Jump to content

Aspari

Master
  • Posts

    2,175
  • Joined

  • Last visited

Posts posted by Aspari

  1. If I'm limited to one thing only I'd change the lazy "game mode" design and replace it with a legitimate mission system.

     

    Or if not that I'd want the physics changed so that it could allow for more advanced movement that doesn't look stupid (directional melee, coptering, etc.). Or, alternatively, Warframe design is changed to where directional melee, coptering, etc. make sense when you see it happen. Just because I know people have fun with this type of thing and I'm all about people enjoying themselves, I have preference over the second option.

  2. Melee 2.0 was a major improvement in melee functionality. However, "stance" isn't actually by definition. All stance mods currently do is change the way one swings or thrusts their melee weapon. There's no difference between a weapon with a stance mod and a weapon without a stance mod when it comes to the actual stance a Tenno takes up when the melee weapon is "equipped."

     

    Tying stances to the animation set of the Warframe doesn't really work because then there'd still be no difference between a modded and an unmodded melee weapon when it comes to stances. So in order for an actual "stance" to be a stance each stance mod needs to come with its own stance animation. (I don't mean "needs" in that the game depends on it. I mean "needs" so that the word "stance" is correctly used here.)

     

    --------------------------------------------------------------------------------

     

    Second thing is how we acquire stance mods. I think that they're fine in the forms of mods, but how we get them shouldn't be random. One doesn't randomly learn how to fight a very specific way.

     

    I suggest a "Skill Deck", which is illustrated in the same way Syndicate rewards are. However, in order to get skill points (SP) one has to do specific challenges involving their melee weapon. Upon completion they're awarded points to spend towards a stance mod of that weapon's class. The Skill Deck could be accessible just like Syndicates are, only there's no allegiances to anybody but yourself and your dedication to weapon mastery.

     

    --------------------------------------------------------------------------------

     

    The third thing concerns actual fighting animations being consistent with the idle animation (stance). For example: Sinking Talon's attack animations are mostly icepick style attacks (Icepick style refers to the method of holding the dagger's grip in reverse). The actual stances is the Tenno holding the daggers regularly. 

     

    This same visual issue also occurs for the Nikana (Katanas when a second weapon of this class is released), single daggers, and Greatswords/Great Axes.

     

     --------------------------------------------------------------------------------

     

    Fourth and final thing is hitbox consistency with melee strikes. The current hitboxes for melee strikes are usually pretty accurate, but there are times when using a polearm or a dagger that the hitboxes aren't consistent with the weapon mesh. Yes, Reach does exist, but that doesn't fix the visual problem.

     

     

     

     

     

     

    Thank you for taking the time to read the content of this thread.

     

     

    Edit: I forgot to talk about weapon placement! Those should be consistent with the stance as well. Like with the Nikana: Tranquil Cleave has a close resemblance to Battojutsu (quickdraw style) while Decisive Judgement is more Kendo.

     

    Dual swords and axes could also use better weapon placement. Instead of having both pieces separate on the body, I think it'd be more practical to have the smaller weapon fit into the larger weapon for a more compact weapon. Ease of access, so to speak.

  3. Correct me if I am wrong, but most of this game is about progression, and things scaling up, and there's plenty of progression within the design of the game as well. Enemies are being added on a regular basis, they retooled the damage system and melee system a while back, and they are reworking lots of other aspects of the game, including stealth. People don't want to go back and do early missions after they have cleared them out unless there's an alert there or a resource they need off that planet, and pretty much every game with a leveling system is like this. Going back and playing an early map is going to be boring even if the person takes all their mods off just because if nothing else you can kill almost everything with a jump kick. No one really goes back to "challenge" themselves on a map like that, they use them for getting a few levels on an unranked item, and I'd think you'd know that if you're really a member since November 2013. That's kinda what they're there for. And even if someone wanted to do that for some dumb reason, it's really not that hard to walk to the back of the Liset and unequip your mods to nerf yourself, we have to do stuff like that for Tactical Alerts anyways. Also, no one usually uses more than one utility mod, not because they're not useful past a certain level, but because in most cases using more than one is pointless to begin with, regardless of damage modding.

     

    Also, modding would still be sorta cut and dry to an extent anyways because of how the damage system works in this game, no matter how you modified the mods. The multishot and tons-of-damage modding you listed is only totally necessary for long endless style missions and is not something people need to enjoy the game on a normal level, and they can choose to use it or not, just like you also have the ability to. Endless game modes are one of the things that keeps this game fun for high rank players at the moment until more high-level content is added, so doing away with them would turn away a lot of veteran players.

