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Doctor_Hazama

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Posts posted by Doctor_Hazama

  1. I'll be as succinct as possible. I've moved from one country to another (moved back in Febuary this year, only updated Warframe properly in the last month or so). However, the currency in the Platinum shop, as well as the payment methods, are still that of my former country. Obviously, they don't work now, with only paying through Steam working. How do I change the store's region currency so it matches where I live now? I've already tried purchasing platinum through Steam, it worked, but currency still hasn't changed.

    I could wait for support but I'd rather see if I can get a straight answer here first.

  2. On 2019-03-08 at 5:45 PM, Bad_Pun said:

    Found a fix of a sort. I had a similar issue with channeling on the other trigger. I went to controller settings and restored the button layout to default. solved the issue for me.

    That didn't work for me, but I somehow managed to accidentally do something so now my channeling a separate button entirely and I can aim now.

  3. 3 hours ago, Maxim_M_Payne said:

    Verdict: Melee 3.0 Still Needs Work, But I Believe In You All And I Swear We All Value You Guys As A Game Team Very, VERY Much (Slightly Too Long Of Title, Apologies)

    A major and important disclaimer: You've all always been an excellent team of developers, and so far all of you at DE have listened to feedback from players on nearly all issues, and I certainly hope that you continue to set an example in an age of Fallout 76s and Metal Gear Survives. Few American companies give one hoot about anything more than the player's money, but you as a Canadian studio have set a standard that gives hope some businesses actually listen to their consumer. This is still one of the most lovingly crafted F2P games I've ever downloaded, and in both lore and aesthetics Warframe constitutes art.

     

    CONS OF THE NEW MELEE:

    • I can no longer equip melee exclusively; which was exactly the gameplay experience that made me feel like I was in control of an awesome Dark Souls boss when using Valkyr or Excalibur to kill whole armies. The delightfully cathartic feeling of simply mauling things in the hundreds and not needing a ranged option unless I chose to equip one is gone. Please add a "legacy" melee toggle like you did after changing Archwing's steering controls; or make melee usable by its lonesome again. I don't like being forced to use my melee as a supplement to my guns instead of their equally powerful potential substitute.
    • Warframe's melee combat was so satisfying to me, back when I first joined in 2014, that it convinced me to suspend disbelief in the basic backstory of the game's world (well, planets, technically). The option to use exclusively high-tech sci-fi swords if I chose to, and forgo my pistol and rifle entirely, truly sold me on the idea that I was a "space ninja"; and not just yet another boring, heavily armored space marine with a face like a bicep. Sorry "Doomguy", but you and your ilk are done to death. The forced integration of melee to a side function, with shooting now taking precedence; forces me into that same overdone cliche; when Warframe's avoidance of it as a game was exactly what first attracted me to the gameplay and made me fall in love with using Valkyr and Excalibur.
    • Blocking is now passive and automatic, which I never wanted and makes me feel like a toddler being led along by their mother. This is exactly the sort of hand-holding, automatic-context programming that makes me feel less powerful. Reducing the truly awesome experience of deflecting bullets with a sword the size of a surfboard (by my own conscious choice) into an observed event (that my frame does without my input) feels like a removal of me from the game's world; and adds to the impression of no longer having any real control. My choice to block is gone, just as much as the choice to use only my melee weapons, which I would very much like to be a possible gameplay style again.
    • I find the apparent assumption by the development and programming teams that all players had the same mindset toward melee combat as Atterax quick attack spammers to be highly frustrating. I have always more than happily varied my attacks and gleefully used every combo available in a stance mod; with the notable exception of Crossing Snakes, which is objectively clumsy and awkward to use no matter who you are. Again, the feeling of using a sword, hammer, axe, rapier, staff, etc. without ranged weapons, and then chaining together intricate theatrics of gory death with extremely pretty and well-done animations was what made "old" melee fun; and added to the feeling of martial arts in a sci-fi setting. Now my stances have become irrelevant, since melee has been changed into a side thought to spraying ammo out; just like any other boring shooter. Warframe has far, far too intriguing of a setting and imaginative of elements to simply railroad players into the role of another dull "near-future" military grunt.
    • Quick melee shouldn't be removed, and its absence makes looting and spy vaults much more awkward. Instead of a single precise swipe with my holstered Dual Raza when I find Rare Grineer Storage container near Vault C in the Kappa node of Sedna, I now run the risk of doing the entire Winding Claws or Dancing Hunter combos. This resulted in the LOVELY experience of accidentally hitting the explosive barrels in the same room and alerting all three Regulators in the vault. Goodbye, flawless spy run.

