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PlagueOfGripes

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Posts posted by PlagueOfGripes

  1. I had hoped someone would fix this in the process of removing the Hold E problem. Unfortunately so many people were vocal about the E key issue that this issue got totally eclipsed.

    But to make it clear once more, the heavy attack key doesn't do anything unless you use a normal melee attack first or manually switch to melee. This means going in and out of weapon fire in between heavy attacks isn't possible. You always have to hit enemies with a normal attack prior to using the heavy attack you actually wanted.

  2. No. I think the way the game is played isn't conducive to conventional methods of difficulty, especially when many frames and weapons are not viable for that content.

    When DE tries to add "difficulty" intentionally, I usually find that the content is extremely irritating and not something I want to engage with for long. Orb bosses are a good example of that. I'm glad I'm done with that crap.

  3. kQH2Lfh.jpg

    Syrtis, on Mars. A few moments into mission, I was joined by another player. The "Get to the objective" alert appeared, despite the mission not being complete. Once the mission was completed (exterminate), neither of us could extract. Abilities and leaving and exiting the trigger area had no effect. I suggested the other player leave the mission since it would retain his progress. I eventually had to abort, however.

    I believe this was probably triggered by the way enemy spawns occur in these missions: halfway through the number of enemies, none will appear, but the progress waypoint will appear where the extraction waypoint will eventually be. It will sometimes flash green as well as red. This may be caused by someone entering what the game interprets as extraction before it's possible, with some multiplayer miscommunication.

    The bug is similar to what happens on Fortune or PoE when a player enters the extraction room and leaves the mission, resulting in the "Players waiting for you: 0" message being permanently affixed to the screen until you enter and leave it yourself.

  4. 4 hours ago, [DE]Danielle said:

    We are doing just that in the Hotfix we have planned on PC coming up real soon! We've added permanent in-world markers on Avionics and Salvage so that you and your squad mates can't miss them - this has been a huge request considering how important loot awareness is in general, and especially important since Avionics are such a core component to your Railjack. This is in addition to also adding Battle Avionics as potential drops from Elite Fighters in Deep Space. 

    As for the discussion on the Railjack's vacuum range, that is something we are currently reviewing! 

    Just... don't have vacuum. Just put the damned things into player inventories.

    "Do we really have to keep teaching you this lesson, old man?"

    • Like 6
  5. Cautious Shot actually works correctly (wow!), and reduces most of the damage from things like Ogris. However, its effect does not apply to effects like Warding Halo. Damage still chews through EHP pools regardless, meaning it's being calculated at the wrong position.

    As many frames live or die based on things like Iron Skin, I'd consider this a major oversight to its design. Mid level category bug of some sort.

  6. DE doesn't seem to like to address rivens, probably since it's so closely tied with plat purchases, and they want to avoid any potential controversy since it's already working. But this much is worth mentioning: players would like this change for rivens, and it would also be more financially beneficial for DE.

    When you roll a somewhat decent riven, the player tends to stop. Is it perfect? No. Is it good enough? Yes. Would the player like something better? Yes. But the odds of getting a better result are so low, it isn't worth the bother. That's how rivens are now. Yes, "god" rivens may encourage whales to drop cash for plat, but a more consistent system will encourage more use of the system overall and more plat purchases overall.

    If rivens instead had a stat locking system, in which you pay out kuva in addition to the roll cost to freeze a particular stat(s) (or to delete it, reducing it from +++- to ++ and so on), then the entire system would be far more accessible. There would be agency in developing a riven over a much longer time - there would be much more to accomplish, and having multiple rivens for one weapon would be far more desirable.

    Speaking solely to the cost to plat concern, if you can manufacture a "god riven" over a much longer time, yes, they will become slightly more common. But if the time investment still involves random rolls and high kuva consumption, that will make those rivens still carry the same player defined cost, to compensate. And also multiply their numbers. More rivens, better rivens, more reason to access the system, more reason for the general population to buy them and riven slots. More platinum purchases.

  7. This has been a problem for a long time, although I've always ignored it. I either unplug my controller permanently or just restart the whole client once I remember that I had it plugged in. So I have never reported this out of laziness, but it's been this way for as long as I can remember.

    I'm using an XBox Elite controller. Currently a Rapoo V300 mouse. As stated, when launching the launcher from Steam, if the controller is plugged in, the mouse will no longer be able to interact with menu items. It controls the cursor and can still be used to move about and slide/fire/etc but cannot select menu items. Unplugging the controller with the client active does not rectify the issue - the game must be closed completely, the controller removed, and the client restarted only after that step or the problem will remain. Oddly, the mouse can be used to select planets, but not nodes on them nor excavators nor the mission selection - basically anything tied to what the controller is "meant" for at that moment.

    The UI of the main menu has since changed, but the tell tale sign of the controller still being left in had been XBox button icons on nearly every panel item on the main menu's GUI. Since the update, the only remaining one is on the password panel.

