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Ayarai

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Posts posted by Ayarai

  1. I'm a little curious why some of the people in these threads seem to act as if Nova is the sole reason for the lack of challenge in Warframe and as if nerfing Molecular Prime would somehow be like waving a magic wand that brings back the challenge that never even existed (once you have maxed out mods etc) in the first place.

     

    Even before Nova was implemented, there were plenty of similar threads complaining how Saryn could annihilate everything with her ult, how Nyx can trivialize any content with Chaos, how Vauban, Frost and pretty much any non-boring frame was too good.

     

    Wouldn't it be much more productive to try to come up with discussions/feedback on the fundamental issues behind the lack of difficulty, rather than trying to get everything nerfed until every frame is about as "fun" to play as Mag?

     

     

  2. So, is that really fair?

    Is this the balance we want in future warframes?

     

    I for one, don't want frames buffed to this god tier of stupid easy gaming.

    How about you?

     

    I would prefer to have other frames buffed up to the similar levels... But I would also like devs to re-evaluate how often ult's can be used and in general implement a proper difficulty curve (starts from beginner friendly, but actually progresses to challenging even with a good mod setup). Since lets be honest here, Warframe wasn't exactly a challenging game even before Molecular Prime got introduced.

  3. Yeah, I have to agree that Operation Arid Fear was a step backwards when it comes to the event fun factor. For me the main issues with this event were:

     

    - Lack of diversity

    - Lack of difficulty

    - Poor contribution point balancing

     

    This event consisted of 3 phases (unless there are more) of gathering the ciphers & datamasses and then repeating the same Corpus void capture mission over and over again. Which in my opinion started to feel really repetitive rather quickly and after doing around ~130 contribution worth of CV runs I honestly never want to see the Corpus void again.

     

    One of the things that I felt contributing a lot to the boredom was the lack of difficulty of the Corpus void missions, which were mostly just aimed for low to mid level geared players. Eventually I just found it more enjoyable to rush through the missions with a Volt in the group who simply just spammed Speed to the point where playing the missions felt more like playing Sonic the Hedgehog rather than Warframe - which certainly shouldn't be the case.

     

    Also this time around, I felt like the contribution point distribution was really punishing towards the solo players as the amount of corpus scouts depended largely on your group size. While I think co-op should be encouraged, it shouldn't be done in this kind of a manner.

     

    What I would have liked to seen instead (bear in mind this is probably way too over the top in terms of development time that should be dedicated for an event) would have been something like this:

     

    The event consists of 3 phases, each of the phases unlocks a new mission type in addition to the previous ones available - thus allowing players to pick the missions they enjoy most or simply cycle them for some variety.

     

    Phase 1: Two types of foundry schematics are available: Corpus Void Spy, Contribute Intel

    Phase 2: Another schematic type is added: Corpus Void Capture

    Phase 3: Another schematic type is added: Corpus Void Defense

     

    Key / Schematic functionality:

     

    - Contribute Intel: You can choose to contribute your cipher + datamass in order to gather more intel about the Corpus. Doing this gives you X amount of contribution points, but isn't as rewarding as fully completing a void mission.

     

    - Corpus Void Spy: A lower level mission, where you have X minutes to collect up to 5 datamasses. You can extract after collecting just 1 of the datamasses but retrieving more will give you more points.

     

    - Corpus Void Capture: Mid level mission, essentially same mission as what we got in Arid Fear but without the group size scaling up how many scouts spawn in the map.

     

    - Corpus Void Defense: High level mission, endless defense with a twist. Prevent Corpus from destroying the ships reactor for as long as you can, while also preventing their scouts from escaping (either capture or collect intel from a corpse). Contribution points are based on how many scouts you prevented from escaping, failing the mission will reward no contribution (risk vs reward: chance for huge amount of points, but a risk of losing them all).

     

    Obviously that would require a ridiculous amount of development time, especially if it was just for a one off event (rather than building a portfolio of modified mission types to re-use for other events) and who knows - maybe it is nothing more than just a bunch of bad ideas. But it would certainly have some variety for solo and co-op from low to high level.

  4. Wormhole: On a client the wormhole FX is displayed in its default color, also the trail/destination FX does not get rendered at all on a client.

    Nova_fx_1.jpg

     

    Molecular Prime: Enemies that get "primed" by Molecular Prime are indicated by a sort of an glowing aura type of FX. A small number of primed enemies seem to have an aura that matches the energy color that the player has chosen, while the majority of the primed enemies have an aura that is displayed in the default color. This issue occurs both as a host and on a client

    Nova_fx_2.jpg

  5. Tesla: FX emitted by the Tesla spheres and the half circle like FX that pulses from them appear in their default color on a client.

