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NezuHimeSama

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Posts posted by NezuHimeSama

  1. performance is very broken lately. It's been getting worse for several updates now, getting a lot of random solid 2~5 seconds of 30fps completely out of nowhere with no rhyme or reason, almost like it's trying to load in a new player, but without any new players to load in.

    even happens in the map screen, and only with a squad, so probably some broken networking code

    no io read, so not loading from disk either.

  2. If any of you have played the later Tales games, like Tales of Graces F, you'll know that Namco solved the clutter of too many damage pips for you in a very intuitive way; consolidated damage numbers that hover over the character for a time, soaking up all damage and presenting it as the total damage so far, since the last time the enemy didn't receive damage for X amount of time.(2 seconds?) with smaller damage numbers appearing underneath for individual hits.

    I've asked for this to be added to Warframe before, because damage pips basically become useless in the endgame, not appearing for enough time and in too high a quantity to be effectively read anyway, and while the changes to damage pips are positive and welcome, they don't address this issue of legibility/usefulness that consolidated damage totals does.

    Another thing to consider, especially for something like consolidated damage totals and static/2D damage pips from the new Melee damage pip changes is limiting the horizontal scaling of the damage pips, so that they become taller/more squished the larger the number is, preventing visual clutter.

     

    Of course, allowing these things to be customized is good for the player, as the end user can tune their damage pip experience for optimal satisfaction, but the usefulness of damage pips is still very lacking in Warframe compared to it's contemporaries from over a decade ago.

     

    On the more visual flare side, fonts and effects would also be nice, but given the frequency of damage pips, I'm not sure the performance impact makes that viable.

    • Like 1
  3. Time-Limited is mentioned 9 times, and Time-Limed is mentioned once, for a total of 10 references to expiring content.

    Wasn't there supposed to be a shift away from time-limited FOMO content due to it's predatory/psychologically abusive nature?

     

    Well, I've done the orowyrm fight before, so I know better than to give two hoots about this new warframe or whatever. The "Duviri Experience" is an unpleasant one.

    • Like 11
  4. On 2022-11-30 at 1:12 PM, Tiltskillet said:

     

    It's a band-aid approach obviously, but even as a bandaid it didn't go far enough.   Even by DE's own parameters of "sustainably high fire rate".  No, it's not sustainable or wise for humans to click 5 times per second.  Let alone 8 times per second with something like Lethal Torrent.

    Back when akbolto was hot S#&$, I'd regularly run up against the hard fire rate limit of 10/s.

    I think there should be an exilus mod that makes semiauto weapons into fullauto weapons, and everything else should have just been left alone. Exilus mods on non progenitor weapons are sufficiently capacity starving to make it a worthwhile investment for people that like a gun, to make it feel like semiauto/clickspam is a relevant direction for those that enjoy it, while still allowing strong enough pistol builds with an exilus dedicated to that function for those that don't.

     

    This is just typical DE taking the worst possible solution just to increase ""engagement"". Best thing to do is to ignore the change, or outright ignore the entire game. They don't care if you don't like it because you still spend money on plat, still log in every day to farm, etc.

  5. On 2019-04-22 at 8:53 AM, -TSA-Andy said:

    The majority of the playerbase who will participate in this system place challenges like "10 perfect conservation" as "Elite".

    How Casual do you want this game?!

    Something mainline like nightwave? Casual AF.

    "hardcore" content should be gated off and tucked away, not shoved in everyone's faces constantly. Not that Warframe even really has such a thing, tbqh. everything is either broken one way, or broken the other.

  6. Yeah, nightwave has been a very particular combination of problems from the beginning. Even small tweaks like this can make a huge difference in how it plays out. Having a soft cap of, say, 45k/week or whatever, and letting players farm those points doing whatever they fancy out of the lists of things would be great, especially since there clearly aren't that many things to do in the rotations anyway.

     

    • Like 1
  7. Eh, not really. It's actually mostly minor adjustments to formulas, and can be rolled out in phases. Heck, if they make Nightwave a beta-testing zone instead of another useless grind with a power creep carrot on the end of a stick, they could even roll it out bit by bit without affecting the main game, and give players time to adjust before the changes come in proper.

  8. tbh, imo, equipping two mods with the same stat should be prevented, and certain nightmare/corrupted mods should be buffed(slightly) to compensate.

    In other words, using blind rage would prevent intensify, transient fortitude, streamline, and fleeting expertise. Lethal Torrent would prevent Barrel Diffusion from being used.

    This would not only open up a ton of possibilities for builds, but it would also add more deliberation to what mods you equip. Naturally, this would also require nerfing some enemies and buffing some frames, but it would be an overall positive effect on the game once all the numbers are re-sorted, and wouldn't require any significant mechanical changes.

