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Boatsniper

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Posts posted by Boatsniper

  1. If there's one more thing I could add onto this idea-pile, is that I believe certain tile-sets need to be able to interconnect, like the woefully outdated Corpus Ship set and the Grineer Galleon set. Space ships should be able to interconnect for practicality's sake if nothing else.

  2. Dodge rolling makes you invulnerable to knockdown (hyper armor) and gives significant damage reduction for the duration of the action. Melee attacks also provide hyper armor, if timed correctly.

    Also, do people just not use Constitution? +28% Power Duration and +40% Knockdown Recovery Speed? There's no reason to not put it on every frame.

  3. Conveniently enough, I made a post three years ago talking about this exact thing.

    https://forums.warframe.com/topic/96793-missions-have-no-depth-heres-how-to-fix-it/

    I knew that this game lacked depth back then, and it still lacks depth today. It has a bit more now, but not nearly enough to be satisfying or rewarding. Indeed, it has turned into a mindless third-person horde-shooter with lackluster-but-lucrative stealth from the slightly-more-tactical third-person-shooter with pointless stealth that Warframe began with.

    I still believe that Warframe would benefit greatly from this kind of depth. What do you guys think?

  4. 13 hours ago, CandlesShadow said:

    A lot of the mod system is broken, some weapon mods (heavy caliber for example) go off of base stats at rank 0 instead of what rank the weapon is.

    Weapon damage has never increased with rank. The only thing that does increase is mod capacity.

  5. Have they recently spawned? Killing mobs before 5 seconds after spawning causes your stealth multiplier to break. I don't know why DE thought this was a good idea since mob spawns are limited while undetected to begin with. Might have something to do with that Uranus Sabotage exploit bug I found back in October, or just a bandaid for their crappy spawn control system, or both.

    What counts as a stealth kill is very finicky to begin with. If you are using a bow and arrow, with a punch-through mod, and kill two mobs walking in view of each other, your multiplier will break because the mob that was killed second witnessed his buddy's death for a fraction of a second before dying himself, sending him into a semi-alerted state. It's incredibly stupid, I know. You're better off using Opticore with punch-through (the fully charged shot is silent, funnily enough) since the bullet is hitscan.

    I don't have any more explanations if what I said here doesn't fit with the problems you are having, as they've been either patched out or I haven't encountered them (random mobs knowing exactly where you are, Drahk and their masters don't alert other Grineer mobs to your position [still a bug, but not relevant here], etc.).

  6. Effigy is indeed completely broken. All that is visible of the pelt is the head and the outlining energy effect when it screams. The elemental blasts deal no damage whatsoever.

    Also, if I may add, Spectral Scream is somewhat broken as well, and has been for a long time. The ability's stats do not scale properly with strength and range mods. I believe the mods are using the rank 0 stats to modify the ability instead of the current rank, hence why a rank 3 Spectral Scream with +45% power range does not increase its range by 45%. Same goes for power strength.

  7. Let's talk about Scythes for a moment.

    There are two notable types of scythes:

    Standard Scythes used in agriculture:

    Spoiler

    Scythe_against_hedge.jpg

    War Scythes used in battle:

    Spoiler

    Polish_scythemen_1863.PNG

    For real-life practical combat purposes, War Scythes would be better than Standard Scythes due to their added reach with the curved blade pointed outward instead of sideways, given the handle remains unchanged. War Scythes are similar to pole weapons in this regard.

    For media purposes, Standard Scythes look so much cooler than War Scythes, which look like regular polarm-style weapons in comparison. Would you want something that looks unique and cool, or something that looks regular and boring?

    In Warframe, Scythes are nothing more than large, heavy sickles, and look nothing like the imposing tools used by farmers, or the symbolic weapon of the Grim Reaper. They're a disappointment, to say the least.

    This is what Warframe's Scythes should aspire to be:

    Spoiler

    tumblr_inline_o5g8pltspa1tpjzvi_500.gif

    Use the scope as a size reference.

    It doesn't even need to "also be a gun". A weapon this large would be impractical to carry around without a folding mechanism of some sort to stop itself from being overly cumbersome. Just think about it for a moment.

    Dear god I hate this text editor.

  8. Let's talk about the existence of Dual Weapons; it's stupid and makes no practical sense. You're literally crafting the ability to use a duplicate weapon in your left hand, then making it a stand alone weapon. It's dumb and I hate it.

     

    Why can't I mix and match two single-handed weapons? Why can't I use a Vasto and a Furis? Why can't I use a Cestra and a Lex? Why can't I use a Skanna and a Heat Sword? Why can't I use a Ceramic Dagger and a Dark Dagger? Why did you think making stand alone dual wield weapons was a good idea to begin with? It's not.

  9. Required Mods:


    How about we go one step further, and rework everything involving enemies, players, and their weapons?

