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8r8kSpider

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Posts posted by 8r8kSpider

  1. Hello, DE

    Bought myself the Mesa PA as a sort of early christmas present and frustrated to discover that the Monocle "oculus" and the 'headband' styled Operator gear are in fact the 'same' piece.

    Now, personal frustrations aside with this design choice (bundling multiple cosmetics under one option, isn't this why we got three face slots to begin with?) I think it highlights a need for there to be both a "mouth" and "forehead" slot for cosmetics.

    As it stands the Erlang Prime headband clips terribly with all the other headbands in the game (Kiteer Atmos, Umbra...) I think this is marginally an oversight, but I'd still like to see it fixed.

    Screenies under the cut.

    Spoiler

    p4PRfYL.jpg

    T0GFvqz.jpg


    2moC7FW.jpg

     

    • Can't use Left Trigger bound control for Melee on controllers.

      Gettin' real tired of this one, I understand the Operator Meshes taking time, but this particular bug wouldn't even be an issue if you guys would let us rebind controls easier. Frankly the controller rebinding menu has been 'broken' ever since the UI update where you forced us to bind specific controls to specific buttons. Please, for god's sake, give us back the same rebind menu as keyboards.
    • Like 1
  2. I'm not especially salty myself, but honestly, while it's fair to say "this is just how DE does things" it's also just unprofessional. A Build/Update should be done and ready to ship before they actually mention it, saying "maybe next week" is one thing, saying "we'll try to have it out tonight" is fine, but it's unprofessional, it's like they're tapping you on the shoulder and going 'hey by the way might be posting an update later today'. It's in no way a promise for sure, but they also have to expect that if they fail to deliver anything, people will be annoyed.

    As for all you people telling off people who are being vitriolic 'obviously you've never worked in software development' I request you point out any professional software developer who announced that a build might be out sometime in the near future. They outlined a 'thursday' release and posted this thread to inform us of it. No one made them do that, if they didn't have a build ready they should've just said nothing.

    Frankly I wish they'd just avoid threads like this all together, and give us things like "sometime this month" at the most until they have a build actually finished and ready to release. Imagine how much headache they could save themselves if they just crunched on Thursday/Friday to finish a build and said "okay guys the patch will be out this Monday/Tuesday/Wednesday" whenever. Nobody would be salty and they'd have possibly a whole week to fix any bugs that crop up before the next weekend.

     

    • Like 1
  3. Just now, Omega-Shadowblade said:

    Oh, so this post got moved. Well hope the discussion already here gave you some answers.

    Yep, and I'm glad they're working on it.

    I can't fathom why they'd inherently tie stats to an object like that, especially in a game where fashion/skins are such a big part of the game at this point, but, I mean "okay".

    I hope it isn't going to be the same with Fortuna and Kitguns, we have several Secondary Skins already in the game as well.

     

  4. Hello there, simple topic.

    Can anyone explain why we can't use the Deluxe (and Tennogen for that matter) Weapon Skins on Zaws? Honestly, I can't see a good reason this hasn't been implemented.

    DE's practically throwing money away on this, I use Zaws pretty often as my Melee weapon of choice, and I've made several (Last I checked I have six of them in my inventory right now).  While I appreciate the effort that went into making the models, I also don't especially like the Ostron Aesthetic that much, personally. Deluxe and Tennogen skins are paid content, exclusively, and I really think we should just be able to put them on any weapon in that 'class', including Zaws, plain and simple. If there's a real technical reason DE can't do this, I'd definitely like to hear it, if not...

    I just wanted to give other people a chance to either explain this to me or to add to this topic, in the hopes someone will see it and make the change accordingly, this is even more important now with Melee 3.0 on the horizon, and the sheer number of Deluxe skins DE has put out over the last few months.

  5. I hate to tell you this, OP, but this is an argument you won't win. I also love Limbo and wish DE had found a better solution than "Make Limbo useless" but that's the decision they made, I doubt it will change, even if I also wish they'd reconsider.

