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HEYORI

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Posts posted by HEYORI

  1. Crewships are the most annoying part of Railjack for me when it comes to gameplay. With Homing missiles that are fired from machine gun of sorts, this is worse than the old archiving. Volley of this bois will kill any archwing in matter of milliseconds from miles away even on Saturn. If doesn't somehow it will stagger your Archwing, and will finish you anyway. They are impossible to dodge, and also do area damage. So you are not safe even behind asteroids sometimes.  

    Crewships also have no special visual indication, hard to spot in hectic fight.                

  2. I've played railjack missions for 5-6 hours with resource booster, and I don't have enough to even repair one wreckage. In random squads ppl often forget about the forge, which leads to minor amount of resources lost. On top of that some of it is consumed on repairs, ammo etc. 

    Also cost to repair wreckage is static, mk1 cost as much as mk2. Why is  mk1 cost as much?  As it's stands there is almost no progression with ship parts, I can't even experiment with different mk1 parts.    
    And the 50p drone, who thought it's a good idea?    
           

  3. I personally give up even on my first kuva Lich. Had pretty much unbiased view point, just blindly went in. The grind is to much, the rewards a mediocre at best. They might be strong stat wise idk, but it's doesn't changing the fact that this just re skin variants of existing weapons. 

    The aspects the put me off the most.

    Why I need to kill 50 special enemies to reveal one lich weak point? Even tho I know it's not required. But why 50? It' could of been easily 10 or 5 with reduced spawn rate.
    The mods are not a guaranteed drop, and I think that ur first set of mods needs to be a guaranteed drop. I started farming new special relics, and just quit somewhere in the proces.  

  4. I'm losing my brain cells every time I hear "Grendel missions were fun".  And the mandatory argument about the teamwork.  

    How about I tell you that this missions don't require any teamwork at all, in fact they are much easier without setups that require teamwork. You just take Frames like Hildryn, you can even solo everything except maybe Defence. 

    Grendel missions have even narrower "meta" or build variety than regular Warframe missions. They are pretty much a definition of "We had not time to develop this idea properly".   

  5. I don't get what enjoyment people get from this missions. Well yes it's challenging content, it forces you to adapt. But when you actually theorycraft different combinations of frames, and playtest it. Very few frames work well here, and list of problems with this missions is just keep growing. 

    We have one positive against a dozen of negatives, how it's adds up to a enjoyable experience in the end? Because it's almost a precedent for Warframe to have challenging content? 


    The biggest problem, is that majority of Frames are just not designed to work with No mods. So really only Frames with good base abilities and good base stats work well here.
    You can completely bypass teamwork and even do some of the missions solo. You can just take Hildryn, because her base stats are incredibly good  and she uses shields instead of energy. With working finishers Inaros would be great here too. On the opposite side would be Frames with channeling abilities, they are almost useless because of absurd channeling cost with no efficiency/duration.     

    The second part of it, chosen mission types are horrible. Endless mission types were probably the worst choice. You can look at different games that are trying to do challenging content. What comes to my mind Vermintide and Destiny, this games have missions with significantly harder difficulty mode. And it almost Never static endless mission types. Because mission on hardest dif can be a slog to play thru, you really need to give players some sense of progression, with some room for variety. 

    The third part that most people missed. I have a mid sized alliance with 30-40 ppl in alliance chat. It was very hard to convince even a few ppl to go farm Grendel.  They don't even know about special missions, they just don't care about Grendel. If this is happening right after his release, imagine what will happen in 3-6 months. This would be even harder to get Frame for New players than Atlas was.                                 

    • Like 1
  6. Did most of the event solo prior to update, I just tried to do the endurance one. It's feels like it barely possible right now, with how you so depended on enemies spawning and general AI pathing past 10 minutes. It's not even a hard event, I'm just completely at mercy of level generator.

    Maybe it was somehow broken in major update, but with 5 hours till it ends it doesn't matter. 

    I've been playing this game since 2013. This is easily the most frustrating event I've experienced in wf in a recent history of this game.  

    upd
    After giving up and just taking speed nova, I finally had some breathing time to observe what is going on. I think the main problem here is the games Alert states for just spawned enemies. Every time when the horde zone switches, enemies start of in passive unalerted state and it takes them some time to get Alerted and start charging at you from various points in the tile set. 
    Basically coz the time window is so short you have significant chance to lose ur Lamp upon switching the zone. Speed nova solves this however.

    The last problem I have with this event is that it almost impossible to do in public squad. There is no way you can keep up with lantern carrier consistently, lantern circle is to short, game is to fast etc. The solution that comes to my mind, is to give small lantern effect to every squad member while main lantern is active.

  7. Had the same rng issue but I was farming the Profit taker itself. Did it approximately 40 times in 2 days just to get new rank with Vox Solaris. I've counted Crisma toroids afterward. 
    Even if its not a bug, its a major polish issue and needs to be looked at.  
        

    • Like 1
  8. I've noticed it several times, happens in endless missions pass 30-40 min mark. Probably connected to nullifiers and its definitely rare (1-2 encounters per Interception round). Enemy type doesn't matter, it can be regular moa or crewman. Doesn't  matter if I'm the host or not. Not tested this in orb vallis, this just old tile-sets with old corpus enemies, most of the time fissures.
       
    It's weird how specific this bug is, may be this related to how several nullifiers fields interact.            

  9. I have the same impression so far. Restrain drain is bit to slow and you forced to go with low duration build, sacrificing 1 and  2 Lull (only serves as restrain vent).
    I feel like I'm constantly looking for groups of enemies just to spam lull. If its a fast mission or you have to much of "competition" with mesa, saryn or any frame who can just wipe the map. You stuck with no ways to drain restrain sufficiently fast.

