Jump to content

(PSN)SpaigeBlue

PSN Member
  • Posts

    21
  • Joined

  • Last visited

Posts posted by (PSN)SpaigeBlue

  1. 34 minutes ago, (PS4)AyinDygra said:

    Railjack has been promoted to be a lot more than just Endgame. It has been touted as changing how we play Warframe. I'd say something like this should be widely available to the players... not just people in clans, even if you can make your own (and if you ever plan to join someone else's clan, it's a waste of all the research and resources you put into your own in the meantime.)

    Join a clan or build your own. You have plenty of options. No one is excluded. It’s a multiplayer game. It doesn’t make sense to complain about making an aspect of the game a part of the clan system. Clans and gameplay geared more towards group play may not be what you like but that’s not really a legitimate reason. There are millions of people who enjoy playing with others in a clan and want more aspects to involve clans. It’s not an inconvenience to join a clan or build a dojo so you can access Railjack content. A waste of resources? Well that’s your choice isn’t it. That is not a reason. 

  2. 48 minutes ago, (PS4)AyinDygra said:

     

    I run my own clan. Built it from the ground up, all my resources. Over a year later, I got a friend and his friend to join (his friend quit soon after). My friend is benefiting from all my resources spent on research, and hasn't put anything into it (that I'm aware of). I'm OK with that.

    I see no reason they couldn't add an option at the relay elevators where a clan-less person just "builds" their own drydock (or refurbishes, renovates, whatever, to make their own section usable.) by spending the same resources a solo clan would have to pay to do the same. This opens up the Railjack system to solo players, without the unnecessary overhead of a clan.

     

    What exactly is the “unnecessary overhead of a clan” if they pay the exact same resources as a ghost clan. Seems kinda of useless to me. No one has explained why they can’t create a solo ghost clan and be done with it  

    48 minutes ago, (PS4)AyinDygra said:

     

    I run my own clan. Built it from the ground up, all my resources. Over a year later, I got a friend and his friend to join (his friend quit soon after). My friend is benefiting from all my resources spent on research, and hasn't put anything into it (that I'm aware of). I'm OK with that.

    I see no reason they couldn't add an option at the relay elevators where a clan-less person just "builds" their own drydock (or refurbishes, renovates, whatever, to make their own section usable.) by spending the same resources a solo clan would have to pay to do the same. This opens up the Railjack system to solo players, without the unnecessary overhead of a clan.

    I see this Solo Relay option as especially good if Railjack is supposed to change how we play Warframe... keeping solo players without clans cut off from this feature seems wrong... but if it's not a big deal, and won't change everything, and can be forgotten about as easily as Archwing... well... sounds underwhelming, and as if Railjack isn't all that important.

     

    It seems wrong to slight clans yet again because of solo players. What’s so wrong with letting Clans have something to work for together? Yeah building your own ship is personal but eventually dojos are going to be much more active because that’s where you launch and customize your ship. 
     

    There’s always going to be an argument for clan content to just not be lock behind a clan. But clans have been neglected for way too long. It doesn’t make sense to step all over clans just because some people are too lazy or too casual to build their own dojo. 

    • Like 1
  3. 2 hours ago, (XB1)SixGunLove said:

    Agreed. Obriter and dojo should just be combined.

    Orbiters are personal and dojo’s are shared among the clan. If you combined them which entire aspect of the game are you going to sacrifice? It makes no sense. 

  4. 6 minutes ago, Sunder said:

    I've always felt like DE could've gotten rid of 1 of the 3. 

    1. Orbiter
    2. Dojo
    3. Relay

    Getting rid of 1 and putting its functions among the other two would make them actually pretty useful and engaging rather than having little to do in all 3.

    I don’t agree. There’s plenty to do in all three of them. Having them separated helps the game run more efficiently and makes it feel more like an actual world to explore and not just the series of instances that it can feel like sometimes. Getting rid of any one of them would hurt more than help the game. 

  5. 2 minutes ago, (XB1)SixGunLove said:

    Community events be are a thing. And could be used to build a dry dock at the relays. 

    Why? When building the dry dock in the dojo accomplishes the same goal in pretty much the same way. Plus it’s entirely possible they thought about it and the technical difficulties made it too hard to implement.
     

