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Seanjuju

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Posts posted by Seanjuju

  1. If there aren't any enemies with abilities, prosecutor mechanics, and Lt Kril mechanics. It's not ready.

    If there aren't any additional penalties for failure. Send it back.

    If there aren't any pack/group-based enemies or bosses. Send it back.

    If enemies are spawning from areas that have been cleared. Send it back.

    If there aren't any enemy fortifications. Send it back,

    If the rewards are all novelties. Scrap it.

  2. Infinite homing needs to go. Knock-down needs to go. Missiles must be vulnerable to attack. 

     

    To avoid rockets press twice on shift, although I'm not sure this mechanic is that good that will save ur life.

     

    Apart from that corrupted bombards aren't that bad, just wish DE would tweek their AOE, so my sentinels doesn't die at the very first hit every-time.

    I don't have much trouble with a single bombard but this isn't a game of solitary enemies. Like the nullifier, bombard's abilities are more in line with that of a boss or mini-boss. Dodging bombard rockets is possible but requires many conditions to be met. Dodging is very rarely an option when the rocket isn't fired from the direction you're facing or if its fired at an angle. Even if this condition is met and you succeed, if the distance between you and the bombard isn't in your favor to begin with, you might just roll to meet a knock-down or another rocket at almost point-blank range.   

     

    The rarity of the bombard isn't in line with its level of power.  Either its rarity must rise or its power must become more reasonable. At the very least, its weapon needs a loud and distinctive sound to alert players of its presence like the heavy-gunner's gorgon. It's not unusual for a bombard to fire twice before anyone notices its there. 

  3. (Feel free to paraphrase or shorten questions)

     

    Warframe refuses proper progression at every turn. The game lumps players and their expected knowledge too closely together. Core paths of player progression and evolution are neglected. It's readily apparent on the PS4. Enemies don't evolve. Warframes don't evolve. The stakes rarely rise. The game itself very rarely knows when to ask more or less of players. In an effort to make every part of the game engaging for every manner of player, warframe itself assails the reasons for becoming stronger within the game. How does the DEV team plan to achieve core progression within warframe? How does the DEV team plan to improve the gameplay knowledge of PS4 players within the warframe client? How does the DEV team plan to curb players' dependence on the wiki? In what manner will the raid be limited to those capable?  

     

    (18) Will the mastery system ever reflect game advancement, longevity of play, or skill-strength proficiency? This system requires reform before it can be given meaning.

     

    (6) Will enemies ever evolve with level? Rather than base stat increases alone, shouldn't enemies gain new weapon types, gear, abilities, and higher skill-demands?

     

    Will parry and channeling ever become universally viable systems? How does the DEV team plan to complete these systems?

     

    (24) Short and/or light melee weapons would benefit greatly from step-in, what is the DEV team's view on this mechanic?

     

    (17) The Wiki Elimination Act is my plan to eliminate player dependence on the wiki. In an effort to make the information available in-game, I propose a Codex Room in each relay. Each relay will provide players with detailed information about every universal mechanic. The room will be limited in that it will only provide enemy, warframe, and mod information about the current and previous planets. Detailed information about non-prime weapons will be mastery locked. Players will only be able to view the weapons available at their current and next rank. Only the pluto relay will contain void and derelict information. Does DE have any plans to curb wiki dependence?

     

    (19) What sort of content does DE intend to provide for veterans to support the new demands of the legnedary-10 mods? Will there be mastery-locked content with rewards uniquely suited to veterans? 

     

    Assorted Topics for the DEV team to speak on below. Questions may be assumed.

     

     

    1. Restrict the trade of ranked mods and prime parts using the mastery system

    2. Increase switch to melee speed & switch weapon speed

    3. Nekros

    4. Progression

    5. Warframe Evolution

    6. Enemy Evolution instead of endless scaling

    7. Unfinished Parry System

    8. Archwing

    9. Awkward combos and too few combos

    10. Damage 2.0 Balancing

    11. Useless mods

    12. Dark Sectors riddled with glitches, unbalance, and lacks incentives

    13. Shotguns

    14. Ammo Eaters

    15. Bi-weekly rotating enemy mod drops

    16. Dodge Movement, and Verticality

    17. The Wiki Elimination Act

    18. Mastery Reform

    19. Difficult and Rewarding mission types unlocked through mastery.

    20. Larger balancing team

    21. Slowly regenerating health

    22. Extremely difficult content not centered around making the player weaker

    23. Serious bosses

    24. Step-in for all melee weapons

    25. Power augments that only affect team members changed to also affect the player

    26. Assorted comprehensive warframe balancing

    27. Better ways to get credits

    28. Primary and Secondary shared sniper ammo

    29. Kubrow & Sentinel Evolution

    30. Nullifiers & Bombards

  4. (Feel free to paraphrase or shorten questions)

     

    Warframe refuses proper progression at every turn. The game lumps players and their expected knowledge too closely together. Core paths of player progression and evolution are neglected. It's readily apparent on the PS4. Enemies don't evolve. Warframes don't evolve. The stakes rarely rise. The game itself very rarely knows when to ask more or less of players. In an effort to make every part of the game engaging for every manner of player, warframe itself assails the reasons for becoming stronger within the game. How does the DEV team plan to achieve core progression within warframe? How does the DEV team plan to improve the gameplay knowledge of PS4 players within the warframe? How does the DEV team plan to curb players' dependence on the wiki? In what manner will the raid be limited to those capable?  

