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tpollett

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Posts posted by tpollett

  1. Agreed. I see two different problems with DEs approach. First is that solo grinding affinity is ridiculously inefficient. You only have one option; level up weapons that can kill enemies in one hit every time and pray you don't run into the problems the TC was mentioning. Try taking any weapon which can't kill with the first shot and you will spend days trying to level it. As a result of this places like Draco started happening where they are just affinity farms. Why not just let us queue up for Draco and instead of actually playing the mission it just freezes your game for thirty minutes and you get all the affinity you can get for the day. Let us go make a sandwich while we don't play the game, instead of actively not playing the game while we don't play the game. Cause Draco isn't playing the game. It's checking your Facebook when you get into the office in the morning. Takes half an hour and you get paid. Only in this case; if you decide to not check your Facebook you have to work a double shift with no pay. 

     

    The second issue is that playing solo means you actually have to use the weapons if you want them to rank up. This is a problem because many of the weapons are just terrible. I'm not complaining about them being terrible because I don't care if they are terrible. I'm complaining that I, as a solo player, have to use terrible weapons that group players do not have to use to get them max rank. At this point there is no way someone can claim there is a valid reason why you have to use your weapons to get affinity with them. None. Mastery, or even competency, with the weapon is meaningless as you can take a weapon to Draco and max rank it and dump it while having never fired a single shot with it. Hell; you could make an 8-forma weapon while getting zero kills and never actually having it be in your hands. I have several primary weapons that I just don't have the patience to rank up because I find them unusable. So I'll probably go to Draco to finish them. I have to do something I don't want to do because there is no viable alternative available. Understand that it's not Draco I'm against; its grouping with people. I already group with people for a couple of the sortie types cause it's not particularly feasible to do them solo. That is more than enough social interaction for me and I would like to spend the rest of my game time enjoying the game; not checking Facebook.

  2. Fifield: in an effort to reduce the length of this post I won't be quoting you but will be responding. 

     

    Firstly; I play solo precisely because I don't want to force people to play the way I want to play. When I do group I do what I can to keep up and be an effective member of the squad; I simply prefer a different play style than rushing to the end so I find grouping to be no fun. There is nothing about playing solo that is outside of the way the game is meant to be played; that's why there is an option to play solo built into the matchmaking system. I'm not playing the way you choose to; but I'm not suggesting you play it my way either. What I am saying is that increasing difficulty for everyone because a few people find it too easy is bass ackwards.  My specific point was that difficulty can only be adjusted one direction by the players. You can make it harder on yourself to a nearly limitless degree but there is a limit on how much easier a player can make the content within the bounds of the programming.

    I stand by my statement that players can challenge themselves and further state that every game has that built in. Look up people in FPS' using only a knife. Or playing an RPG with only one character or as low level as is possible. That is a person who decided to challenge themselves rather than ask for the game to be changed to meet their desired level of difficulty. Every game can be made trivial. Whether it's using the BFG in Doom or hitting max level in an RPG and having fully maxed stats with the best gear, it is possible. It's not really fun to be overpowered; but it is possible. Does warframe make it easier to reach that point than some games? Yes. But it's harder than in other games I've played. 

    Now I'm not blind to the fact that intentionally handicapping yourself takes away from enjoyment. Knowing you could one shot everything around but not doing it to make things more difficult is not something most people like doing. I don't have a solution to that. I dislike that feeling almost as much as I dislike going on an exterminate mission and getting single digit kills because I forgot to put both rush and armored agility on my frame and everything is dead while I run through an empty level trying to catch up. 

    I also want to point out that I like the discussion happening in this thread of what exactly real challenge is and think that is a good avenue of discourse which may solve a lot of problems in discussions of this nature. I would like to add to that discussion but I don't have anything coherent enough to put into words. 

  3. So I agree with the OP on the concept of fake difficulty but disagree with his example of this Tac Alert. While I think the 25 energy limitation was necessary due to only having melee enemies to fight and powers being completely against the whole purpose of this event (Tenshin specifically wanted you to use melee skills; not powers); the continued and increasing reliance of DE on removing player control from the game in order to add difficulty is a terrible direction to take the game. And I blame the forums for it. Every time someone comes here and says something is too easy while they are playing a frame specifically designed to trivialize content is the cause of DE adding in more and more completely boring or annoying enemies.

