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Probably_Asleep

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Everything posted by Probably_Asleep

  1. It does seem odd that nobody has done anything to fix up their homes since they were freed from enslavement. I get Fortuna since everyone there was living paycheck to paycheck, but Cetus is a self-sustained community. It would be really cool to have a town building quest. It seems like everyone in this game is always asking the Tenno for effectively free labor anyway. "Go risk your life and commit murder for us, and we'll reward you with a handful of weeds." (I mean there's "standing" as well, but what even is that? Gamified reputation? "We like you this much, until you ask for something in return and then we'll like you less by a predefined amount...") So yeah, why are they still sending us out on bounties when everyone's homes are still destroyed? "Hey want some help filling in that crater?" "Swazdo-lah! How about you go capture a Grineer Commander for us so we can all take turns venting our anger on him instead?" "Didn't you and the Grineer both get emotionally scarred by Narmer mind control? Thought you could have found some common ground by now..." "Ai yo, Tenno! If you've got time to talk then you have time to kill the Grineer. Sho-lah!" *sigh" "Fine... I'll be back for my 15 Nistlepods later..."
  2. I haven't tested this, but are the Void Traces available to you between rounds? My gut is telling me you can only use Void Traces you had from before the mission started, and you won't have any from the current mission until you extract.
  3. For some reason I find this phrase hilarious. I'm just imagining googly/cross-eyed Warframes stumbling around the area like drunken bobbleheads. I can agree with the sentiment of just making it feel better at the very least. I've discovered recently that Relic farming is pretty stressful. Maybe it's just me, but when there's a gamble mechanic involved I find myself feeling let down all the time. Like I'm only there to get Void Traces, nothing else; it should not matter to me if I'm getting common rewards on throwaway Relics that I have more than 3 dozen of. Yet it does. The countdown initiates, and POOF: 15 Ducats. And instantly I'm feeling like the last 5 minutes of my life was a waste. But I'm not even there for it! It's still something that I wasn't asking for in the first place. But it was the lame "something" rather than the rare "something." Maybe I'm alone in this, but when I'm farming Void Traces I always feel like the game is calling me a loser once every 5 minutes. Quxier! (I'll capitalize your name even if you don't; you're a proper noun in my book) This would be perfect for me. I just finally got all the components for Acceltra Prime (I'm still trying to get to MR30 with my Mag-only handicap), and I swear it took me 30 tries. Wait actually let me fact-check that... 26 tries. Two dozen trips to Apollo, Lua. Well over 500 conduits activated. I am full to the brim with Axi Relics that mean nothing to me. I ended up getting rank 11 in the Leaderboards for this mission just from running it non stop since last Thursday. And the beeping! I still hear the Demolisher's incessant beeping! And now what do I do with these!? I got about 5 duds for every Axi-A18 I was aiming for. I've got 255 Axi relics now (I think I doubled my stock from this ordeal). I don't want to crack all of these. I would love if I could melt them down into something useful. Especially because I know that in April I'm just going to have to do this all over again with the next Prime Access. Even when I mute my TV I still hear the beeping... (I think my reply sort of got off the rails a bit, sorry)
  4. You may have said you tried this already but what happens when you use a different sound device (and audio output jack, if you have multiple)? It's very interesting that it's just this one application; I'd like to know if it's this one application's interaction with sound in general, with sound through the current jack, or with sound through the current speakers.
  5. That's a good callout Haha! Love this phrasing I wouldn't mind this if they brought it back. I've obtained most of what I need from Baro and some relics have components to weapons I've already farmed so I'm sure I'd have some to sacrifice for this. I'll keep an eye out for these. I tend to look for smaller missions because I have it in my head that, if I can restart the mission quicker, then I'll be able to cycle through and get more loot, But... This can be very true. I'll often see something like a Capture mission and think: "Sweet! I can run this in under two minutes!" Then the reality sets in...
  6. Better option! How about keeping the Void Trace grind just the same grindiness as it's always been, but make them more useful. For example: Let Void Traces be used to exclude rewards from a Void Relic Common Rewards can be excluded for 200 Void Traces each Uncommon Rewards can be excluded for 100 Void Traces each The Rare Reward can be excluded for 50 Void Traces Relics that are already irradiated (like from ESO rewards) lower the cost of exclusion to 150, 50, and 0 respectively (And yes I know that would make it more worth it to Radiate them because you spend 100 to save 250 for singling out rare) Just let people figure this out so they'll feel smart, everyone needs a confidence boost now and then I swear I have to go through something like 10 to 20 Radiant Void Relics to get a rare reward. This would cut that down to the Void Trace equivalent of only 8 relics, which isn't a huge savings from 10, but merely having the guarantee of the reward would make the grind far less stressful.
  7. The reinstall curiosity was simply that, a curiosity. I wouldn't personally categorize an application of mine as running smooth as silk if the audio is malfunctioning, but I do admit that I'm not familiar with your setup so I can't make that call. But it does actually spark another curiosity of mine: Do you have any other games that run on that PC that show audio issues? If so, then I'd say it's obvious that it isn't a Warframe problem but rather a problem with your PC. But if you can run half a dozen other games with beautiful, balanced sound, then it very well could be a Warframe problem (in which case a reinstall might not be such a bad idea).