    PROS OF THE NEW MELEE (YOU STILL DID PLENTY OF VERY GOOD THINGS WITH THIS UPDATE, WE ALL LOVE YOU DEVS; BUT, LIKE IN A PLATONIC AND WHOLESOME WAY, NOT A CREEPY ONE):

    • Slam attacks now also work at a diagonal angle, and not just when aiming straight down. This is very definitely a good change, and helps close the gap to get back to foes sent careening by non-lethal explosions or a prior slam attack with the same melee weapon. This is extra helpful on Paracesis and Gram Prime, which send foes flying in an 8-meter ring when you slam attack with them.
    • Melee sound effects are now much better than the first sound retouching for melee, especially slam attacks.I know longer have to wonder, baffled, why a slab of steel like the Paracesis is making a dainty whip-crack noise like a rapier instead of a leaden thud. The issue has been resolved, and melee weapons are now making noises appropriate to their shape and mass.
    • Channeling isn't required anymore to block effectively, which is nice. Blocking is no longer a conscious decision by the player and occurs automatically, as though I couldn't manage it alone; which is much less nice. But channeling is no longer mandatory to block. My complaint is just that I would like to block of my own personal choice again.
    • We finally have O-Dachi style weapons with the long-delayed introduction of Revenant's signature heavy curved sword. It looks awesomely bio-mechanical, like all Sentient faction items, and it's always nice to have yet another weapon category for the gameplay and fashion objects they bring.
    • Stealth attacks no longer make that revolting SPLRRRCHRKGK noise like before. Let me tell you, devs, there was nothing more disgusting or disconcerting than smashing a man into paste with Fragor Prime but hearing a wet slopping as though I had slit his throat instead. The new noise, though still fleshy sounding, is not half as gross.

    More people need to upvote this or something and spread it around, cuz it summarizes my gripes with the new update perfectly. Hopefully DE sees this and actually bloody does something and fixes these issues.

  4. 3 hours ago, TheWanderingStrider said:

    After the new melee update that removed channeling, the bind for aiming with a controller still plays the channeling sound effect and triggers the visual effect. I can't actually do channel strikes but I also can't aim with any weapon because I start "channeling" instead.

    Can confirm, it does this for me too and I've found no way to fix it. Its frustrating as hell.

  5. Alright, so I'm gonna cut to the chase. This mission is ridiculous that it thinks someone can take out a Tomb Guardian that splits into halves everytime it dies, and each split clone has THE EXACT same durability and strength as the last. I don't care about any specifics or if the readings say otherwise, they all tank the same amount of damage from me.

    But I'm not here to rant (Not really), I'm here to get help because there isn't a snowball's chance in hell I'm going to be able to finish that fight solo. So I'm calling out to other players who also have the same mission, Sands Of Inaros, in hopes that we can form a time we can meet up in the game and deal with the Tomb Guardian.

    I'm not even at the final boss of the quest line and I'm already terrified of what's to come.

    If anyone out there has the exact same mission and has reached the same point in that mission where you know the pain of getting decked by a rock monster, hear this plea for help and hopefully we'll be able to complete this challenge and get Inaros.

    Damn vampire pharaoh better be worth this.

    If anyone needs specifics on what I used, I used a max rank Zephyr, forgot what rank my weapons are but I used a Mutalist Cernos with a lightning mod so the Toxic effect became Corrosive. Apparently Corrosive actually helps a lot against the rock monsters.

     

    Edit: Never mind, I forgot to update this, I did the mission with help. If anyone is still struggling with this mission, my advice is to find a good team mate, preferably an Octavia, to use her skills and distract the Tomb Guardians while you two bring the pain onto the enemies. Have energy and ammo restoring items (You can buy the reusable blueprints for those in the market for pretty cheap). I recommend still being teamed up with said partner when you go for the final hunt with the last burial urn, because it will make you hunt five relatively tough enemies. Me and my ally got saddled with killing five Juggernauts, and it was hell getting one to spawn, but it turns out you can get a guaranteed spawn if you go on a capture mission in an Orokin Derelict and kill the enemies fast enough after you catch the target.

     

    In the final phase of the mission, fighting the replica of Inaros itself,  [spoilers for those who care], you'll get put through a new kind of hell. Remember those giant rock golems? Every time you 'kill' the Tomb Protector, he summons an effigy to come at you from the tomb. Those giant statues you see in the tomb? Yeah, you have to fight those.

    We worked out a way to cheese the enemy though, thanks to rummaging online. First, we lead the Tomb Protector back to the Grineer areas, right into firing range of a turret. Since he was Octavia and could distract the sandy bugger, I manned the turret and rained hell on the Protector as he fought my good ally until he 'died' and we enter the next phase. The case of fighting the Effigies was easy to cheese as well, since the path from the tomb to the turret involves a pretty tight squeeze in a tunnel, one that the Effigies can't fit through, so we just lured them there, then watch as they keep running up against the tunnel's entrance, unable to enter as we unload all manner of Corrosive ammunition onto them (Corrosive ammo is your best friend in this mission).

    Rinse and repeat the strategy of distraction, turret fire and cheesing them into the tunnel and you're golden. I am now very happy with my Inaros Warframe who was DEFINITELY worth all the hassle. He's currently rank 21, with a health value over 3000. QPoIbK0.jpg

    #terribleresolutionscreenshot

     

    If I could run Warframe at a higher resolution with better graphics, this Captura image would have looked infinitely better, but oh well, take what you get.

  6. I got a similar problem, me and my friend tried to duel, but it just endlessly waited for his response even though he clicked yes, and he just vanishes out of the dojo. He said he was still in the room, but the door was locked. This keeps happening and we have no idea what to do. ^_^"

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