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Cubewano

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Posts posted by Cubewano

  1. 6 hours ago, M3JA said:

    Same old story. DE gives us something fun then nerfs it. I say we start using kuva kraken so that it gets nerfed

    Over powered things aren't generally all that fun in the long term, and can be a host of problems for overall game balance which is the thing that does create lasting enjoyment. I promise you though that this new power development for a single gun that has only been in the game a handful of days will not ruin the entire game if reduced. 

    • Like 2
  2. 44 minutes ago, warmastercain said:

    I know but its easier to make cautious shot work on all self damage primary just drop a hotfix 

    Apparently it is not or DE would be doing that. Just like DE taking such a long time to get rid of stasis because it's tied up in other massive chunks of code it's likely the way they did cautious shot is a similarly complex an slippery slope not worth trying to detangle if possible. 

  3. 12 minutes ago, (PS4)sweatshawp said:

    If it was accessible as a popup right there we wouldn't be here. 

    I mean so far as in-game information goes, on opening the actions menu for a valence transfer there is a description for the action saying "Dismantle a matching weapon to transfer a boosted version of its innate damage bonus to this weapon" which flat states it is just a elemental transfer from that weapon to the primary one, then it double downs on that notion again on the confirmation screen where it lists the growth from the combination alongside side the stats and forma count of the consumed weapon with a notice stating it will be consumed and the process cannot be reversed. For a person who just observes in-game information the only thing they should be expecting is an elemental boost as that is expressly what is shared through all text around the valence system, there is nothing however that indicates forma would carry over through the system.

    • Like 1
  4. 2 minutes ago, MysticDragonMage said:

    warframe difficulty defined:

    it is only easy if you pick the best gear without taking your own personal play-style preference into account. it depends on perspective.

    for example, i like Excalibur. sure, he's not the best frame and only appreciated in niche situations with blind, but he cannot be built to Damaging levels like saryn. you wont see me carrying an 8 forma'd tigris prime around on missions. im the one to bring a nikana prime to a fight rather than a fancy riven'd zaw. thus one could argue my experience is more difficult compared to others who prefer optimized builds. no, ill just keep hitting a Laphantis with my bow, thank you. if one thinks that i need to optimize, then i'd argue that either all playstyles need buffs to make the game officially a power fantasy, or their's needs to be brought down to a certain level to make the game more difficult.

    power fantasy or difficulty?

    choose one, cause its impossible to have both.

    it would tear this community apart deciding.

    moreso it's only difficult if you play in isolation without large portions of the games progression systems, gear choices, and mods, because any of those aspects can break this games delicate difficulty balance. 

    you can debate if that's a good state of affairs to be in if you'd like, but that is the state of affairs, difficulty isn't a difficult thing to find yourself falling out of favor with in this game, and it is far from min maxing behavior to eliminate.

    it is also not remotely impossible to have both a power fantasy and difficulty in a game, power fantasy is more about a thematic feeling, difficulty is mechanical, both can coincide with each other perfectly fine if done well. You can look at any of the devil may cry franchise, or bayonetta, or god of war, or metal gear even, for proof of that concept, heck even Warframe at a time had a morsel of difficulty to it and retained being a power fantasy at the same time, and arguably it was more peaceful then where opinions on gameplay were concerned. 

  5. 4 minutes ago, kapn655321 said:

    Would you still want it with solo extract being a thing? Effectively: longer missions for less reward?

    If they want the old void back arguably it'd be longer missions for more rewards, as opposed to our current one reward per relic setup with multi layer grinds, but otherwise it's not wrong for people to enjoy different experiences. some people like higher scaling difficulty, and properly organized gameplay and coordinated team compositions, and since this is a videogame and the whole point is finding enjoyment that's swell and dandy. 

  6. That's unfortunate to hear, and there isn't even a vote prompt? You'd think after all the progress DE made on extraction management, especially for individuals in persistent play content, they'd find a more reasonable solution than just lotto tickets draws that everyone on the ship will want the same thing. 

