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NocheLuz

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Posts posted by NocheLuz

  1. AFAIK, the Zealoid Prelate conversation with 'Us' didn't really address the Tenno but I think it's talk to either Warframe or Helminth.

    Well, like any other Infested Bosses anyway (lol).

    Also, I think the Zealoid and all this Nightwave are just the Infestation try to make something resemble 'Warframe' that us Tenno heal their heart. Like one of the Zealoid Prelate tell us that we're (either Warframe or Helminth) the 'Imposter'.

  2. 32 minutes ago, RX-3DR said:

    The key issue is not that you couldn't die. Dying is easy since bosses were properly scaled to a reasonable average HP/DEF/RES(Most variation is small and controlled by affixes), but in a 16 player MPA, dying is virtually inconsequential that there is simply no way to actually fail the EQ, resulting in difficulty being completely negated. EQs eventually devolved into nothing but a DPS race so that you could get back to your life sooner rather than later. The single party rematch fights are significantly better paced because of that except even with 4 people, you still have 20 Moon Atomizers between them, which is why the 3 death limit was put into place so that you actually had a failure condition. You can notice this trend since the Mining Base EQs where they were the only EQs that could fail, because the failure condition wasn't on the players death.

    Personally, EQs were one of the worst part about PSO2 because it did a lot of things. It locked items away behind a very limited schedule with limited rounds per window. This schedule is mostly seasonal, so if you didn't get what you wanted within the first few months, the main timeslot gets replaced with the next event EQ, so you'd see it show up less and less often. All of this for a 0.0x% drop rate of a weapon. FYI, it wasn't fun either, everyone just does it because it's something to do and it's the only way to get the new weapons which are almost always stronger than the previous.

    Well, The tower defense things is kinda cool in my opinion. Since you can died and the only thing you lost is time. Time which you can use to defense and kill the enemies swarming the Tower. While I never encountered the 3 death limited yet (it must have a challenge quest or something).

    But I also know why people hate how PSO2 did about EQs. Because if they aren't limited, people will complain like what Warframe is got now. It's a time buying scheme and it's work well for almost 6 years. They do, however. Try to make people who don't have time to play by presenting a EQ table each week and new EQ will appear like 5 times a day for almost a month. There also Collection Quest where you can choose the target equipment you want (from that season of EQ) and play EQ to collecte the weapons and also get your target equipment without waiting for it to drop. The drop rate is rather low, however. But you can accumulated the drop percentage, if it reach 100% it will guarantee to drop next time you kill the monster that drop it. If you collect all the Weapons in the Collection Quest, you'll get your Target Equipment (mostly, the rare drop from that season of EQ). For free players, you can get upto 2 Collection Quest until you finished it. If you Finished it you can either start again or choose another equipment.

  3. 1 hour ago, RX-3DR said:

    Now before you start throwing your weight around, I've played PSO2 long before Episode 2 and I still keep up with the new updates each year or so. I've seen all the problems it has and how they tried to solve it.

    TBH, I've played it since day 1 of Open Beta. I even created a charecter in Ship 2 (Which is, at that moment. The Ship most oversea players choose before SEGA put a gag order into it). But, I'm gonna be honest again. I'm only played Story mission and Most EQ I encontered on Extra Hard (or Lv. 80) only. I don't really play on challenge mode that have limited the ability of Arks (ex. Yamato 8 players). Since the highest level of my characters is 75. So, I really can't play content that require level 80 (mostly, challenge quest). I don't really see any problem with it. Although, what you siad is mostly true. But it didn't mean you can't died. You still needed to avoid/block incoming attack.

    Also, Deus Last part make me laugh everytime. How come he can destroyed the Moon but when we killed him the Moon suddenly back to normal... lol

  4. I'm also playing PSO2. I'm comparing these 2 games a lot, actually. What makes PSO2 fun is that, the enemies attack are slow. It's so slow that you have almost 1 full-second to avoid it. The battlefield also huge. So huge that even if you side-step to avoid the attack you still have planty of ground to continue avoiding the attack. But, to compensate that. The enemies attack are very high, even normal monster can 1-hit KO or you can take a combo hit from enemies swarming you and died in 1 second. So, it's take a lot of player's experience to be able to survive in high level raid. Bosses also have Ultimate/Finishing move that can 1-hit KO most of the players. So, avoiding or blocking them are crucial to finishing the raid. They are not hard to avoiding either. Since the boss will stop doing anything else just to prepare using it's Ultimate/Finishing move. You'll know when the boss will use the 1-hit KO move and prepare to avoid/block it.

