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Oktalz

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Posts posted by Oktalz

  1. Forcing players to use particular mods in order to have any way of healing themselves just doesn't seem right. Just because its possible to do without them doesn't mean we shouldn't have any other choice.

     This logic... lol... then I suppose forcing you us to use Serration in order to scale in DPS is a poor mechanic too.. this whole game is about mods, you are making no sense I´m sorry to say. Rather you contradict yourself ALOT.

  2. He's saying just because it isn't hard for really good players with really good frames and mods, doesn't mean it shouldn't be made easier for others.

     

    I'm inclined to agree. New players are much more likely to get driven away from a ridiculously hard game, than longtime players are to walk away from an easier game.

     

    Path Of Exile says HI and it´s complicated diverse and unforgiving yet it´s won Game of The Year awards in several places.... nuff said.

  3. Please stop thinking that every player in the game is a MLG pro who has every rare mod and were lucky enough to to get the transmutation mods before they were removed, and having enough cores to max the mods so that they can reach any degree of usefulness.

     

    equilibrium is not removed neither are any of the mods mentioned, what are you on about? and what´s this random MLG talk about and being pro? We are discussing PVE issues here, are we not?

  4. Eh imo the lobby  isn't all that necessary.  It's just eye candy for something that doesn't really need eye candy.  The star chart can achieve all of that without any of the potential performance and host/client issues.  There are a lot more pressing issues that I'd prefer de work on.

     there are no host / client issues as each lobby is on it´s own server much like the login and stats servers are.... you don´t seem to get the idea of the pso/gw1 system which Steve was looking at. Sorry to say but that part of the stream if you watched it, passed over your head.

  5. Oh I believe they CAN do more.

    I don't believe they intend to do it in a way that would be risk-heavy in terms of cost.

     

    It is unrealistic because, 

    A) It's not to be expected.

    B) It cannot be achieved simply in the form of your ideal, because of A. (it could if it were DE's ideal, but, if it were, they'd already be doing it)

    C) It is not reliable in terms of feasibility considering Warframe and DE's history. Also referring back to A here.

     

    alot was not expected since closed beta since before founders pack exist, yet here it is, and as far as DE not doing IT they are. Did you watch dev stream 22?

  6. So, this game is slowly becoming PSO 2? xD

    not at all but a contender for the joylazer prize Steve talks about.

    Pretty sure we also have a server to manage our loot, character progress and all the other easily-handled things.

    I'll admit that's a nice way to think about it. Fairly positive thinking.

    Here's the realistic circumstances to your unrealistic ideal.

     

     

    A) Warframe is very close to the top of the (western/global) F2P industry. (it won't ever hit the top at this rate, but, it's quite high up there)

    B) They make money from plat. 

    C) They make money from outrageous plat deals. (only outrageous when viewed from a WF player's PoV, from most other f2p games, it looks fine)

    D) It's working, we're buying it.

    E) For DE to burn a substantial amount more money when they're already raking in the profits? I see the resultant profit that can come from this.

    F) It's also an unnecessary risk for DE.

    G) GAAAAAAAAAAAAAAAAAAAAAAAAAH.

     

    Well, the idea itself is fine and dandy, even if I didn't read most of it because this could be the six billionth time this has come up. The circumstances, however, don't give me any optimistic ideas about this happening.

     

    there is nothing unrealistc about it.... warframe was the 5th most played game last year, and it´s not getting smaller.

    if you watched the stream, I think the ambition is there. DE just need a resounding yes from the community. Unless you want the game to stay confined I´d say we need to show DE that we belive they can do more, rather than say that we belive they can´t make it.

  7. Yeah, it's something I don't understand, DE wants to make health more viable by giving us 600+ armor or giving us frames who can generate health orbs, but the problem is that the health system is just pitiful at it's core. Health orbs only restore 25 health, which is nothing past level 10, and you're lucky to find two per loot room. Having frames that can heal you is nice, but that requires that you either always play one, have one of your friends play one all the time, or just get paired up with one. Not to mention Oberon and Nekros mainly rely on generating health orbs which, again, 25 health. Health Kits are worthless too. Team restores take forever, require you to stand perfectly still, and you have to use a bunch to get a meaningful amount of health back. We have full health restores now, but these require scanning Circero event plants so they should only take forever to make.

     

    It's simple, just make health orbs restore a percentage of health instead of a flat value (maybe 15%-25%) and make enemies drop them like energy so health isn't non-existent but at the same time healer frames aren't overshadowed.

