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Birdframe_Prime

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Everything posted by Birdframe_Prime

  1. Yeah, and they never worked with Peer to Peer networked games before. And the company being more than 30 years old doesn't change the facts I mentioned; they worked as a support studio for other developers, and on Dark Sector. And when they were pitching Warframe they were only one chance away from shuttering the studio permanently. It's been in, like, three different documentaries from different news outlets for its remarkable return to strength from nearly nothing a little over a decade ago.
  2. Pfftt.... HahahahahhahHAHAHAH! DE, when developing Warframe, was a nearly dead studio. Warframe was their hail mary play, it's a fully documented thing with years of interviews. 100K salaries? They barely had the lights on. Before doing Warframe all they'd worked on was Dark Sector and contributed to other studios during their game dev cycles. If you don't even know the basics, don't make sweeping statements. They make you look ridiculous.
  3. Well, remember that this was 10 years ago, and DE didn't realise how easy it can be to inject code into P2P connections. Remember that they were learning this too. Almost certainly possible, but with one wrinkle; The only servers DE can monitor are ones that they actually use/own/rent. It's not really a matter of 'creating' them. What you're describing is basically just another generated Peer To Peer connection, which is what DE have specifically used the Dojos and Maroo's to avoid. The whole thing with joining a Dojo is because the Dojo system is capable of hosting players like a Relay is, and is on one of the servers that DE uses in the first place. So... basically even with the whole idea of creating a UI around the player that's specifically for trading, the process would still be 'Step 1. Load into a server together with the other player and an active connection monitored by DE.' And if that's the case, both players would still go through a loading screen, and have to then initiate the trade from there, the same as they currently do with Dojos and Maroo's. When you think about it that way, why go to all the extra effort of creating that, when the same process already exists in the current form? Look, I hear you, it just... I'm reporting what DE have said, not pulling random reasons out of my butt. DE want us to be online. They want us to get whispered and communicate and have that whole difficulty with not being in mission or anything else. They don't want us to be able to list stuff while we're not online. That's why the Market exists in the first place as a fan-made thing. The fans want this, but DE don't. So I get what we're all saying here. However. Even when people say 'Oh, well it's the new team in charge now.' they're forgetting that this new team was part of the old team, and the person at the top of the new team was the one that was against offline or AFK trading right along with the old team. Which means... it's not likely to change any time soon. Not likely. Possible. Just not likely.
  4. So. Context? Why is Trading like this in the first place? Two things: First is because DE are apparently keeping it as policy that they will never introduce any way to be offline and Trade with others. Second is because DE's systems were previously easily exploitable. Players could use code injection to cause a slew of issues, from duplicating items by simultaneously cancelling and confirming a trade, so that both players got the result, all the way through to simply acquiring things in a trade that the other player didn't even own, let alone trade to them. So. There are a few requirements that DE put in to prevent exploitation of their system; For example, by forcing both players to connect to a server that DE can monitor (Maroo's Bazaar or the Dojo) they can enforce the trade itself, making sure that the players both own the things they're trading and that players receive the things they traded for. (They can't enforce trades for favours, but actual trades? Actual trades they can monitor and even reverse for the players if there's a dispute.) Basically the rules are as follows: 1. Players must actually communicate. The bare basics. 2. Players must be in a server that can be monitored by DE's system to verify, track and archive the trade itself. That's it. Considering these two, there are some things they could do to improve the Trading system. However... given the policy of no Offline or AFK trading, and given the requirement for both players to verify their inventories by entering a Server together... Those improvements are going to be limited to things like the UI and Chat improvements ^^
