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St0l3n_ID

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Posts posted by St0l3n_ID

  1. Tbh i prefer the version we've been provided as its thought as a throwback to the dark sector version (as used by hayden) and its basicly a 1 to 1 copy of it (+ coloring options <3 )

    Screenshot (shortly after obtaining it in DS): http://steamcommunity.com/sharedfiles/filedetails/?id=409412131

     

    Having it reduced to a pure military armor, as its displayed before getting it (screenshot from horonelius above), without the infested parts seems less interesting to me.

  2. Despite Hayden not being warframe lore, his abilities are indeed more usefull, but so is his glaive. But when i look at the first few warframes i got the feeling his abilites got split up inbetween them (volt shield, loki invis).

     

    The problem with having auguments change skills into more dark sector themed stuff would be that auguments usually keep the core functionality.

    Therefore including some kind of front facing shield would be most suitable to be either after slash dash (for a few seconds), not replacing it, or instead, after radial blind.

    Radial blind is not benefiting of the shield though as the enemies are blinded (duh), but slash dash wont really be so great with a directional shield either because u mostly end up behind or inbetween enemies.

    Instead i would suggest a brief invunerablity after slash dash with a nice directional shield FX that looks hayden'ish.

     

     

    Super jump already features invisibilty, so an augument could be nice here to extend this effect after he lands (5 seconds should be more then enough).

     

    Both would grant a tad more survivabibilty for higher level play, yet still doubt if they would be enough to make excal viable as a high lvl frame. But it would be a nice way to make him more interesting for sure.

  3. Not sure if its from the GI Movie or from Crysis...

    No offense, but it really doesnt look like a grineer at all.

     

    Grineer design usually has some asymetry or some very over the top attachments on either back or arms that seems unpractical. Often they incoperate some contrast between straight lines and the round shapes.

    Some have tubing connecting certain parts of their armor. But i think all of the grineer still having feet have a very certain way of being dressed there, its essentially pants with some parts strapped on to them.

    And well the helmet ofc.

  4. -snip-

    Archwing survival would function in a very similar to normal survival except in space.

    -snip-

    Thats all thats needed, everything else was self explanatory, and there really isnt a need to add a story or, god forbid, ane entire questline, to each new gamemode.

     If at all it makes most sense to have battery packs drop because the archwing shield/life support might simply run out (as its merley an expansion to the suit, therefore draining more resources)

    Also i found archwings comet field scenario rather boring, survival would probably be more fun in a more controlled environment like the corpus ships.

  5. Still a good idea. I feel a piece of this kind of idea lives on in the new Arcane's DE has announced for accessories. Arcane's for weapons could be pretty cool too.

     

    The raid enchantments are tradeable, and are upgradeable instead of having a random range of values possible, therefore negating most of its potential as "hardcore endgame".

    Its essentially: "run it 10 times and find some guys to trade", done.

  6. Nice animation. but the script is just... not funny. If it was supposed to be.

    Thank you for your honest feedback :)

     

    I was kinda expecting an actual warframe doing the news....meh

    Doing what exactly? Warframes aint talking...

     

     

    Anyways, i have to agree that my script wasnt the best and im open for any story or "funny ideas" whatsoever, so if u always thought there should be like a short animation or comic about something i nwarframe go ahead and post it, because i gonna reduce the next few videos to < 1 minute short clips to see how they do.

  7. Title said it, but i got some nice video demonstrating it as well.
    Mine swaps from my current clans logo (the golden S) to a clan i've been in a half year ago (procrastinators/war-p).

    Its 100% replicateable and a friend i asked got the same bug (his changes to the default clan logo though).

    As you can see it resets after leaving arsenal, but still a glitch.

     

  8. Oh and what do you mean lowlife, it suggests you think you are better in some way than a player who has just installed the game, I can assure you, you are not.

    I meant that quite literally, they have low life cause of lack of equip, the term is just.

     

    Great definition of end-game.  I really hope we can get a strong separation between the new(or)casual player and hardcore(or)highermaster endgame players.  I agree, DarkSectors offer nothing to a player who has already expierenced most of what Warframe has to offer.

     

    I think I am going to have to agree, until we get a clear separation between the two types of players, that content will never exist.  Dark Sectors and solar rails are 100% catering to new and casual players.