     

    first off... none of what you say is true, second of all, rejuv aura, physique aura, equilibrium mod, rage mod and quick thinking work great together, sentinel mods like sacrifice and guardian go a long way... how much more survivability do you need exactly? please think a little before you post.

  8. Ever since update 12, I've been noticing myself and others taking alot more damage to our health from bleeding DoTs, and enemy Lifestealing. There has always been a serious lack of Health Orb drops throughout maps so unless you have a Nekros/Oberon (which you rarely ever see) or use the "Rejuvenation" aura theres really no way to regenerate health. Before I never really noticed it as an issue, but now its really becoming a problem for high level progression especially with Frost's "Snow Globe" receiving such a major nerf.

     did void t3 def until enemies were lv 70+ last night without a frost no problem and no nekros or oberon.... I see no issues here.

     

    edit: 3 man on top of it all.

  9. Hi guys here is another feedback after watching the stream.


     


    TL:DR Direction in which I belive Warframe is going, my ideas how it can be done


     


    Removal of Star Map


     


    The whole PSO (Phantasy Star Online) lobby system is the best idea I have seen so far and I can see how it will tie into the endgame withBadlands & Proxy Wars . For those who never played PSO and have played Guild Wars 1 can take your ques from that game.


     


    1) Orbital Stations


    You travle to your chosen planet in the now proper planetary system of our sun, lets say Saturn. Once on the Saturn orbital base you can see Saturn as you orbit it. You can meet other players here and talk to them and have fun with emotes, maybe there is an obstacle course where you can challenge people and carry the highscore on that orbital base and other interresting things, You can visit the local merchant to sell your resources/weapons because every planet has a different level and higher level planets will contain higher level players trading higher level stuff on these auctionhouses. You can watch the message boards update getting some tidbits of lore about what is happening in your current region of Saturn. Lotus info is displayed here and intercepted messages from the faction currently controlling the system. You can check the current tax rates for the clans that publicly choose to announce them from the "Saturn" railway to a nearby asteroid which contains unique missions. resources, enemies and bosses and other loot open to you if you choose to pay. You form your  Party here and you walk to another message board with quests you can choose to accept, some of these quests will be marke as "solo,group" others will be marked with "raid" which will allow you to form a 10man team or use the "raid creator" tool to assemble a team of random solo queing people for a raid quest. When you´r group, loadout and cosmetics are in order you depart for Saturns surface which comes to the next point.


     


    2) Sandbox/Semi Open World:


    Once on Saturn we se a huge map like the size of the maps that can be found in games such as GTA 5 that can take 15-20min to get from one end to the other by car. On this map depending on the quests we accepted when we were on our Orbital station around Saturn we now see markers on the map showing us that somewhere in those areas we can find what we are looking for. Reasons for "somewhere" is to cause room for exploration, and the road to an objective should do just that "give you room to explore". In exploration you can find areas which at random can contain "World Bosses" which can be anything from Wildlife to a patroling group of the faction controling the area or from the faction trying to take it over (think recon troops) killing these packs and their commander rewards you with "whatever" and lore/logs which can be handed in for Master Rank Up Boost which ofcourse can be obtained through other means aswell. You can encounter NPC´s in random locations that might hold smaller quests or which just provide usefull info about the area or rumors about something that you then might want to investigate further. This layout gives DE much room to provide more incentive for for play between missions and gives life to the game in general without turning it to another standard run of the mill MMO experience since everything from Patrols, NPC´s, and quests can be randomized in placement since the version of SATURN you are in at that very moment is unlike that of anohter party playing the exact same planet at the exact same time because you and your party are in your own separate instance of the Saturn overworld. This allows DE to also choose what should be random and what should be static and fixated in terms of quests and locations for that month and that months episodic lore distribution.


     


    3)Where the overworld map ends / quest instances begin:


    Walking the overworld and having these smaller and simpler encounters is one thing but to create truly epic, scripted, strategic content requires a specific area which has been worked on and designed to work in a specific way. Much like dungeons in MMORPG´s DE can create lore specific instances with episodic content where you enter to solo like rambo or play that instance in stealth (choice is yours), with your standard group of 4 or a forced 10man raid if DE deem it necessary for a larger scenario. Imagine yourself walking the overworld to a chosen location, you see the Grineer settlement rise in the distance a getting bigger and bigger. You fight your way through or sneak your way in through the surrounding guards and then once within the city limits the map phases and you are now in an instanced area for one of those monthly lore missions. Vay HEK is in there somewhere (random) and he is doing something fishy, you are to find him and kill him/steal the info (without killing) "multiple choices to finish a mission = multiple playthroughs rather than just grinding" and get out. This just one of many ways to create  a static version of content that is in an instance within the overworld instance and make it feel seemless. All the while not turning it into an MMORPG where you have hundreds of people running around farming X amount of Grineer shoulderplates to turn into NPC X for reward Y and rince and repeat.