  8. For the first time in two years I'm actually getting enough Endo incidentally that I don't find myself anymore having to stop and farm it specifically for a Mod I want to max out. Getting thousands here and there from content I'm already planning on doing anyway is quite nice. Thank you for that. So... next time you make some new levels or faction or what-have-you, could you make some rewards that give a decent amount of Void Traces? Without anything extra a mission averages 18 Void Traces With a Resource Booster that goes up to 36 per mission With Smeeta (on a good day) it will be 47.34 per mission With missions averaging out at around 5 minutes apiece (probably less for non-Switch users who have quick load times), that means it takes about 160 minutes for me to max out on Void Traces. I'm asking for a game mode that can give me roughly 1500 Void Traces in 60 minutes without the use of a Resource Booster and Smeeta's Charm. It would need to average out to 25 Void Traces per Minute So if it's quick missions (~5mins) then it should reward an average of 125 Void Traces per mission Or if it's longer missions (~10mins) then it would naturally be 250 Void Traces averaged per mission And I'd be fine with this being a Bounty Reward, like an Uncommon that grants 500 or something. Just as long as after an hour of grinding I've filled my tank and can go back to Relic Farming. In case you're worried, I will still buy Resource Boosters. If I can fill my tank in an hour, then of course I'd want to fill it in half that time if it's optional. OR, alternately, if you could make a shot that lets me purchase Void Traces with something I can already farm at a comparable rate. Say, 10 Endo per Void Trace or something like that.
  9. If you (for some crazy reason) have Tauforged Emerald Archon Shards (two of them), then they're not exactly useless. Enemies like Rogue Necramechs and Acolytes have a max proc stack of 4, but with two TF-Greens you can increase that to 10 Corrosive stacks (you add an additional two normal greens to actually armor strip them). I'd say that's more for the novelty though because Archon Shard slots are incredibly valuable. Unless you're using Lavos as your go-do Assassin Target hunter. It might be better to go with things that synergize with subsume abilities or provide a more generalized benefit. For example, One Red shard is enough to make Precision Intensify or Blind Rage grant full armor/shield strip on Tharros Strike. (But with Precision Intensify you'd have to install it on slot 4) Two Tauforged Red shards will be enough to do the same thing with Umbral Intensify as long as you install the entire Umbral Set, which would be good for Lavos anyway with his high base health and armor. Red shards also have an option to increase Primary Weapon Status Chance, which might pair well with Cedo and Lavos' fourth ability. (To be fair I don't actually play much with Lavos, or at all ever actually, so this tips may not be good and I won't blame anyone for saying so...)
  10. Curious what happens if you reinstall it once again. Also does your sound driver have an equalizer or Tone Controls? Could also be a hardware problem. Old cables, loose jacks, partially-inserted jacks, and old speakers can sometimes handle some frequency/volume ranges while not being able to handle others. Also 5.1/7.1 sound systems don't always distribute the sound to all speakers (often for the same reasons). One way you can test if it's a hardware problem is by swapping your hardware out: Plug your speakers into a different audio jack Use headphones on different audio jacks Get a USB Bluetooth Adapter (unless your computer already has BT built-in) and connect to a Bluetooth Speaker If anything changes the sound quality then you should be able to deduce what piece of hardware is failing That's all I've got! Hope something works out for you! I usually play while hanging out with my wife or before I go to sleep, so I don't often get to play with volume on. But I do really like having the option of using sound for things like Disruption and Cutscenes.
  11. My job lately has been pretty much all meetings and I've had a craving to code something. So I decided to make a PowerShell script that simulates keyboard and mouse events, and test it by having it pull all the contents from this thread at a human-like speed. (Because it's rude to web scrape at a high speed) From there I did a really crude analysis: Keyword Count Percentage Toggle 451 36.88% Tap/Hold 437 35.73% Both 154 12.59% Neither 181 14.80% Mind you I'm not accounting for many variables (like sarcasm, quotes, or posts that say things like "anything BUT toggle..."), but it looks like the vast majority of players are on the side of either toggle or tap/hold. About 85% want it to either be toggle, tap/hold, or a hybrid of the two. Interestingly though the votes are pretty cleanly split between toggle and tap/hold. It's possible though that many are confusing the two or believe they're the same thing. Personally I don't use Mirage and I hardly ever use her subsume, so my opinion doesn't carry much weight. But I do love brainstorming ideas! So regardless of my opinion being unqualified, I'll still throw my two cents in! Here are my top 5 ideas: Movement When moving - Defense Boost When not moving - Attack Boost Reasoning: This would make it engaging, and wouldn't require a Helminth rebalance. Items Hitting enemy weak-points creates "Light" pickups that boost attack for anyone picking it up (10 stacks to get to original strength) Hitting enemy's main body creates "Dark" pickups that boost defense for anyone picking it up (10 stacks to get to original strength) Reasoning: This would make it a support skill, and require constant gameplay to keep the stacks up. Marked Activate a wave to reveal one enemy that, when killed, provides an attack boost for a limited time While wave is active, defense is boosted Reasoning: Not exactly symmetrical; this lets you activate defense whenever you want, with an option to gain an attack boost. Equipment When Mirage activates ability while holding Primary - Attack Boost When Mirage activates ability while holding Secondary - 1/2 Attack, 1/2 Defense Boost When Mirage activates ability while holding Melee - Defense Boost Reasoning: Easy enough to understand, and gives more flexibility while also grants the downside of requiring all weapons types equipped. Actions Slide/Jump/Sprint makes boost offensive Backflip/Side-roll/Crouch makes boost defensive Reasoning: Might make for some interesting gameplay, and would constrain movement slightly to keep it balanced.
  12. You're right it does sound really Arcane-y. Also I fully endorse all uses of math wherever possible. (Well actually I can think of a few uses for math that should never be done...)
