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Celestics

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Posts posted by Celestics

  1. Note: If this needs to be moved to PC-Specific Feedback, then by all means do so! Reposting from the subreddit since it has received positive feedback and it would get more attention here. The original source: https://www.reddit.com/r/Warframe/comments/3gy2x2/suggestion_allow_for_active_modsearching_by/

     

    TL;DR: Change the current mod searching system to allow you to actively search for a mod by typing into the keyboard while you are modding in the Liset's mod UI.

     

    As a player with a ton of copies of the same mod at different ranks, sometimes searching for a single mod name becomes super annoying. Sifting through the mod list in the Liset becomes even more difficult.

     

    Currently, searching for a specific mod in the mod UI requires you to click the "SEARCH..." box, type in a part of the mod name, and press enter. This requires the overhead of an extra click and key press.

     

    The current system allows you to press the WASD keys to move around the mod list, but this is seldom used and does not give you the ability to interact with them unless you click on them anyways (enter brings up the chat box).

     

    Suggestion:
    Remove the WASD interaction with the mod UI. Replace the "SEARCH..." box with an option that allows you to turn on a "Type to Search" mode (this can be an check box). A hotkey can be bound to activating/deactivating this mode as well! (Optional) Keep the search box, but add in the checkbox option.

     

    Type to Search Mode:
    While this option is allowed, you can directly type the name of a mod into the game with your keyboard, which actively searches for matching mods each keypress and updates the mod UI list accordingly. The delay between each keypress to search for an "active phrase" is about half a second to a second. The phrase you are actively searching with can flash in an area on the mod UI as you are typing, so you can easily backspace and retype as you see fit. If you want to reset the mod list, press ESC once, which brings back all the mods to your UI and resets the search criteria. This is similar to how DotA 2 allows you to search for Heroes during Hero Select.

     

    Advantages:
    + Disabling the option will prevent players from accidentally typing into the keyboard (so it's as if nothing changed for them).
    + Removes the unnecessary click and keypress needed to initiate a search.
    + Makes mod searching much easier for players with mod lists containing a HUGE number of entries.
    + Active searching makes the search process much faster in general than just scrolling through mod lists.
    + Will easily scale to having a huge diverse set of mods in the future.

    + Can be a feature added to searching for mods while trading in the Dojo.

     

    Disadvantages:
    - Exiting from the mod UI requires two ESC presses. I personally don't see the issue with this since I spam ESC to exit the mod UI anyways, but I'm listing it here.

    - Going to the chatbox now requires disabling the feature then pressing enter (one extra keypress if a hotkey is enabled, or an extra click instead).

    - Controllers break from removing the WASD mechanic. This probably means that this feature should be PC-only.

     

    Thoughts/concerns? Post below, and thanks for taking a look!

  2. I have differing opinions based on what I think would be better for the game as a whole and what I personally would like...

     

    Stamina

    For the game: I'm going with removing it. Although it is meant to be a limited resource, stamina limits too much in terms of gameplay style, and it just ends up making movement through large tilesets daunting and unnecessary. Losing all stamina during a run ends up in a simple "Sprint-Crouch-Sprint" mentality for most people as the fastest way to traverse a map - and this doesn't give a natural flow to the mission. IMO, stamina isn't the sole issue - the way it interacts with gameplay needs to be considered. It's a combination of factors - coptering, sliding, tile design, mission length, etc. - and to put it short... If the objective is far away from me and the journey there isn't interesting enough to keep me back, what's stopping me from just blazing through everything? WARNING: Whoever is reading this from DE probably knows this doesn't equate to "make more blocking doors/events". I'd rather have more freedom to showcase individual talent and choice in movement.

    As a Speedrunner: I do not want to remove it. My personal playstyle favors challenge, and I like the idea of stamina as a resource only. The way it was implemented could be tweaked. As an aside: I don't mind nerfing coptering, but I really would like to see the ability to stop on a dime or have player velocities resolved in a better manner.

