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KaeseSchnitte

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Posts posted by KaeseSchnitte

  1. Hello Steve and Scott, I hope you are in a great mood today, because I will have to try your patience. I asked these questions last devstream already and I would still appreciate an answer.

    Could you please implement universal Vacuum? You said over various devstreams that your team has different opinions about this matter. Some think that having to pick up loot is diversifying the gamaplay, others say that giving any companion Vacuum would make them too similar. I have to strongly disagree. Whether or not you believe that Vacuum is just a feature that diversifies gameplay or companions, most players wont agree with you. They see Vacuum as an integral mechanic of Warframe and I am certain that the statistics support this claim. I predict that very most players will have Vacuum equipped and that Kavats or Kubrows are being used significantly less, not to mention that most of them will only be used to level them.

    You could, for example, tie Vacuum innate to the Warframes to the Exilus Slot. Players would have to unlock it with an Exilus Adapter, which would make sure new players don't have immediate access to it, give a reason to farm Simaris standing and quite possibly bolster sales of Exilus Adapters themselves. Energy Conversion, if that is of concern, could be changed to be able to hold multiple charges, as one would pick up Energy Orbs more frequently. Or you could give players the control over what items they want to be "vacuumed".

    So let me ask you, why can't you see that your design of Vacuum is not matching up with the players vision of it? Why do Kubrows and Kavats have to be sidelined?

     

    The other question I'd like to ask is if you could rethink your design philosophy when creating or reworking Warframes? Currently, you mostly seem to design or rework Warframes based on the premise to make them balanced and to not make them increasing the powercreep by making sure they don't overshoot other Warframes. Sadly, the downside so far has been that many new and most reworked Warframes as of late are not feeling fun to play.

    Oberon is the latest example of this. I'm sure that he is balanced if it comes to your metrics, but it doesn't feel like he was able to push into the "frequently used" category, neither does it feel particular exciting to play him. He is ok, but he's missing something that can catch my interest. As such, I sadly have to consider him as a failed rework, not because he's too bad to play, but rather because Oberon isn't standing out in any way.

    As such I would like to ask you if you could change your design philosophy from creating something balanced, to creating something fun, or captivating, and worry about the balance later. Find one thing for each Warframe that will be their gimmick, like Titania's Razorwing, or something they will be the best at and make sure that each ability feels rewarding to use.

     

    Additionally to the questions I asked last devstream already, I'd like to pick up the recent fuzz about many different abilities being tied to the players FPS. In my opinion, this is an unacceptable design flaw and should be rectified as soon as possible, as well as any abilities or mechanics associated with those flaws normalized, such as the MR24 test. I think that Warframe in general would benefit immensely from sidelining the production of new content, focussing on bugfixes, QoL improvements and the overall abalance.

  2. 13 hours ago, xXHobbitXx said:

    i think you need to read properly, his projectiles always seek out other targets, its how it works, and there is a syndicate mod that does exactly what you stated hallowed ground should except its for reckoning lol

    I mean exclusively different targets. One projectile for one enemy. That'd allow Oberon to chain Smite into Hallowed Ground into Reckoning or Renewal and cover a bigger area.

  3. This is probably too late, but here is an idea for Oberon. Give Smite a "secondary fire" by holding the button, that acts exactly as the usual cast, but makes the projectiles seek out different targets. Each target gets a debuff for several seconds. If Hallowed Ground is casted, each debuffed enemy will spawn a small patch of Hallowed Ground beneath him.

  4. "Unsettling news have come to my attention. Warframes seem to act on their own, sometimes even refusing to obey their Operators. Could this be a ploy of the Sentients?"

    Spoiler: No.

    Affected Subjects: Prime Warframes, Regular Warframes, the first Operators, the players as Operators

    Prelude: Prime Warframes have been the first of their kind. Prototypes with only the best technology. Each Prime Warframe was commanded by only one Operator and that Operator alone. After a while the construction of Prime Warframes was discontinued, due to excessive building costs and long development cycles. Instead, the Orokin focussed on streamlining the existing models to both shorten the construction and lowering the cost of producing them. This is how the regular Warframes were created.

