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Pappus

Disciple
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Posts posted by Pappus

  1. You don't have to use that slot at all so having a skill that serves no real purpose is just a waste of points and nothing beyond that.

     

    You have unlimited energy so there is no point not just casting blessing and be done with it.

     

    On higher defence waves you spam it anyway so your team can fight toe to toe against toxics.

  2. If focus really does that i finally know the last card for my loadout :)

     

    I do not understand, why you guys play with well of life though. It just isn't worth any points so instead I go with:

     

    Redirection & Vitality. Both capped since survivability if you get hit unlucky is always a good thing. No shield recharge, because while you are invulnerable you have plenty of time to recover your shield.

     

    Flow, Continuity, Streamline all capped + now Focus ( not sure if I can max that but I think I can )

     

    For skills I use Energy Vampire on rank 0 ( since 20% leech still is enough to get it in one shot back and to keep the duration as small as possible )

    Blessing capped ( increases invul time for times I am in a party it helps them )

    Link Capped ( again duration )

     

    Well of life is largely redundant because you can always just cap your life again with a single blessing.

  3. You sound a touch $&*&*#(%& but here goes. You dont die on failure the cyro dies which means i run away with all my loot in my pockets and head to my spaceship. Have a look around the forums. This is a bad idea and most agree. We play as many waves as possible for the "challenge" but to have your LOOT not XP or CREDITS removed is silly and game breaking. Not rocket science this.

     

    Most of the time this is a lie to begin with. You peeps are not in there for the challenge or you wouldn't care for the loot. If a card appeared on wave 5/10/15 that you needed, you would leave in a moments notice aswell. So if people say they are in for the challenge, but would jump at specific lootcards they aren't in for the challenge but for the loot.

     

    So please just don't lie around here. The reason people die so often on wave 13,19 whatever is, because they decided to go as far as they can as the 5 waves completion bonus did not convince them to leave and they would rather take their chances.

     

    Now you have to guarantee you can tackle another 5 waves without fail. Given there is no increased reward yet for pushing further, but if you play regularly defence missions and in one round you decide to check if you can easily progress another 5 waves it won't matter even if you lose all your loot in that particular round given you are loaded with mods to begin with.

  4. Make it a real risk vs reward thing.

     

    One example would be, that instead of 1 random lootcard every 5 waves you get 2 cards on wave 10 ( which are both random again ), 3 on 15 etc and take out the possibilities for duplicates in that reward.

     

    What we want for example when we do xini is something beside Hellfire or streamline mod. If the idea is implemented and we get 4x hellfire and 1x streamline on wave 25 we got literally nothing. If uplicates are not allowed we can "home in" on cards we desire as long as they are actually part of the loot table.

     

    You could also make it fixed rewards given how far you come so no RNG is involved, which would help with the issue of farming years for a single copy of a card.

     

    However you seem fit, but please fix a couple of plainly overpowered mechanics as nyx chaos and then make defence missions a real reward vs risk thing.

     

    In the end we don't really risk anything except for time, but it will ensure, that defence missions are emotionally packed and intense.

  5. I have to admit I am a bit puzzled by all those 'support' motions. It doesn't make any sense at all to me so explain something to me:

     

    As an example you purchase the newest fifa for the current year and play it like 100 hours, maybe 200 hours and are enjoying it. Why don't you support that and shell out another 200$?

     

    Is it because DE is a startup venture and you somehow feel to protect a child?

     

    This isn't meant in a provocative way, I am simply curious, because going F2P with a cash shop is a business model they chose so they could earn more in the long run. This isn't charity in any way, yet for some reason it seems strangely effective.

     

    Regards,

  6. It is pointless doing anything beside infested. Especially xini is just a hundred times faster than grineer or corpus waves.

    1/4 of the mobs blows themselves up, 1/2 are oneshots and the last 1/4 is what you bring a gun for, while all the time running straight for your.

     

    So while some mods might drop better at e.g. corpus or grineer the fact, that you will earn way higher mods per hour on infested missions negates that to a high degree.

  7. I for one would be happy, if we wouldn't see ammunition that does not yield any use to us. As an example if I run around iwth a shotgun I don't want to see rifle ammunition. I only want to see, what is of real concern to me.

     

    It makes picking up ammunition tiresome, as I have to check out every drop manually and even if that just means confirming the light or shape of the package.

     

    I just did an alert mission and didn't have the chance to change my loadout so I had my HEK, to be leveled twin vipers and a decked out gram. It was my basic defence mission setup, however I had to retrieve data and it threw me into a very crappy position as my opposition was corpus and the twin viper is not a viable sidearm until you leveled it considerably and don't need full clips for every enemy.

     

    Long story short, I lost two lives and had to rely on my hek. Luckily there is a mechanic to allow for switching to primary and then picking up the data again. If not I would not have been able to finish the mission most likely. Especially since enemies came in huge packs unfortunately and made meleeing them unreliable.

     

    I for one would love to see me forced more often to switch weapons for any reason. Be it ammunition, overheat or whatever.

