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OvisCaedo

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Posts posted by OvisCaedo

  1. 2 hours ago, [DE]Helen said:

    Heart of Deimos forges old and new, the grotesque and the beautiful to create a resounding experience that brings together your favorite aspects of Warframe.

    Man, after the last few years of releases and what they've focused on, I feel REALLY skeptical of this claim!

    • Like 6
  2. At this point, I'd much rather get Anasas than resource drop chance boosters, mod drop chance boosters, either flavor of potato, or exilus adapters. (amusingly i'm still cool with getting forma, since those are something i can understand spending a bunch of compared to the one-a-day build rate)

    at least I can effortlessly sell the Anasa for like 10 plat and they're easy to sell in a stack once they've piled up, instead of needing to do a bunch of individual sales. 10 plat for a pretty easy set of daily missions seems alright to me.

  3. I think Wolf Beacons should probably just not even exist, and he should instead be given a permanent node using some other more farmable access key. That's how they handled the infested lantern guy, suggesting that they sort of learned better, but then never went back and applied a better system to the previous boss. They already HAD a boss node for him from the season 1 ending, too. Hell, they could probably do it almost exactly like the infested guy and have the keys just drop as a bonus from doing invasions.

    ...Wait, except they improved THAT too, and you just... freely craft the Zealoid Prelate keys now? This just makes it seem even MORE absurd that DE has stubbornly insisted on keeping such an awful system for old howler.

  4. The biggest obstacle to "end game" isn't enemy design or levels, it's that warframe's entire gameplay foundation was broken from the start, and has only been bizarrely power creeped since. Uh... It's tangential, but I'll copy something I wrote a few days ago into a spoiler here, I guess.

    Spoiler

    Everything's just completely broken from the core foundation up; weapon modding was just about born out of control, as were even the simplest "stun everything in X meters" powers that have been on frames since the early years. A lot of it has certainly gotten worse as years have gone on, in terms of power creep and just... general gameplay spiraling out of control so hard that there frequently stops being gameplay.

    Even in the early years, though, before people claimed power creep became a problem, things like Trinity existed and meant that everything else in the squad could have virtually infinite energy for their full room lockdown powers. Corrupted mods have existed since 2013, coming out within mere months of the game leaving closed beta, and those were probably the biggest jump of potential system breaking that ability modding ever had. Power design itself has gotten more convoluted since then, though, which is kind of impressive. You'd think there'd be limits on how long a chain of one-upping "alright you lock down or kill everything around" could go on for.

    On the weapon modding side, it was also pretty much broken from near the start. Having like 5 or 6 different multiplicative stats for damage that you're almost always going to take ALL of meant that numerical scaling was never going to be possible to control. Though I think elemental mods and status worked differently WAY back, so at least one of the steps might not have been from the start? Melee modding is probably the only aspect that's ACTUALLY gotten absurd amounts of mechanical power creep compared to the core stats that were always there since the start.

    Of course, on top of that, enemy design certainly IS lacking! There are a lot of different major aspects that DE would need to tackle pretty much simultaneously to end up at any kind of balance-able result to make an endgame or challenge out of. OR just trying to design content and boss fights that regularly remove large amounts of gameplay options and systems from us either in brief phases or as their whole foundation. Like how Eidolons seem to be designed almost entirely as an 'operator' boss fight that tries to make frames as irrelevant as possible. (though they both failed horribly at making operator options/gameplay balanced either, and also the attempt at making frames as irrelevant as possible mostly instead had the result of leaving a small number as the only ones which do anything and are hence treated as near-mandatory), or how Exploiter's second phase is almost entirely just throwing capsules at an opponent that does nothing to engage with you in any way.

