Jump to content

NeverDT

PC Member
  • Posts

    42
  • Joined

  • Last visited

Posts posted by NeverDT

  1. If you're going to do this, do it League of Legends style; "agree/disagree" on a post-by-post basis, anonymous, and no connections to user profiles. Moderation can deal with trolls better than a reputation system can.

    I'm not sure if this is the system the OP was aiming for, but let's just say I will forever disagree with "like" or "karma" systems.

  2. There is an unofficial community IRC channel, you can read more about it here: https://forums.warfr...unofficial-irc/

    Dev post from that thread:

    Right now priority is on crashes, match-making, contacts and scaling. No promises, but plans are to have a unified, in-game solution, that evolves into the most bad-&#! place to hang out in Warframe.

    It's not officially endorsed or anything and it doesn't see a ton of use (yet), but it's there for people to use as they see fit until such time as DE creates a system to replace it. I and others will continue to support and use it until that time comes (and even after, if it's gained that much traction by then).

    Also I'm recycling this post from another thread, because, well, it was pretty much the same thing.

  3. There is an unofficial community IRC channel, you can read more about it here: https://forums.warframe.com/index.php?/topic/1224-unofficial-irc/

    Dev post from that thread:

    Right now priority is on crashes, match-making, contacts and scaling. No promises, but plans are to have a unified, in-game solution, that evolves into the most bad-&#! place to hang out in Warframe.

    It's not officially endorsed or anything and it doesn't see a ton of use (yet), but it's there for people to use as they see fit until such time as DE creates a system to replace it. I and others will continue to support and use it until that time comes (and even after, if it's gained that much traction by then).

  4. Man it's like people never played Diablo II. I remember the good old days of running bosses 50 times to get rare loot. It's literally how games like Borderlands, Diablo, and now Warframe get their longevity from.

    I wouldn't call those "good old days", personally. Those kinds of 0.01% drop rates are exactly what I'd hope to avoid in Warframe (I know that's an exaggeration). I suppose Warframe won't have loot grabs which will help things as well. To be honest I really have no idea how I ever got anything in D2 because of how draconian the drop rates and the traders were.

    It doesn't help that D2 was really boring in retrospect when it came to doing runs over and over, a pitfall WF is doing a good job of avoiding so far. But I still think the drop rates of frame prints, at least, should be improved, especially considering how much time you have to invest to get the parts needed and then get them built. If you want to look at it from a business standpoint, the faster you put prints into people's hands, the faster they're faced with the "RUSH" button.

  5. The fact that the opener of your post immediately called out PLAYERS making any sort of defense for the game or trying to be reasonable is why I noted that part in particular. As for "hyperbole", yes, injecting your personal thoughts into every little detail of the $250 founders as well as using overly descriptive language ("very blatantly", "grossly overpriced") would fall under the description of hyperbole. Emotion can work in arguments - to a point (some would say it never works but those people are soulless and I don't care what they say).

    What's wrong with a $250 founders? People have already bought it, so it's not like there's no one willing to pay. And if people are willing to pay that much, they get more than their money's worth with the $400 PT already. Someone once compared Grand Master to a mid-level tier in Kickstarter, and Kickstarter has certainly worked for many people, so if it works for DE and people are buying it, why not?

    Considering the potential of skills on warframes is all over the place right now, I wouldn't say PT gives you instant access to the "most powerful" warframes. If efforts in the community succeed, each warframe will be powerful in its own individual right, including the starter frames (not to mention we'll HOPEFULLY get quicker/easier access to new frames without paying PT). As for the color expansion, compare to Vindictus, where you have to dye each part of your armor separately, and if you want to get more "interesting" colors (outside of the normal colors for any particular piece of gear), you have to pay for dyes on a piece-by-piece basis. Or games like PS2 or Firefall, where paints/camos are single use unlocks (though I think you can buy them permanently in PS2). By comparison, $5 to gain full access to coloring all aspects of all of your frames is merciful. Although I'd prefer a straight up RGB color picker and I wouldn't expect that to come quite that cheap. Finally, the healing/shield items are pretty cheap creditwise; pro or not, selling high level mods that you don't need will have you rolling in the dough very quickly. However, I think that in itself is indicative of a problem in the game's price model - too many players with too many credits and nothing to spend them on except PT-only items.

    So I'm not disagreeing with you that there are issues in the price model; I'm just saying that things will change, the devs are listening, and if we're patient and give good feedback, we will get results.