  5. Intentional, yes, maybe an over-nerf, but definitely intentional. These two things are literally not the same thing. The AoE meta being nerfed, because they were a problem, is because of the AFK farming meta that became so prevalent that players were literally able to macro their farming for hours in a given Survival by basically standing around a corner and shooting their own feet. Can you do that with Incarnons? No. Because Incarnon mode must be charged with either headshots or full body shots for the ones that can't properly headshot. You have to actually aim and shoot an Incarnon to charge it, press the button to transform it, then you run out of ammo for that and have to repeat. Not a lot of input, true, but something that's called a 'minimum level of engagement'. Which is what DE require from the players; moving, aiming, shooting enemies, using Abilities, whatever. But you have to do something. Because of... Mirage? W... What? Wukong, y'daft sausage. The frame that was literally played more than the next forty frames combined. And why? Because he had an automatic turret that used your own weapon with infinite ammo. Mirage is designed to make weapons stronger. Wukong was accidentally designed to make weapons completely non-interactive. Just press 1 to summon your monkey clone, then watch as it destroys everything for you. Especially when you're corner-camping in Survival and can break line of sight with enemies in order to have them all charge in at your clone instead. That's why WuClone now uses your ammo. That's why WuClone will sit down if you're AFK. That's why Wukong himself had a stat rework to ensure it's actually viable to run his Staff now instead of the AoE AFK meta. Wukong is why DE keep threatening to bring back self damage. So... yeah. Over-nerfed? Maybe. Until the community stop, as a surprising and strange majority, using it to go AFK in missions and farm for hours... not likely to get un-nerfed.
  6. Considering the angry 'How are you cheating?!' messages I got when I renamed all my Incarnon weapons to the 'Mk-1' version of them where possible, never used the Incarnon form so it didn't give away the function, and then got top damage in public squads because of the stat boosts... Oh, and being Legendary 3 meant that players thought I was just MR3... I think that there's a lot to be said about how easily players in Warframe get offended when you start giving things different names. That said. I would guess that the reason we can't rename Warframes is going to be something like this (considering the way DE likes to phrase things): 'You can't rename Warframes because you have no vendor who will make kit-Warframes, or zaw-Warframes, you can't 'gild' a Warframe, so you also can't rename a Warframe. We have no intention of ever implementing that system, not since we implemented the Helminth, so you won't get a vendor who can let you rename a Warframe either.' That's weird logic, but that's usually how they would phrase these kind of things. Or at least it's how Rebecca would.
  7. Yeah, no... DE have asked the simple question of 'Why would we ever want any players to be able to black-list a frame?' In response to every request ever. They basically pretend they don't understand that players wouldn't want to play with another frame, no matter how annoying that frame is. The most they'll ever do is re-work the specific frame. Never, ever, ever will they allow us to black-list.
  8. Rook, we didn't stop. We got tile set reworks every year that we didn't get a new tile set. The last two years we got a new tile set, so we didn't get a rework. We'll get a tile set rework when the oldest tile set needs one.
  9. Yeah, Melee, being Melee. The thing that was the de-facto meta of Warframe even after the nerf to Naramon's invisibility because it's AoE, requires no ammo, and scales with the Combo mods and the Stance-based forced Status Procs to levels beyond where guns could. The thing that got players to level cap with any warframe that had CC powers. The thing that made Banshee the Focus Farming meta for years. The 'draw back' of having to get in range and hit things is not a draw back in Warframe. Enemies are dumb. Enemy CC can be completely ignored. Enemy damage gets progressively worse if they're in Melee range because the Heavies all stop to try and use AoE knock-downs, and we have 100% damage preventing Block now that means distant enemies can be closed on to without taking damage. Guns are the current meta only because they're now given the same form of stacking up combo effects (with the Arcanes and Galvanised mods) that Melee had for years, making them easier to use than consistent Melee movement and pressing the button. Melee hasn't lost power, only gained it, and part of the reason why it was so meta is the freedom that the Modding Capacity gave it. Ranged damage is the current meta. That doesn't mean that Melee isn't still incredibly powerful and often out-performs ranged by the simple reason that weapons like the Stropha exist, making a melee into a gun. Thrown Melee is still one of the current metas for high level runs because it can be done in tandem with a primer secondary without losing time switching. I'm sorry for the rant... But people forgetting years of Warframe meta just because of the current one really irks me, especially when the current meta only exists because, when given the choice, players have a preference for shooting over melee.
