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Fanzschnabs

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Posts posted by Fanzschnabs

  1. Guys, if you wanna follow logic, then why isn't the hek, especially with the new mod giving +200 multishot, (that is : 7+ (7*3.2) ... aka 29.4 pellets per shot) simply breaking thru in a single shot ?

    I want to get a good explanation on this... 

    Is it damage ? Okay for long-range shots, but at point blank range... should still oneshot the shield.

    is it number of projectiles hitting the shield ? Then how about counting each pellet like they do everywhere else ?

     

    Shotguns have already enough drawbacks, so at least give them the logical power in this case...

  2. Problem still present.

     

    And no, Mr-"you must be a noob then" Nxai ;) , i'm not doing something wrong. I'm speaking of the Aerial attack, not the wall attack.

     

    As I mentionned earlier, the problem lies in the form of that aerial attack.

                                    | the cam|     _="=_       <---- head hits the ceiling                                |________|<   ( ¬_¬ )________========<                                                    /       |=======<           (expertly ascii-drawn legs and feets)             Daggers hit HERE /¤\  ------>===______/

     

    aiming at camera itself makes you hit behind/under it, aiming on front of the camera often result in the same disappointment, as you see the frame ignore the camera that's so close it can count the frame's stache hairs...

    Aiming up right under the cam doesn't work either, since the frame tend to flatten itself anyway...

     

    the only time a camera broke with those, is when you accidentaly aim from the exact distance, and aim to the side of the camera, actually hitting it with the last "frame" of the animation when daggers actually hit to the side/behind the head...

     

    Concerning the second part, which you apparently didn't understand, I'm refering to the fact that with such (beautiful) animations, you cannot land a serie of hits (which is the purpose of daggers) since you keep jumping behind your target, and thus, missing it. With or without the "camera control the attack"-option, etc...

    And as you probably have experimented before, the other option is the "glue to target", which is kind of stupid considering the mobility is the key in those weapon/stances... and sometime, the enemy just run fast enough for you to follow helplessly at the exact same speed but 1 millimeter out of reach everytime... unless it suddenly decide to turn around and rush you.

    Having a "target locking" mechanism could be great,and actually allow people to use those weird stance combos that require backward movement ("yeah great, I have to chain 2 minor hits, then turn back for a slow&strong move that won't hit because it hits backward, then a few minor hits that will kill the target, then the Grand Finale.... on what ? right, he's dead already" Glaive style...)

     

    Since the CROUCH key has no use when meleeing, why not give it the possibility to serve as a target locking key ?

     

     

  3. yep, happening quite often these days.

    If DE doesn't find what causes it and fix it, they should at least put a command that reset the view, or even a tickbox next to the FOV setting, that untick itself automatically, but actually REposition the camera to where it SHOULD be. 2 clicks in the menu once in a while is better than nothing.

  4. Using fangs, but I guess it'd be the same with dual ethers and fang prime, with and without the sinking talon stance, a Tenno cannot hit the ceiling cameras on corpus level, because of the way the attack occurs... it has a short effective range, seemingly only hitting from the extremities of the hands, and the arms "uncross" behind the camera, also, it seems the collision occurs lower than intended, all of which make destroying a camera with dual daggers impossible.

    (And I must say, sinking talon is quite lacking in term of usefulness, beautiful to watch, but you cannot quite be mobile and target correctly at the same time.. which is weird for dual daggers.)

  5. The problem with russians is real, and multi-layered.

    There is a "nation" effect, much like the "Americans" always bashing on the French, Russians are often viewed as somewhat rude, unrefined people. (although there are many "fine russians" in arts and science which people tend to forget about... it's like comparing rednecks and scientists in the USA)

    The fact is that they usually are bolder and doesn't share the exact same set of habits than most "westerners" (being a country span over such a wide area and various ethnies), but they don't see themselves as being especially rude.

    People often make fun of drunken russians (there are tons of video on the internet...) But then you can also ask yourself "what is worse ? that this russian guy is completely drunk and will sleep on a bench the next 12 hours in his own vomit, or that this american obese redneck is going to have another 4 pounds burger for breakfast and it's not yet 10am..." one of them is only 12 hours of sleep and 1 shower away from being a 'human being' again.

     

    There is also the current political tension due to their president thinking that starting WWIII is something a russian should do, by doing thing like invading other countries and shutting down all people representation and censoring whatever they please because they now have hostages...

    The fact that he use polls in russia to justify what he's doing is especially stupid, since 1) The whole russia voting for something concerning a few russians living abroad has no weight whatsoever (or else you might start to fear Chinatown independency day...) and 2) Using these as excuses when everyone knows the polls are biased just shows how little he actually think of democracy.

    (it's like polling in the USA about "We will give a prosthetic leg to one of those 2 men, you get to choose who : A ) Cpl John Doe   or B) Mohammad Folan", without specifying that "reserve army Cpl" John Doe lost it after he got burnt because he was drunk smoking in a gas station, while the Folan guy was a US translator that got wounded during duty in a warzone... asking russians "do you want Russia to defend russians?" is going to have a massive "yes" )

     

    Then there is the internet problems. Russians have some great internet connections "inside" russia, and with a few Peering providers.

    Most of the rest of the world have "slow to difficult" access to russian 'internet'. Not as bad as Japanese's, but still very annoying for gaming purpose.

    Making one big region ("Europe") containing the western and eastern Europe AND Russia is stupid.

    Those living on the eastern  part of russia are closer to north america than Europe.

    The guys at DE should work out another way of slicing it, maybe by adding a "languages understood or spoken" as well as a "timezone" feature.

    Let's say I had to setup MY profile for this : I speak English, I speak French, I speak Spanish (castellano), I understand a bit of german, so i'd probably tick the "allowed" box, I understand a bit of italian too, but I can't read Arab, Cyrilic, Japanese, Chinese, and although I could probably pronounce a few Korean words right, I'd have no idea of their meaning. With the "timezone" setting, I could choose to restrain myself to "-3hrs and +2hrs" zone, avoiding to connect over the atlantic, and still allowing me to play with the whole eastern europe, but without getting on a laggy russian host, even when my ping setting specify nothing above 100ms.