  6. This game is very blatantly a Pay to Win scheme at the moment, and the only people I see attempting to defend and refute that claim are obvious fanboys and Founders who clearly have more disposable income than 99% of the rest of the gaming population.

    I belong to neither of these groups, as I'm personally not won over enough by the game to invest in Founders and I'm certainly not the 1%, so hear me out. First of all, DESteve made a post earlier in this very thread: the devs are listening. There's no need to use gratuitous amounts of hyperbole about the status of a game's price model when their NDA has been lifted for only three weeks and they're still in the early stages of closed beta besides. So far the dev team has done as good a job as any team of keeping us informed to a reasonable extent about their intentions, getting critical issues fixed in a timely matter, being cooperative with and listening to the community. There have been other threads that more analytically consider the design of this game's price model and have offered alternatives. I would recommend taking a look at them - here's one, for instance: https://forums.warframe.com/index.php?/topic/1806-warframe-differentiationpro-system-a-proposal/

    We're here to offer feedback so that the game can be more successful when it launches. It's good to consider the information within the game that we, the players, have available to us at this time; however, bear in mind that there will not only be changes based on our feedback, but also new systems and items that the devs have in the works already.

  7. I totally understand where DE's coming from with the Pro system and all - my only concern is that it comes too early in the game's progression. I'm not objecting to paying for some modicum of power at some point in progression, only that it doesn't come as early as it does now.

    PS2's system gives you advantages, yes, and it will take a non-paying player some time to catch up to a paying player - but the ability to catch up in gameplay terms regardless of paying is still there. Part of the motivation to pay will come from enjoying the game, part of it will come from wanting to accelerate, and part of it will go towards cosmetic items because, well, if you're playing for a long time, you want to look like a badass.

    I'd also bring up Vindictus because it's one of the games that plays closer to Warframe (yeah, it's run by Nexon, yeah they suck, it's still a pretty fun game). I haven't reached endgame content in Vindi, but really the only thing I know of gameplaywise that you'd need to pay for are items to prevent enhancements on items from screwing up - in other words, paying for perfection. Of course it has quite a lot of cosmetic stuff as well.

    I think Warframe could easily succeed with a system similar to either of these.

    Elite would fall reasonably under my definition of "pay for perfection" - but I do not like the idea of "stealing" abilities at all. I'm not sure how I feel about "class types" either - I'd rather see a Path of Exile style passive skill tree where I can decide what I want my Excalibur or my Mag to be like. If I want a super agile glass cannon Excalibur, I can do it. If I want a tanky Mag I can do that as well. It might be easier to access certain stats on a certain frame, but the option is still there to be different. In my eyes, the first step to seeing varied frames is in making their skills viable, powerful, and unique. I do agree with having a more in-depth passive system though.

    In any case, MJ12, I know where you live and will hunt you down for your blasphemy.

    (KIDDING)

  8. Daisho. Refers to wielding a long sword (katana or tachi) with a shorter sword (wakizashi or tanto).

    Double-bladed sword would work fine, D&D (and subsequently NWN) did it. They didn't do any special animations, but it's not like we have to have realistic ones in a game like this. Personally I'm holding out for spear/naginata and better animations for the dual skana - no offense to whoever did them, they just don't flow like I think they should. Always been a fan of the trishula (Wang Yi's moveset) in Dynasty Warriors 7 personally.

  9. Quick noob question here. What happens when you have more then 4 blueprints? I have 4 now and my foundry looks ''full''

    You can get more. A scrollbar will pop up when you have more than 4.

    I'd like to see some of the build times reduced, personally. I know that they're long to encourage people to use their PT on them, but there's also a lot of other areas to use small amounts of PT in, and it's kind of a low blow to either pay 50 PT or wait 3 days for a new frame. New frames should be something to get totally excited about, not farm a ton for and then have to wait 3 days besides.

    I also think you should be able to keep all blueprints once you've built them, but implement foundry tabs for "important" and "unimportant" (to be left to the discretion of the player), or else "weapon", "warframe", and "mod" tabs to keep things from getting too cluttered.

  10. Invite only would be the same as Private.

    No it isn't. Read the post.

    Some people are part of large guilds. That doesn't mean they want to play with their entire friends-list when they are helping a new friend get into the game.

    Pretty much. Between the IRC and the better part of my Steam friends list (and their friends) getting keys these last few days I have people randomly joining when I'm playing with new players and groups all the time. It doesn't bother me (if I want to solo I'll just solo), and I certainly don't want to offend anyone, but it's boring for new players to have level 30s show up and run ahead doing everything for them.