    Suggestions:

    + Do not have stamina be required for actions. Have stamina determine the strength of actions (e.g. faster sprinting/coptering, stronger attacks, etc.).

    + Remove stamina altogether, make repeated action use become less effective over time (promotes movement diversity).

    + Stamina reduction is to be tied with weapon strength during use. This gives rise to more mod possibilities (stamina efficiency in use, stamina efficiency in power, etc.).

    In any case, please do not overly nerf the speeds we can attain currently! Going fast or slow is a player choice, and I feel that keeping options wide open is a good thing.

     

    StarChart 3.0

    For the Game: Current "idea" of 20-node system w/ randomizations is bad. In a nutshell, it trivializes the Alert System and makes players lose interest in the game if their item choices are impossible to obtain in the current rotation. I'm not quite sure how this would work well with DE either. From a gameplay perspective, being at the mercy of time can be easily worse than being at the mercy of RNG if the time interval is too long. From a business standpoint (eh, just a thought), active users may drop down if players don't even want to run missions for specific rewards in the current rotation... I don't mind reducing the number of nodes, but there needs to be a unique method of progression. For now, the StarChart merely encourages moving from node to node - the only reason to unlock planets and missions are for the tilesets, bosses, and alerts (which most of the time aren't desirable, speaking from a player who has almost unlocked everything). Progression may be great at the beginning, but the saturation of missions over multiple nodes is not a good idea. It makes going through the nodes more of a chore. Hence, either the tilesets need unique events and mechanics or the missions themselves need more diversity (and the StarChart better interaction). IIRC, Scott explained that the StarChart should be calling me to action and I should be able to influence it directly.

    As a Speedrunner: As long as you don't make bosses randomized on tilesets or occurrence, I'm happy. I'd love to still run All Bosses as a category you know D:

     

    Trials

    I like mysteries and challenge. My first attempt at the first raid was a disaster though. I don't mind having little-to-no-information, but I want raids to have elements of surprise in it... Moreover, I'd like to see raids be more connected to each other. Raids really just don't stand out vs. regular missions as opposed to the difficulty posed in it and the 8-man possibility. More importantly, raid phases just feel too modularized. To me, this doesn't set it apart as a special mode - it just makes it another mission to finish.

    As a Speedrunner: Keep options open, but I'd like to avoid having RNG drastically change raid events and phases. No major problems here.

     

    LV. 30+

    I'll just bullet-point this...

    + Focus System! :D

    + Someone once proposed a hexagonal modding system. Maybe this can be somehow adapted into the current system to allow for small increases to stats?

    + There's no reason to create duplicates of weapons unless we need different builds. This delves into the mod power issue, and I won't go crazy into it here. However, I'd question what to do with the 10+ Gorgon BP's I have from login rewards. Selling them is besides the point - maybe I can do something with 2 of these weapons at full rank?

    + We can always prestige weapons to add in a slot for aesthetic changes. Make it so we get more customization options that don't directly impact stats as we rank to 30 as an alternative to simply using a Forma.

  3. I'm probably not going to participate but

     

    * No items mean no items that would give you a direct buff or boost (i.e. gears, etc.). You can use cosmetics, scanners, or trappers.

     

    You mite want to clarify what you mean by No items, to me that actually sounds more like no warframe powers that give you a direct buff or boost sans (m prime, volt speed, sonar etc etc)

     

    Just sayn

    Ah, just as clarification: Warframe powers do not count as items.

    Items are any objects you place into your item wheel.

  4. Hello Tenno! Here's a competition for everyone here! It's not hosted by DE, but you can still win Platinum for being one of the top 3! This is also posted to the /r/warframe subreddit. Let's get started...

     

    This is a Warframe Boss Speedrunning Competition (A-OK'd by Megan!). The goal? Kill a specific set of bosses as fast as possible. Verifications and submissions are to be handled through www.speedrun.com/wf. Placements will be taken with times without loads. Submit correctly! Load time is defined as the time needed to load levels and assets (you know, during the time the Liset is going nowhere...).

