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devolicious

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Posts posted by devolicious

  1. 11 hours ago, EDM774 said:

    that's not what the OP is asking for,

    Say you have a build that uses a helminth ability in place of your ability 3 but have another build that uses the same one in place of ability 2, you can't currently have a setup like that.

    thanks for clarifying

    but i also want to add that even if you subsume over the same ability, having it on more than 1 loadout is what is important here

  2. the button mash E melee combo should not move the warframe but should stay in-place

    and logically, forwards, reverse, and block combos (actually attacking while blocking at the same time) should do what it says.

    • Like 4
  3. I'm sure this has been mentioned before, but I wanted to shout it out again.

    It'd be great if there was a way to refresh Redline without losing the overdrive percentage.

     

    That's all. Thanks!

  4. It would be awesome if we could have a consolidated color palette that had all of our unlocked colors sorted in it.

    If we unlock a new palette, then it'd be added to that palette.

    This shouldn't replace all the separate color palettes we currently can see in the UI, but a separate new consolidated color palette.

    Also, hovering over a color should indicate which color palette it comes from.

    Please DE!

    • Like 3
  5. DE. I hope you didn't forget about this! We would love some more FOV. 

    With all the fancy graphics, particles, and melee things happening, it can be hard to see what's going on around us. 

    More FOV is always a great thing!

     

    That, or ability to adjust to camera.

  6. 2 minutes ago, Autongnosis said:

    I still think yours is not the way to go about it, because enemies being not dangerous and engaging enough is precisely the problem we face now, so tbh i would do the exact opposite after a normalisation pass for frames EHP to avoid one having 2k barely and another having 220k.

    But at level 200, for example, enemies are very dangerous which makes a lot of Warframes that don't have stellar survive-abiliy not viable. 

    I was trying to think of an idea that makes all Warframes viable. Lowering the damage and increasing HP should (my thinking) make it more engaging while not punishing (i.e. getting 1 shot). Of course there are different aspects to create difficulty, HP is just one idea that the game doesn't really have (unless you wait an hour or more in an endless mission but comes with the downside of being 1-shot).

  7. 40 minutes ago, SteelOverseer666 said:

    I never said I think eidolons were a mistake. Now you are putting words in my mouth?

    I was simply replying to you saying

    "The game already has content that alienates large groups of players like Eidolons, Orb bosses, Arbitrations, open worlds, conclave, etc"

    Anyways you repeatedly look past my points to try to pick apart my examples so I am done speaking with you.

    Good day sir.

    PS. Your idea is poop.

    To clarify, alienates doesn't mean mistake. 

  8. 5 minutes ago, Autongnosis said:

    That's the epidemic of casual gamers. If it's hard and you can't pay to skip it, it's crap. 

    If it requires you to actuallt focus on what you're doing instead of making a script that presses a button on a timer, it's crap. 

    Welcome to the 2010s gamer community mate. 

    Ikr...and my idea isn't even that extreme of an idea either.

  9. 22 minutes ago, SteelOverseer666 said:

    Only it will piss people off more because "They should have learned from the mistakes of Eidolons and such"

     

    6 minutes ago, SteelOverseer666 said:

    I never said I think eidolons were a mistake. Now you are putting words in my mouth?

    I was simply replying to you saying

    "The game already has content that alienates large groups of players like Eidolons, Orb bosses, Arbitrations, open worlds, conclave, etc"

    Anyways you repeatedly look past my points to try to pick apart my examples so I am done speaking with you.

    Good day sir.

    PS. Your idea is poop.

     

    9 minutes ago, devolicious said:

    If it's your opinion that the Eidolons were a mistake, that's fine but I'm sure a lot of players, including myself, enjoy them.

    Since you said it in your post, it seemed like that was your opinion. Plus, I did say if...

  10. Quote

    And again, if you create a gamemode that only a few people can acess the rewards to it will piss people off, as we see with eidolons and such.

    Only it will piss people off more because "They should have learned from the mistakes of Eidolons and such"

    Like I said, putting rewards behind difficult content is the essence of game progression. I don't understand why people would be pissed off at end game content. It's not there to be easily accessible to everyone. It's there for people who have spent a long time playing the game and have prepared gear to tackle the content. If it's your opinion that the Eidolons were a mistake, that's fine but I'm sure a lot of players, including myself, enjoy them.

  11. 11 minutes ago, SteelOverseer666 said:


    You are new to these forums so I cant blame you for not knowing.

    Its a more common topic the last while with the wolf showing up but has been at the heart of the warframe difficulty discussion for a long, long time.

