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Kuhrasu

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Posts posted by Kuhrasu

  1. Agreed, but as it stands design council is pay to enter, which is a slippery slope, because you get people who will agree to everything DE do in order to justify the money they've spent so far.

     

    There's a reason the game is leaking players like crazy and DE are refusing to fix it, instead relying on band-aid solutions and faux content that will increase active players for a week, before they stop playing again. Not to mention how many people quit over the downright insulting void drop tables in the newest update.

  2. Dilution, my man. DE's answer to less grind and RNG. 

    They had a chance of fixing the dilution that already existed, but they decided to make it worse. 

    Most likely an attempt to make people open their wallets. 

    Instead of rewarding skill, they extort.

     

    This is like mid 2000's era anti-piracy, fun fact, it doesn't work. NO ONE has bought prime access because of this, the only people that purchased it were going to anyway, the people that weren't... well let's just say I have quite a few friends who have currently uninstalled the game over this fiasco.

  3. Scott said that back stabbing doesn't automatically kill enemies because he doesn't want it to be possible to instantly kill a high level enemy. Still the finishers are more cool than useful, and I believe finishers could be fixed by increasing the damage so that it plays out like you say it should under normal circumstances but allows a bombard eximus laugh at your attempts to sneak attack it. If DE does not want to increase the damage numerically they could instead change finishing blow to have the capability of being rank 5 instead of only rank 3

     

    Parry Finishers will also be stealth buffed when killing blow is improved, and if your really want to use the parry finisher using the parry mod is a no brainer.

    Fighting numbers with numbers

     

    vs

     

    Fighting enemies with skill

    MMO vs Action Game is a dilemma Warframe has been facing for a long while now, and Digital Extremes need to decide where they are going to sit, tell the player base and explain their reasoning. An unsatisfying mashup of game design philosophies, like the current state of the game, just shows a lack of focus and coherent vision for what the game is.

  4. So basically this is little more than "I don't like how some warframes look so make new skins so I will actually like them".

     

    Pretty sure DE has said before that they know not everyone is going to like how a given warframe looks (and it's been said repeatedly that Mynki will not be changing any models or textures).

    No, it's a lot more than that as a lot of people have stated in this very thread, it would do you good to actually read the thread, drop the "everything is an opinion" blanket and think things over. I'll try to explain it briefly, so that we don't have to start over every page, because some people seem incapable of understanding the issue and/or reading.

     

    The problem

       Newer Warframes are not visually consistent with the design style of older ones, creating a disconnect within the "Tenno" aesthetic for the sake of arbitrary diversity. This can further be expressed as several distinct issues, readily apparent in two of the new Warframe designs, namely Zephyr and Hydroid, here are the issues:

    1 - The color patterns of the newer frames are nothing like the color patterns of the original frames, which features simple area coloration, and allowed the tasteful amount of detail in the mesh to add the necessary visual dynamics. The shapes of the frames carried the colors and rarely would a single shape feature more than a single color. This creates an "athletic, fast, simple yet effective" aura to the frames which was vital in making their visuals fit thematically with their role in the game. (a bandage to problem is to just color several areas the same color, like user BazzBro did)

     

    2 - The models feature many unnecessary shapes and ruin the "tastefully detailed" aesthetic of the original frames, making the newer ones not visually consistent with them, which creates a feeling of them not belonging to the roster.

     

    I will now show what I mean with images, but for the sake of the discussion I will post before that, so that the point can be made clear and we don't derail this into another pointless "MUH OPINION" spamfest.

  5. Yes let's take out stamina and if we're at it ... let's take out energy as well! .... why do we need so many impediments?

     

    I think stamina is very balanced .... you need it for many things .... and you need to learn how not to waste it. 

     

     

    Stop asking for things that would dumb down the game..... go play mario if you want infinite stamina.

    This post is ignorant on so many levels, it make my brain hurt.

