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GrimMyfanwy

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Everything posted by GrimMyfanwy

  1. Throwing my two credits in on the riven system. There is a simple fix to the riven system, unfortunately simple does not mean easy, which is why I guess DE has avoided it (I say "avoid" and not "not realized" because there can be no way they haven't seen this solution). They need to curate rivens. What I mean by this is they need to decide a baseline damage output for weapons, this would be slightly higher then the DPS (let's say 10% for example) of the highest weapon of a class (sniper, launcher, automatic, etc.) out there. In this calculation they must determine the best mod/arcane loadout for the weapon in its best form (i.e. incarnon) to determine it's top output. Then they must do this for every weapon in the game. From these number then then calculate the disposition of every weapon in the game by comparing the weapons top output to the top output of the best in the weapons class. The stats of the riven would be predetermined by what the weapon needs most to bring it in line. Rivens would therefore become static and not needed to be rolled For example: Top weapon output of semi automatic class weapons is 1 million DPS. Mid-tier semi-automatic puts out 250,000 DPS in top form. Bottom tier semi auto puts out 50,000. Rivens for these weapons would increase the first by 5%, the second by 420%, and the third by 21000%; bringing them all in line for 1.05 million DPS They would only need to change the disposition if the weapon gets a new state (e.g. a new mod or arcane, an incarnon form) or if a game system changes (e.g. nerfs or buffs to all launchers) While what I just suggested would be balanced and easier to maintain, it has in it several inherent flaws that make it unviable: Too big of a change- This new system would disrupt the loadouts of every player who uses rivens in the current system a massively dramatic way Removes the main need for Kuva- Kuva's purpose would have to be reworked or it would just need to be abandoned as far as rivens go. The workload to do this would be massive- I suspect this is the main reason a systemic change like this has not been implemented, even after years of them never getting the system right. DE is more than willing to abandon systems with only lip service changes (e.g. Dojos, Railjack, conclave, The New War, Duviri, etc., etc, ad nauseum) than expend the effort to salvage said systems. So, instead, they profligate the system, making it so easy to get rivens no one care about them anymore. So to answer the original posters questions: Yes they are, no we don't, and that is why things will not change. P.S.: In economics I learned an interesting factoid: a high GNP is indicative of a strong economy, but governments then decided that a high GNP was the ONLY indicator of a strong economy, and so employed methods to artificially inflate their GNPs to show how strong their economies are, regardless of if it is true or not, This is similar to how riven dispositions are determined. A weapons power will make it popular, but the reverse is not true, a weapon will not grow in power no matter how popular it is, but yet it is the popularity of a weapon that DE uses to determine a rivens disposition rather than it's strength.
  2. could be my resolution, I play on an ultra-wide (2560x1080). it could be that instead of rendering the extra space on the sides the game engine decided to render less area on the top and bottom. But that being said: You mean the majority of the guns in the game? And it's only "slight" as a standstill, while moving and aiming. there are points in the animation where the entire reticule is obscured. I'm glad you don't have a problem, but you need to understand that just because you don't have an issue doesn't mean one doesn't exists. While you use mostly the weapons you listed, my main weapons are Latron Prime (standard aim), Soma Prime (standard aim), Strun Prime (standard aim), Burston Prime (standard aim). Even in your images, the focus area is obscured if not the reticule itself. The problem with this is the warframe creates a blindspot in an area where the point of aiming is supposed to enhance. and this is caused by a fundamental flaw in the engine. I will illustrate: ok, so red is the warframe, cyan is the FoV angle, yellow is our sightline. This illustrates a player at rest not aiming. When you aim , it tightens the FoV (in the example I'll go from ~90 to ~60 degrees), and it moved the camera forward along an axis (you can see this happen when you back into a solid wall). Now if this axis were the solid yellow line, there wouldn't be so much of an issue. Here the camera has moved forward, and the new FoV (represents by the magenta lines) tightens up, the warframe grows about 40% in size from the perspective shift and while it does enter our sightlines, it is minimal. This is how most 3rd person shooters I have played handle ADS. However Warframe's camera doesn't follow the yellow axis in the first image, it follows the green, which is the line between the camera and the center of the warframe. So here is the same perspective shift along this axis: Because of the lateral movement, the warframe obscures way more due to this shift as well as the perspective growth. This is what I mean when I say it is fundamentally flawed. Setting a slider to adjust warframe distance from the crosshair sightline (yellow) means attaching the camera movement to it and removing the camera/warframe axis (green) entirely. As I said in my original post, this may not be possible, as they could have hard coded that axis into the part of the engine that affects projectile trajectory, and removing it means completely reworking that major part of the engine, which is a lot of work for the sake of cosmetics. Hence why I also included the suggestion of having the frame itself become transparent while aiming. This could be handled (from what I have gathered in past corrections) with a hotfix, and I don't believe it needs a cert build to be done. And it would be an option for players, it wouldn't change your game at all, just allow me to see what I am shooting at in mine.