    3 minutes ago, (XB1)SixGunLove said:

    Yet another reason that we should be able to build them at relay dry docks and not just in a clan/dojo. What's the point of the clan/dojo if we got to build the railjack solo anyway?

    What’s the point of clans at all if you feel like every new feature they add to them should be available outside of clans? Everything in the clan works like that. Together the clan builds the labs and contributes to the research, then it’s up to you to build all the researched items for yourself. There’s no reason the dry dock shouldn’t work this way. There’s no reason they should change it. 

  6. 6 minutes ago, (XB1)SixGunLove said:

    You know what the most ironic thing about all this is. You need a clan to build a dry dock but the resources needed is a solo experience and not clan contributed. Just lol.

    To build the dry dock in the dojo is clan contributed. Building your own ship is solo. The only thing we’ve been talking about is the clan aspect. 

  7. 14 minutes ago, Cyclouros said:

    What a surprise that you can't show a basic decency after making false and hypocritical statements. Your statement have always been the same even if you use different words to say it. But keep lying.

    You’re one to talk about basic decency. What false and hypocritical statements are you referring to? I gave several reasons. But keep lying. 

  8. 32 minutes ago, Cyclouros said:

    Saying "that changes but this won't" isn't an argument. I said don't try to b.s, i didn't say to start lying. It's ridiculous. I said to stop replying to me since you don't have anything to bring to the discussion but clearly that was too difficult to understand.

    That is not the only thing I said and you are fully aware of that. You are the real liar. This is a public forum. If you don’t want to be called out on your weak and crappy excuses then don’t post. I’m under no obligation to do what you tell me too. If I told you to shut up would you? Didn’t think so. 

  9. 2 minutes ago, Cyclouros said:

    It's not what i want, my clan have a nice drydock. But i can still see that there is no actual reason to limit it to clans.

    So you are going to ignore all the reasons I just gave? Cool. You’re one of those people. I see no reason NOT to limit it to clans. 

    4 minutes ago, Cyclouros said:

    Don't try to b.s me, i can see through it. And i'm done repeating myself just because you want to repeat your pointless, selfish banter.

    You keep repeating yourself because you have nothing else to say. No other reasons and no good arguments. I didn’t make you do it. I gave plenty of reasons. It was far from selfish like your argument was but it was pointless trying to reason with someone that just argues for no reason. Now that is pointless. 

  10. 26 minutes ago, 2ndPersonPlural said:

    I know people who stopped playing because they didn't want to have to deal with working in a clan to get the research stuff.  I think eliminating the clan requirement would definitely bring in more players.

    That being said, DE have a history of putting their vision over chasing more players or more dollars.  I think the game is better because of the clan requirements, even though it is smaller because of them.

    There’s over 50 million people who play Warframe across all platforms. I really don’t think the people who are unwillingly to join a clan and stop playing make a dent.

  11. 12 minutes ago, Cyclouros said:

    By your argument, clans are obsolete because you can buy clan weapons for plat without being in a clan. And that they were obsolete for years prior to the drydocks because we all know that clans aren't primarily social constructs, they are a corporation. /sarcasm

     

    That isn’t the same thing. Most things can be bought with plat. Plat has always done this. The difference is that one is pay plat for it and the other is a longer but free to play aspect. What you are talking about would be more than one free to play aspect. That doesn’t make sense. 

    16 minutes ago, Cyclouros said:

    Since you aren't keen to reading what i write, i wrote that only the clanless should be able to access the relay drydocks. They wouldn't be as "interesting" because you wouldn't be able to customize them.

    I read what you replied to me and responded. Excuse me if I missed what you said to someone else. There is no aspect of the game that someone in a clan is excluded from. Why would they change that? They have already talked about maybe adding a rental system where new players who can’t build their own ship “rent” them. No customization. Perhaps it will work for clanless players. They probably still have to be invited to a dojo. But no one knows how that works yet. So this whole thread could be useless. 

     

    22 minutes ago, Cyclouros said:

    And no, your argument is weak. You are saying that DE can change some things because "its the direction they want to take" but only in regards for changes that you like. You have no solid reason to argue against clanless people having drydocks. You constantly go back to "its how DE wants it to be [right now]". Feel free to stop replying if you don't have anything to say. Things change even if you don't want them to, not just when you want them to.

