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Pathyriel

Grand Master
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Posts posted by Pathyriel

  1. protip: Hit the spacebar to skip intro cinematics...

     

    They are working on the UI - hopefully we see some improvements in update 8. You make a lot of valid suggestions, so have many others - hopefully they've been listening.

     

    They have said, specifically mentioning TF2 that they don't want to use the hat funding model. I agree, though, that their ticket to money is more cosmetic stuff. In their faq, though, they say, "The research we've done shows that the vast majority of players who can support the game are after value and convenience more than costume changes."

     

    BUT! They have also said in live casts that they are working on more skins and helmets. 

  2. I agree that the pricing needs some work. It's important that they make enough money to keep the game running. If they charge too much they will scare away the people willing to pay, too little they might not make enough. 

     

    First, it's a bit of a scam to obfuscate the price of plat by making the numbers mismatched (ie 75 plat for $5.00). It should be more like 50 plat for $5, 100 plat for $10, ect.

     

    Next, there should be a lot of somewhat small plat transactions. Almost no one balks at spending a few cents for something. If half a million people spend a few cents over time, however, it becomes real money. Chances are we'd spend more than we normally would a little at a time rather than a big sum all at once.

     

    Imagine you start building something after a night of play and go to bed. The next day you log on ready to play and you see that your weapon (or whatever) has a few hours to go, but the rush price has dropped. You might think well it's only 5 plat to finish, an I'd like to play with it now instead of wait until tomorrow. Over time those little transactions will drain our plat pools.

     

    The downside of having a lot of small transactions is they need a lot of content so theres always new things to buy. They best solution is more vanity items in game. They've said they don't want people running around with silly hats or whatever, but I still think theres a lot of potential for vanity items, such as power effects, alternate suits, alternate suit UV's so the color patterns break in different ways, unique helmets. I think they are working on things like that, but not fast enough.

     

    I don't think Frames should be too cheap because they would feel less special, and everybody would have every frame, but spending over $10-$15 on a frame feels a little high to me. I think the $5-$8 range is better for frames.

     

    I also think they need to do some kind of "free frame of the week" so people can get a feel for different frames or weapons which would ease our hesitation to spend money on something we may end up disliking.

  3. If I reinstall my driver I'm able to enable physx until I restart my computer. After a fresh boot the game tells me it can't enable physx. It's pretty annoying. I haven't found a soulution yet.

  4. I'd rather just have a mod frequency increase, tbh. Oh, and more mod slots. 2 more mod slots would be good.

    Technically since there would be more shield/health mod types in the loot pool they would drop more often. Out of curiosity why wouldn't you want to have special shield / health types?

  5. +1 There should also be an effects on the Warframe so that it's on fire, on electricity or on ice.

    I agree, visual effects to the shields would be cool. I also think we should be able to choose the color of our shields

  6. I'd get rid of basic shield/health mods period, make that an innate feature of your frame, and make the 'new' shield/health mods be weird things like "health regen", "life steal", "shields regenerate per kill", so on and so forth.

    I'd agree, but it doesn't seem like the devs want it to work this way. My suggestion is trying to keep with the system they have already built.

    I'd love for the frames to each have their own stats that would increase as they level. It would make them feel different to play. Most of my lvl 30 mods right now feel like lvl 1 because I don't have mods for them.

  7. Good ideas. You only really need one health and one shield mod though because you can just unequip them from one frame and equip it on another for free. Only problem is energy.

    Switching out mods all the time would be taxing and increase downtime. I might want to switch what frame I use between rounds, but it would be pretty annoying to have to unequip a bunch of mods then switch frames and reequip. Especially if my teammates are ready to go to the next level. Also, I don't think it's what the devs really have in mind. They could have made it so once you get a mod you could equip it in any all weapons/frames, which is an idea I've seen on the forums, but that's not what they did.

    I agree, except with the part of "making especial Shield mods", it is a good idea, but not for now... We need first to focus on the unsolved problem that is Shield/Health mod drop rate...

    It seems like you missed the first part of my post where frames come with shield/health mods standard (no need to increase drop rates). They wouldn't be great, but they would do the job until you get an improved shield or health mod. More variation in the mods will make the gameplay more interesting and unique, and it will require you to make hard choices while building your load out.

  8. Problem: Health and more importantly shield mods are pretty necessary to progress into higher difficulty planets. Unfortunately, they seem to be pretty rare drops (even though they are common mods). I’ve been lucky enough to get one of each, yay! I have 7 frames, boo!

    Maybe I’ve just been babied by the previous system, but some levels are pretty hard to do with the standard shield/health, especially solo. I don’t think I’m alone thinking this.

    Even If I get enough shield/health mods to cover all my frames, they are so important they would permanently take up 2 of my slots reducing my customization options on all my frames. So out of 10 slots I get 4 for customizing.

    Solution: Much like power mods come with a frame, so should basic health and shield mods. They should have their own slots so as not to reduce customization. We would still limited by our power level, so health and shields would have to grow over time as we leveled. The standard shield/health mods should be capped how high they can go to encourage us to seek out better s/h mods.

    Then, we can get creative with s/h mods. For example:

    Electric shields: Add a small amount of electric damage to all attacks, electrocute any melee attackers, and would excel at reducing damage from corpus - but be weak against infested.

    Fire shields: Add fire damage to attacks, burn melee attackers, block all fire/explosion damage – but completely fail on levels with coolant leaks.

    Ice shields: Add cold damage to attacks, freeze melee attackers – but fire/explosion damage does double.

    Ricochet shields: They act like normal shields, but they have a chance of returning projectiles back to the attacker.

    Stealth shields: They act like normal shields, but when you stand still you become invisible.

    Vampire shields: They convert a percentage of your health into shields.

    Overcharged shields: Regular shields with a higher cap.

    Rejuvenating health: Health that regenerates.

    Berserker health: You get a damage modifier that gets higher the lower your health gets.

    Vampire health: As your shield is depleted your health gets a temporary buff.

    Overcharged health: Regular health with a higher cap.

    Obviously these should be balanced so they aren’t game breaking. We would have to tune the caps and energy cost to offset the benefits. You should only be able to equip one of each. I’m sure there are more ideas or tweaks that could be feasible.

    TLDR:

    Shield/health mods should come with a new frame like powers.

    They should have their own slots.

    There should be alternate specialty Shield/health mods.

  9. They've said they won't do an open world exactly because the maps are procedurally generated. They just make tile sets that are randomly put together to make a level. The open sky ice world is about as close as you will get.

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