masterofdetiny

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About masterofdetiny

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  1. masterofdetiny

    Coming Soon: Devstream #122!

    Topics I'd like to see covered. 1) A real roadmap of content to come. The current hype based non-schedule is pretty lackluster, and leads to more disappointment when "promised" features take months to even be addressed a second time. 2) Returning events and lore. This is a frustrating mess personally. I played through the introduction of infested, the tubemen, and the saga of Alad V. Starting a new play through, none of this makes an ounce of sense. If your new players are expected to disregard the lore and play the game blind then you really shouldn't hang the game on an extended story. 3) Syndicates being more integral. When I left for the first time the Syndicates were relatively new. Since that time, they've had bits of lore integrated into the story but are still largely a decision without consequences. It's frustrating to have to choose, and discover that the "reward" is simply a grind for augments, archwing gun parts, and a paltry assortment of mid-tier weapons capped by captura scenes. When are they going to be more than another grind (Simaris scan style). 4) Rework of animations. Without meaning offense, somebody needs to leash the animation team. They've consistently taken short animations and made them longer, presumably to look cool. On the other side, these animations are a frustrating mess in the midst of the horde shooter this game is. Asking for a bit more restraint is something I'd like to do, but what I truly desire is to sit them down and tell them to halve animation times across the board. 5) Relay rebuilds. You rebuilt one relay, and then stopped. Can we discuss all of the others? I wouldn't presume that each one would be Strata relay style unique, but the lack of any discussion after the first is mildly frustrating. 6) When will content drops match cosmetics? Looking back at 2018 the content drops were infrequent, with comparison to the cosmetics. Tennogen and skins are appreciated to some extent, but the "Free to Play" aspects of Warframe are getting lighter and lighter as the years go on. Maybe instead of a year long open world push we could go back to monthly small content drops, sprinkled amongst the cosmetics. It's getting harded and harder to see the game as grind and a store with sprinklings of fun in-between. I've got so many more, but at this juncture there's too much. Maybe this is the year I appreciate DE more, but if it's another year of half communication I'm likely to take another break. It's just...I'm not sure how long it'll be this time. If Warframe can't get better, there's nothing to come back for.
  2. masterofdetiny

    Fortuna: Hotfix 24.2.6

    Dear DE, Welcome back from the holidays. It's now been a full work week back, and it's time to review where we stand. 1) The Profit-Taker is largely a broken mess, that you power through. I've had arch-gun not able to spawn, not able to despawn, an inability to shoot, and inability to use powers, an inability to detect damage because the host pin ranged from 300-1500 ms, an inability to recharge energy because the dash wasn't detected, and a continuous spawn loop because the knockback into fluid forced respawn into fluid, etc... The rare "good" group is fun without a Chroma. You have some fun challenges; there aren't too many insta-deaths by lightning that ignores turbulence, enemies are controlled enough not to stun-lock and insta-kill, and most importantly the Profit-Taker fight itself is rewarding enough to repeat. It's the rarity of these fun times that is frustrating, because every good one shows ho much fun this could be. 2) Your animation department needs to forego rule of cool, and value brevity. This is always a frustration, whether it be pickup/drop of a datamass, Zephyr's turbulence rework, or the archwing spawn in, there's too much pin-cushioning to watch the same stupid animation and be satisfied. The two easiest solutions are to shorten animation, or to give a 99-100% damage reduction while animating. I support looking good, but after about 13 animations for turbulence I just don't care anymore. Arch-gun is even worse, as being killed while in a 2-4 second animation is just frustrating. 3) Oxylus...doesn't suck. While the stat are middling, the investment is huge, and one of the two precepts is hot garbage the other is great. It removes the grind from PoE, then building, and constantly popping out a dye which has a finite range. While Carrier and Helios aren't going to be replaced on a regular basis, the fishing suddenly being easier in Fortuna and the Plains is pretty awesome. I'm looking forward to another precept finally dropping and making Oxylus a floof hunter and fisher to make it entirely optional but invaluable for that optional content. 4) Arch-guns suck. Imperator and Imperator Vandal seem to have the same stats, ones that are significantly less impressive than most of the assault rifles. The Grattler is an invitation to suicide. The Fluctus is interesting if not quite functioning as visuals would indicate (huge wave, 1 damage source on orbs...sigh). The Velocitus is actually great...And everything else is hidden behind another 72 wait and grind through the missions to get drops. I'm going to call my Opticor better in every way than the Velocitus, with the one exception being charge time. That same phrasing is possible for all other arch-guns. This is a shame, given the cost and quadruple layered grind (syndicates, catalyst, forma, gravimag). Even after enough runs to get the 60-60 mods and rare mod drops I've just nothing to care about. It's a shame that these weapons are just not worth it once the rewards from Little Duck are all had. That isn't right now, but a constant content flow isn't sustainable to make arch-guns interesting. 5) Conclave and Lunaro are still dead. 6) ESO and SO are leveling tools for affinity gain, and you still can't use them unless somebody there cheeses it hard. Thank you Saryn. 7) Arbitrations are...let's call them even less interesting. If you've got a glut of stars, something you have to stop and pickup, then you're already into the grind deep. At 1,000,000+ endo I literally don't care. The extended nature is annoying. The drones make an otherwise interesting high level event a slog, which makes certain weapons meta for the wrong reasons. I don't have quick solutions, but nothing offered here makes this worth it. Hopefully we see quite a few fixes in the near future. What we have now is a long sting without contact and capped by a holiday livestream which was...let's call the snark about the frustration a bit perplexing. I look forward to hearing from your team soon...but hold no great hopes that my comments will ever see direct answers. A new day, but it just feels like another year of hoping Warframe gets better faster than its bad bits grow. Fingers crossed.
  3. masterofdetiny

