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Arisu

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Posts posted by Arisu

  1. I received 2 in-game mails. One today, and one yesterday. 
    The sender was supposedly me even though I wasn't even logged in at the time it was sent. 
    The mail seems to have no content or icon. 
    I have not noticed anything suspicious on my warframe account, I don't seem to be missing anything.
    I have 2 factor authentication and haven't noticed anything suspicious on my personal e-mail account.
    I still found this a strange thing to happen so I wanted to make sure if this is a know bug.

  2. 2 hours ago, Ninnjie said:

    Why did you guys reduce the duration for Zenistar's disc? Spent a lot of time forma-ing the weapon and now with that "nerf", to me its basically trash. The only thing you guys can do (and i'm begging you to) is:

    - Revert back the duration for Zenistar's disc from 10s to 40s+

     

    If you guys wont change it, better you guys drop Zenistar from the daily login rewards table and put it as a normal acquiring weapon on missions or market because its not even fun to use anymore to be honest. God i hope this will change before the update gets ship to console.

    The duration increases with combo multiplier now, in case you've missed that. you can have it last 40s or even more, just requires a bit of work before it lasts that long. 

  3. I like the melee update in general. There's a few minor quality of life things that I'd like to have, and a rather large issue with melee as it stands overall. 

    First the minor ones : 
    1) I'd like to be able to use heavy attacks at any time, not just when melee is already equiped. 

    2) There are some attacks that have a lot of reach to them, for example the shield throw, blade and whip's heavy attack, a lot of the glaive normal stance attacks. These however are always straight ahead and tend to miss anything standing slightly higher or lower. I'd like to be able to aim these at least somewhat. 

    3) I would have liked some throwing attacks/stances for spears and daggers. 

    4) Parazon "mercy"s are too random and easily missed to really make use of the mods. 

    Now for the big one. The heavy attack/combo counter. 
    In short : Warframe does not have enough meaty enemies to validate building up a combo counter and spending it all on one heavy attack. But as with most things, it's more complicated than that. 

    There are a few builds that benefit from having a high combo counter and keeping it. Builds that use these will not benefit enough from a single heavy attack damage spike to justify losing out on a lot of their consistent damage. Then there's the builds that will be using the heavy attack a lot, using weapons like glaives and gunblades. These however will be using them so often that there's little reason to focus on the combo counter (both in playstyle as in the builds). Now there are some mods that focus not only on increasing the combo duration but also on keeping part of the combo stack after a heavy attack (called Combo efficiency, took me a while to figure out what that did). But by then, you've spent so much on mods to keep your combo counter up, that they don't do much anymore because you didn't have room for damage mods. 

    The default 5 second combo timer is simply not enough for any build that even remotely cares about combo count. And builds that do care about it, care about it too much to justify spending it on one single damage spike. I can think of some weapons/builds that do have some room for building up the combo counter and spending it all on a single damage spike. But even then you are still missing out on some consistent benefits, and there just aren't enough situations where you really need that single damage spike to justify making a build for. 

    There's a couple of things I can think about to remedy this. 

    1) increase the default combo timer so that it's something that can be worked with by default. (I'd vote for removing it altogether but that might be a bit much). 

    2) Rather than a heavy attack removing all of the stacks, have it reduce the combo time instead so that people don't have to mod for both time and efficiency if they ever want to use heavy attacks in a build focused on keeping the combo score up. 

    3) Give heavy attacks the oomph that could be expected from the required sacrifice of combo counter. But perhaps more importantly, one that is beneficial even when there isn't a single strong enemy that is in need of sudden spike damage. Some weapons like the Zenistar already have an added effect to their heavy attack based on the combo count. I think giving all weapons the posibility of having one might be an interesting idea. For example using a heavy attack arcane/exilus. Some possibilities : Gaining life/energy (there already is a life version for this as normal mod), gaining damage immunity/reflection, Radial blind (like the Vaykor Sydon), Increasing the next Warframe ability strength/duration/efficiency, etc.

    4) This one is more of a random thought, but I already mentioned Parazon "mercy"s are a bit too random in my opinion. What if we could "spend" some of the combo count to initiate one of these as well? 

