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MysticDragonMage

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Posts posted by MysticDragonMage

  1. primary and secondary gameplay needs an update in both complexity and damage scaling.

    complexity in the case that standing still should increase reload and holster speed while crouching or sliding should decrease spread and recoil. simple additions like that can improve the gameplay. instead, the developers offer us mods that provide these benefits. keep in mind that the developers can easily take away one aspect of melee and turn it into a mod. melee is lucky to have a mini-rhino stop with a heavy slam initially, while primary and secondary weapons still have to use mod capacity in order to have something as simple as improved recoil or holster speed.

  2. 15 hours ago, EDM774 said:

    Kill the power fantasy feel of a power fantasy game?

    until players can wipe entire maps with most other frames as effectively as a nuker frame like Saryn, the topic on weather or not the game even is a power fantasy remains unconfirmed.

    i personally think "power fantasy" is exclusively a community-made concept just because of the existence of a few stand-out-ish powerful warframes classified as nukers.

    • Like 2
  3. On 2020-01-23 at 5:25 PM, (PS4)Zuzu_with_a_Z said:

    I honestly just want to kill piles of meat.  I'm MR28 and I've pushed the grind as far as I can.

    Every semi-end game activity I find wretchedly unfun.  Original raids were a snoozefest.  Eidolons are cool the first handful of times, then become a slog.  The Orbs are some of the worst content in all of WF in my opinion.  Liches aren't fun.  Railjack Veil missions aren't fun.

    I'm done with hoping for end game because end game doesn't tend to translate well to fun and sustainable content.  I look at other games like Destiny, Elder Scrolls Online and Division etc. and it holds true there too... Raids are cool 2-3 times, then becomes boring slogs... end game content in games sucks.  It's nothing but a gatekeeping fest in most cases, the content is bland, and the rewards are almost always bland so that people who aren't end game players don't feel bad or left out, rendering the reward aspect pointless.

    End Game as a concept in gaming is just dumb imo.  The journey is the game, when the journey ends, the journey ends, simple.   I remember back in the day games like Final Fantasy, your end game, if you were lucky, was a single superboss you fought one time then moved on with your life.  The idea people have of end game content now is some infinitely replayable super difficulty loop of gameplay, and it just doesn't appeal to me anymore.  I used to like the idea, but the more I've seen it implemented in games, the more I've realized how pointless and shallow it always ends up being. 

     

    yes. please. thank you.

    present harder enemies to fight every content update and allow our power to progress beyond that difficulty level till the next update. give us a method so that we can work toward scaling with enemy difficulty so that we are not massively OP in lower levels. endgame does not have to be a repetitive high-difficulty mode with complicated enemies to defeat just to remind you of how weak you are and how you cant progress any further to do anything about it.

  4. i've come to a peaceful conclusion that everything grindy is going to bother you only if you try so hard and let it bother you. even if i try to get one item, i know i wont get it in a day and i know it would probably spoil the game for me if i keep repeating the same method of getting that item.

    once you multitask and grind only for the items that matter the most toward your progression, everything else will eventually be handed to you. my recent experience when obtaining a new warframe was with wisp. i did not even intend to get all of her parts, i just wanted a specific amalgam. i ended up getting that amalgam only to realize that i could build a new warframe and sell extra parts/other amalgams, so i ended up getting more than what i wanted in the end. heck, i spent a weeks grinding for ducats never knowing that i could have built 2 new primed warframes.

  5. if there were modular warframes, it wouldn't be taking the warframes we have now and mixing their abilities together.

    it would most likely be a new unique singular warframe with multiple unique abilities and parts you can customize. honestly, i'd like to see more discussion about that than modular warframe including all warframes.

  6. yo even if warframe were to die any time soon, i'd imagine it would be resurrected as a more polished and high quality masterpiece like what they did with A Realm Reborn but better.

    THAT, would be cool.

  7. also, add a more variety of infested bosses/mini bosses besides just the laphantis hemocyte 4 times in a row. its too repetitive and the difficulty scale depends entirely on the amount of heath and damage the next hemocyte has.