  13. So I've got two points to sell my Hotwire Generation over a normal Redirection that would likely grant more shields for the majority of frames. (Not to mention that Redirection does not exclude Overshields, so for frames that can generate it it would make it seem even more disadvantageous of a Mod) But with that said: By my count, there are 6 Incarnon Weapons and 1 Arcane that benefit from just having Overshields regardless of the amount. This Mod would allow that benefit to trigger without energy cost through things like Augur Mods or Abilities. If something like your Double-Gated were to come to pass, then this mod would let you passively regenerate a second layer of Shield Gating. It would give you some breathing room if you're using Rolling Guard. In a nutshell, while I agree that the Mod itself wouldn't compete as an EHP boost, I think players would flock to it as a QoL due to Overshield's tendency to act as a trigger condition. This Mod, when paired with shield recharge upgrades and/or Rolling Guard, would allow skilled players to make better use of damage bonuses that come from Overshields. (Which right not isn't really used much for higher content because Overshields are gone the second they come into existence so the benefit is never there to use) That's pretty much all I've got though for selling this, I agree with what you're saying overall. Annnnd because I love brainstorming new ideas: Over-Absorption (Warframe, Vazarin, Rare, 10 levels) 4 to 14 cost Damage dealt to Overshields has a 2|4|6|8|10|12|14|16|18|20|22% chance of being converted into Overguard at 50|75|100|125|150|175|200|225|250|275|300% Efficiency.
  14. Hey sorry I was unclear! It was supposed to be reduced TO 10|15|20|25%. So from 1200 it would be 120|180|240|300 Max Overshields Only one I know off the top of my head is Master Thief (Hope #1 clears this up) Oops! I had the reply open and forgot to refresh newer posts. Although I think the biggest difference players would see between Excessive Energy and Hotwired Generation is on missions like Netracells where energy depletion is nonstop. Excessive Energy would be great for passively generating a full capacity Overshield, while Hotwired Generation would be preferred during situations where energy is unreliable (or used too much as in the case of spam frames).
  15. I'll throw one in: Hotwired Generation (Warframe, Vazarin, Rare, 3 levels) 10 to 13 cost Shield regenerates into Overshields, but Overshield Capacity reduced to 10|15|20|25%. [ INCOMPATIBLE WITH: Overcharged Capacitors ]
  16. Oh interesting! That would probably be an easier system to code. I imagine a slider system would have to link those attributes to a new configuration file/section, and there would have to be auditing on that new system against existing systems (especially since other parts of the arsenal are now affecting Sprint and Parkour specs). But your idea would only require an additional mod screen and a UI element to access it (perhaps a toggle button from within the same Warframe mods screen that changes the color scheme a bit, removes the Aura/Exilus slots, and has a text indicator that you're viewing the current Config Slot's mobility section). None of the original systems would be affected because it would interact with the same configuration. (I guess the only safety they'd have to build is to make mobility mods inaccessible from the Warframe mod screen, although they'd need to account for hybrid mods that enhance both mobility and ability like Speed Drift; I guess just a check to see if that Mod has been used on either screen and give a warning dialog when you try to apply it twice)
  17. I really like this idea (I revised the original post around it). My main reason for having everything was so prove your mastery with that frame over all the content, which really doesn't require redundant content. Also removing that bulk would leave more room for making it more of an actual lore-heavy campaign like what TENr0nin and Raarsi are saying. I was only thinking of it in terms of mobility, but this does sound really interesting! That's fair. And this is actually exactly why I said I wasn't going to push too strongly given my lack of personal experience with Squad play. Because 100% of my missions require 100% participation, my mind didn't even go to the thought of a squad member doing this. I was aware of the concept of leeches, but I only imagined them standing at Extraction. It would be so annoying if someone just followed me into Spy rooms, possibly even set off alarms, but never actually helping with anything. Yeah Mods are leaps and bounds better than Shards. Even for someone like me that uses a small pool of frames, the UI elements alone make it a pain. I'm glad they reduced it to 30 Bile, but even if they required no resources to remove it would still be way less convenient than Mods. I think even if they let you add/remove shards straight from the Arsenal at no resource cost, but kept the rule that a shard can only be installed on one frame at a time, then people would continue to farm them. Having to exit the Arsenal, walk to the Helminth, build up Bile (gross), swap to Archon Shards menu, manage shards, and then go back to Arsenal to finish your build is such a chore. (Especially on Nintnedo Switch where every menu change takes a couple seconds to load) That's not bad then. It would be different if you were like: "Oh wow, yeah Warframe feels more competitive than a Beverly Hills high school. You're even judged on your fashion sense!" This is a little bit surprising to me actually. With solo play I agree it's like you said how the focus is on progress; the red-crit million damage level-cap meta stuff isn't really necessary. And I'd rather be trying to get an obscure weapon blueprint/component than dumping another forma into a weapon that can already do what I need it to do. So I've often thought that the big numbers and "meta" skills are really just there for people to show off to one another. But from what you're saying it sounds like most squad experiences are also casual. Farming time does make sense. The times I do put Forma into things are always farm related. Either I'm trying to get all the MR points out of a Kuva/Sister weapon, or I'm trying to improve the tedium of a grind. For instance I ended up getting a Riven for the Felarx and I didn't ever care about it, but lately I've been trying to get the Vandal weapons out of Elite Sanctuary Onslaught, so I've had to find ways of increasing my kill rate. Chasing that rabbit hole has let me to dump like 6 Forma into my Felarx. So while I started off not caring about the big numbers, as you said the "progress" pushed me to obsess about it. Good point. It makes sense for maximum speed and distance to be something that you can enhance through Mods, but just because I can jump a certain height doesn't mean I do that every time. It would be nice to have a way to fine-tune our movements within the limitations of our frames. Especially for things like dodging. If they're going to start making enemies that encourage agility then it would be nice to manage movement better. That's a good call-out. I've done the same in Duviri. An intrinsic reward for me is getting 50+ Decrees and then activating Fleet-Footed. The ridiculous speed is entertaining by itself, but then I go to the Undercroft and see the Operator's goofy walk ramped up to a spastic degree. It's so hilarious that it makes the entire thing worth it. I also like using ridiculous means of combat, like using Mag's Pull to drop enemies into bottomless pits. It not efficient, but it's so satisfying that I may end up doubling my clear time just playing around with ragdoll enemies. I can also see why this would be a really subjective and delicate balance to strike. I'm really happy with where Mag is at with her kit, but I also avoid some overly powerful builds because it's just not as fun. I have a build that uses every shield increase I can get, and then Parasitic Armor, Adaptation, and an Incarnon Sancti Magistar. The Damage Resistance puts the EHP at something above a half-million, and the Sancti is restoring all HP 2.4 times a second, so it's an insanely tanky build even for someone like Mag. But it's not actually that fun to use. (I have it for enemies that cheat with things like Ability neutralization) So I can agree that it's possible to ruin the experience with too much AND too little power. You want a fight to be a fight but also don't want a failure. I agree with that. The attenuation thing is especially irritating to me because it messes with my immersion. If an enemy can dictate how much DPS you're allowed to deliver, then why not set that to 1? It's like the enemy is saying: "I'll let you kill me, but only after you've tortured me for 5 minutes." I'd much more prefer enemies that seemed to have a well thought out plan to take me on. Also can relate to the dual love of varying paces. I wouldn't want a game to say you have to play if fast or you have to play it slow. Dang it! I really wanted that to be true.
  18. That's understandable. I can only do two solo "Tridalons" in one night with my Mag. (And that was a great milestone for me, a 3x3 run is not something I think I can do) So even if I did 2 Plains nights per day, it would take me a week to break the 50% chance for just one Arcane Energize. That's sort of brutal. I try to avoid thinking that way because I find it gives me the least amount of joy. There are certain Mods that I've wanted specifically and just finding the enemy or completing the mission for a small change to get it became more of a job than a joy. But I do sympathize with the sense of indignation that comes from feeling like personal freedom is withheld. I know DE wants to stretch playtime out and so they choose either time gating or low drop rates (or both when they're feeling especially mischievous). The low drop rates are more maddening, but the time gate more insulting. I guess the "why" would be to prove capability with that frame in all unique challenges, but on that note... I can get behind this point. Realistically what's the point of doing something against the same faction, in the same tile set, with the same objective? And actually that could be an interesting angle to take the campaign system. Maybe when you swap your navigation to "Campain Mode" (which would be an alternate symbol next to the Normal/Steel Path toggle), only a few Nodes per Planet become available. All nodes would be an upgraded SP difficulty (same modifiers but with a base level of 200), and there would only be one node for each mission type. The faction chosen would be based on what your frame is a worst match against. That would drastically cut down on the length but still prove the same point that you've truly mastered the frame in all situations. Only in the last two weeks have I been messing with the slam cancel roll. I didn't even know that was a thing but I've always wished it were (without actually seeing if it was). I was thinking that the enemy buffs would be specific to the frame, not just random extra difficulty. Like Mag obviously is weak against toxin so adding that to enemy fire would drastically increase the difficulty for her, but that wouldn't be a good choice for health-tanks. But yeah I do agree it would have to be well thought out not to just make it seem like a reused asset. I just keep buying Zenurik posters now. I figure I'll try to wallpaper a Dojo room with them or something. I just happened to max all my schools a few months before they did this upgrade. I'm bitterly happy for the new generation... This subject is a can of worms that I think I'll leave closed to prevent this thread from becoming a war zone. I don't have a lot of authority on this subject so I'm not going to fight back too strongly on this one. I'll hide my Warframe backstory as some optional reading: (Okay with that backstory out of the way...) My experience with Squadplay is much more limited than yours so take this for what it's worth. Because I know I can do all the content with my frame solo, I also then feel like my team has no grounds for complaint regarding my build choices. I feel like anyone who reaches that level with their main frame would feel the same way. I don't think you're saying that other people's freedoms should be sacrificed for the sake of your personal convenience. That would go against what you said earlier about not wanting DE to mandate how you play via time gating. And I do agree that there's an opportunity to support one another by making a balanced team. I'll admit it got me a little nervous at first because it sounded like you were saying: 'I don't want players bringing their crap-frames into my gaming experience!' But you're obviously not saying that and I do also understand there is an opposite extreme where players just act like parasites. You've been around this forum, so I'm sure you've encountered people that say things like: "The Archon Shards aren't even that powerful! You don't need all that power." Now, mind you, I'm not agreeing with them; I think the shards are very powerful based on first hand experience! But I think it's obvious that everyone puts a different value on everything. That was the basic point I was making, that upgrades only feel "forced" on players when those players