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Celestics

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Posts posted by Celestics

  1. I am sure that this has been brought up in the past, but I want to reiterate it here.

     

    TL;DR Suggestion - A way to save color combinations for warframes (and weapons) should be implemented.

     

    I was wondering why we are not able to save our color combinations for our warframes. I have a lot of color combinations I would like to experiment with, and sometimes I really like the results. However, it is a hassle to remember every combination I like.

     

    Although minor, I would like to see an ability to save colors for warframes (and, just because it still applies, for weapons as well!). I feel this would be very helpful and convenient for players that want to find what looks cool for them. For instance, we could select colors and save some number of them for future use. Moreover, we could have a feature that autosaves previously-randomed color combinations. Whatever the case, saving color combinations is something that would be beneficial for the game and its players, and I would love to see this implemented.

     

    Any thoughts?

     

    EDIT: Whoops, I just realized I may have posted this in the wrong section. Blargh :P

     

    EDIT: Livestream #12! It may be the case that we are getting this!

  2. Designing a warframe requires it to bring something new to the table... Hmm...

     

    There are many, but I'm going to say Light and Darkness warframe here. It would be a warframe that utilizes skills that change in effectiveness and utility between dual forms (under specific circumstances or by a skill one can change between these forms). This is just a theme, so I wouldn't be sure how the skills would work (or balancing for that matter lol).

     

    I like the ideas here so far. Let's see what happens :P

  3. There are good parts to Nyx's Absorb, but I will outline them later. The real core problem with Absorb is that it relies on enemy damage input to determine the damage output. That alone is reason enough to justify why Absorb is too variable in its effectiveness. The bullet attraction idea is nice, but I believe Absorb needs a more concrete effect after or during its duration to be considered an effective ultimate skill. At this point, I would say Chaos is her true ultimate, just because it guarantees a "CC" to enemies around her (among other reasons).

     

    Of course, there are bonuses to using Absorb...

    (1) It guarantees protection of Mobile Defense terminals and Defense objectives for its duration.

    ---- BUT this is better handled by Chaos (and for that matter, Frost's Snow Globe).

    ---- This also makes Absorb a conditional skill, but that is not the main problem here.

    (2) It draws maximum aggression from nearby enemies.

    ---- BUT this is also better handled by Chaos, because enemies attack each other for the duration, so the damage is avoided and reflected to enemy units.

    ---- Again, this is highly dependent on enemy damage. The aggression issue could be classified as a bug if it does not work, however.

     

    Definitely, Absorb needs some sort of change to it. Also, I feel this topic should now be in the warframe feedback section :P

  4. trails, over the top effects, glows, removing or adding audio, and painting things should be left to sandboxes like Garrys' Mod - where people can try to out troll each other in different ridiculous ways rather than actually be creative in any way. 

     

    in other words, i don't want to see these specific things be something the player can do, for fear of it becoming Garrys' Mod.

     

    but, more personal customization is also a good thing. i just want Warframe to stay a game, and not become anything even remotely like Garry's Mod.

     

     

     

    i'd say people are thinking about things like this because weapons of all types in Warframe don't really have an optic or anything, but just zoom the screen. this works, but it also can be ehhhhh at times.

    Thank you very much for the feedback.

     

    If I understand what you are saying, I agree that Warframe should not become overly-hyped like Garry's Mod. However, the suggested effects I am pointing out are not meant to be over-the-top, but rather be small aesthetic changes that a group of friends or the individual would like to see for the purpose of customization alone. Moreover, one thing about Garry's Mod is that the player has full control of creating things, whereas in Warframe the player only has control over a limited selection of things that have been already created and checked. I don't want players going crazy with these additions (besides, I don't want anything ridiculous either lol), but I also do not see how some of the suggestions are too crazy or suggest something problematic. If you see any potential problems, please post them.

     

    Also, I play with friends that like to troll and be creative at the same time. It really is up to preference at that point. Like I posted, the painting idea is a bit crazy, because it can affect not just the enemies and surroundings but also teammates - something they might not like. What I am suggesting is a change of gameplay for the self. It does not need to majorly impact others - in fact, the changes should not be dramatic - but the player using the changes might like seeing a flurry of colors flying across the fields of the Corpus Outpost. I do agree that sound addition/removal may be risky; in this case, the selection of sounds (and the addition of this idea at all) should be left to DE. Hence, I believe that the goal should really be to give weapon customizability without drawing away from the main atmosphere of the game.

