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Hozinger

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Posts posted by Hozinger

  1. Hallowed garden.

    Renewal no longer has a heal over time (initial heal still there)

    Using renewal on top of hallowed ground resets its duration and buffs it to a hallowed garden (ferns have flowers growing out of it)

    Hallowed garden grants heal over time and +armor to allies X% more than a normal renewal would. 

  2. 4 minutes ago, (XB1)ShadowBlood89 said:

    sorry but please stop being lazy an actually do what every other player does an change up there loadouts manually or make afew preset loadouts for what you want to use for the certain mission types

    no I will never stop being lazy as being lazy is a part of who i am XD

  3. Cool.

    Don't really want to argue, because i'm just putting things out there, not really expecting it'll change anything, but you know, never hurts to give them feedback and personal thoughts XD.

    lol didn't know that you get higher levels by region when you join without missions probably cuz i never join without a mission, since I find there is no reason to do so unless u'r main purpose is to fish/mine in peace. But then again, that could be exactly what DE wanted, so 😞 too bad for me i guess.

     

  4. The laziness in me wishes that I can save a bunch of specific warframe/weapon/pet/mod loadout; and right after I accept a mission the UI asks me 'which loadout would you like?'

    I'm too lazy to go to my arsenal each time and change my mod settings before every mission.

    Probably this has been requested before.

  5. I like the plains, but I see them more of a 'less-linear tileset' than an actual open world region, and personally don't see a big difference from the plains with any other tilesets.

    In that regard, here are my thoughts on what I think could make the plains feel more like an open world region.

    Probably a bunch of stuff that could be really hard to implement 😛.

     

    1. Friendly NPC camps around the plains.

    -more than one camp, spread around the plains

    -NPCs give me quests

         - instead of random quest that pop up around the plains, I activate a quest (or a set of quest like it is right now).

         - activated quests are notified to ppl in the plains, who can join in.

         - specific quest for specific rewards (ex: quests that reward fish parts, ores, gems, wisps; RNGzus dictates what you get XD).

    -have kiosks where i can hop on my archwing and/or dargyns that I can ride using just credits (just for convenience sake, and for ppl who are too lazy to make and carry around archwing launchers like me).

    - Aim is to make the open world experience feel continuous/seamless instead of going back and forth between the plains and konzu like I currently do.

     

    2. more ppl per plains

    - max 4~10 ppl

         - have different channels which dictate the maximum amount of player you can have (4,6,8 or 10)

         - players can choose how many ppl they want to be with in the same map via choosing which channel they join.

    - each person can play their own quests, hop into other ppl's quests, or just play around mining, fishing, killing grineer.

    - since eidolons were designed for 4 ppl, eidolons only appear when you get the quest from konzu, in which case only 4 ppl can join in like as now.

    - dedicated servers?

    - aim is have lots of random ppl each doing random stuff but in the same map, so that you get a sense of 'being around other ppl'. Even if you're doing the same thing, playing the same quest, in the same place, totally on your own, the very though that there are other players out there in the same map as you, each doing his/her own random thing make you feel less alone.

     

    3. level specific regions

    - divide the plains into regions that spawn differing level enemies (10~20, 20~40, 40~70, 70~100) even in the daytime (this will inevitably affect where quests take place).

    - as night comes, lower level region sizes decrease and higher level region sizes increase.

    - aim is you can play whatever 'tier' gameplay you want at all times in the plains (though the level of accessibility for low/high tier gameplay is dictated via day/night cycle)

     

    4. Enemies killed in the plains grant Ostron standings / themed enemies that drop plains specific resources

    - May need to equip sigil for standings (but sigil will only work in the plains and nowhere else)

    - Themed enemies will drop fish parts, ores, gems (RNGzus dictates what they drop XD)

         - ex: grineers wearing fishnet coats that throw fishing spears are located around lakes and have a chance to drop anything from fish scales to seram beetle shells.

    - aim is ppl who want to take a break from missions and just mindlessly kill grineer while chatting with clanmates or random ppl in the plains (which I feel is a big aspect of 'open world') can do so while feeling like they are also not totally wasting their time but rather accomplishing something that can only be accomplished in the plains. Also ppl who do not like the fishing/mining aspects of the game and only prefer to shoot enemies in the face can still get the resources (but with less efficiency than directly fishing/mining).