personally decide to view those upgrades as a necessity. You don't have to answer this it it's too personal, but I'm quite curious being a solo player. How competitive is Warframe? Do you feel like if you don't keep up with an ever-growing standard of performance then the game is less enjoyable? I thought all missions were cooperative and resources/rewards were impossible to monopolize, so I sort of imagined that there wouldn't be any spirit of comparison against each other. But based on how people act in this Forum I've come to doubt my assumption. For me, when an upgrade comes out, I think: "OOH! This will make (insert mission type) so much easier! I can't wait!" But more often then not when I go to the forums I instead see sentiments that are more like: "WHAT!? Now we have to grind for this too? You monsters!" And I'm always confused because I'm thinking: "No you don't... have to... right?" But if Warframe is actually a competitive environment, then I can see why people would feel like they had to. I'm not sure what this says about me developmentally, but I feel a rhythm when I'm gaming. Controller input to character response, fire rate, reload times, jump apex, and so on all have an intuitive beat to me. So when I see a gap to leap over, or want an aim glide to last long enough to aim a headshot, then my rhythm sense will tell me if it will succeed. So for me even something like Mobilize which only adds 0.6 extra seconds will "feel" different. I'll feel more confident while aiming and navigating around the environment. I do really love Aero vantage + Aerodynamic. I think it's my favorite Aura. This is probably similar to the comment above. I think I need to get my head examined. I probably just don't think about death as much as I should because I don't really dwell on the idea of how I can best use what limited time I have. When I'm playing video games I feel like I'm tending to a Bonsai tree. (One that just happens to award three times damage for headshots) 100 hours goes by without my notice, but the next hundred hours I'll be looking at that sweet sweet +5% decrease in slide-friction while thinking: "Ahh... what a beautiful little adorable little stem..." 100+ hours of grind for over 50 frames would be a tad excessive. I could go down as far as 10. My underlying point though was that the amount of time spent isn't going to matter if it's all enjoyable. Now obviously we disagree on what actually is "enjoyable," but I think we'd both agree that it's better to enjoy 100 hours of your existence than to only enjoy 10. If the journey was fun, like it's been for me, then I don't thing the ending rewards even matter. (But I still want the rewards) But to your point I think the idea itself would benefit from debate and collaboration on how a single-frame journey could be made enjoyable for more people. You weren't kidding about 60% Sprint! (It really would be cool to have a "Primed Rush" or something) Looking at your post, my slow-and-steady lifestyle seems so different! These are pretty much all Mods/changes to help increase the pace of gameplay... ... WAIT A SECOND... Is your username about speed? Is it "Quick-sy-er" because of the quickness? Because wouldn't it be so hilarious if you and I are debating about game pace!? "Probably_Asleep" promoting a slow-and-steady journey and "quxier" fighting for an petal-to-the-metal race? Is this even real? Are we characters in a book someone is writing!?
  19. That's a respectable opinion, though I do really like the stat boosts idea (and I imagine there would be a lot of work required for a permanent stat boost on all Warframes of a particular type; unlike Archon Shards that only enhance a single frame, the campaign would benefit all future instances of that frame). I really like my aesthetic choices for my current team of Mag Primes, so I'm not all that interested in skin options. But I will admit that I got myself an additional Mag Prime added to my team just because of the Heirloom skin, so I can't say I'm 100% disinterested in that sort of thing. Making this into a rework system is actually a great idea. I know most frames get at least a 2nd look when it's time for their Prime Access, but after that it takes forever for any attention. I'd absolutely love if DE took a look at each frame individually and asked themselves: "Could this frame do all of these tasks?" I'd be in favor of a seasonal release if that was the reason behind it.
  20. I forgot about Umbra Instinct! That's just... such a good idea... I wish I thought of it. Let me find a hat so I can tip it to you... The stat boosts may seem unimpressive, but hear me out! Let's say you shot something 45 degrees upward at 100 ft/s. On a flat surface, that would land 310.8 ft. away. But if you increased the velocity 110 ft/s, then it would increase that to 376.1 feet! That's a 21% increase in distance. And let's say you're already a full sprint and have 10 seconds to respond to something that could occur anywhere around you. At a Sprint of 1.0, you can cover an area of 17,671.5 m2 in that time. With a 10% boost to Sprint, your area of coverage goes up to 21,382.5 m2! That's yet again an increase of 21%, this time in area of coverage. So in both cases, 10% boost in ability grants an over 20% boost to overall performance; the benefit is double what's on paper. Obviously those ratios will diminish when stacked with similar buffs, but then you get into the value of min/maxing which is a different story altogether. But the thing I'd be most excited about would be the increase to Mod slots. Every Mod slot has enormous potential, and for the older frame users the Augment system is such a burden. My all-rounder build for Mag Prime uses 3 Augments for example. If I could move those functions out of the Mod system then my options would skyrocket! I really can't think of anything better for my frames than adding Mod slots. The Archon Shard system was also exciting for that reason, but it nearly takes 5 Tauforged Shards just to compete with many Mods. I do like what you're saying though of making it more of a quest format. quxier above got me thinking along those lines too, that it would be cool if it actually was content tailored to a particular frame. This is really wishful thinking, but if they actually did make it a lore event then I would be on cloud 9. If you could learn more about the person that became your Warframe, why they developed the powers they did, what the Warframe did between the Old War and the Awakening, as well as how it feels now being your vessel, then wow. I'm so late in the game now that I really miss quests, and I would LOVE a quest based on my favorite frame.