  4. I've noticed that even if you land perfectly, if you encounter some type of "drop" shortly after that, the landing is invalid. I'm not sure if it's intended, but to me it does seem a bit silly. imo the only time you should not get points is when you actually bail. 

  5. 3 minutes ago, Ermiq said:

    So... Is this thread about the guys who go fishing etc. in Eidolon and other open areas?

    If so, then - as a newbie - I tell you: I had no idea I was ruining someone's game by doing that. I thought these open areas are just like any other social hubs in other games where you're free to do whatever you want to do.

    It seems that I was wrong. And I'm sure there's a lot of people just like me, we just didn't know we have to play as a group in these areas.

    If you just enter them normally, that is in fact the case (that you're free to do what you want). 
    If however you pick a bounty mission before you enter them, you are expected to do the bounty missions. 

  6. Here's the problem with resource sinks 

    If it's something veteran players will want, it's going to be something that new players will want as well (at least eventually). 
    Veteran players who have been able to save up for years can easily afford it, new players can not. 
    So you end up with something out of reach of new players, the thing you literally tried to fix. 

    Additionally an unlimited platinum sink (like re-rolling rivens) will incentivize some people to spend more money than DE wants them to (as explained here).

     

  7. You'll probably find that when you're playing solo or hosting that this delay is practically gone. The delay seems to be mostly coming from network lag and can be very clunky indeed. Until they fix this (if they ever do), all I can recommend for smoother operator play is to play solo.

  8. This is exactly the point where you want to be at with such systems. The feeling that just 1 or 2 mod slots would be perfect. This means that you have enough for people to make a good build in which they don't feel too constricted, while at the same time having too few to make the "perfect" build, forcing you to make concessions. 

    There is of course the issue of "must have" mods that fill up slots with uninteresting choices. This is something they are looking at if I'm not mistaken.

  9. 3 minutes ago, Fallen_Echo said:

    No one thinks about that, they just want to complain.

    They want people to put in at least some effort. They don't want to be used as a tool for some leecher to get free stuff, while they do all the work. Especially if said leecher responds in a very rude manner when being called out on it. It betrays a certain attitude that does not belong in a team. 

    And just to be clear, I personally don't have an issue when someone with a sub-optimal loadout (either due to being new or leveling MR-fodder), and can't keep up with Saryn/Banshee/[Insert AoE warframe/weapon of choice], or someone going AFK because they had some important RL issue that suddenly came up. There's no problem with someone stopping to mine that blue gem they came across on their way to the next objective. But if you went into the PoE to do bounties, you are not supposed to just be fishing. 

  10. If you have the mods for it, Mesa. 

    Her Shatter Shield ability can give up to 95% damage reduction. 

    Peacemaker, while technically not an AoE, It's fast enough that it might as well be considered one. Downside compared to Saryn is that you need line of sight. The upside is that it's also very strong against the heavy targets. 

    That said, if you're locked to Europa, it limits your options quite a lot. Mesa also isn't available until Eris.

  11. 15 hours ago, AEP8FlyBoy said:

    I also don't know if aim-gliding would be out of place for the operator, as I'm sure there is a reason they don't have it. (Lore wise)
    I'm not against a buff to their overall mobility however, nor am I against modding systems for Amps (or just buffs to them in general, because a lot of them are quite weak, even when "maxed")

    There may be a lore reason as to why they can't. Though so far I've only seen their powers presented as "Space Magic without limit", so I would assume they have some creative freedom there. Even if there was a lore reason as to why they can't, I wouldn't be upset if we could see them flying around in open space in the upcoming Railjack content 😄

  12. This will be some feedback about the operator mode after having maxed all trees. 
    Some of this will be positive, some negative, most of it is personal opinion, some is backed by an education in game development. 

    To start off, I love the operator mode. Both in lore/concept and the mechanics. I started playing this game because I heard of the second dream/war within quests, and this is part of why I keep playing. There's something fairly unique about being able to switch seamlessly between warframe and operator mode. I'm also a big fan of psionic-like powers (though I understand this isn't everyone's cup of tea). 

    There are however some issues with it. 

    • The seamless switching quickly disappears when there's a bit of lag, turning it into a choppy experience. Some abilities also stop working smoothly (Vazarin : Guardian Blast and Zenurik : Energizing Dash to name 2).
    • There is a certain lack of control when it comes to using abilities. (explained later in detail) 
    • Not all trees/nodes are equal. (also explained later). 