    This change was brought about because people hate Limbo, the idea of using Melee instead of just holding left mouse click is apparently pure poison to them or something. With the amount of Limbo hate in the community at absolutely absurd levels, you're never gonna get much support on this.

    Personally, I think a fair and completely reasonable compromise would be to have Limbo's Stasis affect his own Projectiles, but not those of his team mates. This still allows for fun Solo play and allows you to set up AOE attacks on Defense points while your team mates shoot things normally. I for one only used Stasis on myself and my projectiles, then cast cataclysm where I wanted my airstrike to land, and unstopped time in the same moment. My team mate's ability to shoot things was never interrupted, so these people constantly screaming about 'why can't I shoot this enemy that's weirdly holding still and thus absolutely no threat!?' don't make sense to me.

    I also agree with the sentiment that Limbo has lost his identity completely, if I wanted ordinary hard CC where I could still shoot the enemies, I'd just play Frost, or Rhino, or Vauban, etc. There are a bunch of frames with Hard CC which functions exactly like Limbo's does now, the stopping projectiles facet was the only thing that made Limbo unique, now he's just meh.

    Right in time for his Prime, too, what a punch to the face for anyone who enjoyed this frame. I was excited for Limbo prime, now I haven't even farmed the relics for him yet. I got Zephyr faster, and I don't even like Zephyr.

  6. Just adding another voice to the chorus here because I play a lot of Valkyr, and well, I'm going to have to dump Forma into her Talons to have anything approaching the build I used to use. I firmly agree with the fact that DE knew 100% in advance that Madurai Polarities would be what people wanted, and made these decisions intentionally. I'm pretty miffed. My overall impression of the update is positive, but this is a massive, massive middle finger to anyone using a frame with an Exalted weapon. I understand Umbra not having much, because he's a warframe everyone gets for free, but there's *no* reason to treat every other frame this way.

    A nice compromise would've been to give us a little screen with "Your warframe possesses X polarities, polarize weapon now?" as a one-time thing for this update to give us as many polarities as we have on our Warframes. That way those of us who HAVE put in work would get *something*.

    I honestly wouldn't even be as mad if we just got no polarities, but putting on so many Naramon polarities is just a slap in the face.

  7. On 2/2/2018 at 12:11 PM, taiiat said:

    no, the Augment and the Ability itself to a lesser degree, is also a problem. they are symptoms of each other if you must insist the logic. Resonating Quake is literally an AFK'ing Augment, it has no use outside of that.
    that it's also used for AFKFarming is a separate matter that happens as collateral to hopefully resolving that an Augment that was added to the game supports and encourages idling Gameplay when Digital Extremes regularly says they don't want that.

     

    any Ability that has no use in active Gameplay is a problem regardless of how or if people use it for something.

    You seem to have completely missed the point; DE giving us situations where inactive gameplay is the best solution is the problem. That is a point which should not be overlooked. If your game encourages AFKers but you, as a designer, 'don't want that', then the onus is on you as a designer to make the gameplay more interesting, not force people to do something they obviously don't find interesting, that leads to burnout and overall falloff on playerbases.

  8. On 2/3/2018 at 11:11 AM, LSG501 said:

    Actually it wasn't really hard to think about using the shield aura to remove shields.... while it might not have been the very first run it wasn't far off for many.  Even I wondered if it would work before I tried bothering with eidolons but then it got patched out. 

    Even now the teralyst isn't a challenge, it's just tedious, repetitive and slow if you don't have decent gear, hence why the chroma meta arrived to speed things up for the 'veterans'. 


    This is exactly what I'm talking about- DE nerfing things doesn't 'balance' the game, it just removes certain things from 'the meta' which restricts the number of options you have for playing the game. That directly impacts the fun I have with the game, and obviously many others agree. If I were to over-exaggerate to prove a point- would you still play Warframe if the only Frame you could play was Excaliber, and the only guns you could use were the Braton and Lato? Probably not. The game's broad toolbox is what makes it. DE forces us to only use a few tools out of dozens when they 'nerf' things, it doesn't get rid of imbalance, it just says "These things are Overpowered and that's fine, but these things were not fine."