    This isn't a game breaking bug but it's never gone away, and I get really tired of having to unplug my controller and close the client just to baby only Warframe, every other day. No controller or menu setting that I have found seems to have any effect on this.

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  8. Considering how much of the game involves the market, a lot of new people avoid it because they assume it's an attempt to bait them into an MTX store. Since they're used to a lot of games doing that - especially f2p ones.

    This is long term, but I would suggest perhaps renaming the market and laying it out more like a level up tree for skills so it's clear what the game is about. Keep the search functionality, but make the root UI more about goals to strive for on ranking up. Right now it's more of a big pile of things that you may or may not have access to, rather than a road map.

  9. Basically. Mods would still drop the same way they do now. Nothing would really change other than the UI, and that mods would no longer be locked to a weapon.

     

    The only possible disadvantage I could think of would be that maxing out a mod may now be too easy, as you'd only have to do it once, as opposed to having to do it each time you want to permanently put a mod on a weapon or each time you need a mod of a specific rank to fit into a build.

  10. Haven't played in months. One of the first things I wanted to see was if Warframe had ever improved its horrendously bad mod system. Sadly, the only thing that had been improved was the addition of some sorting options. I have before and now again referred to Warframe's mod system as the worst I have ever seen in a video game. Never before have I seen something so poorly organized, or so messy. The UI in general has some baffling minor problems (like having an X to cancel from one menu but exit buttons for others, which are positioned in various places depending on which menu they are), but the mod UI is the worst by far.

    Honestly, I don't like the entire mod system at all. Mods should not drop in the sense that they do now. They certainly shouldn't combine into varying levels of power that you have to keep around as multiple cards. It's a huge mess.

    But rather than suggesting a massive revamp of the entire modding system, which I know will not happen, I'll instead suggest some UI changes and a single change to how power is handled, that should have minimal impact.

    There are five main problems I want to address with one general change to the system:

    * Requiring multiple versions of the same mod, either to fit a mod into various builds due to point limits or to try to get rid of the inconvenience of switching mods every time you switch weapons.
    * The visual mess duplicates represent for any change to the UI.
    * Fusing mods together and attempting to sort the mods in order to facilitate this.
    * Selling mods.
    * The game denying you the ability to fuse equipped mods because of point limitations.

    All five of these are symptoms of how poorly thought out the mod system was to begin with. I'd love to see this rectified, as I can spend up to 20 minutes just trying to manage the horrifically large mod list I generate each day.

    The first core change will be making applying mods to anything in the game NOT move that mod permanently onto the weapon/warframe/whatever. Rather, creating a build from your mod listing will simply tell the game that when that mod is available (and it always will be unless you sell every single version of it), then it will apply it to the item. This enables the other changes.

    The second change (and main change) will be moving to a stack system, rather than every single mod in the entire inventory having its own personal energy level and slot. Each mod exists on only a single tile, rather than one per every single instance you have picked one up. If you have five of a mod, it will still show up as one mod, except it will have the tic (5) by its name, indicating the available amount of that mod.

    Coinciding with this change, each stack/tile will have its own large energy level, rather than every mod having its own individual level. Each mod starts at 0. To increase the maximum available power to a mod, you must fuse together the mod cards in each stack. If you have a stack of 100 Cryo Rounds, for example, its power will remain at 0 until you choose to fuse some of them. At this point, you will be given the option to tell the game how many of your available versions of that mod you want to fuse together to increase their maximum available power. The cost increases as you tick up on the counter. Once you use that amount of the mod, your available limit goes down by that amount, but your energy capacity increases.

    When applying a mod to a weapon or warframe, you can freely increase or decrease the power you are placing into that mod, up to its maximum capacity. Again, it is up to you to increase its maximum capacity. And again, using the mod on one weapon will not interfere with another.

    On the mod layout, as each mod is now limited to a single tile rather than potientially an infinite amount of them, we can now organize the UI into a single, core listing of every mod in the game. Mods you do not have are grayed out and viewed as background elements but still visible with a "0" indicator of its supply. Like the current system, they can be organized by name, rarity, and so on.

    Selling mods is handled the same as it is now, except as a tile system, you are selling the resource number of that mod, rather than trying to individually sell each mod, one at a time.

    Fusing mods that are not part of their own stack is handled the same way it is now. The only change is that since it is based on stacks, once you select the paired mod, you can select the number of that mod's resource you want to use, rather than selecting dozens, individually. Since mods are limited to one stack this also makes it easier to find the mods you want to use when you sort by polarity.

    That about covers it. Our five problems are now gone. No more multiple versions of the same mod cluttering up the screen. No more clutter in any mod listing. New ease of fusing mods without the clutter. Much increased ease of selling mods. And the game will never bother you about mods being equipped somewhere and going over a point limit when you try to fuse it.

    I doubt Warframe will ever change its mod system, if it's still this bad after all these months. But this would be one of many variations that would be far better than what exists, now.