    Main Story Beats: Slowly, over time, the Prime Warframes seem to develop a consciousness. It starts with Operators showing different behavior based on what Prime Warframes they are using. An Operator that would be more reckless controlling a Valkyr Prime, seems to be more reserved and more focussed on her teammates when controlling a Trinity Prime. Going forward, some Operators experience flashes of memory that seems to come from the Orokin era. It ends with Prime Warframes simply refusing to submit to the Operator's command. They seem confused, as if they were searching for something. Only then the true meaning of this uprising is discovered. For some reason, the Prime Warframes seem to have inherited the mind of their former Operators. They are no fully fleshed personalities, but each of them has likes, dislikes, wishes, fears and regrets. The Operators set out to end the confusion of the Warframes, being ultimately successful and building a bond of trust with their Warframes.

    Backdrop: The Prime Warframes. being created only out of the best materials but only being prototypes, had an unintended side effect on the very first Operators. By repeatedly using the Warframes, the Operators created an imprint of their mind in the Void. Regular Warframes were both too weak and did not have one unique Operator per Warframe to form such an imprint. One after another, the Prime Warframes were lost or destroyed, and their Operators killed. They were forgotten until we started to dig up the blueprints again. By repeatedly using the Prime Warframes after so many centuries, they were able to reestablish the connection to the imprints in the Void, burning them into the their mind, making the now conscious Warframes effectively copies of the very first Operators. The player as Operator was not one of the first Operators to command a Prime Warframe.

    Conclusion: Story-wise, we make it clear to the Operators trapped inside the Warframes in which situation they're in. Realizing the situation they're in, they decide to work with us. But now, instead of treating the Warframes like tools, we treat them as equals. We act as a team with out Warframe when we head into missions. They need us to establish a connection to the void, so they can fully embrace their memories and we need them to fight our enemies and occasionally to draw from their knowledge.

    Mechanic-wise, the Warframes will be able to act as specter while we run around as child.

    Cosmetic-wise, we can have the Warframes walk around in our ship or relays, sometimes interacting with them, sometimes standing in groups as if they were talking.

    Note: This concept picks up the idea of the Warframes being their own person and making it fit with the current narrative.

     

     

  5. 2 hours ago, [DE]Megan said:

    Your constructive feedback, as always, is appreciated! 

     

    Here is a suggestion on how to keep the synergy without the downsides: Make the regeneration only apply to the player, but split the actual regeneration evenly across all of that players minions. The regeneration prioritizes the player, meaning that if the player is not at full health, the full regeneration is only on him. If he's at full health, then the regeneration will be split across the player's minions. Companions count as a proper target for the regeneration however.

  6. Hello Steve and Scott, I hope you are in a great mood today, because I will have to try your patience.

    Could you please implement universal Vacuum? You said over various devstreams that your team has different opinions about this matter. Some think that having to pick up loot is diversifying the gamaplay, others say that giving any companion Vacuum would make them too similar. I have to strongly disagree. Whether or not you believe that Vacuum is just a feature that diversifies gameplay or companions, most players wont agree with you. They see Vacuum as an integral mechanic of Warframe and I am certain that the statistics support this claim. I predict that very most players will have Vacuum equipped and that Kavats or Kubrows are being used significantly less, not to mention that most of them will only be used to level them.

    You could, for example, tie Vacuum innate to the Warframes to the Exilus Slot. Players would have to unlock it with an Exilus Adapter, which would make sure new players don't have immediate access to it, give a reason to farm Simaris standing and quite possibly bolster sales of Exilus Adapters themselves. Energy Conversion, if that is of concern, could be changed to be able to hold multiple charges, as one would pick up Energy Orbs more frequently. Or you could give players the control over what items they want to be "vacuumed".

    So let me ask you, why can't you see that your design of Vacuum is not matching up with the players vision of it? Why do Kubrows and Kavats have to be sidelined?

     

    The other question I'd like to ask is if you could rethink your design philosophy when creating or reworking Warframes? Currently, you mostly seem to design or rework Warframes based on the premise to make them balanced and to not make them increasing the powercreep by making sure they don't overshoot other Warframes. Sadly, the downside so far has been that many new and most reworked Warframes as of late are not feeling fun to play.

    Oberon is the latest example of this. I'm sure that he is balanced if it comes to your metrics, but it doesn't feel like he was able to push into the "frequently used" category, neither does it feel particular exciting to play him. He is ok, but he's missing something that can catch my interest. As such, I sadly have to consider him as a failed rework, not because he's too bad to play, but rather because Oberon isn't standing out in any way.