    Fortuna: Hotfix 24.2.6

    Agreement. At this moment I can do about 98,000 damage per shot to the Profit-Taker with my Opticor during the Gas damage phase (about 80,000 without Crit. when setup for Gas). I do about 500 damage per bullet with the Imperator Vandal when all damage is counted at the end (kitted for Radiation). I do 200-300 when I during the best IPS damage and 15-20 for the worst. During the Puncture damage phase I can get 32,000 damage per shot with the Opticor. The Vandal runs out of bullets in about 1.3 minutes when I'm opened up. 1500*300 = 450,000. 250*80,000 = 20,000,000. The only issue is the Opticor takes about 1.5 seconds to fire as modded. The Vandal makes up for it with a 1.5 second animation on startup that can't be initiated in the air, and thus is 1.5 seconds where the new melee units can jump from half way across the battlefield to score enough free hits to down me despite 1000+ shields, 1000+ health, and 65 armor. My Opticor charges in the air, and punches a hole with blast damage. All of the above is using a Zephyr for mobility and CC. None of the Chroma buffing. None of the bonuses from a buffing frame. If Archwing was a good weapon, balanced for its cost, then I'd not have an issue. Let's review the cost of an Archwing gun. First you have to have the gun, and they're largely locked behind both syndicates and dojo research. Once you've got that done, you build it and have to apply a potato. I'm leaning on this as a "requirement" because of implementing the guns hastily as a means to ship this before the end of the year (but I'm open to other answers, I conjecture this because it's the easiest answer). Now that you've got a gun and potato, you've got to level the thing. There are a limited number of missions, and nobody plays them outside of events. Now that you've gotten past that, it's time to add mods. Oh boy, the only way to get them is to grind archwing, or go to the plains and pray to RNGesus that a Dargyn drops what you need. Now you've got a single Archwing gun, what about the next? There are currently 9 guns, and each of the subsequent weapons requires 72 hours of build and farming rare resource drops from the Profit-Taker missions. If you just want the unique Archwing guns, so you can test them, that's 24 days of waiting for the Gravimag installers. Now, the more horrible bit. When launched, you got one of the components for a drop (repeller, stmo, gyromag). That was...I cannot even put it into words without cursing. Then, you've got a broken system where if you change mods on the same weapon you equip for archwing and heavy on the heavy side the changes simply don't transfer. On top of this, the cosmetics are locked to the A setting for the heavy gun, but you can change them in regular Archwing gun settings. My Opticor required one forma to craft, and 6 to add the appropriate slots. Let's call it a 7 day wait, and 8 with grind. You literally can have 3 Archwing guns in that time, assuming all you are waiting on is the Gravimag. If you've got Syndicate grinds it'll be 3-4 days to get syndicate rep and the parts, time to build, etc... This is using one gun, the Opticor. Insert your favorite primary and secondary here. Additionally, factor in a Riven mod. I'm pretty sure a Braton Prime could out damage my Archwing gun. This is why people have issue with the Archwing guns. Archwing was pushed out the door too early (those of us around might remember running in space upon launch, because the Archwing didn't load), bolted on without regards to integrating it with the other mission types, and is being integrated now so Archwing doesn't die. It's telling that I earned Magma Chamber during the one event it was offered during, and since then the other three 60-60 mods haven't been offered until the Profit-Taker (2+ years later, though closer to 3). It's also telling that DE implemented a functionally interesting idea (Archwing was so powerful that it's needed to penetrate the shell of the Orb) in the poorest possible way. I'm looking forward to DE taking another crack at this, and hopefully making what they originally promised; namely, Archwing will be a weapon system with high costs and restrictions which will allow you the power fantasy of wielding something truly devastating. This being said, I don't hold high hopes in the near future. DE is unlikely to just shoot out a new mod that adds power, balancing archwing content to more powerful guns is going to take more labor than they seem to have given Archwing since launch, and everything said here is going to go through 3rd party analysis to determine what offers the most bang for the proverbial buck on time investment. It's a great idea to get professional moderation to these forums, but based upon my experience it's taking a developer one step farther from the community. Based upon this, we need to speak out when things are unacceptable from a user standpoint. Allowing things to not get called out is going to reinforce the sentiment that everything is fine, which will retard and progress we can make. I don't believe DE will ever listen, unless we start screaming louder. This is why Melee 3.0 wasn't rushed to the table to nerf meta weapons, why damage 3.0 was halted when the community largely asked if DE was serious, and why if we want Fortuna to be better than Plains 1.3 that we need to speak up. It isn't apparent, but I don't hate Fortuna. It has been a large disappointment, with a few bright spots. I'm largely raising criticism because the good elements are being drowned out by failures that make seeing the good difficult. I like Archwing guns being integrated, but it was done very poorly. I like having boss fights that are more than invincibility timers to prevent curb stomping, but not when they are linked to server side issues that aren't resolved in a timely manner because they were pushed out before an extended holiday. I appreciate DE experimenting and improving on the open world, but not when the game becomes a slideshow if your host is on a terrible connection (that setting ping limits doesn't seem to effectively filter). Warframe is a hard game to love. I cannot recommend it to new players, because the game simply isn't Free to Play done well. It's a game that requires investment to experience the content, requires monumental grind because of low drop chances, and extends play by using those same drop chances to force a decision on whether your time is valuable. On the other hand, I love the core gameplay loop of shooting and looting, movement is freedom, customization is...largely ok if hampered by mods that are useless, and DE shows enthusiasm for their work. I wish that the hesitance wouldn't balance the good in the game, but with so many games out there at $5 it's impossible to not ask for better from DE. It's impossible because for the price of $70 you get enough platinum for slots, a few pallets, a single prime, a couple of weapons, and an icon. 38 current frames, with 3 slots to start. 8 slots for sentinels and Moas, 2 slots for organic pets, and enough slots for a couple of "vehicles" spread amongst Archwings and K-Drives. There's no real way to earn platinum, so after about a week you've hit the pay or grind and sell wall, where most players seem to decide to leave. If DE could make the concerned effort to just do things right before moving on to the next thing I'd gladly change my comments, but DE hasn't ever finished anything before moving on. I'm hoping that the lessons of PoE, that took months to straighten out, can finally be realized in Fortuna. This is a stupid hope, as we already have Fortuna 2.0 rolled out, but I still hope. I can only offer feedback and pray that they take it before I leave on another hiatus because the game is frustrating and it never seems to offer signs of change without community outrage being a driving factor. Call me an idiot, but I want to believe that this time it won't require caustic outrage to fix a basic problem, which DE seems incapable of seeing despite it being obvious to those playing the game.
  4. masterofdetiny

