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KF_Kenobi

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Posts posted by KF_Kenobi

  1. U7, after Saryn, but before Vauban.

     

    I stayed because I like the gameplay. DE keeps updating, so there's often a new frame or weapon to try, and the base mechanics (speaking in general, and broadly: the way the tenno move, the way the guns handle, the way the enemies behave, etc...) are solid enough that I'm pretty much always willing to keep trying the new stuff. I even enjoyed the Archwing missions, though I understand they aren't popular with the community.

     

    I also like the aesthetic choices. I like that this is a third person game, so I can admire the design of the warframes while I'm playing. I especially like the feminine frames, and have always been a supporter of each frame having male/female skins. Make no mistake, I play frames for looks first, and functionality second. Luckily they included Saryn, so I don't have to compromise. But I'd love to have a sleek female Frost with a nice pair of snow-globes.

  2. I'm going to start by admitting that yes I screwed up, had a lapse in judgment, and ended up losing a syndicate rank that I had just bought. Luckily it was only a blue potato and 100K credits, and not some hard to find prime component. I say "only" but frankly, the loss of a blue potato and 100K credits is grossly disproportionate to a relatively small lapse. We're talking one mission, and only a few hundred standing here.

     

    While I'm not suggesting that one should never have to re-buy ranks (though now that I think about it...) a sacrifice once it's paid should be good for at least 24 hours provided positive standing is reached.

  3. The only reason players dont want damage mods gone is because of the fusion core investment they made, which by the way, you would all get back if those mods were to be removed.

     

    If a mod is required its not really a mod.

     

    That's somewhat true in my case, but far from the whole story.

     

    What I'm worried about losing is a persistent, significant  damage increase that can be applied to all guns way before they reach max level. THAT is what I invested in, and no amount of fusion cores can compensate for its loss. If it needs to change (and that's a big if) that persistence must be maintained. My problem is that the most commonly suggested solutions for damage scaling puts more weight on weapon levels, and that's the opposite of what I signed on for when I maxed Serration. Weapons come and go - changing with every Tenno reinforcement pack, but my ability to get a huge head start in weapon performance remains the same.

     

    I'm not unsympathetic to people wanting changes to damage mods, I'm more against the proposed alternatives than in favor of the current arrangement. Basically, I'm saying "give me something to work with".

  4. What is your opinion on pure damage mods (for example, Serration)?

    Voted "They're fine the way they are" but I am open to alternatives, such as making damage mods a new class of mod, and giving it a reserved seat, similar to Auras.

     

    On average, do you use all of your Warframe’s abilities?

    On average, no. It depends heavily on the frame though.

     

    Frames where I use all four:

    Nyx

    Rhino

    Trinity

    Valkyr

    Vauban

    Zephyr

    Mag

    Loki

     

    Frames where I use just one

    Nova

    Frost

    Banshee

     

    All other frames are somewhere in the middle, including my most used frame Saryn. I just don't go melee very often, so I don't have much use for poison blades.

  5. Pretty much this.

     

    Also, I feel like DE should just remove them and integrate them into weapons as they level up. Except, ya know, have consistency. So +165% damage for primaries, melee, and secondaries. It would just be +5.5% damage per level on every weapon. 

     

     

    I'm against the wholesale removal of flat damage mods, even if damage scaling is incorporated into the weapon's level. It's a short sighted, simplistic solution to a problem with more than one dimension. The fact is, ranking up mods also represents a measure of progress within the game. This progress persists when I switch weapons. This is as it ought to be. A level 20 fighter with a stick is going to be more effective than a level 5 fighter with the same stick. These two have the same gear but are not on equal footing.

     

    Because I am an advanced player, I can pick up a given weapon and max out its base damage in as few as 4 levels (under the right circumstances). My level 4 gun might very well out-shoot the same gun at level 30 in the hands of another player. Again, this is as it ought to be.

     

    That said flat damage mods may not be the best way to represent this dimension of progress, and I'm open to the idea of changes to it. However this dimension of progress should (and damn well better) continue to be represented by a mechanic of comparable importance and versatility. Perhaps a flat damage bonus based on mastery rank.

  6. damage would then be based on the weapons level

     

     

    I'm positively against anything of the sort*.  Flat Damage Mods are nice because they allow me to jumpstart a new weapon early on. If a weapon is potato'd and/or comes with a V slot, I can get it up to useable long before it's anywhere near max level. This means less time spent on the "shooting range" (AKA Apollodorus) and more time using the weapon in a natural way.

     

    Something I want preserved in any changes to the mod system is that your weapon's capabilities do not necessarily follow a strict linear relationship to their current levels.

     

    *Rather I'm open to alternatives that let me do the same things as the current system in a different way.

  7. I think it's more of a safety precaution in the event a room is unintentionally(or at least shouldn't have been) broken down than something to penalize us. 

     

    How about allowing the clan FOUNDER to destroy rooms instantaneously by accessing the panel during destruction and re-confirming for immediate destruction?

     

     

    p.s. Don't see how it would be fun even if it didn't take two hours, but, yeah.