  21. quxier! Hey long time no... interchange? I always enjoy your takes. It's my fault that I didn't actually think about clarifying this, but the campaign is something you would not expect to grind through in a single weekend ((or week) or even month). There are essentially two types of grinds in Warframe: "marathon," and "routine." A marathon grind would be something like a Kuva Lich. You can just start, grind, and finish within one play session. Maxing out an Arcane Energize on the other hand, now that's a routine grind. You just make it a daily routine and every now and then you see the fruits of your labor. (Unless you just cough up Platinum to pay for someone else's effort; a completely fine choice that I just don't find personally appealing) This campaign would fall under the routine grind category. Just like how you might think: "Oh it's nighttime on the Plains! I should do an Eidolon hunt rather than what I was originally planning to do..." It would in addition to that be like: "Oh my favorite frame is available in Duviri! I should get that box checked today." Not every task is going to require meditating under a waterfall and going through a rock'n'roll training montage to reawaken your fighting spirit. (But if you want to play "Eye of the Tiger" before heading out I won't stop you) Relays let you replay this battle in Cephalon Suda's room. It's the "Incident Archive" off to the left. For starters, I already know it's a fun route to take because I've done it myself solo, so I can say from experience that it's more entertaining than what you're imagining. Frames all have advantages and disadvantages, and going through all the content will vividly highlight those strengths and weaknesses. I've learned a wide array of Mag's secret skills to help compensate for her weaknesses, and tried many unorthodox builds. It's made the game much more entertaining than what many people describe. (Seeing as many people just look up an ideal build, copy it, run through the content, and don't feel much by the end) I think as long as someone like a frame, then they'll like doing the campaign for that frame. But I will admit that people who aren't especially passionate about any one character and just want to complete everything as fast as possible to say they've done it, would hate a mode like this. I guess there could be something to be said though for making it more interesting in some areas. If the Star Chart had a "Campaign Mode" for example that buffed enemies against your particular frame, then that could be fun. I'd love to run through it all again with something like "After 3 minutes, Enemy Attacks have Toxin Damage." Or maybe: "Shield Gate Duration Cut to 50%." They'd have to be disadvantages that still let you play with that frame's style (so something like "Enemies are Unaffected by Mag's Abilities" would make the campaign pointless), but yeah I think there's potential for making it different in a campaign mode. There's some boring math involved, but Parkour Velocity has a bigger impact than the number itself. Increasing the velocity of a projectile by 10% doesn't mean it will only fly 10% further. That's why the yellow Archon Shards are noticeable at only 15% increase. And Sprint Speed probably won't be noticeable due to diminishing returns, but it would be nice for builds where you need all of your Mod space for something else. I personally notice the difference between getting somewhere in 9.09 minutes as opposed to 10 minutes. Aim glide +1s would be more useful if you paired it with Aero Vantage, I agree. An additional second is more than what the Mobilize Mod offers. And that's kind of what makes all of these a big deal. They'd be permanent boosts that are each comparable to a lot of existing Mods, either without sacrificing your Mod slots or paired along with them. Though I suppose what might make them more appealing would be if these boosts were added to the Warframe's base stats. Then the +% Mods would actually multiply on top of these. The roll length is actually a good point. I'll give you that one. I hardly use rolling, but when I do I have an intuitive sense of where I'll end up and it's disorienting when that doesn't line up. I could see there being a use for a toggle for that. Same! (Minus the maybe) I've already maxed out my schools so this one doesn't hold much appeal to me, but I remember when I was maxing those schools out running Stealth runs on Adaro constantly, I would have a boost to this. Now I just have a spattering of lenses on a bunch of equipment so I can get all the "Represent" items for each school (and I'm in no hurry to get all of those). It might be the way you say, but it might also be better for DE. They went with the Nemesis Weapons (in my opinion) because it guarantees 5 Forma from each player on each weapon. While it's true that some frames in your Arsenal might have more than 5 Forma (I have one Mag Prime with 11 and another with 13, the first because I was doing a bunch of experiments on it and the other because I wanted it to keep priority in SP Circuit), I think most people don't have 5 Forma on most of their frames. But if there was an extra 2000 MR points per frame, and a huge boost to capacity, then I think DE would see a lot more Forma purchases from this. It all comes down to how many Forma on average are on everyone's Warframes right now. If it's <=5, DE wins. An Augment is a "sidegrade," not an upgrade, and often comes at the cost of a serious rework. The unfortunate reality is that "powercreep" does happen with each update. But Augments don't update a frame to keep up, they just diversify their options. That sounds a little unfair in my opinion. What obligation do other players have to choose the frames that are most convenient for me? I play Mag, so a Healer Frame would be a wonderful teammate, but why should they change their selection for me? I don't want that expectation placed on me, so I can't place it on them. To be fair, I only play solo, so I don't actually have to deal with player toxicity, but I think it should be a given that everyone should feel welcome to take whatever frame they prefer into a mission without having other players measure their worth. And also to be fairer, if friends are playing together then it makes sense for them to discuss how they want to structure their team. (Or if good-natured strangers are playing, they can negotiate who plays with what and for how long) But I think those decisions should be made with everyone's input and consent. I mean, this is the section of what DE gets out of this so... But also the only way it would be "forcing" players is if the rewards were so worthwhile that players couldn't refuse, so it's not that players are forced into doing something for small rewards. The players who find the rewards worthwhile will chose to get them, nothing changes for the others who think it's easier to just use Mod Augments, and the compulsive completionists are never going to be happy anyway. I'll also reiterate that these are not small rewards. Permanent Mod-free stat boosts, extra Mod slots, greater capacity, more MR points, and exclusive Primed Mods. If there was 100 hours of grind to get even one of those things then it would be worth it for me. I grinded Railjack Intrinsics just for a boost to Archwing speed and I was happy for it. If I got essentially 4 extra Mod slots (more like 2 in practice because that's how many Augments I usually use), then that would be an insane upgrade for me. I can't think of any update that would add more power to my builds. You're right about Rivens. It's hard to motivate myself to do Riven grinding. But there is one key difference between that in this. Namely, this isn't a random grind and Rivens are. There are a few tasks that need to be monitored like which Warframe is available in Circuit, and whether or not it's a Fomorian vs Razorback. But if you just keep an eye out then they'll eventually become available without you having to do any work. A Riven on the other hand you have to get, unlock, dispose of, repeat. It's a grindy RNG process that builds your hopes up and then squashes them. But in a campaign like this it's likely that by the time you do all the other tasks you'll have already got the opportunities to do the temporary quests. But even if you check every single box and now you're just waiting on your Warframe to come up in Duviri, where's the grind? Just take a look in Navigation and then go do something else. That's way better than a Riven. I suppose it's possible that I'm just built different. I've been playing games now for 35 years, so my level of patience could go toe-to-toe with a Buddhist Monk. Because of that, something like this sounds like nothing more than an incidental reward. I already am trying to clear everything. I already am challenging myself to do it with an character restriction. I'm 30k points away from MR 28 and I haven't played a single mission with any frame besides Mag/Prime. (Not counting the Umbra thing where I made sure not to kill anyone) I've still got over 100 weapons I need to find and grind to make it to MR 30, so this campaign idea really sounds like no effort at all. But I'm actually sure it would be fun! The best moments I've had in this game were when Mag was not the right choice for the mission. I wouldn't just encourage other players to try it, I'd suggest they do it solo! I suppose I can't say for certain that it's even possible with other frames. Maybe Mag is just the best frame in terms of jack-of-all-trades, and when other people think about doing all this with other characters it sounds utterly impossible. I don't know; I know Mag can do it and I know it's fun. Thanks as always for your honest input quxier!