    It’s not just the changes that I like. It’s the changes that the developers themselves like. When you make a game, you can decide what to add. I gave plenty of solid reasons. How clans would be slighted yet again for the casual clanless player, how the technical hurdles would potentially make it not feasible to be added to the Relays, and how it completely shortcuts the time and effort DE wants railjacks to take. You only have one reason and it’s not even a defensible one. “Inclusivity for clanless players.” Other than not wanting to be in a clan and being too lazy or too casual to build your own dojo, what other reason can you give for clanless players to receive all this consideration? It is a weak argument and not a good enough reason to change what DE and millions of players (not just me) want the game to be. Yeah they are constantly changing the game but why should they do what you want if there is no good reason to do it. It’s a two way street my friend. The changes I want and the changes you want. Both of us get to have a say on the forums. So don’t pull that “only the change that you like” bull. It makes you a hypocrite. 

  12. 48 minutes ago, Cyclouros said:

    So relays should never have been added either because of the undertaking they were and the lag they cause?

    The relays function well enough for what they were designed to do. Yes there’s lagging sometimes but overall, they work pretty well. What you are talking about is not what they were designed for and who knows if they could even handle it. 

     

    48 minutes ago, Cyclouros said:

    Wouldn't be such a drastic change since most people would have their drydock in the dojo and only the clanless would have to resort to the relay docks. Relays already have docks.

    The building of the room itself takes plenty of time and resources. Why should people in clans waste any time and effort if you can just go to a relay to build the ship without having to wait for the room to be finished? Dry docks in relays would definitely push people away from Clans and give that much more reason to it being pointless to join a clan. 

     

    40 minutes ago, Cyclouros said:

    And that has what to do with it? Clans are a social construct, the won't be made obsolete by adding drydocks to relays since, and you might not realize it, clans weren't obsolete for the years prior to drydocks being added at all. There is simply no actual reason that they are only availible for clans. Even you repeat the sentiment that they have to be because "thats how it is" as if nothing was ever changed in Warframe and we aren't in the midst of a melee rework.

    It is DE’s game. They have been trying for a while now to build up joining a clan and implementing them into the game more. This is one way they are doing it. The dojo, clan research, and customization all make Clans more than just a little clan tag like most multiplayer games. It’s social but it’s more than that. They wanted to make it feel like a real aspect of the game. Someone else in the thread suggested they add research labs to the relays as well. That would make clans obsolete. Why join a clan at all if you don’t have to put in the work to build the rooms and do the research? If all it gives you is a little emblem and some rooms for decorations? Your arguments are weak. The melee rework is the direction that DE wants to take. Just like implementing and expanding Clans. Since you can’t really give a good reason to make it so a dojo isn’t required and there are millions of other players who don’t mind and even like the way that it is, then why should DE change it? You just don’t have a solid reason. 

  13. 3 minutes ago, Cyclouros said:

    And how are those people suffering if clanless people can have a drydock at relays?

    Because they actually put the time, effort, and resources into building their dojo, doing all the research, and just playing a large aspect of the game. And you just want a shortcut. Clans are a part of the game. They aren’t going anywhere and DE  is not going to make them obsolete for people who don’t want to play the game.

  14. 6 minutes ago, Cyclouros said:

    Then what's even the point of needing a dojo if its just gonna be a one room dojo? Might as well put a drydock in relays for anyone without a clan.

    I’m not sure you understand the technologically undertaking you are pushing for. We all have experienced the laggy, overly packed relays with so many players it’s difficult to get what you need to do there done. Can you imagine all the bugs,lagging, and issues that would come along with putting something as massive and popular as a dry dock in the Relays? The point of dojos is providing a unique interaction with the game. The point of dojos is to provide a space people can come together and share a common goal. Solo players can easily do it themselves. It’s the best and least likely to break the game option. 

  15. 15 minutes ago, Cyclouros said:

    dojo is something that requires a lot of time, effort and resources to build.

