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---CASTORSUGAR---

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Posts posted by ---CASTORSUGAR---

  1. Pretty simple request. I don't see any reason for my configurations to be altered every few updates, so please don't do that. I can't imagine why bringing back Plaguestar or changing an alias requires making all of my settings default values.

  2. Two issues I've so far found of uncommon occurrence.

    UI becomes partially unresponsive when jumping to the navigation console via Esc > Navigation in the orbiter. Pressing Esc won't exit this console - you are forced to click the top-left icon and use its menu to jump to another console.

    Second issue requires a forced game close to work around. When exiting the Syndicate Offerings UI, all window prompts disappear and leave the UI background. This still pans around as normal, but it cannot be dismissed. The normal Esc menu to fast-travel around the orbiter cannot be called. You can use chat and therefore linked items (including Dojo) but these links cannot be used to work around the crashed UI.

  3. Extract/stay UI is immediately unresponsive during Index runs, forcing the player either to stay (they cannot move nor dismiss the extraction UI) or force-restart the game. The latter option loses all rewards that would have been obtained. Tested only on Index, haven't confirmed it for other optional extraction scenarios.

    I'm poor now. 😞 Time to break out the nano-spores as my new currency!

  4. My suggestion would require bulk work to put into action, but would mean less need for additional moderation manpower. I think we still need some focus on automation so that there isn't a need for more people to sit there moderating, and not a need to constantly upgrade a simple bot with ever-more complicated wildcards. Eventually wildcards start to interrupt normal use, and exact matches are only so helpful. Like you say, people will always find ways around it.

    The best way forward in my opinion is to better cater to the needs that the excessive uses are outlining.

  5. I have a suggestion for the social UI.
    -------

    In my mind, the chat system has a spam problem that other games have dealt with far more efficiently, in some cases with even better support for the likes of trade or group-finding. At the moment, you have several separate channels in which you want to segregate certain topics. It's a good start, but I think Warframe needs a new UI 'search tool', if you will.

    Here's the idea: ditch the LFG and trading channels. They're both cumbersome, difficult to keep up with and spammed endlessly. During prime time, the spam sometimes inhibits the usability of these channels. Instead, replace the buttons that link these chat options with links to separate in-game windows - one for trading and one for LFG. Label them clearly so that even the newest players will know to 'click here for X' - they won't be tempted to raid region and be kicked for not knowing. I know there is a warning on joining the channel, but it's not the boldest set of instructions going.

    The LFG window could provide a simple sheet for filling out what your group is doing - so the call title, and possibly an additional section for adding requirements/preferences for newcomers to the party. Submitting the sheet should then display the call in an LFG section. For an example of this kind of feature working as proof-of-concept (and I'm by no means insinuating it should be ripped-off), see Guild Wars 2's LFG system. It works, it's fit for purpose and it removes a hell of a lot of spam out of the equation. Moreover, a big button on the chat screen saying Groups and Clans is much more obvious as to what the button is for. After all, a huge part of the issue behind the social spam in Warframe I feel is the ambiguity of some of the UI. It's definitely functional, it's just it could be far better.

    The rest of the LFG UI would be as follows - a 'recent' tab for viewing groups that have momentarily listed, an 'all' (maybe), and then a few more sections that relate to certain mission types - you could use the top-right mission-type box as a basis for making new LFG sections: i.e, Sorties, Void Fissures, Farming, Clan Recruitment - whatever. The bonus for group-finding is that the calls could be modifiable.

    The Trading window could operate almost exactly the same way, featuring a similar sheet for describing briefly what the player is selling, what section it fits in, and for how much. The linking system could help for predetermining what post is displayed in what section - if it's the sales/seeking of relics, then it could go straight to a relic section, for example. You could have similar sections for modifications and prime parts.

    Yes, the system could still technically be spammed, but with separate search sections, players will feel less like they need to do that. At the moment, it happens because there are just far too many players at any one time looking for this, that and the other in one small section.
    -------

    I know this might seem like a huge overhaul, but a part of the strain I think for newer players is the pointless learning curve that is just knowing where they can speak. It would help the bots be more helpful as fewer players overall are warned about posting in the wrong areas, and it'll help everyone in general for having a far more organised system to cater to whatever they're looking for - be it groups, clans or trading.