  11. There is currently no way to "quickly recover" when you've been knocked down or staggered. Like a "quickly roll in a particular direction after being knocked down" maneuver. That would take care of what you can do when you're knocked down.

    Staggers are mostly annoying because of how easily it is to get chain staggered - Runners and Shockwave Moas being the prime examples (although I guess the latter is more of a knockdown thing, but then they'd be covered by the roll I mentioned above). The thing is, you'll have a lot of runners come in towards you, and if you can't kill all of them fast enough, they'll take turns exploding and have you staggered for a few seconds, effectively ending your contributions to combat for that time. This is usually little more than an annoyance and not terribly dangerous, but just standing around waiting for all of them to explode when you were so close to killing them all gets to be really boring. Also, the range of runner explosions is a lot bigger than it looks like it should be (and frankly, bigger than I think it should be).

    I think that having staggers in the game is okay, and I would certainly rather have "guaranteed stagger" attacks than "this attack might stagger you or it might not", but there's just too much of it going on right now and no way to escape from it.

  12. I don't generally notice with my ranged weapons since I...tend to use them at range. However the biggest culprit here is that Moas pretty much never make a sound when I'm hacking them to pieces (i.e. a "blade against shield" or "blade against robot cutting through its circuits and making it suffer for all the lasers it shot at me" sound).

    Happens with some other enemies although I can't think of them off the top of my head. There are some enemies which I am not displeased with the melee feedback sounds on, though I don't want to be misconstrued as a butcher so I'm just going to stop there.

  13. Right now, any enemy considered to have "heavy armor" takes ~1/3 normal damage. That's it. Headshots (or shots to weak points) work much the same way. Every "heavy" enemy might as well have that bit in their description replaced with "bullet sponge".

    I don't mind heavy armor, and your average shooter (or slasher) is going to be smart enough to aim where the armor is not. But right now, people are barely getting any bang for their buck when they have the sense to aim, let alone melee. Even using an upgraded Cronos on Grineer feels like I'm hacking through a rock. Or, to be nicer, a block of wood. Because they do eventually die. Either way, pretty much the only time I want to use melee is against Infested, and it's because they actually take

    I have no idea why (Corpus) Crewmen are flagged for heavy armor because they sure don't appear to be wearing nearly as much armor as Grineer - and, from a "balancing" standpoint, because every Corpus enemy tanks everything already. The Corpus have enough systems in place - Shockwave Moa teams having the ability to chain knockdown as well as security cameras - to (attempt to) prevent melee. And then, even if you do get into melee range, oops heavy armor you might as well have just shot at them. The obvious solution for guns: unarmored/weak points that bypass heavy armor.

    As for melee, I know that DE's approach was to have different melee weapons have different "specialties", like the Furax ignoring armor, the dual Skana hitting multiple enemies, etc. While this is one way to do things, you could also have mods or skill tree unlocks that give these abilities and then have the differences between melee weapons limited to damage/range/speed. This would also let players pick the melee weapon they WANTED to use, rather than the one that feels the most powerful. I say this because melee weapons seem a lot more of a "signature weapon" than any gun, and also because I'm hoping for a lot of varied melee weapons (COUGH spears COUGH naginata COUGH) and that not trying to come up with crazy new crap for every melee weapon added.

    I've also brought up lack of accuracy on weapons before. Some people seem to be satisfied with the Latron, I'm not. For a "marksman" rifle, its shots often don't go on the dot. Even when I'm standing still and aiming. I had similar problems with the Burston, what with even my first shot in the burst not going where it was supposed to. I don't want the game to be shoehorned into super long range engagements, but if weapons are supposed to be precise and accurate, well, they should be.

    In summary: heavy armor should have weak points for both ranged and melee attacks, "precision" weapons don't hit where you aim even when you're being patient, I hate Corpus.

    Edit: Oh, and **** Ancients. Heavy armor for some reason when nothing else on Infested ships have it + TONS of hp + now they can charge so it's annoying as hell to evade them on non-Exterminate missions. I go through ~50 rounds on a Gorgon heavily modded for Multishot killing them. Sorry to sound whiny, they really anger me.

  14. Now my friend Lemon King...

    ...Lemon King is a sniper and is good at killing individual heavily armored targets...

    If you skipped this post. Sit back read it, its a damn good page of feedback.

    I can't help laughing at this. But it is a good post, and awfully lucid for being written while sleep deprived.