  10. You know you can have old Bladestorm back already, right? Mark your enemies, unleash, and then press Teleport on one of the Marked enemies, which costs 0 energy. You'll join your clones and stab enemies with them. Simples.
  11. See, initially I'm with @Tsukinoki on this one. The limitations of the Forma and Mod Point system are intentional and do have a solid balancing reason in the game. However. I am also acutely aware that Primary and Secondary weapons are genuinely at a massive disadvantage compared to Melee and Warframe modding. In fact, we see this problem with Ability Melee weapons, because they don't have a Mod Point increase from their Stances. Let's do some maths here, because it's very important. Secondary weapons have 60 Mod Points and 9 slots to fill, including the Exilus. This averages out to allowing 6.66 Mod Points per slot. Is having every single slot polarised supposed to be necessary just for a simple, high damage crit/corrosive/heat build? When having that build only just allows it to use 60 points? Let's compare that to a Melee weapon. A melee weapon has a Stance, which adds 10 points, and we now have an Exilus, which means 9 slots splitting 70 points. That's 7.77 points per slot, which is immediately better, if you see. So... With a Stance in there, you can put on a full, comfortable build for only 6 Forma. 4 if you have innate polarities on the weapon. And not just that, one that's using only 4 forma while having a 16 point mod in there without a Forma. Just floating free. Where any other mod could come in to replace it, or you could Forma that one to get 8 more points available to you for any other combination of silliness. Which... doesn't seem quite fair, by comparison, now does it? It just occurs to me that... Primary and Secondary weapons, along with the Ability Melee, are at a distinct disadvantage in the mod Capacity side of things. Crazy as it seems, the Primary and Secondary Arcanes, at least the Steel Path ones, could have been 'gun stances' instead. Granting the exact same effects, no different, except that they raise the Mod Points by 10 just like Melee Stances do. That way, all of our weapons would be on an even footing every one would have a flex slot in the same way, or have lower Forma costs for a full build in general. So... I guess there kind of is a Capacity issue, like OP's pointing out?
  12. The Kalymos Sequence. It's a sequence, a series of events, usually programmed in advance, or with a detectible pattern. In this case, the pre-programmed type that we are following in order to complete the orders. Kalymos is the name, which is explained a couple of times in different bits of dialogue, the Sequence was named Kalymos because it's the name of Albrecht's favourite pet. The giant cat, Kalymos. Other things are explained and given context later. For example in one of the discoverable Lore sections you access in the Codex, the talking animals are called the 'Cavia', which is the family of animals called the 'guinea pig'. Guinea pigs were commonly used for scientific experiments, to the point where calling a person or thing a guinea pig means they're being experimented on. Basically... I understand the frustration that can come with the need to give these things complicated names. However... The names aren't actually complicated when you have the context. It takes a bit of reading, or more concentration, to have the context you need for some of them. But think about some of them. There's a giant Ear you have to defend in the mirror defense mission, it's an ear that predicts events by listening for signs of activity. Things that make predictions are often called 'oracles', and when you hear something it's 'audible'. So what is this giant ear called? The 'Auricle'. It's a bad pun, but it's there. I don't want to sound condescending with all this, I do mean it in the best of intent; it might be a good idea for you to take the time for some more books. Reading to expand your library of words and their meanings that you can draw from. Doing that and you can probably even start predicting what DE are going to call things, or see the bad jokes they use, and appreciate that all the new things do have to have names, and naming things is harder than figuring out why they have the names.
  13. So, you can get Kullervo by farming the resources dropped by fighting him, then pay the shopkeeper Acrithis for his blueprints and parts. Kullervo's arena appears during the Anger, Sorrow and Fear spirals. If you can't fight him on command, that can be because he's a mini-boss in the Spiral's progression. For more information on things like this, please take a look at the Warframe Wiki. It will have as much information as the Community has on any topic.