  22. --REVISED AFTER LISTENING TO INPUT-- The general idea remains the same: Make a Campaign Mode for each Warframe. The mode would be selectable from the Steel Path drop down in Navigation. Available nodes would then become challenges specific to your equipped Warframe. (Does not distinguish between Original/Prime variants) Those Challenges would be something like... 1 of each Standard Mission Type For example: E Prime covers the Exterminate type, so Mariana is excluded Roughly aiming for of 2-3 normal missions per planet Some types might be repeated if it's different enough (Like Disruption missions from Grineer/Corpus/Infested factions) All Assassination Missions This would be a great time to rework some of them! Like with The Sergeant for instance, how about making him a proper sniper-fight? Rank-5 Open World Bounties Cetus/Fortuna/Necralisk/Chrysalith/Sanctum Anatomica Appear as Nodes next to Open World Hubs so you can start it directly from Navigation (since there's only one Bounty to choose anyway) Sanctuary Onslaught / Arbitration Hybrid Efficiency goes down at a manageable rate, but levels increase faster and Arbitration rules apply Must reach Zone 8 Each Planet has either an Archwing Mission or an Empyrean (Railjack) Mission Archon Showdown Gauntlet No side missions, just the Archons Maybe instead just have nodes on Earth, Mars, and Jupiter where you fight them Clem / Maroo Hybrid Starts off as Clem mission, but Maroo interrupts to say there might be an Ayatan Statue there 75% chance of her being correct, repeatable quest Void Fissure Junctions Specter still there trying to kill you, but Corrupted appear Doesn't crack relics, but you get 3x Void Traces Gustag Three / Stalker / Zenuka Crossfire Battle Ordis says you received three redundant anonymous messages saying to go somewhere to settle things, it must have been sent repeatedly by mistake It wasn't a mistake, all three accidentally called you out to the same place and time; they're just as surprised as you are Acolyte Raid Lotus found out where the Acolytes are headquartered Take each one out quick enough and it's a 1-on-1, or wait for all 7 to arrive for a special reward Big Bosses (Eidolons / Orbs / Jordas) Can be done at any time while in Campaign Mode Rewards are less for Eidolons & Exploiter, maybe 50% drop rate because it's not time/event gated Fomorian Sabotage / Razorback Armada Nodes always available, but rewards are only blueprint components You still need the gear items for these missions, so you may not be able to run them until the next event Yourself After you've done all 12 of the above challenge categories, you'll can face yourself, uses the Citadel room from the Simulacrum Opponent uses your most-used equipment and copies your Warframe's current loadout Original: All non-boss content would be Steel Path difficulty at a standard level (say 200?). Bosses like Eidolons could be upgraded somewhat, but it would have to account for the limits of Amps and build options. There could also be some frame-specific changes to make the content more engaging. For example in the Mag Campaign, melee enemies could use toxin weapons because the enemy knows that's a weakness of hers and melee units won't get stopped by Counter Pulse. Also, Mag is very energy-thirsty, so perhaps there could be some enemies with a special weapon that can shoot Energy Orbs and make them explode. The Dialog could be more specific from Assassination targets as well. Finally, there would be a lot of Lore opportunities, like how/why the Archons chose the Prime Warframe bodies they're using, and why various relays have statues of a particular frame. And now for the (also revised) rewards/reasons section... Rewards: Augment Adapters Because there are 12(ish) challenge categories, we can divide it into fourths. Every 3 challenges completed unlocks one of the Augments for your Warframe Augments become toggles next to the ability icons in your Arsenal; Augment Mods may still be used and where applicable will stack with toggle effect. Warframe Mastery Mastering this Warframe lets you use it with more deliberate efficiency and performance Arsenal now shows sliders that let you change movement speed by +/- 25%, and another for Ability Efficiency and Max Efficiency by +/- 15%. True Potential Unlocked When you defeat yourself in the final Challenge, your Warframe gains the ability to get to Rank 40 like Necramechs (Asked to confirm first) When you use this benefit, your Warframe loses all of its existing Forma; you'll need at least 5 more to get to Rank 40 Exclusive Primed Mods Completing the first Campaign with any frame gets you Primed Stretch (+70% Primed Range) and Primed Streamline (+55% Ability Efficiency) Subsequent completions give you 100,000 Endo LORE As you start, progress, and complete the Campaign, you get to learn more about your Warframe Codex Entries (and ideally cutscenes) would occur showing the person who became that Warframe, as well as what they did after Operators fell asleep Reasons: This would revitalize old content and unused frames There wouldn't be much extra development needed Spark discussions on how to get good with all frames (rather than just what "meta" frames to use to trivialize content) Help settle the problem with Augments being used as a substitute for serious rewords Campaigns could be released one frame at a time along with a serious rework where needed Improving people's fondness and skill with other frames will diversify the Squad play experience Give people something new to look forward to (instead of: "What's the new frame/content?" It can be: "What's the backstory for this OLD beloved frame?") Original: (I'll probably have to clean this up if I keep making revisions. For now there's just a then-vs-now so I only need to include the original next the the current)
  23. I discovered this synergy on my own after testing builds to beat The Fragmented One. I would have never forfeited two Tauforged Shards for something that provides no help in end-game survivability. I did not believe this could possibly be an unintended mechanic. I thought it was genuinely impossible to make something that restores shields without considering a relationship to Shield Gating. I made non-Tauforged, tested builds, and finally committed to losing two very valuable shards only because I was 100% certain that this was an intentional mechanic. With this "mistake" being undone however, red and yellow shards offer much better bonuses than the orange shard.