    Fortuna: Hotfix 24.2.6

    After spending enough time to let the bile sour, I think it's time to look back on this update. I'll summarize here and suggest that for every step forward there was three back. I am not happy, and have enough experience and distance from launch to be able to express my distaste with minimal vitriol. Arguably my initial response after the third black screen, fifth team wipe, and fifth instance of damage not being detected was a string of profanity about how broken the situation was. 1) It released way too early, and bugs were actually introduced in hotfixes. I'm looking at you floating corpus units. This is a common theme with this game, and is something the community needs to push back on. It's tiring to get new content, only to discover that it is broken in ways that basic QA should have highlighted prior to release and thrown up a red flag about launch viability. Perhaps a lesson might be learned about Fallout 76, and pushing a buggy mess of a release being damaging. 2) The content was thin, and largely still is. The Moa companions everyone went crazy for are largely all the worst bits of sentinels (lack of tankiness) with the worst bits of biological pets (suicidal and stupid AI). Kitguns are good, if invested into and Arcanes are applied. Unfortunately they have optimized builds with little opportunity for viable secondary configurations (read: more materials = better guns). Floofs...yeah. K-Drives are largely inferior to Archwing and have large associated grind walls to get components. The inclusion of Little Duck with no content was a slap in the face. Now we've got 2.0...and it's meh. No new Kitguns, pheremones allowing you to influence RNG with literally no quantification, and Little Duck offering quests that are depressingly meh for another grind to get stuff is depressing. Baruuk could be the best Warframe in the game hands down (spoilers, he seems to be a gimmick so that idea is DOA), but the grind through Profit Taker battles is the only real way to get him. Getting the bits for the Archwing guns is a frustrating run against RNG on mission 2 for efficiency's sake. It's more content, but none of it makes me want to care or justify the 12 months of time between it and PoE. 3) Fortuna is still broken, with regards to the Orb missions. Mission 1 I have to do myself, because otherwise I can't get it to work. After a dozen runs only 2 worked with groups, and each time is a new failure. It might be enemies not spawning a datamass when you need to capture a location. It might be markers not spawning because the quest became broken. It might be the host losing connection and a migration causing the quest to break. It's a fresh new failure every third run. The third mission is interesting, but the reward for the time investment just isn't there. I get the same for running mission 2, and running mission 2 I can be in the lift and done before the game prompts the dialogue for having killed all of the directors. Likewise, the Profit Taker mission is a joke. Sometimes I can't pull an Archwing gun...because. My Opticor literally has better stats and 2 meters of punch-through, but it won't work when a machine gun with less damage (Imperator Vandal) happily plinks away at health. Likewise, I've been stuck in a resting pose after using Mesa's 4th ability and the game deciding that I could do nothing but float in a direction. Zephyr has been locked out of using any power, going into operator mode, and switching weapons. The only reason to endure this insanity is 6000 standing guaranteed is infinitely better than extended grinds through a low occurrence random drop of an item worth 1/6th the value. 4) Rewards suck. Oxylus is a terrible sentinel. One of its two signature abilities is a crappier form of Animal Instinct in practice. There's two captura scenes...because 260,000 standing is a fantastic expenditure of literally 10 days at minimum (MR 26 = 27,000 standing a day, meaning 10 days to get 270,000). Operator cosmetics would have been great, until you see they are locked behind huge sessions where RNG drops can only be sped up by spending real currency. Most distressingly, another warframe is being held behind a huge grind wall of RNG drops (looking at you guys Nidus, Harrow, and Khora), but more frustratingly the drops are most adequately resolved playing a bugged out mess of a boss fight that seems to simply be a "throw everything at the players at once and it'll be a challenge" boss fight. 5) The Profit Taker shows all the worst parts of Fortuna at once. Let's count them. The first is a "wanted" level that doesn't work consistently. You go from a minor threat to having the world gunning for you from outside your engagement range in what seems like moments. This would be difficult and rewarding, but the units attacking you largely spam stun-lock moves and simply murder you unless your're bouncing around like a jack rabbit on meth (a hyperbolic statement, but I'm trying for some levity here). Following this, you've got a boss that doesn't telegraph some attacks, which are instant death. I'm looking at you, triplet of magnetic discharges which can literally inst-kill frames. This wouldn't be so bad, if the boss could be damaged. Instead it uses a rotating complete damage resistance to stall for time, and making almost every weapon less effective because a large percentage of its spread is useless. Once you work past all of this, you get the reward of a single 6000 point toroid and 6 bonds (1 familial, 2 medical, and 3 advances if memory serves). This would be great, but to get these fights you've already got to be fully ranked with SU. Likewise, the boss ends the mission by detonating, so there's no reason to appreciate the spectacle. All of that frustration and the reward is generally to sit waiting in the elevator for the mission to end and allow another round of grinding to start. 6) Archwing weapons are horrible. This is more of an observation, but equally as relevant to the state of the release. An Archwing gun was supposed to be a heavy. My Opticor can kill a Trencher in one hit. My Imperator Vandal takes 30-50 bullets. I'm waiting on another upgrade to test others, but if my "heavy special" is less capable than by Opticor then it's neither a heavy, nor special. Most frustratingly, the act of summoning the gun is an animation. While using said animation, you can be swarmed and killed easily. The catch is you can't summon in the air, so there's no work-around for vulnerability. So, how do we fix this? Point by point: 1) Don't release this game early. Lay out a road map, communicate expected features, and update the road map as things happen. It's more structure than what you have now, but it keeps things like the string of content creators bashing the drought of content from happening. Pointing to a plan, which you will need to follow, is an easy way to silence criticism. 2) Stop selling hype. Sell what you're offering. Archwing was supposed to be great, and it fizzled. Lunaro and Conclave were PvP for Warframe, and they fell so hard there's a crater from where they impacted. PoE was the next newest thing, and it released as a largely underwhelming experiment into open worlds for a corridor shooter producing company. You're in the midst of selling Railjack as the next big thing, and it needs to stop. Show the concepts, be real with expectations, and stop talking about things on your streams and promptly both never addressing them and promising them to be amazing. Seriously, learn from Bethesda. A beloved IP has crashed and burned so hard in less than 3 months, that they may need to review their futures. They promised the moon, delivered a game that was Fallout 4.12, and like Icarus their waxen wings burnt up in the harsh light of day. 3) Basic QA. Basic coding. Delay releases and tell us the truth. Believe it or not, crap like the recent Khora related bans make us more frustrated when you don't outline the issues and why they are issues. If you talk honestly, without the PR spin, we'll support anything you can logically argue. This is how a DRM software middleman (Valve, courtesy of Steam) became a virtual monopoly of the software market without a violent consumer uprising. 4) Do not nerf the Kitguns. Change the components to offer more unique modifications (firing style, elemental biases, and QoL changes like silencing and penetration), rather than simple balanced + and - spreads. The Moas need separation of their cores (polarities and levels) from their aesthetics, and they need real differentiation. Put simply, the later inclusion of new brackets was insulting because you either gave up the aesthetics, or reground the Moa because you liked the visuals. Right now, Moas are the same after gilded and hitting level 30. After you get the MR, you should sell them off as slag. Finally, rework Oxylus. Make one precept influence conservation, making it easier in come way. Likewise, give it a precept that makes mining easier by slowing the indicator down when nearing the sweet spot. Use this as a jumping off point, introduce a counterpart to Oxylus in PoE whose blueprints were recently found. It'd share the mining precept of Oxylus, but have a fishing assistant precept. Both would drive home a link between the Plains and Orb Vallis, and you could have a single prime sentinel between the two as a precursor design bent to the planets in question as the environments evolved. The ideas here is laying out useful content treading new ground, rather than rehashing previous ideas. Remember the time that Carrier was the only companion, because its precept was vacuum? 5) This is less concrete, so please humor me. Some lessons were learned. The bounties having "optional" components for "more" standing was an incentive to make them challenging without actually offering more content. Kudos. The more active enemy patrols made the world seem less like pockets of content in a sea of nothingness. Kudos. The problems stem from a seeming lack of awareness of 20 years of progress since Final Fantasy and its RPG ilk. Maybe playing the game is necessary, because it never seems like the released content has a thorough play test. Noxes were a response to Grineer being the "easy" faction to power spam. Nullifier were the response to the Corpus being the easy faction to power spam. Mutalists were the answer to long range engagements with players. Now Snipers and Trenchers seem to be the answer to closing open world distances and stun-locking players. None of previous "fixes" were great, but these Trenchers and Snipers actively prevent play styles. Playing anything solo, without a shielding or constant damage mitigation technique, is functionally impossible. Likewise, the inclusion of bonds was interesting but one type per level makes them less of a tool and more of a frustration. The "relief" the Orb fights offers with 6 middle tier bonds is entirely bizarre, when you consider that the only "reward" after leveling up with a syndicate is to never have to grind middle tier again unless you want one of the relics or mods. Please, just play the game and think like a player. It seems like that simple task is missing when we get new content, structured such that it just doesn't make sense unless you've spent years with the game and understand its unique brand of moon logic. 6) Drop Archguns as heavies. Keep the requirements for an Archgun to heavy component list. Create a new character in Fortuna that you have to go to for mission 4 (pushing mission 5 as the Orb fight). Craft your own Heavy in the Kitgun style, and keep it as a launcher. Have the Liset drop the gun on command, creating an invincibility field while equipping from the physical drop. Kill two birds with one stone by creating content, without being beholden to smashing the old stats into the new mold. It's content created with some new ideas, and not beholden to a complete rework of a system which is "not broken." So, in summary this is a thoroughly disappointing launch. You've not appreciably improved from the PoE failures, and that's the primary disappointment. Please, just open real communication and set deadlines for reasonable content drops. The current murky "when it is ready" is thoroughly incompatible with the hype train weekly streaming with tangents and data which are months to years away. I understand wanting things to be a surprise. Let me help you. If you want sustained mystery, and you're afraid of data mining, then refer to content drops in categories and relative size as you define. If I saw it'd be two months before I got a content drop with 2 minor faction content additions and a warframe with quest I'd be hyped about the warframe and not worried about it being months away. It's like the hype for Vlad before Revenant...made its way to the game. The magic is if any one content pack was less than thrilling, I'd have something else to focus on. Right now all we have is more Orb fights, with no time table, and a broken set of quests to spend the holiday season grinding. Beyond this, it's Railjack....sometime in 2019 hopefully. If you don't get it, then fine. I just won't ever be hyped because I cannot trust you for transparency. Any other permutation of this logical experiment leads me to believe you have apathy for your customers. Neither idea is healthy and a lack of frank and honest communication, overlooking hyperbole and enthusiasm in selling your product, is something we sorely need. Please, give us something to support our enthusiasm. If you don't, it's going to be another fall from grace when everyone wakes up to the one sided nature of this transaction and the consistent lack of self awareness and growth when faced with similar problems.
  5. masterofdetiny

