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TapeKiller

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Posts posted by TapeKiller

  1. Riven mods are a mistake.

    If you want to give new life to older weapons you don't release band-aid random mods locked behind two rng walls and a timegate of 24 hours that won't even guarantee decent stats or compatible ones for the weapon you want to use it on.
    Or maybe just don't release band-aid mods, period.

    I I have a better solution to fix old weapons: just the goddamn weapons. It's a consistent change that benefits everybody rather than a tiny fraction of the playerbase. A crit chance increase on an underrwhelming weapon won't fix it, and there is no point trying to polish a non functional system that alleviates the symptom rather than cure the disease.

  2. Kuva cost is still stupidly high, in a general sense putting an increasing cost on rerolling random stats on a mod which acquisition is locked behind a rng wall is just plain bad game design. It's as if you get a chance at going to a casino, and every time you put a coin (kuva) in a slot machine (riven mod) that can make you win a certain prize (weapon) you have to pay more and more, At some point a single try is going to cost too much and you can't just simply change slot machine, you have to go out of the casino and pray for another chance to get in again and start playing in a slot machine you haven't even chosen (mod for a different weapon)

    The sad thing is that you guys are really convinced that these riven mods are in some way magically bringing some life back into old obsolete equipment but you still don't get that bandaid mods (that are not even guaranteed in the first place, let alone getting ones with decent stats) are not the solution, and instead of looking at the problem at the root you are just after mitigating the symptom.
    I am greatly disappointed, I was convinced you could have done better. And no matter how many threads can be started here on the forums and no matter how many posts with hundreds upvotes and an overwhelming amount of constructive comments you guys are going to limit yourself to tweaking the system marginally, as if it was already good in the first place, and keep perpetrating a system that from a game design standpoint is just laughable at, especially given the premise that this system is supposed to make things more interesting and fix old weapons.
    Insanely high gains of cold damage or multishot or even base damage are not going to fix bad weapons. It's this simple. All they can do is making decent weapons that were already usable in sorties and high level content just a bit better, but these weapons were already decent in the first place.

    I don't expect anybody relevant to read this comment, but I just wanted to say this and make sure I leave a mark, so I can't feel guilty about not doing it.
    In some way I believe I'm giving feedback saying that this system is still horrible and several consequential rng gates (chance to get the mod, weapon type, stats/number of stats) and a timegate of 24h behind the chance of acquirinig one of those mods is just plain stupid, especially if this system is supposed to fix older content, you have to realize that this is very inconsistent and doesn't provide any guarantee.
    Ditching random mods in u7 was a good idea, if you want to implement it again maybe you should think again about the acquisition of the mod, or even allowing people to "lock" one of the stats, make the weapon type change at each reroll unless you lock it again, and remove kuva cost or find a way to bind it to the single stats you keep rerolling. Otherwise you can take the borderlands model as example.
    But then again, Riven mods in the current state don't represent any meaningful "fix" to content obsolescence and how you are convinced this is a "solution" is just beyond my comprehension.

    And the 15 mods limit, by the way, doesn't really make sense either especially in a gear centric game like warframe where completionism is something old players look after, and if we are supposed to make trash weapons useful (mind you, there are more than 15) how is the mod limit helping us anyway? 

     

  3. More half assed content they'll not provide support for, I was really looking forward to MORE stuff that will eventually be the same as focus, dojos and archwing.
    DE is really starting to look very insecure about their game, and instad of consolidating what we already have they just flood the game with new content that will inevitably be left behind in the future.
    "But they have to make money, with new content! reworks don't bring money!!1!"
    If the overall quality of the game is higher people will more likely spend money on a product, instead of relying on single items.
    After all, if a player is hooked (especially a veteran) he'll rush, buy potatoes/formae, and refuse to sell weapons (so, weapon slots) more.

  4. Still need to be fixed:

    • Karak Conclave skin not usable on Karak Wraith
    • Karak Conclave skin appearing as Braton skin in the offering menu
    • Fusion menu still displaying outdated hints
    • Bullet Dance stance not working properly.
    • Rakta Cernos texture bug with the Paris deluxe skin.

    I already posted this in Hotfix 3 but apparently allowing people to go through a gooddamn metal square is more important.

  5. Just now, Lijka said:

    Does this mean we need to farm for new relics before we can farm for Nekros and weapons? If so, this system does not correspond well with the key system, which allowed us to just use the keys we already had that got the new items added to their drops.