     


     


    I used this SATURN here as an example and this can be done for every planet with it´s one geographic layout, own topography, own lore for that system ever changing evolving with the flow of invasions and clan towers and so forth and so on. 


    I´m hoping you guys think this sounds interresting and cool and I hope you think this is the direction in which Warframe should go.


     


    Regards Oktalz


  10. Hi guys here is another feedback after watching the stream.

     

    TL:DR Direction in which I belive Warframe is going, my ideas how it can be done

     

    Removal of Star Map

     

    The whole PSO (Phantasy Star Online) lobby system is the best idea I have seen so far and I can see how it will tie into the endgame with Badlands & Proxy Wars . For those who never played PSO and have played Guild Wars 1 can take your ques from that game.

     

    1) Orbital Stations

    You travle to your chosen planet in the now proper planetary system of our sun, lets say Saturn. Once on the Saturn orbital base you can see Saturn as you orbit it. You can meet other players here and talk to them and have fun with emotes, maybe there is an obstacle course where you can challenge people and carry the highscore on that orbital base and other interresting things, You can visit the local merchant to sell your resources/weapons because every planet has a different level and higher level planets will contain higher level players trading higher level stuff on these auctionhouses. You can watch the message boards update getting some tidbits of lore about what is happening in your current region of Saturn. Lotus info is displayed here and intercepted messages from the faction currently controlling the system. You can check the current tax rates for the clans that publicly choose to announce them from the "Saturn" railway to a nearby asteroid which contains unique missions. resources, enemies and bosses and other loot open to you if you choose to pay. You form your  Party here and you walk to another message board with quests you can choose to accept, some of these quests will be marke as "solo,group" others will be marked with "raid" which will allow you to form a 10man team or use the "raid creator" tool to assemble a team of random solo queing people for a raid quest. When you´r group, loadout and cosmetics are in order you depart for Saturns surface which comes to the next point.

     

    2) Sandbox/Semi Open World:

    Once on Saturn we se a huge map like the size of the maps that can be found in games such as GTA 5 that can take 15-20min to get from one end to the other by car. On this map depending on the quests we accepted when we were on our Orbital station around Saturn we now see markers on the map showing us that somewhere in those areas we can find what we are looking for. Reasons for "somewhere" is to cause room for exploration, and the road to an objective should do just that "give you room to explore". In exploration you can find areas which at random can contain "World Bosses" which can be anything from Wildlife to a patroling group of the faction controling the area or from the faction trying to take it over (think recon troops) killing these packs and their commander rewards you with "whatever" and lore/logs which can be handed in for Master Rank Up Boost which ofcourse can be obtained through other means aswell. You can encounter NPC´s in random locations that might hold smaller quests or which just provide usefull info about the area or rumors about something that you then might want to investigate further. This layout gives DE much room to provide more incentive for for play between missions and gives life to the game in general without turning it to another standard run of the mill MMO experience since everything from Patrols, NPC´s, and quests can be randomized in placement since the version of SATURN you are in at that very moment is unlike that of anohter party playing the exact same planet at the exact same time because you and your party are in your own separate instance of the Saturn overworld. This allows DE to also choose what should be random and what should be static and fixated in terms of quests and locations for that month and that months episodic lore distribution.

     

    3)Where the overworld map ends / quest instances begin:

    Walking the overworld and having these smaller and simpler encounters is one thing but to create truly epic, scripted, strategic content requires a specific area which has been worked on and designed to work in a specific way. Much like dungeons in MMORPG´s DE can create lore specific instances with episodic content where you enter to solo like rambo or play that instance in stealth (choice is yours), with your standard group of 4 or a forced 10man raid if DE deem it necessary for a larger scenario. Imagine yourself walking the overworld to a chosen location, you see the Grineer settlement rise in the distance a getting bigger and bigger. You fight your way through or sneak your way in through the surrounding guards and then once within the city limits the map phases and you are now in an instanced area for one of those monthly lore missions. Vay HEK is in there somewhere (random) and he is doing something fishy, you are to find him and kill him/steal the info (without killing) "multiple choices to finish a mission = multiple playthroughs rather than just grinding" and get out. This just one of many ways to create  a static version of content that is in an instance within the overworld instance and make it feel seemless. All the while not turning it into an MMORPG where you have hundreds of people running around farming X amount of Grineer shoulderplates to turn into NPC X for reward Y and rince and repeat.

