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blaes

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Posts posted by blaes

  1. 1 hour ago, Ker-Blammo said:

    It's too easy to abuse vote kicking to troll people. 

    except if it just results in a migration for the kicked player (if he wasn't host). the tech is there. nobody loses anything, the squad is just split. and rather than a vote kick, it could just be an extension and generalization of the "leave squad" option we already have in the plains.

    player A initiate a squad split, inviting players B & C, but not D. players B & C can then either accept or reject the invitation. The group with the original host (A & those who accept or D & those who reject the invit) sees the other players leaving, the group without the host gets a migration, and everyone can enjoy the rest of the mission without the interference from problematic people.

  2. you can regulate what you consider "acceptable" latency limit in the options. you wont be partied with people who are above that limit. it doesn't always work due to how ping works and/or the perfomances of the host's pc, but it's better than nothing.

     

    what you suggest is flawed on several levels. there is no universal referral for "bad" connections (a connection's performance between two network points can vary wildly over time, even second to second). that's especially true in games like warframe, who work in a peer-to-peer model (where connections don't even go through a central node) which amplify this with geographical disparities. the network problems may also be completely unrelated to latency, but rather to packet loss. finally, the host's "laggyness" isn't necessarily due to network conditions (it can simply be his pc inability to handle the calculations for a full squad).

     

     

  3. 1 hour ago, ScribbleClash said:

    It has been how many years since the game has been released and still does not work? Claiming that it could be done, does not make it so. Host-Migration in its current state is just not an option.

    the game didn't originally ship with host migration. host migration is pretty recent compared to the game. they haven't fixed it yet because they currently have little incentive to do so.

    1 hour ago, ScribbleClash said:

    This is why power is divided into unrelated people. There is no irony here at all. It should be fairly obvious that my aim was, that because of the possibility of abuse, power needs to be distributet as much as possible.

    doesn't matter, it'll just turn into a "ban nothing" (or "ban everything") consensus, regardless of evidence (or lack of) so that people are sure they'll get the rewards.

  4. 5 hours ago, ScribbleClash said:

    It is extremly naive to think, that a power given to the masses will not be abused by some. Any system that can be abused, will be. Please don't have any illusions about this.
    Suggesting to just split the party through [Host Migration] is at its current state a quite unreasonable. In its current state, it does not work well when it occurs and sometimes even leads to mission abortion.

    host migration kinks can be fixed. and it prevents most possible abuse. there is also no incentive to abuse it except pettiness.

    5 hours ago, ScribbleClash said:
      • a council of severals (jury) who are any individuals from the community.
        • A reputation score that increases when a decision matches yours with possible minor rewards to incentivise players to join the program.

    absolutely not. i find it extremely ironic that you state "Any system that can be abused, will be" and then proceed to suggest giving random players moderation powers with rewards for using them.

     

    5 hours ago, ScribbleClash said:

    A personalized block-list:

    1. Any player or any group containing a player on the hosts block-list can not match with them.
    2. Players will not join other players or groups containing those if they blocked them.
    3. Exception: Players blocked by groupmembers of the host are able to join
    4. Players who have been blocked by a lot of players may/will be reviewed (as in, their future gaming behaviour will be inspected). If they show unacceptable behaviour they will be punished or instructed accordingly.
      • This may add a mark to a permanent record, but should reset their block-"score" to default levels. This way repeat-offenders can be handled properly.

    4 would probably require way too much manpower, on a constant basis.

  5. 2 hours ago, EDM774 said:

    at least he tried and we can somewhat understand what he's saying 😄
    To OP: You're not the first and will not be the last to request this, since the simple abusive nature of this kick player mechanic will bring a lot more trouble than it will solve and it simply WILL NOT HAPPEN.

     

    2 hours ago, Sormaran said:

    CSGO. Last round. someone start the vote to kick one of the players just to troll, others agree and player is kicked, for no reason, just cuz its possible.

    Imagine in a game where you farm loot, amazing isnt it?

    Thankfully DE fully understand this potential abuse issue and wont add such a thing.

    any abuse could be heavily mitigated very easily by simply splitting the squad by using host migration. no loot/progress lost.

     

    it would be even better if instead of a vote-kick it was a squad split initiated by one member, with the possibility to invite others with him.

    example : players A, B, C and D are in a squad. D is afk/trolling/whatever. B initiate a squad split, and invites A and C to come along. they accept.

    - if A (or B or C) is host, D gets a host migration and is sent to his own squad.

    - if D is host, A, B and C go through a host migration and get their own squad away from D.

    and if for instance C refuses the invitation, it'll just split the squad A&B on one side and C&D on the other.

     

    kind of like the "leave squad" option in the plains, except that you could invite squad members with you. but at the very least, the "leave squad" option from the plains should be generalized to the whole game.

  6. i love both nidus and khora, and i dont play them similarly...