  3. This concerns the Gauss Prime Accessories, specifically the Doppline Prime armor... more specifically the shoulder armor, and how it blocks the aiming reticle ( actually took three images: one with FoV set at 52, one at 71, and one at 90; there was no difference) Now, this is while I am not moving, when in motion the shoulders obscure the reticule more. I wish this was an isolated incident, but you have repeatedly release cosmetics that have obscured the reticule, and the the players who have paid for them have to wait for you to fix it, usually by having it become transparent while aiming (such as with the Eros Wings Ephemera). This is less than ideal, first because it adds to your workload, and because it generates a negative reaction to what are, usually, good looking cosmetics (nobody bats 1000). May I suggest an alternative: Give us a slider in options that lets us set where the Warframe is in relation to the reticule. If this is not feasible (I understand that this is a scratch built engine developed a decade ago and many things that are common now, such as ultra wide and 4k, weren't around commonly then), then just give us the option to turn the entire warframe transparent when we aim. By preference, I would go with the first suggestion, because I do put effort in how my 'frames look, and want to see them in game, but I much prefer to be able to see what is in front of me while aiming (especially now with incarnons).
  4. Um... you misunderstood me, my issue isn't that it's stationary, my issue is that when you cast it, it flies out 10-15 meters in front of you, instead of at your feet (e.g. Wisp's Motes, Protea's Dispensary) or where you aim (e.g. Vaubaun's various grenades, Octavia's Mallet). I'm well aware of how to build her and what the game expects of me.
  5. While you do have some interesting ideas, I disagree with the statement that his is lagging behind in higher levels. From personal experience, his has always ended up being one of my "carry" frames in Steel Path Circuit (which I find to be one of the best ways to stress test builds since you can't rely on synergies with other gear, such as specific weapons or companions at all). His lack of fast armor strip is a downside, and I do agree that his Photon Strike does not scale well. As far as his armor stripping goes, ignoring Heminth options (Personally I replaced his Tesla Nervos with Tharos Strike and just use it on an active vortex), I think you are missing the point that it isn't his role to strip armor, we have plenty of frames that can do that, and none of them should be viewed in a vacuum. The game is co-op and if you don't want to play co-op, then that I feel is the main reason the Heminth system exists. His job is crowd control, and he does that excellently in the game and in a manner that suits the game as well (which was not the case before his rework). Photon strike does need some love, but what you would have done to it would turn every mission into an unrelenting case of Photon Strike spam. 15m radius is huge, as most tiles average about 20-30 meters across, and even if the tiles were bigger, you could just funnel the enemies into a hallway. And since you call to remove the knockback, the spamming would be even worse, since it to exists to prevent hitting enemies multiple times in sequence. It's main flaw is it's damage type, blast, which gets so attenuated when hitting any kind of armor. Now the concept for the original rework was you throw out a Bastille, wait for strip armor and then collapse, and then hit it with the Photon Strike, but that takes too long in the current gameplay design. With the mindset of keep the changes balanced, it would be better to shift his armor strip to Photon Strike, so it synergizes well with his vortex, and have Bastille, instead of stripping armor over time, give a growing damage debuff that grows over time and lingers after its collapse to any trapped by it and give a lingering damage bonus to players inside of it (the way it does for armor now)
  6. I'd like to see this power tweaked a little myself, and your idea is a sound one. I hate the fact in in a fast pace, constantly in motion game like this I have to calculate where to cast the ability to optimally place it. Why they felt the need for it to fly ahead of you rather than just staying where you cast it is a mystery to me.
