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Mogrol

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Posts posted by Mogrol

  1. Most of the UI changes done so far has made it prettier but NOT more usable which contradicts the very meaning of what design stands for. Things that used to take 2-3 clicks to achieve now takes 3-4 and this is a step back when it comes to usability, not forward.

    Example: The syndicate interaction screen. You used to be able to select the syndicate, you saw the reward list and you selected what to get (2 clicks) Now you select the syndicate, then you click "offerings" and then you select what to get (3 clicks) 

    The proposed end mission screen sacrifice space that could be used to show information in favor of showing the frames of whoever you played with. This is not good design which add more value or information it's just there to look nice/cool.

    I'm also surprised by the lack of hotkey support in Warframe whenever I interact with any screen. Why can't I use tab/shift+tab to jump between input fields or screens which are very much "tab" based? Why isn't the search field (whenever it's available) selected per default?

    Please take a moment to read through Dieter Rams 10 design principles. Even though they're mostly for physical products they can very much be applied to software interface as well.

    Good design:

    1. Is innovative
    2. Makes a product useful
    3. Is aesthetic
    4. Makes a product understandable
    5. Is unobtrusive
    6. Is honest
    7. Is long-lasting
    8. Is thorough down to the last detail
    9. Is environmentally friendly
    10. Involves as little design as possible

    https://www.interaction-design.org/literature/article/dieter-rams-10-timeless-commandments-for-good-design

    Edit: I wanted to add that these posts are appreciated. But, for the last 2-3 years it feels more like a "This is what we're going to do" post more than a genuine wish for feedback. Sorry if this sounds harsh but that's how it feels like.

  2. Phase 1 of the melee changes have now been in the game close to a month and I feel that's enough time to give feedback on it. This is my personal experience and feedback.

    I'll try to list what I feel is good and bad about it, with my thoughts on how to improve it as sub bullet points, if I have any such thoughts.

    The Good (With and without "Melee with Fire Weapon Input")

    • Directional ground slam is a great step in the right direction. But it doesn't feel finished.
      • The speed seem to have little or no acceleration which feels off.
      • The animation at the end of the slam is too slow. Many times you're better off just falling and landing like normal.
      • Does it have to be all or nothing? Some abilities will stop the animation completely (which I think is a bug or oversight) What if we could do a second jump to break the animation and then slam again? I think that would enhance directional slam overall.

    The Bad (Both modes)

    • The auto-block when you have your melee weapon out (now? don't remember it slowing you down before) slows you done while jumping. This feels really bad. Suddenly the range of your jump will decreased and I won't end up where I expected to. This especially harmful when jumping over areas where if you fall down you'll be despawned.

    The Bad (Without "Melee with Fire Weapon Input")

    • Smashing E to use melee feels weird and clunky and since the stance applied I kept doing weird moves I did not wish for. With this enabled I found myself constantly doing spin attacks instead, since that what was what felt the least bad.
      • I switched to "Melee with Fire Weapon input" to get back the ability to use melee with my mouse button again.

    The Bad (With "Melee with Fire Weapon Input")

    • I constantly find myself using the wrong weapon type since I just did an aim glide, so the game switched weapons for me.
      • I've tried to aim glide less, but it's such an integral part of the movement, that it severely slowed me down. And even after close to a month of trying to change and get used to it I simply haven't been able to.

    The directional ground slam is a step in the right direction in my opinion. I think it just needs a few tweaks to feel great!

    The quick switch melee on the other hand is not, and it's hurting the fluidity of the movement and melee system. We've also lost the ability to quickly use our melee weapons without having the drawbacks of melee combos. Many of said combos will catapult you several meters forwards, often into a despawn spot which severely punishes you. Overall my enjoyment with the game has decreased since these changes where implemented.

    I wish DE would remove fast weapon switching completely, and give us back quick melee attacks. Then just decrease weapon switching times across the board. This would prevent confusion from having the wrong weapon after doing an aim glide and the bad feeling from having to smash E to melee while still retaining a fluent melee combat system.

    • Like 3
  3. Here's my feedback for Nightwave as i've experienced it so far. I've done everything the game has to offer and own most things farmable. So my perspective is based on that.