    To be clear on the trading, I'm not suggesting something like Guild Wars 2's - no. If you've played GW2, you'll know that the downside of the trading in that game is the sluggish nature of the application used in-game. Warframe doesn't have to contend with that because of warframe.market and other sites. Plus, in the end, at some point the best of these third-party websites could be mentioned in-game by DE because they're extremely useful. Warframe.market itself is outstanding and doesn't deserve to be ignored for the service it's effectively putting into the game that development haven't. I don't mean that in a negative way - it's a testament to the strength of Warframe and its community.

  6. As a makeshift interior designer for my dojo, I couldn't help but pick at the capacity cost of some of the items. Most of them I actually agree with. You wouldn't want to walk into a room filled with 800+ fire and ember special effects. That said, there are a few items that I do find to be a bit ridiculous when it comes to cost - namely many of the personal items.

    For instance, why is it that a caged animal costs 5 points, while a floof costs 20? What about floofs makes them so much more technically demanding than an animated object? Of course, it's not just the floofs, there are several items available for platinum that you don't find out about the capacity cost until you purchase them. Is it to avoid tempting players into spending loads on cosmetic items? I mean, that's a long-shot considering the overwhelming amount of premium cosmetic customisations available. It's just a tad weird. Not to mention frustrating when you spend a good few hours gathering lots of the plushy buggers just to find out that the room you planned to put them in isn't going to be able to hold them all. Remember - just ten floofs and you're already down 200c. 200! For ten tiny static objects.

  7. Sorry if this is a repeat suggestion. I'd love to have better control over the spawn areas in my dojo. It would be great, for example, if I could manually place spawn zones inside a chosen spawn room.

    I'd also love to have the ability to make the Observatory an option for spawning in. It's so much more decorative than the standard halls, and now that you've added a navigation console, I think it would suit all the better being able to trade in and spawn there. It would make dojos feel a lot more...communal, in a sense. At the moment, everybody just goes there to trade or get BPs. They're a bit disappointing in that respect.

  8. I agree. It makes recruiting for the smaller clans especially tiresome. We spend ungodly hours and resources on funding the dojo just to have some temp' loot every laboratory after lying about their interest in the clan. Kind of crappy.

  9. Ahai!

    Might be the wrong section, if it is, then my apologies.

    A small suggestion to add colour 'styles', such as matte, gloss and what have you. Perhaps these 'styles' could be sold as add-ons purchased using Platinum, just as additional colour palettes are. No idea how hard it would be to put this in the game. Just a thought arising from me mixing and matching helmets. I also couldn't help but notice the few style changes made to models in-game for whatever reason (undoubtedly preferentially), and although I prefer the new versions, some still prefer the original glossiness; namely, Inaros Ramses and Nyx Nemesis skins. You could take inspiration from the types of paints used on cars, notably in custom jobs. Here's a Pinterest link with some examples: https://www.pinterest.co.uk/pin/337981147010289133/. That said, I'm fairly sure that a glitter-candy, rainbow-neon Vauban Prime is going to cause epileptic seizures. He'll of course look dank until then.

    I was mixing and matching helmets on my Nova Prime. I bought the Asuri bundle and thus use that body skin, but I prefer to use one of the other helmets. My choices seem to suit (pun intended? Maybe...), at least as far as I'm concerned, but it would suit a lot better if I could just make either the body skin glossy or the helmet that I use instead of the Asuri one matte.

    Of course, I'm not making the suggestion solely so I can sort out my Nova. The thought simply led to a good idea, if I do say so myself.

    It'd be cool to see multicoloured energy colours, but I know that's probably a bad call, especially for something like Chroma (all teh elimunts!). Enemies hit by Molecular Prime would certainly look rather dapper while covered in disco colours, though.