    You could literally make the clan get the first hall and build only what you want. It takes time, effort, and resources? So does everything else in this game. Ghost clans don’t even require that much to build. As long as you are actively playing the game, you will have enough resources 

     

    17 minutes ago, Cyclouros said:

     

    And that can be a daunting task if they (semi)recently left a clan after donating valuable resource because they found that they did not enjoy the community, of either the clan itself or the game at large.

    So now we are talking hypotheticals. If they didn’t like the clan then why donate their resources? If they later didn’t like the clan, I mean, we all waste resources on things. That’s the game. If they don’t like the community of the game at large, they aren’t the type of player a major new aspect of the game should be catered to. Especially such a heavily focused on multiplayer interactions aspect. 

  16.  

    1 hour ago, (XB1)SixGunLove said:

    99% of this game can be completed solo. That said clan research can be easily implemented at relays. Clans should not be required. 

    Why? Is there any actual reasoning to your point? From where I’m sitting, it just seems like you are speaking for players who don’t want to play the game. (Also I don’t think they exist) Clans have been apart of the game from the beginning. They aren’t going anywhere. DE has made it abundantly clear that they want to have Clans play a more active role. I don’t understand why you want so badly to make Clans obsolete. Seems kind of presumptuous and entitled of you. What about all the literally millions of players who poured time and effort building a clan dojo, researching, and grinding the clan events. Those players should just be pushed aside because a handful (if that) of players don’t want to play the game the way it is designed? No dice my friend. 

  17. In my opinion, I think Kubrows and Kavats should have a separate weapon slot for their offensive mods. Sentinels and Moas use all the same guns with its own separate mod capacity. It’s only natural that Kubrows and Kavats have their own as well. There are just too many mods that you can’t even use without sacrificing too much. The damage mods and the survivability, utility, and precept mods could easily and effectively be separated into Beast Mods and Beast Melee weapon mods. I really think this would be an effective and balanced way of leveling the playing field between Robots and Beasts. I don’t see the use in having more than one weapon slot since Kubrows and Kavats use the same mods that only effect their claws/bite. Let me know what you guys think. 

  18. In my opinion, I think Kubrows and Kavats should have a separate weapon slot for their offensive mods. Sentinels and Moas use all the same guns with its own separate mod capacity. It’s only natural that Kubrows and Kavats have their own as well. There are just too many mods that you can’t even use without sacrificing too much. The damage mods and the survivability, utility, and precept mods could easily and effectively be separated into Beast Mods and Beast Melee weapon mods. I really think this would be an effective and balanced way of leveling the playing field between Robots and Beasts. I don’t see the use in having more than one weapon slot since Kubrows and Kavats use the same mods that only effect their claws/bite. Let me know what you guys think. 

  19.  

    Quote
    On 2019-04-06 at 10:47 PM, MirageKnight said:

    First off, the Thumpers are an interesting and odd visual design that suits the Grineer aesthetic. They're ugly as Hek...but that's to be expected for a Grineer unit!

    They have reasonable weapons / damage for something their size. Spitting out drones to call in reinforcements is a nice touch and it makes sense. Popping out of the ground is a nice ambush tactic. That they're also affected to some extent by some CC abilities is also a good thing.

    That out of the way, Thumpers are arguably NOT difficult / "hard" units to fight. They're not even particularly challenging. However, they do use / employ mechanics that arguably make little sense for the type and size of unit that they are, which in turn makes them arguably annoying and boring to deal with.


    Health mechanic:

    First...the knees are the ONLY weak-point? We're able to shoot down those big Grineer gunships with some effort and tear up Raknoids, but the Thumper's main body is impervious to even Arch-guns? That strikes me as being arbitrary and inconsistent with other similar size enemies. Also, with all that jumping and running around, shooting out the legs can be really tedious, especially for those players that prefer to run solo.

    Speaking of damaging the legs...shouldn't damaging the legs also impair a Thumper's mobility? Especially its ability to jump?

    We can only temporarily disable its guns. What, does it have spares inside there somewhere?


    Movement:

    Honestly something that bulky and with really short legs shouldn't be able to hop around like a flea. Short power / thruster assisted hops? Fine. However, what we have is just silly and annoying. Having to chase it around as it makes massive leaps all over the place makes a Thumper really irritating.

    In addition, it should arguably move much more slowly - especially with those stubby legs. There arguably comes a point when suspension of disbelief should be waived and this is one of those instances.