     

    15 minutes ago, morningstar999 said:

    Khora stuggles late game, Im still putting forma into mine, but she stuggles a fair bit.

    you might want to review your build. what are you using atm?

    i'm murdering high level stuff with this :

    Spoiler

    A52otWi.jpg

     

    5 minutes ago, morningstar999 said:

    Khora's abilities all work on their own terms. 

     

    they combo very well together though. her 1 deals double damage to enemies affected by her 2, and if an enemy taken by her 4 is hit with her 1, all other enemies in her 4 take 50% of that damage (and if they're under her 2 effect, well that's doubled as well)

  7. @mastermaniac "crazy modded" ivara can be in prowl almost forever.

    @(PS4)xtharbadx if you want to stay in prowl, you need energy efficiency and/or duration. your best bet is to start hunting for more mods. you can find fleeting expertize in what is called "vault runs" (run derelict missions in a group, with everyone bringing along a different dragon key, you can find the key BP in the market iirc). fleeting expertize is a straight-up exchange between duration and efficiency (-10% duration +10% efficiency per rank), and will easily let you reach 75% efficiency combined with streamline, though that means you'll have a low duration. vault runs will also give you some other very good mods (transient fortitude, overextended, blind rage, narrowminded).

    the other solution is to stack duration, so continuity + augur message (you can get it through the missions in cetus, on earth) + constitution, with streamline (and possibly narrowminded).

    stretch does apply to sleep arrow. but you're going to have to make a choice : be passable at everything (so power strength, range, efficiency, duration) or very good at 2-3 of those 4 stats, and sacrifice the others. in terms of gameplay on ivara, it means that you can't have max efficiency for stealth and max range+duration on quiver and high damage on artemis bow.

    you either have to be satisfied with all at a medium level, or sacrifice one to pump the others up.

    generally speaking, you either want max efficiency, or a way to replenish energy (like rage, which gives you energy when you get hit). ivara isn't tanky enough to take hits, so you'll need your efficiency. that really only leaves quiver or artemis bow to sacrifice to get the rest better.

    if you sacrifice quiver, you can basically drop range in favour of max strength, max efficiency (minus what the strength will take if you use blind rage, with as much duration as possible in that case) and a vitality. if you sacrifice artemis bow, don't take any power strength, just get max efficiency, max range, and as much duration as you can manage.

     

    also, do the quests you can in the codex (after getting the mods from the vault runs) to unlock the focus abilities.

  8. the 40% bonus from charged chamber is multiplicative/global. it's 40% of your total damage, all other mods included.

    so, the base damage is 100%. you add an elemental mod (+90%), you're at 190%. if you add a second elemental mod, you're at 190%+90% = 280%. to know how much it increases your damage, you just do new_damage/previous_damage = 280%/190% = 1.47 (or 147%). the second elemental mod increased your damage by 47%, it still gives you more damage than charged camber (which would give you 190%*1.40 = 266%).

    a third elemental mod will bring your damage from 280% to 370%. 370/280 = 1.32, that's a 32% damage increase, less than charged chamber (which would give you 280%*1.4 = 392%).

  9. Spoiler

    MsOvYRB.jpg

    visage skin/helm with prime parts on, repala syanda

    syIndIq.jpg

    nova prime skin/helmet, same color scheme

    6ughYfc.jpg

    asuri skin, visage helmet, omorlu syandana, tennocon 2018 shoulder guards

    qDBTDWt.jpg

    asuri skin, prime helmet, cryone syandana (can't really see it from here), prisma edos shoulder guards, prisma dedalus chest plate

     

  10. 2 hours ago, -Virtuoso- said:

    Spore: reduced spread range is very good, with the 'detonate on recast' mechanic we are actually having to work to spread the good spores, or just killing stuff, either way, no more 'stand still and cover the whole map' deal, very good! The damage rack-up is also great, when the numbers starts to go up i actually feel powerful cause i see all those big dot numbers!❤️

    that's funny because i have the exact opposite experience with spores. before the rework, i used to be constantly casting spore on enemies, running up to them and melee-ing them in the face with toxic lash to instantly ramp up and spread disease everywhere, which killed everything in the general vicinity real quick/instantaneously, then moving to another spot/mob.

     

    now i cast spore on an enemy, shoot him a few times to spread spores, then... i wait. i wait for spore's damage to slowly ramp up. because there's nothing else to do. if i kill the enemies, spore's damage will ramp up even more slowly, making it irrelevant most of the time. or worse, there wont be any enemies left and it'll just stop. so i wait, and i shoot a couple of enemies from time to time to ensure it spreads to new enemies. and when spores damage is finally relevant to the enemies' level, they start dying. then things go real fast and spore burns itself out shortly after, for a lack of enemy. and i'm back to square 1. cast, spread and wait, wait, wait.

     

    edit : there are a few places where it works fine. small maps on onslaught, where enemies are constantly spawning, and organized survival where players stay together which effectively turns it into a small map with constant spawns.

    pretty much anywhere else, it's just a pain. back to the closet with saryn i guess.