     

    - Remove all (or nearly all) damage and health scaling for players and enemies.

     

    - Have Multishot unchanged... but ammunition consumption increases by 1 for every extra shot fired (goes with bottom point).

     

    - Extra weapon ammunition is based on clips instead of whatever crap we have now. Ammunition drops give one clip instead of a static value.

     

    - Elemental and Physical damage mods convert damage instead of adding it.

     

    - Supplemental mods have a drawback of some sort:

        [+ Fire Rate / + Melee Speed | - Impact / - Slash / - Puncture]

        [+ Critical Chance | - Fire Rate]

        [+ Status Chance | - Magazine Capacity]

        [+ Damage | - Projectile Velocity]

        [+ Airborne Melee Speed | - Ground Melee Speed] : Imagine flipping with Jat Kittag extended and spinning in a vertical circle, like Sonic's spin jump thing.

        [+ Armor | - Mobility]

    Just some examples.

    - Common, Uncommon, and Rare variations of existing mods; usually have higher benefits and drawbacks at higher ranks.

     

    - Warframe abilities are generally stronger, but gaining energy is a bit tougher.

     

    - Enemies are now modular (variations of armor plating and types, weaponry, and utilities), but remain consistent within their tilesets.

     

    - Enemies also gain new abilities and modifications the further you progress.

     

    - Dual wielding can now be done with any two one-handed secondary/melee weapons. Furis and Vasto? Cestra and Brakk? Whatever; go wild. (Shooting second weapon uses alt-fire, aiming and overall accuracy reduced.)

     

    - Weapons have weight! Equipping heavier armaments will greatly reduce your mobility; lighter weapons will reduce it less; unequipping weapons will offer you the best mobility. The lightest you can go is only Kogake; you're stupid fast, but can only punch things.

     

    This is generally what I have it mind. There's enough enemy variety to justify the removal of vertical scaling, I believe.

    Source

     

    Have I ever said how much I hate this forum's text editor?

  10. You are correct. Energy efficiency is 100% mandatory on all Warframes, with a maxed Streamline at the very least. The same can be said for Energy Regeneration, through a mod like Rage or with the Energy Siphon aura. Capacity takes the least precedence, and can sometimes be forgone for 150 Energy frames.

  11. Damage calculation needs a complete overhaul, not just for continuous weaponry. This is how it should work:

     

    When damaging an enemy, only one number should appear. However, that number is dynamic and will increase smoothly the longer you sustain fire on said foe. DoT effects will also increase that number continuously and smoothly, not once every second.

     

    If you want an example, Natural Selection 2 does this very well.

  12. How about we go one step further, and rework everything involving enemies, players, and their weapons?

     

    - Remove all (or nearly all) damage and health scaling for players and enemies.

     

    - Have Multishot unchanged... but ammunition consumption increases by 1 for every extra shot fired (goes with bottom point).

     

    - Extra weapon ammunition is based on clips instead of whatever crap we have now. Ammunition drops give one clip instead of a static value.

     

    - Elemental and Physical damage mods convert damage instead of adding it.

     

    - Supplemental mods have a drawback of some sort:

        [+ Fire Rate / + Melee Speed | - Impact / - Slash / - Puncture]

        [+ Critical Chance | - Fire Rate]

        [+ Status Chance | - Magazine Capacity]

        [+ Damage | - Projectile Velocity]

        [+ Airborne Melee Speed | - Ground Melee Speed] : Imagine flipping with Jat Kittag extended and spinning in a vertical circle, like Sonic's spin jump thing.

        [+ Armor | - Mobility]

    Just some examples.

    - Common, Uncommon, and Rare variations of existing mods; usually have higher benefits and drawbacks at higher ranks.

     

    - Warframe abilities are generally stronger, but gaining energy is a bit tougher.

     

    - Enemies are now modular (variations of armor plating and types, weaponry, and utilities), but remain consistent within their tilesets.

     

    - Enemies also gain new abilities and modifications the further you progress.

     

    - Dual wielding can now be done with any two one-handed secondary/melee weapons. Furis and Vasto? Cestra and Brakk? Whatever; go wild. (Shooting second weapon uses alt-fire, aiming and overall accuracy reduced.)

     

    - Weapons have weight! Equipping heavier armaments will greatly reduce your mobility; lighter weapons will reduce it less; unequipping weapons will offer you the best mobility. The lightest you can go is only Kogake; you're stupid fast, but can only punch things.

     

    This is generally what I have it mind. There's enough enemy variety to justify the removal of vertical scaling, I believe.