     

    With regards to the last part of your post, I understand that this may definitely be the case. I have no arguments here; I just want Warframe to stay unique, and that part of my post was just my personal take on the issue :P

  5. Personally, I wouldn't mind both of these suggestions. I've always felt the Braton could use a nice little reflex holo sight. And the Latron is just begging for a ACOG sight.

    I am slightly opposed to having customizability along these lines. Personally, I feel that having things such as ACOG sights ruins the uniqueness of Warframe and the weapons in it. It's not that I am completely against such weapon customizability by adding extra parts to the weapons itself; I just want the added parts to not be some copy of what we see in other general shooters and real life. Warframe is about "Ninjas in Space," and the looks of everything in it should reflect the vibe of the game. (It is really similar to the feel of Ratchet and Clank!)

     

    I still thank you for the feedback! If there are any physical attachments to weapons that you would like to mention, I would really love to hear them.

  6. Instead of the “this weapon’s stats” or “this weapon’s strengths and weaknesses” threads, why not a “these weapons’ looks” thread?

     

    I was thinking of ways to add to the aesthetics and style of fighting in Warframe, and I was thinking of this one idea in particular. Let me know what you think of it!

     

    The idea is about adding aesthetic customizations to different weapons, projectiles, etc. I was thinking of fusing different "cores" to weapons to give them an aesthetic upgrade – not one that alters stats on a weapon, but just gives it a cooler look or animation. These are not mods, but rather items that can be fused to currently-owned weapons to give them a better feel or look.

     

    The goal is to add another dimension of customizability to weapons so each weapon feels like it belongs to you personally.

     

    For instance, there could be cores that...

    ·         Leave a trailing light behind weapon bullets based on weapon energy…

    ·         Give bullets a chance to create fireworks (etc.) on contact with enemies and surfaces…

    ·         Let specific parts of weapons glow in a specific color (based on the core)…

    ·         Give an animation to the weapon while it is being swapped (i.e. sparks of light, dust, etc.)…

    ·         Change the reticle image or color when aiming…

     

    Of course, I understand that some of these could be implemented by the developers without the need of cores (i.e. trailing light behind bullets), but I feel that adding these cores in allows players to customize their weapon to their liking. What do you think? Any other cosmetic ideas?

     

    Some more (crazy) ideas…

    ·         Causes defeated enemies to have a chance of poofing into thin air…

    ·         Causes shot areas to be temporarily painted with a specific color…

    ·         Add a nice sound effect (or remove it) to weapons when used… (taiiat is right - this may be a bit crazy)
  7. Some clan mate and I just did a void run and found one of those rooms. I got to the end and the door did start opening just as it was about to close so might be a small bug?

    I just did another one as well on a Trinity. The door did start to close this time and it opened after I pressed the button. However, when I was on my Loki, I rushed through the entire course in 10 seconds (the third and last part was the quickest - no running needed). Was the door not closing when you tried this? The bug only happened for me when the door did not even start to close yet. I'm suspecting that the button opens the door before the timer on the door expires, then the timer expires and the door closes.

  8. Hey everyone,

     

        Just wanted to say that the new Void changes are very nice (post-Snipetron event)! However, the obstacle course seems to have a bug... More specifically, if you finish the course before the door starts to close and get to the last room, the door may not re-open after it closes later on even if you press the switch to re-open the door. This was not a problem before the patch, and it happened for me as a Loki (Decoy + Switch Teleport). Anyone else have similar problems?

  9. After reading the OP's post, I have to say that I agree with most of the major points. But really, please keep it short and sweet, even if it's a fun read.

     

    I will try to sort out the major points I see in the post below, but for now, I just want to say that Warframe has A LOT of potential. It just takes time to develop the game. The DE's are trying their hardest, and I applaud them for that, but we have to be patient, because these problems will be taken care of in time. I am just happy that they are taking the community's ideas with great consideration. Now then, on to the issues...