     

    Competition Rewards:  

    1st) 500 Platinum traded directly to you!  

    2nd) 300 Platinum traded directly to you!  

    3rd) 200 Platinum traded directly to you!  

    * Note: My runs (listed as Celestics) are banned from this competition. I will take the top 3 barring my run.  

    * Note: Platinum prizes go to PC only - for PS4/XB1, we can work out another alternative... :)

     

    Full details can be found on this Pastebin: http://pastebin.com/5hHbfpk7

     

    Availability:  

    Anyone can submit! You get as many submissions as you want too!  

    The start date is NOW (and a bit earlier than that if you already knew about this competition), and the end date is SATURDAY, JUNE 20th, 2015, at 11:59 PM PST. Submissions will still be processed if sent in before that end time.

     

    The Objective:  

    Defeat the following bosses in any order, SOLO, WITHOUT using items!  

    Captain Vor, Jackal, Nef Anyo, Alad V, Sargus Ruk, Tyl Regor, Hyena Pack, Ambulas, Lech Kril, Kela de Thaym, Raptor, Captain Vor + Lech Kril, Lephantis.  

    * No items mean no items that would give you a direct buff or boost (i.e. gears, etc.). You can use cosmetics, scanners, or trappers.

     

    When to Start and End Time?  

    Time begins when you press "PLAY NOW" on the first mission.  

    Time ends when you immediately lose control of your Warframe on the last mission - i.e. when you see "MISSION COMPLETE" after beating the mission for the last boss you run.

     

    How to Submit:  

    Record a video of you starting and completing the objective in a single segment and submit the run to www.speedrun.com/wf, under the category "U10 Bosses w/o Items". You need to have a timer running while you are playing the game and have that recorded if you are on PC. (Use a split program!)

    * Curious about loading times? Subtract them from your run and submit with "Time Without Loads"! These will be used to judge submissions.

     

    Why?  

    Why not? Give it a try! For most players nearing the endgame, optimizing time is a different way to look at the game compared to the usual "maximize damage and utility" mindset. Instead of trying to go for the longest time possible in a Defense or Survival, why not try to go for the shortest time to complete an objective?

     

    Any Other Questions?  

    Reference the Pastebin or category rules on www.speedrun.com/wf! For other questions, please ask here!

  5. Explosive weapons such as the Tonkor do not work against his 2nd phase. Synoid Gammacor fails. I'll test more with other weapons, but yeah, I'm having issues with this too.

     

    EDIT: Tested with Phage and Telos Akbolto. They fail as well.

     

    EDIT2: I think the Freeze move he does fixes everything. Try this:

     

    (1) Kill 1st phase

    (2) Verify 2nd phase bugged

    (3) Spawn a Decoy (Loki) far away so he uses Freeze, OR just stand very far away to bait it out

    (4) Verify you can break his 2nd phase.

    (5) Repeat.

  6. These are answers from a player who mainly plays solo.

     

    1) None are really "hard" once you have the weapons and Volt at 30, but otherwise the hardest in general starting out would be Hijack first, then Survival. The hardest specific mission would be Defense on the large Grineer asteroid with the center core, just because that map is hard solo in general without major AoE...

     

    2) Skill rankings in my opinion go from Speed = Shield >> Shock >>> Overload. Speed and Shield are ridiculously good, especially Shield since damage boosts can stack up to a limit. Shock is good for stunning, but Shocking Speed takes care of this nicely. Overload needs a rework, although it's augment can be useful in specific use cases.

     

    3) Speedruns. He makes bosses trivial. Also... who wouldn't want to go fast?

     

    4) T1-T3 are easy. For T4, Defense gets a bit tougher solo, but this is expected since enemies can bypass Volt's Shield without negative effects. T4 Survival is all dependent on movement skill. Planetary stages are really easy, although some stage types such as Survival and Defense are better left to Limbo and Nova, respectively, for soloing. Spy is better with Loki, although Volt can also directional melee through lasers if you go fast enough.