    As far as "different playstyles" goes, I think once we start seeing some more drastic diversity between frames (either by making abilities more critical to how your frame plays, or changing up skill trees/whatnot), we'll get the different playstyles we're looking for, which is something I'm very much looking forward to - it'll add a lot of replayability and FUN!

  15. In general, in F2P games, the only items that require you to use "real money" currency are cosmetic or otherwise serve purposes related to gameplay - skins, hats, etc.

    Warframe is in a gray area in that Platinum will be obtainable by ingame means, not just through paying (I've yet to get PT through any of these means so I'm not exactly sure what they are yet). However, Warframe also has items and upgrades which are only available through PT - a few weapons and the Pro system for example.

    And yeah, as Bang_Doll said, it's more of a "pay to do better" situation. I personally have no trouble beating up enemies with no Pro stuff at all, although the situation would get a bit more iffy if there were areas that basically required you to be kitted out with Pro gear. Then again, skill, tactics, and teamwork are large factors in your success as well, so such a situation is pretty unlikely.

  16. I'll drop this in here, since it seems to be related:

    Player 1 was able to join Player 2.

    Player 3 was not able to join Player 2, but was able to join Player 1.

    Player 2 was also able to join Player 1, but all three players were disconnected partway through the mission that Player 1 hosted.

    Hopefully not too confusing, and I'm certainly not trying to make it a logic puzzle. There was another player who was also unable to join Player 2, not sure whether they would've been able to join Player 1.

    They were getting the usual "failed to join session" error.

  17. As much as I love all of my friends, I've had a lot of cases where, when helping out friends from different corners of the 'net, I have other friends who are more familiar with the game dropping in. I'm not saying cooperation is bad, but sometimes you want to keep certain groups of people isolated from one another...for their own good...ahem. Just kidding. Anyway I'd propose an addition to the current three multiplayer modes:

    Online: Anyone can see and join your game.

    Private: Any of your mutual friends can see and join your game.

    Invite only: The host of the game must invite players before they can join.

    Solo: You're all alone. Allows pausing.

  18. Ced23Ric hit some points more directly. I find your comments about Trinity and Ember interesting, not having played either of them, and having personally taken an interest to giving more uniqueness/strength to each of the frames, so thanks for that.

    Make sure you report bugs you find on the forums, I'm sure the map bug has been reported but it never hurts to make sure.

    Ammo - conserve it. Aim for the head. Coordinate with your team to use different weapons so that you're not all fighting over rifle ammo. Loot all the lockers. That's not to say that I don't think ammo might be a little iffy, although I personally rarely run out of ammo except against the tankier bosses. Also, I use the Gorgon for generally killing things (especially Corpus crowds) and the dual Latos for headshots. Secondaries are meant as a compliment. They're only a fallback if you make them one, and the secondaries in this game have great potential especially with mods. Melee usually comes out for Grineer on occasion and all the time for Infested, of course.

    As for PvP...

    How long would you be willing to stick around having done everything hundreds of times over, and over?

    My record's about 200 hours on BL2, probably about the same on BL1, 120 hours of Vindictus, God knows how much in Firefall (and that was a closed beta as well), and let's not even discuss the people with 1000+ (or even 2000+) hours of Borderlands or L4D. Co-op is the future of e-sports...err, wait, that's not right. Regardless, this game is appealing to the same market of gamers that sucked up Borderlands and L4D and made them the crazy hits they are. If you came here for PvP, I'm sorry you're going to be disappointed, but for the time being it's not going to happen. The "this game will fail if it doesn't have PvP" argument has been brought up before and is wholly fallacious.

  19. Missions with keys are sometimes impossible to finish because the key and its objective indicator occasionally despawn/disappear. Usually isn't a problem when the key is reasonably close to the door you get stuck on, but once you go 5+ rooms away you better start hurrying.

  20. So I finally got Mag yesterday, and it was good.

    But her abilities are a bit underwhelming. I didn't expect to Magneto the entire level to death, but it made me realize that the limitations on abilities are hurting uniqueness between frames. This has to do both with the energy system, and also with the fact that some abilities are setting the bar high - which I think all abilities should aspire to. "Situational" abilities are fine, but we shouldn't have frames that are completely useless against some enemies, or in some situations. And I'm not saying Mag is a useless frame full of purely situational abilities, just that some of them are implemented weakly.

    When I speak of "abilities setting the bar high" I refer to abilities such as Slash Dash. It's fast, fun, and extremely versatile - you can deal heavy damage to a boss, finish a boss, punch through a crowded hallway, and get in and out of a pack of enemies (with multiple uses). I've played both Excalibur and Mag and used their abilities a fair bit, so I'll consider their abilities here:

    Slash Dash: See above.