    Fortuna: Mesa Prime - Hotfix 24.2.2

    That was a disappointment. I regret earlier blind statements of positive reinforcement based exclusively on the described content. So, getting this out of the way. 1) Rewards for the relative challenge are stupidly wrong. I thought this insanity was fixed when you started with the rest of Fortuna, then a level 40-60 mission rewards a single item at the end of a three phase mission. You can literally earn more simply by doing the lowest level regular bounty. That's better rewards, more often, and more standing. More insulting, the orb dropped an uncommon mod after all the shenanigans. Can we get a lesson from the Eidolons and get rewards actually worth the investment please. It's souring me on this whole update to go through all of it and find nothing to appreciate. 2) Unskippable cut-scenes every time can go straight to ****. I've self censored, but the frustration of these for a mission that doesn't reward is...I cannot adequately convey it without a stream of curses. 3) The required grind for new content is insane. One reward every three phases. Uncommon rewards for what you need. Getting at most 3 of the rewards. A single piece of research costing 10 of these items. Let's call it a 10% reward chance, every 9 minutes (cut scenes as a part of this). The grind literally makes none of the new items worth it, because they'd literally have to be game breaking to sit through all of this 4) Bugs. It's a real kick in the teeth to be fighting the orb, and have it decide to glitch out mid animation. Great, I stripped health twice, and then I can't finish the battle because the animations broke and it's invincible. More swearing was my response. 5) The new content is...sigh. A new captura scene for full standing. A couple of new lures to make conservation more grindy, along with pheremones to make even more steps to a frustrating system. Topping it off was more Moa parts...nearly two months too late to be of value. The aesthetics are what these seem to be about, as a single polarization is only special prior to the painful grind of gilding the Moa so you can potato it (Moa companion is Moa dead and Moa suicidal). 6) Removing another viable weapon with self damage. RIP Staticor. I get decreasing the size of the AOE, but to utterly relegate it to the trash bin by a nerf of everything that made it viable is just sad.. Apparently all of us players using it were abusing an exploit. I'm using this as a segue to bring up the banning of people for using the Khora bug, because this is a similar instance of a broken mechanic leading to a powerful weapon that you retroactively decided to nerf. Nobody seems to be eating a permaban for using it... maybe the same nuance can be offered to others here. It'd match nicely with the heel-turn on professional moderation. Most importantly, it'd be a win-win for DE showing they can own any hasty decisions and be better for it. 7) Enemy spawns are idiotic, as a function of a broken response to actions. Go back and play the earlier GTA games. Ones where you went from 1 to 3 stars by killing three people, and the huge NPC response made it impossible to do anything. This is what we've got going here. A first experiment that needs to be fixed. This is difficult when playing, and frustrating when farming the Toroids. Now, facing off against the orb on Orb Vallis is an exercise in frustration. Your new Corpus units are almost all capable of AoE with no cues. The spawn rate is through the roof. You literally wind-up with a wall of enemies stun locking you, until the orb takes a cheap shot and removes you from the battle with an attack that cannot be responded to because a dozen new units felt that while you were pulling an arch gun they should take that time of forced pincushioning (it seems to appear out of the ether, and simply immobilize you like an animation is being called that doesn't exist resulting in the perceived freezing) to make you their toy. There's three easy fixes. Don't spawn the AoE units like this, fix the wanted level so it can be managed while fighting, or fix the units so they telegraph attacks and stop warping around. I'll take any solution, preferring the later because the hyena unit clones are interesting to deal with when they literally stop animating in one location and appear in another when fighting on a regular basis. 8) Stability. I get new content means a flood of people. If you're going to make the game unplayable during every content update then maybe you should release less, over a greater time. I'm just tired of being sold something grand (Fortuna 2.0), and getting a buggy mess where whole segments seem to not have been tested for basic issues and balancing (seriously, 2000 standing for an orb with no special drop, the archwing grind, bugging out multiple times after a release, and two hotfixes in hours implies a lack of QC which is beyond acceptable for even a beta). Please DE, you can do better. I retract earlier positivity. Please fix this mess by patching. Fix it quickly, give us adequate rewards, or you've got another Lunaro here. Fantatic ideas, killed by poor execution and grand promises which were oversold and under delivered upon. I don't want to see another Plains, where 4 months were needed to get it past a grind whose only value was the sparse content needed to tide you over until something better was released (or a recurring event was patched in to cover the lack thereof).
  6. masterofdetiny

    Fortuna: Mesa Prime - Hotfix 24.2.2

    DE, Let's talk. I'm going to offer praise. It's not a reward, but it is a fair balance to criticism. You seem to have made good on the 2.0 moniker. This is what Fortuna 1.0 should have been. This is the content that would have offered a complete experience. Likewise, the updates and improvements to the Arch-wing system seem to actually make it worth using. Can you please just hold off on future updates until something like this is present? I haven't had the chance to play test, but all of the improvements and content seems like a huge leap forward to making Forrtuna worth the insane grind for artificially rare items. Likewise, please keep working on fixes. Fortuna being patched is much appreciated, even though the fixes are less revolutionary and more evolutionary. Likewise, it's nice to get two warframes in the span of the same quantity of months. The drought seems to be over for the holiday season. Hopefully the rapid patching means this will be stable enough to cover the holiday season. Rest is likely much appreciated at DE, and it'd be even better to be able to enjoy some unabridged gaming time. Stupid naming aside, thank you for closing out the year on a good note, even if it's been...less then fantastic over large stretches. Happy holidays.
  7. masterofdetiny