    Weapons that scale exponentially off of like six stats that have no match up at all to how enemy scaling works means that the EHP on enemies can never be balanced; MMO gear treadmills are dull but the design works because gear progression and enemy levels are deliberately designed against each other with expectations for what you'll have at what point, and that you'll mostly be moving upwards instead of being expected to repeatedly grind the same missions the low level players are. Plus, exponential mod-based scaling means gaps between different weapons' performance become massive. Warframe power design and broken energy economy mean that AI improvements or enemy design can never really provide a challenge unless they also are immune to those powers to begin with, which then just means many abilities are useless. Warframe EHPs differing from each other by factors of, what, 100x or more mean that enemy damage output can never be balanced to something that threatens a 'tanky' frame without it being instant death for any of the frames who aren't, and it's also not a game where MMO style aggro mechanics really exist at all to make the survivability gap a deliberate aspect of teamplay. (plus the game's generally not expected to be played in coordinated squads to begin with, it's primarily based on random blind matchmaking)

    but much of the playerbase is also deeply in love with the power fantasy provided by all of this, so. Whatcha gonna do? You can't really just sidestep this stuff exclusively for a hard end game while leaving the casual experience untouched, because most of the problems are from the foundation.

    • Like 4
  5. I'd rather they not bring it back, honestly, because they managed to fail pretty badly at making it optional the first time they added it. Archwing physics just became completely screwed up for the next several years until they finally took it out again around Railjack's launch. I was amazed that Archwings actually felt nice and responsive to control again, and actually like they at all matched with the actual design of archwing levels. (though unfortunately continuing to lack any real reason for their use!)

    If it could REALLY be a simple toggle where one option doesn't affect the other, I wouldn't object to 6dof coming back, but it seems pretty clear that DE struggles enormously to ever untangle any of their spaghetti code. They're struggling hard enough to make all of the things they keep promising without also throwing on a... third? Fourth? major rework and reprogramming of space combat.

  6. A lot of older frame's 1 abilities are pretty weak, but at least his still has a stun component on direct hits or a slow field on terrain. It's a cheap one-handed cast, maybe could stand to be a bit quicker, but is probably fine otherwise.

    I think only his 2, Ice Wave, could stand a more serious looking at. Baseline it's just a very plain AoE damage ability that doesn't do all that much damage, and has no special scaling or effects beyond a simple cold proc. It's got a slow casting time, and does a bit worse than half the damage of his 4 for half the energy cost, in a generally worse area and without the armor strip effect or hard stun. The augment's about the only real thing Frost's 2 theoretically has going for it, but I've never really seen much point to it either.

    snow globe and avalanche are still performing great, even if they're pretty simple.

    so, no big rework needed I think, maybe some slight touch up to his 1 and some bigger changes to his 2, if anything. Oh. And his passive is a joke but that's pretty common, and a 'good' passive isn't needed for a frame to function well

    • Like 2
  7. I've never heard of the claim that running missions will change Ticker's stock, before. I leveled Fortuna almost entirely through just opening the game every couple hours, buying whatever Ticker had, and closing again instead of actually dragging my face through any of the awful landscape gameplay. Though I would be entirely unsurprised if Ticker's shop rates had secretly gotten nerfed at some point because of people doing stuff like I did. As a general approach, it involves a lot more real time waiting, but a lot less game time investment and you can just be doing/playing whatever else you want.

    But, unfortunately, no matter what, you're going to have to face the eternal demon of RNG. You can pray for Ticker to bring them, or you can farm bounties. You already know both of these things and they've both already been failing you, so there's not a whole lot that can be said besides maybe some optimization tips. If you're trying to do bounties, don't actually bother doing the entire bounty: Do the first stage, abort, and start again. The chances of getting a debt bond go down as you go further into the bounty stages, and the bonus reward at the end will come from the final table which lacks debt bonds entirely. Pretty much every bounty has 20% drop chance for debt bonds from the first stage, except for the highest tier where it looks to be about 25% from the first stage.

    uh. though, obviously, if you're going to do the "farm only the first stage repeatedly" thing, don't use public matchmaking because that's really obnoxious to randoms.