    Radial Blind: Cast time seems a little long (but then I'm SUPAFASTACTIONGAMERGOGOGO), and it DOESN'T WORK AGAINST BOSSES. Longer range than you'd think, though, and its stun effect is definitely noticeable (and useful). Having abilities just not work against bosses is frustrating though, I'd rather see a 50-75% blind duration reduction so I can at least consider using it as opposed to Slash Dashing all the time.

    Super Jump: Deceptively useful. The higher you do a jump attack from, the more damage you'll do, and the Excalibur is one of the two melee-focused classes, making this a nice kit addition. It's also useful purely from a navigational standpoint. That said, it's very floaty. I'd rather have a Jedi Knight-style "WHOOSH" Force Jump, not the crappy floating that was in Jedi Outcast/Academy. I suppose I'm biased against floatiness from how floaty Firefall is.

    Pull: The "stun" mentioned in the description is merely a ~1 second stagger, and you can only grab one enemy. Next to Slash Dash it's a straight up letdown. In my eyes, it ought to be able to pull multiple enemies to you and knock them down for an extended period of time while still having a moderate effect on bosses.

    Shield Polarize: Seems to work alright on allies. Cuts shields off mobs all right - woo frickin' hoo - cuts about 25%-33% off bosses. Ugh. A more interesting version: "If used on an ally, rapidly replenishes their shields for a short duration, even when they are being attacked. If used on an enemy, rapidly depletes their shields and prevents them from regenerating for a short duration." Also, can I be able to use it on myself? Please?

    Bullet Attractor: I want Sargas Ruk's version of this. Enough said. The "bubble" that this ability creates does not seem to be focused on an target, although it requires a target, and half the time my bullets don't even hit the enemy I've targeted with it. On the contrary, Sargas's version makes all the bullets you shoot hit yourself and pretty much guarantees he doesn't miss, with the Gorgon no less. It hurts. A lot. For 75 energy, it ought to.

    I cannot give accurate feedback on Radial Javelin or Crush because I haven't used either of them. The one thing abilities have definitely got going for them: they're pretty cool! If I think of alternatives I'll definitely post them, but when your abilities are the main thing distinguishing you from another frame, I think DE has done a great job of giving us unique abilities. The only thing now to do is bring them all up to a high (but reasonable) level of fun/power, and make them usable without getting completely energy starved, which brings me to the second part of this post.

    Energy

    My issue with energy is that relying on enemies and lockers to drop energy is...well, too unreliable. It's annoying to have a large part of your skillset (if a rather powerful part of your skillset) locked away due to my eternal enemy, the RNG. There are three systems I've considered to replace it, which I cannot take full credit for thinking of, because I discussed them with other people and I know I've seen at least two of them mentioned on the forums. Anyway:

    1. Remove energy entirely. Add cooldowns for all abilities, BUT keep energy orbs in the game in a different format: cooldown refreshers. A single orb would cut off a variable amount of cooldown based on the "strength" of the ability (or base it off energy costs right now). Do not make cooldowns too long! Otherwise you'll have players who want to use their ultimate in every room and wait for it to recharge regardless of how long it takes. That said, don't make them too short or it'll be Slash Dash Extravaganza in every room.

    2. Replenish energy for attacking enemies (possibly only for meleeing them). I hesitate to say "just add mods that do this", because it's such a useful ability that it'll overshadow just about everything else. This system hearkens to Dynasty Warriors, and everyone knows how good that game was by the fact that they're currently working on the eighth title in the series.

    3. Add passive energy regeneration. Most boring way to do it, I think. You could also do this as a mod, but of course, you're back in the "everybody will want to use it and it'll overshadow everything else" theory. Plus waiting around for energy to regen is boring.

    I put #1 there because I don't think I've seen it anywhere else, but the more I think of it, the more I like #2, probably because it's the best for encouraging taking risks and being aggressive, which is what this game demands.

    Anyway, thoughts on the energy systems and addendums considering the other frames (and ultimates) would be appreciated.

  21. On defense missions (have witnessed this with both Grineer and Infestation), it's possible for enemies to get stuck in the rooms they spawn in because the doors won't want to open after the mobs have gone through. It's usually impossible to get the doors to open, although I was able to once by shooting it until the enemy apparently got it to open. Runners will still detonate through doors and my friend was able to melee a Grineer through one, but I've had a few cases where I had to abort because the enemy wouldn't come out and I couldn't kill them.

×
×
  • Create New...