    The thing that grinds my gears, personally, is that, it only takes a few examples of really broken builds for DE to 'nerf' something. I *never* had a Chroma powerful enough to 'one shot' an Eidolon, yet, now, I must suffer and my Eidolon Hunting teams must suffer a longer, more drawn-out fight, for no other reason than a couple people were abusing the system.

    The Eidolons in particular need a fast solution; their fight is time-sensitive. If you force players to space out their eidolon fights by 100 minutes! Nearly two hours, most players won't come back the second time, they'll do maybe one or two Eidolon fights a day- it slows their progression, and when people feel like their progression has been artificially slowed, they don't come back the next day, and the next, and the next.

    They just stop playing until a new content patch comes out.

    That's the environment DE has created. Burn people out and make them walk away because a few people found a way to cheese content that DE didn't like.

  9. Some people seem to be missing the point of my argument- Difficulty scaling after a point renders some gear useless, but not other gear. That doesn't make any sense to me in a game where the wide variety of gear and options to engage the enemy are what make it fun. Higher level gameplay isn't actually challenging, it just restricts you to using key "meta" Frames/Weapons/Builds, rather than allowing you to use a broader spectrum of options.

    To put it another way; Enemies are simple bullet sponges in more 'difficult' gameplay, this doesn't make anything interesting, instead it forces you to use the multitude of Base Damage buffing mods in the game or be rendered ineffectual, it isn't a question of difficulty, just of bringing overpowered gear, while other non-meta gear is left collecting dust. I can totally one-shot level 100 Corrupted Bombards, that isn't an issue, the issue is that some things in the game can render even the high-level content into a Dynasty Warriors-style bloodbath while other content gets nerfed... for seemingly no reason, as it wasn't that useful anyway.

    Ember is a prime example of this, as is Mag, they just don't scale past the starchart, that strikes me as incredibly foolish on DE's part. I'm not demanding new content, I'm saying I'd like to take whatever Frame and Weapons I like into higher level content without being useless. If the disparity between one gun and another is so great that even shoveling 360%+ Damage onto the worse gun still doesn't make it useful past level 60- while the better of the two guns can still chew through the enemies, the weaker gun shouldn't get nerfed just because it's exceptionally good at levels under 60. That just permanantly takes it out of your toolbox for higher level content.

    I am tired of playing 'endgame' content feeling like playing anyone who isn't Valkyr/Harrow/Trinity and using any elemental damage that isn't Blast/Corrosive is the wrong choice. There are 'good' options and 'bad' ones at endgame level play, and yet DE seems content to nerf those 'bad' options instead of give them a leg up, just because those bad options can be abused in low level play.

  10. Hi, I've been playing this game for literally almost five years, so this is the perspective of a 'veteran' player with an absurd amount of time dumped into the game, you're welcome to take my thoughts as such.

    For a long time now I've held that Warframe is a game in which "balance" is entirely illusory. It's a PvE game, predominantly, first off, and you can't ever properly balance a game wherein one 'side' is perpetually controlled by an AI and the other has learning and adapting sapient people on it. That said, I feel like as of late, DE has been trying to solve the 'problem' of certain things being 'overpowered' without addressing a core issue in their game's sense of balance; Scale.

    The Situation

    The game is generally 'balanced' around the level of enemies presented to you in the 'Starchart'. Ranging roughly from 1-60, the Starchart takes you to the edge of what is considered 'normal' levels of play in its non-endless mission types, and that? That's a problem. Why is that a problem? It's a problem because everything above that level of gameplay disintegrates immediately. Enemies scale exponentially almost exactly at level 60, their damage output and survivability rocketing upwards by orders of magnitude in ten-level-increments. For veteran players like me who do sorties routinely, play Raids, and the like, the endgame is a total disaster, some Frames are nigh-objectively-useless owing to their poor scaling, the 'fun' of the game dies out almost immediately.