    The only thing i'd get rid off with that, is people too far to have a good gaming latency, and people that do not speak something I can understand.

    I get the russians (and others) are fed up too, when they know they cannot speak english, but keep on getting in "english games".

    This is what may cause them to go trolling so often.

    What's left to do when you cannot enjoy the game because enemies teleport around, never seems to pay attention to you, doors won't open, your hits never seems to hit them but 15 seconds later, and to top it off, you can't even understand what the other is saying ?

    The problem is that lately "we" (western europeans) have been "invaded" by russian players, and it doesn't seems to be fun for anyone.

     

    Also, I do think the mentality of most russians on the internet is "haha, me can troll non-tovarich buddy, I be a non-emouse" (¬,¬`) Since, As I said, they are bolder, and they DARE to.

    (that, or they have a program in russia to put 99% of their 12 y.o brats online so they annoy the rest of the world instead of their parents...)

  6. Actually, that "upgrade" to Nyx mind control is somewhat of a nerf.

    When you're with good teammates, (those who actually realize there is a UNIQUE flashy logo made to inform everyone that this specific mob is currently under your control and providing benefits) the mind-controlled target has time to do its job.

     

    Before the 15.2, you could use it to stop an imminent threat, dispatch it, with a well placed Triple formaed HEK shot to the face, then mind control another threat or beneficial target. (like stopping a disruptor, blasting it, then controlling a healer). Because the target was not invulnerable. Because you had allies with brains.

    Now, you cannot, either because of the cooldown, or because the target is/will be invulnerable, it means you cannot spam your 1st skill, so, for anyone getting Nyx (or Nyx prime), or having to re-level her up after a forma, this is a nightmare.

     

    If we want to save the skill usefulness, have it give a maximum 2s of invul, so you can actually save a healer in a pack which is about to get Angstrum-ed to dust, but allow for the nyx herself to keep doing damage to it, and after the 2 seconds, allow others to do so.

     

    This would prevent a certain use of mind control on bosses, Them not being controllable still allowed for a quick interruption, which could potentially be abused to hold them, if Nyx energy useage permit so. If the boss now have those ~2s of invul as well, then it fix an abuse at the same time.

     

    Also, Make sure the sentinels/kubrows don't think of it as a target while they work for us.

  7. As the title says, we used to be able to "molt" even in the middle of a roll, backflip, sideroll, etc, But now it seems saryn only want to do it when doing nothing else... which quite counter the point of using it as a shield/escape move...

    I'm quite an adept at "Backflip away while leaving a molt in the way to take hits for me while I get a better position"... which was why Saryn is a cool frame... take a risk, oops, you just triggered an arc-trap, or some heavy fire from elites, drop a molt in the way and forget about that status effect you had for half a second...

    Except we cannot do it anymore. which means you cannot have the molt staying as a decoy while removing your status in some case...

     

    Please have a look at it, this occured in 15.2.0 or after

     

    Also, she seems to now "turn to face the camera angle" when leaving her molt, which further slow her retreat.

    (even if you are pressing "backward", and she face you, she has to turn around and show you her back to drop her molt...)

     

    Saryn users, Unite ! (and upvote).

  8. I...

    I think i'm more or less done with warframe at the moment...

    No more money from me, not even if I saw one of those -75% login reward (I know more people claiming to have seen the bigfoot than people getting this illusory reward anyway...). At least until the game seems bearable again.

     

    Dear DE, of ALL the possibilities you have to fix things, WHY do you EVERYTIME choose the WORST and most HARMFUL one there is ?

    It's like you really decided to annoy your userbase and ignore everyone and then take a dump on our heads and ask us to be happy about it.

     

    DE is clearly on the wrong path here, And I am going to use the power that is mine (My control over my wallet) Since that is probably the only thing they care about now.

    Yes, they gotta eat, they gotta sell things etc, And i'm all for that. DE isn't (every month) a charity. Sell cosmetics, sell boosters, whatever, but in the end, if the quality of the product you propose is bad, you can't expect your "whales" to stay...

     

    I've been PMing the various members of DE whenever I felt there was a need for it, either for some idea proposal or reporting a bug (after all, we're an involved community AND beta testers, remember.)

    But seeing the various issues taking so long to get only partially answered (i'm thinking about the color-blind issue here) or just plainly ignored... and now the rampant choice of picking everytime the laziest solution, even though there exist other ways, as easy to do, yet less harmful to the game...

     

    I should probably do one big report, just so people can see how much has been ignored from the players by the devs.

     

    So, we still have DE thinking Europe is located tightly in-between Siberia and Kamchatka, I'm from western Europe, yet nearly ALL of my games are filled with Russians players, 90% of which are trolls (you know it, the limbos keeping you banished, the guys that just "stop" 20m in front of the exit and don't move, when they're not simply ALWAYS AFK, the guys that keep bugging you with switch teleport, the ones that ask, in cyrillic, if you're russian and if you aren't or don't answer, they start trolling you and insulting you... really a despicable image they give to foreigners...) Also, their ISPs have S#&$ty peering with western europe, on almost all providers, and most of them end up having 15+ seconds of latency with us... Fun for nobody, which might explain why they troll us so much...

     

    ---> Fix the regions and have them play among themselves, SINCE they clearly DO NOT WANT foreigners to play with them.

     

     

    So, we still have DE thinking double standards are good.

    Let's see, They want realism, in a game about futuristic space ninjas... yay right...that's gonna be a cakewalk...

    There you have light (corpus lasers) SLOWER than Bullets... Oooookaaayyyyyy...

    You have a skill named Radial blind, which purpose is to blind, by a ninja-warrior whose theme is "light" (remember that excalibur theme ? It was one of Arthur's sword, which is supposed to be ablaze whenever it was unsheathed...)