    As such I would like to ask you if you could change your design philosophy from creating something balanced, to creating something fun, or captivating, and worry about the balance later. Find one thing for each Warframe that will be their gimmick, like Titania's Razorwing, or something they will be the best at and make sure that each ability feels rewarding to use.

  7. 17 hours ago, (PS4)XxDarkyanxX said:

    The bombardment is activated when nobody else is fighting you, no Kela, no enemies. The only thing you have to do is run in circle below the platform. Your teammates are literally the only thing that will kill you.

    With the tiniest bit of coordination noone will die during that stage. Paying no attention will get you killed however. A good mechanic overall.

    Quote

    The invulnerability phases are restricted behind a clunky "aiming" test that can be cheesed with AoE beams.

    What is clunky about it? And what can't be cheesed?

    Quote

    Kela's whole fight is literally spent running in circle 3 time to evade the airstrike. There's nothing to use your weapon on beside Kela, which will most likely have 0 armor, frozen to death and Molecular primed into oblivion.

    She is way more deadly if left unchecked than any Ambulas could be.

    Quote

    Ambulas requires you Fight waves of enemies, while taking down Ambulas ( Again, granted he'll probably get cheesed somehow, but at least there's nul combats, enemies AND airstrikes WHILE you fight the boss that can and will possibly kill you.
    Granted they're the "Usual" enemies, however Corpus all have unique abilities. That's three steps above Kela.

    The enemies are standard grunts, they pose no threat, let alone a challenge. Nullies only spawn at the 3rd wave, getting dropped from the ship. The airstrikes are heavily delayed, have small AoE's and don't even deal much damage if they hit you. Any movement whatsoever will be enough to evade the airstrike, which is easy enough, given how much space there is in the tile.

    That are three inconsequencial steps that make hardly a difference.

    Quote

    1- So the enemies kill their allies and let you complete the boss fight more easily?
    2- Shutdown what, Ambulas? You'll find yourself cheesing him, hacking him once in 5 seconds and then what, end of the mission?

    3- Yeah sure, shield generator or Airstrike beacon, requiring the chosen teammate to make a decision by keeping up the fight or help make the fight easier by taking a deadly risk, I can live with that.

    What kills the enmies would also kill you. Get to cover or be obliterated.

    You kill Ambulas, enemies start a remote hacking sequence to get it back online, you have to stop them. Sopping the hack will force the enemies to recall Ambulas immediately, ending the intermission period. That'd allow you to control the length if that stage by ending the hack quickly.

    What decision? First of all, that laser isn't oneshotting you, so you could just run through it, secondly, getting the laser to destroy something would be as easy standing on the object to be destroyed and wait for the laser to reach it. It'd give you some sense of different roles during that fight.

    16 hours ago, (PS4)XxDarkyanxX said:

    I'm surprised that you skipped over a line and used my sarcastic options taken from Op's statement against me instead of providing ideas that could potentially be balanced and "Challenging"

    Fighting 10 or even 20 Ambulas at the same time isn't going to be any harder, we play everyday with maximised weapon that could potentially OneShoot level 750 enemies with the right opportunities.

    If you are looking for "hard" content, you're playing the wrong game. I'm asking for something to do while waiting for those 4 minutes. 8 more Ambuli per wave would certainly make the wait more interesting.

    Quote

    The game threw everything it currently has at you and you still found it boring, what more do you want?
    Now, I'm certain there are good ideas out there that will potentially be good and get rid of your boredom, however Op's current idea certainly doesn't make it more worthwhile.

    The game did certainly not throw everything it had at me. Even Kela was more challenging and engaging.

  8. Kela de Thaym is better in that the length of her "invulnerability phases" are up to the player and the orbital bombardment really forces you to move and to keep an eye on your teammates.

    The Ambulas figth only requires you to defend the Ambuli from just usual enemies. Anything that is capable of completing a mobile defense mission will have absolutely no problem completing that phase.

    I'd like there to be an artillery fire that covers the whole arena that kills any corpus as friendly fire.

    I'd like there to be a hack that we have to shut down, rather than preventing enemies to hack for a set amount of time.

    I'd like there to be something that has to be destroyed that can only be destroyed with the laser.