    I have this to say if you think something is too easy; challenge yourself. Don't require someone else to create difficulty for your enjoyment. Have a little awareness and make something that will challenge yourself. Is this alert easy for you? Play it with Prova. That still easy? Forma your frame or your weapon or both. Don't bring a Companion. You have infinite combinations of gear, mods and ranks of both those things which can increase or decrease difficulty for yourself to suit your level of skill and play. Don't force your level of skill on other players; which is what is happening. If I were a recent joiner to Warframe I wouldn't keep playing it because the grind, which has been continuously made more arduous because of people complaining about it being too easy as well as that period where DE decided they wanted to be the end-game boss of their own game1 (hint: how well does that work out for the end boss of ANY game), is simply too long and annoying when you have to deal with enemies which remove your control from the game. This is speaking as a primarily solo player who hates grouping for almost any mission besides defense or interception. I refuse to group for anything with an objective that you have to travel to which removes exterminates, captures, sabs, and deceptions completely because I don't want to race through to the end and I'm not a leech. I want to play the game and enjoy it rather than just run as fast as possible to the end. It's why I use Loki so much; invisibility allows me the opportunity to explore the levels without fighting enemies the entire time. But I don't make other people wait for me to do what I want and that means I solo probably 90% of the time including sorties. I do group for interceptions and sometimes for defenses/MD's. Survival is generally solo and spy is always solo. The only really annoying part is it means I can't get one of the mods from the moon as at least one of them absolutely requires a second person. 

     

    1 This was the period that started around the Phoenix event which rewarded Tempo Royale and ended around update 18 or a little before. This was when DE got upset at people saying the event was too easy so they went back and released a further round with level 100+ enemies on an interception. It might have also been melee only; I think it was but don't quite remember. After that event they made a large push to change all the top farming locations to be less efficient. Some of these were actual fixes but mostly it was that every single area which was deemed the top area was getting nerfed as soon as it became the top spot. Which of course just made some other place the best to farm. DE really should have realized that they cannot beat gamers and trying to do so is going to bring nothing but trouble. You have to give people reasons to do something besides exploit or make exploiting as a concept pointless. Making exploiting pointless being impossible as for some people the act of exploiting is the entire reward of doing so; you are pretty much stuck with giving people reasons to do something else. Most people won't exploit if they can get results using other methods. The problem is that we currently have a system where some people are saying everything is too easy while a lot of other people are having issues and relying on the cheap methods to proceed. Then they might come to the forums and say that they think the difficulty is too high and a bunch of people who aren't having trouble chime in and say it's too easy.

     

    TL:DR You can make something harder yourself if you find it too easy; you can't make something easier if your best is still not enough. Those posting the methods of making it easier rather than just saying it's too easy are doing it right. If you say how a person can make it easier it gives them an option of making it easier on themselves while not changing the difficulty for everyone. Wanted to make that clear as if you say why you think it could be easier for others is not the same as saying it is too easy and needs developer changes to satisfy lack of creativity on the users part.

  4. Zweden: nicely done, I like that one. 

     

    As as for the topic; I find it ironic that for a melee based tact alert the reward was the objectively worst melee weapon which also uses the subjectively worst stance in the game. A weapon which I don't think it is even possible to complete the tact alert with. If someone can actually solo run the assassination portion of the tact alert using only the machete, which means no kubrow, sentinel or specters, they deserve a special medal. 

     

    It's not that the alert was particularly difficult; I did it solo without any issues, it's just that the reward is just so terrible. I don't even care if they buff the weapon as I hate the stance too; I just find it funny. I do appreciate the tact alert being available as something for us to do and I understand the inclusion of the machete as an existing weapon which lowers the burden on the team to come up with a new reward as well as providing a method for players to get it if the missed it before it was removed originally. I get all that and am not saying the reward should be changed or anything; just that I find it funny. 