     

    5) For regular Volt: his Armor value is BAD. Volt Prime takes care of this with a 100 base. Otherwise, in general his main flaw deals with the lack of usefulness with his Overload - it really isn't in a good spot right now. As for mission use, he is outclassed in Survival/Defense by other frames that can CC better. Volt really only shines with dealing high damage in a narrow direction and focusing in on such a narrow region at any point - his skill don't lend really well to large area control in the long run (of course, you can spam shield everywhere, but solo this is much less efficient than using Nova's Molecular Prime for the most part).

     

    6) If you're playing with 4, I'd be cautious. With 8, your team probably has enough players to fill all major support roles that this doesn't really matter. Honestly this is all skill-dependent... but if I really had to give an answer, I'd say that there are better choices if you want to maximize raid efficiency for the moment. The raid doesn't really require you to "kill" things until stage 3, so CC and healing frames are at the top of the priority list for me.

  7. I for one actually like the Raids - barring some concerns, but that's for another thread.

     

    I really don't see how this leads to P2W - the ONLY parts that require you to pay platinum are the rushing times for Keys and Arcane enchantments, and the Syandanas/Helmets. The rushing is not P2W at all, it's pay to play faster, which is not the same thing. As for the cosmetics, you can still earn them through the game.

     

    And more importantly, the Arcane enchantments aren't game-breaking in any way. They give a slight buff, and honestly I'm happy for these changes to help us diversify our cosmetic equipment. Of course, I'd love it if we could create multiple of the same cosmetic (I think we still can't?) to buff separately, but until then I seriously don't see how these Arcane enchantments will cause an "OP Player" mindset.

     

    For my last point - Raids are SUPPOSED to be difficult and end-game. By then Veteran players will already have some of the best gear and will find these items to be a **VERY** small deviation from the normal power curve.

  8. Thanks for the honorable mention! Congrats to Potwalrus for the win :P I totally thought Komodo had this one too haha. Time to try harder for this one... :D

     

    EDIT: Time for more questions - I'm guessing that Mesa's Peacemaker ability is out of the question? ...And for that matter, pretty much any Warframe ability (except to just enhance the scene)? Must the kills be made with the approved weapons only?

  9. After thinking about it, I really don't think Nullifiers are that bad for me.

     

    1) Ballista - The way I play, they seriously destroy me. I'm seeing whether the new aiming changes made them better though...

    2) Bombard/Napalm - AoE Blast means CC and most of the time CC is what indirectly ends up getting me killed.

    3) Scorpion/Roller/Shockwave Moa - Basically those that CC (seeing a theme...? :P). I speedrun bosses, so these are pretty much self-explanatory. Losing seconds over these guys is seriously annoying...

  10. Quick question: Do "alerted" cameras count as alerted enemies? Nevermind, the camera should be dead anyways.

     

    EDIT: With enemies somehow knowing where I was left and right, this one took a ridiculously long time to get. Enjoy!

    CHALLENGE: Mesa only has her trusty "sidearm" with her, and in this case she needed to fire the bullet to get rid of the little box above and in front. Only time can tell if the Corpus will know what was happening at that moment...

    REMARKS: Hopefully the picture captures the "BANG!" feeling of the melee weapon!

     

    FINAL SUBMISSION:

    Attempt: "It's All Trust, Ol' Buddy." Use this one for judging.

    wfbLyqb.jpg

     

    Loadout:

    hoE1VOM.jpg

     

    Snapshot Gallery (for those wanting to look at the series of pictures taken for this submission)

     

    Fun Stuff (Not for Submitting):

    That one moment where you want the enemies to spread out for a better picture... -___-"

    8AUybmV.jpg

    Would've been good, but they were too attentive!

    qLQwW2w.jpg

    "Every move counts when one's life is on the line..."

    (Not chosen due to only single enemy :[)

    1ATafWh.jpg

  11. Welp, doesn't hurt to try. First attempt at recreating Heavy Caliber - it's MUCH harder than it looks solo - trying to get the RNG to work out, making sure the enemy is in the correct position... :P Good luck to everyone!