     

    -----

    1) Trailers - I think that Warframe is doing fine as it is right now on this topic. To be honest, this should not be a major problem - developing the game should be more important. Why try to promote specific parts of a game that are not really "fully completed" yet? I think this should be dealt with later, because Warframe's style of gaming is constantly changing, and I do not really want to see a trailer come out that will emphasize aspects of the game that will soon be irrelevant.

     

    2) Weapon Builds - I completely agree with this. Weapons builds should never be black and white in this type of game. I suggest that Warframe should introduce events that will force players to use specific mods while making other mods useless. That way, the builds are no longer set in stone, but are constantly changing because of the changing conditions in the game. The problem is not necessarily with the weapon system itself, but with the way that the weapons are being used during gameplay. Damage should not shine out as the priority the every case.

     

    3) Mod Variation - I find this very interesting. A percent chance on hit to blind the opponent, teleport him with another entity next to it, or even just pop balloons out of the bullet like popcorn? I would love this! It makes it seem more like Borderlands 2. Damage no longer becomes priority - fun and style does. Besides, isn't Warframe about NINJAS IN SPACE?

     

    4) Boss Drops - Agreed. The DE's are definitely working on this, so I do not really want to go crazy into this issue.

     

    5) Social System - Although I feel this would make the game feel better, I think that this issue is just a byproduct of how the game works. If you want to improve on communication, force it to happen. Make puzzles that split teammates into different rooms in Void missions. Other than in-game, I do agree that the lobby chat should be revamped. PM's are not really convenient right now, but that is just a minor issue.

     

    6) Economy - I am sure the DE's are working on this. The value of credits is low right now, but I am sure the DE's are finding some way to make use of the massive number of credits in the economy right now.

  10. I would think that the elevators were made for these types of problems. Designing a Clan Dojo is a major project, and it does take some planning before committing to a specific layout. I am not entirely sure about the answers to your questions (except maybe just by building an elevator instead, even if it takes more work), but this does pose some problems for a lot of people building a Dojo without running into problems. I hope DE reads this, because I would really like to see if there could be some way to plan out a Dojo's layout so one would not blindly build into one.

  11. [Edit: Check 3rd post for a TL;DR comment :P]

     

    Hi everyone, I just wanted to know if this room addition to the Dojo would be a great way to utilize research items or introduce new item types to the game. Please let me know what you think about this idea! Thank you :D

     

    Room Suggestion - Combat Effectiveness Research Lab

     

    Description: “To gain an advantage over the enemy, a Tenno must be persistent and diligent in researching the strong and weak points of the creature’s body. Using the parts of past enemies, the Tenno may understand more about each enemy’s physical structure, giving him or her an edge in combat.”

     

    The Idea: This suggestion's main goal is to offer a bonus damage buff against specific factions and reward players with consistent attacks against particular enemies of a specific faction. This suggestion may add new “materials” to the game. Every unique enemy will be assigned a special “research” item that may drop after it is killed. These items may be colored RED as opposed to the BLUE and YELLOW item drops, for example. If the items introduced clutter the number of items in the game (or does not fit in as well), the BLUE research items can suffice to offer combat effectiveness against each faction in general.

     

    How It Works: There can just be one Dojo room (or one for each faction if desired). A beacon at the center of the map can be activated, where the player will be shown a menu. Using the item drops mentioned above, the player can contribute his or her items to its faction-specific area to gain effectiveness “points.” As more research items are given this way, all members of the clan get a minimal buff to the damage they cause to enemies of that faction (for instance, let us say that the total damage buff cannot exceed +5% for all members). The individual member donating will get a bonus buff based on the number of research items he or she puts in (let us say that this maximum is +20% damage – or up to a certain percent of armor penetration, if it works out). As time passes, all factions learn to improve their armor and effectiveness in combat, and thus the bonus damage buff provided by this room diminishes. A meter can keep track of the points given by each individual and the total points accrued for the entire clan. The requirement for the number of points to gain the maximum bonus buff may be decided by the tier of the clan (larger amounts required for more members of course!). Not only does this allow BLUE research items to be given another purpose, but this idea also gives a sense of evolving in the Warframe world.

     

    Some Issues: I do not want this idea to turn into one person just farming the materials while everyone else gets the benefit. This room is dedicated to benefiting the entire group effort, rather than the work of a single person. If need be, it could be possible to reduce the points that are given for each item donated if one person just does all the work in a large clan. For small clans, this may not be really important. I also do not want this to make farming these items such a hassle.

