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PROteinxstack

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Posts posted by PROteinxstack

  1. Hi Everyone,

     

         I would like to propose a suggestion to the community concerning future content.  Considering the wide variety of gamers that constitute the player-base, I believe we all have different backgrounds and interests which influence our gaming perspectives so-to-speak.  For example, those that have played From Software's "Dark Souls" or "Demon Souls" believe melee should reflect a similar paradigm.  On the other hand, some may have played games like "Kingdom Hearts" or "Secret of Mana" would think it should have mechanics like those.  At some point, Tenno will have to decide for themselves what the best features are for Warframe and how they should be implemented then communicate those visions to DE.  My question is, "What does DE play?".  Perhaps getting to understand what forces navigated the development team to their current choices in the game will give us better insight when glancing at ideas for the future.  What if there were a few posts by members of the team describing their gaming history and favorite moments therein alongside today's gaming choices, then the community offers and votes on games DE should play live on twitch for the fans, or they could write their thoughts of the game on the forums.  Thoughts?

     

    Proteinxstack

  2. Any word on better draw damage / damage numbers on the player hud when firing full auto (soma, grakata, braton, etc)?  The numbers fly all over the place and block visibility.  Could we have an option to disable the draw damage or refine it? 

     

    Perhaps if you have the numbers float to the upper left of the enemy when they have been hit rather than right where the impact of the bullet is?  Especially with large damage numbers (500-700), they can block the enemy completely at certain ranges (think outside maps and t3 void defense) Also, any high hp enemy that is taking a lot of rounds will spout a ton of numbers, it looks messy.  Thanks.

  3. Hi, are we going to get a fix for the numbers for draw damage being very large and blocking line of sight in large groups/long distance?  Its really quite distracting.  Please either put a checkbox to disable draw damage numbers, or have the numbers float around the enemy instead of overlaying them. Thanks.

  4. Its a great idea and it has been proposed before, the movement in this game isn't smooth. The interaction between character model and other objects are purely collision based and needs a rewrite to compare with other well known systems in this genre. I hope DE can do something as complex as what is being said here.

  5. This is a great thread, it has been an ongoing battle to get DE's attention when it comes to movement refining. This game is far from smooth like assassins creed, prince of persia, mirrors edge, etc.

    add this to the list of other gameplay systems like melee, ability casting, cover system, stealth, executions, draw damage, rolling, sliding, and others that desperately need overhauling. The list goes on, but we are making progress.

  6. FWIW, asking for devs to specifically respond to your pet feature request

     

    Young man (I assume that is what you are due to the nature of your post), when a company's public relations official  does not live up to his/her word, that is what we call in the professional world "poor customer service".  Minimizing a broken promise in light of other broken promises which are (I admit) more important, does not in any way dissolve the fact of the matter.  I will continue to ask for the development team for a formal response, because that is what I received when I began this conversation with them (not you).  Unless you are someone who actually has insight into the project or would like to support this request, please refrain from cluttering this topic.  Thank you.

  7. Can I have developer confirmation that this issue is close to being resolved?  I've been waiting months for this.  I'm more inclined to believe that the request was thrown in a dark hole somewhere instead of being looked into as I was told it would be.  In addition, I have sent messages to both DE_Steve and Grineeer (Scott) with no answer.  The last I looked at the message, it shows that Grineeer hasn't read it and DE_Steve left the conversation. 

     

    Any response from someone in charge would be greatly appreciated.

  8. Hi everyone.  I'd like to start playing this game again.  The lack of draw damage/crosshair customization has left me unable to cope with using Soma/Braton/Other high firerate weapons and I have lost interest in trying to get around the extremely large numbers that cause on-screen clutter when engaging enemies long distance.  I asked this question months ago and was given this response by DE_Steve:

     

    https://forums.warframe.com/index.php?/topic/80898-update-9-next-steps/page-7

     

    It is now almost Update 11 and I still have not seen any progress on this issue.  Please advise.

     

     

  9. Thanks! Yeah there are some stats that aren't a percentage that I didn't add at first, I'm not sure if it's going to be easy to add it, but I added puncture for Shred anyway. As another example I haven't added Metal Auger as it won't affect the displayed DPS.

     

     

    I actually finally got pushed into starting this with the discussion on procs and new armor system as it felt easier to have it in code rather than in a spreadsheet. The biggest part is to get the UI down, the data, and how to shuffle the data around. The actual damage calculations can fit in a page or two (while the rest takes tons of pages of copy/paste code).

     

    So hopefully it won't be a massive undertaking to change the core system, once they decide on how it should work, as the more tedious parts are done.

     

     

    I was thinking on how to integrate the puncture ability.  If you can find out at what rank it takes to pierce through x opponents, you could multiply dps by x amount to show the shot going through more enemies. for example  base dps = yyyyyy then user can input x opponents to see damage total.  Once the pierce no longer can surpass x opponents, the damage will cap.

     

    For example 5000 base dps, .3 puncture might be 1 enemy?  If user inputs 2 enemies for x, damage will be 10000 for, 3 enemies would still be 10000 since the puncture (not sure about this) can only go through 1.  If puncture is increased, so would puncture damage.

  10. one thing I noticed while playing around is that the corrupted mod critical delay reduces DPS in most scenarios... it is really only slightly useful on the soma where it gives 100-200 dps per rank (until rank 2 in which is begins to reduce dps because of the fire-rate reduction). Even on the latron prime it hurts more than it helps.

  11. If any mods are reading this could we get some clarification? Also, besides texmod, does anyone else know of a good overlay for crosshairs? Id basically like to use the option in warframe to turn off the hud and then use a mod to overlay a new crosshair. Im really not a fan of the way damage numbers are drawn and would like to remove/change them. The only way I can think of is to just turn the hud off and overlay a new crosshair.

  12. Hi DE, just wondering if you guys got around to looking into an option to disable draw damage or move the damage numbers to somewhere other than right in front of where you are aiming, right now they are essentially blocking your line of sight in unzoomed state and long range.  Steve said he would add it to the list in the link below.  Thanks.

     

    https://forums.warframe.com/index.php?/topic/80898-update-9-next-steps/page-7

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