    Fortuna: Hotfix 24.1.4

    I will say it again. Stop. Think about what you are saying, and get a full picture. At one point Excalibur's Radial Javelin spawned a sword right in front of enemies, allowing for a room clearing move through obstacles. DE stated that room sweeping was a bug, so they retooled it to be line of sight and to have a finite quantity of projectiles. This was released as intended, defined retroactively as a bug, and the above patch was implemented once DE discovered that people were spamming the ability for fast affinity gains. Mesa was released as the pistol master frame. The radial attack with regulators functioned correctly, until people discovered the terrain of Draco, combined with a few additional frames, would allow for nuking the entire place and fast affinity gain. DE identified this as a bug retroactively, and patched it out because the power "wasn't intended to be used like that." Again, people gained affinity and rewards too fast so this went from a feature to a bug. You selectively seem to dismiss this, because Onslaught now exists. People used broken systems before Onslaught, so DE played whack-a-mole. When players found a way to maximize affinity gains DE patched it out to keep all the rest of the content relevant. Imagine for a moment DE sat down and discovered ESO and Hydron were 70% of the content players did (it seemed like this back in the Draco days). Now imagine instead of acknowledging that this was a bug and fixing it they nuked everyone's account who power leveled on Draco. Remember, if you were Mesa all you had to do was depress your mouse, frost had to maintain a bubble, and Mag required an easily . Now we've established a lot of what DE puts out is broken. You seem to agree by citing Chroma and Wukong. You've also acquiesced that despite knowing these are broken, DE leaves them in because...reasons. Call it a balance you define, or call it minimum viable product, but the endgame is you are incapable of identifying where a bug, feature, or exploit are sufficiently delineated. Chroma was working as intended, but then identified as a bug, and finally patched out when the bug could be exploited for actual gain. Does that mean everyone using Chroma for single target damage prior to the fix exploited a broken system? It would logically follow the definition of words to say so, as DE is retroactively capable of defining anything as an exploit according to their ToS and EULA. What happens when DE decides that the next frame's programmed features are broken? What happens when Baruuk is capable of accelerated affinity gain like Equinox, and both are determined to be an exploit? What happens when Garuda is found to be able to one shot bosses by inflicting a dual viral proc.? When exactly does Hydron usage for power leveling constitute an exploit of the game? These questions are simply potential issues, that DE could reasonably call exploits retroactively. If they decided to do so, the precedent is that you get a permaban. That's pretty chilling, and isn't something I believe DE should do if they want customers. So, the counter argument is that DE knows better and wouldn't do that. I can't buy it. DE is composed of humans, and sometimes we humans do stupid things. When we do, the people who care about us and want to see us succeed call us out. I'm suggesting that it's the community's responsibility to call DE out on its nuclear response, to ask that they step it back, to ask that they explain what was done, and to provide positive or negative reinforcement based upon their actions. If DE walks this back, explains themselves, and gives us confidence we need to share that confidence with them. If they treat the community at large as cattle to be herded then we should let them know our distaste. People willing to throw their fellows under the proverbial bus because the exploit was something that they didn't use, and therefore they are superior, miss out on the fact that it could just as easily be them that couldn't read DE's mind. I know I can't follow the logic between feature, bug, and exploit. I can't because this is a beta game years after launch, and with all of the changes it's easy for a feature to transition into an exploit due to some new system being introduced. One last time, I want to see DE do better. I want to see them respond to an issue proportionally, and I think that permabans and not talking to us isn't a good precedent. I will continue to say such, despite not personally being influenced by this. I say so despite having invested too much time into the game already. I also say this having taken a nearly two year hiatus, and rapidly approaching the need for another. DE can do better. DE has done better. I hope that providing them that feedback helps, and if it doesn't I have to move from carrot to stick. The only stick I have is to not play the game, not offer money, and to recommend that the people I care about do the same. Whatever that's worth, it's where I stand.
  8. masterofdetiny

    Fortuna: Hotfix 24.1.4

    Stop. Seriously, just stop for a second. To buy your argument I have to change words at random. I have to change them because you say so. By some nebulous definition when a thing is patched out sometimes it's balancing and sometimes it's fixing an exploit. Without a pause, you change the words, so that your narrative works. If you can define an objective way to label something a balance issue or an exploit then provide it. It isn't outlined in the EULA or ToS, and that's legal shorthand for "we define words and you don't have the right to have a definition until you drag us to court and have a lawyer poke holes into this contractual obligation." Go back. When DE found out about Draco they said it was not working as intended. They said this was exploiting the system in a way not intended. They did not have an immediate fix, so later they patched Mag to only help herself and Mesa to have myopia. They didn't swing the ban hammer and remove everyone, they took a measured response and changed things so that the mechanics matched their vision. If it isn't clear, I keep citing this because DE did it right. It proves they can do it right if they want to. What am I asking for? I ask that the exploit be patched. I ask for a ban for the individual who posted it with financial gain in mind. I ask that those who benefited have the benefits stripped. This is in line with the Draco situation. What we have observed is zero communication from DE, a nuclear response to something retroactively defined as an exploit, and nothing to indicate this is an isolated instance. What I want is confidence that DE can deal fairly, and the opportunity is here. I'm asking that DE takes the opportunity to show that they can deal reasonably, as the current state of chat moderation (as cited in news articles) and old issues are not giving me faith that once DE has reached saturation on all media types they'll be able to stabilize old players leaving to people coming back. The PS4, OneX, and Switch do an effective job bolstering player count, while hiding that older players often have friend lists where last login for some was 1000+ days ago.
  9. masterofdetiny

