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Everything posted by Loza03

  1. Here's the thing though, mate. I don't use the Bramma, Ignis, Stasis, Equinox, Saryn - any of the things I criticise. I'm just like you. And I constantly experience a game where enemies still have hitscan, AI that clumps together whilst Zerg-rushing players even in wide environments, and favours mid-range even if it's equipped with a sniper rifle. I'm still playing in either tight corridors or flat areas with minimal verticality for the movement system to thrive in, and what little does exist is nevertheless unused by enemies. Probably because the AI hasn't seen any major updates since, to my knowledge, before I started playing. Enemies still react much as they would when players were using Parkour 1.0 and had skill trees. I've also been playing for literal years, and have noticed issues of this nature since pretty early on. I've been playing since before the NSW even existed. These criticisms aren't new, they've simply become more and more prounounced due to DE only ever addressing surface-level problems, often in counter-productive ways. I've only stopped playing because these issues have not only not been fixed, but the problems surrounding them (mainly the game's player balance issues) have only gotten worse, and the issues those also create have gotten worse too. I'm spending more of my time trying to avoid the game's pitfalls and flaws to get to the good bits - good bits that DE are reluctant to inject into new content. It gets harder and harder to look forward to new stuff when I know from pattern recognition that it'll feel half baked no matter how much time and effort DE actually puts into making it, because the metaphorical oven hasn't seen maintenance in half a decade. I can't look forward to the new wrinkles to the gameplay, because the gameplay is tattered and frayed. I still love Warframe's core gameplay, genuinely. I just haven't been able to engage with it because the game sadly seems less and less interested in having the player engage with it. I still watch devstreams, I still give feedback, because I still think that Warframe can what it's supposed to be. But it isn't.
  2. You seem to have pretty heavily misinterpreted my post. My point is that depowering is insufficient, not that I'm scared of doing so. I'm genuinely bewildered as to how you reached that conclusion.
  3. The problem lies in an oft under-appreciated aspect of Warframe's balance problems. AI, enemy ability, and map design. You can't mod the enemies into trying to flank you, use range effectively or spread themselves out. You can't limit yourself into enemies having more nuance to their abilities, or for those abilities to encourage movement and aim rather than static combat and nuking. You can't make an effective build that causes the map design to not feature frequent choke points that leave enemies ripe for getting shredded, or objectives that dynamically alter throughout the mission to produce a nice flow that keeps things from getting repetitive.
  4. @Corvid I think the true answer would be a mixture of the two. Like, a meaningless struggle to attain that which can never be attained can show up a lot. Megaman, for example, has the whole 'fight Megaman, for everlasting peace' and it, well. It never works. Every single one of the main series eras ends with some usually, but not always unspecified tragedy or disaster. The classic series ends with something wiping out all of Robot-master kind and resetting Earth's technology back decades or even centuries until X is discovered. The X series ends in the Elf Wars, with 60% of humanity and 90% of Reploids wiped out alongside the overwhelming majority of the biosphere. The Zero series doesn't end badly, but that's kind of because it picks up at the tail end of the previous 'ends badly' and it's by far the lowest point that's actively played through, and kind of just gets lower as the series itself progresses, despite it having a good result in the end. And the ZX series eventually winds up with almost the entire planet flooded and humanity extinct for the Legends series to happen. Futility in the face of decay and war is a defining factor of the Megaman series - no matter what happens, no matter how many victories the protagonists have, large or small, in the end the villains always win and something fundamental, often what the heroes were trying to protect, is lost. Wily's will is carried out, directly or indirectly, for some half a millenium, whereas Light's gradually dies out from a roaring fire, to a single spark, to a faltering ember to but the faintest and most corrupt of memories, a fiction within its won universe But the series doesn't feel grimdark. Not in the slightest. The world is bright even at its bleakest, and in the darkest moments people cling to happiness and hope, despite this world showing that is demonstrably unobtainable time after time. The series seems to have this thesis that, even if the goal is unobtainable, the struggle itself holds meaning. Warframe isn't the same - the Tenno can and do have a positive effect, despite it being small - but it exists in that same sphere, I think. That point where the world by all conceivable right should be grimdark, and yet it almost stubbornly refuses. That's an aesthetic I find extremely compelling, so I'd be very fond of Warframe staying in that sphere rather than becoming full Grimdark.