     

    And as for PVP in this game, I have a feeling it will never be anywhere near balanced, mostly because this game wasn't designed with PVP in mind, they just kinda threw a PVP system together because some people asked for it and they have made tweaks here and there. But honestly with Warframe abilities working the way they do, just that is enough to make PVP in this game horribly imbalanced, let alone taking weapons into consideration. Also, most people really don't care much about PVP in this game as it holds no real effect on the rest of the game, mainly since the game isn't designed for it. If you're looking for serious PVP, I suggest looking to another game.

     

    TL;DR The game is still under development, give it some time, they are working on making it more challenging and solid. All the things you brought up have already been taken into consideration and are being worked on in some sense. Damage stacking is part of the game especially if you plan on doing long high level missions, and retooling the game by taking damage away for people who don't play that content isn't fair to the people who do. The real lack of progression is in the sense that there's only so much to do after you clear the planets, and they are working on that.

    I'm not going to say you're wrong (I agree with a lot of what you're saying), but consider this.

     

    What's the difference between a low level mission and a high level mission?

     

    The answer is stats and slight changes/additions in enemy types (and technically, this is on a per-node basis). Other than that the missions are exactly the same, just sometimes on different tile sets. At that point I don't see how progression even matters when the only thing you're really doing is playing tit for tat with enemy scaling until you eventually crush them for a brief moment then they turn around and crush you. That's when numbers start being much more involved in the game than the player is.

     

    In action games the main challenge is adaptation to the new situation at hand. You can't really do that in Warframe because everything is the same whether it's low level or high level. Of course, like you said, the game is still being developed. Hopefully this won't be the case a year or two down the road. However, this is part of the current foundation of gameplay.

     

    I wouldn't say the bane of Warframe is big damage numbers, but the way one applies extra damage to their weaponry is the bane of customization in Warframe, especially since maxing out damage is the only thing that matters on most weaponry and the rest of the game. Exceptions apply, of course, but those exceptions are few.

  4. They currently do provide a shield boost, but if you have overshield they should be able to recharge it at a reduced rate. Overshields are useless past saturn and past saturn you must hotkey them and spam a few in order to keep your overshield up. like some fairly misguided fellows already mentioned the large team shield restore restores 1,200, but it dosn't restore it instantly meaning you need to spam a few in order otherwise your shield gets one shotted away rather quickly. i know, i was testing these for a while on saturn when i first made this post.

    I could care less about their practicality. It does in Warframe exactly what it does in Halo, and in Halo overshields were something that was nice to have in certain sections of the game but something you never relied on, or even cared about for most of the game.

  5. If DE balances around Starmap, why is there a Heavy Caliber? Or Blind Rage? Or Fleeting Expertise, Maim, Breach Loader, Piercing Caliber, Transient Fortitude and lately Primed Continuity, Primed Flow, Primed Point Blank and Primed Heavy Trauma?

     

    Besides that, you don´t need limit yourself. Just don´t forma all weapons 5 Times or Maybe take one of that Mid / Low Tier Weapons.

    Seriously the whole game is about getting stronger and after everyone is strong, everyone seems to want the exact opposite. I don´t get it.

     

    First i (and all the other players too) need to farm for Mods an credits to level all the Mods up, and then everything should go to hell?

     

    And if DE themself thinks Powercreep is a problem, why on Earth are they releasing Mods like Primed Point Blank, Maim or Piercing Caliber?

    It doesn´t make really sense then. If they really think so, they should stop right now and balance. Otherwise its going worse and worse.

    There are things called "mistakes."

  6. That's your opinion based on a few games.

    It's not an opinion. It's an observation that I can back up. I don't play a lot of F2P games often either because they're region locked or they're not localized for English, but Firefall and Warframe are the only games I've ever seen that do build times as a means to pressure people into buying plat (or in Firefall's case, Red Beans) either to rush what they're building or buy it straight from the market. 

     

    I can understand for logic reasons that you would have to build a Warframe. Same thing goes for Firefall. The main difference? I tolerate it in Firefall because the majority of obtainable content outside of mission exclusives are easily made. The build times are short and most of what I'm trying to build will be finished after I do a PvP match or two. Sometimes there are no wait times on final products because all you gotta do is put the parts together and voila, new toy.

     

    Warframe? It's forced as hek. Painfully forced at that. The only thing I consider a viable defense for 3 day build times is lore reasons, but even then I'd say the most reasonable amount of time should be a one day to put all the parts together.

  7. It adds excitement and well, it'll make you play longer.

    I have to disagree on the excitement part. If it wasn't such a pain in the &#! to get the newer frames (Hydroid, Mirage, Limbo, Mesa) and their parts then maybe I would be slightly excited to finally get my hands on them. But, I don't. I'm burnt out by the time I'm able to build and in some cases half way to getting to build them. I've also been severely disappointed by the newer releases as well so at this point I've stopped trying entirely. I only bought Limbo because magician, but now I regret it because he's almost as disappointing as Nekros is.