  5. My wish list is only one item.

    Allow solo play without depending on gimmicks or flavor of the month items. Solo play is already the hardest way to play the game. Here's a short list of how it's more difficult:

    No shared affinity means you actually have to use your weapons to master them slowing progression to a fraction of group play (not to mention completely avoiding the "mastery" aspect of ranking weapons)

    More enemies spawned than the per person total in a group

    No chance of being pulled out of bleed out

    No aura stacking

    The enemies have one target so you are constantly under fire

    Can't divide and conquer

    There are other reasons but I think I've made my point.

    I accept that certain mission types, while possible to solo, are not practical to do so. High level defense, mobile defense and interceptions being good examples. I don't mind having to put in extra effort to play missions simply because I'm anti-social. I don't like playing with other people very often or for very long. But I have a bunch of sidearms that I doubt will ever get leveled because they are completely useless to kill anything with. Couple primaries as well but the problem is much more pronounced in the sidearm category.

    I don't have a solid suggestion on how to fix the overall issue of solo play being inherently more difficult; but you could at least help the mastery issue by giving any affinity earned by a player an equal amount split between the frame; weapons and kubrow/sentinel. It wouldn't apply to any affinity gained from shared affinity and wouldn't be factored into any focus or syndicate gains; but would allow the completion of some of these terribly weapons.

    Clarification: by terrible weapons I am not talking about low dps weapons exclusively; it can be any weapon which a person hates using. Like I hate the kulstar with a passion. It has good stats but I find it almost completely unusable. For me it is mastery fodder; for someone else it could be their favorite weapon; the specific weapon is irrelevant to the point.

  6. I like the op's ideas and I also like the ideas suggested by KiDTooN504. Either or a combination of the two would definitely get my vote. Oberon might have been the first frame I wanted to get; prior to that I had a buddy suggesting frames. I do have another idea for Reckoning though.

    Reckoning: Oberon conjures a sword and shield to fight with. Blocking with the shield results in no damage and his guard cannot be broken from repeated attacks, either holding the button to block or actually blocking an attack should drain energy faster however. If Oberon stands still while blocking he gains armor from each his he blocks, amount dependent on strength of the blocked attack, which results in a 30 second buff applied when the ability ends (either from running out of energy or toggled off). Blocking also increases the threat the enemies feel Oberon poses which causes them to be more likely to attack him.

    Sprinting then blocking causes you to shield charge in a straight line blocking any attacks coming from the front only and any enemy in the path is rag dolled away (like the juggernaut charge but maybe not moving as quickly). Once the shield charge starts there is no cancelling it and it is affected by duration mods.

    The armor buff at the end of the ability (if you stood still and blocked attacks) would be affected inversely by the mod which causes status effect to clear quicker (I can't think of the name right now but it says status effects clear a certain percentage quicker: for Oberon it would also increase the duration of the armor buff when the ability ends). Damage from shield charge based on melee mods; sword attacks based on ability mods like intensify.

    I don't know if my idea is any good but it does seem DE has been on a kick recently of fourth abilities giving you weapons to fight with rather than it being an AoE or fire and forget type of thing. Thought the shield based version would mesh nicely with his being a paladin and giving him increased threat generation means he can actually preemptively protect the squad by drawing the enemies fire.

  7. I agree with this; I am not happy that I was given inadequate information regarding the skill trees prior to making a decision which is not changeable. I don't even know where or how we get more/different lenses which suggests it is a rather tedious process. Plus the greater lenses only needing four lenses is a pretty big sign that they are going to be quite rare. I'm fine with the rarity in general, but not if I'm tied to a focus which wasn't explained well. Especially since healing, as that is countering the enemy apparently, is not something I really worry about as my primary frame is Loki.

    To be fair, I didn't know the choices I made were going to result in anything and had no clue regarding the focus system at all; but I consider that my fault as the information was available and I just didn't read up on it. But I don't think adding a preview of the different foci is an unreasonable request.

    That being said; amazing experience and I think this is the best quest so far released. Thank you DE for all the hard work that went into this quest line; it shows and it's fantastic.