  24. I miss seeing this thread get updated. I used to see it often when I updated my own, and afterward would zoom out to the Topic Listing page to check my views. It was always nearby. Unfortunately I don't have much to add, but I rewatched NovaUmbral's history of Inaros to see what it is about this frame that I could relate to as a "Mag-Soloist." In a way, Inaros actually sounds almost like an opposite to Mag. Out of the gate, Mag is very easy to kill. She can Shield Gate, but only if she has the energy to do so (which she won't have until you get Arcanes/Mods/Zenurik much later in the game). She has no armor to speak of, abysmal base health, and above average shields. But her ability to remove enemies from existence is top tier. Inaros on the other hand has really good tanking abilities, but players seem to complain about a lack of offensive options. But here's where I relate to this! Players figure out how to make up for that weakness while taking advantage of Inaros' strength. It's a puzzle that feels satisfying to solve. That's exactly why I love Mag. I'm not worried about killing, but I have to worry about being killed, and solving against that weakness is the most entertaining part of Warframe for me. (I actually just made a build that can tank against The Fragmented One well enough that I can beat it with Melee. It was a rush to see it actually work) So it makes perfect sense to me why people would fall in love with this frame. He has something he's good at, and then you get to figure out a way to make him good at what he's weak against. That's the sort of thing that makes you form a bond with a character; as though you're working together. And it means you have to invest in him, so of course you grow attached and want to see him succeed. The rework would make more sense to me if I was more familiar with this frame, but I get the logic behind some form of gating and some help to his self-revive at end game content. And I can see why his abilities need some more attention. One new addition to the game that might synergize with Inaros is the Emerald Archon Shard. Two of these shards can make Corrosive Status fully armor strip, so depending how quickly Inaros' #4 can apply procs it might make for an armor strip option. (Seems sort of roundabout and if the status chance is low then it wouldn't even matter) With all that said, and as someone who understands what it's like to be invested in a particular frame, I am rooting for this rework!
  25. I come from the NES days, so I'm all for a throwback to days we measured gaming technology in "bits." If they WERE to do a Metroid-themed weapon, then I'd want it to have the following modes: Power Beam Normal attack Slow projectile speed Innate Heat damage Charge Beam When fire is held before release Forced-Stagger on Enemies Infinite Body Punch-Through Spazer Beam Multishot behavior Weapon has unique bonus to always round up on Multishot (So 2.1 would be 3 Multishot) Spread depends on projectile speed, but shots fire parallels rather than in a cone Ice Beam New shot behavior when Cold Damage is the primary damage type after mods/abilities Slower Projectile Speed and Fire Rate, but 3x Status Chance Leaves a 2-second trail of icy air behind that applies 1 Cold Proc to enemies passing through it Wave Beam New behavior when no multishot or elemental mods are installed, and when Punch Through exceeds 2.0 Infinite Body / Object Punch Through Increase Fire Rate and Projectile Speed Plasma Beam New behavior when no multishot is selected and dominant elemental damage is Radiation Normal shots have infinite Body Punch Through and Fire Rate is Increased Shots get +3 Object Punch Through (Thanks to Wikitroid for these animated gifs) So yeah the general concept would be that the weapon fundamentally changes based on how you Mod it. It would be difficult to code though if they wanted to represent all these modes in the Arsenal GUI. It would probably be easier to just say "Special Trait: Weapon may change in behavior based on Mods selected" and then let players go to the Wiki to figure out what that means. I forgot the actual reason I jumped on this thread was because I'd prefer to see a Megaman weapon rather than a Metroid one. (Then I saw I made a typo so thought I might as well correct it and add this) I'd love to have a Megabuster takes inspiration from Megaman's ability to copy abilities off of defeated enemies. The weapon by default would have a basic plasma pellet attack with a charged burst, but there would be an alt-fire that changes it back into your hand and thrusts your palm toward wherever you are aiming. On living enemies it just knocks them down and has a 5% chance to succeed, but on corpses it has a 100% chance of success. As far as what succeeds: Copying the enemy's primary fire. Your weapon's name in the HUD changes to the enemy name, and now your shots are whatever weapon your enemy uses, but with your Mods applied to that attack. In addition, you can try to copy your ally's weapon, but only if they're down but still revivable.
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