  14. Well, sucks to be you then. DE are never going to change it, because they want the Cyst to circulate so that players can get the Helminth Charger or open up the Helminth door for the first time to see what's there.
  15. Then you're the kind that doesn't think the cost is worth it. It's as simple as that. You went on for a long time to make that little decision. I think it's a shame that you have this remarkably negative attitude towards paying the cost of the build you want to put on a frame. But that doesn't change what Forma is, and specifically what DE have told us Forma is, namely; just a cost. An investment is something you get returns on, if you're lucky, or you could just make a loss on them instead. If you make a loss on an investment, then it was a cost, too. DE say it's a cost, not an investment, so you're not getting Forma back after spending it, any more than you're getting money back after you pay for Platinum.
  16. Smallest changes possible to make Yareli into a better frame: Allow Merulina to be called without changing into K-Drive mode, allowing Yareli the DR, but also the option to use Helminth Abilities since DE seem to have doubled down on the 'no Helminth abilities on Yareli' statement at a recent interview. Allow Aquablades to be an aura that is affected by range, dealing the damage as per-second ticks to enemies in the radius without them needing to actually impact the enemy visually. Allow Riptide to suck in the orbs from her 1 to multiply damage taken by enemies within. Multiplication adds from sucking in up to 5 orbs (So base of 200% damage increase, becomes 1000% damage increase when sucked into Riptide, and 200% Strength makes that 400% and 2000% respectively) and also allows you to cast the other 10 orbs without them being absorbed into the 4 cast. There. We now have the four main problems of Yareli sorted; her K-drive for people that don't like it, her lack of Helminth ability casting without losing her DR, her Aquablades being incredibly short range without her Augment, and her 4 dealing no damage without packing twenty enemies in there to boost it.
  17. How do people not know this one? Whenever you pop a Cyst using the Helminth chair, instead of Draining it into the Incubator, it immunises that frame against getting more. When DE wants to actually prevent other players from being able to get and Drain cysts to make the Helminth Charger, that's when you'll stop getting the Cysts on new frames.
  18. It's great you like the Alerts better, but let's not pretend they were good, and it's 10x better that DE killed them as the source of a resource that players actually want. They literally punished thousands of players every day for having school, jobs, or just needing to sleep. We traded an actively unintuitive and anti-player system for a grind that players can do at any time they like, catch up on if they missed it, and can (if they put the time in) completely max out all the Nitain they'd ever need at a time that suits them. You're not alone on your island, but you have to realise it's an island. The rest of the continents, the rest of the world, is better off without the old system.
  19. I pull high Strength Zephyr just for Jet Stream. And for the Dive Bomb memes. Scaling her up to millions of damage, or even one-shot Acolyte levels, in a few minutes on Steel Path is hilarious... Still, it's your way to play the game, I'm not going to stop you. I would recommend that you give it some more of a chance, though. One of the key things with Zephyr is that she really doesn't need the Duration that the content creators say she does. Getting Turbulence and Tornado to 35 seconds is genuinely enough time for them, you'll have the Energy back by the time you need to recast, and it limits the stupid acceleration on Tailwind so that you can effectively use it in closer confines as long as you have the reaction time. I mentioned that the skill ceiling is high, and I'm so used to using it now that I never even think about the momentum unless I'm out on the Plains/Vallis and it can mess up my Dive Bomb targeting.