     

     

    What do you guys think about this? Is it something that we really need right now, or is the damage buff unnecessary? Armor penetration would work well here, especially for higher-leveled defense missions… Any comments?

  12. Congrats, you just turned Warframe into a cover shooter.

     

    IE killing probably one of the biggest reasons people like Warframe.

     

    I didn't quite see that coming, but now that I think about it, the Parkour type of style would fit Warframe better. I can definitely see why this would be a problem. The other problem I thought about was rushing and how it impacted the community, but that does seem a bit minor... Still, you're probably right. The question I want to ask now is how Offense and Defense should relate with one another in this game. Obviously, if Defense is emphasized over Offense, games would just take too long and rushing would just be the prime alternative. The goal is just to emphasize team play more, but I guess I missed the mark here. But is this issue really that minor in comparison to other problems, or is it on par?

     

    Other issues exist... especially with the "farming" aspect, but I think that the newer additions to the Clan Dojo and how the Devs are working on it right now should help with the problem. The stealth problems are also apparent, but that has other solutions in other threads.

  13. I have been reading a few topics on the forums regarding specific suggestions towards buffing weapons and warframes but have not really seen a consensus on a thread that covers a general suggestion to offensive and defensive balancing.

     

    My Main Question: Would buffing and prioritizing Offense on all entities and keeping Defense the same be a positive change for Warframe?

     

    I hope that this question will spark some interesting debate. Hopefully I am not missing anything that would make this a stupid question (and if so, then sorry!), but I would rather get this out now and see what the community thinks about such a change. Of course, there are issues somewhat unrelated to this idea that may be very important as well, but I want to know if this idea would be a good one to follow.

     

    An analysis of the change will follow. Keep in mind that I am referring to buffing all warframes but also making enemies stronger as a result – to the point where enemies can easily take down a single target in a few direct shots or more. Defense will be only slightly changed if necessary. Note that I do not want extreme offensive buffs that allow players to one-shot smaller enemies; such a change would be unwanted and problematic. Enemy density in certain rooms should be large enough to prevent teams from simply steamrolling past enemies because of low defenses.

     

    If you do not really want to read what I think will be changed below… Here is a short summary:

     

    TL;DR – Team play is encouraged more, while Solo play is discouraged. Rushing and stealth become harder to do, and certain Warframes become “priority” assets in certain missions. However, many warframes will be able to fit their specific niches more, and thus their play-styles become more unique. Item drops are harder to get. In my opinion, this may be a good change, but a few balancing issues would be present if such a change were to occur. I feel that this could also open the door to more late game possibilities, especially if the offensive capabilities of teammates and enemies are greatly increased while keeping all of them prone to death very easily.

     

    What if Offense was increased and Defense stayed the same? A few ideas below:

     

    ·         Level Rushing

    o   Invisibility by Ash and Loki now is the main source of rushing levels.

    o   Buffing player and enemy offense and keeping defense the same would encourage more team play.

    o   Solo play takes a hit, as it becomes much harder. Stealth play mechanic will need to be reconsidered.

    o   Levels take longer, so item drops and quantities need to be adjusted. It is already hard as it is now to get certain items due to RNG (different topic, but still relevant).

    ·         Weapons Effectiveness

    o   Primary Weapons are buffed in general.

    o   Secondary Weapons are buffed in general.

    o   Melee Weapons are extremely nerfed in utility. Trying to get close to an enemy may result in death. Enemy awareness should be focused on those in front of them, while teammates can sneak to the back to melee specific targets to death. Soloing missions will make melee combat near useless, except when being swarmed by Infested (or with stealth). 

    §  On the other hand, BLOCKING may actually become really helpful now!

    ·         Warframe Strengths and Weaknesses

    o   Warframes with AOE attacks will be extremely strong. Such abilities may be kept the same.

    o   Warframe abilities with crowd control will become extremely helpful, if not required, for all team compositions. Examples include Loki’s Radial Disarm, Excalibur’s Radial Blind, Nyx’s Chaos, etc.

    o   Ash

    §  Smoke Screen becomes even more of an amazing invasion and stealth tool.

    o   Banshee

    §  Sonar effectiveness is lessened, except in cases with high-leveled enemies.

    o   Ember – Should stay at similar effectiveness.

    o   Excalibur

    §  Slash Dash effectiveness is weakened, as dashing into enemy lines exposes Excalibur to counterattacks. This is remedied by Radial Blind.