    Now with all that being said, I'd like to offer some constructive suggestions for improving Tusk Thumpers so that they make a bit more sense and reward more tactical gameplay while keeping them tough.


    Health:

    • Allow us to do damage to the main body. Change its Health type from Cloned Flesh (seriously?) to Robotic. Keep Alloy armor. It's an armored vehicle, not a giant bug with guns and armor strapped to it  (FIxed / changed in a recent update). Perhaps add a weak-point to the main body to allow for extra damage to the main body. NOTE: Only depleting the health of the main body will destroy it. I'm not advocating a reduction in its ability to tank damage, only changing how we go about damaging it.
    • Keep the leg weak-points and make it so that damaging each leg weak-point reduces movement speed and jumping range / height by 25%: Damaging all four legs effectively cripples / immobilizes the Thumper except maybe for that big drill / disc / plate underneath which it could use to try and bury itself to evade attack.
    • Allow us to target and disable the Thumper's disc.
    • Allow us to outright destroy its guns. When its guns are destroyed and in addition to its "thump" attack, it should try to squash us with a jump attack if its legs are still functional and jump height permits it.

    Movement:

    The Thumper looks like a walking tank, so it really should move like one.

    • Reduce max jump range and height by 75%.
    • Reduce running speed by at least 50%.
    • Remove ability to charge at targets.

    Miscellaneous:

    • Add Salvage and Circuits to the drop table as guaranteed resource drops: This is a mechanical walker. It should leave a decent amount of scrap and salvage behind when it goes boom. The rest of the drop table seems fine and Thumpers drop decent rewards / resources.
    • Give Seeker Drones deployed by a Thumper a chance of calling in another Thumper along with other reinforcements.
    • When critically damaged, immobilized, and de-weaponed, give the Thumper a chance of spawning two Grineer armed with Vipers, representing the crew bailing out of their stricken machine.
       

    Mods, feel free to move this topic to a more suitable location. I only stuck this in General as the Feedback section is arguably missing a section devoted specifically to Enemies.

     

      I lost count of how many times you used the word “arguably”. You should probably get a thesaurus or something if you have to rely on one word so many times. 

      While I agree they can be annoying, I don’t agree that it’s a bad enemy design. I enjoy DE experimenting with ways to make a fight a little more mindful. It’s not just point and shoot the enemy. You have adapt to it. I don’t know if it is the best method and they could add some tweaks but I don’t think being able to damage it no matter what side you’re on is a good suggestion. That kind of negates the point of the enemy type. It might have stubby legs but that giant disc has some serious force to it. It makes sense that that much power can propel the giant bubble tank great distances. I do think you might have a point in reducing the mobility as you damage the legs. However, I don’t think you should be able to immobilize it until it is dead. Tanks don’t stop moving or they are sitting ducks. That’s pretty self explanatory. 

      The fact they can repair their weapons is interesting to me. You can also use it to your advantage. They are much more likely to turn their weapon towards you, so you can plan which legs to target based on that. All of your suggestions seem to revolve around the idea that you should just be able to break every part and make it sit still to take all the damage you want. I don’t understand why you would want that. It just makes the fight less of a challenge and kind of a cheese mode.

      75%? 50%? No charging? That seems ridiculous to me. You just took away all of its unique movement features and made it a slow, even more boring bullet sponge. No thanks. Tanky or not, mobility is the whole point of this enemy. It is Warframe. 

    Thumpers drop resources from the Plains of Eidolon. Salvage and Circuits are not Plains resources, regardless of what you think they should drop so that’s an odd suggestion. 

    I’m going with a hard pass on the ability to summon an additional Thumper. Not only is that a terrible idea, it negates the rarity of them and makes it more exploitable. Those resources, mods, and new weapon it drops are way too hard to come by (if at all) otherwise and making them easier to find would just make farming Thumpers the most efficient, albeit tedious, way to acquire said drops. I don’t like that idea. 

    The crew popping out would be cool, but since it relies on your cheese mode suggestions to work, I unfortunately have to veto it. Maybe on the fourth leg, a couple of the crew jump out and abandon their brethren. That would be interesting. 

    That’s just my two cents. 

×
×
  • Create New...