     

    Just now, Kayco38 said:

    so i guess relic system will nox shine to its brightest point ,no keyshare,cant farm key before prime come x)

    enjoy the grind peep

    are you guys even surprised?

  6. Still waiting for a fix for:

    • Karak Conclave skin not usable on Karak Wraith
    • Karak Conclave skin appearing as Braton skin in the offering menu
    • Fusion menu still displaying outdated hints
    • Bullet Dance stance not working properly.
    • Rakta Cernos texture bug with the Paris deluxe skin.


     

  7. The fusion system simplification is a good idea, but I honestly think that the UI for the fusion should be upgraded as well. 
    Since there is no need to look at old mods while fusing, what's the point in still having to see them?
    Having half screen wasted on a blacked out list of mods is a shame and since the current UI is not really the best in terms of usability the core feature could really use some more space to simplify the process and make everything more clear, and why not maybe even put short descriptions for new players so they don't have to go to the wiki like they already have to do when they need to understand how something works. (or just add a (?) button in a corner to make a description pop up)
    This Endo thing is also a good occasion to give new players a tutorial about modding and upgrading them (which surprisingly is non existent even if in this gearcentric game progression revolves around upgrading mods and it's probably its most important mechanic).


    The + and - buttons should be a bit more evident since that's that you do when upgrading mods and the resources needed (credits and endo) should be a bit more visible as well. 
    I mean, these are the most important things involved in the process, why are they not standing out?

    Currently less than a quarter of the screen space is used for the purpose of upgrading mods (and probably you haven't paid enough attention to some of the ui elements when you made this update, since we can still read "select mods from the collection to contribute towards ranking up [mod]).


    I swear you guys at DE really have good ideas but the execution is arguably really poor and make all the good concepts this games deserves to have included go to waste.
     

  8. I'll keep this very short.

    1) Give us a map where we can test weapons on enemies without having them falling out of the map continuously
    It is ridicolously frustrating not being able to properly test weapons with blast procs or slams in their combos. 
    1b) It would be nice to have several ones to choose from, but just one is fine as long as it's not poorly thought out.

    2) Give us an option to make enemies not attack/not move. 

    3) Let us have access to modding. Because I shouldn't have to get out of the simulacrum just to rank up a new mod.

    4) Possibly introduce a "free forma" mode where we can change polarities at our willing because we can. There might be problems to make this possible due to UI restrictions that DE might not be able to circumvent, but regardless it would be a cool feature to have.
    4b) and maybe let us "borrow" weapons we don't have just to try them and see if they are worth crafting or buying for plat. 

    5) Archwing Simulacrum. Archwings are part of our gear, I don't see why we shouldn't be able to test with them.

    6) Allow us to invite another player (or up to 3 of them) in the Simulacrum, as long as they have a key.

    7) Make a Simulacrum room for the Dojo, which project can be bought from Simaris for a lot of standing.
    Or just allow us to access the Simulacrum via a decoration in the Dojo.

  9. There are some inconsistencies I've stumbled across in the game (beside just some missing textures)

     

    I made an album on imgur, since it was easier than attaching image by image

     

    http://imgur.com/a/7j5dL

     

    Regarding map and object lighting it feels like they are treated differently, by different light sources.
    The map has just its general light while objects are affected by light sources inserted in the map.
    This can (often) make objects look darker than the most dark areas of the map, which just doesn't look right. 
    This could also be the reason why water looks so dark in the first image, while the rest of the map looks lighter even if it's night and it's supposed to be just as dark as the water (or vice versa).

  10. On 17/7/2016 at 6:51 PM, Cathy Toshlyra said:

    would be cool if we could rebuild the dojo without the time limits and so on..

    also please give us VOID dojo looks :D i love the Void <3

    I would also like to be able to use the old tiles.
    And about the limits, I think that a limit has to be set anyway, but I would settle for more friendly room management tools. Maybe even make us delete old rooms we won't use anyway even if they are requisite, once we already built them.

  11. On 17/7/2016 at 4:07 PM, Cyborg-Rox said:

    New items, rooms and "maybe even a facelift" are being looked at for Dojos. One thing coming before September for Dojos is a music box for playing music tracks from the game, and its design will be based on sketches drawn by TennoCon participants.