    The Good

    • There's actual progression and you're not bound by the mercy of RNG.
    • Some of the challenges you'll complete simply by playing the game. The "Complete X mobile defence" weekly is usually completed just by doing sorties over the week.
    • For the first time, as far as I know, in the history of the game you could farm for slots.
    • The rewards up until rank 30 are pretty good.

     

    The Bad

    • Nightwave made the game kind of feel like a second job for me, which is a horrible thing. You certainly don't need to complete every challenge. But for a lot of people it's a psychological thing, and the need to check all the boxes is strong in many of us. Myself included.
    • Why are we forced to go to specific places? Let us choose where to complete X bounties, mines, fish and so on.
    • All challenges involving using forma, sculptures and guilding are bad. Why are we forced us to waste time and resources on this?
    • The time you get for completing the challenges is too short. This cause a lot of stress for players who can't play every day. I can do that, but not everybody have that luxury.
    • At the end of the season it will be impossible for a lot of people to spend all their creds. Yes, they'll be converted to credits but if that's a 1 to 1 ratio that's pretty bad considering the time investment in getting them.
    • There will be less aura's in circulation. With the alert system a lot of people would get extra aura's whenever one was available and the mission was easy. Only to later give it to a friend or clanmate or sell it. I doubt that many people will use their hard earned creds on spare aura's.
    • Getting 15 creds for every 10'000 points you earn after reaching rank 30 is kind of insulting.
    • Like 2
  4. I've experienced a similar issue. I was the host but was not the one to use a lure for the animal. When the animal was tranquillised I went over there and pressed X to capture it. My screen showed the reward screen, but the clients screen showed nothing and for them the animal did not disappear, and was just floating in the air until we extracted. The clients did however get all rewards.

  5. Running Warframe at 1440p with a Intel 4670K at 4.4ghz and Geforce 1070 gave me 40-50fps in sessions with many enemies where I was the host and CPU usage was at ~70% and GPU usage at ~30%

    After checking the BIOS settings I discovered that my RAM speed was set to 1333 (default I believe) although it's capable of running at 1866. After adjusting it to be this my CPU usage in sessions as the one above are now ~30% and the game is almost never going below 60 fps.

    I hope this helps anybody else with similar issues. At least it wont hurt changing it as long as you don't go above whatever speed your RAM is capable of.

  6. Have to add to this because since the silver groove I've had FPS issues as well, and it's been getting worse with each update. Sometimes getting as low as 40 fps.

     

    Running at 1440p on a i5 4670k at 4.4ghz, 16gb ram and a GTX 1070 and I run both verify and optimise cache from the launcher after each update.

     

  7. On 11/25/2016 at 5:54 AM, Mogrol said:

    The game crash when I host the raid at stage two of LoR for me as well after TWW. Tried five times so far and the game crashed all of those times.

    I've already submitted my EE.log from one of those to support. But if helps out I can do more runs and send in more logs.

    Venn2 suggested trying to run the game in 64 bit mode and when doing this I don't crash anymore when hosting.

    However, I was running in 32 bit mode due to FPS issues when running 64 bit mode so this isn't really feasible in the long run.

  8. 5 hours ago, TheAmunraaa said:

    I've had this strange bug happen in LoR

    Phase 1, stage 1 -> No enemies, and the bomb doesn't spawn.

      Reveal hidden contents

     

    Occurence: Happened twice in a row 2 days ago and has not happened again

    Description: We were doing an all Limbo raid and all but one connected (we re-invited that player). I was the host but I did not use the key. Right at the beginning there were no enemies but we could still hack both consoles in the main room. After successfully hacking both consoles the bomb didn't spawn. We tried again with the same setup (all Limbo, same host, same keyholder) and we got the same result. We changed the host (who was also keyholder) and we could proceed normally.

     

     

    I've had this bug as well several times. I was the host though.

    Tried two times in a row and it happened each time. The only way I was able to fix it was to restart the game.

  9. This happens to me as well, without fail. Crash at part 2 every time. Haven't been able to test after hotfix 19.0.4 though.

    Submitted a support ticket with EE.log attached and the person replying asked if I still had the problem. So I'll try again later today and see if 19.0.4 fixed it.

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