    Now, that's a bold claim! The fun dies immediately because some frames are less viable? In my opinion; yes. Warframe is a game about- and not to be crass, but, to yank some words from the latest Dev Workshop post- the tools in your toolbox. The many and varied playstyles offered by various Warframes are what *make* this game, I'd go so far as to say this game allowing you such a broad toolbox to play with is the core and most important aspect of Warframe as a whole. So why kill that fun for the longest-running players? With every 'nerf' and 'rebalance' aimed at starchart-level play, DE is actively chopping away at the tools available to people who are firmly situated in post-starchart content. I understand the logic; the Starchart is functionally the 'real' game, everything outside and beyond that is meant to be challenging to veteran players. Here's why that's bad.

    The Problem

    I, like many other 'veteran' players have little to actually 'do' in this game. Focus farming, forma-ing, generally assisting other, less experienced players are the bread-and-butter of the 'endgame', and that's a huge problem. All of the things available for end-game players to do are... grindy, rehashing old content that a veteran player will have handled a thousand times before and a thousand times before that. It's End-Game players who actually need the variety in playstyle offered by Warframe's considerable toolbox to keep the game interesting. Min-Max builds will always be broken in PvE games like Warframe, you can't program an AI to adapt so dramatically and dynamically to things like AOE killwalls without making the AI eventually unbeatable by even the most broken builds or the most skilled players.

    I posit that by openly and actively 'restricting' the ability of players to make 'cheese' builds DE is functionally saying "if you want to use X tool, play lower level content". The problem is that lower level content offers no rewards for higher level players, so it's functionally asking high-level players to just... leave? Walk away. If all you're doing is grinding affinity/focus, then you are not wanted here. You have to try harder for the same rewards, just because lower level players might ride on your coattails. (Or because lower level players will cry about being carried because they want kills too! I will never understand people who complain about a free lunch, but I digress.) Punishing your higher level players because of a perceived imbalance in your game caused by dramatic min-max builds is absurdly reactionary.

    This is a larger problem I hold is evident in DE's philosophy as of late especially; if one person makes a broken build (which then becomes popular) it must be fixed immediately! Nevermind that some of these builds require absurd min-maxing, or necessitate having very specific high-level mods in order to work. If it allows 'low effort' playstyles, it MUST be fixed, otherwise it will 'ruin' the game somehow. Frankly, if a player like myself who has earned the Endo/Mods required for these builds through investing time in the game, OR, if a less experienced player has invested the Platinum to obtain these mods/endo, they deserve a 'free' ride, that is the point of using a high-tier build, to minimize the grind that endgame content (like focus farming) entails.

    My Solution

    It was once DE's philosophy to buff less used gear to be more in line with the popular gear as a method of balance, that has since adjusted itself 180 degrees. I don't agree completely with either solution, instead I think something different would be useful; Stop with the absurd enemy scaling. Plain and simple. Adjust the formula by which enemy Health/Shields/Armor scales to be less of a straight vertical line after level 60. I strongly feel like continuing to scale OUR toolbox Linearly while the enemy toolbox scales Multiplicatively will only continue to generate the same problems present in Warframe since its inception; A lackluster and easily undermined midgame with an absurdly disproportionate lategame where scaling stops making sense.

    Armor and enemy Damage resistances need to be looked at and adjusted- or perhaps, give us a way to make enemies 'vulnerable' to certain elements. Ember's Accelerant power is... something to look at. Consider if it had an effect similar to Oberon's armor strip slam, or Frost's ult freezing enemies, or Atlas' Petrify. Give us more ways to negate the scaled enemy resistances which make the game untenable after Level 60. Stop scaling our damage linearly while enemies scale exponentially. Again, looking at Ember, let's see her World on Fire... double damage? Oh boy, now instead of doing ticks of 10 damage to that Level 70 Bombard, I'm doing ticks of 20 damage! Worse, it comes at the cost of range? Ember's true value is as a CC frame in post-starchart content, reducing her range and increasing her damage is a direct nerf, as the increase in her damage will never compare to the drawback that reduced range inflicts on her.