     

    b2AYQxS.png

  12. The issue is that you won't be using all the colors in the palette once you buy it. Otherwise, they are completely optional and if you don't think it is a good price, then just don't get it. I feel that DE needs these cosmetics to be priced here for their costs of keeping the game up.

    Also, NO, please do not have the palettes do more than purely cosmetic purposes, because there is no other way to get them except via platinum. It would be then argued that you could pay to get an advantage in the game. Of course with the new warframe coming out, we'll have to see what happens...

  13. Extremely well-written, definitely a great point of view to consider.

    -----

    Also, I'm happy to see that you are enjoying everything overall. Welcome to Warframe (even with a month under your belt), and I hope you find the community to be a great place to hang out in and the gameplay to become much more interesting as you progress!

  14. Definitely agreed with 1. I think point 3 should easily be fixed by making the healing radius larger or much more visible (e.g. putting a faint sphere around the healing zone so you know where to go). I believe point 2 is already being looked at - I think DE will know how to handle this one.

     

    For archwing revives. I think we should be able to snatch and carry a player. disabling our weapons as we carry but allowing us to dodge and fly away as you revive on the move. No reason we cant carry a floating body in space and retreat.

    Its still taking dps off the field, its expending player effort away from the objective and makes up for the complete void of area control and cover protection.

    Would you also be unable to use skills? The Itzal Blink would be ridiculously strong for reviving otherwise. ;)

     

    Not so sure on the scaling revive timer - imho by splitting up you are purposefully exchanging the benefit of being close to your teammates with trying to gain more ground around the map.

  15. Just gonna leave a comment here:

     

    Use it while you're invisible with Penumbra to dash while hidden. I have to say, using Penumbra + Cosmic Crush >> Blink is probably one of the most ridiculous combos you can do with this Archwing. Try it - I'm pretty sure this is intended - and it's really strong too!

  16. I don't play the XB1 version of the game, but I can assure you that having servers pertaining to a global state of the game would be extremely difficult to utilize due to connection latencies for users given the Warframe gaming model (peer host to client). This is just a quick analysis (so someone please correct me if I'm thinking incorrectly), but given that Warframe is a highly mobile online shooter, it is a major problem if one person from let's say US West tries to connect with someone from Europe, because the matchmaking ping would make the session horrendous for both users (there's an option on the PC version that allows you to specify how much of a latency you want in a game at maximum to the host).

     

    TL;DR: Just based off of probable lag alone (among other smaller problems), a global server would likely be more of a hindrance than a help to the overall Warframe experience. The goal of multiple servers is for users from different parts of the world to do matchmaking with others in the same area to avoid this issue.

    -----

    Well there's that and then whether or not XB1 actually has a lot of users on it... It's not impossible at all to play Warframe solo (in fact, I play 80% of my games solo and did my progression that way), but there's also the "Public" option, right? It allows you to find people in squads and let others join you pretty quickly. If the XB1 version of the game really has a problem with having many users on during the day then... I'm not quite sure what to say.

  17. Similar Thread from November linked here.

     

    I found this bug during one of my speedruns and believe I know what the cause is. Relevant Video Link

     

    AFFECTED GAMEPLAY: General Levels with Elevators

    PRIORITY: 2/5 (Minor, the only significant problem may be the immediate death by clipping out of the world)

     

    REPRODUCTION: Any elevator that is moving upwards allows this bug to happen, if you have a melee weapon that can fly high into the air on a vertical melee strike.

    1) Equip a melee weapon preferably with fast attack speed. Equip Fury and Quickening if needed (here, I use my Amphis).

    2) Enter an elevator and take it to the bottom side.

    3) Activate the elevator.

    4) As it goes up, and before it reaches the top, look straight up, jump, and perform a melee attack.

    5) As you hit the roof of the elevator, you should clip through it.

     

    EXPLANATION: I believe this bug is being caused by a default upward movement being applied to your Warframe as you are going up the elevator. I tested this as the elevator moved downwards and was subsequently unable to perform the bug.

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