  20. It is a waste, because Forma is a cost. Like spending Platinum on a Cosmetic that you stop using after a few weeks because another one came out. As long as you keep the Warframe, even after a Prime comes out, then it's not actually a waste, because you still have what you paid for. But in the exact same way that any resource is actively consumed when building the frame itself, Forma is a resource, not an Investment. You absolutely have to think of it that way, because it doesn't matter how rare the forma, or exilus adapter, or a weapon's Arcane adapter, happens to be, no matter what you went through to get it, it's not an investment. It's a cost. You get the results of paying that cost until you stop using it. Using an Umbral Forma on, say, Dagath, could be considered worth it. Why? Because the Prime isn't going to come out for another 3-4 years. In that time how much would a player that enjoys Dagath have used that frame? Plenty. They would have benefited from the cost they paid. So that's the balance you have to run. Since it's not an investment, but a cost, is it a cost you're willing to pay? If the answer's no, then you have to accept your own choice. If the answer's yes, then you accept that there's a limited time for you to use the results of the price you paid before another option will arise at a new, equal cost. That's all there is to it.
  21. Pffffftt.... AHAHAHAHAHAHHHAAHA!! 1 Nitain available every 8 hours? At random. For only 2 hours. So you only got two in a day if you happened to be online during the alert rotation hours, or if you were completely weird you could time yourself to get all 4 in a 24 hour period? Meaning that the average highest amount any player got in a week was between 7 and 14, and some players never, ever, got more than 7, and it actively punished players for not being online every single day so that weekend players could sometimes only get 2-4 in a week? What are you smoking and can I have some? The reason this change happened was because, as DE said at the time, players weren't checking the app and signing in every single alert. You were the vast, vast minority, and it wasn't fair to the players that couldn't play every day. Which was most of them. Compare that to the current Nightwave, no a new player isn't getting 20 a week, but they're definitely able to get more than you're talking about. 26 weeks for a new player even if they can only play on the weekend. 15 weeks for higher progression player that had all the Tasks available to complete, and still only playing on a weekend. I mean... Compare those two. Players that couldn't play every day, regardless of whether they were new or veteran, having up to 135 weeks to get all of the Nitain? Another 5 weeks to get an Aura Forma? And if they missed an Alert, or a week of play, they missed the Nitain permanently. While under Nightwave, those same players could max out all the Nitain they'd ever need in as little as 7 weeks? In fact, under Nightwave, players that couldn't play at all for months, but had all the Tasks available to them, could finish the entirety of Nightwave and gain all of the Nitain they'd ever need in 1 week of daily play. I don't see how the old system was better. I was there for it. I hated it. I was punished by it. In terms of actually earning Nitain for the currently fixed amount of usage we have, saying the old one was better mathematically doesn't make sense. In terms of weekly progress it doesn't make sense. In terms of fairness to all players it doesn't make sense. It's just so far off base on what DE actually did with the system compared to the old Alerts that you really should rethink your position on how players that aren't you actually play Warframe.
  22. Apparently, because this is something that DE have had multiple tries at, reasonably hard. It seems to be, just based on how momentum physics seems to be implemented in Warframe (have you ever been sprinting, hit a Mantle animation and jumped out of it to find your character bouncing around afterwards as if they're still trying to move up?) momentum can only be stopped two ways; imparting a fixed form of momentum that cancels all existing momentum or fully landing. So, fully landing on the floor is an obvious one, but triggering a momentum-locking animation seems to be the other (by which I mean something like Wall Run, or Wall Cling, the Bullet Jump, or Double Jump). What this tells us about the problem is that DE don't have a function built into their momentum, in the game's engine, that's designed to trigger a stop without a form of manual trigger that imparts momentum in a different direction, or halts it deliberately. The Bullet Jump thing is key, because it's an animation that imparts momentum in the aimed direction, and can be triggered the moment that Tailwind's animation part is finished, regardless of how much momentum a player has gained. This means... yeah... DE are at one of those weird points with the ability that they get to with many others. They could almost certainly fix it. What they would have to do, however, is either build something entirely new into their game engine which will allow momentum to be stopped without imparting new momentum onto it, or they would have to build something new into Tailwind itself that could be