    • Like 1
  7. Yes the game is too easy, so much so you can't even functionally exist in a co-op anymore at times without being fully disengaged from play because of just how easily a single person can empty out entire vats of content. Whether that'll ever change I'm skeptical of, DE seem often terrified to bring in power values, but perhaps after the advent of melee 3.0 and its overall success they'll realize reactionaries aren't the crowd to kneel to, and commit to some form of more reasonable balance one day that allows for broader engagement. (railjack is arguably in that direction as well honestly)

  8. 7 hours ago, Anthraxicus said:

    I think it is also tied to popularity. Why in hell would DE rush a deluxe for Zephyr if nobody plays that frame? It would be a waste of time and resources. More popular Warframes are more likely to sell more deluxes than garbage frames.

    Some frames also get a deluxe close to or with a rework, as happened to Wukong or Nezha, and both help to boost sales, as people get more interested in trying out a good rework and buy a deluxe along the way. Granted, Ember should have been given the same treatment, as she has one of the worst deluxe skins out there.

    I'd agree but that doesn't seem reflective of any release patterns I've seen, it does just genuinely seem like they pull the picks out of a hat, or otherwise just let their selected artists pick free form. Sometimes they'll try to push frames that are behind though as we know that was the case with Hydroid, but that's about it as we've been made aware. 

    And yes it is nice the times the do reworks with their deluxes, though to note Wukong's was prompted by his prime not his deluxe, and apparently wasn't requested/planned by DE but just something Pablo felt inspired to do by noticing his priming was coming and offered himself up for. Ember for sure needs a better deluxe than the faux deluxe she has now though, wish they had brought something with her rework. 

  9. 3 hours ago, Diavoros said:

    Because the existing Nova deluxe skin is an absolutely terrible, so she was in dire need of a better one. Of course she has cool Tennogen but does't make up for having such a deluxe skin, hopefully Ember gets the same treatment as her deluxe is also a disaster. As for Mirage, her Prime is as good as a deluxe, would be hard to top it.

    Ironically it seems Nova's first deluxe may still be the better looking one excuse the helm. 

    But really, DE don't seem to strictly regulate what frames get deluxes in what order to any notable level of strictness, they just take what people have ideas for at the time or at most send maybe a list of frames of preference and let the artist pick what they prefer, so if she hasn't gotten a deluxe by now odds are nobody they work with has thought up anything of interest for her. It's doubtful they are basing order on how ugly they think other designs of theirs are, or Ember would have been the first on their list for a second deluxe opening.

  10. 14 minutes ago, Miser_able said:

    OK fine. Gendbent skins. 800 plat. Pay up. 

    Probably moreso in the 100-200p range like most base deluxes are, maybe slightly cheaper than the average (165p) since gender variants are probably cheaper/easier to produce than entirely new concepts. And of course if they decide to do more things ontop of the skin swap like with deluxe bundles do then fluff plat values up to those new items relative value in combination with the skin. 

  11. 21 minutes ago, LoriSei said:

    Pls don't mess this up DE...

    It's a skin not a big update or anything

    We've already seen the base model so there isn't really room for speculation left, either the design appeals to you or it does not, it's far too complete to expect DE to change it from now to its release in any feasible way. 

    But who knows, maybe the other items in its set will curb its reception. For me I'll just stick to Asuri with alternative helms as I wish so it seems. 

  12. 2 minutes ago, Miser_able said:

    if it were applied to ash then people would want it for their favorite frames because "ash got it, why can't ____"

    which indicates demand which further suggests the potential for profitability 

  13. 10 hours ago, White_Matter said:

    What a reasonable request. 

    I'll pass it on to the dev team. And while we are at it, we can also ask for all gender variants of all frames. 🙂

    I would be down for a male Saryn ngl. 