    To get into more details about the different aspects :

    ---Customization---
    To reduce the chance for misscommunication here, I'm talking about the mechanical customization, not the visual aspect of operators.

    For starters, there's the Amps. 9 parts, 3 for each of the categories, makes for 27 different Amp combinations. By itself not a small amount. However there seem to be some clear winners when it comes to these combinations, resulting in less than half that amount of "viable" amps. What's more is that unlike Zaws, these can't be modded, and with only a single Arcane (of which many don't seem to be all that good either), your Amp is not actually all that customizable.
    Then there's the operator itself. You can pick one focus tree and two arcanes, and that's it. (I'm ignoring waybounds since I'm assuming people will eventually be able to unlock and use all of them). In order to not die to higher level mobs nearly instantly, one of those arcanes is pretty much reserved to a defensive one. 

    ---Focus---
    For those who are curious, I farmed most of the focus with Banshee + Atterax on Adaro. I mixed it up using some Saryn spore spam on Hydron, and a little bit of Titania. 
    Personally speaking, I find the focus farm to be poor. I could talk about how it's easily farmed when you know what to do, but almost impossible to get doing any kind of "normal" content. However all these issues pale in comparison to what is in my opinion the largest problem with the focus farm : You are not encouraged to actually use the operator mode to get focus. 

    ---Mobility---
    Slower running speed. Worse jump. No bullet jump. No aim-glide. The operator is less mobile than warframes with the exception of void dash, which is awesome in open spaces, though unfortunately less useful in enclosed spaces.

    ---Abilities---
    The good part about the operator abilities is that they give some basic functionality to use in combination with each frame. 
    Void Mode gives a stealth/escape ability and is great for uninterupted interaction with objects and dying team mates.
    Void Dash grants a fast movement option, especially in open areas. Unfortunately in small spaces, you'll often find yourself dashing into walls, making it a lot harder to control.
    Void Blast provides a decent bit of crowd control. 
    Void Beam (Amp) can provide a reasonable amount of damage (for most content). 
    When expanded with the focus trees, it opens up even more possibilities and synergies like energy regeneration, healing, and stronger crowd control. 

    There are some flaws with the abilities. I'll be giving my opinions on the specific trees and abilities, but there are the general issues. 
    Many of the focus tree improvements add special effects to the base operator abilities, including an additional cost. Often these special effects are unrelated to the initial effect. Zenurik's Lightning Dash for example. The effect will take place regardless of why you wanted to use the ability, and may use a lot of energy for that effect without being useful at the time. There's no control over this, other than deactivating the nodes (which might prevent you from taking nodes that you do want). I also find it strange that DE chose this way of activating these effects instead of using the normal ability buttons. Though I'm hoping this is because they have other plans for those in the future.
    Another issue is that some of these abilities require you to not do anything else, either while using it, or while "charging" them. Vazarin's Guardian shell will have you keep a shield up, but you can't do anything else. Madurai's Void strike requires you to "charge" a buff by standing around in void mode. The fast nature of Warframe often conflicts with these slow abilities. 
    Lastly most of the focus trees have just one or two non-waybound abilities that are actually good. The other abilities range from "just OK" to "I'd rather not waste energy on this". Not only that, but some trees seem to only work well when you're using a specific build. 

    ---Madurai---
    Overall an interesting tree that's unfortunately crippled by the relatively low damage of operator attacks. 

    • Phoenix Talons/Phoenix Spirit : Passive damage increases. Can't really go wrong with these but they aren't very special either.
    • Void Radiance : Decent CC that's crippled by a horrible energy drain with a very impractical trigger. 
    • Void Strike : One of the more interesting abilities in this tree, but it's crippled in some ways that prevent it from being truly good. The damage "charge" is slow to the point where it's not that useful when dealing with large crowds, and since it only applies to 8 instances of damage, making it useless for rapid fire weapons. 
    • Flame Blast/Raising Blast/Blazing Dash/Meteoric Dash : Free extra damage on Void Dash and Void Blast. It's ok, it's free, unfortunately it's not much compared to Warframe weapons and abilities. 
    • Inner Gaze/Eternal Gaze : Passive waybounds that increase energy and regeneration of Amps. Can't go wrong with this.