     

     

    I used this SATURN here as an example and this can be done for every planet with it´s one geographic layout, own topography, own lore for that system ever changing evolving with the flow of invasions and clan towers and so forth and so on. 

    I´m hoping you guys think this sounds interresting and cool and I hope you think this is the direction in which Warframe should go.

     

    Regards Oktalz

  11. Any boss fight compared to Warframe is better at the present, however saying that FFXIV has good bossfights is quite the exageration. WoW had better bossfights, most action games such as DMC 1,3 or Ninja Gaiden Series has bossfights worthy and in the same style as Warframe.

     

    Watching visual queus and simply moving out of the way and healing through a bunch of AOE is not very interresting boss design, technically MMORPG style bossfights are not very fun.

    Someone mentioned Vindictus and I think those type of fights are better suited for Warframe, also what we need in comparison to just pointing and shooting and slashing is environmental hazards in bossfights (surroundings change and change the encounter).

     

    The only thing I like about MMORPG bosses are the different phases that bosses usually go through, but this goes for other games also.

    I agree on Dark Souls as an example but FFXIV is not the way to go.

     

    Just my two cents.

     

    Regards

  12. Endgame got another shout out in the Hot Topics for Jan 24th.

     

     

     

    I'm happy DE is focusing on creating an endgame and would love to hear their goals. EX: will it scale, will it be replayable, will it be lore based, will it offer new rewards, will it include player conflict etc?

     

    Ditto I simply have have to agree, seeing how Endgame is Something that ties into alot of things to be created I would love to see some "meat" on what they are planning. It´s about time to let the cat out of the bag even if it´s only a minor peek into what is ahead.

     

    Thanks for the update notionphil.

  13. Seriously, how hard is it to realize that ARTISTS and ANIMATORS are not CODERS or DESIGNERS.

     

    TL:DR - Next time you reply to a topic, be constructive.

     

    No offense but how hard is it to make a constructive reply and not be condescending and without merit. Not hard at all as it seems.

    The OP is clear about what he wants and his reason is valid, the coders and designers, artists and animators, storyboard directors and bugtesters are all part of DE and his post is directed at the WHOLE of DE which you somehow missed completely.

     

    He is talking about the longevity of the game and the games future and about the fact that instead of making the content we have better and reworking it to provide better means to an endgame we are being flooded with weapons and cosmetics. For some weapons and cosmetics may be just fine and for people who clearly don´t mind doing the same thing over and over without any real variation it is also fine, but the average gamer wants diversity, story, gameplay, exploration and something to look forward to (end game) and the the average player wants the means to that end to be good or the road to endgame will not be worthwhile.

     

    I understood the OP completely and even if he speaks from a clan point of view the same thing can be applied to people without clans, people who just log in to have fun with their friends. I burned myself out on Warframe and stayed away for a good 6 months before coming back and it was needed. I have seen alot of improvements and I have followed the game while not playing it but I´m sad to see that despite the improvements and the slew of new weapons and mods that the core gameplay remains the same and as such the experience grows even more thin for every mission that is played.

     

    DE needs to stop looking at sales numbers, focus on what really matters, new worlds, better enemy design, pushing the AI design out the door, better level design (corridor running is still corridor running no matter how wide you make that corridor), lore needs to start making it´s way into the game and be a part of the game rather than a source outside the game made as videos on youtube and so on, music has to start evolving (having the same track since alpha doesn´t cut it) and a whole lot of other things. Alot of this is new stuff that needs to be added and alot of it is already in the game and needs to be reworked.

     

    If OP wasn´t clear enough for you, then I think I surely have been.

     

    Regards Oktalz

  14. I am going to check that game out...

     

    By the way - keep up the good concepts, and gracious acceptance of feedback on your ideas.

     

    Check it out and see what other people find great about PoE. it is something that I think ALOT of gamedevelopers need to try and add more focus to. Nothing makes people want to do stuff more than the option to do it on their own terms, or at least with as much creative freedome as they can be given under certain conditions within a specific scope.

     

    PoE is a game where you can either truly come up with your very own great build or one that is absolutely horrible, you have so creative freedome within the game that it it gives the illusion that you truly can do anything with your character.