  7. For different reason, but I agree. I think it's a poor idea to rework mission parameters in any game around the bad actions of certain players, rather than addressing those actions directly, especially when those changes are only to certain missions (like relics) rather then the game as a whole. They shouldn't punish the active players on order to curtail the actions of the bad ones, and by punishing, I mean I will have missions where I had to stay way longer than I should have just to get the 10 reactant if I get them at all (I avoid fissure defense now because of the number of times I ended the 5th wave with 9/10) And don't even get me started on the @#%*! "Change of plans, eliminate everything" BS.
  8. I understood that, and your build sacrifices damage for that flexibility, since you are using those 60/60 instead of the 90's (not to even mention the 165% from prime fever strike and any other primed elementals that are released in the future. you don't need 60/60's because of priming via secondary or sentinel, which gives you so much more damage output than your basic build. But since you refuse to engage on the topic of the post and instead feel it's better to argue someone's subjective choice, go ahead, continue with your just good enough builds and have your fun. Oh, and continue to hold to that belief while you tell me I don't understand modding, it's amusing coming from you. Primed Range chuckles
  9. Bird's right, the only "power up" Primes had in the beginning was that they had an extra polarity or two, maybe a cosmetic change to their power as well. It wasn't until Vauban prime or so that they improved the stats on Primes as well. As for the platinum on Prime Accessories, you would only get that on console purchases, it never has been a thing on PC. If they removed it on consoles, that is the price you paid to get cross save and play on PC where, instead of that, you get 20-75% discounts on platinum packs.
  10. Chances are they are swamped with account mergers and don't want to send them out until after they have got that settled. My guess is they will stop this and do what they did with Gauss and only give you the noggle if you get the Prime Accessories so enjoy your final free noggles without needing to by it (IIRC you got the noggle on buying any prime access tier).
  11. Sorry about my original reply to this, I got my posts confused. Because as you said they aren't necessary anymore. Let me put it another way, since you have been playing for the long haul as well. Do you remember when rivens and kuva were first released, how much it cost to reroll them and how hard they were to get in the first place? Do you also feel that making both rivens and kuva easier to get was a mistake? How about Oxium, remember when it only dropped in one's or two's off of a single mob? Did them broadening the ease in which you attain it make the game worse. Your argument about long term player retention could just as easily be applied to those limited (at the time) resources. Hell, yesterday DERebecca practically admitted that they were abandoning the umbra concept entirely on her and Steve's stream. So with that in mind, give me one objective argument that this change would be to the detriment of the game and the players that can't also be applied to every other resource they effectively sunsetting the rarity on that isn't just based on you disagreeing with another players subjective reasons for agreeing with me.
  12. Well if you had easier access to them you might be less likely to sit on them for the perfect time and use them without fear that you won't have any when that perfect moment does come, which is my point.
  13. Here is one flaw in your argument, Basic Build. What I believe DistantVocoder is basing their argument and what I know my argument is based on is Advanced high level builds for things like Steel Path Circuit and other high level challenging concepts. The build you refer to would be fine for regular missions on most weapons, and even fine for Steel Path for some. Take for example a tennokai of mine I would like to do. For the Bo Prime my mod capacity needs are 18+16+16+15+14+11+11+9+9-10. Now While in theory I can use regular forma for the build and still fit in one Umbral mod, it forces me to sacrifice using a cold mod (so no viral or magnetic) or 2 of the other elements (which means I give up radiation and corrosive. But by using just one umbral forma I get to keep that build flexibility. By using 2, I expand on that weapons flexibility allows for builds that focus either on fast attack without building the combo counter, or status builds that require a prime to maximize. That is just one of the 50+ rivens I have to work in Yes, because there are around 200 melee weapons in the game, and in the circuit, even of you get the choice of 3, that still only gives you around a 50.5% chance of getting one you worked up.