    • juggernaut
    • juggernaut behemoth
    • phorid
    • hemocyte

    in that order. if fighting a juggernaut behemoth after a regular behemoth seems too repetitive, then i suggest including either vey hek's terra frame or Zealoid Prelate as a final boss since those two are the only ones remotely related to either the infested or this event. id also suggest that the jordas golem is an option if it is at all possible; transitioning from ground to aerial combat would be awesome.

  8. i agree that its a flawed mechanic that is in need of review. i personally like the idea that it should be like razorback which would offer players three different teir's which would require the each player to bring one of each different resource. recruit is in fact optional, but using it as an excuse to keep broken matchmaking mechanics the way they are leads to a number of problems, including confused new players, and repeated sparks of controversy (the creation of this topic for example).

    i do not agree that this a form of leeching. leeching would mean that it is the fault of the player in any scenario (sometimes they've just ran out or are new to the game). taking the wrong relic to a fissure with a recruited group on purpose would be leeching, for example, because you should have had plenty of opportunities to bring the right relic.

    saying that going public is a mistake is just wrong to say in general. this game encourages co-op.

     

  9. basic build: serration, split chamber, vigilante armaments, vital sense, whatever two elemental mods you want, whatever exilus mod you want, and you pretty much have one of the most powerful weapons in the game for direct damage with even still a lot of potential.

    good for hunting eidolons and pretty much any enemy with a weak spot. not for CC of course unless you want to waste its potential. the thing is a monster, yes, and it very well outclasses many other alternatives (specifically marksman weapons). my only wish is that the rubico was used as an example on how to make other marksman weapons viable.

  10. 7 hours ago, JackHargreav said:

    You won't meet those beefy eat every bullet boys normaly. Only if you go for a hour long survival run on mot.

     

    6 hours ago, Corvid said:

    You will in Proxima nodes.

    these are what i personally believe to be the source of the armor scaling controversy.

    surviving hours on endless nodes was optional before but only now the developers are doing something about it because players are just now encountering highly scaled enemy armor at the beginning of missions since the introduction of railjack.

    @JackHargreav is partly correct because anything below the first 5 minuets of mot is easily due-able to experienced players (specifically lvl 40-45). the entire problem, however, is that we are progressing in the star chart, and that only means that we will encounter stronger enemies than proxima ones in the future. this is where @Corvid is correct. insane amounts of armor scaling is inevitable.

    that either means:

    • everything the player has needs to be massively buffed.
    • the developers can just keep all future content at a max level of 80-90.
    • or the devs need to find progression method to which players can work toward scaling strengths and weaknesses along with the enemy's level.

    my vote is option number 3.

    • Like 1
  11. the main issue is that vets have stockpiles of vanilla resources. and the solution is to continue making new resources. its a common method of solving this issue in many games with consistent content updates.

    in my head, the most simple alternative solution is to add more new materials like argon crystals for now on. rare and crucial materials that only last for a limited amount of time which i'm pretty sure even veterans run out eventually.

  12. i agree to an extent because i dont want exalted blade to be reduced to mobile turret when it is more exhilarating to be closer to the enemy as a melee-focused warframe.

    the stationary combos at the very least needs faster energy waves because it has slower animations than the forward combo.

    alternatively, i personally think exalted blade need either a heavy attack energy wave that is larger and travels faster than a regular energy wave, or a free cast of Excalibur's original slash dash upon using an opening heavy attack.

  13. the stockpile issue is not anything new when it comes to developing games that require resources to progress and receives regular updates.

    the solution is create new resources per new content update. FFXIV's crafting and recourse systems still applies new resources per content update to prevent stockpile issues, and the new resources are nothing more than reskinned pictures (but it works).

    the problem is that warframe manages its new resources poorly.

    i think a forge/blacksmith progression system would work in warframe. players can discover recipes in order to craft the newer materials. players would need to consistently forge items and gear in order to progress in "forge smith," thus creating a new resource sink. the amount of affinity players would get toward forge smithing would depending on how rare the resources are in order to craft the item.

  14. Zenurik is the best school by default because of the seemingly infinite energy it provides to the entire squad. energy and warframe abilities are responsible for giving us more damage, support, control, and damage resistance than any of the 4 other schools can provide, so why not choose Zenurik?

    i think every school should have some form of energy regeneration branch and Zenurik should be a school focused entirely on controlling, managing, and mixing status elements.