    ---Vazarin--- 
    In my opinion the tree with the highest number of usefull abilities. 

    • Mending Unity : Increase to affinity range. I've never found affinity range to be much of an issue. Also immediately becomes useless as soon as you are done with farming affinity (with the exception of a very few Warframe abilities that use affinity range). 
    • Mending Soul : Instant revives, overall pretty useful. 
    • Enduring Tides : Increased operator HP. Very important for operator survivability. 
    • Rejuvenating Tides : Operator HP regen. Unfortunately it's not very fast so its effect becomes insignificant.
    • Guardian Shell : A shield while holding void blast. I haven't really found a use for this since you can't do anything else. 
    • Guardian Blast : Provides shields for Warframes (including your own) and Operators (not including you). The effect is quite usefull. It also grants overshield, and it stack (untill the overshield cap). Unfortunately it's also the most expensive ability, making it less good than the next ability. 
    • Protective Dash : My personal favorite, one of the best operator abilities. Healing most friendly targets hit (including your own warframe) with void dash for 60% and granting a short invulnerability. Doesn't even cost any extra energy.
    • Sonic Dash : Short CC that also opens up enemies to finishers. Doesn't cost any extra energy either. It's ok. 
    • Void Regen : Decent operator health regen in void mode. Not too bad, but it's a shame it costs additional energy. 
    • Void Aegis : A shield that forms while in void mode. At least it allows you to do the things you can normally do in void mode, other than that it's not too useful. 

    ---Naramon---
    I feel this tree is only good for one specific type of build which is combo-centered-melee

    • Affinity Spike : Useful for farming affinity. Otherwise even more useless than Vazarin's Mending Unity. 
    • Power Spike : Slower combo counter decrease. Very useful for Melee builds. 
    • Void Stalker : "Chargeable" melee crit chance. Much like Madurai's Void Strike. 
    • Void Hunter : Void mode lets you see enemies through walls. Not very useful since you don't have many tools to do anything with that info. 
    • Disorienting Blast/Disarming Blast : Improving the CC abilities of void blast, and they have no extra cost. Quite useful. 
    • Executing Dash : Opens up enemies to finishers and adds more damage to finishers. Last time I've tried this, there's no visual indication, making it difficult to use reliably. 
    • Surging Dash : Increased damage to enemies on void dash. Useful but not very interesting. 
    • Mind Step/Mind Sprint : Greatly increases operator mobility. Mind Step could have been better in my opinion since the operator is quite slow by default, making this feel more like a fix to a problem that shouldn't have existed in the first place.

    ---Unairu---
    Personally I find this to be the least usefull and uninteresting tree of all. 

    • Void Spines : Reflects damage back to attackers. Seems useless since the HP of the attackers is far more than the damage they do. 
    • Stone Skin : Added armor. Extra survivability is always nice. 
    • Void Shadow/Void Chrysalis : Void mode adds damage reduction and invisibility to allies in range. The effect is nice, but the energy drain is quite harsh. And as usual you can't do anything that breaks void mode. 
    • Magnetic Blast : affects enemies with bullet attractor. My personal experience is that it messes up my aim more than it helps. Your results may vary. 
    • Unairu Wisp : Doubles operator damage for 12 seconds. Pretty nice, though it does require you to look for the wisps. 
    • Sundering Dash/Crippling Dash : Pretty useful debuffs. Unfortunately unlike most trees, the enemies still get ragdolled around with this, making it slightly annoying to make use of the armor reduction in most cases.
    • Basilisk Scales : More operator survivability. Can't go wrong with this.
    • Basilisk Gaze : Increased void blast radius. It's ok. 

    ---Zenurik---
    Overall kind of "meh", however it has one of the most wanted abilities, namely energy regeneration. 

    • Energy Pulse : Extra energy when picking up energy orbs, very useful. 
    • Inner Might : Melee channeling efficiency. Not horrible but not special either. 
    • Void Siphon/Void Flow : Increased operator energy pool/regeneration. Very useful.
    • Energizing Dash : Free limitless energy. Probably the best operator ability (or at least the most controversial). Many people consider the Zenurik tree to be a "must" because of this.
    • Lightning Dash : Slow traveling damage orb when void dashing. Probably the worst dash related ability due to the fact that it costs 10 energy per dash, greatly reducing its use as travel ability. The damage is also nothing special.
    • Temporal Blast/Voltaic Blast : Pretty good CC additions to void blast. 
    • Void Static : Minor damage to enemies while in void mode. Not very useful.
    • Void Singularity : Pulls enemies towards the operator. Not very useful unless you want to bunch up enemies. 

