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Skyguard1

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Posts posted by Skyguard1

  1. Winner 

    the bugs shouldn’t be there but they always are no matter the game or program

     

    core gameplay seems fun and repeatable 

     

    plenty of stuff to upgrade railjack

     

     could be a little less squishy but that’s probably just lack of mods  

     

    matchmaking needs to be fixed

     

     needs to be linked into the rest of the game

     

    basically it needs work but it’s not DOA the way Anthem was

    • Like 1
  2. On 2019-07-07 at 2:27 PM, Rin-senpai said:

    Soon (TM) x'D

     

    Wrong!
    New "big" content is usually relased in one in three periods of the year.
    There is a chance to Empyrean in nearby 2 months.
    Around the end of year, we get New War (x-mass '19)

     

     

    unfortunately in the latest devstream they said New War would not be coming on christmas. I predict Empyrean is coming in the next 2-3 weeks. simply because of the whole "big announcement" at the game awards they were hinting at.

  3. Thank you for all the hard work you put into this. The general concept is good however there are some poor executions. I’ll start with what I like first since most people seem to be negative right now and you probably won’t know what to keep if every one is just yelling “CHANGE IT !“ first the changes to nikanas and Tonfas are enjoyable, as well as being fun and effective to play with I have also heard a lot of good things about scythes. Daggers and Dual daggers are an actual option which is also a welcome change the lifting mechanics involved with fang prime are interesting and I will have to experiment more. 
     

    now for the things I am frustrated with:

    heavy attacks seem to have very little pay off for there cost. the single strike  very awkward compared to regular melee ( which is very smooth now thank you ). I usually use melee as a way to tackle multiple enemies in a single room quickly.  I think the reward for using this system needs to be: increased and the number of strikes to be related to the combo counter in some way either in time or number of strikes  

    its annoying to chase lifted targets around. I would prefer they were locked in place or gathered together for easy combo building

    i understand condition overload being due for a nerf but I would rather have a cap to the number of times it can stack (say 3 or 4 times) than have the way it fits into the equation changed as some people have stated I find it makes status only weapons a lot less viable which from my observation seems to be the opposite of the goal of this rework. EDIT: after further experimentation I think it’s fine as is not great but still worth using.  
     

    again thank you for all the hard work and effort you put into this update. I’m looking forward to empyrean, planes of duviri, and new war. 
     

    11-04-2019 final thoughts: melee is great for the most part just needed to learn how to mod again, I’m not a fan of the heavy attack system and don’t see much point in modding for it. I am however looking forward to the stage 3 rate system seems like it would be a good fit. The major problem right now is that too many mods are “mandatory” for high damage builds so you have to close between which melee game mechanics you want to play with, I personally find this a bit disappointing that I’m not able to use all of the tools available to me in melee. Anyways thanks for the good work DE. 

  4. heavy attacks feel very awkward. you spend all this time building up to a heavy attack, then wait through the wind up animation that locks you in place if you're lucky your annoying target doesnt move while other enemies are still shooting at you then it hits like a sqeaky hammer against a brick wall. at the moment it just doesn't seem worth modding for or using, if we got a number of heavy hits based on the combo counter number (combo counter is at 4 you get 4 heavy hits then you're at 0 combo counter) that might be better especially with the cap that seems to be in place for the combo counter.

    • Like 2
  5. I've come to realize that saying make it more difficult please doesn't actually communicate what I'm looking for in an enemy. There is a wonderful point in warframe where all of your focus is on the game and if you keep that focus you are nearly unstoppable but if that focus slips you die. To me that is difficulty not that they take more shots to kill but that I have to pay utmost attention and communicate with my team mates to succeed the feeling of being vulnerable yet still staying alive is simple enough when you know the game mechanics and pay attention. when I am engaged in that fashion it is exhilarating and I have one of the best experiences I can describe with my clan-mates.

    However getting more experienced veterans to play can be difficult mainly do to they either have almost everything in the game or they have written everything else off as too much work to acquire (ie aura forma drop rate in arbitration). I think something that can alleviate this is to have a consolation prize for a more advanced player, something that a newer player might find mildly useful but a vet will find invaluable (maybe a new decaying resource similar to argon crystals) this is part of what made the exploiter orb so much fun even if you didn't get the part you wanted you got alot of useful rare resources as well. I hope this helps. thank you for the years of fun I've had and I'm excited for Empyrean.

  6. great job on exploiter! Being able to maneuver is wonderful and not be locked down by knockdowns is nice. A little bit more indication (such as waypoints) on what we're supposed to do would have been nice. I also encountered a bug where i could not enter operator mode. other than that I can't wait for the weekend to really farm this boss! WooHoo! good job DE!

    • Like 1
  7. at current shields lose there value the farther you get into the star chart. At medium levels caster frames such as mag can go into a down state quite easily. Some people have proposed shield gating to fix this problem however the devs commented in a livestream that they don't think that would effect much (about devstream 81-86). This is an attempt to give shields density so that a low armor caster frame can have higher survivability. 

    General proposal break shields up into 10 zones each zone containing 10% of maximum shields each zone getting progressively more resistant to damage starting from 0% at zone 1 and stopping at 90% in zone 10

    Effective shield health can be calculated this way

    X= maximum shield value seen in modding screen and displayed while in gameplay

    (X/10 + 0%) + (X/10 + 10%) + (X/10 + 20%) + (X/10 + 30%) + (X/10 + 40%) + (X/10+50%) + (X/10 + 60%) + (X/10 + 70%) + (X/10 + 80%) + (X/10 + 90%)= Effective shield health value

    as damage passes through each zone resistance increases until the point damage stops, if damage exceeds shield health value a gating effect will kick in however shields will be depleted and the player will have to wait for them to recharge

    if a mag has 1000 shields and is hit by 1000 damagae normaly this would go completely deplete the shield but in this case 450 shields would still be remaining (with a maximum effective shield health value of 1450). zone 1  absorbs 100 damage, zone 2 absorbs 110 damage, zone 3 120 damage, etc, etc until in reaches zone 10 at which case it abosrbs 190 damage.

    Implementing this system a caster frame can use shields for survivability instead of their health pool, however once the shield is depleted they are still in danger of being downed quite quickly and must retreat to recharge their shields. Shield capacity mods will benefit these frames greatly as opposed to armor mods which effect is diminished compared to other higher base armor frames. Enemies of highest concern for casters would be high fire rate weapons as these can quickly bypass the gating effect.

  8. cetus gate is flickering while inside extract zone with gate still open (black patch) looking slightly up as if to aim at something in the sky. i am using a widescreen monitor limited to 72 fps at a resolution of 2560 X 1080.

    edit turning bloom off seems to fix it.

  9. Ever since fortuna part 2 came out I cannot enter a mission without my game crashing within a minute or two, my computer either has RAM relatedd BSOD's or freezes up completely with a buzzing noise coming through the headphones, the memory related BSOD's seem to be less common than the freezing. It originally only happened when I had Chrome running in the background now it happens anytime I try to play a mission. I have checked my drivers, run RAM health checks, reinstalled warframe and run checkdisk on my hard drive. My computer is a:

    HP Envy 700-327c 

    intel I7-4770 3.40 GHz processor

    16 GB Ram

    Nvidia 1050 Ti graphics card

    Windows 10 Pro 64-bit

    I love Warframe it has been my favorite game for a few years now, I expect occasional crashes when I forget to update my drivers and updating them usually fixes any problems I might have. reinstalling warframe usally fixes anything after that. Please help.

    possible solution as of 12/26/18

    I reformatted my hard drive and that seemed to fix everything. I know that’s not much of a solution but it’s what worked. 

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