  8. I started playing midway through cryotic front and hit MR 18 about a month before update 16. I had a lot of time on my hands and felt it would be wasting affinity to not be ranking something up so I ended up ranking up most everything. I've said before and I'll say again: MR is not to be used to determine skill. I was MR 13 or so before I started running a significant number of missions with other people so I had no idea how to play with a full squad. All MR shows is that you have played enough with different weapons to have a basic understanding of what they do. And that's not very important. As has been said; someone with 1k hours with a single frame is most likely going to know everything about that frame whereas I played banshee to 30 then never used her again because I didn't enjoy the experience very much. I may be MR 18 but I've played with some MR 2 players who knew more about banshee than me. A better factor is what their mod rating is and did they level those mods up themselves or did they buy them maxed.

    I know the frames I use regularly quite well and can play a wide variety of roles with different frames. It allows me to be flexible beyond what a lower ranked Tenno might be capable of but that's it.

  9. So I figured out why this is; though I doubt I'm the first or only one, but it bugged me for a couple weeks before the light went on. During the initial Vor's Prize quest line the enemies can ONLY drop broken mods. Can't have those be mixed in with the regular enemies loot tables. The bigger question is why are they in the codex at all? Remove them like they have removed other event or quest based enemies (such as Ogma Elite). Same with Chroma as the two times you fight him are considered a completely different enemy for data sets (so you can't complete the defense portion by rerunning the previous quest.

    The chroma entries beg the question of why he requires 50 scans but whatever.

  10. My build for Hydroid is specifically a looting build. Pilfering swarm scales with damage (the amount of loot you receive increases as your power strength does) and you want to have a very small area in which it is cast to ensure you hit all the targets in that area. The number of tentacles is fixed so less range equals higher density. Keep in mind that the tentacles will only grab one enemy per cast. If they grab an enemy and it dies instantly it will not grab another. But enemies running through tge tentacles will take damage from each tentacle that they contact. Ideally you need a small tunnel or corridor to give the smallest surface area on which the idiotic tentacles can spawn in. Keep in mind the tentacles are incredibly stupid in how they spawn. It has no bearing on enemy position or what would be most effective. Assume they will do everything possible to avoid touching the enemies if there is any way for them to do so.

    The problem is that you want low duration as well, unless you are camping a corridor in which case low duration just means you are casting more. I use fleeting expertise, rank 3 streamline, rank 8 transient fortitude, redirection (use puddle liberally to recharge shields), pilfering storm, intensify, rank 9 narrow minded and one floating mod that I tailor to occasion (usually primed flow but occasionally I use curative undertow for team healing). An effective method is to puddle somewhere in a small corridor till you have a group of enemies collected; pop out and use the small recovery time from enemies having to stand up to cast swarm then either puddle or get out of line of sight before the enemies not caught in tentacles can kill you (tidal wave is useful here even with such a short duration as you are invincible while is active). Works great on survivals on any tileset.

    For defense switch out narrow minded for continuity as there are no good choke points on defense missions so the lack of range will hurt. Conversely you can replace narrow minded with blind rage or natural talent so it remains very short duration but has more power so you can spam cast it. I base this decision on whether the mission is against infested (continuity) or grineer/corpus/corrupted (blind rage). Unless there is a Loki using disarm in which case it's continuity.

    Any other mission type I tend to use rush as Hydroid is painfully slow.

  11. Ok, I'm MR 18 (not that that makes any difference but I say it to show I'm not a low MR player whining about higher ranked players getting better stuff than me) and the only way I would even consider supporting this would be as a augment only slot; obtainable at MR ranks 10 and 30 and only usable on rank 30 frames.

    At MR 10 you have easily done most, if not all, of the missions or at least the high end ones (t4 void and such, probably all the raids), but it's easy enough to get that many players will reach it trying to find weapons they like and getting the mods ranked up enough to really be considered a mature (think adult age wise not mentally) player able to know what to do and how to run missions solo and in squads. This would open up a brand new reason to want to get higher MR besides being a completionist as well as provide a secondary effect on an ability.

    Still not completely sold on the idea even if it were suggested in the form I put forth but I would at least consider it.

  12. It doesn't matter what other people think the best weapon is and given that they have yet to mention Kohm in this thread they don't concern themselves with pure dps. Burst, sustained, whatever. Kohm is THE highest dps weapon in the game. Period. Nothing comes close. By which I mean it has double the nearest contender. Plus innate punch through and no damage fall off despite it being a shotgun.