  9. Yup, it's pretty bad. Even with a party, getting a decent number of toroids is pretty awful, and you're not going to get them incidentally since they spawn only in specific locations and you're very unlikely to have any reason to kill enemies in those areas during bounties, with only one or two exceptions at one location.

    There really aught to be more you can do to make farming toroids work. Maybe increase the drop chance from enemies LV50 and up, and have it keep going up substantially.

    • Like 1
  10. 10 hours ago, Sebastianx said:

    While I mostly agree with what you said, kick option is a bit too abuseable unfortunately, that's always been the case in any games with that option. 

    I think the best option is to add a "vote report afk" and if all 3 players vote yes then that person is flagged as potentially AFK. At that point a more aggressive version of the current AFK system kicks in and literally forces that person to do stuff or get constantly afk flagged and ineligible for rewards. 

    It forces human decision making into this but it's in no way abuseable like a vote kick and the default state of the game assumes no one is AFK until voted so, so there's no need for the current passive system we have.

    Even this is rather abusable. You either need all 3 other players to vote on it, so 2 afk = no dice, and and 3 people just deciding to be mean = pain in the ass for an innocent person.

    A better system would be retroactive correction, like player-specific blacklists similar to PSO2. If someone is on your list, you won't wind up matched with them, ever, and never have to deal with their playstyle again. Did they go AFK in a mission? Did they deliberately fail a spy vault in sortie? Doing their own thing during POE/Orb bounties? Just a mean individual? Any of these things happen, just add the person to your blacklist, and never, ever deal with them again.

    Kind of like ignore, but for matching.

  11. 32 minutes ago, Rawbeard said:

    I want that option for everything. urgh. I want to play public, but not being a host is such a hassle more often than not

    Yup. An option to opt in or out of being host would be great. Some people have S#&$ty internet and don't want to host, some people don't want to deal with S#&$ty internet people hosting.

    It's not the first time it's been suggested.

    • Like 1
  12. 11 hours ago, (PS4)abbacephas said:

    Is this a game about exploration, or grinding loot? Why does it matter if the maps all look the same? This isn't a game about seeing the sights. It's about completing objectives to get loot.

    Actually, in spite of it's lacking implementation, there's a lot of exploration in Warframe, from finding Kurias, to hidden rooms in all the tilesets, to the Parkour end rooms that still don't have anything useful in them.

    It's very clear that exploration is a constant undertone of Warframe. There was even a recent event all about exploration and scanning S#&$. It wasn't a very good one, but that's what topics like these are all about; how can we make it better to explore in Warframe. Though, I think exploration needs both more interesting larger map design, and better rewards for exploration. After all, PSO had fixed tile configurations with "random"(iirc, based on character level, or total level of all characters, or something) selection outside of quests, and specific quest sets/modifications, but it wasn't fun to explore beyond "get to the boss" because there was just nothing there. Boxes rarely dropped anything rare, and even when they did, it was trash tier, so box hunting was rather pointless, and combined with the instance-based dungeons, making everything nonpermanent anyway, made exploration unrewarding.

  13. 15. It's 15 wolf creds per rank past 30.

    Personally, I think the entire issue is the end to end control of players' time. You can't blast through it in one go, but if you delay in getting things done, you'll miss out on the better rewards at the top of the ranks. The idea that you'll have to be actively playing for half of each season is, tbqh, completely ridiculous, especially when you're constantly told to slow down/stop and wait for more rewards.

    If seasons didn't expire, and the nightwave chores simply looped, giving you the opportunity to just catch'em'all over a long period of time, the income cap wouldn't matter much, just like with focus or syndicates. If you could complete a nightwave season in one burnout weekend, the expiry date wouldn't be quite so stifling. If the chores didn't expire, you could complete nightwave in one burnout weekend at the end of the season rather than constantly doing chores throughout.

    It's really a combination of these limits that makes Nightwave as bad as it is.

  14. The vents are a great idea, since it would be easy to procedurally link things with something small, repeating, and largely invisible. Especially, they could do that without any significant modification to map generation, since they could be used to retroactively back-link various parts of the map, and could even allow for new segments of map so it's not just an endless tree of waist-high tunnels.

    Also, there are hand-made maps. Specifically, each tile is hand-made with some variations for linking to different tiles, and some missions have a fixed set of tiles, as well as the completely fixed "open world" areas and communal zones. I think the random map generator is actually based on a seed, too, otherwise everyone would have to download the entire generated map configuration individually each map load, so technically, bad seeds can be flagged and disallowed.

    But, certain repeating configurations of "puzzle sets" of tiles, with a few values changing between them but a fixed configuration taken from a library of miniature tile configurations is also a great idea, and could help ease things through, so it's not so rigidly connected via tunnels or awkward connective maps and variable-height doors. Currently, though, I think the biggest issue for map variety is that the tiles themselves aren't very flexible, and the solution that's been employed so far is to just have bigger tiles that are designed to look/feel like multiple smaller tiles connected "organically".

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