    So this blind is reduced to a Fisher-Price replica of a flashbang. here is your futuristic magic'o'science. you too can do the same with a few items from toys'r'us today !

    The fact is it could be anything else... an energy wave that shorts visual circuitry and overload nerves, or whatever...

    but nope, they go with this mini flashbang-grenade-in-a-hand joke, when they don't even realize TODAY's flashbang are already more powerful than what excalibro is doing. Seriously, Seen a real flashbang before ? or arc-welding ? the only thing that could be more powerful is a certain show's "KOMODO 3000". If excal is down to this sort of cheap tricks, then at least let him have the Komodo 3000 kind of flashbang-in-a-hand...

    Why was it nerfed ? because some players abused it with max range and duration, and the power is recastable. (or as some people say "it was fun, hence it got nerfed" )

    Why not prevent it from being castable again before the end of the effect, let's say, like a rhino-stomp (or a nekros fear) ?

    "nah, not realistic"

    Well then, how about removing it from other skills like nyx chaos ? or at least remove all current effects when recasting, like, let's say, she can't maintain a second wave of illusions at the same time, so casting a new one release the others...

    "nah, let's just nerf her Mind control by forcing a cooldown on it, Blaming it on the need for the skill to be useful when players are surrounded by idiots..."

    Of course, Adding WIDE and strobing LOTUS LOGOS onto the ONLY affected target isn't good enough for people to realize it is the currently mindcontrolled enemy. How about just giving it 2s of invulnerability, while the target is actually  stunned, so it could also "fix" the fact it could be spammed to paralyze bosses ?

    Idiots will still be there, and will find a way to ruin your games anyway...

    How about a way to prevent trolls from trolling ? dunno, something like "I do not want to be phased out by this limbo", "I do not want to be teleported by this Loki" ...

    Now we have to "enjoy" having a nyx that will take AGES to levelup since we cannot use the mind control as a quick interruption (let's say, prevent an ancient disruptor to hit someone) just before killing it and controlling something more useful.

    What other solutions ? Should we have the mind control release the 1st target when cast on another ? yay, great if we want some way to troll with nyx. Get a disruptor, he's invul now, people will not waste ammos on it, assuming someone else already blasted it beyond limits, and the trollnyx will release it by controlling another target, right when the disruptor is next to an ally...

    It's still ok for excalibur to have such low stats everywhere, even when there are frames like Zephyr having only advantages ?

    By the way, how comes Zephyr cannot recast her ult ? I mean, she's not CONTROLLING the tornadoes, right ? because if she were, even when I run 4 rooms away to return and find the tornadoes still rampaging, then I call b*llsh*t on range limitation or line of sight for all the other skills... or is it again a double standard ? So many of them in the game.

     

    So, we still have DE thinking Enforcing a Grindwall is the way to go.

    The players accepted the "RNG" already, as bad as it is (payara hunting anyone ? nobody ? yeah, that's what I thought...).

    Not enough for DE, who think we must now become total slaves to their game. After putting up a syndicate system, and letting most of it to the guessing and testing of the players themselves (not even reviewing their own copy, and letting some errors through, like the perrin sequence fees...), they gave us dailies that still meant we would need to log in daily.

    because huh, it seems the login rewards aren't working as expected ?

    and worst, people actually wonder if they're going to play WF at all that day, considering all the problems.... WHEN they can play at all *winks at XP users*

    Now the players adapted, they adapted to the fact that the gain of standing depend on the total affinity done in the mission.

    This means they accepted the good and the bad.

    The bad is that playing alone, having less to kill, give less standing ;

    The bad is that you can lose a rank you paid for, just because when you switched your current warframe, you forgot that this warframe had a different sigil for whatever reason, and that it gained you some negative points into that newly-upranked-and-now-deranked syndicate, althought you just spent a forma or orokin potato in it ;

    The bad is that Most of your missions won't give anything remarkable in term of standing... unless doing specific missions (let's say, totally at random... interceptions ?)

    The bad is that we need high amounts of points to get anything, and that most of it are useless, bugged, or of a debatable cosmetic purpose.

    The bad is that it's locked behind grindwall for ranks, then grindwall for the points...

     

    The good... well, there is new content, in the form of new mods even though the frames must now reuse one of the mod slots to equip the augments mods... kinda silly considering that DE wanted us to have those slots for non-skill mods...

     

    Much bad, little good. Yet, we players were fine with it, because we did not want to completely distrust DE, we had hope it could get better. We needed something to hang on to, since it cannot be the horrible mess of archwing, or the underachieving public games with troll-limbos...

    So the players adapted, the only thing to be done was to grind their syndicate levels, and they wanted the best efficiency for it, and they found it on some missions where they enjoyed a constant spawn of mobs to grind, that still takes time, but reduce the number of time the 4 of them have to wait 15s although all of them have chosen to "keep fighting !". So, basically, it was fun, so it was nerfed.

    What else could it be ? giving abnormal amount of standing points ? have they or have they not killed the mobs ?

    They have. Affinity has been earned, so are the standing points. would you prefer to force them to quit at round 1, and relaunch the mission again, and fight again for a few minutes, then rinse and repeat... they're merely skipping those eternal 15s + 15 seconds to exit + loading times.

    You want to blame them for it ? You're blaming them for being SMART ? oh, right, you actually made it so the smart use of mind control is hindered, while the "normal" use of it is now supposedly idiot-proof. DE seems to like idiots these days...

    I guess they could decide to solve the problem in the united states by removing the safety labels, but I don't really care what they do there, i'm too busy enjoying my kinder surprise (yeah, go figure, we don't have to tell kids not to eat plastic in europe, nor do we have to insist on the fact that one should not stop a chainsaw with his groin).

     

    ---> make the mobs' level grow with TIME, not with ROUNDS. perfectly logical. The more you let the enemies cap points, the more a single round last, the more it last, the harder the enemies become. of course, having 100% vs 30% doesnt mean much in early rounds, but if people are unaware and rely on turtle-ing all the way, their game is going to be as hard at wave 6 than it is at wave 9 for "better" players.

