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Freeshooter92

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Posts posted by Freeshooter92

  1. So, I can learn to live with it but I find the new D-pad functionality very annoying. Before it worked much like in other games, where the 'cursor' is bound to the options. Now, it works more like a regular cursor, with D-pad inputs emulating the old functionality by moving the cursor. What this means is that If I reach the end of a list that I scroll through, such as the mods in my arsenal, I have to use the right stick to scroll further because additional d-pad inputs do nothing. This is really annoying because if I wanted to navigate with a mouse I'd use a mouse. Going through menus also takes an additional tap at the very least in every area, because I have to tap once to 'snap' the virtual cursor to an option. 

    I would greatly prefer this to be reverted but I know that's simply not going to happen. It's also irritating how when I pick up a mod, the cursor will snap to the search bar or the polarity icons. It doesn't sound like a lot, but it adds up. Menus feel clunkier than ever.

    Edit: Also, sometimes in my Arsenal it will go into the mod page of my primary even though I am very clearly highlighting my secondary

  2. So, I was testing out Mass Vitrify on some dudes, and I found that if a nullifier comes into contact with the wave before it solidifies, then I cannot use shattered lash to break it, and it just sorta remains. I saw that it still blocked damage, but nothing seemed to break it. I tried this multiple times (Even intentionally the last couple times) and was able to repeat this scenario. However, if the wall was already there the nullifiers did not seem to prevent me from destroying them.

  3. Now, I'm not sure if this is intended behavior or not, but I can't imagine it is. 

    So I got Gara and right from the get go I noticed something weird about shattered lash. See, it seems to be... iffy on whether it wants to hit what my crosshair is pointing at. After a bit of testing I found that if I'm standing still, it goes right where I'm pointing, if I'm moving it usually goes where I want, but sometimes veers at some odd direction, and if I'm sprinting the blade shoots off like 30° to the right. 

    I don't know if anyone else has been experiencing this, but I find it really frustrating to have to stop moving just so that a power goes where I tell it to. Hopefully this is just a bug that will be fixed swiftly, and if not, why? It's not like shattered lash is especially devastating, and similar powers like freeze and fireball have perfect accuracy.

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  4. 25 minutes ago, [DE]Syncrasis said:

    The Zenistar is a heavy blade, even if its shape is odd. It's not an axe, which uses a different set of stances. 

    Please categorize as logically as possible. Machete has its own stance, so you wouldn't make a machete skin for a sword weapon, for example. You have a certain amount of creative freedom with your designs, but, if a machete is a machete, it isn't a sword.

    Now, I don't mean to sound like a jerk or anything but the first part is false, axes and heavy blades use the same stances. Zenistar is definitely an axe, but also a heavy blade since in the game heavy blades and axes are exactly the same, with the only difference being that they use the hammer's idles instead. Take them into the game, you'll find that the Zenistar, just like the Scindo, uses the hammer idle pose. Hell, try swinging them: You'll find that, inexplicably, your warframe grips them from near the bottom of the haft, as if they were swinging a greatsword. Hm...

    Edit: With that logic, being able to equip Chroma Deluxe's sword skin on the Zenistar is an oversight that must be corrected since it turns the thing into a giant sword. Or that you shouldn't be able to equip Oberon Deluxe's sword and shield skin on Ack and Brunt since it's an axe and shield.

  5. 5 minutes ago, Harowing said:

    With your definition, having a random Shadow Stalker spawn is actually not a challenge but a punishment for being marked?

     

    Thing is, I don't know the general opinion of the player-base. YOU don't know the general opinion of the player-base. So what's a good possible basis should I use for my concept? I'm an old player, I want something that is challenging and surprising, I came up with this concept. Perhaps other old players may or may not like it, I do not know that. Perhaps new players may or may not like it. I do not know that as well. You don't know that as well.

    If you think that each and every concept here considers the entirety of the community during its creation? No, the sole idea of the concept itself was intended by creator for themselves, that's just how it is. 

    I'm gonna stop de-railing this now, the issue/suggestion above has been added to making Labyrinth NOT forced upon players.

    You don't HAVE to fight stalker. You can run. You have options. And if he kills you, it isn't like you aren't allowed to do anything else until you beat him. Randomness isn't the problem, being surprised isn't the problem, the mandatory nature of it is. Human beings do not like it if they feel like they have no choice in a given matter. Player freedom and agency is important in all games, not just warframe. 

  6. The definition of challenge, as a verb:  invite (someone) to engage in a contest.

    Forcing someone to do something is not a challenge. Forcing someone to do something is a punishment. A challenge is something like 'Hey, think you're tough? Try this.' Simaris and syndicates and all that, that's fine. Why? Because you don't have to. You have no actual, forced obligation to do it. And even though it's gated by time, it's not that difficult to farm the things if that's what you wanna do.