    Vauban_fx_1.jpg

     

    Bounce: Bounce "pads" are indicated by a pulsing circular FX, on a client this FX is displayed in its default color.

    Vauban_fx_2.jpg

     

    Vortex: Vortex FX is displayed in its default color on a client. As a host, the center of the vortex FX has an additional "chaff" like FX that consists of several smaller round shapes - this portion of the Vortex FX does not render at all on a client.

    Vauban_fx_3.jpg

  6. When looking at their idle stances inside the dojo (idle stance without weapons), some of them look alright although they all could definitely use some tweaking. However, with weapons equipped many of the idle stances really fall apart and have quite a few clipping/alignment issues.

     

    Also for some reason or another, Banshee actually reminds me a bit of Xenomorphs (in her dojo idle stance anyway). Although I can't help but to wonder why on earth is she staring down at the ground...

  7. Saryn's new idle animation/stance has some severe clipping issues, as well as some alignment issues with several weapons. This post is rather screenshot heavy, as art issues are significantly easier to describe by adding a screenshot that actually shows the issue.

     

    Kunai: Both of the knives have alignment issues, one of them is hanging from Saryns fingertips and other is floating in air next to her hand.

    Saryn_idle_1.jpg

     

    Bows & melee weapons: Some of the melee weapons are clipping through the quiver when you have any of the bows (paris, paris prime, dread) equipped. This is particularly bad on dual sword weapons such as dual skana, but also exists to a lesser degree on some other melee weapons such as the mire.

    Saryn_idle_2.jpg

     

    Fang & Fang Prime: Daggers are clipping through a portion of Saryn's waist decoration.

    Saryn_idle_3.jpg

     

    Mire: Minor clipping with Saryn's shoulder decoration.

    Saryn_idle_4.jpg

     

    Heavy weapons & Saryn's helmet: Fragor (Both the regular and the Brokk hammer skin) and Hate have some minor clipping issue, where a portion of the weapons shaft is clipping with Saryn's helmet.

    Saryn_idle_5.jpg

     

    Orthos: Portion of the shaft is clipping through Saryn's waist decoration.

    Saryn_idle_6.jpg

     

    Dual swords: Dual Skana, Dual Heat Sword and Dual Ether have minor alignment / clipping issues.

    Saryn_idle_7.jpg

     

    Burston: Minor alignment issue with the hand positioning makes Saryn's fingers clip through the weapon.

    Saryn_idle_8.jpg

     

    Latron Prime: Currently Saryn is holding the handle of Latron Prime only with her thumb, which makes the placement look slightly awkward.

    Saryn_idle_9.jpg

     

    Sobek & Braton Prime: Minor alignment issue where frontal portion of the weapon is resting on Saryns palm and her fingers are gripping the air.

    Saryn_idle_10.jpg

  8. If you look at WoW's endgame, its not about story arcs. Its about exiting content that requeirs good gear, player skills, and cooperation.

     

    But is it the raid content itself that is exciting and fun? When looking at raiding in long term, you repeat the same few boss encounters over and over again until they become nothing more than a routine you do whenever their lockouts expire. I'd actually say the fun and excitement becomes either from: Competitive aspect (at the bleeding edge), the social aspect of doing the content with your friends/guild and progression treadmill where you look forward to that next piece of loot you want to make your character slightly better (both for the current content and in preparation for the next raid dungeon).

  9. And you think Events keep the game succeeding? Look at how much of a buildup Guild Wars 2 had, but it crashed to the ground quick with the live events.

     

    Either you join in late and lose track of all lore due to being unable to get content back.

    Or you miss one-two events and never feel like catching back up.

     

    Events are a horrible endgame/ storyline and Left 4 Dead is a whole different game.

     

    If Guild Wars 2 had crashed to the ground, do you really think they would be pushing out content updates every 2 weeks like they are doing at the moment?

     

    But horrible hyperboles aside, I agree that solely relying on temporary content (events etc) is not the way to keep a game going - especially a game like Warframe where the developer team is considerably smaller than what the AAA budget games have. Question though is, what kind of endgame should Warframe have?

