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Aspari

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Posts posted by Aspari

  1. well this game had way more gore before but they took it off since it was messing your shot

    That was really only the ice death animation that caused issues. It significantly slowed the current death animation (the one where they briefly flail around the flop onto the floor) and back then hardly anyone used the Punch Through mods because they were so darn expensive. Ice death animations don't work like that anymore but then again it seems like they don't happen period.

     

    The rest of the gore in U7 that isn't present since Damage 2.0 wasn't a problem. It was still lacking back then too.

  2.  

     

    Skip to 3:47.

     

     

     

     

    I've seen a lot of complaints that enemies just seem to shrug off bullets yet still take full damage. I've also seen complaints that the gore in the game could be improved by a huge degree. I think this video clip here explains how to make a slaughterhouse of a game more gratifying and visually sensible. 

     

    I only post this because I agree with a lot of the gore and death animation criticism. It's disappointing to cut into a Grineer Lancer then just see the body flop to the floor with no indication that I actually assaulted him and murdered him with a bladed weapon.

  3. Buffs, no. Thematic sense, yes.

     

    Rather than give buffs, they should make particular traits (i.e. Warframe exclusive weapons/powers selectable as primary/secondary weapons). That way Mesa can use the Regulators 100% of the time if the player wished it, or Volt can use his lightning attacks whenever he feels like it. Balance actions would be taken, of course.

  4. The reason why mission is under quotes is because it's not really a mission. It's a game mode that feels more like a multiplayer game type. That aside, let's begin.

     

    I critique based on the following criteria:

     

    :Creativity

     

    :Fun Factor

     

    :Challenge

     

    :Improvement Potential

     

     

    Creativity: The task of extracting data from a grounded server (grounded meaning it cannot be done 100% remotely) makes sense. It's espionage. However, the actual gameplay is limited to only one style of play. You cannot do this mission with stealth. As soon as you plug Lotus in, every alarm goes off. Then the game temporarily goes from Spy to Defense. There is zero variation on this type of game mode, and I don't just mean objective types. Technically, an exception to this would be the Tactical Alert following up on Eyes of Blight. 

     

    Immersion isn't something this game mode does well. Enemies have no sense about them; their goal is to kill you and prevent the data from falling into your hands. However, their only tactic is to shoot you and the console you're hacking. There are zero provisions in place to prevent the success of the Tenno cell. There are no server lockdowns, no DDoS to prevent Lotus from getting the info she needs (not like this is really needed considering Lotus is still using dial-up), no special conditions that change the flow of the game, and lastly the enemy does not have the option to cause their servers to self-destruct. I'd imagine that if that information was so important to the Tenno that they go into their base to get it the enemy would rather blow it up than let the Tenno have their way with it. Or simply make copies of it and keep them in physical copies. 

     

    Lastly, zero context. What is this information we're getting? How is it going to help us? How did the enemy get a hold of it if it's not their research that we're stealing? 

     

    Fun Factor: There's no denying that this is a fun game mode. It's a multi-objective game mode that has a change of scenery every so often, which is great if the player is the type that gets bored of looking at the same meshes and textures every five~ten minutes. Enemies don't do anything special or different from all other game modes available, though.

     

    Challenge: This is one of those game modes that where if you have a defense-centric team composition you'll have zero issues with this game mode. Zero. Enemies do not scale the longer the mission goes and they do not change their tactics when they see that what they're doing is not working and it's costing them more soldiers than the data is worth.

     

    Improvement Potential: There are two main things that could improve the concept of Mobile Defense.

     

    1: Use the Tactical Alert's mission scheme that followed Eyes of Blight. That's actual mobile defense. What we're doing right now is very close to Spy in concept. Mobile Defense, in my opinion, is the same as being a body guard for a VIP.

     

    2. For every node of Mobile Defense the level design needs to be thoughtfully and carefully crafted. In turn that allows players to go about the mission however they like in ways that are creative, effective, and satisfying. You see stuff like this in Splinter Cell. In fact, Splinter Cell Blacklist has a section in the game that's identical to the current Mobile Defense in concept and very similar in practice (I'm referring to the Tehran mission when you have to manually rip data from a large server room.)

     

     

    This has been my critique on Mobile Defense. I like the game mode a lot. I do see a lot of room for creative additions and improvements on what is already there.

  5. Erm, we are talking about energy shields here, not a massive 100 pound steel shield they are carrying with themselves. How does that slow down anyone?

     

    This ain't Medievalframe.

    Assuming shield modules are physical and aren't being produced by the Warframe's biochemistry (and I find it unlikely that shielding is innate to begin with since Infested don't have it and Technocyte made both of them) those modules have weight to them. Equipment malus = slower movement. 

