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Burnthesteak87

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Posts posted by Burnthesteak87

  1. For your information, the interior on your screenshot isn't the Liset's.
    The Liset is a small ship for operations, the interiors are from a larger ship which actually we still haven't seen properly.
    Maybe it's the ship you rescue from "Vor's Prize", which is different and way bigger than the Liset.

    It also has been explained in old Devstreams, showing clearly the Liset docking on a larger spaceship.

  2. Outside the Archwing QOL Changes and Mesa change, it's a mediocre patch.

    I don't really appreciate the uninspired, lazy design and this "Skills Recicle" made with Atlas and Wukong warframes.
    Let's wait for U18.

  3. What about this to work about Detection and Visibility?

     

    ...about stealth, I noticed that Mirage's Eclipse works according to Light/Shadow on the Tenno, so essentially I'd wonder if it would be possible implementing in Warframe a system of Light/Shadow helping stealth and making harder getting detected. Obviously, when you are inside Shadows or Crouched you'll be harder to detect, involving also distance, similar to the enemy precision system.
    Also I'd like to understand how the Tenno Detection works, if enemies have a detection threshold involving a Line of Sight mechanic check on partial or full body. Maybe a full body would send the enemy istantly on alarm while a partial detection would require investigation or a time lapse before alarming.
     
    It could promote stealth and add taste to many missions.
  4. Cheer for the efforts, but.

    Immature storytelling, mediocre ideas.

    I wouldn't go so much deep into trying to define the game lore this way. What's the point?

    The effect you're trying to achieve, ends up becoming the opposite, giving an unpleasant and embarassing mood.

    Also, more than in Feedback section it should go into Fan Concepts.

  5. Don't even quote destiny. Destiny has nothing original in it.

    And no, raids are not by definition "filled with puzzles", most raids in games consist of a huge bulletsponge enemy that requires more people to take it down and to keep the team alive, like pretty much all of destinys "raids"

    Don't forget Energy Vampire and Energy Consumables spam... Which is a terrible mechanic.
  6. Make Mods or baseline Crouching affect Tenno detection:

    Baseline: "Crouching makes Tennos harder to be detected at certain distances";

    Mod: "Crouching makes Tennos go invisible".. just a raw idea.

    From there, there can also be introduced more mods interacting with other actions, like blurred vision on Bulletjump,  flaming DragonKick, etc.
     

    IMO adding this mechanic would detract from the fast-paced run-and-gun action of the game.

    Please don't.

    Gun and Run is toxic. If there would be a Stealth alternative the game would just have to gain from it.

  7. In your opinion, should “required” mods be reworked (with appropriate rebalancing)?

     

    Yes, if that would mean hitting the real problem:

    On other topics has been highlighted that the real problem with modding is "players just do it to reach MAXIMUM DAMAGE".
    This happens because the mod system allows it and the endless enemy scaling in endless missions requires it.


    Talking about Rifles, Serration and damaging mods, we have on 6 to 8 slots to fill with damage mods:

    Serration: +165%
    Heavy Caliber: +165%
    x4 Elementals: +90% x4
    Status mods: +60%
    (Eventually basic damage mods, but won't be taken in consideration since numbers scales on the weapon)

    We have an AVERAGE minimal increase in damage of 330% in base damage, 360% turned into elemental damage = 690% total, that eventually can go to 710% or higher with basic damage mods.
    This can go even higher with Faction Damage Mods and Weaknesses when calculating the damage dealt.



    Some solutions:

    • Powershifting: move all all this +690% to 720% damage to a single mod (Serration) from Elemental mods, Crit and whatever messes with damage increase; No other mod outside Serration will raise the damage.
      this would anyway mess with how the elemental damage conversion would be counted, since the actual system is accumulative.​
    • declare that just 2-3 specialized slots ala Exilus can contain damage mods;
    • declare an Hard Cap on damage similar to how Power Efficency works. Allowing eventually Corrupted mods to bypass it, or not, depending on the circumstances.​

    Multishot used to raise DPS is a part of the problem, it should have a valuable alternative, which at the moment would be exactly as it is working with Status proc uptime.
    Additional ammo drain isn't a problem (it never have been) if DE would finally decide to rework Ammos into a valid feature, over than shiny drops on the ground just accumulating because they've no real use. (Ammo lacking pressure, recharge percentage of clip, ammo supplies every tot defense waves, etc.)
    Another nice idea would be having the ammo drain from multishot (speculated in the devstream) "hitting" directly the total ammo stack instead than the magazine.

    Another QOL would be making essential mods like Serration into an weapon Aura, so that the leveling of weapons wouldn't be a boring mess every Forma.

