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DebrisFlow

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  1. I'd prefer for DE to spend resources on balance and innovation for warframe-based gameplay rather than waste them to salvage something so pointless as Break Narmer. The warframe-based game is not only already rich and original but has a cosmic, yet unexplored, potential, so i really don't get how the answer for a renovated player engagement could come from something so conceptually bland and outdated as Kahl missions. These are basic gameplay that i would expect from 1996, the equivalent of a playstation 1 demo on a fixed rookie-level difficulty. The gap to cover with the rest of the game (mobility, builds, tools) is massive, how's that a viable development choice? Yes, the base game also became simple and dull because of years of powercreep and recycling of mobile defenses. But how reinventing the demo for [*insert any other generic FPS title here] could be considered a better investment than fixing what you already have, when the obvious choice for a player thirsty for fun/challenge should be to simply play [*insert any other generic FPS title here] and experience a full, balanced campaign with choices for their desired difficulty? The strength of all non-warframe content that DE experimented with (operator, archwing, railjack, necramechs, etc) is a product of the integration with the solid originality of warframe-based gameplay. Without the base, these experiments would only be other playstation 1 demos. Kahl mission, on the other hand, are effectively a gameplay island, born out of a meme, and forcefully coerced to the rest of the game only thourgh the carrot at the end od the stick (ironically enough, shards are carrot shaped). Break Narmer was a development blunder that should be threated as a sunk fallacy cost, by relegating that to the ludoplex and decoupling the rewards toward the Netracells.
  2. Collectible decrees in Duviri Circuit are still often invisible or partially invisible (faint light blue light only visible from a couple of metres apart). Audio cue is the only working thing. This is happening since release.
  3. Chance to get a kitgun or zaw riven from Palladino is disproportionately high compared to the other riven types, considering the total number of weapons in each class
  4. Take out the short-term engagement of the quest and of the bossfight, mods and arcanes remain as the only new actual content of this update, not gameplay. When the only new content is gated behind the same bland shoot-enemies-in-a-circle-waiting-for-a-timer it's only natural that players want to skip asap that boring chore and enjoy the novelty reward elsewhere. This it the case for both netracells and mirror defense. Here the vast majority of complaints are on the loot table, but i see this mainly as a symptom of not enjoying the related gameplay, the underlying illness. I wonder how much less this specific drop distribution would be perceived as a problem if the related gameplay were fun and innovative instead of the boring, copy-pasted slog we've been served again. In other words, i wonder if players would be more receptive for a long-term grind project if the prospect were also to have fun while doing that. DE aknowledged the problem of the boring cookie-clicker mission design, yet i feel that once again they will monkey-pawn us out of the symptomes and nonchalantly glide over the illness, because that's cheaper.
  5. My opinion may be unpopular but the most fun i had with railjack was on release. Despite the disastrous quantity of bugs, at that development stage i found it extremely engaging because it was requiring decision making and swift role adaptation in a variety of things all at once, and every choice had a tactical outcome: ships were squishy, so it was fundamental knowing how to drift and when/how to tactically engage and disengage, use asteroid cover, manage the limited booster; turrets were barely effective (bad lack of balance, i agree) but as a consequence that required the integration of archwing gameplay, rushing inside and outside of the RJ at the better convenience, effectively discouraging a stationary positioning at your turret/forge and diversifying gameplay; enemy boardings were a real threat as a secondary source of mission failure and an integration of classical land-based warframe gameplay for further diversification; gameplay with pre-made groups or pubg required active communication, but sometimes more informed players with good situational awareness and resourcefulness were making it surprisingly possible to play in silent synergy, and understanding team capabilities for role-mission management was an engaging exercise. In summary, i found it satisfying because it was the opposite of the braindead cookie-cutter autopilot of the rest of the game (with rare exceptions), so i actually played. Later RJ updates progressively simplified all of this aforementioned engagement into...another autopilot. A fully upgraded ship with crew is now almost unkillable and almost all-killing (you're basically left to take care of crewships), and transformed into a mere taxi to the same old cookie-cutter activities. Speaking of this last point, the introduction of the corpus space missions was possibly one of DE's grossest misinterpretations and cheapest implementations of "we want Railjack more connected to the rest of the game". Now unfortunately i don't find RJ less bland than the rest of the game. Part of the reasons why i think RJ was poorly received by the rest of the community is the fact that players, numbed by years of bland gameplay design, were not ready to abandon the simplistic cookie-cutter mentality in favour of the more active engagement and assumption of (gameplay)responsibilities that DE envisioned for RJ release. Call it controversial, but for me developers should have kept their original vision and allowed the playerbase to adapt and restructure itself toward this different gameplay paradigm. Players already demonstrated coordination capabilities in the eidolon hunts. RJ, properly tuned, could have even aspired to be the successor of the retired trials.
