Jump to content

MysticDragonMage

PC Member
  • Posts

    413
  • Joined

  • Last visited

Posts posted by MysticDragonMage

  1. There needs to be more archwing alerts in order to motivate more players to progress in its content. that is not to say that developers should consider giving us archwing alerts more often when they could just give us regular missions. i would like these alerts to be added-on if that makes any sense.

    it would be beneficial for regular Archwing missions to have its own alert tab, just as sorties, fissures, regular alerts, and invasions do. these alerts could be repeated multiple times and potentially must be completed multiple times in order to receive awards.

    as i have stated earlier, progressing in archwing would be a lot more rewarding than it is now if this feature is added. whenever a player comes across a high-leveled archwing alert they never bothered to prepare for, it would motivate them to progress in order to complete these missions more easily. that alone would make archwing progression more satisfying too.

    i'm confident that this would be the result because it is a familiar feeling, is it not? progressing until you are ready to accept higher level alerts that reward more high quality rewards. this is what alerts in general present to the game.

    i am aware that Railjack will present more utility to archwing. however, i'd like to think that the Railjack update should benefit Railjack more than anything. saying otherwise is like saying open worlds presented more utility to archwing just because they were optional to use.

    if anything is going to enhance the archwing experience, it would be archwing-focused missions, not within other features where they are simply optional to use.

  2. honestly lets be thankful that archwing has unlimited ammo because I'm sure that most of us would have none before we took down half of the enemies on screen.

    enemy hitboxes are too small and accurate to the actual model and i argue compensation is needed for the more open and long distance combat. it even tedious to hit targets even for short-range combat because enemies are consistently swaying as much as the player. i personally think it would be an improvement to the overall gunplay if archwing enemy hitboxes were larger.

    if that seems too much, i cant help but to notice enemies lack the ability to attack us long distance as efficiently as we can, so give them the ability to charge-up and shoot a long-distance weapon of some kind. It would be easy to dodge and be somewhat predictable of course, but it will keep the player moving at the very least; even more so with multiple enemies. I suppose after saying that, this would turn into a topic suggesting that the archwing long distance combat needs some work in general.

    after having been absent for a few months i've seen now that we have an indicator when enemies are at melee range and this simple addition has vastly improved my combat experience for archwing's melee. I just wanted to show my appreciation since this is a feature iv'e wanted since archwing was introduced.

  3. i have more problems with Exalted blade than this.

    survivalbility is also extremely nerfed during exalted blade, not just because it cant effectively use life strike as well as it used to, but also because the parry no longer has a large radius. the auto parry along with the radius contributed a lot toward EB's survival.

    the original slam effect was removed in favor of the slam effect that came with melee 3.0. i guess this was technically a nerf too because EB's slam was originally meant to have a unique effect that made it different from any other melee weapon.

    EB did not receive statistical balancing as all other melee weapons did in 3.0.

    EB and all other exalted weapons still cant use Acolyte mods (for some unknown reason).

     

    exalted blade needs to benefit from combo multiplier. give energy strikes a combo count chance then give the heavy attack more range; either by giving it its own energy strike with damage that can stack from the multiplier, or give the blade itself more range with a lunging strikes instead of a stationary ones

    i definitely think Exalted Blade needs a slightly reduced version of its original parry mechanics. remember that parry now prevents health damage completely so i'd imagine that simply giving back the auto-parry as it was would be very unbalanced.

    if EB's slam was originally meant to have a unique effect than it needs something new. maybe have it cast a weaker radial javelin for energy just like how a slide attack would cast radial blind.

    EB's stats need to be balanced.

    give EB and all other exalted weapons the ability to equip acolyte mods.

     

  4. exalted blade feels badly nerfed. 

    a life strike modification now forces the player to approach enemies and wind-up an extremely delayed attack as opposed to safely gaining health from a distance before the update.

    i also believe auto parry no longer works like before, in that it may be reduced which is a heavy nerf since this passive contributed a lot toward EB's survivalbility.

    its stats seem unchanged which means EB was given no compensating stat buffs with the new system like all other melee weapons, making it feel weaker in comparison

    feels somewhat unnecessary to have a ranged slam attack energy wave now that every melee weapon can do this

    a very minor issue but it also feels unecessary to give EB a lunging melee attack after a block since every normal attack is already ranged.

    this in addition to the fact that all exalted weapons still cannot equip acolyte mods.