    • Like 2
  8. 30 minutes ago, taiiat said:

    i would rather improve the content that already exists, rather than just remove it.
    making something more interesting to do rather than remove things to do.

    In general terms I'd agree with this, too. I still miss Trials for example. But is trying to farm Conculysts really much in the way of content to begin with? i guess the expected playtime investment to complete it is probably higher than most content releases, hm.

    I suppose if they become common enemies in upcoming content, that would probably do plenty to make it an issue not worth taking further action on. Though even then I'd probably lean towards keeping the part drops on enemies but moving the weapon BP to the shop; stalker's got way too much clutter competing on his drop table of things that there's only use for one of, especially as an enemy you can't do much to actively try to farm.

  9. While a lot of people have pointed out that the weapon is farmable and doesn't need to be from the shop, farming it also seems extremely terrible, and might have been done that way because the concept/implementation of a recovery shop for quest items didn't exist yet. It had to be farmable at the time with how they set the weapons up, but... probably did not need to have such abysmal drop rates. Not really sure why they did it that way.

    in other words: at this point there's probably arguments to be made for removing the broken war part drops and just putting it in the Simaris shop instead with regular resource costs instead of specific weapon parts. Something being an awful grind for years doesn't mean it should stay like that forever,

  10. Teshin could stand to be a lot more directly tied into things, since by all accounts, he's supposed to be extremely well informed, and personally invested into the upcoming conflict against the sentients and in making sure the tenno are ready for it. He's a pretty cool seeming character!

    i wouldn't count on it too much though, given that current head writer had little duck in charge of the first anti-sentient military activity instead of him because they thought it would be wacky, and claimed teshin suddenly buried his head in the sand and ignored the threat he's been warning us about for years instead.

    • Like 2
  11. valkyr's ripline, or something like it, being made universal would not suddenly make it a useful function. I also have a hard time imaging any situation where a context action grappling hook would have a place in a game that has unlimited wall traversal and enough air mobility to leap across canyons to begin with.

    • Like 1
  12. 14 minutes ago, Corvid said:

    You do realise that identifying the culprit isn't the end of it, right? We've still got to track him down, and also thwart his plan to perform mass-glassings.

    Oh, of course identifying the culprit's not the end of it. Especially not when identifying the culprit, or even finding him, are written to be completely unrelated to our own silly investigations Nora has us do while she apparently does all of the REAL detective work and mystery solving for us. We'll have to go in and kill him ourselves at the end, of course, yeah.

    though i probably should, stop poking fun at the general nightwave format/flow in a topic that was supposed to just be discussing the ship reward

  13. the bigger issue I remember seeing people complain about was shield ospreys plus arbitration drones. THAT got incredibly stupid with the shield gating changes. Constant shield regen+shield gating except the shield regen source is invincible, and both sides are immune to pretty much every option you'd normally have for trying to break that link! But I haven't seen anyone really complain about that interaction in a while, so maybe they made some change to it?

    or maybe i just almost never see people talk about bothering with arbys any more in general.

    But on the specific thread topic... eh. Shield gating for enemies seemed pretty silly, yeah. as a mechanic it just sort of affects low RoF weapons much more harshly than high RoF for no real reason... Except maybe I guess that things like the Bramma exist which are both low RoF and a massive AOE. The mismatched 'punishment' is counteracted, I suppose, by the ability to bypass shield gating with headshots so that it's not TOO needlessly stupid against sniper rifles if you're making sure to meet the low bar of "shoot heads". Except the arby's drone doesn't have a head, so you uh... Can't bypass it like that. And with how completely erratically ospreys/drones move around in the game in general, and their terrible hitboxes, I think it encourages sticking to mindless AOE spam much more than it encourages "thinking" or "skillful" gameplay.