     

    As for making me play longer, I have to agree. But only up to a certain point. I'll binge play the game just to get something that visually appeals to me, then quit for a week or two after the novelty has worn off or it was just painfully disappointing. Lately, it's been the latter. By lately, I mean the passed 6 months.

     

     

    That's f2p for you.

    Wrong. If I buy another character in another free to play game I get to use them immediately. The first game I've ever seen "build times" with was Firefall but at least those build times were somewhat reasonable. Warframe is the only free to play game I've ever played where you have to wait an arbitrary amount of time to play a character even after you've won all the items required to obtain them. It's not a f2p thing. Reasonable wait times is a Firefall thing. Unreasonably long wait times is a Warframe thing.

  8. I really disagree with everything you just said. I see Nekros as a Support Frame. Soul Punch is a 1. It's not gonna be good, letsbehonest here xD

    Terrify, I've already suggested a rework for it, due to it's horrible performance.

    Desecrate isn't a "loot reroll". It's a "Hey, you got loot? Here's some more to double your chance of what you're trying to get". A reroll suggests you have Ferrite, desecrate that and it changes to Rubedo. But not. It's a Loot x2 move. And if you take Nekros to Survival, then that's where he shines with his Desecrate ability. "Oh, you died and didn't drop a Life Support unit... one sec. I'll change that".

    And Shadows of the Dead is pretty much Loki's Decoy + Nyx's Mind Control x10 -brians.

    I'll admit, his powers need a look at, to make him more viable, but otherwise, his powers are good. They are his own. Nekros isn't a Rhino, Oberon, Trinity, Nyx, Ash, or anyone else. Nekros is Nekros, and he's not a damage dealer. Like Hydroid, his powers are useful but not supposed to be used for killing.

    Just because they're his own powers doesn't mean they're good or ever will be good. The only thing Shadows of the Dead is good for is trolling people who have low-end PCs. Nyx's Chaos does the same job, but better, and it doesn't involve putting more actors on-screen that need to be rendered. Just because Soul Punch is bound to 1 doesn't mean it shouldn't be a good ability. Desecrate isn't anything that deserves its own spot as a skill because, again, Oberon has that same mechanic on his Reckoning minus the loot. 

     

    Can you really say there's anything good or even visually awesome about Nekros besides the frame's design? I can't. Why? Because I've seen way better for this exact same archetype. If he's not meant to be a damage dealer then he better have utility worth while. Which he doesn't. I'll give you the point about Survival, though. But that's only because of the way survival is designed, which isn't good either. 

  9. Nekros, Nekros, Nekros... where to begin with you? 

     

    I can think of so many other characters that are "primitive" compared to you and still do so much more than you have ever done when it comes to Necromancy, or simply being effective in combat. You don't do anything well. Being unique for the sake of being unique is a terrible thing, and you fall into that category. You do nothing well. You don't even do anything decently. Your best function is being Warframe's loot slave. 

     

    Nekky isn't supposed to be a direct damage Frame.
     

    Maybe that's the problem. Everything about Nekros's kit screams half-baked and impractical. Soul Punch is basically a reverse Pull that has a terrible AoE, Terrify is a $&*&*#(%& Radial Blind, Desecrate is what should have been a bonus effect on an ability similar to what's on Oberon's Reckoning, and Shadows of the Dead boils down to "let's fight dumb mooks with dumb mooks." On top of all of these being impractical, they also lack any sort of creativity. Death from Darksiders 2 makes a better necromancer than Nekros. 

     

    Desecrate can't be removed, it's a unique ability in the entire game and it's Nekros' calling card. 

    Desecrate isn't at all an ability, it's a loot re-roll. If anything, the effect of Desecrate should be a bonus effect to an ability. Looking at Oberon's Reckoning part of Desecrate's function is attached to it. That's how it should have been with Nekros and his abilities.

  10. I'm not big on "4 mashing" but there's truth to this statement too.

     

    I think Steve touched on it a little in devstream 44.  He stated that they're not going to just make a few things suck and leave the rest of the game alone.  If they're going to re-work numbers, they have to look at the whole beast and not just parts of it.  I've said this in other threads but I'll say it again here...only god knows how far DE is willing to take it.  Its something they haven't even had real discussions about; only hypotheticals on devstreams.

    I'm thinking that the only reason there hasn't been a real discussion in devstreams is because they actually can't do it without an even worse backlash.

     

    It's one of those "damn if you do and damn if you don't" situations.

×
×
  • Create New...