    Still allows for the Standing farmers to have "easy" round 1, "not so easy" round 2,"quite serious" round 3, and "holy s*** that hurt" round 4...

    Or keep the enemy % between round, forcing people that want to go "far" to manage the progress of enemy over the different rounds....

     

     

    Nerfing Frames for a map/gameplay problem is a bad solution, You already blocked that viver farm by removing the neutral state of capture points. How sick do you want to be ?

    Seriously, here is a little analogy, just for you to understand :

     

    "Erik, Tanya, and Margaret are 3 lively little kids that love to play together. On the dead-end dirt road behind their house where they like to play, there is a pothole which is often left filled up with water from a broken rain gutter.

    Being kids, they love to play with water and jump in it with both feet, splashing each other around, but being good kids, they do so they don't annoy anyone else, not even their parents, by changing into their swimsuits first.

    Now there is a grumpy old guy which happens to be the town's guy in charge of the roads and gutters, and he absolutely hate to see those kids having fun there, even though he lives on the opposite side of the town and rarely see them, yet he cannot bear the fact they are having fun and not him. So he decides, on a wednesday, that there are things to be done :

    -First, he'll fix the road. A little adjustment on the road would be enough, leveling it so there is no more pothole, but he choose to make a new rule about pothole : they have to be filled with shards of broken glass, then covered-or-not, depending on how many people look at it and the color of the last bird they saw, by a 10 inches high wooden crate.

    -Then he decides the kids are to blame too, who knows, they probably dig it up themselves, those crazy kids, even though he knows for a fact the pothole was already there BEFORE they were even born.

    His solution is to cut the kids' legs right under the knees, so they cannot jump in the hole anymore, and to be sure they cannot get a good depth perception, he decides to stab Tanya and Margaret in an eye each, poor Erik escaping this part of the cruel fate because he already miss an eye, in addition to being smaller and weaker than both girls although he's older, and being a hunchback, and generally quite slow. Loosing his legs will only add to this, and worst, he recently got a nicely customized walking stick to help him, which he nicknamed "Radiant Jaywalking", and the grumpy old guy decide it should be sawed off to one fifth of it's original length, leaving it to a bare handle with no stick, which is, obviously, useless.

    He then proceed to call it "a job well done", and parades in town with a panel showing what he did, proud of it, although there are still a lot of other puddle-splasher kids and potholes out there, on much more important roads, that need to be dealt with."

     

    This is what it is. You know who the grumpy old guy is (he's in charge of the roads and gutters !) and you probably guessed who these Excalibur, Trinity and Mag kids are too.

    Would it be that hard to fill that puddle with dirt and/or fix that leaking gutter ? Maybe. Maybe not. Who knows.

    Are there more important things that need fixing and therefore should be done first ? Certainly.

    Let's hope the town's council will be filled by something else than parkinsonian surgeons and Alzheimer-history teachers.

     

    This game now needs to be saved. No amount of 'stache or space piewpiew can be enough to fill the gaps. it needs serious fixes ASAP, or at least your WORDS that problem x/y/z is being looked into (not "will be" ).

    a public devlog would be great, we'd know you noticed this or that problem, and know you're spending time on it instead of just trying to push new content and ignore all the fixes that should have been done before.

     

    Some will say that I type a lot for someone who doesn't care, and I'd tell them : I do care. never said otherwise.

    It's because I care that I want the devs and community managers to notice their game is on the wrong path.

     

    A few things to remember :

     

    -Re-rework excal, at least 1 guy from DE has a PM from me with details on what is bugged, missing, contradictory, or borderline useless on excalibur, from a bunch of well thought ideas from the community.

     

    -Archwing : status : bad. needs to get better, not sure it can be done without redoing half of the code (If I was mean-spirited i'd say "it's only a page of code,so ?")

    Seriously, Turning the frames into tinkerbells, having giant enemies, using cheap camera trick to "achieve" distance, using teleporting melee so we can actually hit something, the near impossibility to travel in a timely manner from point to point (how about having a few thrusters here and there, that can be used to travel half the map in a jiffy ?) having a locked Up and down view instead of free flight... is that the best DE can achieve ?

     

    -syndicates : We need a reliable way to get big quantities of standing and a rework (fast!) on the sigils AND normal missions, as well as a better way to buy our items from them... like reducing the standing cost (at least halve it) but adding some other requirement (ressources, credits, build time...)

     

    -skills and nerfing vs powercreep :

    Allright, you ARE fond of powercreeps, but why it is that whenever players find a way to outsmart the mobs, instead of making them smarter,you just push the damage/bulletsponge slider a notch higher or nerf skills and builds ?

    Could it be that you don't estimate us players smart enough to adapt ? Are we such morons ? (I'm feeling an oppressive need to specify that last question was rhetorical, you don't have to answer... I fear the answer)

     

    -Dark sectors (A.K.A PvP), There is a lot of bad things happening with the current setup, mostly political, but also from the current design of dark sectors... if 3000 wins are enough to "kill" the defender's solar rail, it doesn't take into account that they might have defended 10000 time successfully.

    Considering the current tax rates, the alliances have far enough credits to build, maintain, and give huge battlepays whenever they feel threatened... for the next century or so. A threat which doesn't happen often since they just use "courtesy attacks" to prevent outsider from MAYBE managing to get their rail up, and then MAYBE get support from an apathic community (well, can't blame them, so long with that crap going on, even a goldfish would get bored of it).

    These rare times you can actually see a clan or alliance without funds managing to get a grip, only to get eradicated 2 days later, with huge battlepays against them.

    This call for a redesign. Any alliance that have been or is still in power should have no say in the matter, they're loaded with ressources and credits for EONS.

    I already hear some people saying "well, it's not like they can access that money right, it's locked in clan or alliance vault, and cannot be given to members...".