     

    Yes, this. I want to do some remodeling on my dojo, but I'm finding the 2 hour timeout very prohibitive because of my (admittedly naive and short sighted) layout. So I'm just saying "**** it", and leaving it as-is.  A Warlord, and especially a founding warlord, shouldn't have to wait (I mean ultimately they can stop anyone short of another Warlord from canceling the delete)

     

    And while we're on the subject of deleting structures: fix it so that we can delete lower tiers of Clan Halls.

  8. As one of the two only members of my clan, and also creator, it's not that bad. If you ain't got a clan yet, make one yourself, craft the dojo key and prepare at least 4 Formas for the cross hallway connector, reactor, oracle and the tenno research lab. And with the invasion going on it makes it even easier for you to get the rare resources.

     

    I'm also in a two person clan, and we found building our dojo and getting the research done was quite manageable. It's not as daunting as it might seem.

  9. On the other hand, maybe he consciously says "These two fit in my vision of Warframe". He IS the artist,  is it really our place to say "Hey, those two don't fit!"

     

    ...yes. <_<

     

    While it's certainly the artist's exclusive prerogative to decide what is, those decisions are by no means above question and scrutiny.

  10. Nova isn't even on the bottom rung. None of the girls are, except maybe Mag Prime.

     

    Vauban is the ugliest. I hate his design so much that I won't even play him. Meanwhile, I've gone back to playing Saryn just because I like looking at her.

     

     

    Playing some Devil's Advocate here, but.. If the Creative Director and Art Director both approve a design, don't you think that instantly makes it fit in the universe?

     

    ....No. >_>

     

    Speaking as an artist, I know how easy it is to make two things that don't work well together, and not notice, and not get called on it by others.

  11. Crit and elemental damage really don't offer any choice.  The problem stems from the fact that modding is only done to maximize DPS.

     

    Recreating the mod system to create other goals with modding would solve this issue.  Specializing a weapon is fine; I made a post explaining all the different ways one could specialize a weapon without actually increasing its effectiveness at everything.

     

    This would possibly necessitate whole new mechanics, or radical changes to the existing combat system and gameplay. Not that I'm opposed to that, but let's examine the idea for a second.

     

    Specializing for anything other than damage means there needs to be a reason to not just kill it. You follow me? For instance in tower defense games, there are often "slow down" towers that make enemies slower, but do very little damage themselves, and a mix of these and high damage is needed in order to win high levels. Dawn Of War RTS series has Suppression Morale Breaks, that act similar to slow-down and drastically increase damage respectively.

     

    The basic issue is that addressing the mod system in this way in order to increase build variety is short sighted. As others have pointed out, there will always be an optimal damage build, and right now there's no need for anything else. The scope and needs of the mission determine the loadout, and not the other way around. Without some vastly different gameplay to encourage different modding behavior it pretty much doesn't matter what happens to Damage% mods. Your energy is better directed at coming up with new mission types or new play mechanics to would require different builds.

  12. Vauban is probably my least liked for overall appearance. I'd totally redesign Vauban if it were up to me. I like Ash even less, but since I'd never play him under normal circumstances, I can let it slide. Vauban though, I find too ugly to play.

     

    I have issues with Mag Prime as well. Her helmet reminds me of Hellraiser's Chatterer, and not in a good way (especially since that's one of my all time favorite monster designs), and that gold trim is just obnoxious. Regular Mag is just fine though.

     

    I don't hate the look of Banshee or Trinity, but do generally agree with the majority on their appearance. I'd get rid of the Trinity lobster tail, and just give her a shirt of fins, like Metis from persona 3. It's a more conventional design (some might say boring), but the classics endure because they work.

     

     

     

    Overall though, I find most frames interesting (even if they all have a bit of babby's first zbursh to them) and I'd go as far as to say the visual design of the frames is something that keeps me playing. It's fun to watch these things in action. I positively love the designs of the female frames in particular (statements above not withstanding), and can't believe so many people find Nova and Saryn offensive to look at. I went back to playing Saryn just because I like to look at her.

  13. What's the point of having three load-out options for guns if we end up with the same old mod setup each time?

     

    This is the crux of the issue. What you're proposing doesn't solve that problem. I can't be any more plain about it. No ifs, ands or buts - what you're asking for will not solve this.

     

    As long as the mod system is in place in any recognizable way, this problem exists with or without scaling. I can go on at length about games design, and why this is, but it's a well known matter, and not one easily solved. For instance, if we keep base stats, allow scaling, but keep a less potent version of serration; NOTHING CHANGES. Serration is still the be-all end-all mod because we want to squeeze as much damage as we can. There is no arrangement where serration or some "good to have" mod as MJ puts it, that is both useful and optional under this system.

     

    The system has to change. All of it, and with it, a non-trivial percentage of the entire game.

     

    This is why I gave CoD as an example, because it has customizable weapons, but very little of the kinds of issues people are describing in this thread. The thing is, the CoD way of doing things is extremely inflexible: you only get one or two customization options, and you have to make very hard choices about whether you want that grenade launcher or the armor piercing rounds. Conversely, CoD has more viable weapon builds for having a less flexible system, and even then there's only a handful of builds for each gun.

     

     

    PS

    As long as the discussion focuses heavily on the mod system, forma is part of that discussion. I'm sorry if you feel that's a low-blow or beyond the scope of this discussion. It's not, it's an unavoidable issue inextricably linked to the matter at hand.

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