     

    first it would be nice to finally be able to equip the acolyte mods since most of them are somewhat useful with the new update. it would also be nice to give EB a heavy energy strike so that players can gain health from a safe distance with a life strike mod like before. 360 auto parry definitely needs to come back because early builds need that survivalbility. maybe apply a different effect when using a ground slam; my personal suggestion is a weaker radial javelin. referring to the minor lunging attack issue i've mentioned before; my personal suggestion for an alternative would be a single-target slash dash or a more unique attack.

  5. i'm exited about melee 3.0 but it sucks that all of the channeling effects, including light saber sound effects, light trail visuals, disintegrating enemies, warframe glow, armor channeling effects (Edo prime) are also potentially being thrown in the trash along with channeling.

    how about applying the visual effects in some other way? 

    • add an optional "aura release" cosmetic function.
    • automatically activate these visual effects while abilities like exalted blade are active.
    • activate the effects while charging a melee attack

    i feel as if this is important to discuss because, again, its a lot of impressive visuals and sounds that may or may not be deleted, which is such a waste. another reason is that, again, some of these visuals are tied to cosmetics like the Edo prime, or the cosmetics players payed for with real money.

    • Like 1
  6. On 2019-09-14 at 9:35 PM, bubbabenali said:

    Broken melee combos everywhere, clunky melee-/ gunfight for the sake of... stylish-fidgeting, or something...

    DE only needs 2 more years to fix this melee mess. But rest asured - Maiming Strike will never be touched.

    yeah...

    if its not obvious already, im a big fan of warframes previous melee system. i want to like this new system introduced in phase one and until the actual phase one update debut, i did. DE gave us a lot of interesting concepts when the entire melee 3.0 system was announced. now it looks like the system seems to be heading toward a direction that feels clunky and complicated. i very much prefer the old system rather than the newly envisioned melee system.

    again, this is only the case if they cant find a way to re-introduce manual block, and this is not to say that i dont like their seamless blade and gun combat vision.

  7. 1 hour ago, peterc3 said:

    This idea is DOA.

    so how exactly would the suggestion work without doing so, how can you prove this would happen, how would you reintroduce manual blocking and seamless weapon switching?

    remember, manual blocking has to be reintroduced with roughly the same amount of button / keybinding in order for the game to be compatible with console. meaning, "just add manual block" is not a good solution.

    • Like 1
  8. I'm trying to get back on warframe lately, but the phase one of the new melee system keeps discouraging me to do so, and its not because its just an unfinished system.

    the introduced phase-one system mostly focuses on the creating more fluent transitions between using a firearm and using a melee weapon. i like this concept alone because now the weapon gameplay feels more consistent with the game's fast-paced combat. however, it removes manual block and adds a auto block instead.

    my biggest gripe is the phase 1 auto-block when facing enemies. this is especially concerning to me because it leads me to assume that the system is going toward a direction i know i would not like (that is only if manual blocking is not re-introduced).

    DE used to feature melee 3.0 with manual blocking and a few additional systems tied to it. for one thing, attacking while blocking would result in a lunging strike that would close the gap between enemies. secondly, blocking would control the distance of a rolling dodge. seeing this envisioned concept potential scraped in favor of auto-block does not feel like it would be worth implementing, even if it favors more fluent gun and blade gameplay.

    here is my suggestion

    first, start from scratch and reintroduce manual blocking and toggling between melee and firearms.

    second, rethink the your approach on introducing a fluent gun and blade system:

    - take "quick melee" and develop and alternative function while a melee weapon is equipped.

    - this alternative function of quick melee would quickly shoot your previously equipped firearm before manually toggling melee mode.

    - simply rename "quick melee" to "quick attack".

    this is a simple solution on paper admittedly. you cant aim your previously equipped firearm while a melee weapon is equipped for one thing and the player can only focus on one weapon type over the other. however, i can argue that it would be better than the phase one system because it keeps manual block and opens the way to many more changes to melee, specifically the new blocking mechanics originally envisioned.

  9. I came back to warframe after a few month's break knowing that the new melee system had been introduced in phase 1. i have a lot of experience with melee, so i was thrilled to see a new system.

    while i do like it how I can easily switch between gun and blade during combat, it does create noticeable issues.

    as a melee main, i am heavily reliant on life strike. channeling is toggled off as soon as my gun is equipped. this forces me to toggle channeling back on after transitioning to melee.

    i also simply do not like it how melee block is now automatic. i like the option to block and bullet jumping with a melee weapon can ruin the flow of combat.

    quick melee equips melee and primary fire and aim equips previous weapon. it seems the developers are committed to making transitions between melee and guns seamless.

    so why not remove the current system (or make it optional) and consider the following:

    when melee is equipped manually, quick melee will become "Quick Fire" or "Quick Draw".