    Here's some other constructive threads about this problem:

    https://forums.warframe.com/index.php?/topic/523087-now-is-the-time-to-change-damage-mods-and-scaling/#entry5855606

    https://forums.warframe.com/index.php?/topic/523934-modframe-and-why-ordinary-nerfs-to-mandatory-mods-wont-increase-mod-variety/?p=5865783

  8. On other topics has been highlighted that the real problem with modding is "players just do it to reach MAXIMUM DAMAGE".
    This happens because the mod system allows it and the endless enemy scaling in endless missions requires it.

    Some solutions:

    • Powershifting: move all the damage buff to a single mod (Serration) from Elemental mods, Crit and whatever messes with damage increase;
      this would anyway mess with how the elemental damage conversion would be counted, since the actual system is accumulative.​
    • declare that just 2-3 specialized slots ala Exilus can contain damage mods;
    • declare an Hard Cap on damage similar to how Power Efficency works. Allowing eventually Corrupted mods to bypass it, or not, depending on the circumstances.​
  9. They almost never respond to criticism for at least 6 months unless the forums are almost literally on FIRE with the collective rage of the userbase. Hell, we BARELY got a response to the issue of Forma Blueprints in Rotation C's survival and all they did was add 2 more parts to further dilute the drop pools instead of just marking down the chance of a Forma BP.

    It's a game, your rage motivation is nihil.

  10. See that's the problem; I don't see any reason to touch either.

    Base damage and multishot are not broken; no need to try and fix either. I don't see how it leads to a "better" experience.

    So yes, Hek yeah I want compensation if their needlesd mucking about nullifies all my investing in P. Point Blank.

    Understanding problem, all yours. The issue is the necessity of building weapons for full damage, thus causing less build variety and freedom of choice.

    If mandatory mods would be changed in any manner, we'll have hypotetically more slots to build the weapon with.

    Actually we have nothing to "judge" from DE's work, since they said little to nothing over the fact they wanted to look for Multishot and the recent tweet about facing the problem.

    Talking about base damage being touched doesn't mean it will be axed (your assumption), but reintegrated. Because Logic.

     

    Also you write so many "I don't see..." that's exactly another problem of yours, not DE's nor this community's.

    Please get informed before opening threads with no argument. There are some interesting threads around this topic.

     

  11. It seems everyone is incredibly keen on massive changes that have the potential to leave a bad taste in the mouth of a huge amount of players.

    If you wipe out the high amount of time spent grinding for a lot of players, you'll shrink the playerbase.

    Depending on the changes DE comes up with, adequate compensation is a requirement.

    If it's for the good of the game, only ignorant people will keep it up with their offended attitude.

    Smart ones will understand and behave with it.

  12. I've seen plenty of threads made over time that discuss the "serration problem" which, when you boil it down, basically amounts to the lack of diversity in mod layouts leaving a sore spot for a portion of the community. "

     

    Nope, the problem boils down to the fact that the most efficent way of building is for Max Damage.

     

    "  What is the biggest difference between a crit build and a pure damage build? Depending on the weapon,  one will be better than the other, that’s for sure, but is there really a big difference between playing with the two? "

     

    Agree on this.

     

    What about status builds? You lay down status procs more often but how do you interact with them? Do status procs create any sort of unique situations that affect the way players need to execute? Not really. Usually people stick with the status procs that do the most DPS. "

     

    Here you fail. Status doesn't deal a consistent amount of DPS, status is used for Utility. The elemental combo is used for the damage. The damage is always applied, the status is based on a proc chance.

     

    Also I'll criticize the fact you're making preassumptions about DE's doing and decisions, while they lightly told, during the last devstream, what their aim was.

    What's about

    "DE seems to know that the players want more mod diversity but they are working towards a different end goal than players want" ?

    Maybe you got confused by people's mass-whim? Infact it (the riot) has been a public display of ignorance.

    Also, what's this attitude? A mass of sheeps orders, DE has to produce it? On what basis?

    They yet changed Damage trying to fix exact the same actual problem (absence of build variety), maybe not fixing it in the first try, but still changing the old system into the actual Damage 2.0.

    Before it you could go around with a full elemental mod, now you CAN build for different status and damage for different factions. The problem wasn't erased totally, but it still has been an useful change.

     

    "  DE should focus on creating more viable playstyles instead of changing mods"

    Also this comment shows your incomprension of the real problem. The playstyle has been changed with Parkour 2.0 and can also be changed by working on mods.

    Also they're yet doing it by adding weapon-specific mods little by little.

  13. Dudes, you both have nice ideas, we are looking for good alternatives to actual ingame problems, which is way better than flaming DE like 90% of the community are doing...
    Let's be comprensive and not so harsh between us.

    Details like UI probably are a minor thing which we can't deal with. Who cares about them.

    Also it's not even 100% sure these concepts will make it to DE, there's no need to getting it to a personal level.

    Also @Fifield, you use your term "Modframe" too much freely, it's not a part of a public language, people need to understand what's its meaning. Please be more clear.

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