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--H--Highperius

Grand Master
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Posts posted by --H--Highperius

  1. IGN: --H--Hierarch 

    MR: 29

    Play Time: 2650ish hours in mission, 8k on Steam

    Language: English

    Country: Canada

    Start Playing: 2013

    Current Clan: Highborns Hell 

    Discord: ShardsofDivinity#7574 

    Ex Q member, originally left due to game hiatus and rejoined later on and helped a friend build his own clan. Looking to kick Sentient bone butts and chew Corpus branded bubble gum. 

  2. This topic has been brought up numerous times before so I'll keep this brief; colorable muzzle flash should be implemented to weapons that use them. Currently many hitscan style weapons that shoot traditional bullets have a stock bright yellow/orange muzzle flash. Originally melee weapons did not have colorable effects for their elemental FXs but as of recent updates, most, if not all melee weapons now have colorable effects for their energy colors. There's very little reason to not do to same for current ranged weapons with muzzle flashes as most use the same one and DE has shown that they could make colorable flashes and tracer fire in the case of the Rattleguts kitgun barrel amongst other. I'm sure it's already on the table for DE but I hope it gets pushed forwarded eventually. 

  3. 6 hours ago, Her_Lovely_Tentacles said:

    ah, sorry, my bad!
    Hope there was no malicious intent this time (since the answer seemed ok otherwise) and they just moved on.

    I'm sorry to inform you and anyone else reading this but Hyrqge is a known menace in community. When he joined my clan, he pestered on getting admin status and privilege and harassed multiple people through spams including an officer on our Discord. After he was banned, he went to spam region chat (somehow avoiding Kickbot). When he was confronted about why he was banned from the clan, he deflected the fault to everyone else but himself and denied all evidence. After that, he has hopped through several clans since and has been removed from each of them. For anyone reading this, know that this is a 13 year old-ish kid (we have confirmation through his Twitch that he aggressively tried to advertise and during voice chat) who is nothing short of self-absorbing, obnoxious, and selfish.

    • Like 1
  4. Currently, the dojo system is both confusing and unnecessary in many regards. Between certain rooms requiring dependencies, children modules hindering rebuilding, and a plethora of hidden and unexplained mechanics makes it a tiring affair for a single player or a group. With the upcoming Empyrean update and the addition of the drydock, it would be fruitful for many clans to be given the proper tools to build their dojos for the future to come for as it stands, the system is rigid and demands much time and resources. 

    Firstly, I want to address the matter regarding room dependencies. The oracle room is a necessity for all other labs to be built but what is its purpose once all labs are built? It ends up wasting space and not to mention unremovable as the dependency forces it to remain for the labs to remain. A similar case follows with clan halls. Halls themselves already serve no real purpose asides to serve as a spawn point or passage way but why is it forced that we keep smaller halls in order to retain bigger halls? This leaves many redundant areas of long hallways. While it is possible to split them up, it causes the next issue: child module dependency.

    The way the dojo system is currently setup, a room is ONLY attached to the room it was originally built from. As such, it matters not if the room had 6 connected entrances, it can only be dismantled from the original port from which it was made. This means that any remodeling or rebuilding effort would take a considerable amount of effort as rooms has to be individual deconstructed to its base. Combined with the fact that room dependency also exist and the energy capacity limits makes it difficult for any dojo improvement or restructuring. 

    There are also several unmentioned mechanics that players would have to wrestle with. For one, there is a limit to the amount of rooms that can be built: 100. While that may sound like much to some, especially for when the dojo was first released, nowadays that cap can be easily reached for any clan with the resources. Another hurdle comes with some rooms having a bigger vertical footprint. The obstacle courses and the observatory stretch further than their map blueprints suggest and can causes unbuildable overlaps in some sections. The new drydock is more than likely to have a bigger vertical footprint as well, requiring much space horizontally and vertical for it to be built.