     

    I mean most of the conventional PVE endgame choices wouldn't really work without introducing some form of a treadmill to act as the driving force that keeps the players participating in the endgame content. On the otherhand, you have PVP based endgame but even thinking about that would drive up the community in a riot, not to mention the ridiculous amount of work it would require to make it even function with the way Warframe has been designed. So I don't know - perhaps the answer is taking the development in to more of a sandbox style approach where players have tools to create their own content?

  10. DE really need to make stuff optional. There's so much people want different and could be solved by adding multiple options in the correct menus. Would solve so many disputes.

     

    Yeah, implementing an option to toggle between the charging state feedback enabled crosshair and regular crosshair would be great. That way those who like it could keep using it and those of us who dislike it could stick to using the default crosshair.

  11. One of the changes in Update 9.5 was adding a charging state feedback to the HUD, which means that on the weapons that allow their shots to be charged up (such as the bows) the crosshair dot is now surrounded by a full red circle that keeps blinking.

     

    Crosshair_9_5.jpg

     

    I have to say, I'm not a fan of this change at all since I find the new crosshair to be extremely distracting. Full red circle means that the crosshair now obstructs your view especially on longer range "hipfire" shots and the blinking effect creates an un-needed visual clutter.

     

    Sometimes less is more, and I think that certainly applies to this case.

  12. While I agree that there are plenty of things that DE could do to spice up the core gameplay experience, I can't help but to wonder how exactly they could address the "lack of endgame content" (which is certainly a common complaint on these forums).

     

    Some of the things that usually get mentioned in the threads that are talking about the endgame are incredibly difficult missions or creating some big & complex boss encounters. But would either of them really solve anything in the long run?

     

    When looking back at MMORPG's and their endgame, how many of us did actually enjoy that endgame because the content was genuinely fun to repeat over and over again, or was it that the fun actually came from playing with your guild/friends while hoping that the boss would happen to drop that next piece of loot you wanted?

  13. Plastids at the moment feel a lot like how the alloy plate used to be before its drop rate / amount dropped got adjusted to a lot more reasonable levels. While alloy plate is certainly used in significantly larger amount of recipes, plastids are required in every single clan research weapon as the fieldron, mutagen mass and detonite injector schematics use them. (due to that for example, crafting a Supra takes 1750 plastids)

     

    I think the amount of plastids dropped could certainly use some buffing up and some of the schematics that use plastids could be changed to use nano spores instead. Since at the moment the nano spore drop rate is just beyond ridiculous and the resource itself is next to useless.

     

    As Tethys was brought up in this thread quite a bit, I ended up doing 10 runs there today as I'm low on both orokin cells and plastids. Results were: 6597 Nano Spores, 613 Plastids, 20 Detonite Ampules and 6 Orokin Cells.

     

    In my opinion, the gap between the amount of nano spores dropped compared to plastids just feels completely off.

  14. - Plastid drop rate adjustement, these things seem to be the "new" alloy plate (from the earlier days when everything needed alloy plate but barely any of it dropped during the missions)

    - Foundry recipe(s) that lets you spend hundreds of thousands of Nano Spores

    - Stack buy option for ammo boxes and ciphers

  15. It was definitely an entertaining livestream to watch, plenty of good information about what goes in to the sound creation process and also some teasers about what is upcoming on the content development side of things. Plus the usual (or perhaps more than the usual this time around) amount of humour/sillyness makes it fun to watch.

  16. It sort of makes me wonder if the Tenno are a form of an advanced mutation that occurs under specific circumstances (or as a controlled mutation) when a human is exposed to the Technocyte virus. Which would result in the person becoming somewhat of a hybrid with metallic crust covering their skin and who knows what other kinds of powers.

     

    Add in some combat training, mental conditioning (obey the Lotus), a customized Warframe exo-armor and you've got quite a weapon there.

     

    Which could also bring up a rather sinister way of interpreting the line about Orokin utilizing the techocyte virus (the infested were created) to combat the "Sentients": What if the "Sentients" were simply the opposing human factions and the Orokin unleashed the virus on the purpose of getting rid of them while also growing their numbers (capture and indoctrinate the survivors that retained their sanity during the transformation). Which ultimately ended up backfiring really badly, resulting in the great plague and the Orokin being hunted down.

     

    Perhaps a bit cliché twist, but it would put some interesting spin on why the Tenno are so hated and why the infested see them as their flesh - even if either the virus has mutated further or the grineer/corpus hosts having simply detoriated (genetics wise) so much that it only results in twisted amalgamations of flesh, rather than similar mutations we saw in Dark Sector.