  5. And yes, I have a flair for the DRAMATIC.
  6. The shape and positioning of the Parazon more resembles the Assassins Creed hidden blades. However, it was also pretty explicitly inspired by this, Steve posted his thought process on twitter a few times, and the Robocop spike was cited. Things can have multiple sources of inspiration. Something taking inspiration is likewise no indicator of actual quality.
  7. Uh, with respect, I think you're posting in the wrong forum language?
  8. The keyword here is almost. Bear in mind that, bloodthirsty as they are, the Tenno are a part of the 'freedom fighters willing to fight'. The Tenno still hold onto some aspect of humanity that the other two factions abandoned long ago, that despite their own atrocities they stand but inches from the abyss that they might drive back what crawls out from it.
  9. I had more to say, but much as that all bugs me, you're right.
  10. Maybe not entirely true, granted, but nevertheless 99% of your arsenal and game knowledge being rendered moot is not exactly much better than all of it. Megaman is probably the least apt comparison you could draw in that scenario. In Megaman, you can always attack the boss (outside of a couple of less well-designed ones), and the boss can always attack you. Also, the entire point of Megaman is using the collected arsenal of the whole game to achieve your goals, not having it stripped away from you. In Nihil's case, you're just waiting for him to throw one of those little glass shard thingies to have the opportunity to attack him. You don't even have your weapons and energy. The Ropalolyst is the exact same thing, except done worse. You jump through the hoop, wait for Ropy to fire their laser so you hide behind the macguffin, and then you get to attack them for a bit. With Nihil, you wait for him to shoot the glass macguffin, and then you throw it back at him whilst Nora yammers in the Background. Again, I liked the Nihil fight, but not only does he have the aforementioned 'strips 99% of the game from the player' problem, he's at most a high C-tier boss fight overall. The fact that puts him at a high ranking in Warframe's overall boss fight situation is neither a credit, and largely a problem of the aforementioned balance issues, as several of Warframe's existing bosses are much better examples of 'Old-school' boss design than Nihil is, they've just been sorely beaten by Warframe's balance problems, whereas Nihil doesn't.
  11. 'The player needs to have options'. Simply put, Nihil approaches the problem by effectively ignoring it. Nihil takes all the player's progression and anihilates it. It's absolutely the best DE could put forwards for the position he was in - Nightwave is a pretty progression-divorced aspect of the game, so everyone needs to be able to take part - but Nihil, as you put it, burns down almost all of the core aspects of the game. You have no abilities, you have no weapons, your frame choice is irrelevant. Your knowledge about frames and mods doesn't turn the mods in your favour. And several other bosses make similar approaches - the Ropalolyst and the Exploiter Orb are great examples. If anything, it shows the scope of Warframe's balance issues that this is the case. In order to create a situation where the player has to make choices beyond 'push win button', DE feels the need to strip every single option in the game from the player. And I like the Nihil fight, for reference, but there's a reason it got the reaction it did.
  12. Some of these imaginings are... not good. Make no mistake, difficulty by 'sike you're dead' isn't fun either. The aim of the game is counterplay - the player needs to have options, without those options being 'press button, win immediately'. Getting ganked out of nowhere doesn't promote strategy any more than the game offering all the resistance of a spiders cobweb. Granted, some enemies were dramatically over-nerfed as well. A Carpet of Blue death because you let a tiny little blue thing that blends into the environment and is remarkably common live a little too long isn't fun. A clearly-defined circle of death, however, is different, as would be 'floor is lava' rooms to encourage parkour. Scrambus's are another example - they didn't need the 'wave'. An invisible aura of 'screw you, your buff is gone' isn't fun, but a clearly-demarked area is, especially for a semi-rare enemy. I would like to see more Manics though. They're always a good time.
  13. To add to this, difficulty is largely in perception as well. Steel Path is objectively more difficult than the rest of the game. The chance of failure is higher, yes, but the strategies are the same, the enemies are the same, the objectives are the same. In many cases, all that is altered is that the mission takes more time, and you don't have as many choices. Or rather, your ability to step outside of the constrained meta is removed. Consider this in comparison to increased difficulty settings in other games, which often do increase EHP of enemies, but often feature them becoming more aggressive, possessing new moves or having new forces. This, in turn, usually forces the player to consider new strategies, increasing their skill at the game. In terms of what's practically useful, the best difficulty increases broaden the practical number of useful options, even though they tend to cull the simplistic ones.