triggered to impart a 'stop' momentum by cancelling all momentum. And that could be a bit buggy in either way. For example, why don't they use Hover? Hover is supposed to allow horizontal movement. So that we can move around with it. If it locked us completely in place, even for half a second to cancel Tailwind, we know from when DE introduced Hover that a total momentum lock had and likely still has bugs in it. Old Hover was the one you charged up and had no control over whatsoever apart from how high it went. While you were up there, though, a slew of bugs did happen repeatedly. Players got locked into a weapon type, players were unable to get out of it until the ability ended, players were unable to see the game because the camera would glitch through scenery, players were unable to cast other abilities or hit the Pause button, or go into Operator mode, or a ton of other bugs. While these have been mostly fixed with new Hover, that's probably due to new Hover not being a total momentum lock. Having Hover cancel all momentum introduces (and possibly re-introduces) more bugs, such as not being able to move even if the Ability ends, or is cancelled by a Nullifier, or interacts badly with other triggered events (like casting her other abilities), or it could have the opposite effect and apply infinite momentum and have people permanently locked into a corner of the ceiling. Basically... It has a lot of things that could go wrong. And that's work. That's testing, bug fixing, QA and so on. It's work that, as we could view it in a charitable light, DE don't have to do, since there are ways to compensate in the game already and the skill-ceiling on Tailwind can actually be surprisingly high for smooth usage. So will they take all the time and effort to fix this one ability that is... almost working as intended... on a frame that still less than 2% of the player base use? Debatable. And entirely up to them considering there are plenty of other things they could be doing instead.
  23. As a point, I was recruited by my clan a couple of years ago (It's the FrameFace clan for the former weekly content creator Xenogelion) as the person that would actually run events and complete them for the clan. We have a 30 member clan, and it's genuinely possible to solo this event. More to the point, the rewards are available as long as you defeat the boss, even if you don't farm up all the Curses to progress each week. The Curses only get you the higher level of trophy for your Dojo. The actual rewards, like Arcanes and Cosmetics, are all available for the dropped resources from the boss. If you do want to complete the Trophy, then you do not have to play the super-secret 60 Eye boss, you can play the regular Steel Path boss and farm with a view to which specific bosses you take on (there are three bosses, each gives a Curse drop, if you have all 6 of one type of drop then you don't defeat that boss. Just abort and try again). This way you get the easier fight that you can solo, you get the specific drops you want, and you can complete the weekly grind quicker because you're not taking on every boss you spawn. You can do it, even if you have to take on the basic regular boss and only get 1 Curse per run, all it takes is a bit of time in the week. If you're willing to put all those hours into the Dojo, then you can put those hours into a repetitive boss farm that will get you Arcanes and Cosmetics, and maybe even a shiny trophy if you care about that. The event will last another two weeks after this current one, so you've got plenty of time to farm, don't panic.
  24. If it helps with the acceptance of why DE aren't doing anything, there's the reason it was added in the first place: Because DE couldn't make a slide-attack with one of the EB beams work, and they didn't want to because of how powerful that would be on the ability at base. If they gave Exalted Blade an actual slide attack, players would be then asking where the blade beam was, and why it wasn't a radial beam that could hit everything in that radius outside of the range of the sword the way the regular beams do. They didn't want to do that, and it was difficult to do at base, so they didn't. Blind exists because the radial attack was simply not something DE wanted on Exalted Blade.
  25. Merry Christmas, new Tenno. There are only a couple of instances of content being removed from general use in Warframe. Two of them are based on the environments, where a 'Corpus Ship' redesign has removed almost all uses of the old Corpus ship environment in the game (you can still see it on a couple of Quests, but not anywhere else), and where the Quest 'The New War' has replaced a couple of environments on Earth and Venus with post-war versions. These are largely cosmetic and do nothing to harm anyone. The other instance is the old 'Trials' (also known as Raids) for 8-man squads. These were considered too buggy to keep updating with the low player engagement, so DE have taken them out and have told us that they'll be replacing them in the future with something that's geared for modern Warframe. As it stands, all updates for Warframe are additions to the base game, with expansions on existing areas just as common as new areas being implemented.
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