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Maelware

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Posts posted by Maelware

  1. On 2019-03-22 at 4:01 PM, krc473 said:

    If you buy something, then accidentally lose it who is responsible? I assume all the responsibility falls on the consumer. I cannot see how this would be illegal at all. Can you elaborate on why you think this? I live in a country with reasonable consumer protection, and this would not breach any law.

    • The EULA/ToS state that DE owns everything. They own your account and everything in it. You pay for the platinum, you do not directly pay real money for any items. You exchange your platinum (like arcade tokens) for items (arcade prizes). If you lose your arcade prize, do you blame the company?

    It is not lost though that  is the thing, it is a digital item and as such can not be lost. The thing is that it is a digital purchase (whether through a currency or direct sale (different parts of the world have different standings on this)) that was not sold as a one time use item or limited duration. As it was sold as an account unlock it is covered as such in consumer law. I understand where you are coming from, but as most people are aware what is law and what would seem common sense are not always the same thing.

     

    As for the EULA/ToS argument consumer law in most conteries trumps company laws. There have been many examples of , probably the main one that people will be familiar with is steam changing their return policy for Australians due to consumer law in Australia stating that refunds are a mandatory option for consumers regardless of time frame if a product is of unsatisfactory quality, faults or other "fair" returns of item. This is why on steam Au games are higher priced as they have to factor in the cost of returns. If you are interested here is a link to official steam page regarding this.   

     

    https://store.steampowered.com/consumer_rights_notice/

  2. A little back story. I have been playing this game for somewhere around five years and in that time I have completed most of the content available. I have even almost entirely leveled my own dojo solo. Now that I am hitting a content wall i have decided that i would set myself the goal of having a complete arsenal. So i set of on my crafting and gathering expedition. Not too long into the process however i ran into a hitch, a few years back i had sold some of the weapon login rewards and it appears the is NO way of reacquiring them in game .

     

    So my first stop was support which informed me that if an item was not recently sold they would not restore it. There was no information on whether this was a technical constraint or some arbitrary policy that support had come up with. I was referred here as a means of contacting the devs with ideas / feedback so here I am.

     

    The questions I have are as follows:

    *Why is there a limitation on item restoration? If i have earned an item, be it through crafting or rewards or real money purchases, why can I not have it restored (assuming I have a weapon / frame / vehicle slot available)?

    *Why is there no way of reacquiring reward items through in game systems (crafting blueprints given at time of receiving the reward, locked market blueprints or even a simple claim past rewards button).

    *As has been shown in other games , why is item restoration not an automated system, as apposed to one that puts undue strain on support staff. (WoW for all its failing did this brilliantly).

     

    To be clear it is not the fact that the items will not be restored that I have an issue with, it is the fact that these items are now unobtainable to this account in any fashion, regardless of the amount of time or effort I put in the account will always be incomplete , diminishing past achievements and the value of time spent in this game. I am more than willing to grind up materials or farm certain drops to replace items that I have previously sold, I was even willing to reset my login rewards timer to reacquire the items but that too was disallowed.

     

     I would also like to bring attention to that fact that not being willing to restore items bought with real world currency may have a more serious implication. In some countries this particular policy may be in breach of trade laws and customer protecting policies. This is not a some sort of veiled (although poorly) threat but something that DE as a trading company should be aware of as it has implications that could affect the operational capacity. I am aware that they are probably aware of this already though it does not hurt to have the point reiterated in the case that this niche case had fallen through the cracks and gone unnoticed. 

     

    All in all I have found this a greatly frustrating experience , both through the lack of information available from support staff and the fact that what should be a simple process is disallowed for what seems an arbitrary reason. DE has shown in the past that they are willing to make changes to the way they do things for the betterment of the end user experience, and I for one applaud this practice and hope to see it continue. Even if the  items are not restored I hope that this at least starts a conversation about the item restoration policy and the impact it has on players enjoyment and engagement with this game.  

     

  3. First of all i would like to say i am not against changes , but the reason for these changes are to stop high efficiency area of effect set ups. Due to this the intended outcome of the rework will ultimately fail due to the fact that AOE abilities and range mods exist , you simply can not stop this kind of play style without removing the base cause which is ranged mods and AOE abilities existing. Ultimately the big change to the saryn "turret" play style will determined not by ability power or synergy but how far / fast the spores can be spread or how far reaching miasma will be.

    As the specific info for abilities base stats is yet to be released in full we can not come to an accurate conclusion about the power level and usefulness of the changes on a build specific level, but what we can do is look at how the mechanical changes and how that will change the overall play style.

    The recast detonation is squarely aimed stopping the "turret" style of play builds. The big issue with this is that with the right group set up it is plausable that a single cast or using the augment to turn a friendly player into the the new "molt" and bursting the spores on them will to start a self sustaining , map wide plague that would require little or no input as the ability would propagate thanks to the unlimited duration to enemies as they spawn til the point where all enemies are simply one shot and the spores effectively will destroy all possible hosts. This sort of happening would be most likely on small maps like hydron or depending on scaling high strength / range builds. 