  10. 2 hours ago, (XB1)Mythical Warden said:

    There's the thing, there's tons, and I mean tons of people who can make Mods for Skyrim. For Digital Extremes, they only have a set amount of people to work on it, but if it had a wider variety of people who would help/support [Mainly through the needs of donations, which contribute to their work so they have the budgets to even make these updates possible], but to have a whole variety of people who are experienced with making games and helping improve the overall look and feel of the game, would vastly speed up the process. But, do keep in mind there is the need of planning, and other steps that are involved before even making the different updates that are released. People who make mods for Skyrim, they do it mainly for free, but that doesn't mean they don't get donations.

    All that said, we're not talking a massive change to the game. We're not talking a massive nudge in coding, asset creation or all that much concept work. What was DE's reason for refusing it? Did they say they actually attempted it or are they just refusing on the grounds that it's just not preferential? What would take a long time to implement is revised animations and separate models for the first-person update, to avoid anything looking ridiculous. That said, my suggestion did involve re-mounting the third-person view point -not creating a completely new view point- in such a way as to stick it to/in place of the head of the frame in use. Done properly and with perhaps revised FoV settings, I don't see what could go wrong beyond weapon textures. That was part of the reason behind pointing out systems like those used in the 'immersive first-person' mod' for Skyrim, because that's a part of what it did. And, as far as can be told, it was completed by one gamer in his free time.

    And I can't stress enough that the link to the mod' I provided is a modified third-person camera, not a separate view-point requiring additional weapons and body models.

  11. 3 minutes ago, Misgenesis said:

    I would take a sloppily slapped perspective where the head is just to see how it feels like. Criticism about it being 'vomit inducing' is valid but does not apply to everyone. It being a quick optional experiment wouldnt hurt anyone.

    Heh. Same. Whenever the 'first-person' bug has appeared in Warframe I've gone ahead to do some pretty wild gymnastics to see what its like, and honestly, I didn't feel like it put me at a particular disadvantage, at least concerning movement. It didn't feel as radical a change as some would insist.

  12. 32 minutes ago, (XB1)Mythical Warden said:

    Skyrim has no place in this conversation, since it can be bent into the will of the player's imagination due to the power of Mods that the game is so well known for. Another thing is that it is a much lower quality game compared to Skyrim, which, yet again, can be incredibally altered to the player's own will. You might as well be comparing apples to oranges. 

    And yet, the modding community has helped make that game leagues better than it would have been without such an open field for doing so. I'm afraid it's entirely relevant for that reason: more modification experiences that alter a game in almost any respect. DE can modify Warframe, in fact, that's what they are doing. Skyrim being a different genre and pace of game (as well as subjectively good or bad) doesn't make my point moot, because my point regarded a view type that isn't unfeasible in Warframe - even naysayers to my suggestion haven't implied that it can't be done. How easy it is for the consumer level to modify either Skyrim or Warframe doesn't matter. What matters is that the idea I portrayed is well exampled in the mod' I linked for Skyrim.

    If any of you that hasn't played it and has time for Skyrim for PC and therefore access to the mod' I linked, I highly recommend trying it before bashing it as something unrelated to my suggestion for Warframe. On the contrary, it's completely related, and in fact demonstrates well the sort of first-person that I'm talking about. If you do try it, be sure to mess with its settings to see what can be altered on it and how. It's by no means a perfect mod', but then we are talking about a modification consumer-improvised, not industry-developed.

  13. 10 minutes ago, DatDarkOne said:

    Whenever you post in a thread/topic, you automatically start following it.  That's what he meant.  

    As to why FPS mode wouldn't be good for this game.  This is simple because Warframe is not a shooter only.  It has melee, action, and platformer aspects also.  Those are aspects that don't work that well in first person.  

    Skyrim can go first-person and works well enough, as do a few other melee fighting games.

    I've posted in other threads a few times and haven't been automatically put onto a follow list. :P

  14. 1 hour ago, xXDeadsinxX said:

    Right, but open world isn’t vomit inducing, where first person mode would be. See the difference? 

    Not to stretch it further, but this is also circumstantial and another reason why the mode would be optional. Everyone has their tolerances to motion sickness and virtual reality/simulation sickness (terms sometimes attributed to motion sickness in games), many tolerant enough for it not to affect them in any capacity until VR gets involved. This is especially evident in the vast amount of long-term players of almost any FP game around, but, as @Checht rightly said, there are some FP games that, in principle, should be the worst for it. Those games include fast-paced shooters like Quake, all of its denominations and runners like Mirror's Edge.