    As a final note; don't give Warframes Augments centered around reducing enemy Armor/Resistances. We have far, far too many Augments in the game which are 'mandatory' on certain Frames, Hydroid's Corroding Barrage being one such example. It's unfair to hamstring certain Warframes by forcing players who want to use those Warframes to expend a mod slot on an Augment just to compete with other frames who have no such restriction. (Cough cough Oberon.) The problem doesn't lie with our tools, it lies with the overt and imbalanced shift in difficulty present in endgame content. Bullet sponges aren't fun, figuring out ways to circumvent resistances, however, can be interesting. No, using the Akstiletto Prime with Corrosive damage does not count as Interesting.

  11. So many people complaining about an easy win, like, seriously? I completely agree that it can take a while, but if it bothers you that much, go to the spawns and kill the enemies. A good Resonating Quake Banshee actually pauses the ability to let enemies get in closer, and to save herself on efficiency. Nerfing focus farming tools isn't what this game needs, it needs *less grind*.

    People complaining about Resonating Quake are complaining about a symptom of a problem, and not the *actual* problem. Nerfing Banshee won't make that problem go away, and, frankly, Ember's only useful for CC at anything above level 40, the poor thing's been through enough, leave her be.

    If anything Ember should have a buff so she can actually do properly scaling damage again, instead of being a simple CC machine.

  12. I can't explain how frustrating it is to watch things like Stance Mods and Ability Augments get literally thrown away in the Conclave. The Polearm stance in particular is incredibly good and actually has more than one combo (groundbreaking, I know!), making it literally the best Stance Mod in the game for polearms, but I can't equip it outside of a mode I basically never play.

    I remember a day when DE said conclave-only stuff would never happen, and then it was a slow, messy slide into the situation we have now, with interesting mechanically-oriented mods literally being tossed into a mode most people don't focus on. Honestly no mod should be Conclave only, if people want weird mechanically interesting mods in PVE, let them have it!

    I understand game balance might be some issue, but that can't be said for things like Stance mods specifically, so there's 0 reason to restrict stances to the Conclave.
     

    I'm also tired of seeing a thread like this show up practically once a week only to immediately get ignored.

  13. I don't even have anything to say that hasn't been covered by the users above. I'm Shogun of a Ghost clan that has been active since the Beta went public 3+ years ago and all this event is doing is actively punishing people for having Social clans instead of Game Hours based clans, and frankly; that's insulting.

    I have literally spent 3700+ hours in this game, and this recent trend of punishing clans with inactive or briefly active players isn't encouraging anyone in my clan to get on and play- the people who are inactive in your game are inactive because of the excessive grind being discouraging.

    I have had no less than *three* of my less-active members actively decline to help with the event because "sorry that just sounds too grindy", "that sounds like it isn't worth it".

    You are not encouraging people to play your game, you're discouraging inactive players from coming back, and you are encouraging active players to leave, too. The frustration I felt at knowing my personal grind for the sake of my less active clan-mates meant nothing was nothing short of absolutely crushing.

     

    For the record my personal best score is 1045, so this is not a case of me being "unable" and crying about it.

  14. 17 minutes ago, Ninjadeath721 said:

    well he also said that this isn't even its final form so maybe there is something big planned for it

     

    It doesn't matter if there's something big planned or not, things like this shouldn't be forced on the playerbase without any warning. 

    Artistically, it sounds cool, it's 'grounded in what nidus is', but in reality, that's absurd and DE is inflicting this on players who may or may not want anything to do with it. This would be like sending Faction Death Squads after people who've never so much as owned a faction sigil. It's not fair. There's a fine line between thematic consistency, artful direction, and just doing something crass, and when dealing with a playerbase so focused around cosmetics (you know, since cosmetic items are items people actually had to pay real money for) it's absolutely thoughtless, and frankly, disrespectful.

    It's already been said. Features of a game should be enjoyed, not tolerated. Cosmetic items in this game cost platinum, so the people who have the most invested in cosmetics are, to a point, the people who have spent the most money on the game, and, frankly, it's just insulting that DE would inflict anything on people who want nothing to do with any event.

