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TheMostFrench

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  1. It would be cool if sentinels would just fire at the same time as you, at the same thing you were aiming at, so as to enhance your damage. I'd also like to see a behaviour mode toggle for pets and sentinels (passive, aggressive, defensive) - this means that if you want your pet or sentinel not to fight then you can do it without needing to unequip their weapons or attack precepts (in the past I removed guns from my sentinels to make sure they wouldn't attract aggro, and stay alive longer). I agree with people saying that the animals are too slow. When I made a Kubrow I was expecting it to be a lot more intense, but it was very gentle and not impressive in a fight, I thought they would be able to charge groups of people over. The Kavats are just more interesting in general IMO. - Stronger Dogs - Faster Cats - Behaviour Toggle (passive, defensive, aggressive) - Sentinels shoot where you shoot (behaviour toggle would make this easier)
  2. This reads like "How about instead of the current game, we had a different game." Lots of the time invested in designing new PVE content would be spent on making PVP work properly instead, which means that both will take longer to complete. While it would be interesting to see a developer make something that was PVP focused with a Warframe aesthetic, Warframe is designed and balanced for PVE. It would be heaps of work to re-balance the weapons, abilities, and the basic gameplay which is all designed around fighting computer controlled enemies with your team of human controlled friends. It's just not made for people fighting against other people. So many of the mechanics like damage resistance, armour, shield and health regen, evasion, blocking, rivens, etc fit around powering up to beat the different enemy factions and boost the types of equipment you might use against them. There are so many frames and weapons based around big aoe attacks, specific damage types, enemy mind control, damage over time, and holding or stunning enemies in place. Some of the Warframe abilities are just total invisibility or immunity to all damage which is really boring to fight. All of these mechanics are incredibly frustrating to deal with when you are fighting against a person, to the point that people avoid certain boss fights because it's just so tedious to go through those invincibility phases.
  3. An SOS mode might be worthwhile if a person knew what they were going to be rewarded with before they started, or to be able to select from a small list of guaranteed rewards. Hopefully it would be enough incentive to give a person a reason to stay even if they ended up doing a mission or game mode that they didn't like. The game Helldivers has an SOS mechanic where public games get moved to the top of the list, and waiting players can see the current progress in that mission. There's also an option to take a random loadout which gives a bonus reward. The obvious difference is that Warframe doesn't have a visible public lobby. Some of us might remember that the Empyrean gameplay demo advertised an SOS style mechanic where a person could put down an SOS beacon, except that request would be for people needing help in Railjack missions, and be put down by people in open world areas. This mechanic never appeared in the game (26:56):
  4. When I play Railjack it's because I enjoy the spaceflight aesthetic, and a different approach to the game. There are still things I need to collect from that game mode, but usually I play the game because I'm invested in the aesthetics and the mechanics, not the loot. It feels 'cool' to be a space ninja with your own assault craft, and choosing not to use it ever again because you have all of the stuff from that game mode seems like a weird decision to me. I would actually enjoy Railjack more if there was more opportunities to use the Railjack in other parts of the game ********* For stuff inside Railjack missions: - There isn't much of a reason to interact with crewships. Once you unlock artillery, load it up to destroy them and clear it off the objectives list. There is nothing special to be gained by going on board and taking control of the pilot seat (e.g can't discover special intel like a weakness in enemy positions, or gain resistance to damage types by hacking enemy weapon config), and they don't contain any unique resources that can't be found anywhere else in the mission. They are an enemy type that become less interesting to fight as you become stronger. - On that note, it would be cool if we could remotely gain control of enemy crewships - it would be good while flying solo. Use the artillery to launch your own boarding pod, and the game just assumes the boarding attempt was successful after some time has passed. Now the crewship is an ally and they fly along with you. It should count as 'destroyed' on the objectives list. - Haven't used an AI pilot to fly the Railjack in missions very much, but based on what I've read they can deal with objectives like external radiators, but they focus on the closest enemy crewship and might keep switching between them if there's more than one. Assuming it can't be done already, it would be good if you could give priority orders to AI crew members. - The Empyrean preview missions showed a bit more mission depth, like "let's go