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Har-Vestor

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About Har-Vestor

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  1. The menu for scraping avionics consists of graphic artifacts, code snipets and a loading symbol. I guess that's not intended. But who knows these day, er?
  2. Well, SOMEONE detroyed the the Avionics Scraping screen. Only code snipets and a loading message remain. RIP.
  3. Where did I say I have problems killing them?^^ I have 99% of all available Equipment/Mods (damn you ESO Vandal Weapons...), I can kill those enemies. My criticism is on principle, those enemies should simply not be "designed" this way, as they are not a challenge, but simply bullet sponges. What is the magical reason to make the officer immun to armor-stripping? There is no reason, it is simply a way to c-block players from using an avenue of approach to this fight. It adds nothing, it simply narrows the options to a smaller and smaller scope of meta-loadouts. The discrepancy between what happens when a weapon makes contact with this enemies versus what it does to "normal" enemies is simply way too great. 2x Health and no one would bat an eye, 15x-16x simply makes your weapons look flaccid, and that simply sours the the experience. They are NOT endless-mission enemies, people who want those do endurance runs (including myself) and the argument of "lesser numbers" also doesn't hit home, if you view the Crewships as a set of 2-3 small rooms, there aren't significantly less enemies in them compared to exterminate, at the very least there are not 1/16 of the "normal" amount of dudes. Give them abilities that make them interesting, maybe even make stealth important or at least viable again (which it isn't because someone thought "LOL, massive bullet sponge enemies coming in, time to get rid of Cover Lethality", what a nice coincidence). DON NOT make them bullet sponges. Show some creativity. Upping numbers and calling it Innovation is such a lazy approach that it becomes insulting to the crowd.
  4. The ground enemies are the antithesis of fun. One would think the criticism when they pulled the Wolf of Saturn Six out of their hat got the lesson across that bullet sponges are the enemies LEAST fun and MOST showing that the designer stopped caring about what is delivered to the players. Hold my beer mate, lets give the players a whole set of such enemies. Whoever is to blame for this, please reflect on your design methods. My personal favorite middle-finger-to-the-player moment linked to this goes to the brilliant idea of making the Crewship Officers 100% immun to ANY form of circumventing their armor. Because reasons. If a designer hates the players, please, distance yourself from this person, DE. Armor Scaling is pointed at again and again as an infinite source of grief and in content that is hyped as the hot new stuff it is again used to add "challenge". Bullet sponges (especially if there are 0 ways to build accordingly, because ways around it are just magically deactivated) are not challenge, when will this sink in...
  5. Kay, after more days of playing, one thing just stands out to mes as being annoying AF. The RJ enemies are simply too fast. Its endlessly frustrating to have a fighter run away from you in his desperate attempt to get far enough away to turn around and shot at you when you are on his six, even" rubberbanding" away from you if you use the useless Archwing blink. This has no merrit and adds exatly nothing to the gameplay. With a look at the over the top damage and tanking capabilities of the RJ enemies, at least not make them faster in comparison to Archwings.
  6. After playing for a while one things that REALLY sucks is reviving in space. As the enemies are totally over the top and not balanced at all with how much damage they deal, it simply happens: you die. And then your teammates have basically 0% chance to reach you because of the immense distances. The normal timer is simply NOT long enough. And not getting any resources for a whole mission really stinks when they are this long, and I am pretty sure you get resources normally, even if you are dead when the mission is over. I just get a "MIssion failed" after returning to the Dojo with the team and get nothing. Does not seem right to me. If that's intended: you are doing it wrong, DE.