  6. Don't get me wrong here, for this is just a personal opinion. I don't think every single Warframe needs to have the exact same types of defenses. By that, I mean everything has shields and armor. But why? Grineer can't have both. Corpus can't have both. Infested can't have both. Why do Warframes and the Stalker have both?

     

    What I'm trying to get at is consistency with theme here. It makes sense for Rhino and Valkyr to have stupidly high amount of armor. Just by looking at Rhino you can tell how durable his body is. When you look at what Valkyr can do you can see that she augments her chassis with the effects of Hysteria. Either that or the adrenaline is so high that she shrugs off most things that would leave even the most battle-hardened warrior crying like a baby. 

     

    It makes sense for Volt to have shields because his entire power theme is electricity and energy. High shields at that. Volt's a special case, though, and I'll probably talk about him in another thread. It makes sense for every "caster" (a frame whose biggest source damage is their abilities) to have some sort of shielding. But not armor. And for the speedster types I don't think they should have either. The shield units weigh down their most useful attribute which is speed, and having armor does the same thing. An assassin/mobility archetype's best defense is simply not getting shot, and their best offense is striking when the enemy has little to no time to react. 

     

     

     

    tl;dr I feel that Warframe stats and interaction with mechanics are thematically lacking/non-existent, and shielding and armor are one of the biggest attributes that are lacking in that department.

  7. My biggest issue with Nekros is that from a creative standpoint he's extremely dull, lacks (but not totally devoid of) application, and is just a wasted opportunity to be amazing mechanically and aesthetically. The only reason I play him is because he's the only Warframe whose appearance I like. But I still dislike every power he has. Especially Shadows of the Dead. It's not awesome to send dumb mooks to fight dumb mooks.

     

    Edit: I also use him as proof that you can do high level content (not Endless missions) without power spam and come out alive.

  8. I dislike any mission type that plays like a party game. So basically every game mode except for Assassinate, and even then that one is lacking. I want real missions with real outcomes and consequences. I want real context as to why I'm the one to do the mission and I want some real interaction between my enemies, my squad, my target(s), and my environment. 

  9. I wish Dark Sectors worked like Killzone 3's "Operations" multiplayer mode. Dynamic objectives, cutscenes involving the top players on each team, heavy emphasis on strategy, and some actual context behind the event's existence. 

     

    This is all discounting current Tenno balance, of course (which, in my opinion, is completely out of whack - that's another thread topic).

  10. Such a long post for such a simple answer...

    No, real time boosters work in DE's favor. That is all.

    It's also not your decision to make, nor do they really work in DE's favor. People are more likely to never buy them if they can't use most of it. Good options work in DE's favor. For people who want to give DE money for a booster but won't because they can't get their money's worth only having the current real-time booster is not working in their favor.

  11. So.... make it a worse experience? People don't like unskippable cutscenes.

    And people who like cutscenes don't want their cutscenes skipped by the randoms in their squad.

     

    Let's go for a middle-ground then. 3/4 vote to skip cutscenes, or 2/4 vote if one of those votes is the Host.

  12. I think it's wrong to compare coptering with rocket-jump. While they both origin from game mechanics exploit there is a very important difference between them.

     

    Rocket-jump is not a good mean of movement on it's own but a good tactic addition. It supplements gameplay by adding new skill-requiring options.

    In other words rocket-jump is good when it is used along with other means of movement.

     

    Coptering (including directional melee aka coptering 2.0) meanwhile is a mean of movement that is more effective than all ather means existing in the game. Coptering is plain faster and easier than sprinting and parkouring or even using movement skills. It does not supplements gameplay and instead devalues a big chunk of warframe movement core.

    In other words coptering is good when it is used instead of other means of movement.

     

    In this case coptering is more similar to bunny-hopping (last one requires more skill tho). And modern games either don't have it or have it in heavily restricted form. At least I never saw it as an official game feature.

     

    I think this crucial difference should be added into OP comparison table.

    Honestly, this.

     

    Coptering is to Warframe what K-Style was to GunZ: The Duel. Because melee in GunZ: The Duel was so barebones, clunky, and overall completely unsatisfying, the community resorted to the use of glitches to have the most fun. K-Style, H-Style, D-Style, "Insta", you name it, they were mechanical exploits because the game's intended mechanics were deficient. 

     

    Movement in Warframe? Sprint is boring and limited by Stamina, parkour is clunky, sticky, and unreliable (both vaulting and wall-running), and Warframe mobility abilities aren't all that great and are overshadowed by coptering and directional melee. The intended mobility isn't fun or satisfying. DE also hasn't taken a creative angle on mobility either. (In fact, I can argue that Warframe mechanic and gameplay mechanics design is too safe and uninteresting in general , but that's another thread topic.)

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