    §  Radial Blind effectiveness in open areas is weakened, due to cast time.

    o   Frost

    §  Snow Globe basically becomes a ridiculous asset to any team and may cause Frost to be a priority warframe. If this occurs, Snow Globe can be modified to absorb a certain number of attacks (or damage), if necessary.

    o   Loki

    §  Decoy will die too fast. This should be buffed.

    §  Invisibility becomes an amazing stealth tool.

    §  Switch Teleport is variable in effectiveness due to its uniqueness, so it will not really be impacted here.

    §  Radial Disarm may become a priority ability to get for any team. This may be modified by reducing enemy damage effectiveness within a larger range, and by directly disarming enemies that are closer (i.e. stronger disarm near Loki).

    o   Mag

    §  Pull disable may become more helpful, but cast time makes this ability subpar.

    §  Shield Polarize is only single target, so it is not helpful here, especially with its cast time. This may be buffed to restore and drain shields within a radius.

    §  Bullet Attractor will be mainly reserved for bosses, and will thus be extremely buffed for this specific use. However, it will not be as useful against multiple targets.

    o   Nyx – Becomes a powerhouse crowd control warframe with god-tier abilities.

    §  Mind Control becomes more effective.

    §  Chaos becomes a priority asset to most, if not all, teams. This may need to be changed if it becomes overused.

    §  Absorb becomes extremely powerful. Unless the range is not as large, the damage absorbed may have to be lessened.

    o   Rhino

    §  Defensive abilities (i.e. Iron Skin) will need to be buffed.

    §  Innate armor should be added to help Rhino fit his role.

    o   Saryn

    §  Molt effectiveness is lessened. This should be buffed.

    §  Melee weapons in general might be made hard to use, so Contagion might need a buff to cope with the changes.

    o   Trinity – Becomes a greater asset.

    §  Well of Life is increased in effectiveness.

    §  Link becomes a godly ability. This may need to be changed.

    o   Vauban

    §  Bastille and Vortex both increase in effectiveness.

    o   Volt

    §  Energy Shield effectiveness is increased.

    §  Overload range makes the ability strong due to buffed damage.

    ·         Mod Strengths and Weaknesses

    o   Armor effectiveness may be increased.

    o   Elemental damage resistance mods become more useful, but only if enemies actually deal such damage. This is on another topic, but enemies should be given special elemental attributes in certain missions, such as Void missions (i.e. a Tower’s beings are electrically supercharged).

    o   Redirection and Vitality mods become more effective.

    o   Mods relating to utility increase in effectiveness (i.e. Stretch, Continuity, etc.).

    o   Mods relating to raw strength are decreased in effectiveness overall (i.e. Focus).

    o   Rage effectiveness is increased (except if you die quickly, of course!).

    ·         Artifact Strengths and Weaknesses

    o   In general, all “AMP” artifacts are reduced in effectiveness, because they may not be needed. Damage balancing here may be required.

    o   Scavenger artifacts may be increased or decreased in effectiveness based on how ammunition is used during the course of a mission. On one hand, running out of ammo may spell disaster for a team, while killing enemies faster would make these artifacts near useless.

    o   Energy Siphon becomes a priority artifact.

    o   Enemy Radar, in my opinion, becomes more effective. Knowing enemy locations would be more helpful towards positioning correctly before a fight.

    o   Infested Impedance becomes more effective.

    o   Steel Charge, Corrosive Projection, and Shield Disruption may lose effectiveness.

    o   Rejuvenation and Physique become more effective.

    ·         Bosses

    o   Team play against bosses is now more heavily focused upon. There will normally be no instance where a single person can solo a boss (this may be a good or bad thing – boss strength can change with the number of people and rewards adjusted accordingly). Of course, this does not really change if you fight Vor (he is the first boss, so not much should change. Boss tactics can now be more easily seen because their style of attacks shine through with their combinations and damage output.

    ·         Other Crazy Things – Just Because!

    o   Stalker… becomes ridiculously powerful.

    o   Tier III Exterminate missions will be a challenge.

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