  17. Just lost the Chorus Banshee helmet alert due to the hostage not being able to follow through one of the rooms in the Grineer galleon tileset. The room was sort of a lenghtier room with an upper and a lower section, the lower section had pipes you needed to slide under as well as pipes on both ends that allow you to climb up to the upper section.

     

    That said I guess leaving someone behind to protect the hostage while others get to the extraction would have worked as a temp solution, but wasn't something that anyone in the group thought up at the time.

  18. Those are definitely interesting ideas/theories about the Stalker and I would hope that DE will expand the lore behind that character a lot more at some point.

     

    In this particular case though, the "No other life forms detected, let's get out of here" seems more of a programmed event (condition X occurs -> play the VO) once the enemy number counter reaches 0, while ignoring the fact that there may actually be more enemies than the counter listed (possibly a bug created by spawned drones? Plus the special cases like the Stalker spawning). It actually occurs quite regularly on the void extermination missions, enemy counter reaches zero and Lotus claims there are no other life forms around - yet at the very same time there are still 1 or 2 enemies shooting at me.

  19. I'd love to see some tileset that actually shows us how the Grineer or the Corpus cities look like. While a fully city based tileset wouldn't really make much of sense lore wise and it would probably be a nightmare to implement technically (due to the way the levels are randomized), but something like a Corpus office building with plenty of windows, balconies and perhaps even limited outdoor areas (inner yard, rooftop etc) could work.

  20. I like the update as well, while I don't agree with all of the changes such as the materials for platinum - in overall I think plenty of the changes are a step in the right direction. Of course, there are some bugs that need fixing and some features that could use a little more polish (such as the new map UI for example).

     

    Suppose in a way this update reminds me a bit of the mod/progression overhaul from was it Update 7, which also caused quite a bit of backlash but ultimately was for the better.

  21. I'd definitely love to see more of co-op friendly events and more of the community events in general, but I think the current event system should be reworked a bit.

     

    Currently the event reward system (with the exception of the artifact alert event) has an individual competitive element (bonus prizes for the top 100) which encourages soloing or other forms of speed grinding. While I'm sure a lot of people find the competitive element fun, I think a system where the entire community and/or the individual player is working towards a general or a tiered reward would work better.

     

    With the general reward system I mean a system that is essentially what we have right now, but without the competitive element. It could be used for events where you or the community (or both) needs to achieve amount X of something to receive a reward. As an example:

     

    Event: Pluto missions

    Community goal: Amount X of Pluto missions succesfully completed.

    Individual bonus goal: 5 Nightmare mode missions succesfully completed on Pluto.

     

    Event: Nightmare missions

    Individual goal: Succesfully complete 10 Nightmare mode missions.

     

    Tiered reward system on the otherhand could be used for making events that have individual goals (but still encourage co-op play) or community goals. As an example:

     

    Event: Mercury storyline (Individual tiered rewards):

    Tier 1: Complete 3 missions on Mercury.

    Tier 2: Complete 5 missions on Mercury.

    Tier 3: Succesfully complete each map on Mercury.

     

    Event: Destroy the infested (community tiered rewards):

    Tier 1: Destroy a huge number of the infested.

    Tier 2: Destroy a ridiculously huge number of the infested.

    Tier 3: Didn't think it was possible to have this many infested destroyed during the weekend.

     

    That being said, I also think that the every community doesn't need to have some form of a special reward (weapon, a blueprint for a new prime warframe, unique artfiacts etc.) because at the end of the day those take a lot of effort to develop and that means a lesser amount of community events in overall. Obviously some of the events should still have special rewards, but there could be events where you are rewarded with some form of an Event Reward Pack which could include various items that already exist: Resources, rare resources, catalyst/reactor/forma blueprint, void key, rng mod packs or even some mastery XP.

  22. I'd definitely love to see them adding some more damage deformers for various types of enemies, including the robotic enemies such as moas and drones. That aside, some more consistency (if a glaive hits a Corpus soldier horizontally aligned, it feels a little weird if he is suddenly cut in half vertically) and variety (blunt weapon and gun specific damage in addition to existing slashing weapon dismemberment) would be very nice.

     

    As far as blood goes, I'd prefer more focus on the blood decals by introducing more variety (surface splatters, weapons, warframes etc.) and making them persist for a little longer duration. Rather than resorting to using PhysX fluid effects for the blood, which would make them available only for the Nvidia GPU users - not to mention, the PhysX fluid effects, especially if used for pools of blood/goo etc. tend to look a little too thick (as an example, Borderlands 2) which doesn't look all that good in my opinion.

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