    Fortuna: Hotfix 24.1.4

    I don't even understand. Read the ToS and EULA. I'll wait. Note that you don't get a say in anything and have no means to appeal. Also note the terminology indemnifying them from any payment issues, even if you can prove it was done falsely. That's one hefty bit of legal armor. Most importantly, note DE can change the rules at any time and that anyone at DE represents DE. The legal identification of DE is not one entity, and is subject to whomever is put into power. Now, answer me a question. Who determines the nature of an exploit or a feature? It isn't the community. How long is an exploit present, before being patched? I call out Greedy Pull Mag, because there's record of the developers leaving it in for weeks before that feature was "not working as intended" and patched out. Was it being exploited all of that time? Let's entertain Khora for a moment. Crack out your patch notes. When introduced, Venari died a lot. People didn't resummon because the energy cost was too high for a meat shield that spent more time dead than an ungilded Moa. After a bunch of complaints, DE changed the mechanic such that Venari would be beefier and spawning didn't have an energy cost. All of this is documented through a string of patch notes. Now that we've established history, let's ask when this bug could have started. My money is on when Khora was patched, which didn't get any attention because they locked her behind a transaction or a grind wall. So, this bug isn't something introduced in one patch and gone one later. It's a feature that was not found for months. Nuke Trinity, Greedy Pull, and other permutations of OP frame powers had similar duration but you want to penalize this one. Allow me to follow your logic through to the end. Logically, this means Naramon didn't need melee+invisibility patched out and anyone exploiting that needs a ban because it wasn't working as intended. I'd like to offer you a half dozen more examples of things retroactively defined as "not working as intended," but I'm still having issues with spawning outside of levels years after that was "fixed." Let's just leave this as you drawing a line in the sand that I find stupid. I can't know what DE thinks is an exploit, what is one of their bugs, or what is working as intended. They don't communicate this, and people vehemently defending them just don't seem to be human. I'm asking for empathy. I'm asking to recognize that shouting down people who point out hypocrisy aren't attacking you or DE, they're asking for things to get better. If you still have a hate-on for anybody who views instant permabans as the nuclear response, fine. I'm looking forward to the day you eat one. I hope it's for something that you find not worthy, or something you didn't realize was an exploit because it was not made clear. If you don't get it yet, let me be clear. Being able to power level isn't something new in Warframe. Using systems in place, without any outside influence, is running the game as made available. If DE wants to say that a flaw in their code allowed something they didn't want, and the result is nuking an account, then what trust do I have they won't flag me for the same? Maybe I was involved with an exploit which spawned a bunch of rare crates of a specific tile set, and I ground through it. I didn't bug the game, but I benefited. Do I get a ban? More importantly, how do I communicate with the people I know that I ate a ban because...I was unlucky and used an exploit. I only have to prove that somebody could be innocent, you have to prove everyone eating a ban was malicious. I met my end of the bargain, but you people calling for heads to roll have done nothing to prove malicious intent from everyone. Let me concede one point, so you can understand this. I support a permaban on the person who put the video up. This was putting a video up, highlighting what they reasonably knew was an exploit, for financial gain (views). If you respond by making their ban public, rolling back all other peoples' progress, and making the issue clear it'd be a win for DE. As of yet, the first post still doesn't highlight the exploit cited. Zero transparency, swinging the ban hammer with zeal, and not simply being honest is what I find as DE not holding up their end and setting a bad example of how they deal with their players. Somehow that nuance is missed, which is rich. Somehow I think if people calling for heads to roll were on the other end it would be a bit more difficult for them to accept.
  10. masterofdetiny

    Fortuna: Hotfix 24.1.4

    Stop for a moment. Take a deep breath. Be human. I ask for the above so you can rationally explain your point, without the need to resort to personal responses. I understand your enthusiasm, but sometimes we need to be reminded that emotional responses aren't helpful is a discussion. Now, I get your point. If the systems are clear, and you do something which is clearly an exploit, you should get banned. While I don't agree, I get where you are coming from. The counter argument is simple, DE changes everything with such regularity that an "exploit" might only be an exploit once they define it as such. This is a slippery slope argument, where a harsh reaction sets forward a precedent of dealing with players unilaterally never gives them an opportunity to play without fear of a ban. If you've got a handle on the history, skip this paragraph. If not, strap in. DE has had multiple instances where a power leveling technique was possible in the system. Said technique was retroactively determined to be a flaw. It was then patched. Nuke Trinity, Sound Quake Banshee, Mesa+Mag+Frost, and many others allowed fast leveling using game systems. DE found out that players were using these optimal paths, determined them as abusing the system, and applied patches to change them. Players weren't punished for using the techniques, they were patched out. Now, the problem is the response on this specific issue. Instead of the same metered response, the ban hammer swings. If you can identify the exploiters, you presumably can identify the benefits they reaped. The more aggressive than previous response would have been a patch and roll-back of exploiters. The previous fix would have been to just patch out the flaw. What we are seeing now is a ban hammer destroying people because they did something the game allowed. If you can't sympathize, then do the math. Draco would have removed 90%+ of the population. Other common exploits might have removed the rest. The only thing I can think is that either someone with too much zeal responded to this, or it was the first time a small slice of "exploiters" was identified early enough that the loss in player count would be acceptable. Your opposition isn't uniformly asking for a pass, they're asking for a measured response. To that end, I'd like to cite "The Venture Brothers." They have a Guild of Calamitous Intent, who cited that escalation was an issue. They said something to the effect of "if you bring a knife to a fist fight they'll bring a gun, if you bring a gun they'll harm your loved ones." I don't do the quote justice, but I agree with the sentiment. If you establish a nuclear response then I should really look at leaving your game. It's only a question of how long before I unwittingly do something you consider an exploit. If that's the case, and I can't get a refund, I'm not giving you a penny of my money, because it could be worth nothing tomorrow. While you can cite some in your opposition who see nothing being done wrong, you have to acknowledge that you cannot define an exploit. Only DE can. With that ability, and the ability to nuke you from orbit, it's difficult to put any trust forward. I'm arguing that DE needs to walk this back. They don't need to do it because of this event, but because establishing a history of nuclear responses is...not a way to work with people. Despite all the community outreach, there is a limit of tolerance. I don't want to see that happen, and I do support penalizing people who used the exploit. Penalizing in terms of a finite ban and walk-back of gains is a metered response, perma bans are not.
  11. masterofdetiny

    Fortuna: Hotfix 24.1.4

    I.... I don't rightly know how to respond to this. Thank you for something to think about going forward. I'd love to make an extended response regarding the EULA and ToS. At this point I'm not sure what value it would have, given the above and one sided nature of the required agreement. I guess I am hoping for better. I guess I'm hoping that spending the time to offer feedback on the forums without devolving into frustrated ranting is something which will help. At this point, I'm having a hard time understanding whether DE has the ability to step two feet back from themselves and evaluate their actions. The ban hammer indicates that self reflection may be lacking. Hopefully some reasonable feedback can get them to take a second look at the bans. I say all of this knowing nobody who ate a ban for this. I don't care that somebody found an exploit and used it. I care that this sets a precedent that is not good. DE choosing to ban without discussion, or even explaining why this deserves such a permanent response, is step one toward a dark place. It's our responsibility to give them an opportunity to fix this, and judge with our money whether the message was taken. For framing, I bought Mass Effect 2 and refused to buy DLC because of the Cerberus Network shenanigans. I dropped EA entirely when Crysis 2 required Origin and released broken. I spent the bare minimum to post the sentiments to EA, and watched. ME3, Dungeon Keeper, Command and Conquer, Plants vs. Zombies, and numerous other situations demonstrated they learned nothing. SW Battlefront 2 and other recent games have cemented that lack of care for customers, which finally got to boiling. I hope that DE doesn't let that same thing happen to them. I guess the positive is if I'm forced into another hiatus I might be able to simply not engage when I return. Twice burned is thrice cautious, or whatever the colloquialism is.
  12. masterofdetiny