    Quick Fire will fire your previously equipped firearm and secondary fire would work the same way. hold down quick fire to aim your previously equipped firearm and let go to fire.

    i think this suggestion is more simple (or at least on paper) and creates less issues than what we have now. as a bonus it leaves more room for more changes. the option to block can safely return since equipping melee would be manual again. the developers can continue developing their original concepts they had planned for blocking (dash attacks, reduced roll range, etc).

  10. increased difficulty is not so easily achieved no a days with simply harder mission types. we are smart. we find exploits, and these exploits become the only way to play these missions.

    personally, my idea of a more difficult warframe is one with more ways to fail a mission.

    ciphers, for example, have made hacking far to easy and made missions like rescue and spy easier as a result. these missions would easily become more difficult if ciphers simply did not exist.

    another example, there should be an enemy type invulnerable to energy-based attacks that specifically targets objectives that need to be defended.

    it would also be nice if some of the more unique enemies, such prosecutors or maniacs, were updated to be more of a noticeable threat.

  11. surface texture variants would be the only feature warframe could learn from Anthem. everything else, not so much.

    you could say that updating a warframes movement based on their roles is a good concept, but it is extremely tough to determine the role of each frame. Valkyr is the best example because while she is a tanky frame, she has the physique of a basic warframe. you cant give a warframe like that extreme mobility and you cant give her a lot of weight with her movement either because it would not make sense.

    i dont want to say that elemental combinations is a bad concept either, but in warframes current state with power-creep, it simply cannot happen any time soon.

     

    • Like 1
  12. there are a few things i have to say about the hype of anthem:

    i thinks its character customization is going to be somewhat limited. because anthem is mostly going to have your character's head covered and first person in the hub, they are most likely going to apply presets of character faces or force players to play certain characters.

    one other thing to take note of is that i have yet to see a male character in the Interceptor Javelin or a female character in the Storm Javelin, which could mean that the javelins are gender-locked. and while, yeah, the armor customization is impressive, i feel as if everyone is just focusing a lot of hype on the surface customization. everything else, other games have done. plus people are crazy to think that all customization options shown so far in streams are all going to be free with EA at the helm.

    role-play also seems limited because i feel as if the game does not appeal to all play-styles or some play-styles are going to be more utilized than others. while the interceptor is ideal for a melee play-style, what if i want to be a heavy-sword wielding Colossus?

    the thing about these new games and warframe is that these new games are obviously more polished. warframe has many abandoned features, to which i say if warframe were more polished (not necessarily reworked to be a different game) it can easily trump over these new games.

  13. in conclave:

    - all warframes should have the same stats. let their abilities represent their roles.

    - replace energy pick-ups which encourages hording and camping energy wells with a system that gives players energy passively or a CD system.

    - instead of striving to implement literally all weapons into conclave, choose only a limited few and make some weapons special pick-ups.

    - reduce the number of mod slots for all weapons and warframes.

    - make it possible to interrupt mobility. headshot and/or melee attacks = no bullet-jumps and gliding for certain amount of time, for example.

    these are a handful of the many things that needs to be done with conclave. way too much of the original game, which was balanced around PvE, is being implemented into PvP, making it extremely difficult and complicated for it to be remotely balance.

  14. exterminate, original sabotage, capture, assassination, and rescue. these are the five missions types that are most likely prone to speed-running. if an alert of interest features these missions, players click instantly because its fast and easy.

    i do agree that casually playing these missions can be annoying when you pair with speed-runners. most people dont know that looting the entire assassination map on Saturn can offer a greater amount of Orokin Cells than killing the actual boss multiple times. however, you honestly cant blame speed-runners. the grind of the game makes them all impatient. if all missions lasted as long as completing five minuets of survival, people would be too impatient to complete any alert.

    while i would be interested in an exterminate, capture, and rescue rework and additional motives to loot, most of us would be loosing our favorite alert mission type and some find looting unrewarding compared to multiple runs anyway (even though it is rewarding...).

    thus, its less of a player or calculation issue and more of a mission design and mission reward issue. i'm not sure if the developers intended for these missions to be quickly executed, but their existence in their current form make things a lot easier in terms of mission completion reward.