  13. What if vertical/numerical progression was removed or greatly reduced? There's enough enemy variety to maintain healthy horizontal progression, and more than enough weapons and warframes to do so as well. The game is actually designed toward non-numeric progression more-so than numeric progression, which is why Nullifiers, Ancients, armored enemies, etc. are such a pain in the &#! to deal with at higher levels. Nearly all of the mobs in the game can stand on their own mechanics without the crutch of numeric scaling. The same goes for the players.

  14. Not sure if you're trying to be ironic now. A huge number of the items in your 'big list' thread have been addressed. I actually started to respond to each one on your list, but so many have been addressed that it's too long. Here's some though.

     

    - Removal of all ability mods from all drop tables, unless secondary abilities will be added that people can find. (Done) Augments are not secondary abilities, but they at least removed them from the tables.

    - Giving frames a noticeably different feeling when playing them. (attempting this with passives like Zephyr's) Didn't 'attempt' hard enough.

    - Replacing the Corpus Ship tileset with one that is similar or better in diversity than the Orokin Derelict map. (Europa tileset) Outdated Corpus Ship set is still there.

    - Weapons that play differently, not shoot/chop differently. (tonnes of these recently, although generally dismissed for being 'gimmicky') I'll give you this one.

    - Smoother and more complex mobility. (watch the last few devstreams for parkour updates) I saw them. It's just adding some vertical variance to the existing sticky wallrun code. No one seems to understand that the movement code needs to be completely rewritten from the ground up.

    - More than one way to get from room to room (i.e vents). (parkour 2.0 was stated to open up much more tileset opporunities) Not what I was getting at. Interconnecting rooms and some sort of ventilation network connecting other rooms was what I was trying to say.

    - Rework of all existing tilesets to promote exploration and skill. (Syndicate medallion hunting) Adding a few Syndicate Medallion Entities to existing rooms does not count as a rework of existing tilesets.

    - A better tutorial. (Vor's prize) True. Better than what we've had before.

    - A total overhaul of the Infested, both visually and mechanically. (Mutalist units, plus Ceres tileset) Three infested mobs have been using the exact same model for over a year and a half, and have not remotely changed in that time.

    - Return of Raid missions. Mechanically different from Capture missions. (Done, Tubemen of Regor is the pre-view) Refer to my topic on Mission Depth. That is what Raid missions should be.

    - Removal, replacement, or rework of Rescue missions (coming soon, I know). (Done) Not exactly a rework, but it's not much better either.

    - More and better faction vs. faction. Stalker is apparently friends with the Grineer. (Done) Back before even the Gravidus Dilemma... It still sucks, but at least we have plenty of it now.

    - Stalker fixes and variants. (Said to be getting an overhaul now) I've lost count of how many "overhauls" the Stalker has received over the years.

    - Star map expansion (more nodes on existing planets, or adding multiple missions per node). (lol...) What I was originally trying to get at was all mission types being available for all tilesets.

    - Expansion for enemies in all factions. (Done) Eh, more like trying to cram as many enemy types into one unit as possible.

    - Level and/or map based enemies (Done, enemies like Prosecuter) Now to balance them all.

    - Unique boss rooms for each boss. (slowly coming true) Took a while, but yes.

    - Mini-bosses. (Sprag, Venkra-tel, Lynx, Corrupted Vor, more) Took long enough, but spike damage and hitscan weapons are not the way to do it.

    - Per-player "campaign"; missions scattered throughout the star-map (a good way to tell the lore). (Done) Quests are not Campaigns. Lore needs to be normalized first.

    - Slightly faster leveling. (lol... Done) Not from what I've seen.

    - Assets within missions that provide large amounts of Affinity. (Spy 2.0) All missions. Not just Spy.

    - Smarter host selection and host exemption options. (Done) Haven't played with randoms in forever, nor do I want to. Netcode has gotten better, though.

    - Optimizations to everything. (always being worked on) Optimizations at the cost of dark environments and reliance on color correction.

    - More Physx effects. (Done) The only exclusive Physx effects in the game have been the Apex Particles. Cloth physics are not Physx.

    - An actual use for blocking, modded and unmodded. (Done) Melee was a lot smoother before U13, and a lot more satisfying. No one used blocking because it had literally no use.

    Yes, most of the list has been addressed, but some of the important problems still haven't been touched since Open Beta release such as, but not limited to:

     

    - Grineer Seekers (and similar units) dealing disproportionately high damage.

    - Redirection, Vitality, etc. still increase the wrong value.

    - Switch Teleport still on Grineer Commanders (as far as I'm aware).

    - Auto-Rolling

    - Rebalance of all Market prices

    - etc...

     

    That thread was made back in October of 2013 some time after U10 but before U11. I had more faith in the devs back then; Warframe was still young, still had that potential to be great. DE squandered their potential by making the puddle wider and wider. The game never had and never will have any depth. DE lost that chance over the course of two years from the launch of Open Beta all the way up to today. The puddle is far too wide to consider adding any depth to it.

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