  14. 13 hours ago, Miser_able said:

    Except that wisp was 1 frame. Gender bent skins would mean redoing the meshes and stuff on EVERY SINGLE FRAME that's 70 new meshes to do, and then 2x as much work for every new frame that comes out. 

    The OP just asked for an Ash one, nobody said it had to be a blanket system, or that it had to be done all at once. The rest of your argument is the same stuff DE thought about deluxes at one point or another, and that proved fairly wrong. 

    • Like 1
  15. 2 hours ago, Miser_able said:

    Not gonna happen. It's more work than just a skin, it's full remesh and that's a lot of work for little return. 

    Same could be said about Wisp and all the custom animation work that went into her.

    That said, they could arguably just sell such a skin like they do with deluxes, those clearly are of good enough return to keep DE making them. 

    • Like 1
  16. 27 minutes ago, kapn655321 said:
      Reveal hidden contents

    thumb_oh-so-youre-hungarian-endo-name-ev


    CC is a niche interest. It's an underwelming niche for it to exist. If it exists, it should be less underwhelming. Anything that helps that be less underwhelming is good. Affinity is ONE tool toward that, and I'd welcome your suggestions while we're brainstorming here. Go ahead, pitch your hat in the ring to what makes CC worth it to you.

    Yes, adding it into combat like was mentioned earlier with how ground finishers work among other things. Yes, better loot incentives, and affinity, too. All of those aspects. More interactions.

    There's No reason to slow down, and you seem to be opposed to adding any if it's not on par with DPS meta. As a body of potential incentives and opportunities CC can be brought into a good place.. Which is why we're sharing some ideas here.

    And none of this will move it out of that, which I assumed was the intent here. Throwing a bunch of side additions to complicate the overall game at no lasting effect towards making CC viable doesn't seem like a practical effort to be fronting honestly. 

     

  17. 2 hours ago, kapn655321 said:

    I'm saying it may be a useful tool in incentivizing CC. Possibly with Affinity Orbs. It was back and forth brainstorming, so don't put me on the spot here.. (but if you're gonna..) I've often considered that there's a way to use Hyekka Master units for affinity farming. .... however they're entirely too tanky to accomplish this. As I mentioned with a logistics type unit... (that improves in drops over it's life span) similar methods could be incorporated to reward affinity orbs,

    What if there are more ways to handle Hyekka units than just killing the cats? Like... giving the cats a consumable to convert them.. and they follow you around racking up affinity orb drops. There was a thread earlier this week suggesting we use the fish we catch as consumables to give buffs to pets (crit chance, health, damage types, etc.). could incorporate that with getting affinity out of Hyekka. (You would need them CC'd to even consider this tactic.)

    What if the proposed logistics units put progressively more affinity into lockers? What if Counter attacking with CC had a reward incentive? A Samaris thing that Slowly studies enemy reactions in a group, and rewards you with affinity through scans.. a stagger phase that improves chance drops of affinity (that is not obtained through loot augments.) These are ways that you can make it a game that appeals more to CC players, that isn't just killing.

    Potential benefits to sweeten the pot with a unique challenge designed to be appropriate to CC users, much in the way the current grinds are unique to DPS users.

    But you still haven't supplied a feasible method on how to achieve that goal, pretty words make for little real application. You're perception that Hyekka Masters are too tanky however gives me pause as to how familiar you fully are with this games systems and balances. 

    As I've already supplied before, offering more affinity farming methods isn't going to help cc frames outside of specific meta farm events to begin with, people aren't looking to slow down a mission to optimize affinity on a casual exterminate or capture. It seems like it'd be a niche interest at most that skews player resource acquisition for no lasting playability gains. It also runs the risk of splintering group interactions by adding more differing objectives per mission for people to stray towards that may not entirely be agreed upon, which isn't preferable for a online co-op shooter. 