  9. 7 minutes ago, Melos-mevim said:

    if it was a fight that only had to be done once like in a linear single player I would say I like the fight purely because of how big and cinematic if feels, seeing how this is grind frame where we have to run the same things over and over its flaws and how dull it is really starts to stand out

    During the devstream and even during the introduction event I had the hope that maybe we'd have to fight many waves of Ambuli, with each wave spawning more Ambuli at once. That'd still not fix the downtime or the boring first waves, but atleast it would get more challenging.

  10. Invulnerability frames on bosses are generally disliked, because they prolong the fight in what feels like a cheap manner. When the Ambulas boss fight rework came around, DE stressed that this boss fight would not rely on invulnerability frames, just as the community at large demanded prior to the update.

    However, what we got in the end is even worse than invulnerability frames. There is now a 3 to 4 minute downtime between the actual fight, the rest is just a gimped mobile defense with little to no challenge. Given that the Ambuli themselves didn't turn out to be much of a challenge, in my opinion anyways, this makes the fight even more boring than the boss fights that started the rage about invulnerability in boss designs DE sought to avoid. Against Sargas Ruk or Vay Hek you atleast get pressured while you wait to be able to fight the boss again. Against Ambulas you only have to kill the same boring and weak enemies you always kill.

    This actually makes this boss fight the least interesting to me, lesser even than the Sergeant or Phorid. Those bosses atleast die fast.

  11. On 05/13/2017 at 9:48 AM, Fallen_Echo said:

    Not just damage boost. 200% bonus to all stats including damage, reload, firerate, accuracy etc...

    But to be fair, if we dont add any bonus stats to them then people would just choode the best ones avaible if we add some atleast weaker ones with better feeling would have a chance.

    That is why my suggestion would be to power creep them until they only differ in mechanics, different scope sizes, magazine sizes, noise levels, reload speed and such.

  12. Pablo is working on a new PvE exclusive augment for Electric Shield that feeds absorbed damage into Volt's passive and allows teammates to pick up shields as well. While I absolutely welcome such an augment, I also think that the damage absorption should be a base functionality. Also, if the passive remains capped and triggers with weapon fire, the absorption will be greatly reduced in its effectiveness. Nonetheless, it strikes me how similar some parts of that proposed augment are to...

    My Suggestion

     

  13. On 13.5.2017 at 8:05 PM, Gravitus123 said:

    Not a bad idea like make an extra "heavy weapon" loadout slot.But honestly their biggest problem is that they dont perform well in combat.Snipers have high damage but they kill enemies very slowly and launchers dont hold up in late game but they still one shot you without a problem.

    Add innate punchthrough to snipers and increase their firerate.

    For launchers make shield gating a thing so you cant get 1 shot by a simple missclick or an enemy charging into your face and increase their damage so they can actually hold up longer

    I envision snipers to be slow, heavy hitting weapons that kill almost everything with one shot but have a very limited ammo capacity and slow firerate, making them more like a panic button than something you'd want to spam. Same goes for launchers, just that they don't specialize on killing everything in one hit, but rather killing lots of grunts over a huge area.

  14. 14 hours ago, (Xbox One)CarpeNoctem365 said:

    his riot shield has too many downsides (energy drain, too small, hinders movement speed, hinders jumping), his discharge stuns are inconsistent, his speed is matched by an easier, less costly nezha build, his 1 is ok, his passive is useless. And can we talk about how the electricity frame does no damage? Funny, right?

    I'd actually say it's the opposite. The riot shield is already pretty good, it could use some more tweaks, but other than that it is already a solid ability. Discharge is held back by its cap, but not too much if you use a low-power build. Speed has more perks than Nezha's ability, so it's fine in that regard. Shock on the other hand is pretty pointless and will become even more pointless once Discharge has its cap removed. The only perk of Shock is that it's one handed. The passive currently is useless, but that doesn't stop Volt from being a pretty potent all-rounder.

    My Suggestion

     

  15. On 13.5.2017 at 4:18 PM, MudShadow said:

    They're not going to make any changes to VOLT, he is one of the best designed frames in the game at the moment. 

    I'm not saying Volt is badly designed. In fact, I have only proposed changes that would build upon what Volt already does. Not a single mechanic would get replaced or removed.