    Toxic lash changes are mechanically solid but i am confused as to why you insist on holding to the melee damage bonuses. Melee weapons will actually benefit more than ranged weapons as this will allow for the addition of a 6th or 7th element to melee weapons running condition overload. Which if the proposed changes go ahead to the melee system will become the most powerful melee setup due to the access to red criticals being exclusively obtainable through combo based builds or high critical weapons with good riven disposition. 

    Molt seems like a truly redundant ability now. With the proposed changes it has become a purely defensive ability but as a defensive ability is pretty poor. It does not crowd control enemies or provide consistent damage block / redirection like any of the other barrier abilities nor does it add an amount of damage reduction, be it through armour a flat percentage. Molt as a purely defensive ability also promotes a very static play style as to get any benefit from it you must remain near the it, which is counter productive for the intended purpose of the update, which is to promote a dynamic play style. 

    The issue is see with miasma is that by trying to stop the current turret build you are just reverting saryn back to an even less interactive build. The issue faced with this ability is that with a long range and the ability guarantee viral procs, it is an innately powerful AoE. Depending on the final base stats and scaling miasma could very easily end up If not an optimal "turret" build ability, an at least passably effective one . Even as it stands with a 15 meter base it can be pushed out to a 42 meter AoE dealing 780 damage / sec. Combine this with a guaranteed viral proc and all you have achieved is instead of using molt / spores to AoE you now just stand there spamming miasma.

    A far as changes that are really needed for saryn, the most important thing I think she needs is better, more detailed ability descriptions in game(this is true of many frames). A better defensive skill in place of molt, or a redesign that allows for a more mobile game play without opening her up to being randomly one shot because to having nothing other than her base toughness while not camped near her molt. Something like turning molt into a channelled ability that absorbs a percentage of incoming damage, after absorbing a set amount damage a skin is left behind that draws fire and eventually explodes spreading all three of the status effects on detention. Finally increase the potency of the interactions between spore and miasma and toxic slash while reducing the base effect of all three. Something as simple as a reducing both base damages by 50% on all the abilities but increasing their damage by 50% for each instance of viral , corrosive or toxin on the target.     

    Ultimately I think the best way to fix the "turret" style of play you are currently trying to remove from the game is not through class re-balancing but by making the need for these sorts of builds redundant. The main reason most people, including myself, play these builds is that they have a limited amount of time that they can allocate to gaming. Tasks such as farming daily focus caps / levelling weapons and frames for MR or formaing simply can not be completed in a sensible time frame if done as part of "normal" gameplay, but can be done quickly if part of dedicated farm groups it takes < 10 min to level a weapon, < 20 min for a frame and < 30 min for the daily focus cap. These setups then leave me at least some time to go and play in content i actually want to do. On the flip side it can takes hours to level a frame solo, particularly if it is a frame that has no real offensive abilities. You may also be forced back to content that has no value to you simply due to the fact that you no longer have the survivability or damage output or into leeching from others to complete relevant or engaging content, both of which are not fun or engaging ways to play the game. As such people will try find the fastest way to get through the tasks so they can actually get back to playing the game for enjoyment. By reducing / removing the ability to efficiently make these type of builds you are actually harming diversity by promoting niche solo farm builds (stealth farmers etc.) and promoting a game play that is both monotonous and less engaging.

  4. So another day another issue with patch 14, when trying to clear planets to unlock others there is no way to tell what maps need to be beaten to move to next planet, and also no way to tell what maps have not been completed, particularly when you are coming to the end of multiple paths. It is very annoying to be missing planets and no idea what maps i need to run to complete planets to unlock more

  5. Some basic issues I have with the new UI.

     

    Basics: 

     

    -Character models in front of menus, particularly the mod menu. Is very annoying when trying to synth mods when you character model covers half the screen.

    -On the subject of the mods menu, sorting isn't working, if I sort by duplicate I want to see all duplicates, not just the unlevelled mods. Having to switch menus to sell / combine excess duplicates after synthing the ones I want to keep is just annoying.

    -No easy way to see invasions from the Liset.

     

    Personal:

     

    -The foundry windows are too big, reducing width by 1/3 (3 per row as opposed to 2) would help when sorting through a large number of recipes.

    -Add an option to sort mods into a 3 columns system, with a single mod type per row. organised maxxed ][ levelled ][ unleveled

    -Shrink the reticule a bit and add a bit of transparency as a lot of the time trying to snipe the reticule actually obscures the target  

     

    As yet I have not seen any events (I am aware there was one close after release but i may have missed it) , but would like to see where the info about the events like duration etc. for them is displayed

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