Jump to content

deinonychus1

PC Member
  • Posts

    44
  • Joined

  • Last visited

Reputation

46

Recent Profile Visitors

454 profile views
  1. I have to disagree; this would be counterproductive. On nightwave missions or higher levels, and especially the steel path, operators would vanish upon spawning, unable to perform any role whatsoever except being a "press 5 to nerf your frame". Operators need a little durability, especially the shield and the shield gating it provides, no matter what role they play. The risk of making them too "samey" with the warframes, making them just be a different way to blow up enemies, is why amps are unmoddable, hardly doing any raw damage at high levels. Operators can't replace warframes if they can't kill enemies efficiently. I like it as it is, where operators are a customizable suite of CC and support abilities, to be used as interchangeably as any warframe ability.
  2. I agree with you on some of these points, but they're only tangentially related to the topic of head tracking. While I'm here, though, why not; I'll give my two cents on these points. Mobility: Saying operators need more mobility partially forgets that the void sling is a barely-constrained flight button, but I partially agree on sprint speed. It wouldn't make much sense for the operator to be as fast as the warframes, but I also think most warframes should get a base sprint speed increase. It would greatly improve the feel without impacting our top speed we reach by bullet jumps and rolls. Knockdowns are fine, though. With the changes to scorpions and ancients, knockdowns are rather infrequent and easily dodged. Focus Tree: Can't say I agree here. We already have the trees almost entirely focused on improving the operators, with all of them following a pattern of a root perk, a unique perk, an unbindable branch improving operator stats, two branches which unlock active abilities unique to the school, and a branch which improves either void sling or void mode. Radar: We just need companion perks to apply to operators, really. Vacuum: See above. Void Melee: Duviri is definitely bringing melee combat to the Drifter, at least, but the fluid interchangeability of operator and warframe from the transference melee is far more customizable, coming with the vast arsenal of existing weapons, and furthers the gameplay of tactically switching from warframe to operator that DE wanted. QoL and bugs: Well, QoL is broad and I can't tell you the last time I saw an operator bug, but my suggestion above fits into this QoL point. Void status: It's already a lot better now that you can center it onto the enemy's head, but it could use a scaling bonus to promote applying multiple stacks of void status. Operators really don't need much.
  3. In addition to visual preview improvements, I'd appreciate the descriptions giving a more straightforward description of what the material looks like. Right now, every material shares the same description of Hombask's work with voidshell materials. In contrast, I'd like each description to have something even just as basic as "This material resembles [steel, leather, cloth, circuitry, brain tissue, etc.]"
  4. I wasn't even thinking about captura and the likes. That's a good point! I think the surreal nature of the game's material makes immersion all the more important. Just like how we accepted the transition from records to cassettes to CD's to digital storefronts, we can accept changes in scenery and materials easily, but seeing a person run with their head mechanically stock-still triggers an uncanny valley reflex which tells us it isn't real, shaking us from the experience.
  5. I just ran a couple low-level solo missions to confirm. Neither Operator nor Drifter have head tracking, whether armed or disarmed. It's a subtle difference, one I had to sit down and consider. I realized a while ago a main reason why I didn't like switching to operator was a lack of life, but I had to play around with it, watching the animations, before I realized consciously what was different. It's something the average person might not notice right away, but you can't unsee. I think it's important, though subtle, because you can feel it even before you notice it. Your subconscious tells you a real person doesn't run like that, even if the run animation itself is fine.
  6. I know I'm cutting it close with Duviri on our doorstep, but I realized one small change which would greatly improve the operator and drifters' feel. Despite being thinking, sapient people, not lobotomized cyborgs, the operator and the drifter don't feel as alive as the warframes. Why is this? Head tracking: the warframe might stand still, but its head will turn to look in the direction the camera is facing. When you look at something, the warframe does too, contributing greatly to immersion. (Until you look too far back, of course; warframes aren't owls.) The operator and drifter, on the other hand, don't. Until you tell them to walk somewhere, they stand stock-still, staring straight ahead into the abyss: dull, stiff, and robotic. This carries over into movement, as well, because warframe head-tracking looks the direction you're facing as you walk or run, too. In contrast, the operator and drifter always face stock-stiff forward, Their facing swinging wildly with your directional inputs like a tank-controls PS1 game. The head-tracking code is already in the game. It's already used by every last warframe. I don't expect it should be much work to apply it to operators and drifters. Especially with Duviri coming up, where we will be seeing a LOT of the drifter, it will be a night-and-day difference in the feel of the gameplay. Sincerely, Deinonychus P.S. While we're taking a look at operator/drifter animations, the Zenurik idle has one hand clip DEEP into your back. Please remove my hand from my kidney. P.S.S. I wasn't quite sure what thread this belonged in, so if anyone knows I'm in the wrong place or that this would be more visible elsewhere, please let me know. I do think this is an important change that needs to be made.
×
×
  • Create New...