  15. DE are experts when it comes to taking old content and turning it into something new (and noticeably quick about it if they treat it as a first priority). i have no doubts that a year of polish would appeal to both sides and produce satisfying results.

    the entirety of melee used to be a simple "quick melee" attack back then, for example. its amazing what its become so far. imagine what systems like archwing missions or invasions could become.

    i do think that its time for polish. i think they have tried the best to satisfy a loud minority of veteran players that want more content to speed run and criticize later for its rushed creation and lack of polish only to ask for even more content afterward.

    • Like 1
  16. ideas are good, but i think people are too eager to use their archwings already in railjack. at least two other players are forced to either play the engineer/pilot role or join the other two outside and abandon the railjack.

    to elaborate, if every archwing were to have a boost in effectiveness in railjack missions now (for example, as effective as the amesha is currently), the most ideal way to play would be to abandon the railjack entirely with the entire squad on their archwing. why would you even use the railjack?

    in archwing: you dont have to use RJ resources, players are not restricted by cooperation, players would probably have a decent enough archwing already, it is already the most efficient way to take down crewships, and you wont have to repair the RJ or spend hundreds of hours into upgrading it (just use your already upgraded archwing!).

     

  17. 2 hours ago, Steel_Rook said:

    This is actually one of the main reasons I've given up on Railjack currently, the "three people in their Archwings and me" problem. While you'll occasionally get a player who's fine with sitting on the guns, fighting boarders and plugging holes, most people seem to evac immediately, run off from the ship and try to solo the mission in their Amesha. Not only does that often leave me doing everything on-board myself, it's also... Kinda' rude, you know? More to the point, however, I'd argue that what Railjack needs right now is more reasons to stay with the ship and fewer reasons to leave. I'm not opposed to people going EVA, don't get me wrong, but there doesn't seem to be enough incentive right now to NOT do that.

    i agree with this with a passion. warning! rant ahead.

    everyone wants to be the lone wolf. already, there are a lot of requests to not nerf the amnesha and even go as far as buffing all archwings and weapons. might as well just throw the entire point of railjack away, right? no cooperation. everyone just does their own thing while the railjack drifts in space abandoned, because why not? everyone who is in railjack probably has a decent archwing by now so why waste so much time grinding for railjack progress when you can take your already powerful archwing and be a lone wolf? as if amnesha exploiters aren't bad enough. realistically, at least two people are outside hardly doing any damage at all while another two are either forced to care for the ship or join them.

    now that that is out of the way, i do have a suggestion.

    give archwing a new ability that enhances its stats and weapons for a limited amount of time. this ability can only be charged while it is on the railjack and can only be activated if it is fully charged, which would take triple the amount of time it can be used. this does not restrict players from using archiwng to transition between locations, but it does prevent players from eagerly using their archwings for offensive purposes until this particular ability is fully charged. all of this while also motivating players to stay within their railjack and potentially giving other players an opportunity to use their own archwings.

    does this feel forced and restrictive? first, consider that there is always the option to play actual archwing missions. if the archwings missions are not enough, why be a silent majority? request updates to that aspect of the game instead of railjack. second, consider that spending most of the time playing archwing in a railjack mission is potentially "forcing" three other players to either join or play an engineer role.

     

  18. there are many reasons why it is difficult to apply more difficulty.

    one of them is the consistent debate between two sides who either want a power-fantasy or dark souls level of difficulty.

    another concerns cooperation. the problem with forcing cooperation in order to apply difficulty is that it will feel too restrictive. take railjack for example where players are already more interested in the continued development of its archwing or solo aspects rather the development of the actual railjack. most of everyone likes to be a lone wolf.

    there is also a risk concerning restricting a player's freedom of choice. how difficult could we possibly make a game where every playstyle is effective in its own special way? its extremely difficult to do so. i personally still wish i could beat Laphantis and vey hek with a nikana as effectively as any firearm.

     

     

     

  19. some heated debate here...

    all i know is that whenever plague star is active, everyone jumps in at the opportunity to get built forma easily, so i agree with OP to an extent.

    im just expecting either of these three things to happen.

