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Loza03

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  1. This is not the point. The point is increased Parity between factions so more damage types (and thus, weapons, frames and strategies) are valuable.
  2. Well, if the old Corpus ship taught me anything it's that A: the decompression defenses in Warframe's setting is extremely competent and B: a room on board one of these ships decompressing is so banal it doesn't raise the alarms. Thank you. I suppose the Orbiter wasn't shown for ages and it was still Canon, so why not this?
  3. I believe that the Landing Craft canonically have laser cutters or something of that description. As for how the Skaut does it, uh
  4. I used to hate Equinox back in the day (which I'll grant was probably deeply unfounded), so I think I can give some insight. Bear in mind 'back in the day' for the purposes of this around Sanctuary Onslaught's release date. I think the two things that irritated me the most was the feeling that I was putting in all the work for the Equinox's reward, and the lack of feedback. The presentation of Equinox isn't immediately obvious after all. So all in all there was a bit more of the feeling of Equinox killstealing, as it were. Numerical balance is important, but Power Fantasy is also a good 50% presentation too!
  5. Honestly, it doesn't really matter what DE decides to build their scaling on, just that they actually decide to set a baseline. Mod scaling isn't really the same as armour scaling or shield scaling, and 'Arcane Scaling' you could call for poor Operators. And even then, different mod categories have different scaling to some degree. Granted that part is a little better than it used to be (Melee 2.0 was such an offender here), but Warframe needs a consistency pass, really. I know it'd be a lot of work, but I can't help but wonder how much less work it'd make in future if there was a clear baseline for all the balancing and design to work from.
  6. Active reloading is pretty fun on the Sirroco, so that I could see. As for the quicktime events, nah. They work in Helldivers because Helldivers is intentionally trying to create the panicky feeling of handling fiddly equipment in a firefight. That's not the vibe Warframe's trying to sell.
  7. I believe this came up in the most recent devstream (which should be available on twitch). It's also likely to involve Railjack content since the last big Infested news we got that isn't 1999 involved Infested Railjack, and Steve has been showing up on some of the Devshorts. He's, to my knowledge, big in the Soulframe development sphere right now, so they'd only get him back for something big, and, well, Railjack is Steve's baby and notoriously high-budget and hard to work on.
  8. This one was so frustrating, because it was supposedly DE finally addressing the longstanding issue of armoured enemies being so much tankier than everything else (which makes options that aren't aimed at armour much less useful). And then they just kind of didn't. Like they showed that whole 'S-curve graph' that still showed that armour scaling was immensely better than everything else, just slightly less immensely, acted like that was fixed, and then didn't adjust anything else to the new standard which still wasn't a good standard.
  9. This is actually an excellent example. Megiddo is a great scene! But not because "ooh, look how strong slime is!" After all, there's like, a dozen such examples throughout. And usually the anime moves on from them in fairly short order because they're not that important. Megiddo is a great scene because it acknowledges the monstrousness at play in war. Whilst all the secondary characters are visibly angry and experiencing sadistic glee in revenge, Rimuru (who generally is noted for his empathy and kindness and who consistently tries to avoid killing sentient beings up to this point) has his face hidden behind a mask and is silent, listening to the count of the number of lives he's ending. The whole thing is framed as a pointless tragedy caused by the greed of a handful, extending the suffering thousandfold. But a lot of people just see "Wow! Slime is so powerful!" Far be it to suggest that Warframe should characterise missions like this - but the point I'm making is that room clearing is a pretty shallow form of gameplay and power fantasy. A game needs much more to be great.
  10. I could see them being at war with themselves, honestly. It'd be in character. It's hard to imagin that the Sentients have a coherent empire when 90% of the independent Sentients in the story have betrayed most of the others in some way. It'd open up some opportunities for friendly sentients, and if Rebb wants to play more Lotus, Diplomat with the friendly Sentients is an all right role for Lotus long-term.
  11. Due to how money and time-intensive developing quests are, I doubt it. I would imagine that if a fan wrote something that was worth considering on their own (which, bear in mind, most quests have several writers/editors etc.), then DE would probably be more inclined to approach them for hire rather than simply lifting the quest straight-up. But I'm not sure they're presently hiring for such a postion.
  12. Warframe definitely does need an AI pass, yes. But also, we have somewhat more interesting enemies to fight. They're called the murmur. They have support units, big chonky area denial units - two of them, one going after energy one dealing damage - fast units and really physically large units to act as meat shields. As enemy design goes, the Murmur are fairly basic, but they're leagues above... quite frankly anything DE has put out for a while. (looking at you, Bombards which are physically identical to Lancers from a distance But I'd honestly be shocked if quite a few people don't really notice this fact, except maybe the Hollow Vein and the Severed Warden. Maybe. As for this Not by a long shot. Movement shooters might need a different approach, but Warframe's movement is distinct and a huge part of what makes it distinct. DE might toy with modes that reduce or remove it quite a bit, but they also gave Kahl a Jetpack and Duviri Drifter 'Fleet Footed'. They know movement is a huge part of the game's fun and appeal. And the new Dev team have been doing a much better job building gamemodes and tilesets that actually work for this style of gameplay - the Zariman and the Duviri Labs are big and open, but still highly vertical with lots of things to jump up onto, wall climb over and fly over.
  13. I mean, they gotta have a way to get players to grind new content somehow. New resources is the most straightforwards way. These days new resources are as often a token to trade in as they are an actual resource anyway. Imagine if they just dropped a bunch of new items in the market for rubedo, ferrite and alloy. ... Actually they should do that more often. They haven't done anything like that since the Quatz collection, and that was checks notes five years ago. And that had been a blast from the past of two years before that when Tenno reinforcements were semi-regular. Not saying that DE could realistically manage that update schedule anymore with how high-budget each update is - I'm sure they stopped for a reason - but man, it'd be nice to have a low-stakes update. (Also, damn I feel old now.)
  14. So just a flat copy of Mann vs Machine, without Source engine movement mechanics and with absolutely none of the mechanics and systems distinctive to Warframe. As a question, why would someone log on to to Warframe to play Team Fortress 2? Like, both of these games are free.
  15. I think for a couple of them the whole thing got weird and they just decided to give everyone who logged in the rewards. Server capacity issues.
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