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(XBOX)AarrowOM

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Posts posted by (XBOX)AarrowOM

  1. To hop in on this bandwagon, many of my complaints about the console UI stem from there being too much clutter.  My main complaint stems from navigating the Foundry where the vast majority of blueprints I own are for things that I have already crafted and/or mastered.  While I appreciate the ability to see everything I own, sorting by whether or not I can craft something is insufficient in the sense that I can likely craft most things, so any new BP gets buried somewhere.  It would be really nice to have a way to toggle mastered/crafted (or have it sortable as such) to identify anything new.

    Perhaps a further point, having Warframe component BPs flagged as mastered would be nice as well (e.g. Ash Prime is built and mastered on the BP, but Ash Prime Chassis isn't marked as either (as the chassis has been used to built Ash Prime and doesn't carry a mastery in-and-of itself).

    For the Codex, I would suggest that weapons get broken down a bit more (beyond primary, secondary, melee) to have separate archwing primary, archwing melee, companion weapon categories rather than have them just appear at the end of the existing lists.

    For End of Mission reports, it would be nice to be able to interact with them during the loading screen back to our orbiters rather than play with our landing craft behind a semi-transparent window.

    As for there being TMI to display in Warframe, it would be nice for there to be more guidance, especially for button-mapping purposes.  I don't generally use 'frames that have abilities that can be selected in-game (e.g.Ivara's Quiver) because in the heat of the moment, I can't figure out how to change type.  (Yes, this is also a consequence of being inexperienced with a given frame, so there's no muscle memory to build on, but it's something of a catch-22 of not knowing how to use a 'frame completely and not using it because I don't know how to.)  Yes, Warframe is a multi-platform game, but playing on a console makes certain things just that much harder as there are fewer buttons on a controller than keys on a keyboard.  (Using RB and LB to flip to different tabs is useful, but on certain menus, also changes the menu AND a tab.)

  2. With the NW weekly of Orb Vallis conservation going on, I went to go work on it.  As my main is Nezha, experience in PoE has shown me that I shouldn't try to call for pickups of tranq'd animals while having Warding Halo running.  (It'd be nice to not have Warding Halo kill tranq'd animals, of course, too.)  I melee to get out of conservation mode and pop into my Operator to actually go over to the animal.  Once I've called it in, though, I get a white, semi-transparent overlay that is persistent on my screen until I head back to Fortuna.

    You can see the issue here:  https://gamerdvr.com/gamer/aarrowom/video/77723040

    It's not game-breaking, at all, just annoying.  I haven't seen if it's the case in PoE with the current update, but it wasn't a problem there last week.

  3. So far I'm liking most of the Melee Revisit: the animations are smooth, combos are easier to access, the new VFX are nice touches.

    My main complaint is the difficulty with using a synthesis scanner as some previous posts have indicated.  It's especially frustrating as some of the Nightwave missions are "Scan X Simaris targets."  On the first target hunt I went on in the Void, it was a very unwelcome shock that after using melee to kill an enemy in my way, I had to re-equip the scanner before continuing.

    One comment about melee in general, as well, is that channeling never seemed to be a critical aspect of melee combat (and seems to be even less so now, probably because I haven't figured out how to do it and have no particular need of it).

  4. I just got the Mantis Lander the other day and went to a relay to trade in some syndicate medallions.  When I arrived, the Mantis was properly oriented, but when I walked back to it (entirely on a lark), i came across it rotated 90 degrees so that it looks like it was "touched down" on one of the platforms.   http://xboxdvr.com/gamer/aarrowom/screenshot/9289986

    Interestingly, you can walk through it and access the leave relay dialogue as if it was still aligned properly.  http://xboxdvr.com/gamer/aarrowom/video/54238959

  5. I've had this happen in Onslaught on XB1 as well, but my glitch was before this most recent update.  (Though I was dropping infinitely into the starting area , not an actual zone and was otherwise immune to zone white outs.)  Finally got out of it when the mission ended with 0 efficiency.  (To be clear, I transferred in between two zones, not the starting area, but appeared back at the beginning anyway.)

  6. I had intended to wait a bit to comment on the cursor in order to see how it interacts with all portions of the game, but after just my casual gameplay last night, I feel the need to comment.