    Thx, and yeah, exactly my opinion. Dont forget that i didnt only critizise Dark Sectors alone, that might actually be a whole topic on its own.

     

    give veteran players a "new planet" with lvl 100-150 enemies, better chance for rare stuff, make bosses spawn randomly during missions like 10min into a survival "lotus: tenno, General sargas ruk (lvl 100) is here to kill you". im not even asking for a new tileset, it cant be that hard to do this

    Thats clearly an option, having enemies that need the group to split up // engage them specificly (like a boss/strong leader) while other give him backup fire is a great way to ramp up difficulty. I also agree on tileset, a new tier of missions doesnt need new designs, nor a specificly all new game mode, they just have to utilize the existing elements better.

     

    What are "better rewards"? More Forma, O Cells etc? Those are rewards that players need to reach endgame. That's like making the reward for drinking a gallon of water...another gallon of water.

     

    We need a new metagame to have an actual endgame. Something other than weapons and resources to grind towards. Content that takes longer to consume than a new prime or BP.

     

    And most importantly, a set of rewards that are not useful for low rank players. EX: something you can only put on a weapon when it already has 5 forma, and doesn't change its DPS. Something to make us different, not better.

     

    The rewards will act as a mastery gate the themselves.

    Again i want to point out the "Gamemode" suggested by mogamu:

    https://forums.warframe.com/index.php?/topic/195161-black-market-game-mode-by-mogamu/

    It upgrades your weapon and might very well act as a valid focus point replacement and rewards previous achievements (aka mastery) by higher tier rewards.

    The idea to create rewards that further improve a weapon only if certain conditions are met (let say 3 forma instead of 5, most weapons dont need 5), is a pretty good suggestion as well, but doesn't really limit a mastery 3, who can just farm forma as easily as every advanced player (one has to asume that if there is rewards for it, most players will do so). However it clearly rewards effort, which alone makes it viable.

     

    I'm aware that locks are a pain in the butt, but i honestly think they are necessary, again, for creating progression and a continous feeling of being rewarded.

    (attention, terrible comparison ahead)

    CoD basicly only does that, and its nice to unlock the next weapon and get the next rank, in warframe you barley get anything for ranking up, even worse, after rank 8 there is literally nothing to unlock anymore (~27% of current game content). Of course simply creating more OP weapons (or upgrade-blueprints) that are rank 12 locked wont help here, if its not bound to some form of gameplay. (again check the link in this post for a suggestion about that). Rewarding just for leveling up, is not a solution to the topic of endgame (im looking at you dragon nikana), but would defenitly increase the overall feel of the game (and if its just a new skin for a weapon, cod does some things right).

     

    Btw, im glad that many players are activly discussing this :)

  9. I dont see any endgame here. Its the same missions of before, but now with the infested as enemies. And the infested are also the same as before, the same dogs with blue turtle shells running around, theres no monster in the wall spiting acid, no monster with blood-red tentacles, no infested using infested weapons, etc. To be endgame, first condition would really to have a mastery rank requirement, at least rank 3, and then going up as the endgame missions are made harder. Exclusive enemies, itens and map parts would be available in these higher levels, offering more challenge. 

    My post wasnt meant as pure feedback on Dark Sectors but more as a general concept of endgame, and i think i pointed out my view of them rather precise.

    For mastery 3 lock.... thats like less then a week of gameplay required, i have sour taste in my mouth thinkiung about having newbies like that running around in endgame, as I have seen plenty 8-10 players that still didnt get the fundamentals of the game (how to play/behave in MD etc).

    There is a reason when i suggest locks aside from creating progress i guess, aside from the fact that new players have no chance to surive endgame if its proberly done (if not carried). This also ties into the discussion in the post above yours.

     

    greez

  10. Not sure if you did read...

    Basicly you can go two ways: Depending on mastery, increase difficulty and reward alike, or simply create a high tier of missions with good rewards, thats simply not doable by lowlife players.

    Second way would cater to you, it would allow lowlife players to still join the match but they would need a team able to carry them.

  11. Could you give us an example of the rewards you have in mind?

    Well i already gave an example with the Black Market Gamemode. In that we tried to create a system that is specificly designed around risk-reward. With the player being mostly in control of his reward. The RNG portion of it is specificly set to a small amount so that you might still get unlucky, or semi-lucky but its up to the individual player if thats good enough for him or not. Feel free to check it out :)

     

     

    Some of the language used in the OP may seem slightly divisive (mastery locks, no new players etc), but agreed.

