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Achievement-get

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Posts posted by Achievement-get

  1. When you enter Ophelia, Uranus, you're immediately put into an underwater Archwing segment where you have to swim up to the surface to set off the alarm. When I got on land, however, my kitgun wouldn't work. The sound and animation would play as if I had fired it, but no projectile would come out and it wouldn't damage enemies. Anyone else experience this?

  2. Title. Got into the Plains, could only use my weapons. Tried resetting keybindings, and checking if my Number keys were broken (they're not). Anyone have any possible fixes?

    Edit: Nevermind, fixed it. If you go into options, there should be an option called "Use Ability on Selection". It had been switched off for some reason. Could I get a mod to lock the thread please?

  3. The F*** are you guys talking about? The "shill" youtuber? Yes, people showered him with gifts, but he said that he wouldn't be opening them anymore, and if he did have to open them, he would open and then sell whatever was inside. He wants to actually earn his gear and go at his own pace. You know, so he doesn't burn out in a week? That alone should tell you he wants his experience with the game to last. If he didn't care about Warframe, he'd be blowing through all the new content that people sent him (and are probably still sending him).

  4. Looking at the stats, this weapon just isn't good at anything. It has a 2.5x crit multiplier, but a tiny 7.5% crit chance. So no crit builds here. It has a 10% status chance, and a sluggish attack speed of 0.883 attacks per second. The only Pros I can give the Kesheg is that 1, the base damage is good and 2, It looks badass.

  5. So I made a post about how the Hema mutagen costs were obscenely high (Main points being that not every clan is full and active, and that not every player has the frames for a meta squad that the devs seem to be pushing on us). I keep refreshing the page, looking for replies when suddenly it's just gone. Normally when you get a post deleted a mod will send you a message about why it was deleted, but nothing came up in my mailbox. It could be that there was a lot of Hema posts and you had to keep the front page from being flooded, but if you could tell me why it was deleted, that would be great. Otherwise I feel like I'm being censored.

  6. Note: This is not bashing any of the Devs for the mutagen costs of the Hema, I am simply pointing out some things they assume about clans that are just plain wrong. Taylor is the messenger, she did not decide this policy. Treat her as you would [DE]Rebecca.

    TL:DR at the bottom.

    Let me start off with [DE]Taylor's quote.

    To meet the Mutagen Sample requirement, each Clan member would need to contribute 500 samples. 

    First off, everyone contributing 500 mutagen samples would only work should a clan have the max amount of players that it's respective size could hold. Even then, every person would have to be active, and we all know that neither of those things are true for any clan. For instance, I am currently in a mountain clan of 69 people, around half of those being inactive for over 2 months. Of the 10 people that are on today, only 2 people may want to contribute. So far, we have 500/150,000 mutagen samples, and we'll be lucky if research is completed by 2035.

    Depending on what kind of squad you run with, the requirements can be met after running a few Orokin Derelict Defense missions (especially if you have a few Nekros’ to help).

    Take a look at this reddit thread and you'll see that's not the case: https://redd.it/5jx17g 

    Also, you're balancing around the most efficient farming setups again, and the last time you did that it didn't go over so well (See:Excavation). Again, not every clan is full to the brim and buzzing with activity.

    Many of you may already have the required samples, if not more, already in your inventory.

    2200 hours on steam, I have maybe 350 mutagen samples. This is from playing Daily.

    Ultimately, Clan research is meant to take cooperation and effort. It won’t necessarily be something that can be done with resources you have lying around already.

    While this might be true in most other cases, a Clan should not need every single member to be in a Meta farming group (which most players might not even have the frames to fully utilize) plus 80 platinum worth of boosters. This is a very quick way to induce burnout, which, as developers, you should be trying to avoid. 

    Although we do not intend to make any changes, we appreciate constructive and respectful feedback.

    Here is a piece of advice that would have saved you so much trouble: Please play your own game. So far, I've only heard of [DE]Rebecca playing the game normally, and the one time I've heard her voice her opinion on stream she'd been shut down almost immediately ("Well I think you're wrong" Pretty much killed off any chance for healthy discussion).

    Or, if you don't have time for that, take the Subnautica route and give out an experimental code that allows reputable players to download an update before other players (excluding things like quests and Prime Access, of course), which allows them to give critical feedback such as "This enemy does too much damage" or "The research requirements for such and such weapon is too high" or even just "You can fall through the floor in the new map. Fix plz". Then, after you feel the update is polished enough, you can release it to the public. This way, you don't have to rush out hotfix after hotfix to eliminate bugs that could have been caught in development. We're all Beta Testers anyway, right?

    TL:DR: Not every clan is running at the optimum levels that you say they are. Balancing weapon costs (or anything, really) around Meta farming squads is not good, you should know this by now. It would benefit you greatly to play your own game. Look at things from the perspective of the player. No infinite platinum, no instant level 30 weapons, and no infinite resources. Play the base version of the game that you give to us. Feel  Or at the very least, allow reputable players to point out flaws in your game, like bugs or obscene resource costs before you release the update to the general public.

    For those of you that stuck through that wall of text, thanks for reading, and please tell me what you think about all this.

     

  7. Not mine, but I feel it explains the want for Universal Vacuum pretty well. Not Vacuum split into 3 mods, UNIVERSAL VACUUM. ON FRAMES TOO.

     

    Have you ever played the "card game" 52 pickup? It works like this: I take a deck of cards and toss it into the air. You pick it up off the floor while I laugh at you. Fun right?

    No. No it isn't.

    How about this. We take all the resources you need to progress in the game, and we scatter them around the floor. You have to stop playing, spot them and pick them up one by one. While under fire. Fun, right?

    This is why 90% of players use Carrier, and this is why people want universal vacuum.