    • Like 2
  15. 1 hour ago, toxicitzi said:

    Why make easier planets offer better resources than the tougher and more difficult planets?

    it motivates high-leveled players to go back to these planets, ensuring that these low-leveled planets are not completely abandoned by players due to their progress in the star-chart.

    high-level planets offer the best mission completion rewards, low-level planets offer the best resources.

  16. the game is in desperate need of one BIG update focused on polishing old systems.

    1. archwing: introduce either an archwing syndicate w/ syndicate alerts and rewards or archwing special alerts to apply replay-ability. then, polish the movement system so that moving around both close quarter and open space maps feel better.

    2. new-player experience: introduce old events as quests and give each boss and planet a proper introduction (via cinematic, via lotus briefing, or via quest) when unlocking a solar rail.

    3. gun-play: melee 3.0 seems to overshadow regular gun-play in terms of complexity. it would be nice to apply features to gun-play like finishers and point-blank damage multipliers.

    there are still a lot of other features that need polish, but these are the three i personally want to point out.

    • Like 1
  17. with all of this said, if i may digress, i'd like to first bring up an elephant in the room when discussing un-polishing, old, or seemingly abandoned content. its more of a community issue, so brace yourselves.

    Spoiler

     

    every so often when bringing up a topic that concerns unpolished or abandoned content, we get players who believe it is "a waste of the developers time and effort."

    in my opinion, this is a weak argument: it can be applied to every concept, suggestion, or feedback ever on this forum and is not relevant to any conversation. no unprivileged person here represents the developers and thus they have no right to say what is or is not a waste of development time.

     

    with that out of the way, id like to address the main topic:

    i agree completely.

    one abandoned feature i personally would like addressed is archwing. i think a simple first step would be to put a better spotlight on its core design by giving us optional special archwing alerts next to abitrations, fissures, syndicate alerts, etc. one issue with regular archwing nodes is that they offer less rewards and thus lack replay-ability. alerts that give players convenient or useful rewards for completing them (maybe include archwing weapon parts from syndicates and archwing parts from dojos within the reward pool). this would apply more replay-ability, reward, mission difficulty variety, and exclusivity when progressing to owning an archwing. afterward, maybe move on to improving the movement system so that traversing through both close-quarter and open space maps is fairly easier. if needed, improve other archwing features as well. personally, i think enemy hit boxes need to be larger and there needs to be some kind of range indication when players automatically dash-melee toward their targets.

    honestly, the game has so much abandoned content that DE can hype up one big update aimed to polishing old game features.

    plus its not like polished old content cant feel new. parkour 2.0, for example, was just polishing the old and outdated movement system, but when it was released, it felt like an entirely new way to play and master the game. same can be said with melee 3.0 once it arrives.

  18. 19 minutes ago, LSG501 said:

    oh look you dismiss that as not important....funny how something so prominent in your original request is magically turned not important when it proves the real reasons for your argument.

    Oh look another thing you're just dismissing because it doesn't support your idea..... it doesn't support your idea so it's just dismissed without proving it's wrong.  Trying to turn my argument to imply I think they lack the skills isn't going to work either because I've not said anything of the sort when it comes to doing archwing 'alert' missions... My comment which could vaguely be related to skill levels was about DE's ideas are often grander than what they manage to achieve in the game which is a different situation to raising some levels and sticking a reward into a mission.

     

    i'm dismissing them because they are not relevant to the main conversation.

    also:

    36 minutes ago, MysticDragonMage said:

    not a very good point to bring up, because that was more of a personal request of mine and hardly adds to the conversation. so say i take it out. my point still stands. archwing is unrewarding and lacks replay-ability. what then? please stay on topic.

    quoting someones response, then leaving out important points makes one just as guilty.

    22 minutes ago, LSG501 said:

    You can try and imply that my logic is flawed but you're not looking at things from a business perspective, just a personal 'I want this' perspective.  When it comes to business you focus on the items which give the best financial return.  Working on something unpopular versus something that is not popular is just poor business sense, as such (and like I've been saying) you focus on things which do prove popular when you don't have endless dev resources and want to keep getting paid.... that is not adding more alerts to archwing missions.

    you and i are not business experts. saying what is or is not good for the business is an invalid topic. and again, I've seen this format multiple times before so it is not relevant to the main conversation.

    i can say that you logic, while gives the game even more features, leaves other unpolished, broken, or abandoned. making these new features you are craving so much have the potential to fail and never be touched again. this is a really big issue with the game at the moment. when the devs actually go back and polish these features, such as parkour and melee 2.0, things tend to get a lot better. however, saying this, we digress from the main topic so do what you want with it somewhere else.

    archwing special alerts will apply more reward, replay-ability, and exclusivity to archwing. it is a good and simple fist step to improving archwing, motivating the developers to polish more of its features.

