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iPathos

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Everything posted by iPathos

  1. Heck, even just give them a main UI waypoint akin to Ayatan Stars. That way the item's color isn't the be-all and end-all of the objective.
  2. Right, so to cover my behind; bait post or not, this is a good opportunity to clarify on how I view this microcosm of TNW struggle. As someone who's played the game practically non-stop for nearly 8 years, the fact that this was and still is an issue with players is baffling to me. I understand people like and play different games, so maybe that is a product of the fact that Warframe is easily my "primary" fixation in that world. I've stuck around through several total reworks of systems (focus and status to name a couple), introduction of new or isolated mechanics (Railjack for the first, TNW/Veilbreaker for second) and more - yet I have never perceived or encountered the total wall which some players appear to face through both TNW and Duviri. It's difficult to word my position without coming off as either condescending or dismissive, but I am genuinely confused how people are this tight about things you only have to do once. Throughout the quests, I was learning new things and mechanics on-the-fly as they were new to me. A couple of stages/points had me stuck for maybe a few minutes, but nothing to the point where I had to stop and think or search for help. It's also extremely difficult to properly glean the issues from those encountering roadblocks and the like, as so many come in waving their pitchforks from the get-go with statements like "don't tell me to git gud" or "why do I have to use youtube videos and google" as well as those responding with "git gud" or "you obviously just don't like it". Your post does at least a slightly better job than some as it details a couple of hitches, but still falls short in its own right. The quests should (did when I completed them, on introduction - wouldn't be the first time that updates since had changed things though) capably explain all the requisite mechanics without directly telling you every single step - figuring out what is next from implied/incomplete information and the catharsis that follows is part of the appeal of quests in general; also why Warframe is not primarily quest-driven. Regarding "spending time being trash mob NPCs"; You control Kahl through a very short and very linear mini-level. It gives some context to his character and means more now that he has been introduced as a permanent fixture following Veilbreaker. Veso-R is a one-time jaunt through a less-linear but still straightforward section until you reach the Jackal. That part has admittedly confounded a large number of players and the actions required could be better communicated to the player. As before though, his section gives deeper Corpus context to the all-encompassing nature of The New War as a whole, as well as potentially being a further option for DE to re-implement in future - this time with players being familiar with how to play Veso. Teshin - again - explores his perspective on the conflict while fleshing out a different facet in the factions. The Drifter had been teased and danced around for ages in concepts and likely evolved from a previous idea, this has obviously been expanded upon hugely following the release of Duviri. They all have roles that do a fair job of helping add depth to the lore without being overbearing on that front, while also expanding on potential gameplay options. My primary gripe with them is the considerably slower movement compared to Warframes themselves, but it is both short-lived and thematically relevant so I can live with that. For TNW specifically, of the entire quest structure the only three struggles I came across were; Figuring out the exact method of fighting the Jackal as Veso, took ten-twenty minutes or so. (This is the main point that I believe DE should improve.) Sneaking past the Deacons, this was more about using an optimal/available route and intelligently using my abilities while learning how to efficiently avoid active pursuit. The different feel of the combat loop as the Drifter, though this has now come full circle and helps to ease players into how the Drifter plays in Duviri. I would love to hear what part(s) caused you to struggle such for so long. Knowing that allows us to explain (in detail) how DE can improve both TNW as it is and future quests with how they communicate information to the player. They lock people in because of the thematic connotations of beginning the war in earnest, as well as the terrain/environmental changes that take place throughout the course of the story. Simple as that. Now, in having said all of this... Please do expand on what specific parts or points (this invitation extends to everyone) cause/caused you grief and how do you think they could be improved? Ideally less or none of the "cut it I hate it" kinda stuff as that's both disrespectful to the time and effort put into the game and its universe, as well as careless to the droves of people who didn't dislike the additions.
  3. All config files are saved locally, in your application data directory. They are not synchronized nor is that intended (as annoying as it can be when reinstalling or using a different system).
  4. I love the design of all of the Duviri fauna, very stylized. As much as I would like the pets themselves, skins are probably the easiest way to go about this. Kexat skin for Kavats/Vulpaphylae, Krubie skin for Kubrows/Helminth Charger/Predasites. Unfortunately I can't think of an appropriate way to implement a Rablit or Tamm skin, though both of them would certainly deserve some similar attention were it given.
  5. Exactly my primary issue with the incarnon choices for Furax. It makes little to no sense that they offer bleed on impact status on the same evolution as the one that boosts status chance on an already low base status melee weapon. I can't even reliably use Proton Snap to add a flat 50% status chance because the additional 100% toxin bonus will automatically ruin any impact weighting that may have been present (not to mention any other elements further diluting the chances). The weapon hits hard, that much I can confidently say. However even with 90% innate efficiency on heavy slams to facilitate using the fire spots, they do 5x60 heat damage and only seem to be improved by elemental mods and faction bonuses. Not even scaling with combo or base damage mods for that matter. Really the whole IPS weighting should change when it transforms since it gains a huge amount of sharp void bitties that would most certainly be sharp enough to correlate with increased bleed status output.
  6. Just to clarify on this point in particular; they are definitely destructible in SP Circuit as host and it's not even a struggle to pop them. I generally attempt to break Thrax overguard before they get within the range needed to cast their ability though, that way they can either be nuked or CCd as needed - same for both Centurions and Legatus. I haven't yet come across invulnerable clones, though I definitely encountered the "falling off the map" issue a couple times before this hotfix. They are correcting things, the update is only just a week old at this point and it's likely the interplay of game elements between Duviri and Origin that's causing a lot of the issues. It almost sounds like you're implying they did this on purpose. Bugfixing is never a straightforward affair and that becomes a larger issue when looking at the spread of players and their hardware, let alone other factors. It's still playable, I can guarantee that much from my further tiers being completed.
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