    Yeah, what if... some alliance, currently in a conflict, against what is probably one of their best allies, in a "courtesy attack", decided to "let go" of a few members, I dunno, let's say 4 of them (and probably a bunch of dummy accounts in front of them to start the mission), So they can participate in a more or less "off-peak" hour battle, win it, and right before winning, one of the Alliance tactician was to put a battlepay for exactly 4 people to win ? let's say, 1 million per person. (I too like round numbers...)

    Do you think those 4-or-so people would just not do this because of a 12h clan key craft requiring the incredibly hard to get amount of 500 ferrites and polymer bundles, and 1 ultra rare morphic ? (and 1500 credits, the greed that forge displays is amazing !)

     

    I guess you guys know of deathsnacks site ?

    Wouldn't 

    It 

    Be 

    A 

    Shame 

    If 

    Someone 

    Were 

    To 

    See 

    It ?  (see, a magnifique coup double for the finish)

     

    Shouldn't that get looked into ?

    Will DE pretend that they are not aware, when a mere player is able to see it just by clicking a few links ?

     

    ---> How about the reward are given only at the end of the 12 hours conflict, and any fight won by anyone PRIOR to an increase in fundings can get a slice of those too ? ensuring that the above linked tactic wouldn't be useable anymore...

    All those people that worked a few percent for you, that got nothing, well,those 4x 1,000,000 credits you wanted to transfer shall hit their prior legitimate owners first. If 50 players played your mission at 0 reward, and you add in (well after) a 4million credit pack, intending to do it right before the end sequence of your "secret team", your team gets nothing, the 4M are to be split between the 50 previous mercenaries (80K eachmax, depending on the scoring system of course).

     

     

    There are probably more things to be added, But I guess this post is long enough already.

     

    TL;DR : DE make ugly choices that affect everyone's fun, and don't do long needed changes in fear of a backlash from a few abusing players alliances which are ruining a whole side of the game. 

     

    TT;CR (Troll is Troll; Cannot Read) : Schlaguevuk aka zbroudaf *shows angry face and slam fists on the table*

     

     

     

     

  9. Using this setup : 

    Ballistica, 1 forma (V slot)

    Hornet strike 

    Barrel diffusion

    Lethal torrent

    steady hands

    tainted clip

    Ice storm

    all maxed, + a R0 Quickdraw

     

    The Burst fire seems unable to work, it fires a single shot most of the time, whatever the charge lvl is.

     

    (it used to be "Fire a single, quad powered, shot if the charge is full, or fire 4 bolts in a burst if anything else..." )

     

    Whatever some people may think, the burst fire can actually be good, especially with steady hands since the recoil on ballistica is horizontal... It would be cool to get it back.

  10. seems the "crash upon launch half the time" bug is back... just saying...

    (Win7,x64)

     

    (also, I suggest everyone upvote the things that matter, like the non spawning of cell-carriers in excavations, or the lockdown in void bug stated a few post above this one)

  11. Yup, it needs a way to decide who will be the host and prevent host migration at start, as well as the ability to decide for yourself that you do not want to be host, unless playing solo, of course...

     

    Something like having a Lock with a big H letter on it, next to the matchmaking thing :

     

    - Lock closed : it's locked, you will be the host,

    - Lock opened : Can be host, allows others to select the "lock closed" option (mark them with a specific color if they do so, but let the party leader keep the final word on it)

    - Lock opened, with shackle on the other side : do not/can not be host (personnal choice or technical reason, can be a douchebag tax on transit, or strict nat problem, or limited bandwidth...)

     

    This would allow the clan parties to elect their host, without having a -beeeeeeep- migration occuring at start, just because it somehow decided that a fluctuating 39ms ping on a crappy low bandwidth connection (with strict NAT) was probably a better host than a stable 40ms ping on a 100Mbits connection.

    This would also allow for people to stop searching for HOURS for a suitable party to get into, and immediatly start hosting their own instance of a node or alert. less queries to the masterservers, and less waiting time.

     

    Because face it, who would call the current system a good thing, when 80% of the game you try to start get you sent into the laggiest game ever, when you specifically chose not to connect to anything above 125 or 150ms, and you realize, once again, that you've been sent into another East Russian 20,000ms+ game ? (yes, I could say 20 regular seconds)

    (or maybe warframe devs haven't yet realized that western europe isn't located tightly between Kamchatka and Avacha rivers, who knows?)

  12. Happened to me a bunch of times already.

    And especially from unknown people that weren't in my region chat (and guess what, they were a bunch of russian speaking trolls...)

    I guess someone found a way to exploit the underlying IRC server used for chat and sessions...

     

    P.S. : Matchmaking is going full retard these days. 

  13. Still, that DoF + fog+ grainy effect combo is killing many eyes...

    And when you can't even see both walls of the same tunnel at same time because it's so dense, you really wonder WHY it would waste so much GPU power to do it... just reduce the render distance to 5 meters and have a good laugh watching us fall over & again trying to figure out where we are...

  14. I have 2 words for you guys : Eternal Silence.

     

    (OK, now i'll explain : )

    It's a mods for HL2, free on steam, that is based on spacefights, inside ships (space marines-type) and outside (Dogfights in space) with fighters, bombers, etc.

    The controls are confusing for a noob, but once you realize the possibilities of the "roll", you can truly become an ace.

    And being myself quite sensitive to motion-sickness, I must say I never had any problem with that in this mod.

    No fake screenshake, no cheesy motion blur, not a single thing causing this.

    You actually didn't care for up or down until you were going inside a ship (where you'd prefer to avoid dropping like an anvil from your fighter when invading an enemy ship...).

    Not bragging or anything, since the community on this mod never went "huge" (which is possibly because people got confused when you told them they should bind 2 extra keys for rolls) but i've been one of those 1-vs-ALL dogfighters that rake 40 kills before going out of ammo and having a hull breach...not bad for someone with easy motion sickness. (and it kinda compensate for the quite easy target i was while "on feet"... a sniper in close quarter isn't that good you know ^_^ )

    The mod still exist, nothing much going on it currently, but maybe DE could use some insight from it if they want to have the "space feel"

     

    (dudes, you could actually SHOOT down the rockets and missiles... require good aim and "ballistic" thinking, but damn, that was fun. )

     

    DE needs to give full "axial" support to that part of the game, else it will keep looking like a cheap jetpack mission, and remove the unneeded effects and bloated reticle and major "shines" they put everywhere so we can actually see something when playing, without having a barf-bag ready on the side.

