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Kahruvel

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Posts posted by Kahruvel

  1. I'm surprised no one pointed this out. Two things in your video:

     

    • The first time you use Paralysis, the target is at the very end of their spawn invulnerability phase.
    • The second time you use Paralysis, the target is using melee; targets using melee are immune to stagger.

     

    And you aren't alone about point two, and I definitely understand how annoying it can be. When I use Slash Dash, if my target is using melee, it blocks the stagger completely. So it's definitely not the ability that caused this, just the mechanics of PVP.

  2. Wouldn't this mean basically anyone who AFK leeches is the best statistical host?

     

    No. Warframe automatically kicks AFKs after approximately two minutes of idle. It uses the same system as in PVE.

     

    If you do not:

    • Move at least 10 meters within a two minute span, OR

       

    • Kill an enemy within a two minute span,

    You will be forcibly removed from the game. It's very difficult to leech this way, because in the testing against the PVE AFK timer, players had trouble convincing the game even with macros. This kind of game removal can be tracked.

  3. That ragequit score includes internet related disconnects (a valid selection criteria) and every time you have had to leave a solo mission because you brought the wrong loadout or wrong syndicate sigil (an invalid criteria.)

     

    Valid concerns here. To address them:

     

    • Net disconnects could be tracked, because they are different from aborts.

    • Leaving a match quickly after joining could also be tracked as not being a ragequit, within a threshold of a minute or two.

     

    As an aside, a lot of games have systems in place that punish players for leaving matchmaking too readily, we can also probably look to how they solve this issue for inspiration with brainstorming solutions here.

     

    On another note: it's difficult to call what Warframe has as "matchmaking", because players of different levels of skill are put in the same matches together. I understand why this is the case. There aren't enough players to start dividing Matchmaking into tiers. But the main result of these ragequits is a skill disparity. I smash face in Conclave, and whenever I kill someone three or four times in a row, they get disgruntled and leave. After a little bit of this, I'm the only one left in the server until someone who can match my ability shows up.

     

    But that requires me to sit idle in my own server for an indeterminate amount of time, and I don't even know if the server is bugged and not accepting new players, or if no one is playing at the time. It's a frustrating problem, and I shouldn't be matched up against MR0-4 players who honestly have no idea what's going on. It's unfair for them, unfair for me. Unfair for everyone.

  4. I actually think it's a little too fast. Having been playing since the start of conclave 2.0, I own 43 out of 57 conclave mods - I'm at the point where I buy those I don't have a use for. Can't say I'm the type to break the cap every day, either.

     

    Speaking of which, since the veterans probably don't even have anything left to buy, it would be nice to have some standing exhaust port (basically, stuff you consume regularly to use the excess rep, like the syndicate key packs), as well as some extra gimmicks to buy - we still have the empty Miscellaneous category. Sugatras or some weapon skinds would be appropriate.

     

    Huh? Oh, sorry, couldn't hear you over the gigantic bag of clinking platinum I was holding from selling top tier Conclave mods to new Conclave players. But seriously, some Conclave cosmetics would be nice. Or that sexy Aknikana Teshin has on his belt...

  5. Although this is a great idea, I feel as if it is being poorly executed by adding a sigil. I have a feeling that it will attract completionists that just want a sigil and aren't really going to help out new players.

     

    Believe it or not, you're on to something here.

     

    I used to volunteer moderate for the official forums of Allods Online. Many of our applicants would throw up a lot of BS about loving the game and wanting to genuinely help new players, and claimed they were willing to dedicate their time. However, when we tracked their actual posts and activities, many seemed to ramp up their proactiveness only about a week or so before applying to become a moderator, leading us to believe that in many cases, they were putting on a good show in hopes we would take notice.

     

    The problem was that it was a lot of hard work. We did run ingame events, we did moderate ingame behavior and kept an eye on guild politics to make sure things didn't get too haywire. But our main duty was to moderate the forums. This required a lot of hours and regular patrols of various subforums for different servers. Even with a community of several thousand players, it was a chore all on its own. We held weekly meetings with GMs to give them an idea of the pulse of the community, to discuss current issues, deal with current problem users, and make decisions regarding ever changing policy and rule loopholes.

     

    In many cases, when one of the "doing it for the recognition" types slipped through the cracks and into a moderation position, they would pour their hearts out into their new duties, for better or for worse. For better, some would do alright, but they'd burn out in a month or two and quit. For worse, however, the power went to some heads and they began to iron fist every rule, bringing their ego into decisions, sometimes even crusading into personal vendettas with their newfound powers.

     

    But every decision you make is scrutinized. You run the risk of ostracizing yourself if you do something collossally stupid. I've seen several mods ragequit the game because they locked a popular thread or said something disparagingly tactless about a guild, only to receive a mountain of backlash and an "encouragement" by a GM to resign. Moderation, in fact, is often more about public relations than about enforcing the rules; sometimes, when everyone is having fun and no one is getting hurt, you can't iron fist the rulebook. You need to be able to read a situation and determine the best action to take. And very occasionally, the best action is to take none at all.

     

    I spent nearly two years in that position. The few others that were able to tough it out and keep a rational mindset were some of my best friends. We did take our roles seriously, but not to the point of obsession. It was a duty that we didn't really seek out, but found us instead. It was a natural extension of how we played the game and how we already were. We did not have to change ourselves to match our new role as much as we fell into it like a piece on a jigsaw puzzle.

     

    I wouldn't do it for any game or forum again, but I respect the hell out of those who do. For a volunteer job, moderation is damned hard.

     

    TLDR: You need to have the right temperament for the job. You must be naturally tactful. You cannot merely change who you are to suit the position. You must be able to take vast criticism in stride. You must be a rock in a sandstorm; unphased by the rasping of sand, and unmoved by the howl of powerful winds. You must remain stoic, and must be able to suspend your personal feelings for the sake of objectivity. If you are unable to manage the stresses of every action you make being magnified and criticized, being a moderator of any sort will burn you out very quickly.

  6. i miss SJ for only one reason. It was easier to handle than Slash Dash

     

    I love the new Slash Dash, don't get me wrong, but I'm with you on this one. Superjump had a lot more precision control than the new Slash Dash does. You can easily overshoot your target with a Dash unless you know your range very well.

  7. It couldn't have been more perfectly timed. I was doing the final scene for my "Ode to Superjump" montage of times it's been useful, where my Excalibur superjumps up into extraction, and then flies off. I had intended the music to fade out at the end, a soft and gentle piano tune... only for the screen to fade back in to the Warframe login screen, with space in the background, an asteroid belt slowly drifting in the background, the servers going down just before the Excal rework... beautiful and poetic. Oh yes.

  8. Have you guys ever seen a real rail gun shoot?

    It's not as shiny as you guys think it is.

     

    Because real life is an appropriate benchmark for game art in a game where you use space magic to kill clone armies. Okay dude.

  9. Warframe is on a complete different speed level, than the game you are talking about.

     

    Please substantiate this statement. I'd like to politely debate this, but you need to support this claim for that to occur. My suggestion, if you've played TS, would be to compare the mechanics of TS to Warframe, and explain how they are different based on your experiences.

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