Jump to content

Djolltax

PC Member
  • Posts

    314
  • Joined

  • Last visited

Everything posted by Djolltax

  1. Basically my thought process was: "They used Latin for the Orokin theme, that's the only other theme with lyrics, maybe this one is a real language too"
  2. It may be that it's a made up language, and a language like Sanskrit was the main inspiration. I'm just writing down my crazy brain processes so I don't lose it, haha
  3. Hey, not sure if this is allowed here so soon after the update but I couldn't find anywhere else to put it. I've been listening to the Octopede track constantly since the update came out, and I'm highly intrigued by the vocals within. Naturally I decided to try my hand at understanding and translating the lyrics, and subsequently driving myself insane. I've seen someone claim it's Patagonian style singing, but haven't seen any translations, so while it's in this style I'm not sure the language is the same. Instead, I believe the language used is Sanskrit. Bear in mind, I know nothing about this language. But after searching variations on the "words" I heard, Sanskrit started to pop up a surprising amount. What's more, if you're looking for a model language for an impossibly ancient eldritch entity, what's better than one of the oldest recorded languages in human history? Below are some examples of "words" I have interpreted from the song and their translation from Sanskrit -> English. Veh - Strive Vak - Crooked, wicked (or maybe Vac - Speech) Ish - Rule Nung - Consume Jas - Injure Shata - Sharpened Ra - Fire Jara - Old I have no idea if I'm on to anything here, I more just wanted to share the idea that "it kinda sounds like Sanskrit but idk". Thoughts? You can hear it for yourself here at 27:09 (should be set to the right timestamp):
  4. Recently picked up Citrine here. Fantastic frame, great kit, stunning aesthetics, the bunch. However, I find myself using her second ability, Preserving Shell, very ineffeciently due to the fact that I am unable to tell when the ability has, or is about to, run out. I'm aware there's an indicator bar on her UI element, as well as the timer over the ability symbol to rely on. But both are in the bottom-right of the screen and, having a fairly large and high-resolution monitor, the UI element is pretty small. I struggle to keep an eye on it during Warframe's fast-paced action and, as a result, I cannot keep Preserving Shell active in some cases where it is really needed. I suggest moving the UI element close to the center of the screen, near the aiming reticle. This is not the same case as Voruna, whose passive is a nice-to-have, or Ember, whose damage-reduction ability is a toggle. Citrine's Preserving Shell needs constant monitoring and uptime, and having any indicators for that tucked in the corner are very frustrating to say the least. Also, I'm aware there is a visual indicator, a sound, and an animation for Preserving Shell being active / running out. However, this is not particularly useful, as the chaos of Warframe gameplay typically obscures all of these. The visual indicator and noise are not like Mesa's Shatter Shield, which is extremely obvious when it runs out (very obnoxious noise, but in a good way). Hopefully having read the above points, you now understand my argument. Citrine needs a better indicator of when her Preserving Shell is about to run out, and I recommend you do that by moving her UI element close to the aiming reticle. It is a simple, unobtrusive change that would massively increase Citrine's QoL, and a suggestion I really hope reaches DE's ears.
  5. Seriously, it looks so much better when the effect is applied universally to your frame as opposed to just the base & helmet. Why don't other effects apply universally as well? All it would take is changing the level at which the visual is applied, not that hard if you've already done it with one effect.
×
×
  • Create New...