    The problem here is not what YOU want out of the game. If you want something added, the consideration is what EVERYONE wants out of the game, and I think it's fair to say that most people would greatly dislike getting forced to do something against their will. Again, the only thing even close to forced aside from Vor's Prize (Which is a tutorial) is the Zanuka escape mission, and even that could be held off for as long as you like so long as you're willing to forgo using that warframe until you feel ready.

     Edit: Even then, it isn't really that hard. All you have to do is wander aimlessly through an empty tileset and occasionally fight an ambush. Any moron could do that eventually. In fact, it would probably be far preferable to solo it since having friends just makes it take longer. It isn't fun, it isn't a challenge, it's a slog. At least when you have to grind for other things you have some stuff to shoot at.

  7. 11 minutes ago, Harowing said:

    That may be your opinion but you don't speak for DE on what they may or may not add. I'm personally fine with any type of missions to the point where I don't know what to play and eventually just sit inside my ship for a good couple of minutes or even an hour. I can do any missions just fine, no problems with it, but I'm aiming for something that basically breaks that "Every time you login to Warframe" vibe, because I'll be honest. It can get tiring every now and then doing the same thing. Also, the fact that it is forced upon you makes it a challenge, not saying it is a fun one, but it is a definitely a challenge for those who want to test something new. Labyrinth Missions would have ample time to warn you before it even appears so you can even grab your friends to do it and finish it faster.

    I won't say your reaction is wrong but it is one of the possibility, what if the Labyrinth rewarded something unique that can only be obtained through this type of mission? I'm sure you'll change your mind and just basically try to farm it.

    That. That right there. This is a video game, FUN is the whole point. In fact, that's the first question you should ask when trying to come up with ideas: Is it fun? Will other people find it fun? As it stands, the idea is basically a tax: Play the game too much and we give you a hard, irritating mission that locks you out of the rest of the game until you complete it. Warframe is a game about being a kung-fu space wizard with guns, it isn't about bumbling around a ghost town of a level with no minimap for an hour and fighting a boss just for the privilege of getting to play again.

    Actually, having a unique reward would make it even more infuriating. Focus is on a timer, so if I actually WANTED to play this, I would have to likely boot up an exterminate, kill everyone, and wait five minutes to spam focus, again and again and again. People get pissed off when they add stuff to Simaris for Hek's sake, could you imagine how enraged people would be to have to do this for a warframe?

    And, even ignoring all that, consider this possibility. I'm minding my own business, having fun and playing my game when I notice an alert come up. It could be a mod, some credits, endo, or maybe even a potato. I finish the mission up, only to be told when I get back 'WAIT BRO YOU GOT A LABYRINTH', and I can't finish or abort it and therefore lose out on the alert. Not because I didn't choose to forgo the rewards in a mission I was running, but because I was using focus and 'playing the game too much'.

  8. You don't get it man. DE is never, ever gonna accept something that FORCES you to play it. Hell, even the 'escape' mission you get after dieing to Zanuka can be put off. You know what would happen if I got a labyrinth? It would just put me off playing for about a week until I eventually decide to just do it. The way it's presented, Labyrinth is not a fun challenge, it would be a chore you have to do so that the game would allow you to play it again. And all because of that one, simple, 'you have to do it' fact. We all have mission types we hate, and never want to play. I for one, detest capture missions and avoid them like the plague. I have a right to not have to play capture missions, and everyone else has a right to simply not play the missions they don't like.

  9. Now, I really like the PBR treatment you gave the Lex Prime, there's just a tiiiiiiny problem:

     

    Spoiler

    69ED0B64582338EE9249D95243D2CC4980F13BD2

    See the magazine? That tiny fleck of icky almost-gold? You missed a spot. Sorry if I come across as rude or something, it's not my intention. I would have probably forgotten that too, and I certainly took a while to notice it. But now that I see it, I can't really un-see it.

  10. 5 hours ago, ARANDOMGENT said:

    Just letting you know the cursor when using an xbox1 controller in steam big picture mode is about 2 inches off from where the cursor actually is.

    Had to switch on my wireless keyboard to make the arrow cursor appear and was then able to navigate with my controller.

    Unable to provide screenshot at the mo

    This, it's so annoying. Though I'm using an Xbox360 controller.

  11. On 5/25/2016 at 4:26 PM, ToraTakeri said:

    I would personally love to see Volt's speed ability be a channeled ability in which your speed increase is controlled by scrolling the mouse wheel. The faster you go, the more energy per second required. My idea for a new ultimate would again be a channeling ability in which Volt creates a static barrier following in his footsteps and slowly rescinds. Enemies that touch this barrier would become stunned and arc electric damage to nearby enemies. If Volt connects with the end of his electric trail it creates a closed circuit and all enemies within the trail become rapidly struck by bolts of electricity originating from the barrier and passing from one to another. Enemies that die while under this effect explode in an AoE damage burst. The faster you go, the bigger a circuit you can create. 

    That speed thing wouldn't work on console, so it's probably not really something they can add in. 

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