    My suggestions

    ---Customization---
    Mods for operator and amps: It's a system we have, are familiar with, that works. 
    Amps : More different primary/secondary fire modes. Melee would be nice too. (Personally I would like to be able to turn the visuals off, I dislike the bulky arm contraption.)
    Different base abilities : this one needs some more room for explanation. 
    Right now everyone has the same base abilities, and the focus trees allow us to add some additional effect to it. I think it would be nice if we could change abilities on a more fundamental level. 
    For example

    Void Dash : A choice between different types of traversal other than the usual short burst of speed.
    A slower but more controllable flight-like movement (for example like in this game here : https://www.youtube.com/watch?v=GJIJwHKak74)
    A super fast running movement that's limited to grounded traversal. 

    Void Blast : 
    A cone effect with longer range. 
    A line attack (like the Pencha Scaffold) with an even longer range. 

    ---Focus---

    • Have operators gain more focus. 
    • Using operator mode generatates a stackable buff that increases as you use the mode. Then when switching back to the warframe, the buff will convert affinity to focus while it lasts.
    • Special operator missions that give focus. 
    • Special bonus for doing normal missions in operator mode (based on duration/performance). 

    Also something to reward people who maxed out all trees would be nice.

    ---Mobility---

    • Increase the base operator speed. 
    • Add aim glide. 
    • Some of the customization options mentioned above would improve this. 

    ---Abilities---
    The main issue I think is the perceived "must have" of Zenurik's Energizing Dash/Energy Pulse. While I personally don't completely agree with this (mostly because my Warframes of choice have limited use for energy regen due to buffs disabling it, or have reasonable energy alternatives), I do think it's an issue worth addressing. 

    One of the solutions could be to give every tree a type of energy regenerating ability. 

    • Madurai : Flame Blast/Blazing Dash could give energy to warframes depending on the damage done. 
    • Vazarin : Guardian shell could give energy to warframes when absorbing damage. 
    • Naramon : Executing dash could give energy to warframes when performing finishers on affected mobs. 
    • Unairu : Void spines could convert damage recieved to energy (like the Rage mod) or Magnetic Blast could give warframes energy for shooting affected targets.

    This would also make these abilities/trees more useful than they are now. This will however get rid of Zenurik's monopoly on energy regen so it will need something to make up for that.

    Another solution could be to be able to mix-match skills from trees as you want. Though as the trees currently are, I suspect it's going to result in everyone running nearly the same "build".

    I would also suggest giving every tree a skill that could be considered a "must have" for most if not every build. Because if every tree has a "must have", none of them will. 

     

    That's about all I have for now. 

  13. 24 minutes ago, Sibernetika said:

    Well someone seems like they felt offended that they had to go to such extends on saying how legally they are not obligated.. No one talked about legal action or any such bs.. Have you paid attention to warframe and destiny 2 news in the media.. Warframe is marked as the good moral beacon and destiny 2 as moral trash.. If DE refuses to implement a visual cue those very same reporters can quickly make a moral issue where there isn't.... That being said DE is not above making visual cues, I remember there was people complaining that they didn't notice their shields being depleted and that the sound effect went unnoticed.. De responded with a blue tint that basically flash banged you every time your shields went down... It was every valkyr players bane 

    Note that I'm addressing accessibility in general. Not just video games, not just DE, not just Warframe and not just this particular feature. 

    I think if you read the full post of the person I quoted, you'll find that they actually mentioned the law. Which is why I addressed it briefly. And it's not about legal action but legal support. Creative people usually don't get government support to improve accessibility of their products. Which is they have to make a cost vs benefits analysis every time the issue comes up. And sometimes the result of such an analysis is unfortunately "we can't do it". 

    And don't get me wrong, I have nothing against this particular request at all. All I have done is state multiple valid reasons as to why a company may not make their products accessible to a group of people with a certain disability, and that this doesn't immediately make them a bad company. And I have done so in a polite and calm manner, so I don't understand why you think I'm offended.