    But Warframe is a fast-pace game. So, it cannot use the same system as PSO2 did. It's so fast that even 1 small mistake can kill you. If you side-roll you'll mostly guarantee to run into the wall. Which you can't roll anymore and will kill you in seconds. That is why in Open world map it was easier to fight compare to Ship/Interior mission. You can planty of ground to avoid enemies fire.

    Lastly, the enemies spawn pattern. PSO2 use the teleport/swarming enemies to spawn the enemies into the fight. You can just run around and second later the enemies will surround you. But most enemies that spawn will take about 2-3 seconds before it's ready to fight. So you'll have time to prepare or even first strike them down before they're ready to attack you. Unlike Warframe, where enemies spawn in the room out of your reach. But I did saw they try a new enemies spawn in the Emissary Ship. You have a door that cleary have green light in it (meaning it can be open) but you cannot open it. Only enemies spawn from that room can open it. Even if it opened, you cannot go through it. It's a very good idea. Only if they make the enemies spawn even if there are player around would be good.

  5. From : https://forums.warframe.com/topic/1129207-arbitrations-revisited-hotfix-2576/

    On 2019-09-19 at 2:13 AM, [DE]Danielle said:

    Changes:

    • Enemies may now “react” (without changing their Alert state) to you by stopping and looking around if you shoot a Silent weapon within 2-3m of them several times quickly. 

    I'm very happy they 'Fixed' this bug. I'd tested it in the game. The enemies no longer 'Run' to your position when you firing the Silent Guns with Invisible Frames. They also take a lots of gun shot just from them to notice the muffle sound (mostly, Sniper and Bow that have low fire rate will mostly go unnotice). The greatest thing is that, the enemies no longer go into Alert State where they know your position and try to kill you when you firing the Silent Guns with Invisible Frames.

    Thank you for the fixed. I've update this thread so people know that the bug have already been fixed.

  6. From what I see, The charged Tesla thingy change is pretty good. If you consider you only pay 1 cost (25 energy) for the 3 of them. Although, the aim are kinda bad. But if you throw them really close to the surface/team member and they're still stick together it would be really good.

    For Vortex and Bastille, I'm only use Bastille because Vortex is kinda bad for the energy cost (when consider the CC potential compare to Bastille). Still, if I have surplus energy I would still use the Vortex for grouping the enemies together when they were hold up in Bastille. The two ability grouping together only have 2 questions form me. Will we still be able to use Multiple Bastille? and If I only want Bastille will it be an option for that?

  7. 1 hour ago, rastaban75 said:

    I believe they are a thing we have in Europe only. A legal issue, probably.

    I get those all the time.

    22 minutes ago, 0_The_F00l said:

    Only Europe, 

    Probably cause of regulations. 

    32 minutes ago, Kaotyke said:

    Your region in the options have to be Europe.

    Well, I used to get them a lot, but it's also explain why I don't get them now. I also have my setting on Asia al the time BTW.

  8. 4 minutes ago, VotumPrime said:

    And how will you get past the Demolyst & Nullifier effect and Eidolon Sentient Shield & the Profit-Taker Shield and then deal with the Kuva Guardian Immortality?

    tenor.gif?itemid=7440638

    Well, like I said in the first reply. The Tenno don't needed Warframe ability to be able to kill their enemies. So, Any Nullification ability don't really have anything to do with them. They can killed those Nullifier/Demolisher with Swords and Guns just fine. The Profit-Taker shield, in gameplay aspect it will always have 1 weakness to it, still not impossible to kill them. Lore aspect you can just destroy it's satellite. While Kuva Guardian gameplay aspect you can just void dash to them to make them drop their weapons. So, still not impossible to killed them.

    I may said like it's easy but just try to fight enemies that have those ability seem very annoying lol.

  9. 1 minute ago, VotumPrime said:

    Alright lets hear it then. In what sequence and in what order and how and what will you use to defeat this new enemy and survive its attacks?