  14. First if you are going to quote me do so in full context please. The game does require you to repolarize frames to shift with the current gameplaysystems, my point in that statement was what you left out, that Duviri only used forma count to determine the best frame. I don't see the Steel Path Circuit as trivial (I should have stated I was referring to steel path since all content below that is trivial to me as far as challenge and enjoyment goes), considering how powerful the incarnons are and it validated my taking the time to work up every weapon released (2406 forma and counting) (Edit: and no, none of that 100 forma Lex meme crap... I'm looking at you Forma Addict, wherever you are) since I started playing a decade ago. I'm at 12,000 hours as per steam, in game my time (which only counts when you are actively in a mission) is 7500 hours, which makes sense since it would seem reasonable that I spend about a 3rd of my time on tinkering with builds, going to relays,etc. And no, I'm not saying this to brag. Spending that much time on a game is nothing to brag about, but I spent that time learning to master the game to the best of my ability, learning all the systems, ignoring the meta FOTM builds and learning to craft my own by applying those systems. When I plateaued by playing, I took a trick from martial arts and started teaching others the game, learning a lot more in the process. I bring this up not to establish authority, just to establish my credentials in making the suggestion. I don't post feedback without the careful consideration this time spent has allowed me to have. Of course I do and I welcome change, though not the tone of condescension in that question, but I prefer that gameplay changes are accompanied by QoL changes as well. I was ecstatic when they remove abilities as mods even though it dropped the number of slots a frame had to from 10 to 8 + aura, but when they did this they accompanied it by not lowering the frame's base mod capacity. I actually did a little dance of joy when they removed the spin to win method of traversal, but when they did this they added a completely new parkour system for traversal. When they removed Trials from the game I was sad, but they added arcanes to the Eidolon Hunts. I was irritated when they kept adding mods to an already bloated drop table that were at best situational, but happy that they then released the exilus system to compensate for for that situational usage. Backend changes, major or minor, are a must for almost every gameplay change, major or minor. My suggestion only lists my views on current examples, but I like to think it is foresighted enough to contend with a lot of changes in the future as well. To be honest, neither do I. Maybe I'm just spitting in the wind, but good game development depends on feedback, whether it is used or not. Maybe my suggestion gives them a better idea. Maybe they never even look at this post. But as you even admitted, the idea is not a bad one, so nothing is lost by putting it out there.
  15. Because I use Umbral mods as an example, not sole reason. This would benefit even non umbral build diversity when you take in to consideration things like augment, exilus, archon mods, etc. Several frames in a defense oriented build would be optimized by several Vazarin and Naramon polarities, but in the current system that would negate equally viable offensive builds that would require more Madurai Naramon polarities.
  16. Thank you for the reply, but I think you may have missed my point. Check that, I know you did. Testing new builds isn't even mentioned, the main point is adding a system that adds more build diversity to a single frame, as opposed to the need for multiple frames for multiple builds. Case in point: I have a solid support Frost that uses 2 umbra polarities, 2 naramon (-) polarities, a Madurai (V) and a Vazarin (D). But the build I would also want, for an offensive frost, requires 0 Umbra, 2 naramon (-) polarities, 2 Madurai (V) and 3 Vazarin (D). Now to play both frames, I need to build 2 Frosts, but with Duviri, since the second frost will have more forma in it, it will always be selected even though the Umbra frost is better suited for the all around gameplay. With my suggestion, I could put the umbras on Config A, which would then carry over to B and C, but then I could then re-forma B to the new build without affecting A or C giving me much greater diversity in a frame without affecting any frame's strength (since I can't change config in mission) and without eliminating the work or resources it takes to make the build (with the sole exception of building a new frame for the new build). If I want to try a new build after the three given, I spend a little plat to buy a new config slot, Config D, which would be a copy of Config A that I could then modify for the new build. Testing was never an issue The issue is the game requires you to either constantly overwrite polarities with new updates, excessively limits the amount of umbra forma you get per year (8.5 on average between nightwave and Teshin) and decides for you which of your multiple frames of the same type is your best through a system that only uses the number of forma on it as the metric. After 10 years and 12k hours played, I'm sick of the wasted effort. Literally wasted. I had to sell, for credits, a fully worked up Ash Prime, Ember Prime, 2 Frost Primes, Rhino Prime, Trinity Prime, Valkyr Prime, and a Volt Prime as well as 8 other non-prime frames to make Duviri playable last year. Frames that I had for years in my arsenal. While I joke about it now in the post, this still infuriates me. to the point I came damn near walking away from the game entirely. The system I propose would have prevented all of that.