hide inside this asteroid formation to avoid detection", but there is no gameplay like that in Railjack. I would even be interested in seeing if you could do a Railjack mission as Archwing only, and having to take a different approach since it's already possible to steal and sabotage enemy craft. - Have access to different types of ships. We only have one Railjack layout, but I guess part of the Railjack narrative experience is tied to the unique Reliquary Drive. *********** For stuff outside Railjack missions: - Have an 'open world' experience between Railjack missions. Just fly around for a while between different objects and interstellar phenomena, maybe the crewmates you choose have things to say, as well as the Lich or Sisters. - Be able to use the Railjack for low energy, open world interactions like scanning, mining, collecting bio samples or picking up alien lifeforms from space for quarantine. This is the sort of thing I enjoyed the most in games like EVE Online, but with Warframe you can still land your craft and be part of a much larger, high energy/action world. - Visit planets and locations in the regular solar system, instead of just looking at the location from the Oribiter craft. Would love to fly around a planet or enemy ship in the Railjack to engage with enemies who might be in orbit. Could potentially find a few friendly locations and other neutral hubs where players can gather - maybe a random chance of coming across different Clan Dojos in space (if they decide to make themselves publicly visible). Making the entire universe feel bigger was one of the exciting things about Empyrean, but the Railjack missions take place in their own zones on a separate map away from the rest of the solar system. - Instead of just clicking a button on the nav screen, make it so each location can be approached from 3 dimensions - e.g if you are looking at Earth on the nav screen, choose to pilot your Orbiter or RJ and actually fly around Earth. The mission nodes are still visible, and flying towards a mission lets the landing craft detach, which has a normal 'mission start' transition screen. - We can already board enemy galleons and space craft in RJ missions, so let us take our Archwing out from the Orbiter, and fly through space to approach the enemy from an angle that we prefer. If we would rather just click on the nav screen that is still an option, but with RJ and AW we have the tools in game to make the experience much more engaging. - Let us bombard enemy locations with the Railjack pre-mission. There are already a lot of tilesets for damaged or destroyed space craft, bases and cities. Bombardment could create some opportunity modifiers; like a bombarded infested mission gets invaded by Grineer or Corpus because we cleared the way for them to come in, or the Infested took cover and only their stronger Eximus species survived (Eximus Stronghold). Different types of bombardment might leave environmental hazards around (e.g poison gas clouds, big fires, electrical pulses) as well as alter enemy resistances to damage (they get firebombed, so they've activated special equipment to deal with that, ignoring other types of resistance). This would be a way to turn the Railjack into a tool that could be add some variety to all missions.
  5. Because it's a free to play game and you can trade the platinum for nothing, when it's normally a paid currency. Just keep building them all the time even if you don't have plans for them, and you should always have some available. Logging in to do a few tasks every day is how some people get the daily login rewards sooner than others who have been 'playing' for years.
  6. Was coming to ask if we would be able to drag and drop mod config slots to rearrange them, but I went and tested this and it is already possible! I had no idea we could do this, that's cool.
  7. In first person games, the animations are designed to be viewed from that perspective. You see your arms and hands, the weapons, shooting and reloads from that angle but not anything else. In a third person multi-player game, other people can see you as well. So there has to be at least two sets of animations - the ones that you can see from your perspective, and the ones that they can see from their perspective. Alternatively, you have to make very good animations that work from either perspective. The animations that work well from the third person don't always work in the first person. Think of a game like Mirror's Edge which had stuff like wall running, jump flips and hand to hand combat. The game was designed to make wall running look good from that perspective, and to make you feel like you were the one putting in the effort. Dishonored was also designed for first person play, and you could really see people freak out as you put a knife to their throat, but that detail isn't there in Warframe.
  8. Just didn't want to step on anyone's toes I guess. Block at least can happen automatically under certain circumstances (like when being shot at while the melee weapon is out). I imagine they have just run out of buttons on console controllers to be able to have block somewhere else, and have created a system where sometimes you hold aim to block because it's right next to the attack button by default.
  9. Duviri has created a reason to keep as many weapons as possible, so that you can always have a good build and never get a bad weapon.
