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Prime-

Hunter
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Posts posted by Prime-

  1. once the PBR Update is done any chance of getting a overhauled particle and lighting system? currently the particles are lack luster and the lighting on PBR items is odd in certain areas. Plus more dynamic shadows and reflections would be nice. 

  2. Dev Thoughts on:

     

    Augment UI

    -http://www.reddit.com/r/Warframe/comments/2wrbkr/augment_ui_suggestion/

    -https://forums.warframe.com/index.php?/topic/406401-augment-ui-change/#entry4483261

     

    Arcane Enhancements

    -https://forums.warframe.com/index.php?/topic/424343-arcane-enhancements-legendary-gems/#entry4708797

     

    Prime access

    -https://forums.warframe.com/index.php?/topic/425490-offer-platinum-on-accessories-prime-access-for-pc/

     

    Questions:

    -Also is there any chance on getting a list of assets that have and haven't received PBR?

    -Can we have greater options for particle effects? (I want mine back to how they use to be)

    -Any chance of Down sampling being supported?

     

  3. this trail for who can...  no for who  wanna.

     

    need only better rewards

    Nothing about this suggestion makes it easier, all it does is increase rewards / QOL and decrease RNG. And if it was to be more like the gem system it would make it more challenging the higher you wanted to lvl the Arcane.

  4. Arcane Enhancements are Warframes Version of Diablo 3s Legendary Gems, But they lack what makes the the legendary gem system work.

     

    -High repeat-ability (Greater Rifts 5-10min runs not an hour long raid)

    -Ability to be socketed at will

    -Upgrade System (requiring ever more difficult runs to further upgrade the Gem)

    -Not the only reward 

    -Increasing challenge

     

     

    Changes that could be made:

     

    -Give each phase a resource that can be spent on Leveling the Arcane with bonus on completing the raid

    -Change to a Card that can be swapped out at will with minimal cost. (still equipped on accessory)

    -The Upgrade system needs to rely on difficulty not RNG

    -Unique rewards (Skins, Weapons+ parts, Mods, Card packs, etc.) 

    -Reward run speed, enemy's killed, no deaths.

     

     

    Suggestions/ feedback welcome.

  5. Buying Revives is something that's always irked me as its a sign of bad F2P practice (mobile freemium games).

     

    Problems:

     

    New players have no idea of this revive limit and can quickly run out leaving them with an ultimatum, pay up or wait till reset. leaving them frustrated and very unlikely to return. This is compounded by the fact new players only have one Warframe.

     

     

    For old players the issues is less of a problem and becomes an inconvenience in traditional endgame (T4) when they are forced to swap Warframes but with the release of the raid its a rather large issue, due to the nature of the raid you will use most if not all of your revives at some point meaning you can't retry if you wipe. then you have the problem of people joining with no revives effectively increasing the odds of failure often leaving you a player/s down.

     

     

    Changes:

     

    -Remove buying revives

    -Keep the current 4 revives per mission ( They refresh on mission complete or failure)

  6. Buying Revives is something that's always irked me as its a sign of bad F2P practice (mobile freemium games).

     

    Problems:

     

    New players have no idea of this revive limit and can quickly run out leaving them with an ultimatum, pay up or wait till reset. leaving them frustrated and very unlikely to return. This is compounded by the fact new players only have one Warframe.

     

     

    For old players the issues is less of a problem and becomes an inconvenience in traditional endgame (T4) when they are forced to swap Warframes but with the release of the raid its a rather large issue, due to the nature of the raid you will use most if not all of your revives at some point meaning you can't retry if you wipe. then you have the problem of people joining with no revives effectively increasing the odds of failure often leaving you a player/s down.

     

     

    Changes:

     

    -Remove buying revives

    -Keep the current 4 revives per mission ( They refresh on mission complete or failure)

    -Add an increasing spawn timer in raids (Diablo 3 Greater rifts) if all player are dead the raid wipes.

     

  7. The Current Augment System doesn't leave much room for expansion in terms of overall mod capacity, Augment Variation and how they relate to Abilities.

     

    267uCZe.jpg

    A very minor change but being as Augments change what abilities do, The ability should take the name of the augment applied.

     

    RzIDBlx.jpg

    This is a complete change of the current Ability menu and augment implementation.

     

    I have moved the Augments to the ability menu and given them their own capacity, independent of the current mod capacity. This system fits well with the current upgrade path in Warframe where you need to decide between a few maxed mods or a lot of low level mods.

     

    Criticism and suggestions welcome


  8. Just ran a T4D to wave 40

     

    Everyone decided to leave but last second the host switches to continue failing the mission for the rest of us, losing us the rewards but more importantly wasting our time.

     

    Although this is the first time I've encountered this, it’s something players have complained about for a while and needs fixing.

     

    One player should not be able to waste the time of 3 others.

     

     

    Fixes:

     

    If the Host leaves/DC before wave/min 5, He keeps his key and mission fails.

    If the Host leaves/DC after wave/min 5, He loses the key and the other players continue.

    If the Player leaves at reward interval (extraction), he should receive all the rewards up to that point irreverent of the host’s status.

     

  9. Kubrow Integrity and loyalty should range from +0% to +100% the current system kills all fun and interest by requiring huge amounts of credits and time to keep the Kubrows effectiveness.

     

    This is compounded in the current system by having an arbitrary number of interactions per day limiting kubrow max(+100%)/neutral(+0%) damage to every couple of days at which point you will have to use Integrity stabilizers so your kubrow doesn't just die and compound the situation.

     

    I can see/understand the design choices behind the current system but its poorly implemented in its current form.

     

    Suggestions:

    Change DNA Integrity & Loyalty to +0% minimum / +100% maximum

    Change DNA Integrity so its effected by Kubrow Death

    Change Loyalty so its effected by Mission Success / Failure and Interaction

    Allow us to craft DNA Stabilizers with current resources e.g. (Plants/nano spores/argon)

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