    Skyrim also has a first-person camera modification (unofficially) that mounts the viewpoint to the character's head, producing motion sway that's directly affected by the third-person model. On that particular note, I for one didn't get hit by any motion sickness because of it, and I'm guessing that at least 51,360+ players (a number likely far higher than this, given that the downloads actually go beyond a million) also avoided the vomit. Yet, this is the kind of optional fixation to the original 'first-person suggestion' that I had noted might (and might not, yes) work well in Warframe. Since DE have purportedly outright refused the suggestion, one can't accurately assume the real feedback on the suggestion, since it hasn't been used and tested on Warframe's general population. Statistically speaking, we can only use our experiences in other games to gauge what it might be like, and this is the feedback to my experience with a view mechanic similar to my suggestion found in a mod' for Skyrim:

    No particularly apparent drawbacks.
     A similar type of view could be produced and refined for Warframe, with or without levels of motion sway and other movement.

  15. 1 minute ago, xXDeadsinxX said:

    Plus, it really doesn’t matter at this point, DE have already said no to first person mode.

    Okay. :] But you followed the thread...now that's piquing my curiosity more. xD

  16. 1 minute ago, -DarkWraitH- said:

    Then how about the camera just didn't follow the frame's "head" when it's doing all those fancy flips.... there are sensors all over frame's body.

    Adjusted the thread to reflect that part also being optional of the optional thing for optional purposes, which is what I optionally meant to opt for. :]

  17. 1 minute ago, xXDeadsinxX said:

    Right, but open world isn’t vomit inducing, where first person mode would be. See the difference? 

    It definitely is a cool concept on paper, but won’t work in Warframe, it just wouldn’t work even if it was optional.

    You are, of course, the other person to follow a thread they seem to wholly disagree with. Why would having the option not work for you? I'm not challenging you as much as I am simply curious. If it's optional, you don't have to use it and therefore needn't put up with it, as it were. I'm personally confident that it wouldn't be a vomit-inducing experience for a lot of players. The main concern would be how fair it would be to allow in Conclave, as it would undeniably give those using the option better hold of accuracy with less guessing. Those two reasons are why it'd be optional: people not in favour of it, and people being able to switch it on if they feel disadvantaged because of it.

  18. 1 minute ago, (XB1)Mythical Warden said:

    I've replied to a few others of these to inform them of DE's decision to not release the idea of 1st Person PoV.

    Well, your support is duly noted. I think I'll leave the thread up since it still contains usable feedback regarding the PoV as it is. I figured that since two of the people who would vote against the suggestion have also opted to follow the thread, they must have some interest in something I've said. I doubt very much you want the responses just to keep telling me the same thing. :P

  19. 1 minute ago, (XB1)Mythical Warden said:

    A suggestion, sure, but one made by a plethora of other peoples have recommended before, but all left ignored.

    Good to know that you're not about to ignore mine. :]

  20. 1 minute ago, CorpusCrewman said:

    You never played with VR headset, dont you? Why there is such a small number of VR games with free movement and if it have its only horizontal placed. Because your body doesnt move, but your eyes experience movement that cause nauseous feeling for most people.

    I did say I'm not all that interested in VR, personally. :P

  21. 1 minute ago, xXDeadsinxX said:

    Doesn’t matter if it’s optional or not, it would still be vomit inducing and a lot of players would not like it. Plus, DE have already said no to the idea before.

    3 minutes ago, (XB1)Mythical Warden said:

    No, I think we're all capable of reading, but DE's already assured us there is going to be no 1st person PoV in the game.

     

    Sure. ;]

    Aye, aye, never mind, then. Merely a suggestion with some valid and usable feedback.

  22. Just now, CorpusCrewman said:

    VR not fit for that kind of game. Just imagine Eidolon farm with VR headset. Insta-headache.

    My imagination suggested otherwise, not that I would buy into it (I'm not a fan of VR). A big portion of the suggestion was how optional it would be and possibly a big point of sale.

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