    The enemies have Sentient's Adeptive Armor? Void Damage can killed them. If they can adapdted to Void damage? Just use any other damage type. They can't adapted to all the damage type in the game. Even if they can (which, in gameplay aspect... They can't). They still suffer some damage from them. It's not impossible to killed them. If they also have Orb's Adaptive shield? It's also not impossible because in gameplay aspect, it's will always have 1 damage type that can damage them. So, still not impossible to kill it.

    If the question is, in gameplay aspect. Can we killed it? Yes, we can. But!! it would be very annoying just imagine about fighting it (lol).

  10. Even the Sentient's Adeptive Shield gameplay have a limited number of damage type they can adapted to. So, even with gameplay aspect, it's not impossible for Tenno to overwhelm them. Orb's Adeptive shield is also the same.

    In gameplay aspect, Unum is just another Orokin Tower and they can't really do anything on their own. If not for Gara defending it, it would fall like any other Tower.

    Cetus and Fortuna people are civilian. You expected them to have any battle experience and can fight the Grineer/Corpus on their own? They can't even protected themself from them and you expected them to fight Tenno?... I don't think so...

    While Zaw and Kitgun are great in gameplay aspect. If they can get resources from both Corpus and Grineer to build them, then sure. It maybe a little threat to Tenno. But only a little, because all the Zaw and Kitgun isn't that great without any Mod installed in them. Also, most Grineer/Corpus weaponry are a lot better than them.

    Finally, looking from gameplay aspect. It's not impossible for Warframe to fight without any Ability available to them. Basically, Nullifier and Demolisher Nullification pulse are nothing to the Tenno. It would be just annoying at best, but isn't a final weapon to kill Tenno.

    • Like 3
  11. 9 hours ago, Elith_Mellow said:

    I admit I did enjoy how quick people were to try and shut me down on this topic lmao Some folks really get their feathers in a ruffle when they think something they love is being insulted lol

    Well, I do enjoy how you think other people shut you down by presenting the Facts that they don't really have a problem with their E-mail, and you thinking you're getting insulted for it...

    I do use Hotmail (which, AFAIK it's the same as Outlook) and the E-mail still send to me normally. So, it is either the E-mail server at DE side have a traffic problem or Your E-mail have a trffic problem or it can be a very common problem like typing the wrong E-mail.... Who know? It's only you who can confirm that after all. And people here trying to help you out as much as they can.

  12. 31 minutes ago, TheLexiConArtist said:

    Wouldn't help much against the AOE units or grenades, but if all the more precise enemies have to go on is a 'bang', then you'd think they'd only have about a one in three chance of pointing in the right area, or would fire a spray of bullets in an uncertain arc hoping to hit the concealed target, right?

    Yeah, I thought the same too. But right now enemies will react to guns that silient like they aren't, they'll pinpoint your location if you firing the gun very near to them (like the non-silent/alarming level guns work). I really want AI to react like something is wrong and sure that there are enemies in the area before spray the bullets though. Since they can hit their ally if they spray bullets everytime they wants to confirm something. Then their gunfire can alert the nearby enemies making the whole room to go on alert if you not killing them fast enough.

    But right now they only alert due to your gunfire sound (which the gun is Silent and shouldn't produce any sound). Not that their AI has change or something. Which make Silent gun almost useless and their only purpose right now is to make Ivara not break the Prowl.

  13. It's has been 2 weeks since the update and 1 week since I created this thread. IDK if there are any other thread that DE acknowledge on the Bug yet? Or this change is intended to nerf the Silent Guns and Stealth gameplay. But I hope there are some answer to this question and a Fixed to this Bug. This is getting annoying as the time gone by. Since you can't really 'Stealth' and 'Invisible' when you're suppose to be Stealth and Invisible.

  14. 1 hour ago, ant99999 said:

    Also Kuva Fortress have both spy vaults and rescue prison which I find the most difficult to complete flawlessly.

    I don't normally play Kuva rescue. But in Sorties, I find that there will be an open in the vent above the front door to the prison cell... Although, the hardest part is to find what side is the front and get to them (lol).

  15. 1 minute ago, Cubewano said:

    And a host isn't going to DC to get around such a system, because it doesn't guarantee their rewards, or allow them for a faster extraction, which is typically the only reason most hosts in opens worlds do leave so promptly. It would be fully self harming, and why we don't see such behavior in other areas of the game where said does readily exist. This is all a matter of convenience, and the aim is just to make leaving a mission immediately slightly less convenient than it would be to just wait a small period so your team can react, and I'm fairly confident a brief extraction timer would achieve such.