    Instead of trying to explain this to you, as a lot of people have in the thread so far, I'll just give you examples of a game that doesn't feature a stamina bar and is better for it, and one that does, and is better for it, draw your own conclusions.

     

    Metal Gear Rising

     

    Dark Souls

     

    Go on now, I want to see your thoughts on the matter, seeing as you purport to understand the principles behind the mechanic.

  6. Something like this is exactly why this game is in "Beta" still. Give us a little bit of time to really test how well some systems (or a lack of some systems) work!

    And before DE say "hurr hurr it would disbalance wall-running", just put a range cap on wall-running.

  7. You're confusing critical feedback with negative attitude.

     

    Critical feedback is the best type of feedback.

     

    Toxcicity, Dev bashing, and being a sub-par individual? No thanks, we don't want you here.

    So far, all instances of critical feedback have been shot down with the blanket defense of "it's an opinion", which is a false statement, the reasons given for the designs being sub par have been quantifiable, readily apparent things such as visual traffic, consistency and the lack thereof, the disappearance of design philosophies present in previous instances of such assets being released, etc.

    Again I am forced to repeat myself, critical feedback is in no way a negative thing, it's when hugboxers confuse any sort of expressed dissatisfaction, be it backed up with constructive feedback or not, with  "dev bashing" and "vitriol", that is when the problem arises. That specific problem being that it's impossible to get through this wall of faux marketers and actually communicate constructive and concise thoughts to the developers.

  8. If that's the case, I think it would be cool to have an alternate skin based off of Volkovyi's concept.  It would be just like the proto Excalibur alternate skin.  And just like the proto Excalibur, it would happen if DE sees that there's enough of a demand for it and would be worth their time.  And by demand I don't mean bashing the current zephyr and telling DE that they have no sense of art direction.  I think they would be more inclined to listen if critiques are more constructive instead of being insulting.  The fact that Draice had to post to defend Mynki is a clear indication of this.  We're more likely to get what we want if we appealed to Draice since he seems to respond on behalf of the art team anyway.  We just have to be diplomatic about it.

    Apart from that, DE need to drop the hugbox mentality and accept critical feedback as what it is, instead of passing it off as "bullying" or whatever the hot new way to shoot down criticism is these days.

  9. No, I have not played a Metal Gear since Solid, as I do not own any consoles anymore.

     

    But to make such a comparison, I think is a little broad spectrum'd as one has to consider all of the other mechanics in play as well, not that hasnt been in this thread but such a comparison warranted the feeling for specification of such.

    It's on PC, and as far as themes go, both Warframe and MGR offer you a chance to be a sci-fi ninja, one just does it better than the other.

    As far as gameplay mechanics go, they feature similar ones, one just happens to have properly designed ones.

  10. Do i personally have any problems gameplay wise with the way stamina functions currently? No not really, I think it functions well and is limiting as I would expect, however the hilarity of not having it would be too much.

    I am curious, do you view Metal Gear Rising as too easy because you can infinitely sprint and block?

  11. Infinite Stamina? I WILL BLOCK AND DEFLECT BACK ALL THE BULLETS! I WILL BE THE TANKIEST VOLT EVER!

    That's not what tanky means, and the suggestion is to remove the stamina system and rework all systems shackled to it.

  12. What if we just double the Stamina numbers for everything (except the consumption numbers obviously)?

     

    I don't think we should have unlimited sprint but do think more would be better.

    Or they could just put a distance limit on wallrunning and give us proper ninja-action game sprinting.

  13. Removing stamina would probably be the best thing DE could do about the game in this moment.

     

    It would make parry useful on higher level missions where it is still obsolete, would remove all the stamina mods from the table(that most people do not use over ability improving mods), would make parkour far more interesting, would remove the need to butt-slide every 5 seconds while sprinting...

     

    Also

     

    I do sincerely hope this thread gets more attention.

    If it doesn't, I'll make sure to work out a constructive, concise, informative thread on the matter, like my thread on Backstabbing and Parrying.

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