    Fortuna: Hotfix 24.1.4

    I appreciate that you've taken the time to read my forum posts. It's a large leap forward, and deserves a real response. What you are missing is the subsequent patches and actual bug reports to DE. Twitch is blamed on Twitch's systems. Fair enough, but when neither DE nor Twitch can give an answer then the players can't fix anything. K-Drive standing was later defined as 25% of points shown. It was also stated to be capped at 3000. Neither was obvious on launch. I had to contact DE on 3 rivens. 2 were unveiled by support and a third was fixed 3 patches later. DE released a patch and acknowledged the bug. It took another 2 to get the riven awarded that day to be equippable on any weapon so it could be unveiled. I complain about lighting only after running on two systems, resetting everything, and deactivating advanced features because they usually implement half way. The issue is, and continues to be, the implemented changes to going from lower to higher lighting (or the converse) and bloom to the moon. Turning it off minimizes it, but somehow still doesn't remove it The fishing sizes were patched two hotfixes later. The enemies floating in air was highlighted 3-4 hotfixes ago. They said they knew about it and were starting a fix. No news on that front, and not a "feature" when Fortuna launched. You conflated two errors. Embattlors are broken because they juggle you through walls. Other enemies not using AoE can kill you through turbulence. Two issues, and I highlighted that AoE was considered on the insta-kills. I main Zephyr, and understand how turbulence works. That's clear from every Bombard and Napalm, let alone Embattlor. Extreme abuse is a fabricated term. If it were applicable, then the old Mesa+Greedy Pull Mag+Frost was an exploit. Likewise, Banshee on defenses was an exploit. Instead of banning people for power leveling they changed powers and level designs to make the tactics non viable. I'm asking for the same metered response to this exploit. Also, be mindful that those exploits didn't have a roll back of progress, something I can see being applied here. I highlight QA being either the best or worst job for a reason. If it's the best, people understand the complexity of these bolted on systems and give fair understanding to being able to test only a fraction of the game. At worst, I see the frustration of being expexted to catch all this nonsense before release. Realistically, I see most of QA is farmed to PC players with community reporting being used as a measuring stick to focus on only critical issues first, so consoles can get a release. It's something we sign up for, but is never acknowledged properly because "we get stuff first." Finally, the being generous part is a nod to giving DE the opportunity to fix bugs for years without simply dropping the game. A free to play only works if people play long enough to be motivated to pay. And despite literal years of game breaking bugs I'm here. Maybe it's Stockholm syndrome, but I want to love the game. I want to have DE do well. When I see salted earth tactics like this it's shameful. I highlight EA because the same responses from them starting years ago have poisoned their brand. I want DE to be better, and if my life offers any parallels sometimes good intentions need to be matched against emotional responses to make sure you don't get hasty.
  13. masterofdetiny

    Fortuna: Hotfix 24.1.4

    I pay to play this game. A QA tester is paid to check for bugs. Being blunt, QA at DE is likely either a joke or one of the most stressful positions. I am not sure which, but the end result is a consistently buggy mess that is Fallout 3 levels of bad. The good will for this being free to play is...supporting the indefensible. If I were so inclined as to be generous, I'd ask why the other bugs I've reported in the past have not been addressed. It took nearly a week to fix archwing upon launch, three years to address optimizations (looking at all those Switch port fixes), and spawning outside the level hasn't been fixed period. The bug that removes huge amounts of grind is fixed with a ban hammer swing to boot. It seems less than logically consistent to have both these responses from DE. I'll repeat this again, as I said years ago. This level of cognitive dissonance is why I left EA and Origin, and it's a trap I hope DE doesn't wander into again (O.G. Mesa power leveling and the nerf there was...still felt today). If DE offered a bounty for bugs, paid for in platinum, at a reasonable rate (just spit balling, 0 for aesthetic, 5-10 for game breakers, 10-20 for exploits) I'd buy that they are paying us to test. As it stands, eating a ban for using an exploit (that could presumably be reversed if it could be identified) seems like disposing of an ant hill with a nuclear bomb.
  14. masterofdetiny

    Fortuna: Hotfix 24.1.4

    In the last week I've spawned outside the map borders 3 times. I've watched countless Corpus units be suspended in mid-air after spawning. I've been forced out of bounds by Corpus units spamming Vauban style bounce grenades. I've been insta-killed by enemies despite being at full health and having a shielding ability active (yes, accounting for AOE didn't allow an insta-kill). I've also experienced Moas get no shared xp, which was patched out without so much as a booster being given to make-up for the loss. With all the bugs above, it's too bad for the end user. I can spend years asking for frame reworks and balances, or directly cite issues which have had acknowledgement and no apparent moves towards a fix. Despite this, there's one xp gain bug. Said bug requires either money spent on Khora, or the grind through sanctuary onslaught. It then requires a forma to level the frame. Finally, you had to find a spawn point where artificial rules allowed you to stand somewhere, but because of how the kavat spawns it could not. Maybe DE could acknowledge a bug, fix it, and instead of swinging the ban hammer be human. If you can identify who did this, you have server logs for Orb Vallis, you have anti-cheat, and you want to punish people who are bug fixing your BETA game by using broken systems you'd reset their progress. No harm, no foul, and earned respect for treating customers fairly. Alternatively, swing the ban hammer. Watch as die-hards create new accounts, and less invested users simply leave. This, in my opinion, is developers not talking to the community and penalizing ahead of fixing. I'm back to an odd place. Bugs from 4 years ago and older aren't being patched properly. New content is now locked behind a 300+ day wait, that didn't acknowledge almost two years of the login rewards peaking at a blueprint for the standard gorgon (because it was retired from the game Snipetron style). Each new content bump is held behind more immense grind walls tied to new factions, who are ignored once you've got their stuff because the grind isn't fun. The player base keeps expanding....because the game is on more devices. Those on PC are testers, getting new features in advance of consoles because console certification doesn't allow such half baked features to pass their certification process. All the while the community is expanding without any means to provide feedback, as the deluge of said feedback to DE would negate its value. The only content seemingly directly addressed is bugs that make progression too easy, or direct questions from partners who are acting as a filter. Being frank, the Sigma and Octantis, Zenith, and Lodestar cosmetics are looking pretty expensive to me. The kind of expensive that isn't worth the frustration, and would facilitate a year without Warframe. More accurately, another year, as an 18 month hiatus already was a good idea. Maybe by then Railjack will be at 40%, and there will be something in Fortuna beyond Floofs. It galls me to say this, but the rest of my steam library looks to be fun. The kind of fun Warframe used to be. The kind it should still be. Unfortunately, the fun rapidly disappearing behind projects vast in ambition without proper execution.
  15. masterofdetiny