     

    Will the mastery system ever reflect game advancement, longevity of play, or skill-strength proficiency? This system requires reform before it can be given meaning.

     

    Will enemies ever evolve with level? Rather than base stat increases alone, shouldn't enemies gain new weapon types, gear, abilities, and higher skill-demands?

     

    Will parry and channeling ever become universally viable systems? How does the DEV team plan to complete these systems?

     

    Short and/or light melee weapons would benefit greatly from step-in, what is the DEV team's view on this mechanic?

     

    Assorted Topics for the DEV team to speak on below. Questions may be assumed.

     

     

    1. Restrict the trade of ranked mods and prime parts using the mastery system

    2. Increase switch to melee speed & switch weapon speed

    3. Nekros

    4. Progression

    5. Warframe Evolution

    6. Enemy Evolution instead of endless scaling

    7. Parry system needs work

    8. Archwing

    9. Awkward combos and too few combos

    10. Damage 2.0 Balancing

    11. Useless mods

    12. Dark Sectors riddled with glitches, unbalance, and lacks incentives

    13. Shotguns

    14. Ammo Eaters

    15. Survival Spawn Mechanics

    16. Dodge Movement, and Verticality

    17. The Wiki Elimination Act

    18. Mastery Reform

    19. Difficult and Rewarding mission types unlocked through mastery.

    20. Larger balancing team

    21. Slowly regenerating health

    22. Extremely difficult content not centered around making the player weaker

    23. Serious bosses

    24. Step-in for all melee weapons

    25. Power augments that only affect team members changed to also affect the player

    26. Assorted comprehensive warframe balancing

    27. Better ways to get credits

  5. Okay... *sigh* it's a game about magical space ninjas. DE can put whatever things they want in the game and no one has a place to question the "logic".

     

    However, they are not going to change the current scythes' models. Maybe add new ones, but they're not going to change just for a couple people's preferences.

    There is another way to correct the impractical reach of many melee weapons. A step-in mechanic.

  6. 1) bubble shields are based primarily on # of hits taken instead of damage dealt, making high damage single shot weapons like the Paris Prime, Opticor, and myriad sniper rifles utterly worthless in high level void missions. DE claims to have fixed this. I call shenanigans

     

    3) Conflicts enormously with lore. If there was a way to cancel Tenno powers, don't you think the Sentients would have used it against us?

     

     

  7. Don't go out of your way to explain away bad weapons that should obviously be better.

     

    The problem here is that you require a Miter to build it and that this Miter is directly superior to the final product. If a weapon is built from another weapon, it ought to be better than the components - you're supposedly adding on to it.

  8. 1-3 Well that sucks. The game isnt built for you the game is built for a general audience. Was there a Famorian that didnt last almost the complete 32 hours they were up? I dont think so. I think every ship was destroyed with hours left before the clock ran out. DE cannot be more accommodating that that. In fact, they cut, i repeat, they cut the number of ships because people were complaining about not being able to play.... which doesnt make sense because that meant less ships but whatever... so blame the other players.

     

    4. You are still throwing general words without elaborating. What is wrong with the mechanics? What is wrong with the missions?

    Extermination and that radio signal mission play exactly the same, whats the trouble? Outside of not being able to spam 4, there is no difference.

     

     

    1-3. I believe the general audience had a similar experience since so many people travel or at the very least don't have a week's worth of consecutive days available for gaming during this time. I made that clear. Its not a matter of accommodation, the event was fundamentally flawed.

     

    4. Flight Mechanics, Damage Mechanics, Power Mechanics, Weapon Mechanics, Drop Mechanics, Mission Types Poorly-Suited to Archwing, Lack of impact and integration with the rest of the game. Archwing is in a testing phase at best. No aspect of it is complete. I won't get into specifics about it because archwing isn't the heart of what's wrong with the Eyes of Blight.

  9. 1-3 2 5 minute missions per day. If you dont have 10 minutes a day you should not be playing games.

    4. Explain, you cant drop a comment and not say anything.

     

    Core of the game is running around and shooting.... flying around and shooting is totally different somehow. Oh, right, you cant spam to win.

     

     

    1-3. I had hours and hours of free time on select days. I didn't, however, have time every day for 7-8 days. When I managed to find some time, there were no available missions. I believe the case is similar for a very large number of players.  You can't pretend that the holiday season isn't a consideration when designing this sort of event. The required number of participation days was too high. The required total time is not what I'm referring to.

     

    4. The mechanics, missions, and scope of archwing are incomplete

     

    The core of the game refers to core game systems rather than core types of gameplay.

  10.  

    1. That means all you needed was one mission per ship. How much less work are you looking to do?

    2-3. The only time they were not available was when DE decided to turn them off because people complained about RL. Outside of that the ships were always attacking except for the couple of hours it took one to respawn.

    4. A-wing has you flying around and killing people just like you do in the rest of the game... what's incomplete about it?

     

    I think the reason people may not like A-wing is that it actually requires them to move unlike the rest of the game where you can load up of shield heavily and press 4.

    1-3. I would have been fine with more work if the event could be completed with reasonable required number of days of participation. Over a week of required participation is not reasonable.

    4. Every aspect of Archwing is incomplete.

     

    The reason people don't like archwing is because its largely irrelevant to the core game, it's not rewarding, and it consists of an insubstantial amount of lesser-quality content.   

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