  11. I've been playing Warframe for about two weeks, I suppose. While I can't give expert feedback like an older player, I can give initial perspectives that older players can't give anymore. Here's my first impressions of just about everything, whether they are wrong or not:

    Peer to peer hosting. I'm sure the devs are aware this is a bad thing, so I'll just mention it to mention it.

    Map variety. I'm sure this is also a work in progress, but it doesn't take long to see it all. Right now the game is almost exclusively taking place inside spaceships, or buildings that look suspiciously like spaceship hallways. And ever so often, there's a snowy exterior.

    Combat is not especially difficult. You can be brought down, of course, but this is usually the result of being careless, or simply being stun locked. It feels like the core issue with combat is that it's almost exclusively about sustained fire. There are a couple of enemies that do have unique abilities, but generally, fighting is very straight forward, and mostly about outputting as much DPS as possible, versus making good decisions. This is a pretty broad issue that's related to how abilities are used, waves of enemies being more common than singular, dangerous opponents, mods focusing more on ways of increasing damage than actually doing unique things, and so on.

    Speed running. This style of play doesn't really bother me, but it can definitely become boring, very quickly. The only inherent reason to take your time in a mission is for random drops, which players use Defense missions for. As enemies always seem to show up in massive waves, and refuse to thin out, there's no reason to clear out rooms. It's much easier to ignore the enemies and just run to your objective, then quickly leave. The fact that missions have only one or two objectives, rather than many more, doesn't help, as the objectives are then spaced out far, far across the map to make up for it. There are many more reasons why this seems to be par for the game, of course. It seems like Exterminate missions are currently the only real alternative.

    Stun locking. Knockdowns are far too common. Enemies either try to DPS you or knock you down, and that's about it. It feels like there needs to be more intermediate status effects. Slows, poisons that drain health as you deal damage. That sort of thing.

    Green lasers. The presence of these things still baffle me. Why are they part of the design? I know about cameras. Even so, I still don't understand why they're in the game. Lockdowns achieve the same thing, which themselves are fairly pointless since they lock enemies out. They're mainly a nuisance. Even if they weren't, and you could not slide through them, I again don't see the point of their inclusion. Again, lockdowns achieve the same thing, which itself is fairly pointless.

    Energy. Energy balls don't make much sense to me. Either they're so plentiful they trivialize combat and encourage spamming abilities, or they're so rare you just end up never using them. In general, guns are far more effective than abilities anyway. As a result, most matches you see either a "0" or "1" next to the "Abilities Used" stat for most players. What should have been an important aspect of combat, as it's a secondary resource, instead is more of an afterthought. A lot of this is because you get energy back from these random drops, rather than from some function of combat (time, getting kills, unique kills, taking damage, or something similar). There's an important distinction between finding a resource and generating it yourself.

    Progression. An important part in any free to play economic model. Probably the most important. The core objective in Warframe seems to be in getting new Warframes and new weapons, and then grinding them to 30. Once you complete them, you rotate out and grind something else. There aren't many warframes, and not many weapons (many of which seem to be blatantly worse than others, since they're so similar), and the only way to customize them outside of a "potato" comes from random drops and general gameplay. As such, there's not much of a sense of progression. The way it probably should have worked is to buy a weapon and then spend time grinding many various accessories to customize that weapon, including mods. In this way, you buy something that's already maximized, but has enough variety that you, as a player, will want to explore a weapon's various options. Horizontal progression. As it is, there's not much to buy in Warframe. Not that the conversion of USD to in-game currency seems fair to begin with - prices seem laughably high to make up for the rarity of things to want.

    Mods. This is the big one, to me. This is one of the messiest, most baffling upgrade systems I've ever seen in a game. Most of this is from this "fusion" aspect to the mod system. Trying to manage mods is incredibly complicated and time-consuming. No amount of tabs and sorting options will remedy this. The list of mods a player generates over time becomes massive, very easily. In addition to maxed out mods, you may also need ones of a specific level to fit a build, meaning that many more slots occupying space. This all coupled with the need to cross between mod types to fuse does not help matters. The entire interface is very bloated, both visually and in terms of accessibility.

    Continuing on the subject of the mod system, if mods are kept as random drops (which itself would better serve your economic model to be part of a weapon upgrade system), each mod should have its own dedicated slot, in the weapon menu. Possessing the mod would make it show up in this slot. Having more than one should simply increase its numerical listing. If you have 30 True Steel mods, True Steel should only appear once, and have a "30" next to its name. To achieve the same ends of the current system, a better alternative to fusing would be a researchable resource option. Having 30 True Steel mods would do you no good, as you could only use its tier 1 version naturally. Each mod on each weapon could have its own research option that increases what tier you can use on that weapon. The amount of mods you have amassed act as resources, in this way, which you can then invest into your weapon. You could also use the mods as consumable resources during research. Point being to all this, the current system is very messy - especially to new players, and needs vast simplification.

    Overall, I like the game, although it has its share of flaws. It's a bit too easy, and has many systems that seem to exist for no particular reason, or fail their implementation. Hopefully my first impression will help with initial retention of future players.

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