  15. BTW, how about not using twitch and their S#&$ty facebook account linking ?

     

    Seriously, many people are not using facebook (deliberate choice or simply fed-up with all the crap going on) and this twitch chat system prevent anyone "not authed" to speak and ask legitimate questions.

    The worst part is that some ppl just "DGAF" and register fake accounts with prepaid phonecards or whatever, and you see them spamming the chat with insults or "smileys", while legitimate streamers/videomakers/vloggers wanting to ask legitimate questions cannot, because twitch consider that "having a (fake) facebook account is a better way to ensure you behave correctly on chat than having a hundred of your videos hanging in the balance should your account be blocked for whatever rude comment you could make."

    Just think. the bad ones out there have nothing to lose, you see them spamming, getting banned, and coming back anyway, while the guys like me would not want to have their vidz deleted just because of a mean comment. We're the nice people with legitimate questions, the ones that avoid spamming, and that avoid asking what has already been asked 20 seconds prior. We're the "civilised" ones out there... yet we're treated like we're criminals.

  16. - What is current status of Excalibur changes ? Will Super Jump be replaced by a new more useful skill ?

     

     

    This is how murderous thoughts are born.

    SuperJump is probably the best ability he has right now, considering all the nerfing he got on radial blind, and the fact that his whole kit is old and filled with slowness and bugs (like the collision box of slashdash becoming smaller than excalibro himself with certain mod configurations, meaning you can't actually make it hit any enemy at all - and now, you just have to use blind justice on volt to get a slashdash that actually do damage).

    Exca need a rework, but need to keep his identity.

    It means fixing the slashdash collision box (guarantee a minimum size whatever the mods are)

    It means recognizing that radial blind, is a blind, not a "flashbang", and thus our 21st century physic misconception do NOT apply to something like warframes, which are so advanced in term of science that the only word we got for it is "magic". (there have been numerous posts about it, why reduce it to such a S#&$ty thing when every other frame has abilities that last longer and go thru walls, when you could actually have something using the "light/dark areas of the map" just like eclipse from mirage and various duration and effects depending on the targets...blinded mob not getting caught twice in a row, yet still recovering and unable to perceive movement in a dark zone...)

    It means getting a working Radial Javelin, something that can be used without being blocked by a paperthin ledge that rise as high as half the tibia...

    It means giving SuperJump, the original mobility skill, a double use, just like Tailwind from zephyr (which can be used on ground to jump and in air to "dash" )

    If I was in charge of redesigning it, I'd simply add a "charge" on it, the more you press it, the more it consume energy, the more powerful the boost will be. Keep the base cost low, because people would use it often and often multiple time to achieve some effects.

    Have it useable during slides to do "powerslides", faster movement in slide position, as long as you dont look up when doing releasing it (else it's a jump), have it increase the melee dmg of the slide attack by a small factor like 1.5 instead of 1.0, or have it trigger a critical on the 1st hit that connect during the slide.

    Have the possibility to use it to "powerkick" enemies when you "run-jump-crouch" while holding a Superjump charge, blasting them away with 50% impact, 50% blast dmg, depending on the speed/height of the charge...

    Include a "heavy impact" effect if a superjump charge is ON at the time you land from a jump (meaning, the higher the original jump/fall was, the longer you could have charged for impact, the more powerful/wider it is.)

     

    It means you could, if timed well (require skill), Run, hold a charge, slide-release to powerslide, charge and release while looking up to Superjump with speed from the powerslide, charge while the jump is in progress, Kick (crouch) at the right time to hit an enemy and release the accumulated charge-speed-height energy, to deliver an insane stunning-away blow (of course, a heavy enemy wouldn't fly to the end of the map, but nonetheless would find himself 20m away, possibly savouring a piece of concrete wall for a few seconds...)

    Madness you say ?

    THIS

    IS

    EXCAAAAAAAAAA !

     

    P.S. : exca needs to stop jumping like he want you to check out on his prince Albert... seriously, it looks ugly and prevent from doing anything for 2/3rd of the jump. Also, make it too easy to relate SuperJump to farting problems...else why not rename it "passing wind" ?

  17. (note that the tagging is still just a theory, but there is a lot of empirical evidence from player experience that supports this theory)

     

    I will personnally hunt you down, and turn you to a blob of radioactive Tenno-jelly, should you, once again, use the word THEORY instead of the word HYPOTHESIS.

     

    stalker_theory.png

     

    ... btw, this thread's title is one of the worst...

  18. same here, happened multiple time since last patch.

     

    the last 2 times I was alone (The latest being a solo run on that nightmare alert which ended in a puddle of Tenno-goo; the previous one was a coop, but no one joined cause I was pretty fast and got the objective done asap)

    and once before those, on a defense alert, with other people, we all ended in "wtf" mode over the black "exit" screen... still got the mods it seem, not sure about affinity though.

  19. Deuteranomal here, I have to say the color vision subject has been raised many times, and for now they only seem to be "aware" of it, aware as in "hey look, another of these post about that thing only 9% of our users are concerned with, althought it would require less than a workday of coding to satisfy everyone... let's forget about it and go back to adding shiny armors to wear over armors...".

    *feel free to insert Xzibit meme*

     

    Valve actually added colorblind mode to its games years ago, (L4D 1...), and for those that doesn't have a direct option to this, there are workshop mods that require 2 clicks to install, that can completely change the colorschemes for UI and more.

     

    Concerning the forums, I may understand the passive-aggressiveness, Considering NONE of you would DARE to make the same type of remark to a wheelchair-bound person unable to access a building, while that person might be responsible for her own handicap, whereas we, colorblind people, are born colorblind. A theme selection like so many other forums do would be great for those who cannot bear the current one.