    • the build time is reduced.
    • Axi relics have a chance to drop a blueprint that builds up to three forma instead of just one.
    • generally just more convenient forma blueprint rewards.
    • Like 1
  20. some argue that polishing old content will risk DE neglecting a majority of a playerbase that prefers more content.

    at this point, DE are experts at turning old content into new content.

    for example, compare melee in warframe's earliest development to melee now. farming for primed items is also completely different than what it used to be with keys and tiers. heck, they turned their a basic menu into an entire personal space ship. They gave Excalibur a exalted weapon for crying out loud! we went from using momentum exploits to gravity defying super jumps and double jumps!

    if this is DE's method of "polishing" content, then i dont see why doing so wouldn't be appealing to both sides.

    • Like 1
  21. i agree to an extent because, DE being DE, they can just remove mod slots if mandatory mods are initially given.

    i do, however, like the idea that every player would have a sort of skill tree where they can upgrade their basic health, armor, and shield stats for warframes, damage and multishot for primaries and secondaries, and damage for melee.

    so say the DE potentially does something with mod slots in favor for this system (because they can't just give us all a mega-buff like that). the way i see them approach this is by removing two mod slots and giving us one or two more exilus slots. this is just for warframes; they may simply remove one slot from melee and two from primaries and secondaries.

    but you see my point already i hope? initially having the benefits of mandatory mods is like asking for two or three more mod slots, so expect compensating nerfs for asking such a thing.

  22. what i would personally like with the delayed reaction is the ability to stealth kill enemies from the front, giving us the ability to perform multiple stealth kills upon groups of enemies.

    maybe even give us mimic technology like the Sentients as a hiding mechanic?

    it would also be cool if enemies about to sound the alarm are marked, cause half of the time i dont even know when someone is triggering it.

    basic indicators of alert status would also be nice. specifically Sound and HUD indicators similar to elder scrolls and of course MGS.

    there are also two ways a player could be incentivised to playing the stealth route.

    • special enemies that only appear if a player is not yet detected. these enemies would be designed like lookouts and have special tools to detect tenno, making them a challenge to kill quietly. they would also drop special rewards a player can find useful long term.
    • potential to make some missions take less steps to complete.
      • assassinate: bosses will be unaware of your presence and waiting for you in their boss room, allowing you to perform a sneak attack for extra damage starting out the fight and no enemy reinforcements to support them.
      • spy: Vault C will contain all 3 data encryptions if undetected.
      • exterminate: less enemies if undetected.
      • capture: ability to stealth kill the target and capture than instantly.
      • mobile defense: enemies will not attack each terminal if undetected and terminal hacking process would be shortened.
      • etc.
    On 2020-01-05 at 5:40 PM, AuroraSonicBoom said:

    What I think happened, personally, is that DE didn't want to bother balancing the viability of stealth for frames that can go invisible versus those that cant, and just left it there. The last time they ever talked about doing something against the supremacy of invis frames was when they were working on introducing hyekka masters. Originally they were supposed to be able to see through invisibility, or at least detect frames that are in some way, but apart from some bugged out AI that allows her to throw grenades at you even though you're invisible as long as she's aware of you, that didn't happen either. Guess that whacky mechanic is a remnant of their attempt to give that unit a stealth detecting mechanic.

    that's crazy. TBH, i think it would have worked out if they added more than just a single unique enemy. i honestly would think it would be fair if invisibility didn't work for stealth in high levels if every warframe had the potential to use stealth efficiently without it. i do expect some kind of nerf to invisibility along with my suggestions.

    • Like 2
  23. 39 minutes ago, Ajwf said:

    Like I want to be clear: I play the perfect shield frame in Mag. I have high shields, instant regeneration, and ability to overshield. Uniquely, we HAVE all these suggested fixes (beyond shield gating) As I'm sure any Mag player can back me up in saying: None of these help shields. The core issue is just that they get undercut by status procs. Slash and Toxic are way too good against shields, just invalidating over half your EHP. Like I can't underpin this enough: the MAJOR, FUNDAMENTAL issue of shields is that they are completely ignored by the most pervasive statuses in this game and there is zero way to remedy that currently.

    and i dont disagree. i'd even argue that i would prefer this over shield gating. i'd still like my other two suggestions though.

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