  7. Soooo. We are seemingly doing less damage then the basic fighters do to us, we can take less damage then the basic fighters and we are slower then the basic fighters. Our weapons are basically not just inaccurate, but slow and RNG based when it comes to hitting because hitscan is bad and not fun and players hate it and we really love that pratically anything can outrun not just us, but our bullets, too /sarc. Melee, don't even think about it. Who ever thought this was designed and balanced well, sorry, has no business being a game developer 😕 Personally im a really big fan of the dodging behavior of the enemy fighters, it just works super well in leading you far far away from the battle if you try to stay on some mook's 6. Feels really good to be wasting approximately the weight of the enemy fighter in lead on one enemy and then having a long way back into the fray. Where I get instantly shredded if I was dumb enough not to be equipped with Amesha, by the way, because only an Invincibility ability seems to be enough to survive against the barrages sent out against you, at least for me. The ridiculous amount of resources you need for upgrades aside, having to use said resources to keep yourself afloat is also simply bad and anti-fun design, as everything you do cuts into your payout, and you know that every step you take you loose wealth. Not to mention the way you simply die because your ship is made of paper and the stuff you need to repair may simply not drop, because everything is way to expensive while you are again stingy with the drops, DE. If you try to "stretch" this content as far as possible, you are doing it wrong. Oh so wrong. Your idea is well, and the mode is "fun" in principle, but your math is WAY off on the resources and your view of players psychology and (justified) expectations is either wrong or actively hostile towards said players. I love this game, I seriously do, but you have take SO many steps away from good developing and towards pure dumb grind, away from listening to the playerbase and towards echo-chambering... it just fills me with sorrow and fear for the future of the game. This at the moment is not something I would enjoy putting more money into.
  8. So Steve says there will no change to you dying for not knowing the order of mods which you cant find out in any other way as in suiciding. Why? Arguments please, not just "I am the developer, my decision is final." Why not add skill, why not give us the ability to work at the very least work for the order WITHOUT dying? If "dying in a video game is no big deal", then why force us to do it, why not remove it so the people who do have a legitimate problem with it are happy and the one who don't are happy, because it didn't matter to them in the first place?
  9. It nonsense. Simple as that. So Steve says there will no change to you dying for not knowing the order of mods which you cant find out in any other way as in suiciding. Why? Arguments please, not just "I am the developer, my decision is final." Why not add skill, why not give us the ability to work at the very least work for the order WITHOUT dying? If "dying in a video game is no big deal", then why force us to do it, why not remove it so the people who do have a legitimate problem with it are happy and the one who don't are happy, because it didn't matter to them in the first place? Is this just Steves sense of having to have the last word?
  10. So Steve says there will no change to you dying for not knowing the order of mods which you cant find out in any other way as in suiciding. Why? Arguments please, not just "I am the developer, my decision is final." Why not add skill, why not give us the ability to work at the very least work for the order WITHOUT dying? If "dying in a video game is no big deal", then why force us to do it, why not remove it so the people who do have a legitimate problem with it are happy and the one who don't are happy, because it didn't matter to them in the first place?
  11. Cool, skill based Lich combat when? Dying to the Lich just because you "guessed wrong" on the order you have no other way of obtaining knowledge about STAYS bull-excrement. Please do something about this so the Lich become a fair actual challenge instead of gambling. And yes, dying in Warframe does matter to some people, when they try to invest themselves at least a bit into the world of the game, not just the mechanics. The brought changes look good thought, credit where credit is due 🙂
  12. Thx Skill based Lich killing, no more senseless guesswork suicides when?
  13. I switched around my Kuva Archguns and used valance on the weaker one. Therefore instead of being fused, resulting in the Weapon being the highest available elemental bonus from my pool and using the weapon with the higher upgrade count as a basis for the outcome, I just lost everything. Who made that design decision?
  14. Sorry, but instant kill finishers from the Lich HAVE to go before there can be any discussion if this a fair/fun/challenging system. Also the "they have the same stuff we have" argument is just not correct. We cant instantly kill the Lich (that's good), but they can instantly kill us (that's bad). Nobody is arguing about them reviving or anything, just the "guess-or-die" mechanic has to be removed. I proposed it before, make the grab reversable to instantly down and despawn the Lich (not vanquished, just "killed" int he way we are) just like the Lich "reverses" our finisher move or (my personal preference) add a hacking like mini game to deal the actual deathblow, something that makes player input relevant. Wrong Mods would simply mean the Lich despawns and learns from the expirience, ranking up. But no more cheap instagibs. Those are simply stupid. If the whole point of the Lich System is to be an obnoxious design flaw that just kills your for trying, it better is removed completely and chalked up as a mistake on the board.
  15. Skill based Lich killing/combat when? It's not sensible to have the "farming" for the mod order be a game of guessing. I get killed (and in non-solo play people even try to push me to that) for something I have 0 influence over. That's bad design right there, sorry. You should be somehow able to chase you Lich off by "killing it" witht he wrong order or at the very least get a chance to interrupt his instakill reliably(aka no RNG included, we haev SO MUCH MORE RNG than we ever could ask for, you really need to "clear your name", so to say, from that bad habit 😕 ) .
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