    How do you make the game more difficult without driving away a large portion of your player base?

    This is something alot further reaching than optional game modes like eidolons and arbitration.

    This will effect everyone.

    Honestly, I don't think the Wolf is a fair way to measure this. He's an assassin boss that randomly spawns in player's missions. Therefore, players cannot prepare to fight the Wolf as if he was in a standalone mission node. Many of the complaints I've read stem from having to deal with the Wolf while they have un-leveled gear and level scaling issues. Personally I've haven't had any issues with fighting the Wolf. Plus I don't level my gear at Hydron.

    My idea is for a single end game game mode/mission. I didn't say that my idea applies to all enemies.

  12. 1 minute ago, SteelOverseer666 said:


    Okay... so instead of trying to understand the point I was trying to make you try to pick apart the examples I give?

    So ill give you a hypothetical example instead:

    One group of players wants bullet sponge enemies.

    The other group does not want bullet sponge enemies.

    Who does DE cater to?

    I understood the point you were making. My response was giving you examples of where content already alienates players and that DE is not obligated to create content that must cater to every group of players. And like I said, the game currently doesn't really regular content have many bullet sponge enemies unless you wait hours in an endless missions. (Not including boss type units like the Wolf or thumpers) So how we know that players don't want bullet sponge enemies?

  13.  

    1 hour ago, GinKenshin said:

    again, people would just give up survivability mods for more strength and range, it's not solving anything 

    it's not just about beefy units, it's about the danger of their high damage as well, which u removed 

    same reason as above. also what will happens to frames that surviving is their job? 

    It doesn't make them non-viable. Currently, you can bring Inaros & Ember to the same level 30 mission and they'll both do fine. Players can play what they want. But if you want to bring Inaros and Ember vs 150+ enemies, Inaros would do fine but Ember would not. Obviously the selection of Warframes that can be used becomes more limited.

  14. 2 minutes ago, SpicyDinosaur said:

    Yea, using your skill to win is so boooring and gimmicky. 

    I'm not sure where you get this idea.

    1 minute ago, SteelOverseer666 said:

    This would anger the group of players that doesn't like bullet sponge enemies.

    The problem inst coming up with ways on HOW to make the game more "difficult"

    The problem is how to implement "difficulty" without alienating a large group of players.

    A large portion of the player base will not like having "Bullet sponge" enemies.

    Another group wont like having rewards locked behind content they arent able to complete yet.

    Another group will be uninterested entirely and be angry something else wasn't developed.

    Unfortunately the player base is very split on what we want from warframe and that makes it very hard to develop.

    The game currently doesn't really regular content have many bullet sponge enemies unless you wait hours in an endless missions. (Not including boss type units like the Wolf or thumpers)

    The game already has content that alienates large groups of players like Eidolons, Orb bosses, Arbitrations, open worlds, conclave, etc.

    Locking rewards behind content because they can't do it yet is the essence of game progression.

  15. An endgame mode with regular units with significantly more HP with less damage and no gimmicky nonsense
    More HP:
    - address power creep issues
    - creates positive feedback from using min/maxed builds (i.e. the issue of why min/max when a regular is more than enough)
    - no need to wait for long periods of time to reach beefier units
    Less damage:
    - encourages the use of weaker/non-meta Warframes that don't have built-in survive-ability
    - no more instant death by a stray bullet
    No gimmicks:
    - bad examples include: spamming knockdowns (like some Corpus units), arbitration drones, units immune to abilities/effects
  16. Mobility is a very important aspect of the game for me.

    The biggest reason I don't use melee weapons is because of their lack of mobility and fluidity. I haven't tested every stance in depth, but most of them feel clunky and inhibit my ability to take out enemies smoothly. Before Melee 2.9, I exclusively used the polearm because the quick melee allowed me to run around and melee attack enemies without being stopped by the melee stance. After Melee 2.9, I haven't even touched my polearm because the first combo is absolutely terrible in this regard. Considering how fast the pace of missions can get, any stance that holds me in place doesn't feel good to use at all.

    This isn't just about the first combo. It is also about the rest of the combo as well. The stance by themselves can look pretty awesome. But when applied to actual gameplay, they kind of suck. One example is Carving Mantis for dual swords. 

    Anyways, I just wanted to share my thoughts and I hope some of my concerns will be resolved when DE releases the rest of Melee 3.0.

    PS. I've currently resorted to using Tempo Royale as the initial quick melee attack (just one tap E), feels very good. Also, Blind Justice is an example of a pretty good stance mod as the mobility from Guiding Light is very nice. 

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