  6. Lessons never learned are probably the things that bug me more: they've been told enough how much grind is too much, yet every damn update they try to lower the bar of time-commitment decency. Then each damn time an exhausting bargaining process has to start from the playerbase to approach some kind of appropriateness, progressively eroding trust and good will in the meantime. Once every planetary alignemnt they provide something finally honest like the reward system for Voruna or Citrine, then magically back to the stone age of corporate greed. they've been told enough that the majority of their obsolete gamemodes are bland, boring cookie cutters, yet again another stupid shoot-enemies-in-a-circle-waiting-for-a-timer is copy pasted TWO TIMES and covered in glitter to gatekeep the actual new content (of mods and arcanes). Yet again spent so much time for the art design of a new tileset only to slog the very same of the same through it, get those shinies, go play elsewere interesting and never come back.
  7. It's under the page for Swift momentum https://warframe.fandom.com/wiki/Swift_Momentum
  8. The wiki states that formula as the currently working one, after the big melee rework of 2019. It works the same as reload speed calculation. I too always assumed that was the correct calculation.
  9. And here, in just a little sentence between the rest of an otherwise shareable critic, lies the reason why DE will nonchalantly persevere with this behavior in reward system designing: 1) lower the bar of rng decency -> 2) pretend to care to critics and only slightly increase favourable odds -> rinse and repeat 1-2 in new update. The real endgame is understanding that they are threating us as psychological hostages and then find the determination to NOT be in their player-hours statistics.
  10. Twothree weeks / 0 shards. And all in all, only another boring game mode, based on an unoriginal and repetitive task that we've already done to exhaustion in the game. We've complained for ages that we were rotten tired of mobile defense mission types and here they served us another "kill enemies in a circle while waiting for a timercounter to drop". The typical Warframe update: fully unleashed imagination on art style, creative bankruptcy on gameplay. Happy 10 years.
  11. For the fourth year in a row i'm here reporting that the mod [Static discharge] specific for the Prova and Prova Vandal weapons does NOT work as described in the mod itself. Expected behavior: on heavy attack, electrifies nearby enemies for Electricity damage equal to 80% of weapon damage. Actual behavior: on heavy attack, electrifies nearby enemies with Electricity damage equal to 1 x 6 ticks. It's not 80% of base damage and it's unmodifiable. Not affected by any other damage mod (base or elemental). Not affected by enemy armour presence or level (tested on different levels heavy gunners, with ferrite armour and just cloned flesh from 100% armor strip). Not affected by any melee stance mod (or absence of). Also not affected by range mods, but maybe that's intentional - and i really hope not. Today 1/12/2023 Baro is again selling the Prova Vandal and again its specific mod is not working and a complete waste of a slot...
  12. We just got a gigantic overhaul of pets, shieldgating, new player experience, accessibility & HUD...all in a single update. Warframes are now also being regularly revised, in part or in their full kit, (zephyt, mag, hydroid and grendel are some recent examples that came to my unattentive mind). Don't you think that actually a lot of work is being put into bringing the old up to date?
  13. Last round of Archon Hunt defense, mission fails unexpectedly despite healt bar of the defense target is still positive and he's not downed...apparently. Saved and slowly inspected a video of the last minute of gameplay and you can clearly see the defense target being hit by the "fire-stomp" of a blitz eximus, losing 1600 of healt (from 5300 to 3700). At this point his yellow waypoint marker disappears from HUD, but his healt bar is still there, recovering health from wisp's vitality mote. Couple of seconds later mission fails. Have the EE.log and the video to prove it, in case. Really frustrating losing 20 min of my life in the most boring, badly designed and outdated gamemode of this giant bug of a game
  14. This is not and has never been true, please stop lying to yourself and to the playerbase. Archon shards should NOT be provided by that meme gamemode, and you should stop be clinging on the sunk fallacy cost of its development. No amount of fixes or improvementes, like those here proposed, will cover the light year gap in complexity and action engagement with the true rest of the game. Seeing that you decided again to waste development resources for such a wrong gameplay concept deeply saddens me.
  15. It's again impossible to use operator in Undercroft portals after defeating the Orowyrm in the Duviri experience, as it will again say "Ability not ready" when trying operator transfer. This old bug recently resurfaced but now it's worst that before because a warframe death won't solve the problem.
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