  17. It is. Amusingly enough, I watched a sunday morning stream by DEBadHorse when he addressed this issue. Watched him pour over the raw code for capture missions for over an hour. The answer? Even DE doesn't know what causes the bloodthirsty Lotus switch.
  18. I dunno... I like the sound of Carl... has a ring to it
  19. A perfectly reasonable reason to have switched (ha... ha...), and I really hope any issues get resolved, it just may take longer than others, not that it will never happen.
  20. Sorry but you are wrong here. They don't need to be killed by heat for the shard to work, they just need to have the status on them. Increase Secondary Critical Chance by 1% (1.5%) every time you kill an enemy affected by Heat Damage. Max 50%" even at a 20% status rate, with primed heated charge, she's guaranteed one proc in the 30 or so rounds per second she puts out. So even if they don't take a lot of heat damage due to shields or resistance, it will still activate. Also, Arcane Avenger only works if she takes health damage which with her low health and armor is a death sentence on SP even with Adaptability maxed out (if it's on your build). You could go with the combat discipline trick, but that ends up costing you 10 mod capacity from your build just to get an arcane working when the point of arcanes should be buffs that don't cost mod capacity a better suggestion would be Arcane velocity, which while not increasing your Crit Chance, ups your fire rate to insane proportions. I tried out a 5 topaz build on my mesa, and even skipping the frankly overly tedious build I think DeckChairVonBananaCamel is referring to (it actually requires you to get 37 melee finisher kills at the start of a mission using an arcane that has a 5% drop chance and you only get 5 chances for it per week), it really does a lot more damage than my previous 5 red shard build. Worth the yellow shards IMO
  21. From what I understand, this is more Nintendo's fault. They have a tendency to think they own their players, and are afraid of losing players to, frankly, more capable platforms (not an insult to the platform, but it's specs are now well below what's needed to run the game fully visual-wise)so they are gating the cross-platform stuff hardcore. But DE has to play nice and not just blame them, but you can see it in their comments about Switch being different.
  22. The worst part of this is I play on an ultrawide monitor (2560x1080) I still have this issue, I have to forgo most cosmetics because of this, especially since with incarnons headshots are so much more important now. The only reason I can think of is the crosshair was hardwired into the engine when they created it back in 2012 when ultrawide and 4K didn't exist except for the super rich and cosmetics weren't as... bold... as they are now, and changing it would require rewriting a large chunk of the engine
  23. So last night I was tinkering with build (like you do) and I had an idea. One I think is really good, so I wanted to share. With the Helminth system, you allow us to add abilities to individual configurations of a warframe. Can you do the same with polarizations? If you fail to heed the entertaining, sage bordering on genius, and, most of all, humble of advice of my last post, this would go a long way to mitigate FOBN a lot of players have hanging over their head (it's like FOMO, but the last two words rhyme with "seeing turf"). I see it happening like this: Lock config A in place. This is your base build, any forma applied here is applied to all configs, however, if a forma is applied to B or C it only applied to that config. If you did weapons as well, you should allow polarity swapping on a per config basis and would have to visually link the individual slots (numbering them or such) so that you could swap polarities on individual configs while still knowing that if you polarize slot 3 in Config A, it will carry over to all config slot 3's regardless of where you swapped them to. This would let the player experiment with non-umbra builds on an umbral build frame (or weapon!) without the need to risk said Umbra forma or build a duplicate copy of the frame. This last one sucks for Duviri... did you know that before that update I had 2 of each of a lot of prime frames (12,000 hours is a lot of time and I had to farm something), one of which I would use umbra forma on (which usually was the better build), and one which used only regular forma (which was not as powerful and ended up using more more forma in total than the umbral build... which meant these were the only frames that were offered to me instead of my better umbral ones). I had to sell off all of them to make Duviri tolerable. I won't lie, this upset me. Like a lot. *wipes a lone tear from their eye* But this system I'm suggesting could avoid all that pain... that deep seated, unending agony of loss that one is sure they will never be rid of... ... Sorry. I'll be honest, while I don't know coding, I'm pretty sure this would require a lot of changes, and I understand if the suggestion is disregarded because of that, but I wanted to offer up the idea, and open the possibility of this or some other similar system to you.