    That being said it's completely irrelevant. The only thing that matters is what you like and how competent you are with your weapon and frame. Well, that's not true. The biggest thing you need is mods. Nova is middling. Until you get mods to increase duration and power. Ditto for every weapon and frame in the game. Mods make or break you.

    That is why you should find a type of weapon you enjoy using; be it bows, shotguns, rifles, beam or whatever. Do that by getting cheap; easily made weapons and playing. Don't concern yourself with "best" or anything like that. The Kohm I mentioned above? Killer wind up, large spread and bullet travel time. All factors which are not related at all to how good the weapon is, but will determine whether a player enjoys using it and will become good at using it. Take the Opticor for example. Very high single target damage with unlimited range and a little aoe on the shot. I can't stand that gun because I don't like charge weapons. Dirto for bows. But I put three forma's on Dread because I use it when soloing stealth missions.

    Finally; put enough forma'd and the right mods on pretty much any weapon and you can turn it into an end game weapon. Not necessarily the "best", but it will get the job done. So don't worry about what other people think and how they rate the weapons.

    Personal choices which I use frequently and enjoy:

    Kohm; Quanta; Dread; Synoid Gammacor; Vaykor Marelok; Twin Gremlins; Phage; Hikou Prime; Despai; Orthos Prime; Redeemer; Jat Kittag; Scoliac; Dakra Prime; Dragon Nikana; Kogake (but only with the Grim Fury stance. I hate the Brutal Tide one, though the breakdancing is fun I find it unusable).

    For frames; I use about 7 regularly depending on situation. Maybe more. Loki for stealth; nova for group activities if I'm not disarming with Loki, Hydroid for farming. Really; the frames are all about how you use them; having the correct load out for what you are doing and knowing how to put together a good load out for what you are doing. And of course having the experience and mods to actually do your role in a mission.

  13. I'd personally be satisfied if when I'm targetting a single enemy and I cast hentai death it would actually hit that enemy. I don't know how many times I've used the ability and only one enemy is in range yet it still doesn't hit them. Tentacles all around the enemy; yet they seem to specifically avoid hitting anything. It's why I use fleeting and transient without any duration mods. Got the ability down to 3.5 seconds of duration so when it does stupid things I can recast it without waiting forever.

    But yeah, I like the ideas put forth in this thread and support them 100%.

  14. Are you using mouse and keyboard or a controller? I use a controller and I've had this happen many times and I figured out a reasonable fix for it. Hit the fire button on your mouse and it usually goes back to working. Since controller users still have to have a mouse handy anyway, it's more of an annoyance than anything, but it is really annoying. It'd be nice if they got it fixed though.

    If you are using a keyboard and mouse I hope this gets looked out and fixed though.

  15. I've been thinking it's just me (I use R3 for use) and thought I might be accidently hitting it. This messed me up all the time; especially on excavations where I may not want to pick up the power cell that's right next to a excavator with 90% power, full shields and 10 seconds left on the timer.

    Possibly related and it's not necessarily a bad thing, but I sometimes am walking by a downed player and will start reviving them without pressing the button. Like I said; not a bad thing except it locks me into the action (and I can't get out of it, like I had hit a life support capsule or something) and I have died because I was trying to clear the area before reviving but got locked into it.

  16. The whole topic is flawed because the OP did not include Kohm which can reach over 100k sustained dps. True you will never see the full effect due to spread but on the other hand the punch through means you can clear a hallway faster than any weapon in the game by a long shot.

    Penta's dps is impossible to account for due to the explosion. It's an aoe weapon. The more enemies in the blast the higher the dps is going to be. You also need to take into account effective dps. You will waste ammo on every weapon mentioned with the possible exception of Latron wraith and that's only a small possibility as getting a high enough firing rate to achieve that dps means you're going to shoot more times than are necessary simply due to reaction time. With higher dps comes more wasted ammo because you aren't good enough to accurately calculate the exact shots required to kill something on the fly and so you will shoot more than is necessary. Take Dread. It can easily hit for 100k on infested. Does any infested have 100k hit points? Not that I can find. So regardless of dps; the biggest factor is how much effective dps are you able to generate. Little preview; it's gonna be a lot less than those numbers say.