  20. Yeah, it's called Radial Blind not Radial Flash

     

    THIS.

    Face it, The skill cost 50 energy on a 150 energy-at-lvl-30 frame (not a caster).

    It's called RADIAL BLIND. as in "using his tenno mojo to make enemies go blind".

    The flash we perceive is not related to the blindness the enemies are affected with.

    Simply, it's the leftover energy that was used to send those "glowing particles" flying at enemies and sticking to them... much like a smoke firework WILL ignite and sparkle to do its work.

    But if you can't see anything, it's because of the smoke,  (or here, tenno magic mojo or whatever is happening that WE humans of the forums CANNOT comprehend, since it's so highly advanced science that we can only call it magic...), not the initial flame.

     

    If devs want to prevent a very long Radial Blind being "OP", and have it "useful" but not "hey, I can afk near the pod and press 2 every 30s", then they'd be wise to have it work in a less than perfect way, like Zephyr's turbulences (skill 3).

     

    Zephyr's "3" doesn't block shots like a snowglobe would, it simply redirect most of them... i'd say about 95% on the shots are pushed away, it's not perfect, but clearly powerful, yet, not too long for the energy cost...

     

    How to make RB "less than perfect" ? having some enemies randomly not affected ? nah, this would just prompt for another spam of it...

    Here is my take : Radial blind has a duration, on casting, phase 1 starts.

    Phase 1 : All targets are totally blinded for like, 5 seconds minimum, then that duration may rise based on skill duration (narrow minded, continuity etc) as about 1/2 of the total duration for normal enemies, and 1/3 for an elite/eximus/boss/etc. after that, phase 2 starts (not at the same time on normal and elites, thus promoting the targetting of elites 1st since they'll become dangerous again quite fast)

     

    Phase 2 : affected enemies regain their vision progressively, either by "range" at which they can see, and react accordingly or "conical vision widening over time".

    This means seeing a teeno in range; if trying to trigger an alarm, the affected enemy must have the control panel in range too, else he can't see where to go to find that panel;

    if they see one of theirs getting butchered, in their range, they might react and run toward him, hoping to get the culprit (the tenno) in their line of sight and start meleeing him/her, as their vision is too blurry yet to allow the use of a ranged weapon (you know, "safety first", etc).

    Also, Elites can call the normal surrounding mobs upon them, the mobs will just run to them by sound (meaning they don't move intelligently using stairs and ramps, they "run toward the elite's voice") since they obey orders. This means the blind may be used to temprary slowdown units and regroup them onto an nearby elite, as grouping enemies allow for a lot of opportunities in warframe... a vauban vortex to keep them busy, a mag's bullet attractor so the mobs unvolontarily focus their own elite, some penta/ogris/etc made efficient on grouped enemies in spite of the low ammo count, or simply a nice tight pack to use a Radial javelin on (IF it was actually reworked to something useable).

     

    Furthermore, the affected enemies cannot perceive distinctly something that is staying immobile, or moving in "shadows" (the same you can't see a damn thing, even if it is moving, if it's in the shadows and you just got in from a bright sunny day outside.... you need a few seconds of accomodation to see... here's the same, except your eyes have been mojoed by excalibur's Radial Blind, Much more powerful.) This is technically possible since Mirage "Eclipse" give her damage or damage reduction based on the lighting condition. same code applies, on all tenno present in the game with excalibur... not moving or in shadow = not seen...

    This means the 1st seconds, when the enemies are "stunned" by the pain and don't move (phase 1), players would try to take out as many as possible, or get to safety if it was used as an emergency thing, probably focus the elites or position themselves for the phase 2.

    While in phase 2, you are still somehow able to move unnoticed, but must take care of the rapidly growing range of sight the units are getting back.

    This phase 2 lasts for the other half of the duration on normal units, but again, 1/3 on elites.

     

    Then the phase 3, during which the enemies that survived the Radial Blind CANNOT be RB'ed again unless used correctly.

    That phase would actually start from the moment you cast the RB, and be TWICE the total duration. It means you can try to spam the skill, affect new enemies, with it, but some enemies may not get tricked twice in a while. The more you add on duration, the longer you'd have to wait for the trick to work again.

    Elites/etc would be very wary of it, let's say for example's sake that your blind last 24s.If you use RB at T = 0s, then the Elite would be "blindstunned" for 8s, then getting their vision back for 8 seconds, then 8+24 seconds of "nope, won't get fooled again" (they WOULD stop doing what they are doing, but would have the reflex to cover their eyes or whatever)

    Normal enemies would have 12s of blindstun, followed by 12s of getting their vision back, then another 24s of "not getting tricked twice". IF they see you (considering Excalibur should be channeling for a split second, surrounded by a bright aura, it would be seen by normal units even if they can't see well, as long as there is Line of Sight... You could actually trick them twice, only if you hid behind something PRIOR to reusing the Radial blind.)

    Elites wouldn't get fooled because they react on the sound excal make when he start casting his skill (they're better/smarter !) and they'd direct their men to cover their eyes too (for those that are in range of the elite).

    More opportunities, and actually giving an interest to banshee's silence, if the enemies are in her range, then even elites cannot hear Excalibur's casting sound... that's some synergy for you (the actual word, not the greedy alliance).

     

    With such a rework, it allows for more players interactions, who justify the strong effect that can be obtained from the skill if used correctly with knowledgeable allies, yet, doesn't go overpowered for a rank 0-2 newcomer that think spamming it will be the panacea...

    Still work thru walls, not a perfect thing. Enemies you don't kill may start grouping, you may not be able to take on the groups if you oversized the range of RB, and if you got a very long duration, it means you may not reuse it to take on that group.