  14. 16 hours ago, (PS4)FurryZenJustice said:

    Accessibility is a moral issue. It's about whether or not millions of people are left behind because of things they can't control. And while not every problem has an easy solution, color blind modes, visual cues tied to auditory ones, etc. are reasonable requests to be made. DE may not fulfill them, but it's also good business sense to support them. I'm hoping they hear us out.

    I don't think accessibility is something so simple it can be categorized into one type of issue, especially when it comes to entertainment. The law to support disabled people does not extend to this either and it's not always good business sense to support it. Sometimes making something accessible to a certain group of people will cost more than it brings in (which is why the government also subsidizes accessibility in some cases). Sometimes making something accessible will impact your creative vision, which in my opinion isn't something we are allowed to expect from creators. We are allowed to bring it to their attention of course. But stating it's a moral issue seems to imply that not fulfilling the requests means the creators are bad people, and that would be a pretty harsh accusation. 

  15. 1 hour ago, (PS4)guzmantt1977 said:

    It wasn't directed to me, but I read your post, got your meaning and like other people who responded to you, still think that you are wrong on multiple levels. 

    Visual cues can and often are used in conjunction with sound cues. Think about how you know whether the stalker is coming for you, or someone else in the group. Think about how you know if you are banished by limbo. Think about how you locate drones, resource caches, supply drops whatever. Think about what happens when you are actively using the scanner. Then think about why all of those have multiple cues to inform you. 

     

    Like everyone else is pointing out, colour blindness is a visual impairment, and the creators of many games, including this one, have a way for people to get around it while enjoying the game. Like others are pointing out there are video games designed with the visually impaired in mind. 

     

    Why do you have a problem with that? 

    I know this isn't aimed at me, but I don't particularly have a problem with it by definition, however there are some points to be made.

    Colour blindness is not on the same level as being practically deaf. It would be more akin to not being able to hear specific frequencies like (very high or very low, though this generally isn't an issue in games since these sounds tend to not be used due to be annoying in the first place). This is important since in most cases, slightly changing the colors will allow developers to convey the same information using the same sense. Compared to being practically deaf where one sense needs to be completely replaced by another (like Tubsie suggested). 

    There are a number of problems with this.

    First of all, the devs need to come up with a second way of informing the players. This is not always easy to do, and can potentially result in one of them being completely useless. In this case for example, if players are presented with both a visual and an audio representation of what to match, they will likely ignore the audio completely since visual is much easier. This changes the gameplay completely, from "Guess the sound" to "Match the picture". 

    The second is creativity. If the developers choose to make the game accessible to practically deaf people, it means they can never create a feature that relies only on audio, ever.

    Third, there's an issue with resources. Unfortunately there are people with disabilities in this world, and some of those disabilities may result in not being able to enjoy a computer game to its fullest extend or even at all. As harsh as it may sound, sometimes companies can't afford to spend time on what's likely to be a very small portion of their audience.

    Lastly there's the question of how far to take it. There are people who even with colour blind modes and visual + audio cues still won't be able to enjoy this feature or even the game as a whole. It's simply unrealistic to expect no limits to accessibility. But who's willing to step up and say "This is the line, if you are more disabled than this we can't afford to help you"? It's a harsh reality that every reasonable person knows to be true. But it's impossible to spell it out without sounding like some kind of horrible monster. 

    That said, this is DE's game, and it's up to them to decide how far they can allow to go. There's no harm in bringing this to their attention. 

  16. There is an issue with a few frames/parts that have a low drop % in C rotations of missions, making them quite an annoyance to farm, and they can't be traded either, nor can you improve your chances like teaming up with people with radiant relics. It's an issue that's brought up quite a lot. The devs have stated they are thinking of some fixes (mostly in the sense of having endless missions improve the chances of dropping them the longer you stay in the mission), but nothing concrete yet. 

    There is however an issue I rarely see mentioned in these threads. Namely if they would improve the droprates of these parts, then everyone who already has them would get practically useless parts more often. 

    Personally I like the relic system, where a bit of investment (void traces and time to find a rad-group) can greatly improve your chances of getting the item you want. 

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