    I didn't bother actually looking at your builds because if you aren't including Kohm you aren't actually interested in the topic. You have a personal outrage directed against the opposing side and will shut your ears to any viewpoint that contradicts what you want to believe. Evidenced by you editing the original post with a martyrdom attempt. "Oh I'm so ignored by the oppressive developers!" Have actual facts and data before starting a topic like this and once you are proven wrong be graceful about it. You aren't a martyr. You aren't being ignored. DE isn't sticking their fingers in their ears. You are wrong. Completely and utterly incorrect in ideology, methodology and conclusion.

  17. I definitely like the idea of a cooldown but what happens if you exhaust the available rewards? Will it reset or will it just not give you anything? I imagine reset would be what you're thinking, but just thought I'd throw out another factor. Also; how to deal with endless missions. Would they be exempt from this or would that have to be taken into account? As for multiple people having cool downs on different items; it would probably end up being either the host or the key holder who determines what the cooldowns are. And I would say the cooldown only applies to the host or keyholder. So not only would the host/key holder determine what loot is inaccessible; they would be the only one who gets a cooldown applied upon receiving the item. Like I said I like the idea; just trying to flesh it out a little bit.

    Another idea would be that multiple runs generate a different reward each time as long as the runs are consecutive. Run a boss three times; guaranteed all the parts. Run twice then run something else and you start fresh. Again; it would probably be tied to host/keyholder or maybe even whole squad. Any change of personnel and you start fresh. Not sure that is a good idea, but it's an idea.

  18. First of all; that picture was uncalled for. What did I ever do to you? I need some brain bleach.

    Secondly: it never says specifically that kubrows are Orokin created. It says that the orokin saw potential in kubrows and genetically modified the existing creature into the breeds we have now.

    Lastly: obviously they came from the minds of someone at DE. I don't think this is a nonfiction game. It's called pretending and having fun with the lore involved in the game. Do you also go to lord of the rings forums and inform people that Sauron isn't actually mustering an army? Seriously; it's a fantasy game. Enjoy it.

  19. So I searched the forums and didn't see anything about this. All the evidence I can think of points to kubrows being an evolutionary descendent of platypi.

    Here's the breakdown:

    Furred creatures which hatch from eggs. Check

    Webbed feet. Check

    The nose horn is close enough to a beak.

    An amalgamation of random creatures which almost definitely must come from Australia. Check

    I don't know where the poison stinger is but I'd highly recommend not letting them hump your leg.

  20. I'm disappointed in not having a new toy to play with and I don't like the armor attachments (apart from syandanas in general) but it's nice for people who missed primed continuity to get another chance at it. So I bought one of each even though I already had the mod. Might be useful for trading or just so I have another one. Plus I had all these ducats burning a hole in my pocket and this is a better use of credits than burning them to keep warm in my Liset. For anyone wondering; credits smell like victory when you burn them.

  21. While I defintely agree that nullifiers are a terrible concept for an enemy; even if I completely understand that they were added in response to the problem with power spamming and mostly agree that something should be done with that, I think they are here to stay so I'm trying to come up with ways to deal with them. As for being forced to spec into something: puncture damage without full squad corrosive projection. Use it or fail high level stuff. The precedent of forcing spec is already so highly entrenched that to remove it would cause more uproar than anything. Rep farming on Draco. Can you even find a group that isn't two excals, a trinity and either a rhoarno (which is what I think a roar based think should be called) or a total eclipse mirage as a damage buff? Though to be fair, I don't know personally caused don't rep farm at all much less with that set up. I prefer running missions like tower defense or survivals to get ducats with my rep.

    Though if any enemy were going to be removed it ought to be swarm mutalist moa's. My buddy has a good set up so he runs a lot of the graphic options at high levels and more than two swarm moa's start locking up his system from all the particle effects. It's not so much they are too difficult to deal with; just that they kill game performance and are annoying. Ever had one get stuck in a floor? Can't kill them but they will constantly spam swarms that are impossible to get rid of. Stupidest enemy ever.

    Edit: I didn't mention before but I support the above posters suggestion regarding an emp pulse type effect on nullifiers instead of the constant "I'm dropping on top of you and you're gonna die before you can recast invisibility cause everyone knows where you are despite the whole invisibility thing" crap we deal with now.

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