  8. The learning curve isnt right at the moment. I see people all day modding up elements and some even not using serration and hornet strike for instance. People complaining about having 100 pages of mods. Some players online are experienced and pick things up quickly, others are slower in learning about games. At the moment there is a big gap between inexperienced players and more experienced players. I hear all day about nerf this nerf that change this change that. Really people need to be helped in some way to show them into the game in a lot smoother fashion.

     

    This happened to Diablo 3. 11million or so bought the game. 10 million couldnt handle inferno in any shape or form so it was changed to be more user friendly. When this happened millions of people walked away from the game as for 2-3 months you could only play inferno in its heavily nerfed state. They intruduced multiplayer levels 1-10 but it was to late and most had left the game. I can see this happening to Warframe.

     

     

    Inferno even without any nerf was not really hard. It actually real depth to it, you couldn't just smash whatever piece of equipment wherever and stomp through it. You had to really learn your class, given on your own, but it was doable with every class from day 1 forward, but what meant to be a month long progression was demanded to be done swiftly. In my book the error they made was, that the absolutely best loot would only drop in the later stages so people wanted to reach that really quickly and kept hitting their progression wall over and over again. It frustrated them, yet it was exactly what is demanded here, although the enemies just had increased stats it made them a lot deadlier, the depth was added via all those stats that suddenly had a real meaning to them. People weren't willing to learn the game.

     

    So we keep it at those 2 mistakes, best items not availible until the end and the dmg & health scaling in multiplayer was way off. It encouraged soloplay, which does not turn to yield good results. You keep players, by making them play together all day long.

  9. You guys are getting mislead by that video. Adding a flashbang or whatever weapon to what we currently have is not more depth, just another way to kill.

     

    I mean I don't really mind. You get your flashbang and even more weapons to oneshot those "bullet sponges" anyway ;)

     

    Only way to go about this is making the tenno's considerably weaker or the enemies stronger. Since AI isn't that optimizeable... you get the idea.

     

    As long as you can oneshot stuff there is nothing that will actually add depth.

  10. Sedna the mission completely on the right. It is defence.

     

    Just start the mission and check which map you get. There is one among them that holds around 25 containers without killing any mob. Abort, repeat hosting process until you get that map again.

     

    Map is called voya something

  11. Not that you really need anything for bosses. The broken part is that she can give the team invul and spam that as she likes while the team can just keep meleeing toxic ancients and whatever to bits.

  12. See that is the point I made. If you are an efficient player and care about effectivity you will not care for ash's bladestorm. It takes so long to dispatch those 15 units and the only thing it dispatches are chargers/runners/leapers and small stuff like that, that you would kill in packs of 50 if you want by just charging up your melee weapon over and over again. Ancients don't really care about those 1k damage in the later stages.

     

    as long as you play normal mission playthroughs it may seem relevant, however it will be beaten consistently by just weapondmg. For example 1k dmg is less then I do per charged gram hit on ancients ( it takes 1 second to charge and hits multiple opponents ) so that is why I think it pales.

     

    Just like mags uber is not that superb as people think... might aswell just use excaliburs slash dash and yield the same result...

  13. Well they could make quicker sort things, e.g. filter for weapons. They already have the code in place if we click on modding a rifle we don't see other mods there.

     

    That should be the first iteration to make to be able to only show mods for rifle, pistol, melee, warframes and so on. Then they can add direct name search and so on.

  14. I actually ran the numbers for Plat prices in another thread:

     

    https://forums.warframe.com/index.php?/topic/23880-cash-shop-prices-how-much-should-things-cost-an-economic-analysis/#entry213559

     

    Check it out, this gives hard numbers to 'why do the prices seem way too not worth it'.

     

    That is a good baseline for them to pick. I don't really mind how they make their ironclad pricing rule as long as they do it though. I just wanted to give the essential feedback here so they get someone employed with a lot of gaming hours in the last decade under their belt and some economic sense.

     

    There is a lot of stuff to consider in pricing, which we cannot know. For example their plans how often to release new warframes. It makes a difference on pricing if warframes are to be released bi-weekly (Riot stye, but I think even they can't keep that up anymore) or on a longer cyclus for example.

     

    Same goes for weapons.

     

    Very good work on getting the SoE numbers as comparison.

  15. I have yet to see an AI that really challenges competent FPS players. This is something not achievable by humanity at this point. Maybe if game designers and military tacticians cooperated, it might be doable to kick it up a notch, but as it is you can just scrap the idea as it won't happen.

     

    You have to understand, that game developers are just normal people and they just aren't able to code a good AI and even if you have an actually good idea it is likely to need way too much CPU power.

     

    For example how to make it clear to the AI if the player is in cover or just not in line of sight. How to recognize what the players tries to achieve? Obviously the AI needs an answer to every tactical decision the player makes.

     

    You would be doing better rooting for something like player invasion where, e.g. 4 players can become enemies. Not by playing their warframe but by actually selecting e.g. heavy grineer ( not the commander or grief incoming ) or corpus units and spawn around the middle of the way. Oh and obviously not on extermination maps.

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