     

    I belive that PoE´s philosophy is inspiring and should become common practice for all games, it just requires a great deal of work from the developer but the result is true replayability and it drives the community to share their character creation.

     

    Oktalz

  15. This is a thread for feedback on a very real possibility coming to Warframe. In today's stream the devs mentioned swimming might happen, then one of them stated that Steve actually had "swimming" somewhere on the list. Considering how large of an undertaking the programming of such a gameplay mode will be, it is important that DE gauge the community reaction to the idea of swimming. Post opinions and suggestions here!

     

    My opinion: Why would the Corpus or Grineer place anything of importance somewhere they have to swim? Not only will there weapons not work, but their bulky protective gear will get in the way. Can anyone explain how either of these factions can have water missions that don't feel forced into the game?

     

    I don't like swimming in video games, and do not think it belongs in Warframe.

     

    Has it ever occured to you that they may have submarines, underwater bases on certain planets that contain water? What is to say that they themselves physically swim? Also the gear they wear is just THAT gear, it can be made into any size and shape. Their "workers" may not be equiped to be soldiers and just like any civilization I very much doubt that their army is the one constructing their spaceships.

     

    The swimming thing can be used as a way to traverse the map, finding secret rooms. Some planets may have had OTHER civilisations on them before the Grineer / Corpus came and invaded so on and so forth. The reasoning as to why swimming should NOT be in the game is the more ODD question than the one "why isn´t it already in the game".

     

    Stop being so conservative and quick to shoot down new elements that clearly can have a place in the game if used well. Nothing is to say that we will have underwater fights, allthough I myself wouldn´t mind it just as I wouldn´t mind fighting in proper zero gravity.

     

    Regards Oktalz

  16. theres so much content here I think I will just expand in order on piece at a time and savor it.

     

    I love the manageable content size of the champions you recommend. Its a great foot in the door size, in a system that really leaves a lot of leash to play with. I think the thing I like most about your system is the literal size of the groups. I really want to see smaller groups for a strange reason. Increased AI Sanity check cycles. If the "director" (left for dead 2 enemy spawn AI title) waits for a lull then spawns a small group of these elite heavies we could see a entirely different breed of enemy combatant. With the increased AI time we could see these champions behaving a bit closer to Unreal tournament style bots. This would be amazing to tie in the weapons and style of Warframe and really loose the AI developer to produce a challenging dueling group AI. This is the first piece of this that really excites me without even going into the other details.

     

    Thanks alot for the reply.

    I´m happy that you find the ideas posted here enticing, I will try and come up with more and iterate further, hopefully with the help of our community.

    The long term goal is to create an exciting endgame with stuff to find, do, create and enemies to fight that are interresting, challenging in a way that does not only involve increases to base hp and stats to make them absorb more bullets.

     

    DE is working on the AI and I see the possibilities of affixes and specialized units coupled with AI improvements to create really fun battles.

    My idea of Warframe was from the start to have fastpaced combat that makes you stay on your toes but that allows for exploration and urges you to look beyond the corridor and explore. Warframe has for far too long been a game that can be regarded as a speedrunning game, I belive this to be a negative.

     

    There could be specific missions which would make use of speedy parkour and rushing, but the game as it stands today is centered around this in every mission outside of endless defense. 

     

    It´s a crying shame that the art designers and people making Warframe beutiful get to do all that work only to have us as players RUSH past their hard work and not be able to truly appreciate what they have done. I hope that the units and ideas I have can help slow down the pace and allow us to play the game in a fun, challenging and teamoriented manner,  rather than having us see who can race first to the objective and then get to the end and claim our rewards.

     

    Regards Oktalz.

  17. Like the concept of adding elite mobs into the game, we will see this soon according to Sheldon. Hope they randomize in some way as per your suggestion. I'm not counting on it though :P

     

     

     

     

    What I'm not a fan of are the polarities synergies adding even more +anything to things. We need different gameplay options, not more min/maxing. At least not without an interesting tradeoff.

     

    EG: no shield regen, but steal 1% of hp as health. That is an interesting trade off (given some testing first).

     

    Thanks for the feedback. I agree to what you say about the polarity slots, and the idea here is to allow build diversity further but not make stuff ridiculus. Tradeoffs can be made, my idea however was that it could be nice to deepen things further for those of us who love to theory craft.

    The success of Path of Exile though a game in a different genre is due to the fact of the games depth and freedome in customization.

     

    Peace.

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