    The current dojo system is a tedious affair for any who has to wrangle with it. Even while using 3rd party planner applications, it is a long a tiresome process to build and even more tiresome to rebuild. All the limiters imposed on the system makes it difficult to improve the dojo outside decorations. Removing these matters would make building dojos a much more enjoyable affair. A even better solution would be implement a blueprint building system where the whole dojo can be built and rebuilt as a whole instead of individual blocks. This will promote much more freedom and creativity and allow easier update expansions if new rooms are added. 

    • Like 1
  5. It's been 6 years and there still isn't a concrete way to deal with AFKers and leechers. It would be useful to at the very least have an option to report such players. 

     

  6. This bug has been out for some time now; doors that will not open to any players, including host. Instantly leads to mission failure due to inability to extract. Host migration does not help (at least not during any of the times I've tried it). 

    I'm not sure if it's just me but the bug is seemingly getting more common. 

    DE, please address the matter.

  7. The system, from what you said, also allows extra survivability mods and the adaptation perk so it's not as if face tank frames do not benefit from this. I'm not so sure about the separation between non primed and primed would be a good idea though it's merely a personal preference (I love my primed looks). Not to mention both normal and primed frame are basically the same composition, only difference being orokin tech is superior. Lore wise, they are focus lenses that allow a tenno to harness their void energy through. Warframes by themselves have no innate void abilities (exception being umbra though I assume it's because he was specifically modified to use void energy on his own). So personally I don't think that decision  would makes sense lore wise or fashion wise :P

  8. I actually came up with an idea that supports that. Instead of being a fixed chance percentage, there will be a new throttle gauge by the ability hud. Using an ability while overclocked fills this gauge and the marginal increase is based on the instability percentage calculation + energy spent (efficiency mods would make a lot sense to counter the effects of instability). In such a case, using the first ability would not harm you but successive abilities without waiting for the instability gauge will cooldown might cause the debuffs like you said. It makes much more sense this way since you can now work around it by having it as a clear indicator and not by pure chance. 

    My only concern with this though is that it puts a heavy strain on ability heavy frames and not more self sustain combat frames like Inaros or frames that does not use energy at all like Hildryn. That's why I suggested the dragon key idea as well, not to be definitive but just as a ground for thoughts. 

  9. As someone who loves sentients and their abilities, those perks puts a smile on my face. However it really doesn't address the original issue (not completely anyway). As we mentioned beforehand, it's completely optional and not enforced but the main issue is pros vs cons. The issue with the negative effects is that it HEAVILY hampers the way warframe is currently played, that of speed and maneuverability. Many players (and warframes) require to move fast to stay alive, especially on higher levels. So the predicament is that, while the abilities provided are interesting, they would only confer to lower level players and/or players who are only messing around with no real substance to high level gameplay provided. I understand the abilities are powerful but they are not worth it if they impede on the very core foundation of how the game is orchestrated. Even full team comp designed to leverage these abilities would be hampered as it introduces a concept that breaks the notion of coordinated play: RNG. Let's take a quick example. Let's say you're doing a tridolon with your friends with a full meta comp. You're running an unstable chroma with all the power strength that is moddably possible. During a critical moment in the hunt however, you stagger and instantly die due to the eidolon fire or at the very least, slow the fight progress down. 

    I hope I'm not barreling down on your ideas, I love them. But speaking on the general status quo of warframe and its player's mindsets, I don't think the current debuffs (that completely contradicts how fights normally go) would be a well received idea. Had warframe been a more slower, rpg based story driven game where every decision matter, it would be amazing but it's not. It's a high octane action shooter that rewards quick reaction (and a solid, RELIABLE build). 

    My suggestion is to make the debuffs more of a passive thing than a one off, you'll immediately die predicament. Let's borrow some inspiration from the debuffs we currently have; dragon keys. We could go the route of health, shield, energy, or damage debuffs. Or we could have special debuffs that negate the use of a certain type of weapon (like sorties). Or one that completely disable operator mode. These debuffs should be in the hands of the player, not chance. So while they are making the sacrifice, they know they did it and that the effects feel tangible and be able to work around them, not hoping to rngesus that a debuff doesn't comes at a wrong time and immediately gib them.