     

    5. Minibosses

    - Randomly found

    - hard to solo

    - rare mods/resources

    - aim is to add that extra spice to the plains.

  6. 'Eye of the Storm'

    He can freely move around/attack during his 3. cant remember the skill names.

     

     

     

    + alpha

    enemies within are no longer ragdolled/flying around but rather slowly sucked into the middle of his 3 (basically inaros himself) while doing the dance they do when inflicted with his 4.

     

  7. A primed version of forma which does not reset your Warframe or weapon rank when you install it.

    Needs a regular forma to make (but doesn't take forever cuz the normal forma already does that).

    Bp sold in the market for plat.

    Bp is a reward for 'end-game' stuff. (Tradable would be nice but that's your call)

    When you make 'significant' changes to WFs or weapons, players with that WF/weapons have the forma reset for those WF/weapons and they get primed forma equivalent to the amount of forma that's been reset.

     

     

    More incentive to do 'end-game' stuff.

    More money for DE (probably not much but still).

    Players who invest in WF/weapons feel less like they've been screwed over after nerfs (not that I feel that way; I've don't even own Saryn).

     

     

    Now tell me the reasons why this would be stupid.

  8. WF pvp lacks in its core gameplay.

    It lacks the characteristics  (graphic ques / sound effects / UI info) that differentiates between a great pvp shooter experience and a sucky one.

    These characteristics have to be at a perfect balance wherein they are subtle but definitely noticeable.

    These characteristics are not as essential in pve, where you do all the killing, but in pvp where you kill and are killed, these characteristics make a huge difference in your overall experience.

    These characteristics do not make the game more fun, but the lack of these characteristics make the game experience very crappy.

    When you die, whether u'r one-shoted, ganked, gang-killed, unlucky, made a mistake, or just out-played, that death needs to feel 'acceptable', and why you died (+ who you died to also helps) needs to clear right away.

    If you die, and you say 'huh?', then the game has failed in it's pvp experience.

    And WF conclave atm has a LOT of 'huh?' moments.

    (Which is why if u'r a god in pvp and u do all the killing, then you have a hard time understanding why pvp sucks because you don't get the 'huh?' moments)

     

     

     

    Mod/skill/weapon balance, incentive to play, game speed, objectives, yada yada, blah blah, etc.

    You could get all of these perfect but conclave will still not be fun until you get the core gameplay experience right.

  9. I love how you guys are changing the sound so that it feels closer and hitting enemies have different sounds.

    This 'small' change drastically increases information delivery on an instinctive level so that I don't have to 'think' about the information but rather can 'feel' the information as I play the game.

    I'd love it if you focused on this instinctive information delivery in the graphics as well. (though you're probably working hard at it already).

    Here are my thoughs

    1.I think that hitscan weapons should also have a bullet trail. I think I may have noticed some really fast and small projectiles for hitscan weapons, but if they do have them, they are too subtle to really notice, especially in a crazy paced game like WF. I've noticed that in Destiny2 even hitscan kinetic weapons leave a thin (but definitely recognizable) trail of smoke(?) that shows you the entire shot-path in one glance. Now, having gun-shots from monsters(?) leave this bullet trail would make the game too cluttered with bullet trails, but if at least the players' gun-shots had bullet trail, it would be nice

    2. All non-hitscan projectiles should be more visible(shiny?). The Astilla is a great example of this. When you fire the Astilla, you can definitely see it flying towards the enemy, whereas shots from like the Torid feels basically invisible. Having projectile trails in nice, but having the projectile itself standout (again, like the Astilla) has a much more drastic effect.

     

     

     

    Knowing the origin of a gun-shot and the direction in which it was fired will help players instinctively realized where fellow Tenno are and what they are doing. In PVP this would significantly enhance gameplay experience because right now, when you die, sometimes it's like 'huh? what? why did I die?'; but if you die and you see the bullet trail, then you'll be like 'ah so that's what killed me' which makes a huge difference in the gameplay experience.