  8. AND NO I DON'T MEAN THE SAME TEXTURE. 

    Basically, if you don't know what I'm talking about, lots of players on the subreddit have been noticing that what was originally the accent on the normal syandana is now the Primary on the Diax Syandana, as well as some other mixups. This syandana looks great otherwise, it's just that this new mixed up colour designation can clash with a lot of fashion frame stuff.

    Either that or (and please, I'm begging you) let us have separate colours for syandanas and armor.

    EDIT: "Some other mix ups" being the secondary is now the tertiary.

  9. Just now, DarkDemonXR69 said:

    I hope for that too. And If Im not wrong founders have something like a direct line with the Devs, but dont know how it works or how to ask direct questions to them to be showed on the devstreams

    They had the Design Council forums and In-Game chat, correct? I'd honestly love to see some big founder/warframe youtubers get in on this.

  10. 13 hours ago, ZaeXithos said:


    Okay DE.  I'm going to step back from the actual decisions being made here.  I want to talk about the philosophy behind them, and what you, as developers, need to be thinking about when you make these changes.  They smack of kneejerk reactions, without understanding the deeper meanings of why things happen the way they do.  So as someone who's worked in game development myself, I'm going to help you bridge the gap between player's-eye viewpoint and dev's-eye viewpoint.

    Now, with any content you make, people are going to look for strategies that beat it.  That's the nature of the game.  It's the nature of every video game - to overcome the challenges the devs have put before you and reap the rewards, then use those rewards to meet and overcome the next set of challenges.  Your goal, as a developer, is to provide a challenge to your playerbase that is difficult enough to require strategy and tactics and preparation, but is also winnable within a margin of error that is humanly achievable.

    Warframe's highest-end content has a serious problem with that.  Once enemy levels get into the 60s, 70s, 80s+, survival becomes increasingly binary.  You are either alive and strictly invulnerable, invisible, or sheltered behind tens of thousands of intervening effective health points, or you are dead the moment you are exposed to enemy fire.  First it's the bombards, who deal ridiculous damage over huge AoE.  Then you notice that seekers and eviscerators are one-shotting you too, and soon enough you fear stepping outside that Frost's bubble for even a half second lest you catch a stray Grakata round and spontaneously evaporate into a cloud of gore.

    Some people look at that and go 'nope, not playing that, that's not fun.'  In the interest of full disclosure, I'm one of 'em, typically.  I've never been fond of games where one slight mistake will end you.  This is why I don't play sorties, despite the rewards.  I don't know a lot of people, I don't like trying to put together a team for it, and it has such strict requirements on what you can and cannot bring to the table that most of my arsenal is useless in it.

    Others, however, look at that and go 'challenge accepted.'  They will look for ways to overcome even this extreme difficulty.  Like Ivara surviving while invisible and using sleep arrow and covert lethality to score kills regardless of armor and HP.  Or Blind Mirage rendering entire spawns comatose across an entire map and then merrily obliterating them one after another.  Or Ash using a combination of invulnerability and finisher damage to kill enemies he could never take in a straight fight.  Or Excalibur utilizing EB's range and blind-spin to get free finishers and stay out of reach of enemies while still benefitting from his sword boost passive.

    The fact is, players look for ways to trivialize content because there's content that's very good at trivializing players.  It is, in fact, using content-trivializing strategies is the only way to survive player-trivializing content.

    When health and armor don't matter, and shields are merely a formality between enemies and your health, your best guns take off mere slivers of enemy health, and all the buffs in the world won't fix either of those situations, that's when players reach for the nuke options - invulnerability, invisibility, scaling damage absorption, finisher damage, finisher openers, and instant-kills.

    What's important to remember is that players are right to do this.  You made the content capable of obliterating anyone without these tools; therefore, players are going to use the tools you gave them that work.  And they're going to keep using them, until you either take the tools away (nerfing), or the tools are no longer necessary and there are more efficient and less-drastic means of accomplishing the mission.  If my guns started to deal damage again, and my shields and health could actually survive a bullet or two, I might decide to use them over wtfhax bladestorm/stacked snowglobes/BLIND BLIND BLIND SLEEP SLEEP SLEEP FINISHER FINISHER FINISHER.

    So here's what you, as game devs, need to do.  Ask yourselves the question, "What are players SUPPOSED to do to defeat this content?"  And gear your changes towards THAT.  You need to make a hard decision as to what gear and what methods players are allowed to use, and which are exploitative and need to be either nerfed-out or compensated for.  The answer "Players aren't supposed to defeat this content" isn't an acceptable answer; it's a terrible GM that measures success in trashed character sheets, and likewise it's a terrible developer that measures success in Game Overs.

    Finally, you need to look at rewards in the light of the effort required to get them.  If defeating a piece of content is supposed to be a difficult task and a momentous event when you and your cell succeeds, then the rewards should be commensurate.  The rewards need to be something immediately good and useful.  If you throw out player-trivializing content, and then say to those who beat it "Congratulations, now run it five hundred times more if you want a reasonable chance to get the actual good rewards from it" then they're going to look at you, scoff, and walk out.

    This is how you make good gameplay.

    Please. Is there anyway, AT ALL, to be able to PM the developers on the forums? I want them to read this, on the next devstream, and see how they react. The only time that they've posted here is when someone cussed them out (I think, didn't read the post before it was deleted) and I could feel they could get something out of this, for the better.

  11. I, honestly, won't be doing the event. Well, at least not the grinding up to the Kela fight. I'm gonna be farming all the rare stances (Vengeful Revenant, Four Riders, that sort of thing) that drop from stages 2 and 3, and then I'll just buy the event mods (if they interest me) with the plat I get selling the mods.

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