    The bonuses for any of your suggested behaviors would again have to hold significant impact to steer people away from just clearing rooms to initiate it. Something more than an affinity bonus, or even minor additive resource drops, and it'd have to be of consistent value across multiple mission and over multiple individual reward goals to properly give CC some reasonably consistent value. And as I'm not sure such a reward exists to a reasonable measure, it again falls to needing to be put back into the pacing of combat more than just stamped onto it as a niche side incentive. 

    1 hour ago, zehne said:

    I mean...

    When I get new weapons sometimes I want to level them fast.  This usually means running sleep build on earth for weaker weapons (can get stealth kills) or sleep build on Adaro (for weapons that can kill ~~lvl 30 bombards).

    But I still always consider doing spy missions.  ESO...I mean sometimes, it's a gamble. And sorta feel guilty if I get in a group with someone who wants to go 8 rounds when I only have 2 ranks left to go.

    In short, if there was a higher affinity reward for doing things like spy missions, I could/probably would use/enjoy that method for ranking things. (I've got millions of focus and nothing to spend it on).

    While i'm at it, I do like the idea of more loot, but not necessarily resources. Usually resources are 100% meaningless to me because my stockpiles only grow and have no use.  To that effect, why not something to reduce my stockpile?  Like drop a special fissure energy resource from spy vaults when done without alarms that allows you to open a relic inside the orbiter.

    While we're at it, why not add new types of lockers to the game?  There are already 'secret' rooms on most tiles, why not add special lockers inside of them?  Add a hacking mechanic to them perhaps or maybe a 'short vault' where you might have to avoid 1-2 cameras/lazer fields to not trigger the alarm (Sort of like sabotage tiles to extract coolant, but made smaller and fit into the secret rooms inside tiles)

    How would boosting the affinity rewards for spy missions make CC a more viable combat tool for overall gameplay? 

  18. 10 hours ago, kapn655321 said:

    Unless we went with some sort of affinity orb system.

     

    Could certainly use more elements than just affinity orb drops, sure.

    If it's good for loot in a way that doesn't make you lose, is kinda the thought.

    So you want to redesign the affinity system? To what?

    And it again needs to be more than just good for loot, because again we have cc frames that are good for loot, optimal even, and they as well take the back seat to nukes in a majority of content outside premade meta farms. 

  19. 2 hours ago, kapn655321 said:


    Hold up there, 'cause the affinity may have a very good purpose. Re-balancing away from the Need to use the DPS meta is the goal.. which is certainly part of the affinity node you mention. I could use Saryn in ESO... but I don't, because that's just more DPS meta I don't enjoy.

    Players who play CC for it's function, aren't the same players (traditionally) that play efficiency for efficiency sake... it's inherently counter productive, right? I don't go to those nodes, BECAUSE I don't run meta.

    Those missions have expectations and term limits that suck the joy right out of em'.  MY affinity gains outside of that are paltry and depressing. o_O At best.

    If there's a way to juice a little more focus farm value out of regular nodes, (Doesn't have to be half as good.. just viable enough for the truly dedicated. A 2nd rate farm, bu not an abysmal one.

    Question is.. how/how much?
     

    Your affinity solution still needs killing to be optimal, and to that people would still default to a kill frame all the same since it remains the safest bet for how to approach a mission, outside of course organized premades but that's a far more niche discussion to approach. 

    Outside that as said before people don't particularly care about being optimal or more efficient in standard modes, if they did they'd just be doing the optimal options, or using at least semi optimal frames themselves, most people are just doing missions to get through the mission, not for alternate reward sources like loot or affinity, so bolstering it wouldn't matter so long as it didn't turn the place into an optimal farm location. People won't slow their exterminate or capture to get a sliver more affinity on a mission they clearly aren't present in for affinity.  

    If you want CC to gain value it has to be able to augment the ability to complete the actual objectives of missions to some note worthy level, and for that to happen a much larger conversation and rebalance has to be done about player to enemy balance, because that is what is leaving it lacking. Support skills have no value in the shadow of things that never need supporting or otherwise in the face of things that offer no threat.

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