  10. I personally like the riven system cuz it gives me motivation to try our different weapons (and recently discovered that Inaros blind + sarpa build is really fun XD).

    So...

    And probably some1's already suggested this, but..

    Can we get more riven slots? perhaps increasing with mastery rank? or even bought with plat (I personally don't mind, though freely obtained via gameplay would be preferable).

    And..

    Can we make is so we get kuva when we dissolve riven mods instead of endo (i'm thinking on the level of [1k + 500 * #-of-rolls kuva], but that's just my thought)?

    Just suggestions.

  11. I know there's a bunch of things that need change in conclave, I'm just gonna add something to the pile.

    I haven't tried conclave a lot, but the few times I've tried it, the entire experience felt awkward.

    I've recently started playing Overwatch (big surprise) and I think I know why it felt that way.

     

    I feel that whatever is put into the game which allows me to assess what I'm doing, what I've accomplished, what is being done unto me, and what circumstance I am under is too subtle. I think the conclave experience would benefit if all of these could be 'felt' more straight-forward-ly(?). I would use the word 'more eidetic' but I'm not sure if that's the right use of the word.

    For example, when I hit someone, maybe add some more hit 3D affects which are more noticeable. I know that you can know if you hit a target because you can see the damage that you've done squirting out of the guy. I'm saying it's too subtle. The information is there, it's just that it doesn't really catch my eye during the chaos of fighting. I don't want to be required to focus in order to assess the events (I've hit, I've missed, I've been hit etc) that have taken place, I want it spoon fed to me so that I can focus on my opponent and what HE'S (or she's) doing. Not only 3D effects, but sounds, and UI affects as well. I want it to be able to assess it, without actually assessing it. I mean, I should shoot at a target, and the 3D effects, the UI effects, and the sounds should all come together in a flash of secondary information which swooshes across my brain so that I know that I've hit or missed subconsciously without actually thinking about it.

    This is even more important, when I'm the one getting hit. I need to know when I've been hit, how hard it was, and from where. Again, I know that you have those red arcs that show you where the fire (that hit you) is coming from. Again, too subtle. I remember playing conclave, shooting at someone, hearing gunfire, thinking it was mine, and suddenly I'm dead. Turns out someone else was shooting at me and I didn't notice because I was focusing on another opponent.

    Again, it's not that the information isn't there for me to access. It just needs to be presented in a more intuitive manner.


     

     

     

  12. OK, so I'm fairly satisfied with the FPS/TPS feel of the pvp in this game.

    The thing is, I feel that Warframe is at it's best when u'r using both your shooting skills and your ninjetsu close action combat; and the pvp doesn't deliver on the later half.

    Simple suggestion.

     

    1. give melee attacks knock-back in pvp.

    I feel that when I meet an opponent, and we collide in a 'melee fight', all we actually do is hack at each other until one of us dies. There's no timing nor 'distance calculating' involved (like in Tekken). You just aim at u'r enemy and hack hack hack, hoping that u'r aiming is better that u'r opponent's.

    I say give all melee attacks knock-back status effects. Then, timing u'r attack, to make sure u'r attack goes in before u'r opponent's attack does, starts to matter; cuz only one of u gets to hit the other (the other can't get his attack in becuz he's knocked back). Also, missing u'r attack now matters, cuz missing an attack gives u'r opponent a brief window of opportunity to attack u while u can't attack him.

    The knock backs should be short, so that one melee attack will not always lead to another successful attack, but should be sufficient enuff that u'r not absent-mindedly hacking at each other.

     

    2.No more quick deaths in close combat

    Another thing i felt is that u don't have the time to savor the close combat.

    U hack hack hack at each other and poof one of u is dead. Or better yet, u unload u'r automative gun in close range and u'r opponent is dead in like what? 0.8 secs?

    I say put in some kinda system where warframes are more resistant to attacks done in close range.

     

     

    Put these 2 together, and u get a more 'action game combat' feel in close combat.

     

    U want to play pvp like a shooter? fine. Just don't let u'r opponent get too close, and it'll be exactly the same as it is now.

    U want to play pvp like an action game? Then find a way to get close to u'r opponent, without being shot down before u can actually get close enuf to fight.

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