  10. I never suggested an infinite latch, just that you don't have to hold the aim button to hold onto a wall, and that there is an increased timer for all frames, so that they can get more meaningful use out of wall latch (because the 6 second timer is combined with aim glide). It takes me a little while to get through, but I am suggesting that the animations are brought back and used to expand the wall latch. I made a couple of videos to try and explain the comparisons between frames with a short and long timer, and demonstrate how being able to move around and have time to aim and move from a wall latch in a large, open area with lots of wall space can make movement and fighting from those positions easier, but it could get easier still. If a person can wall latch without having to hold the aim button; - they simply don't need to hold as many buttons - because you have to hold the aim button right now, sniper weapons are always scoped and some weapons are always zoomed in (which is awkward in certain spaces) - being latched to the wall lets you aim outwardly, whereas wall hop forces you to look towards the wall, therefore, wall running will let you aim AND move while wall latched An increased wall latch timer lets you fight effectively from a wall without making wall hop obsolete. Like you mentioned, wall hop does a lot of the same things that the old wall run can do, but with unlimited stamina / no timer. However, with wall hopping it's possible to accidentally jump off or away from the wall when trying to stay in a small area, and you always have to be looking at the wall. In the video it's also kind of 'finicky' where even when jumping side to side you might accidentally jump straight up because you didn't turn around fast enough, or your side jump might actually make you fall down slightly - A sideways wall run should (in my opinion) be perfectly straight with no drop, as long as you still have wall latch time remaining. WF also has a lot of puzzle based gameplay based around timing, positioning, and shooting, so being able to spend more time hanging from walls in vertical environments could create new opportunities now and in the future. -------------------------- TLDR: Wall hop isn't terrible and shouldn't be replaced, but adding in wall run mechanics which don't require a person to hold the aim key, and increasing the combined aim glide and wall latch timer for all frames could allow for more precise, controlled movement which can create new gameplay opportunities. In this video I use Mag Prime to jump around an area in Jupiter. I'm able to jump from place to place pretty easily, but I can't stop for very long to look around. Wall latch is mainly good for grabbing hold of something to reset my bullet jump, or stop me from falling into a bottomless pit. In this video I use Loki Prime with the Patagium mod (114 seconds wall latch). I can bullet jump and aim glide from wall to wall without setting down, and can snipe enemies from a wall latch position with ease. Some people might say that this should be unique to Loki, but there is no reason that other frames can't have an extra +6 or +10 seconds of combined aim glide and wall latch time BEFORE mods, since Loki's passive doesn't increase his aim glide timer.
  11. Nothing wrong with that, the game will always need new frames with different aesthetics anyway. There is already Ash who has a teleport and invisibility move, but the 1 and 4 are more aggressive abilities.
  12. I had no idea and I wish them lots of success! I tend to watch stream summaries. Hopefully my suggested control scheme and ideas of parkour related mods are potentially valuable.
  13. 1 and 2. The individual hacking of target enemies sounds like a cool concept, but also very time consuming in practice. Spending up to 65 energy on an individual enemy for things like disarm, reduced armour, and finisher opportunities sounds like a downgrade when Loki already has radial disarm, and can perform finishers just by walking up to them while they are not alert (he doesn't even need to be invisible for stealth finishers). Being able to access and automatically hack terminals at a distance sounds like a powerful upgrade. Loki would be the ultimate Spy mission Warframe next to Ivara and Wukong, since they can all subsume Perspicacity for 100% successful hacks. 3. I like the idea of the recall beacon. To be able to move around without line of sight would be an interesting take on teleportation, especially since you could be sure to attach it to the target you want without needing to find them in the middle of a fight. 4. A bit like 1 and 2 sounds like an interesting concept but challenging to put into practice - You hack an enemy, and that hacked enemy needs to be alive within the EMP radius to spread the effects to the others. It takes out 40% health of everyone and reduces their levels by 25%. If you're fighting level 100 enemies they're now level 75, disarmed, with reduced armour, so Steel Path content just got a lot easier. The stronger the enemies are, the more powerful this ability is. Would the effect stack? What happens to their health and level if you go through the process again and again? Does it scale up with Power Strength? The thing I don't like is that the ability loop seems to be the same every time. It seems like you really NEED to hack an enemy to get the most out of the ultimate, and that's all he really does except turn invisible or spend a big investment and a lot of time standing still to do things that Loki can already do much faster. For the ultimate to work that enemy needs to be alive, which could be annoying depending on what kind of group you're in. Sometimes other Warframes will just be nuking everyone before you have the time to go through your loop, since there is only a 30% chance to get a successful hack while invisible, and then it needs to be actually worth using the ultimate if they are in the right place. Could it be possible to hack friendly targets, or something like a crate or explosive barrel - maybe even hack a defense target or extractor - then shoot it to release the virus? ------------------ I could go on for a while talking about my own ideas, so I'll put this in a spoiler.
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