    IMO the only way to get infected should have been with Nidus, that way, at worst, an already infested looking frame would have this growth, AND; it would've prevented people who haven't even done the nidus quest from being inadvertently involved.

    Neat concept; still completely inconsiderate. Honestly I wouldn't be surprised if the "final stage" isn't even in the game yet, actually. 

  15. Someone please tell me this is a known problem? I managed to roll a goddamn Opticor Riven out of my reward from Today's Sortie and now it's gone. Needless to say I'm incredibly upset? I went to Maroo's Bazaar and burned some of my Ayatans for the Endo to rank it up, went back to my Liset, and it's gone. I'm basically freakin' mortified. 

  16. Just wanted to make a quick note since this doesn't seem to have been fixed: 

    The positioning of Leg Armor on Valkyr Prime's right leg slot are off in a couple ways, specifically the Acanthus Prime and Pakal Armor, neither of these armors are symmetrical with the positioning on the left leg and look kinda derpy. Additionally, the Targis Prime armor on both legs is set "back" so far on the legs that Valkyr's shins clip through the armor.

     

    Super minor but as I am highly enjoying Valkyr Prime but unable to use some of my favorite armor on her, I thought I'd bring it up. 


    Thanks! 

  17. Alright so is there any particular reason we can't use these in PVE? From what I've seen they're pretty much just a mix of existing stances and animations in a way that focuses on single targets rather than any amount of crowd control. What exactly would be wrong with being able to use these in PVE? 

    I for one have a strong distaste for the fact that some of our current stance mods (looking at you, Polearms) are, to put not too fine a point on it, SEVERELY LACKING. I don't think having a variety of options for stance mods is a bad thing, quite the opposite. I really think we should be able to "cycle" through stances on the fly, in much the way there are weapons in the game with an "alt fire", I feel as if "Alt Fire" for Melee weapons should toggle their stances- or in some cases, cycle through them. As long as you obtain the stance mods first, of course. I mean, the idea of having to polarize or unpolarize various Melee weapons just to put your favorite stance on them is a huge (and completely needless) chore, forma-ing and re-leveling any weapon I use just because the "good" stance mod for it doesn't match the default polarity on the weapons. 

    That's just my two cents, I couldn't find a thread on this topic, and it doesn't really fit under weapons, or animations, by itself. Stances are such a cool idea but the implementation of them has been utterly hamstringed by needless restrictions and limitations. Especially considering how MANY stance mods for certain Types of weapon just have the same polarity, making a weapon WITHOUT a matching slot absolutely freakin' pointless. (Looking at you, Claws.) The division between stances is pointless, as having access to a wider variety of moves in-mission is just flatly more fun and doesn't seem to be a "balance" issue literally at all, given that there are obvious upsides to many of the stances "over" other stances, and these "more powerful" stances get picked over others, leaving them to languish. (I can't remember the last time I ever used "Rending Crane" on anything, besides equipping the stance when it came out just to see the moveset.)

  18. Just going to add yet another voice crying out "Please god no" to the changes in the sortie drop table.

    Hi, yeah, I've been playing this game for a while. Never once have I ever looked at a reward table and gone "oh thank god, I can get forma here!"

    Like, seriously, DE, I keep trying to get back into this game, and Sorties are the only "challenging" thing left, but like, it's an investment. Some of those sorties are punishingly difficult, frustrating even, and then to get to the end and have something like /Nitain/ waiting for me? I'd shut off the game there and then. 

    I barely play sorties as it is because I was disgusted with useless rewards for playing through difficult missions, this is NOT encouraging me to start caring about sorties. 

  19. So I have a question; I have a low ranking (MR5) friend who hasn't done any of the missions on Pluto, I taxied them to the mission prior to the sedna junction and completed it, but it's still showing up as "locked" on their end and they can't access the junction. Please tell me this is a bug, please tell me I'm not gonna have to help them through all the junctions from here to timbuktu just to play the new content.

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