    • Like 3
  14. 8 hours ago, Bingotough said:

    Spoiler alert

    • Part 1 - Somebody gets glassed!
    • Part 2 - Somebody gets glassed!
    • Part 3 - Somebody gets glassed!
    • Part 4 - Somebody gets glassed!
    • Part 5 - You find out who is glassing everybody!

    At least if it triggered some real missions it might be interesting, for the moment all it does is trigger annoying void alert fissure enemies who interfere with what you're doing. 

    You know, this is the flow I expected, but instead after part 2 it just already jumps directly to vapid radio DJ suddenly knowing and explaining exactly who's doing it. but I still expect parts 3 and 4 to be... absolutely nothing?

    • Like 1
  15. yeah there's a whole 30 ranks of useless garbage, not just the one at the end. Though amusingly, the nightwave ship might still be LESS of a grind than trying to get some of the other ships manually... They've got some REALLY bad acquisition methods and rates.

    In seriousness, all of the support ships are extremely weak, with a cooldown that's extremely long, so this isn't really terribly out of line. The whole air support system needs some serious review; the only thing I ever see people try to mount a defense for is the default Liset one, and even then I kind of have trouble understanding the situations it's supposed to be useful in. Maybe I'm REALLY underestimating JUST how bad pubs are in spy missions?

    Off the cuff, I feel like my suggestion would be... leave liset and Nora air support as are, but lower the cooldown significantly. Both of them do SOMETHING that can have a meaningful gameplay impact, but just nowhere near on a strong enough scale to justify a ten minute cooldown. One to two minutes, maybe. Healing tower might also be alright on a much lower cooldown like this alone. Turret and carpet bombing are just numerically abysmal, and definitely need a lot more work done to them, they'd still be completely worthless even if you could use them once a minute.

  16. I feel like recoil would be difficult to give direct, understandable numbers for. Especially since the "accuracy" stat on cards is ALREADY a completely meaningless stat that's some bizarrely weighted conglomerate of a bunch of hidden sub-stats and has no consistency in what it means, or in how it's affected by -accuracy mods.

  17. It did make me laugh that DE's solution to players finding permadeath too punishing (especially since the majority of the feedback I saw ACTUALLY given for the year they ignored it for was about the terrible reward rate on everything or instant grenade deaths, rather than dying in general being too harsh) was to instead make players who die actively detrimental to the rest of the squad.

    but at least eventually after that, they did finally address the awful reward pacing for everything non-excavation, and shield gating PROBABLY stopped a lot of the instant unreactable death issues.

  18. The lore rooms should just let you get more copies of the decorations. The prisoners... uh... I don't think they have any real purpose to existing, to begin with. They just... kind of exist. ultimately i think people will just stop being bothered by ignoring them.

    most of the weapons i like using are borderline unusable for killing treasurers so i'm likely to just ignore them for the rest of the game's life too, after getting the weapon/frame parts. If I uh... ever get around to even doing that step, either..

  19. 6 minutes ago, Voltage said:

    Just buy an unranked Intensify from Simaris to get the set bonus once console gets Deadlock. You don't need a single Umbral Forma on Inaros.

    Oh, huh. I hadn't really actually thought much about doing this. I think Khora is the only frame I currently have three umbra mods on, but if I ever felt like I needed space, a lower ranked intensify wouldn't be much issue since the whipclaw augment exists. maybe i should start getting simaris rep again to get some spares to low-rank in general... Hmm.

  20. The parazon's pretty stupid and really adds nothing of substance to the game, it just got shoved in because Steve was going through an assassin's creed phase and they wanted a vehicle to shove the stupid lich password system onto. We've had a wide variety of flashy melee finishers for, what, the game's entire lifespan? All kinds of weapons of mass destruction? And somehow this dinky wrist knife is the Only Possible Thing that could kill a giant robot? It's just... really silly. I guess since the game's equipment and loadout choices are so diverse, they need something 'universal' for the completely needless animations they throw in now to try to make people feel cool regardless of the horrific lack of actual substance to the boss fights.

    • Like 2
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