    May be adding to his passive another way to drain restrain can do the trick. 
     

  10. 4 minutes ago, DeMonkey said:

    It doesn't even need that imo, just a requirement that the weapon itself actually hits the enemy.

    Both Wukong and Valkyr have very short range weapons, meaning hitting the drones with them is arguably more of a challenge than using most other weapons.

    Ivara uses a Bow, shooting small flying drones with a bow (even if it's a shotgun bow) is still more of a challenge than using something like the Arca Plasmor, Ignis or a long Zaw.

    Baruuk and Excalibur are another story, for them (as above) I would just stop the wave affecting the drone. Hit them with the sword/fist? Good you for, just like with every other melee weapon in the game you get the kill.

    The main reason I suggested damage reduction, is because Mesa and Peacemaker aka AIM bot exist in a game. Tuning just Peacemaker against Arbitration Drones, as a special case, not exactly ideal solution from programming stance point. 

  11. Hello, veteran player here. 

    So I recently put some time in warframes builds specifically for Arbitration. Ivara, Valkyrie and Baruuk, all of them a warframes with exalted weapons. In my opinion so far build around melee exalted weapons are constant pain in arbitration. On a visual level you can punch Arbitration drone directly with your fist and do a zero damage, and you would be close to the enemies very often, because it's melee. 

    So Arbitration Shield Drones, if you play any warframe (without exalted weapon) you always have a weapon on hand to deal with them, even if you heavily rely on frame abilities.
    With some one who have ranged exalted weapon, it's a bit painful to switch it on and off, but you probably at distance from enemies so its relatively safe.
    With exalted melee you have two options, put some distance to pull your weapon of chose, or just change your weapon right here at take some damage. Even if melee 3.0 will fix lose of combo multiplier, it won't fix the awkward forced change in combat phasing.

    Special mention to Baruuk, he just unplayable in arbitration. Because he designed with some ability synergy in mind, his 4 ability Serine Storm gives him good amount of damage reduction. And Serine Storm entering and exiting animations are rather "lengthy".

    Solution.
    Damage Reduction instead of Total Damage immunity, obvious idea that comes to mind. Ideally exalted weapons should be separated from general ability category, this way they can be fine tuned. For example Arbitration Shield Drones can be immune to elemental damage from exalted weapons and take only reduced physical damage. Time to kill them would be roughly the same or longer, and you have alternative to forced switch in a playstyle.              

  12. Happens in fortuna during different bounty stages. Second or two everything is fine, then stuttering and freezing for 3-5 seconds, and you can clearly hear how corpus reinforcements starts to spawn. 

    System W10, i5-4570, 8gigs of ram, gtx750ti
    Almost all lighting settings are disabled, low post processing FXAA, 4X AF. High/Medium everything else. Lowering settings produce reverse effect, fps drops etc.      
     

  13. Just as title says. You become a K-drive. Not 100% sure how I've done this, was dying of laughter to take it seriously right after it happened. I think I was reloading and got knocked down and jumped on k-drive via hotkey at the same time. Also K-drive is neutral entity, so enemies just ignore you. 

    Here is a Screenshot 

    9SGTeT3.png

  14. It's completely unacceptable change. There is no objective reason for a higher crafting price here, it's a piece of junk. 

    Why there is a conscious decision to inflate numbers of faction components in the drop table, and then compensate it with higher prices? Why do players need to adjust to someone's not well thought out decision?

    There is enough emphasis on bounties already, you pretty much forced to do it to progress through rep system. Fieldrons also are not that easy to get from bounty, you need correct rotation and it also mission with lvl 30-50 enemies. Not convenient for someone who is new to Warframe or playing this game only for a few hours a day. There is also a problem with forcing play-style, if you don't want to do bounties but you want this junk for some reason. And you can go on and on with it.
     
    This is a horrible way to change game economy, by not committing to a full rework and not thinking thru every consequences.  

  15. As mr25 player with 4k hours in this game, I look at her abilities and it doesn't look that great. Like many previous warframes it's neat concept at glance, but after few hours I will probably stop using half of her kit. Stuff like life leaching lance requires you to stay in one place, in game where you supposed to move constantly.


    My suggestion is to add certain guide principles to a design or redesign process.

      
    Concept needs to be enduring, which is the ultimate quality control test. If testers struggle to use all abilities or develop playstyle after 4-6 hours mark, it's a clear sign something is off.   

    Warframe needs adequate tools to deal with variety of situations in the game. Tools like mobility, crowd control, aoe damage variant of crowd control, survivability. 

    Synergy between this tools needs to be relevant to game realities. For example melee, close combat oriented frame like Garuda feels really weird without mobility in her kit, and other abilities not designed with mobility in mind. But you need to get close to enemies time and time again, it's a major design flaw with Garuda imo.



    Hope this ideas are useful.            

  16. Been playing warframe a bit after a while, especially bunch of dark sector defense missions to unlock new "Lethal Alerts". And it was huge "I don't wanna do it" moment for me. 
    And I think defense mission type needs a touch from a devteam, it's outdated if you compere it to the rest of the game. 

    My suggestion is to treat defense same way as exterminate. Which is:
    a) Removing arbitrary "kill all enemies" for the next wave to spawn thing. 
    b) Overall shortening time spend between waves, and speeding up defense slightly.

    I understand that there is huge issue about hydron and staying in one place spamming 4 play stile. It's complex issue in itself, but making defense not boring would be a nice start tbh.   

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