    [...]

    I disagree that Focus won't be an endgame system. It will offer a new meta that includes rewards to grind towards, and can only be accessed with fully ranked gear. That's 100% endgame as far as I'm concerned.

     

    However, Focus offers no new challenges. The last thing we could possibly use is more power, and no new obstacles to overcome. Challenges are what we need, more than anything.

    I'm aware that a big part of the community doesnt like mastery locks, but i think having locks on certain content is a valid way of progression (yeah its easy to say that as a 1.5k+ hour player), if executed correctly it might motivate players to get to a certain state of the art equipment thats needed.

    Basicly you can go two ways: Depending on mastery, increase difficulty and reward alike, or simply create a high tier of missions with good rewards, thats simply not doable by lowlife players.

     

    I got to Mastery Rank 13 in about 400 hours, lol.

    Just a reminder here, mastery 10 is only 41% of mastery 15. If they lock something at mastery 10 its not even half the content of the game done (mastery 16 is already possible for some players). So i guess anything up to mastery 12 is a very reasonable "lock", and can be increased/added to with increasing amount of content.

     

    I feel like they definitely could have done much more with the dark sectors.. I actually thought we were getting one step closer to something other then the constant leveling and farming with a big step into the direction of some endgame rewards and missions.. instead we get more of the same. 

    Upon announcing i also had the feeling they were talking about whole areas, some bigger system behind it, as it was clear it would release earlier i kinda expected it would turn out as it did. Its a harder mission type for casuals, and the rewards are not rewarding, they are just bigger numbers. But im repeating myself.

     

    At current mastery implementation i dont think its good idea to lock things behind mastery. I dont like forcing ppl to get gear they dont like just to let them access higher lvl content, its not fun, its frustrating grind. [snip] tokens [snip]

    Please read my statements to mastery further up in this post.

    The token system is a good idea however and i could see it working better then some existing systems. But i guess it would also be hard to not make it grindy.

  12. First of all, this post might not make you like me...
    So i'm slighty concered about where the game is heading, because non of the announced end-game contents is actually what I would describe as endgame.

    Of course its opinion based, but i tried to paint a picture that sums up a point of view of many players i know.
    I'm posting this because the game got boring for me a few month ago, and most of my clan stopped playing as well, aside of leveling up the newest weapon there is basicly nothing to do.

    I feel like i should define what endgame is and then go to why i think neither Dark Sectors nor Focus system (as announced) or the void will be helping there.

    Definition "Endgame":
    A gamemode or part of the game that entertains or keeps players busy that are a long time into the game. That includes hard difficulty and most likley not being approachable by casual players.
    Further it has to offer some unique reward that is obtainable in a fair way but might be random in some aspects. Also it shouldnt be played through in a week, but rather last months.
    It lives from a proper challenge vs reward balance that includes some unique mechanics (not necesarily gamemodes).
    So we have: Difficulty, Enjoyment/Reward, and Longlivety.

     

    Feedback on existing Modes:
    Voids:
    Some of you might think "Thats the void". I gonna go ahead and say, no.
    Difficulty: Void is not near difficult enough to challenge players. A void run, even in Tier 3 can easily be done by one advanced player alone.
    Enjoyment: The rewards are TOO random, with very little control of the player over it, aside of which type of mission to choose.  Further it becomes more frustrating then motivating to go after one specific item.
    Longlivety: Voids longlivety is purley based on the RNG frustration (even though it got better). Further long-term players already got everything and only spent so little time getting the newest item.
    Other: Void also suffers from the problem of keys. The system doesnt limit new players, it restricts all players the same, and the grind involved getting them is just further increasing frustration. Also trading kinda took it out of the endgame league a bit and made it even more casual then it was.

    Dark Sectors:
    Difficulty: Dark Sectors barly offer any challenge for playing the game itself.
    Enjoyment: The reward is higher numbers. Don't get me wrong, higher numbers are neat, but its nothing you really really notice. It sorta just happens. There is nothing you earn through hard work, or work torwards to specificly. Therefore the extra XP/Credits/Ressources dont feel rewarding.
    Longlivety: Really? A lot. But as a farming spot for XP and resources, not actually as a endgame system. It makes usual farming spots on the solar map useless by offering better rewards on the same gamemodes.
    Other: I didn't discuss solar rail building and contesting, for once its to new, also it affects even less people and isn't really gameplay. (Did i mention i could build three solar rails on my own? Broken system is broken.)