  11. 38 minutes ago, (PS4)Spider_Enigma said:

    people are syaing with 4 corrosive projections they r doing over 10k damage a tick currently

    No. No no no no no. currently, with 0 corrosive projection, in solo so 0 buff from anyone else, spore can spread 30k per tick in less than 10s by using weapon toxin procs, on lvl155 heavy gunners with all their armor.

    and it's not just "people saying", it's affirmation backed with proof : https://www.youtube.com/watch?v=6HSEqyMRk7M

    when saryn stops zooming, you can see on the side groups (left and right) 30902 damage ticks spread by spores.

     

    btw, i made a mistake (and no one corrected me) : it doesn't take 6 minutes for the new version to get to 2.5k damage per tick, but 1 minute (it starts at 6minutes in the prime time and reach 2.5k at 7minutes) so even if you go all out with 300% power strength and keep 30 enemies infected at all times it'll still take roughly 6 times as long as the kind of stuff we can do now. with a bit more conservative values (200% power strength with overextended, and 20 enemies constantly infected) you'll need about 2:30 to reach 30k per tick. 15 times longer than currently.

    40 minutes ago, (PS4)Spider_Enigma said:

    with the rework they didn't even have the aura on and was solo vs levl 140s, and with the armoir started at 8k a tick

    please, please point to me when exactly in the prime time they started at 8k per tick from spore.

  12. 2 hours ago, (PS4)Spider_Enigma said:

    spores do like no damage currently, they where showing 8k damage a tick with a really bad build when they showed it off 

    casting spore on an enemy afflicted with toxin procs, then spreading those spores to other enemies, will carry the toxin procs as well. the whole point of the current spore implementation isn't the damage they do by themselves, it's the fact that they carry and spread the toxin procs from other sources (like your weapons). and that takes a few seconds to reach tens of thousands of damage. on the other hand, the new implementation will take several minutes and a lot of enemies infected to reach the same damage per tick.

    and if you run out of enemies for any reason, you'll have to restart it from scratch. right now when that happens, the time necessary to regain relevant damage via toxin procs is counted in seconds. in the future, it will be minutes. for anything remotely high level, it's going to be a real pain.

  13. 12 hours ago, Kalec said:

    You have 3 ticks per second per enemy, that will stack up very fast

    it will be nowhere near as fast as what can be done currently. when there is no spore left though, the stored damage will disappear just as quickly as it does now (which is instantly).

    it took rebecca about 6 minutes to reach 2.5k damage on 8 enemies with 100%power strength. even with 300% power strength and 30 enemies at once (and let's be honest it'll be very hard to get past those values in any scenario), you'll get to about 30k damage in 6 minutes. 30k damage that we can currently get through toxin procs in less than 15s.

    25 times as long to reach the same result. and the damage drops off just as fast. and considering those number, the "infinite" hard cap of 100k is actually pretty low (and very very long to reach). it's gonna be perfectly fine for starchart, sure, but if you want to get in endless modes, that's gonna fall off pretty quickly.

    and that's just considering the numbers part of it. gameplay-wise, we switch from an ability offering the player lots of interactions to a cast (spread once) and forget.

    dont get me wrong : i agree spores had to be reworked (i've even asked for it several times in the past), it was overcomplicated and wonky. i just dont think what's shown here is appropriate.

    • Like 1
  14. 1 hour ago, (PS4)Crixus044 said:

    The problem here is that if an enemy dies in a few ticks, how will it spread? If it spreads on death, you're gonna get the cascading effect I mention, if you must hit the spore to get the kill while they die within a few ticks, it'll kill itself off like I mentioned.

    imo there are 2 ways to solve this problem : either make it a sprint, or a marathon.

    sprint : give us the possibility to manually ramps up the damage, with a simple, easy to understand way. for instance "damage dealt with toxic lash is added to spores damage". that way, we can quickly get it to relevant damage no matter the enemy level, but it falls off immediately if there is no enemy left. that make spores a short burst very interactive ability.

    marathon : just let it ramp as currently planned, with each tick and enemy, but when the last enemy affected dies, make it slowly decrease over time (a certain number of base tick lost every second). that way, if you're a bit careful, the damage meter never completely drops off, instead it will slowly decrease when there's some slack before ramping up again when action is back.

     

    in any case, the "recast spore to burst them all" is a bad idea imo, since it's pretty easy to pop them with weapons (especially AoE weapons), and unless it deals the equivalent of a huuuge number of ticks at once, it'll be better to just wait a few seconds for the enemies to die to the DoT and not decrease your damage meter.

  15. 1 hour ago, CrudShuzKong said:

    Do spores still transfer toxin procs and do the still apply the damage that popped them to all alffected enemies? The rework sounds super nice, but those are in my opinion the most important parts of the whole frame, so if they change or re removed i might lose my favorite warframe...

    no, spores wont carry toxin procs with them when spreading.

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