  19. 2 hours ago, (PS4)Riko_113 said:

    I would actually prefer the simpler solution of just giving Banish a button-hold that unbanishes everything.

    That is, unless the unbanish comes with a strong enough secondary effect that warrants an ability slot. Something like "Removes all targets in the Rift while leaving enemy weapons Rifted for (x) seconds" preventing their ability to attack until it wears off. Or better yet, since he doesn't need more cc, "Violently forces enemies from the Rift, dealing increasing damage for each enemy removed this way".

    i agree with both points made. one or the other would be fair.

    • Like 1
  20. 1 hour ago, LSG501 said:

    Um.. no it's not, it's only weak to you because you know that archwing is unpopular (for valid reasons and it's not just 'rewards') meaning it woudn't get anything done to it, which in turn goes against what YOU want. 

    it really is. I've seen it here and everywhere and it adds nothing to the conversation because the format can be applied to every argument ever. fact is that i am confident DE can do many great things for the game and i'm sorry if you doubt their skills.

    your logic implies that just because something is unpopular means that it should not be improved. my stance is that because something is unpopular means that it should be improved.

    1 hour ago, LSG501 said:

    You do know that PoE is on Earth, the very first planet, and as such there will ALWAYS be new players going on PoE bounties... just because a bounty is full (funny how you neglect level of players...) doesn't mean that high level players are still interested in them. 

    i'm aware. yet i still see many high-level players joining bounties. sometimes i see high-leveled player joining regular alerts because the rewards are either convenient or because they are unique.

    1 hour ago, LSG501 said:

    And adding in 'alerts' isn't going to change the status quo for farming, it's an alert, you do it once/three times, you get your reward and it's done until the next alert.... in the mean time you can go to any normal map with the aforementioned warframes and farm for as long as you want.

    yes. that's...what alerts are. you go in, get the reward, and wait for the next alert. but what you did not include is that a player will play another alert if it interests them.

    1 hour ago, LSG501 said:

    In all honesty having re-read your first post, when you read between the lines all you actually want is a way to get the arcwhing weapon parts without investing in the time and effort of doing syndicates or looking for trades... no do what everyone else does, farm the syndicates and/or trade for the parts.

    not a very good point to bring up, because that was more of a personal request of mine and hardly adds to the conversation. so say i take it out. my point still stands. archwing is unrewarding and lacks replay-ability. what then? please stay on topic.

  21. 3 hours ago, LSG501 said:

    OK... keep thinking what you want, your replies don't even rebuff my original comment, it's just another way of saying 'I want special missions'....

    what else do you want me to say? yes, i personally want special alerts*. while requesting this, I've stated the benefits of adding such a system (replay-ability, mission difficulty variety, and exclusivity). that's my official stance in this conversation, what reason should i say anything else?

    3 hours ago, LSG501 said:

    PoE is pretty much dead to high level players except for eidolons, hell many of us have just said screw it to the mods which drop with 1% drop chance so extra items don't guarantee players will go back.

    yet there are still populated servers and I've personally rarely found a bounty without four players. do you want an end-game topic? cause this isn't an end-game topic.

    3 hours ago, LSG501 said:

    if you want to stockpile it will always be more efficient to take an atlas/nekros/hydroid/ivara and smeeta or combo of them on a normal mission over an archwing mission because they're designed for farming stuff.

    that's been one of my points and one of the reason i've created this concept in the first place. its literally in the first paragraph of the topic.

    3 hours ago, LSG501 said:

    As I said it's a waste of dev resources to work on something that is not enjoyed by the majority of the player base, it really is that simple, let the devs work on what the majority of players actually WANT to do.

    weak argument. this format can be applied to literally any suggestion on this forum ever. I believe that this suggestion would put a better spotlight on archwing and would be easier to implement than, say, and entirely new movement system. not that i dont want a new movement system, im just saying that special archwing alerts would be a simple first step.

×
×
  • Create New...