    If you would like further feedback for this, feel free to contact me, though I hope you excuse my critical tone. One of DE's most glaring flaws is that they introduce many new mechanics that tend to fall to disuse as it's simply not worth the time, investment, or use. They're recently pushing to rectify it but it doesn't come without constructive feedback. I really do mean it when I said I love sentients (please DE, give me more sentient stuff to play with) so I'd like this concept to gain traction, though that sadly may not be possible considering the development cycle but at the very least we could have some fun concepting ideas.

  10. Prime Access was originally conceived as a way to help support the game while simultaneously providing content to players. Till this day it still does its job admirable on a quarterly bases but I've been wondering if it could be further improved. Drawing from the idea of dual Prime Unvaulting we've had the past years, a similar system could be implemented to Prime Access; 2 new Prime Warframes and their associated gears every 3 months.

    Considering the rate of content releases, it usually takes between 3-4 years for a Warframe or a weapon to be primed. While there is technically nothing wrong with this long wait, it still does feel like unnecessarily protracted time. Bringing out double releases would greatly push this timetable up while still maintaining the current release for non primed Warframes to be ahead of their upgraded cousins. 

    Naturally, it would also be additional content for players to go through. Some will definitely argue that it's too much content but a good majority of players play this game for the time sink and not transient visits. Trade chat would remain consistent as it is now, if not slightly improved by the influx of farmable items. 

    Lastly, it would provide an improved method of supporting the game. Wallet warrior jokes aside, PA is a strong support to the game and many players are more than willingly pay for it to either enjoy or help finance the game. Keeping the current PA pricing coupled with a new bundled package for dual PA would keep things in line with what players invest in right now and a little more on top. 

    The only real caveat I can think of for such a system would be the extra resources DE would have to allocate in order to maintain 2 sets of PA every 3 months. That's definitely a huge consideration though with the state of things, I confidently believe that they are more than capable. 

    I'm sure there are a plethora of smaller details that needs to be mentioned, other pros and cons that I missed, and this topic might even be an unpopular opinion, but I genuinely think Warframe would benefit from a Dual Prime Access system.

    • Like 2
  11. Conceptual it's definitely an eye-catcher. Playing risk and reward is always interesting if it's properly implement. Which sadly brings to me the issue of the current debuff options. Being the fast pace game that warframe is, being disabled and/or staggered is quite a nuisance. It might seem like a decent trade off at first but it would only increase player frustration the more they use it. As you said, it's not a necessary thing, but giving people extra choice doesn't mean as much if players are not willing to use it. I don't want to sound sore about this, I truly like the idea. Looking at other games or shows where characters overclock themselves or their tech is truly a sight to behold, but the current system here does not mesh well with the current Warframe design landscape. Try looking for other forms of debuffs, staggers, frame locks, and transference prevention is a completely no no. 

  12. I think it's less of a popularity issue than it is a technical one. Excalibur, having one of the most or is the most basic in term of design mapping, makes it much easier for relatively newer design artists to pick up and design a skin for him than say Inaros. An introductory trial if you will. I don't think many people would jump straight to more difficult frames (that take more time to map out a design) unless they have a solid idea on how to tackle it first. 

    • Like 2
  13. I regret my purchase.
    The Ult. seems fine but the rest kinda sucks?
    Terrify costs 75 energy wich makes them run away, wow, hardcore! Efficient!

    Desecrate? I checked it out quite often but it should be replaced by some other utility skill wich wouldn't be so cost heavy for nothing. :(

    IMO

    EDIT: I'd say the idea of a totem for Terrify would be great, so one will be able to CC properly. That totem will last as long as the snow globe does or near that time.

    And the Ult. makes all my ghosts start to shoot walls! :D

  14. Here's how it works: The Twin Vipers have more DPS in about the first .1 - 1.6 seconds, and the Afuris has more DPS in the 1.7 - 4 seconds, and after that they're pretty even, so that part really depends on your playstyle.

     

    I doubt all 3 people on the chatroom were lying to me - is Afuris really a more accurate weapon?

    Sorry, I've ment accurate in terms of controlled ammo usage.

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