     

    Also, Super jump is one of the best ability, but very lacking "powerwise" a 100% power excal barely jump over a crate and a half;

    Either boost the initial height, or add a special action on that key, so that a light tap make the default superjump (power-strength wise) and holding onto it consume more energy but boost the jump as well. Knowing when to prepare your superjump and when to start jumping at the wall/letting go might require some skill, but it's already the only thing that differentiate the "RB spammers excas" from the "I do T4 daily with no RJ, no RB, excas".

    another tweak could be to add more diversity of use for that skill :

    -Jumping and kicking an enemy ? A light tap of the skill just before impact halts you, but send a tremendous knockback kick on the target... (that napalm is getting too close for comfort ? show you have some guts, go full spartan on him and show him what is madness !)

    -Sliding on the ground and want a little more speed ? A light tap of the skill will propel you in the direction you're looking, if looking at the ground or under a 30° angle, you keep sliding, if you look above 30° or press and hold a loaded superjump, you take off as usual... (or just use the camera angle to decide, and allow to charge slide boosts...) - Remember that excal has a subpar skillset currently, and subpar stats too... base armor, base shield, base HP, base energy (that is, the lowest...) and not even an aura polarity, on top of that, the base speed too... show him some love instead of nerfing him.

     

    -edit: typo... probably some left...-

  21. I posted earlier in another thread regarding such problems, see https://forums.warframe.com/index.php?/topic/299070-u145-starmap-mod-interface-issues-edited/#entry3405648, as a reply to someone unaffected that wondered how it'd roll out for us.

     

    Good point for DE, DE_Adam, who I PMed a bit earlier about such problems, answered in a timely fashion, recommending that I share such things with the forum community since such posts were getting common with the update. He also made, maybe without noticing, a pun in his reply : "[...]forum is the best place to get your opinion brought to the right eyes!"

     

    Hehehe ^^

     

    It seems they are aware of it, but nothing official to state about it for now. Let's hope they'll take some time for a dev meeting about this particular aspect of the game soon and decide to spend a few hours fixing that.

  22. -many good things said-

    +this

    I'm curious how colourblind people are dealing with the bronze / silver / gold thing. Because I know from other games that dealt in B / S / G coins to have a colourblind mode for that. Are there any colourblind people who are able to tell me the current state of grace? Because that was exactly what the "common / uncommon / rare" line in the so called "real estate of mod card space" was worth for.

     

    I've been trying to get them to think about this accessibility problem for a while now, and never even got an answer...

     

    Considering the following facts : 

     

    -This type of game appeal "mostly" to a male audience (ladies, don't feel left out, we know some of you are playing, but the facts are here, you are fewer than we'd like...) and dyschromatopsia  ("daltonism" and all the variants) is, even in "1st world countries", at least 10% of the male population.

     

    -this game has a huge emphasis on the lighting ambiance in the various levels and settings... the light in not the same during day or night on some planets, you sometime get a totally "solarized" effect going thru purple glows on phobos, or some "blue shift" on some mission with icy conditions..., or opposite high contrast warm atmosphere when the ship is burning... and even the color of the glow can change depending on the distance from the door/container (ex : void missions)

     

    -dyschromatopsia has  been known and aknowledged for more than 2 centuries...

     

    -The very console they are having the game ported on, namely PS4, seems to be aware of this possibility... Since 1995's PSX, the controller's buttons had not only different colors, but different symbols on it...

     

    -the valve games, for years now, had the "Daltonism options" to ensure every player could enjoy the game, and a documented way to change ("mod") the various UI for such needs...I'm sure many other developpers included such options as well.

     

    Yet, not a single thing has been done in warframe toward this problem.

     

    I, myself, am a Deuteranomal -anomalous trichromate- (Don't worry,you can still stand near me, you won't catch it...) as about half the dyschromates in the world (actually more common than "Daltonism" - deuteranopia - which make it totally impossible for them to "see green").

    People like me have a shifted green sensibility, both allowing for better color distinctions on the blue/grey hues, but causing misinterpretation on the weird-greens and orange-reds.

    We can actually clearly see the difference in most colors, only a few select wavelengths are "total guess" for us, but we most of the time need to have something to compare to. we may look at something and the first feeling would be "light orange... ho wait...hmmm no sorry that's actually a flashy green" and we'd have no problems with the purples/magenta/pinkish things; meanwhile we retain a greater ability to differentiate among the blue colors, an evolutive trait that some scientists think has been naturally selected among certain population for the advantages it gives (apparently, fishermen and scouts).

    We "are different", "anormal" since we're a minority, yet it doesn't mean we're less adapted or inferior, simply, different.

     

    Now there is an even worse case for an even smaller minority, they're like 1% among dyschromates, who cannot see colors. At all.

    Yeah, it sucks. Even more since there are usually associated vision troubles in most cases.

    Does it mean they shouldn't be part of a gamer community ?

    What if... instead of putting red circle/green circle we put instead a red X and a green O (and have the option to pick another color... like blue ?)

    What if, instead of using bands of green-or-red on the side of grineer lockers, we used "red-with 2-or-3-black-dashes" along the length for "closed",  and "green(or blue)-fullbright-colors" for "open".

    Damn, it would even make SENSE, look at that grineer color picker in the market, they're totally dyschromates (in the weirdest way possible) because of pollution/cloning/watching too much MLP/having bieber fan in their ancestry or whatever reason. these are grineer lockers, that grineer themselves are unable to see correctly...

     

    Mods in U14.5... the main problem here is with the missing hint on that border... some people won't get the tint-hint, it would have been much better to have a visually different mod border.

    "Look, it's plain and simple, this is a common mod"

    "this one seems to have a bevel edge, it's a uncommon"

    "ho look, that mod has an ornate squigleewigleewatchacallit-thing, it's a rare mod !"

     

    Anything but a plain copy-paste with a random roll in the levels balance tool...

  23. I think the "special move" appear normally on "channeled parries"... that is : pressing BLOCK + CHANNELING... it does push the target away giving you a brief opportunity to do a finisher on the enemy. No need for the parry mod. Which is, imho, totally useless (the one doing things automatically...)

    defense has to be a player's choice. Still, the mod, instead of deletion, could be reaffected to "reduce the cost of blocking attacks by X%"

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