  24. With the Whispers in the Walls update, you allowed the purchase of ranged arcane adapters as well as allowing the immediate availability of melee arcane adapters with platinum. This is much appreciated, even though they weren't that expensive, it could be a chore to grind out the 15 Steel Essence (or 50,000 standing... yikes) per adapter especially since, with the RNG element of Duviri, it was easy to find yourself in a position of a constant need of installing them to give your weapon choices a fighting chance. This happened roughly 2 and a half years after they were released (July of 2021. Note: all dates taken from Warframe Wiki). The addition of limited access materials, especially concerning the improvement of builds has always seemed to follow this pattern. Even now, we have, in theory at least, another route to farm Archon shards after little over a year (Sept. 2022)(don't get me started on the basic melee arcane drops being on that table... Grim Smash!). This has held true with one glaring exception: You continue to be excessively miserly with the allocation of Umbra forma (and we aren't just talking somewhat stingy, I mean I expect you all to get visited by the Ghost of Umbra Forma Past, Present, and Future any night now). Now, if they were still needed universally for the best builds as they were before I could understand and accept this, but that is no longer true. With changes (such as shield gating no longer making armor the only viable endgame tank) and recent additions (such as Primed Redirection for said shield tank as well as things like Precision Intensify, Molt Augment and other various methods to boost power strength), the ideal builds for a majority selection of frames no longer revolve around needing umbral forma but regular ones in their place. However the Warframe Gods (i.e. you devs) are a fickle lot and as recent (admittedly warranted, 'tis a fair cop) changes to topaz shards show, balances passes can come quickly and without compensation for the players time and effort. And while even with archon shard changes angering a lot of players due to the difficulty of getting them and their inability to completely revert them (You can't unmake an omelette after you type and enter CONFIRM), a regular player can get, on average 195 shards a year (roughly 91 per year from the netracells if nothing is changed and 104 from Archon hunts and Khal's weekly. But you still have Umbra forma locked behind 9 per year, at most, in game (if one can not make time for the few times you offer them as stream drops) that's 6 and a half from Teshin (once every 8 weeks) and, on average, 2 per year via nightwave due to your, frankly, abysmal update cycle of it. Even if your "battle pass" version was more in line with other games (i.e cycling once every 6-12 weeks rather than 6 to 8 months) that still would be only 13-15 per year, to distribute among, what, 54 different warframes? And, unlike Archon Shards, you can't uninstall them to place them somewhere else. It has been 5 years since they were introduced (Feb. 2019), isn't it time to open the dreaded timegate and let the little umbies roam free among the players. If nothing else, allow them for purchase for platinum, and for free to play players, if you decide to be so kind, have them be a constant weekly offering of Teshin rather than once every 2 months. That would make the amount 54 a year (the number of warframes... coincidence? I think not, but fate, fate I tell you), still less than half of available shards through gameplay, but much more reasonable on it's own especially if the amount can be supplemented with platinum (which is good for you, yes?). Allow myself and other players the freedom to experiment with builds (both for warframes and melee weapons) without the fear that if you decide a build is too powerful (which is fine and your prerogative), it would only be a matter of days for us to revert the changes to our builds as opposed to months. Free the Umbra (and I have been told I use parenthetical statements in my posts too much, what do you think?)!
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