    Focus System (as announced so far):
    (Pushing in a description here: They announced that you can go to one of 6 skil trees after leveling a weapon to 30. Basicly leveling it further and giving skills/buffs to the weapon.)
    Difficulty: None. Its basicly just extending level cap over 30 and naming it differently (without energy increase).
    Enjoyment: It might be there, considering we dont know specifics yet.
    Loglivety: Grind grind grind. Grind is not gameplay. It just makes it harder to feel "done" with a weapon, because you want to get all the focus points as well.
    Other: No matter if its setup with faction alignment or clan research, it seems like a system that increases grind with no real "reward" just a further leveling up without mods. The problem here is that it wont probably feel rewarding as getting a legendary in Diablo, it rather increases the amount of steps to take. I cant say it might not motivate some players, but it still suffers of being a casual system and nothin hard to achieve.



    Conclusion and Suggestions:
    The whole game seems to be catering to level 3-8 players, at maximum of 100-300 hours in. (You can easily go to mastery 8 in <100 hours). The game is contstantly loosing long-term players by lack of content that is adressed to them, there simply is none. As a new player you have a big world full of stuff that gets thrown onto you, you get blueprints left an right by not even trying (oberon, alert weapons...). But once you are past that stage you really can only go for grinding the next weapon again and again.

    How to Fix Problems with Void:
    Get rid of different Tier 1, 2, 3 Keys, make it 3 keys (1,2,3) and let the host choose on selection which mission type it should be. It will make it even more casual but at least less frustrating, the point where void could become endgame seems long gone.

    How to fix Dark Sectors:
    The dark sectors are unfortunatly a missed oportunity to create endgame, as they are literally just a slightly harder standard mission type with no satisfying reward to them. I feel like the devs could have gone way further. Also having solar rails being so cheap + a 24hour cooldown basicly is a bad joke. Every little clan can build a rail, not even needing an alliance.
    The system pretty much failed on birth, and i wouldnt be suprised, if you took out building of solar rails today, that there would still be solar rails being deployed every day until in 4 years. Our small alliance has 7 before we specificly stopped building them. Solar rails could have been easily 10x the cost, the coal of getting clan wars going on failed by the sheer occurance that every little clan can join.

    So what neeeds to be done to create "real" endgame content?
    First of, a clear seperation from other content. Create a gamemode that is dividing community by Mastery Rank, or conclave rating upon mission start. Have the missions go extremely high in difficulty based on average mastery of the groud. Offer a reward thats forseeable and at the same time slightly random (look at diablos legendaries).
    For example: Pull out the crappy rewards from high level missions, make desireable rewards being locked away on mastery ranks of 10 and higher. Create progression in the game. Currently you are done with the game at mastery 8. Create special resources that are harder to obtain the newer you are (higher droprates in, again, very very difficult missions).

    Reward players for sticking to the game, dont just ignore the existance of people that played more then 300 hours. Give them something physical.
    The more content there is for endgameplayers the less likley it is to loose players after a certain time, as there is a certain part of the game that requires you to have that maxed mods and this maxed and forma'd gear.
    If there is no point using it, there is no point playing to get it.
    Finally, get creative with the rewards, build a system around them specificly, the problem isn't the gamemodes (aside from difficulty), its not feeling rewarded for playing them. If somebody stuck to the game for over 1k hours he clearly accepted the limited amount of modes.
    Another suggestion i was part of developing, made by my buddy mogamu would be the Black Market Gamemode, i personally think that it does mostly what i expect to be in the game, at least far more then any of the current systems.


    I would be happy to see other players opinions on this, aside from my clan and some other friends that basicly mostly agreed with me.

    Greez
    Stolen
     

  13. Hey guys, so i've been working on a whole bunch of drawings for my upcoming series Warframe News, and decided to take some of those i didnt end up using in a teaser to test animation process.

    I hope that you like it!

     

    The series will be styled like a News Show in southpark style, but with the clear goal of being funny, rather then informative.

     

    Feedback apreceated :)

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