    • The removal of hotkeys in menus is probably the most jarring.  I've gotten used to the single button presses required to mod my frame, for instance, or to change loadouts.
    • The D-pad does still sort of work to navigate around, but acts strangely.  Having it automatically snap to the first option in whatever menu system you've opened up would be ideal rather than have it just start wherever it was last used.
    • In cases where the bumpers can be used, I can't quite figure out why there has to be a hover over a window to activate that functionality.  Until I saw some comments here, I didn't even realize that was how the bumper functionality was supposed to work in practice, I had been figuring it was some sort of on-again/off-again bug.
    • While I can appreciate the need to simplify the game code to standardize across three disparate OSes, I firmly believe that PCs and consoles are two very different beasts and that what might work best on one simply might not work at all on the other.
    • The zoom function in Navigation is really strange to me.  I would have thought that it would zoom on where the cursor is hovering rather than whatever was last selected in that Navigation session.  I kept zooming into the sun trying to select missions on different planets/moons.
    • I like the scroll functionality in places with long vertically scrolling lists (such as the end-game report).
    • The menu options seem too small for the cursor (on consoles) making it hard to select things without missing.  Controlling the cursor size was a nice touch, but the text seems too small.  (Even pickup context hints (for stars) in missions seemed smaller than usual/previously.)
    • Perversely, the cursor speed on the navigation screen now seems too slow at default.

     

    TL;DR:  I'll likely continue to play the game, but I suspect I'm not going to be customizing things as much since the cursor is difficult to control and just play with my main 'frame and weapon set to avoid the hassle of drag-and-drop modding/customizations.

  7. I've had odd geometry fails before (slipping through cracks in the level and falling into the abyss... even did that on archwing, actually), but I've never encountered a geometry glitch like this.

    The mission was a void fissure survival mission on a Grineer tileset.  Entering a loot room, I went to kill a few enemies and break open crates/open lockers, but diagonally through the room was a piece of hull that I couldn't see when walking in (but could walk through) which became solid and visible when trying to exit.  I could leap over it, so it wasn't a problem for the gameplay, but it was odd enough I took a video of my exploration of it.

    http://xboxdvr.com/gamer/AarrowOM/video/42646943

  8. Mission type: Extraction Duty


    Main Objective:  Escort a cryopod (defense objective) to extraction after a defense game.

    Maps:  Maps will start out at or near the defense objective but then generate additional areas that you would have to escort a moving cryopod through in order to get to a waiting orbiter.  (A small scale version of hijack.)

    Canonicity:  What happens to the defense objective after everyone chooses to extract?  (Or, how bad-a** are the extraction team operatives compared to normal Tenno?)

    Gameplay:  Starting at the defense objective, gameplay works in a few phases.  However, unlike in defense games, enemies spawn continuously and at a higher level than the base defense mission at that node.
    Phase 1:  Defend the objective during a countdown to represent the attachment of a movement system to the cryopod. 
    Phase 2:  The objective moves slowly through the map while being escorted by the players.
    Phase 3:  Occasionally, as a last-ditch effort to stop the Tenno, doors will be locked along the route requiring a countdown-based hack to open.

    Some gameplay alternatives:
    Phase 1 represents a cryopod opening sequence making Phase 2 be like a more traditional hostage escort (rescue) but with a walking-only and unarmable character (representing a freshly awoken, and thus unskilled, Tenno?)
    Mobile defense-like door hacks replaced with friendship doors to speed up the mission.

    Notes on tilesets:
    For the Grineer Shipyard tileset, a pre-Phase 1 could be riding the tram around the track before the start of the mission.
    For the Orokin Moon tileset, a pre-Phase 1 could include a pseudo-excavation mode to "stabilize the ground" and stop the collapses.

  9. 8 hours ago, (Xbox One)Onyx Guarrd said:

    Was there also a change to frosts snow globe where it now appears in the energy color on the outside as well? The texture looks different as well.

    I was wondering that myself.  Noticed the apparent change in Snow Globe during a set of T4 void missions last night as I was trying to unlock Mot.

  10. I didn't see anything strange until yesterday (Friday) evening.  Friday morning, as of 9 AM CST, the chat seemed fine.  But by Friday night (after 6 PM), it wasn't loading for me and hasn't loaded at all today (Saturday) either.

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