     

    Gimmicks.
    All this kind of content they are going to add is meaningless to me and in the long run is going to be meaningless for many other people.
    They should take a look at something affecting the use on a daily basis. Like, you know, give better tools for dojo construction and room management, include old tiles, and who knows, maybe even work on lightning since as I already said dojos really look insipid, even when fully decorated.
    Oh, and "maybe even a facelift" won't mean anything at all until they actually do something. One thing is saying "we are doing something" (and when they actually do something they often make previews), one thing is just saying something reassuringly.

  12. I recently left my old mountain clan to start building my own dojo, and I've been severely disappointed by how shallow and bland the whole dojo system is.
    Tools for decorating feel clumsy, there is no rotation snap, old halls can not be destroyed (and at some point they feel more like a burden than a feature) and if I have to destroy a room that have been build between old and new parts I have to destroy basically everything made after that room.
    Even if not scrictly related, rooms don't give you any feel of depth and cozyness and everything generally looks insipid, grey and definitely not on par of the aesthetic level of the latest content.
    I can hardly settle with the status quo but even if there is nothing I can directly do about it I just want to express how bad it feels to have a piece of content not being taken advantage of, especially when it's easily monetizable.
    It almost feels like there is too much going on to give certain parts of the game proper attention, but at this point why are there too many things in the first place if these can't be properly given some attention? It's not even the first example that comes to my mind. Yes, archwing just got a tweak on the movement system (which honestly was the least needed thing even if it is nice to have now) but how long as it been until its release? Almost the same is happening with the focus sytem. It's the most unbalanced thing I've ever seen in a video game, with numbers that make little to no sense and powers that go from useless to op, on a game breaking level.
    This is not the best way I can come across to send a message and I know it sounds too ranty, but that's just how my feelings are.
    This game deserves to be better in its entirety and for features that we interact with on a daily basis, not just for some new quests people are going to forget in two weeks after playing them.
     

  13. While we are at it can rhino get a decent passive? Heavy impact is pretty useless (hell, some old tiles don't even allow enough vertical movement to trigger the assive which, by all means, forces you to break your flow and appositely jump to trigger that) while mini bash while sprinting would be definitely better and can even have a good synergy with a run speed build. If the bash duration also increases based on your sprint speed that could be nice too.
    I mean, there are so many possibilities and it's quite saddening to see how shallow some ideas are.

  14. As said in the title, the Rakta Cernos looks like the regular Cernos. Furthermore the arrow sheath is replaced by a placeholder skana, that spawns when the weapon is selected or its appearance is modified, and it disappears after a while. Probably worth mentioning that when it spawns it makes a metallic noise and it shows some sparkles.

    xUKyuvw xUKyuvwxUKyuvw

     

    edit 1: for some reason images won't show, so here's the imgur album link.
    http://imgur.com/a/4banH

     

    edit 2: regular Cernos and Mutalist Cernos don't seem to have any kind of problem

  15. There would be Caelus on Uranus, which is an Interception mission too. Although If in Draco it's easier to be carried by teammates, Archwings missions are a bit more tricky. If your weapons are not good enough enemies will destroy you before you are able to even do damage to these enemies.
    If you are able to, get a grattles from the grineer research lab, that weapon is probably my favourite one when it comes to damage potential (and it's fairly easy to obtain if you are in a big clan)

  16. Weighted/Biased Random Number Generation

     

    1. Sum up all the weights. In for example we'll take 0.5 + 0.2 + 0.2 + 0.1 = 1.0. and for simplicity we'll call each slot weight[n]
    2. Get a random number between 0 and the total weight (1.0).
    3. If the random number falls in the first slot which is 0.5 or weight[0] then choose the first item from the list. If it falls in the second slot which is between weight[0] and weight[0] + weight[1] then select the corresponding item from the list. For third item random number must fall in the third slot which would be between weight[0] + weight[1] and weight[0] + weight[1] + weight[2], and the sequence goes on.

    At this point I wonder if you did some actual research before posting

  17. After a bit more than one year playing this game I'm still surprised that there isn't any dynamic crosshair, or even different ones for different weapons.
    Having crosshairs is nice when it comes to know how much your weapon bullets spread, and gameplay wise I believe the game can benefit a lot from this kind of thing.
    Don't forget that new players especially can benefit from this indicator to know better about weapons' precision and passively aid to improve the new players' experience. Furthermore those who are used to shooting games might like it, and since there is quite some variety weapon wise crosshairs could be different and creative and refresh the experience by simply having something different on the screen.

     

    Feel free to tell me what you think about it.

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