would be a reasonable quality-of-life change and a breath of fresh air for our builds.

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