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St0rmW0lf

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Everything posted by St0rmW0lf

  1. My eyes glazed over trying to read that. Honestly, I like reading, but the wording of legal agreements always make me feel like I need a lawyer to look things over before I agree to anything. Never mind the fact that all legal agreements stick to the bright Light Theme and does not offer a Dark Theme that's easy on the eyes. Should I just uninstall Warframe and delete my account?
  2. Sounds like the Host wanted stealth rescue points. As for the "don't get afk in online games" thing, life happens. A person could be doing any number of things online and get called away to handle something. There's also the possibility of a wireless device losing power at an inopportune moment. Any number of things could happen that make a player unable to leave the squad and still allow the game to be running instead of kicking the player for losing power or their internet connection. Being able to have some means of auto-leaving the squad when circumstances force them to go afk before they can leave the squad between missions would be a nice quality of life feature that helps players avoid getting hit with bans and reports simply because someone needed their help outside a game. Just saying.
  3. You have a point. Though asking someone if they would like to leave the squad during the extraction or loading out might have a problem unless the prompt automatically kicks a player that's AFK. That's the whole point of this thread which has people bouncing around ideas and possible solutions. Ah. Thanks for the information. Hm, what if the global settings merely allow players to decide what should happen if they don't respond to the prompt in a timely manner? They can either set it to auto-leave the squad when they don't respond or choose to let the game keep them in said squad until they manually choose to leave. Does that sound better?
  4. Honestly, I'm not sure if using the loading screen like that would work. Never mind the fact that the landing craft loading screen allows players to play around with their landing craft while they wait. Still, one player's load time might be different from others. That might help players decide whether or not they want to auto-leave, but what about teams that start with two or three players before others show up in the mission? Granted, it is probably not a good idea for a player to go into the game's settings and switch off/on the auto-leave function during the mission, but it seemed easier than trying to imagine a prompt show up when a player is at the extraction point or in the process of leaving the mission. Actually, what if the matchmaking selection of public, friends, invite, and solo had something in it or by it that allows players to select auto-leave? Can players even switch between matchmaking settings while in the middle of a mission?
  5. Well, reading that gave me another reason to be reluctant about trading anything for platinum. Never mind the relatively long wait inside a relay just because I have nothing in-game to help me figure out what I should be selling and at what price. I mean there is the Warframe Market and perhaps other third-party stuff that players can legally use. However, that's like needing the Warframe wiki to explain what the game does not, which happens a lot.
  6. A retrospective update or series of updates does sound good. Players could probably make a long list of old content that needs to be revisited, reviewed, revised, reworked, etc. One thought would be to change the Extractors so that deploying them could either generate a mission node for each planet or they simply act like discount resource boosters when the player does missions at the same planet.
  7. Honestly, it would be nice if the Settings allowed us to toggle on/off something that allowed us to auto-leave the squad if we want or need to do so.
  8. Yeah, Duviri's randomization of warframe and weapons encourages players to think carefully and creatively about what they have to work with. Companions usually have one or two ability mods that make them unique and the Animal Instinct mods to act as radar for loot and enemies. MOA and Hound companions just need players to acquire the relevant parts to unlock all available mods for mix and match. What weapons they do use tend to be weak for the most part with maybe a couple exceptions. However, a Verglas with mods that include Viral and Heat elements doesn't mean much when the enemy starts throwing around enough damage to instantly kill the companion. Synth Fiber sounds great to have for more than just temporary armor when the player has the mod in question. Honestly, I'm starting to think one of two things need to happen with companions. Either turn them into harmless pets with utility/support abilities or upgrade their capabilities to make them equal to half of a warframe. I mean the lore has Sentinels being Sentient in nature. Why not have them display similar abilities in terms of damage resistance/adaptation?
  9. On one hand, companions in Duviri might be nice. On the other hand, the Kaithe can provide Loot Radar at when the Drifter's Riding Intrinsic is at Rank 5.
  10. First, I didn't say that everything had to be countered. Second, I merely used the Nullifiers as an example of how at least one enemy faction has a means of taking away the temporary invulnerability that a warframe can have as the result of a particular ability. That sort of thing leaves the warframe vulnerable to damage until they kill the nullifier or get out of the bubble's area of effect. Though killing the one Nullifier may not be enough since the bubble they generate can overlap with another Nullifier, or two. Or more... To be honest, it always felt like the Ancient and Nullifier were in competition with each other to see which might be the most annoying enemy type. Seeing the two working together just makes it worse. However, seeing two or more Nullifiers in close enough proximity to overlap their bubbles is perhaps the worst. It's like trying to use a primary/secondary weapon to hit that one enemy standing at the edge of a bubble, but the game somehow acts as though you didn't damage either of them. At least it looked that way to me. Anyway, given the capabilities of eximus specters, warframe specters, and On-Call crewmembers, it makes sense to have them be temporary and come with a health bar. If any of them became a companion, then their damage output would probably get nerfed. Though I would like to see the Eximus and warframe specters be like the on-call crewmember as far as the number of times they can be deployed. Actually, why not have the air support charge become infinite use? Personally, I would rather have the companions keep ten mod slots rather than be reduced to eight. Never mind the fact that the health, shield, and armor increasing mods are not the only ones that help with a companion's survivability. Some of which are set mods. Plus, if we just ignore the survivability mods, then that leaves each companion type with how many more mods to choose from? The only way I can see justifying the reduction in mod slots is if the offense mods are taken away too.