    (Note we do have a system for allowing a person to continue a mission either solo or with the remainder of a group once a host disconnects, it's called host migrations, the thing is however that feature doesn't always work because of the very nature of the way connections are handled in the game a.k.a through player hosting - if you can't keep a connection with the host long enough to create a new session then there's nothing the game can do as it has nothing to reference off of at that moment to recreate the session that technically just ended, and thus you get a failed host migration and all progression for you is lost or at least that is my understanding of it all)

    I think your internet never Disconnected when your're Host. I've got a lot of issue sometime ago because of that. Basically when your internet DCed, all squad member will leave and you'll still can play offline until extraction or your internet come back again. So, if host not crashed it's almost guarantee that Host will have all their items/progress until extraction.

    Also the system I said is Similar to Host Migration but a step upgrade of that. Basically, you can continue to play even if the Host disconnected (instead of going into host migrstion screen) or if Host migration failed instead of kicking you out you can choose to play Solo until extraction and get all your rewards. This isn't a new system either. Some games did have this type of system installed (but not as the one I'm talking about, that game use Central Server to control the data after all). So, it's just a upgrade and make sure Clients collected all the require data to Host Migration all the time they play. Which will also cause a lot of unsync data in the squad but still a good alternative to current Host Migration issue.

  16. 12 minutes ago, -vnn said:

    I think majority of you have misunderstood what I'm saying. It might be because i wasn't bring too clear about it. I'm not suggesting that we completely throw out all our progress. It is only for WF2 (since most of you are calling it this). You can still access all of your gear when you play the current star chart. It's only when you play the subsequent star chart that you're starting fresh. You can hunt eidolon during the night cycle with your full gear and then hope onto WF2 during the day cycle if you want to, it's the next star chart. DE has never dictate (some of) the order of quest you play. It's instance based after all and not an epic RPG. It is not a game sequel but a continuation of story telling with added game mechanics. This is the reason why I put out a disclaimer out at the beginning because I don't know if this could be possible.

    Yeah, that is what I mean if you like start over eveytime it's update, then yes. Unless you can bring Some, if not All of your previous gear to the new system. But you still needed to grinding all over again. Which isn't that difference from starting over. Think of it as second playthough but you are not allow to bring any items or any progress (level/exp/skill) to the new run. Even if the new run do spot have story/side story. Or if you think of it as sequal, then it would be another game all together. Meaning you aren't playing the same game unless you go back to the previous star chart. But if the new update implemented, you still have to start over...

    It's also not solving issue if the star chart is really old. Since most players would have a very high level gear over there. So new player still have power difference when they go back to that start chart/start playing over there. If that happen, it would void all your argument completly.

  17. 6 hours ago, Cubewano said:

    All those solutions exist in the current game, their effectiveness is limited. 

    Frankly I think a solution is to just put an exit limitation on hosts so that there is at least some forewarning for other players in a public group before they can prompt a host transfer, there is a reason pretty much all other missions in the game have a countdown timer before extraction, it'd be a hot mess if all missions could have progressed saved at all times and hosts could just leave left and right without restriction. As it is open worlds are the only piece of content where missions can be completed and then left by hosts with no extraction period and no forewarning system for the entire squad and this is what it causes.

    No players should not be trapped by their teams no matter what, and everyone should have some means of an exit strategy in open worlds, but a brief grace period before they can extract that puts the squad's experience overall before any single player feels doable. It's done in nearly every other part of the game after all. 

    I also think of that, the thing is that Host leaving isn't the only issue causing the Clients/Squad members to disconnected from them. It's true that Host decided to leave is the main issue here. But Host's internet can also be disconnected and that is the second issue. If that happen, no forewarning can help you. So, I think implemented a new system to help Clients continue playing or atleast keep all the rewards are more ideal.

    Well, both have good anf bad things. If you implemented forewarning, Host can just DCed their internet and no forewarning were told to their members and Host can run-free since the game think the Host internet has cut. But implemented a system where Clients can continue playing as Solo would help Clients keep their rewards. But it is not ideal toward a long mission type since if you disconnected midway, your option is either abort the mission or Solo until the end.

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