    General Feedback

    Let's get the successes out of the way first, because there's less to learn here. 1) Fishing is better, period. Not having to bounce between spears, not having to guess which spear is needed, not having to catch fish to make bait to catch fish to make more bait to catch what you want is good. Additionally, caves harboring different fish is a fun diversion. 2) Mining is good now. The mini game isn't a total chore, the increased reward quantities make it less frustrating, and a single tool is fantastic. 3) Enemies are genuinely interesting. The orb spiders, jackals, and new humanoid corpus enemies are genuinely fun to deal with in most cases. Most importantly, they aren't Nullifier level middle fingers to play types. 4) K-drives are...a thing. I hesitate to call them good given the grind, but they're an interesting diversion for those people willing to screw around without the need to grind archwing. Now that the good is set aside, there's a lot that needs improving. 1) Zephyr. The rework was not great, but acceptable. Now you've given us a huge world, and the one warframe capable of owning it has been given the middle finger. I say this, because Zepyhr has been stripped of 100% CC tornados, stripped of fast cast turbulence, and new enemies seem to simply ignore turbulence. I can't count the times I have been two shotted by snipers (who conveniently came as a duo, and thus been an instant death). This is after changing play around to run like a coward until the stupid hand swirl animation for turbulence completes. Please, Zephyr needs to not suck. This is coming from someone who still has the greatest accumulated usage time on the original Zephyr, months after shelving it for her Prime. The fixes here are simple. No cast animation, no damage ignored by the shield, or increased duration. Choose any one to make it acceptable, and any two to make Zepyhr worthy of a look to players who can't afford everything a good build needs. 2) Embattlors are broken. I get the idea. A heavy Moa, capable of artillery barrages and crowd control. Kudos on the idea, but the implementation is a mess. I've had half a dozen instances where they spam bounce grenade style projectiles inside a building, and the camera can't keep up. It's painful to just try and figure out where you are inside a building. The same issue has happened outside (I was being bounced mid air while Zephyr Prime), but at least that was something I could get a handle on because of the camera not being wedged into a wall. The fix here is simple as well, don't spawn these enemies inside a building. The flaw still exists, but is hidden effectively. 3) Moa companions suck. Before the torches and pitchforks come out, hear me out. The stats on any Moa are worthless. Choosing an extra 10% represents 10. This means you're at most looking for an increase around 20% if you go in, without sacrificing another value. If you can't afford high level link mods, the Moas might then only have stats adding up to 335 between everything. That seems great. Stats similar to sentinels, which is about double organic pets. Then the other shoe drops. Organic pets get a potato from the word go. Their suicidal AI is metered by much earlier access to link mods, and the space needed to use them. So, now that you've come to terms with false choice and bad stats, you need to grind the thing three times to get access to everything. That's 30 levels sans potato, 30 levels with potato, and 3 heads to unlock precepts. The fix is one of two design decisions. Decision one is to remove the choice on aesthetics, and have a fully prebuilt design. The design would focus on the strengths of the precepts, and you wouldn't be able to unlock all of them. This makes each Moa type special, like the organic pets. You lose customization, but Moas not being garbage at the word go would make them viable. I don't believe this is in keeping with the design philosophy, but was something I've bounced around and found to be viable. Option two is to separate mechanics and aesthetics entirely. Each Moa has the 4 items currently listed (at reduced prices) and a fifth internal component. The internal component could be visualized as a reactor and AI core, which come in one of multiple flavors. Each flavor requires a number of animo nav beacons, linking Moas back to previous events and effectively encouraging players to go out and experience more of the game. Cores allow immediate access to a set of Moa only precepts designed to match basic stats of the core (Adaptive Attack, Reactive Defense, Cautious Support as generic concepts barring real names), where gilding allows access to the unique precepts of the specific core. This gives us a reason to keep each Moa type while choosing any aesthetics. Right now once you have a gilded level 30 you might as well sell the Moa back. 4) The content is lacking. 4 kitguns, 3 k-drives, 4 weapons, 3 Moas, and one frame (edit - forgot the sentinel, given that it's that irrelevant). Kitguns are mediocre until you get arcanes, Moas are garbage until gilded, and 20,000 standing k-drives are the same thing as 60,000 standing drives. The only new weapon workable past mid-level star chart is the Battacor (unless heavily invested in). This is hard to swallow, and harder still that "Fortuna 2.0" is the promise that the content will finally be worth the wait. My suggestion here is simple. You've already set the precedent that higher level bounties will offer bits of Baruk. Why not also mirror other bits of PoE. Namely, grineer invasions. Specifically, the ghouls showing up and minor groups of Corpus invading PoE. It seems like both would require minor additions, but offer actual proof of a living world. If you could throw in a few unique weapons (brakk and detron style, but more common), we've got a reason to keep coming back and hoping for special events. Likewise, it might be time to make PvP items available elsewhere. The content is good, but it's in a game mode people don't use. With zero work you could generate "new" content. Finally, barring actual new items, how about the return of some events? Mark them as a resurgence, bring back old events (sling stone, gate crash, and tube men are asking for it), and let new players experience old content. Keep older players hooked by building tangible rewards in (cosmetics or inventory slots would be minimal impact and require no balancing). Use this in-between longer droughts of genuinely new content, but when something new releases don't give us 100% gating of minimal content. It just seems like after several years of playing less is being released, with more being focused on features chasing trends. Open worlds aren't where this game shines. Warframe used to be worth the bugs because it had a great core loop. Now the loop is an ever increasing resource grind, gated by standing caps, and delivered in smaller and smaller patches where ambition trumps delivery. Please DE, stop. You've got people dropping huge money on player driven designs. You've got 4-8 opportunities to buy $60 plus packages a year for primes. The illusion of "free" is gone, and the cost of servers for PoE and Fortuna have to be a painful drain. Please, go back to more interaction and less ambition. Bringing in new players is nice, but not when half of them seem to be gone about three hours after they figure out 98% of the game is grind and the power fantasy dissolves the first time a level 85 enemy requires an entire clip to put down. This is if they can get past spawning into a level outside of bounds, falling, respawning outside of bounds and looping until trying "/unstuck", which also spawns them outside of bounds. This was a bug 4 years ago, and still happens today. I'd gladly give up Fortuna's content to have that fixed. Put succinctly, Fortuna is a glorious disappointment. It has learned a few lessons from PoE, repeated many of the flaws, hasn't moved the bar on game quality, but despite this is at least content. I wish this was hyperbolic, but it feels like shades of Trials. Something that was big, dies as content dries up, but its zombified remains drag on for years. Open world requires a huge commitment, which DE never shows. They commit to their passions of the moment, not a long term agenda. I wish this was acknowledged, because if it was DE could likely do a better job with Warframe as a constant content bonanza. These forays into completely different games are...troubling. The kind of troubling that leads to years of inactivity between playing so content is actually available. Before anyone replies, let me offer the standard responses. I "got gud" enough to be MR26, and can remember the glorious times when a bullet hose (Boltor Prime) was the only gun in the game worth pursuing. I know that other frames are better than whatever I choose to main. I'm fine with you believing that because one solution exists then everybody should be quiet, please assume your superiority elsewhere. Finally, "it's free" is not a defense. There is no way to generate platinum, only a way to get it from someone who paid real world money. This means even if you don't value your time, somebody else did. That other person said "I will pay real money to avoid the grind or to get a feature," so Warframe doesn't get to hide as a free game. It also doesn't get to hide behind being a beta 5 years later. Neither statement fits what Warframe strives to be, and assertions to the opposite do a disservice to DE and to the players.