  11. Honestly? We're talking about giving companions the means to permanently stay alive without the use of any mods. That means we don't need to use mods to boost a companion's ability to survive incoming damage which frees up plenty of mod slots for other things. Plus, the enemy wouldn't have any way to counter the sentinel's invulnerability like how Nullifier bubbles can undo a warframe's ability to be invulnerable or at least have a finite defense against incoming damage. As for Charm, the random nature of the mod is why I choose to view it as a slot machine. Some players are luckier than others with Charm. Though it is still a good idea to use Tek Enhance with Charm. Finally, I would point out that TheKengineer has a Sentinel Guide video. There are at least two weapons that actually do more than act as something to slot set mods onto.
  12. Tourist mode for all sounds good. Doubly so if pets can use the Synthesis Scanner to reveal the trail of a Synthesis Target instead of requiring players to constantly switch between the device and their weapons. I mean players can switch to a weapon while zoomed in to make the trail stay visible, but the wiki doesn't say anything about that in either the Notes, Tips, or Bugs sections. Is that sort of thing a feature or what? In any case, if a pet can be used to keep the Synthesis Target trail visible, then that would be a quality-of-life upgrade in my opinion. It certainly sounds more likely to happen than having pets use the Synthesis Scanner to passively generate standing with Cephalon Simaris. Honestly, Charm feels like a slot machine that requires Tek Enhance to get the most out of the two loot buffs.
  13. Honestly, I would like to see immortal companions, though the only way I see that being fair is if the companions can't attack the enemy, ever. If a companion can attack the enemy, then fair play would require them to have a health bar.
  14. That's fair. Some things are okay to keep hidden and puzzles definitely count. The same could be said of Easter Eggs, but those usually make up a small percentage of the whole game. I'm not entirely sure if the statues that players are supposed to bow at for resources might also count since the only clue is written in the Orokin language, but I didn't bother to check if Warframe translates that writing for the player. It would be a helpful clue if that were the case. Then again, this is Warframe.
  15. Yeah, that unfortunately seems to be the case. This might sound cynical, but I think the cryptic nature of Warframe is to make players pad their playtime learning the proverbial ropes. It can also encourage players to just buy whatever they want when the other way of getting something is effectively walled off by a player's ignorance. There might be other reasons and the two I mentioned may be off the mark. Still, they sound plausible. Honestly, I'm inclined to agree. Games should not require players to constantly consult a wiki to be playable. I mean Duviri had some features that I had no way of even knowing about without the wiki to tell me that bowing at certain statues would reveal something I can break open for resources. Though if the wiki said anything about Titania being able to cheese the Orowyrm, then I don't remember reading that part. Still, that's the sort of thing which is common with Warframe. A lot of stuff doesn't get explained particularly well in-game and the wiki has to act like a digital strategy guide for players to repeatedly consult. It's like almost everything was given the Easter Egg treatment to encourage replayability. That being said, DE has repeatedly stated that the Founder exclusive items will never return. Why should those items appear on any in-game list for anyone that is not a Founder?
  16. This is Warframe. If you really want as much info as possible, then visit the Warframe wiki.
  17. Honestly, that sounds like a great idea.
  18. Yeah, that doesn't even look like trigger discipline.
  19. Honestly, the numbers look more like confetti than anything coherent.
  20. To each one's own. Personally, how and when someone chooses to cycle through abilities sounds more like player preference. I mean Ivara's sleep arrow is something I use more often than any of the others and I don't always switch to that one at the start of the mission. Granted, it would be nice if the game allowed me to pick which of the cycled abilities is available from the start by default. That's probably easier to do than hitting the proverbial reset button on warframe kits by making players go back to when powers were mods that had to be slotted in before players could use the powers.
  21. When you put it that way, the idea would probably need something similar to riven disposition to help with balance. Though that doesn't help preserve a frame's identity or act as a guarantee that things wouldn't just tip over in some other direction.
  22. Pretty much. Granted, some warframes are given a kit that allows them to stand on their own. Others need help from teammates. Honestly, why not simply rework the warframe's kit so that more than one of the four active abilities can allow a player to cycle through two or more modes? That or change a power which can have one of two effects depending on a stat such as power strength. One example that comes to mind for the latter would be Speed Nova and Slow Nova. Let players cycle between those two modes and keep their power strength high for the other three powers. Keep the kit within the warframe's theme while expanding upon what the powers can do.
  23. Not quite. If the player wanted to do a specific mission in any of the Proxima regions, then that could happen. However, each region has a button which would allow players to join any available mission in progress so long as there is room. That button allows players to avoid hosting a mission if they don't want to be the host. Unfortunately, that button is limited to Railjack.
  24. On one hand, you make a sound argument. On the other hand, I tend to play Warframe solo almost exclusively so that I don't have to host a mission and deal with players constantly complaining about lag. Railjack at least has the option for players to randomly show up in a mission that is hosted by another player. Why has that feature not been applied elsewhere?
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