    On 13.5.2017 at 1:42 PM, Mudfam said:

    I think Volt is mostly fine and I would refrain from asking for complex and substantial changes. There is no incentive for DE to invest significant time in difficult but superficial changes that aren't going to grab anyone's attention. I would still hope that some basic fixing and balancing can be done if the community is vocal about it.

    Personally I just want an ultimate that doesn't make me cringe at its futility every time I use it.

    We're getting overwhelmed! Everyone stop shooting me, I'm doing my big move now... Zzzzzzzzzzaaaaaaaaaagwablawowowowowow!

    But it's not a badly coreographed Hollywood film and seconds later someone kills Volt with a butcher knife while he's still trying to reload his weapon.

    This power just needs to behave more consistently. It has confusing and conflicting mechanics that make it entirely unreliable. It's not worth the energy, the time and the danger it puts you in, because it doesn't guarantee a useful result, you're always better off doing something else that you know will work.

    At the absolute very least enemies shocking eachother should not contribute to the damage cap. This turns a supposed big feature into a 100% detrimental effect, allowing some enemies to break free almost instantly with no benefits.

    Preferably the damage cap mechanic would be removed or replaced, and balanced accordingly. In its current form it simply breaks the duration and "tesla coil" mechanics of the ability entirely.

    You are probably right that they will most likely not just implement everything I am proposing, however that doesn't stop me from suggesting it anyways.

    I've suggested changes that would make Volt more consistent and then some synergies for fun on top of that.

     

    The post I'm referring to.

  16. Someone just has to tell DE that vacuum isn't just an optional QoL goody, but an essential mechanic of warframe. Then they'll see that their argument "We don't want everything to be the same is completely off the point, as vacuum does neither equal everything, nor should it be treated as something optional.

  17. 19 hours ago, Fallen_Echo said:

    It would be great if the slots Op promises would just simply grant +200% buff to all stats.

    That way you have the option to dedicate these weapons to true last resort/precision kill guns or choose to run normally with thrm without a bonus.

     

    Sidenote: the new slots should only be avaible to snipers and launchers with self damage.

    I don't thin giving all weapons a 200% damage boost would suffice, for one because they would still lose their one-shot capability fairly quickly and because some snipers and launchers are clearly better than others, which would lead to only the best launchers or snipers being used, which is not what I want to achieve.

    That the fourth slot should only be aviable for weapons that can't compete with other weapon classes, which are in this case snipers and lauchers, is a given.

    17 hours ago, DSpite said:

    I think a "4th slot" is way overkill. I can't see DE doing that JUST so we an all carry a Sniper/Launcher. Actually, then, it will just make EVERYONE carry a "spare" Tonkor, I mean, I LITERALLY think that's what will happen, millions of people with Tonkors/Penta in the last slot because "why not".

    One change to slots, that I still think DE won't do, would just allow Primary/Secondary to be whatever you like, so you could carry a Rifle and a Sniper, and STILL, highly probable people will carry say, a Soma, AND a Tonkor.

    As long as there is "imbalances" to weapons damage/mechanics, most people will just carry the best kill combinations, not the "fun" combinations.

    Weapons in games like COD4 attempt to balance on functionality, while we focus on "most killing power with least drawbacks". Our weapon selections are not equal, we tend to simply focus on DPS. You give players more flexibility, they will always just pick extra DPS.

    Snipers? You could give me a Sniper rifle with infinite damage and infinite ammo, and still, by sitting up on a high spot, never missing a shot, on a Defense mission, the Pod will still be overrun and killed, because even at 1-2 kills per second average, the "swarm" and their AoE's will take it out, even just on Star Chart higher level missions.

    The idea of this suggestion is to powercreep both snipers and launchers to the point that they don't differ in damage potential, but only in firing mechanics and visuals. As for snipers getting sidelined, I'd suggest to add more heavy units that don't get oneshot by or even specificly counter launchers, but are prone to sniper rounds.

  18. Hello, I noticed that almost all deluxe skins, with the exception of Valkyr's, share a bug that prevents the chosen emblem of the left shoulder guard to scale properly with the chosen cosmetic.

    For example, using an emblem with the right Eos Shoulder Plate scales that emblem to fit the hole in the plate, while the emblem in combination with the left Eos Shoulder Emblem does not get scaled.

    This is a high-priority bug, FashionFrame is at stake! Please fix ASAP!

    fwvGnxY.png

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