  14. Hard content can't be added - at least without resorting to the ever-popular 'crank up the health pools and damage' trick - until proper balance is implemented. Consider this: let's say we add content that can't genuinely be beaten by nuking it with the Bramma, or Saryn or whatever. All that does is shove frames like Loki and Limbo back into the spotlight, who are just as capable of cheese on par with the levels currently attainable by nuking. How do you make stuff that's hard unless you do something about them?
  15. As self-healing powers go Voracious Metastasis (one of the metamorphosis abilities) is pretty good. It's not an instant heal, but it's a good sustain ability. With enough ability strength it should heal your entire 1K health in one cast too, though it takes a while. Depends on how your duration is, I think - from what I can tell, it heals a set amount of health over a period of time, so 1k health with a long duration would be a fairly slow heal.
  16. Personally, I like the fact that the weapon is clumsy and impractical, and I think that simply upping the damage (including via adding Tick Damage, I think that'd be very fitting) would be enough. A lot, and I mean the vast majority of Warframe's melee weapons are very 'gamey' melee weapons. They have no weight or really any strategy to their use. And whilst I respect melee weapons like that, and they're absolutely a staple of shooters especially, Warframe does advertise itself as a hack'n'slash or character action lite sort of game as well. I respect that the game will never be, and absolutely should not be Devil May Cry, but I feel like the overwhelming majority of Warframe's melee weapons really come down to spamming the attack button with little to no thought put into their use - the complete opposite end of the spectrum from the likes of DMC or Monster Hunter, as it were. I would mind this a lot less if more thoughtful weapons existed, but really, the Ghoul Saw is the only one that offers such a playstyle, and it doesn't offer a reward that makes up for its low ease-of-use.
  17. Plenty of games put in a situation where if you don't purchase (or gamble for) some powerful item now you'll never get it, ever. Indifferent is the absolute most what DE's doing, contemptuous could not be further from the truth.
  18. Perhaps at their worst? But most FPS games, as well as other highly linear games, are nevertheless filled with choices. Usually along the lines of "How do I do X?" How do you avoid damage? Do you attack now or later? Should you go scavenge for Ammo, or press onwards? That's how Warframe does it. Simon Says style gameplay, however, is usually an indicator that the game's not well balanced. A ton of non-perpetual games don't have a 'the best guns', for example, but they're removed from the balancing issue Warframe faces. Even then, though, plenty of games in the 'long term RPG' genre go out of their way to ensure as many, if not all of their actual options are viable and comparatively efficient, not a situation where a single target weapon can beat a mission in 5-7 minutes where a meta weapon can do so in 90 seconds, as can be the case in Warframe at times. The weapons that you get shoehorned into in the Steel Path are usually the same ones that let you farm missions. Whilst you can go out of your way to intentionally not use these options (trust me, I do), you shouldn't take this into consideration for game design purposes. For one, it's not the players job to make the game, and for the other, the devs can't do that either, so anything they make they have to assume that the player's going to cheese the hell out of it. If they're trying to make it different, unique and fun, they need to account for that.
  19. I'm expecting nothing but what we've seen. I've learned that's a wise choice just in general. As for my hopes? At least one new Operator ability. Maybe Operator Melee, I think that'd be neat. I'm not expecting gameplay overhauls from the New War, wrong kind of update, and they'd definitely have run this past us as dev workshops.
  20. This also solves the problem of trying to use it to maintain or get some aerial momentum and not going anywhere (which is Ripline's main mobility benefit), so this seems like an incredibly graceful change!
  21. Warframe is very much one of them. Primarily its frequent use of hitscan attacks. Since these attacks travel instantly and also typically lack a directional indicator (compared to a discrete projectile), combined with their range means that the player often has little to no capacity to meaningfully react to attacks. Damage isn't 'incoming' like it is with a Halo or DOOM style plasma attack, the enemy attacks and the player either instantaneously receives damage or doesn't, based on an invisible 'accuracy' calculation. I have no idea what determines the accuracy of a hitscan attack, especially off the top of my head, because this is all 'under the hood' stuff. A player can't 'dodge' hitscan - they can only be fast and assume that the game will make enemies miss. You've already indicated your distaste for nerfs and reducing player power elsewhere. This is a natural extension of players having access to the levels of unrestricted power that they do. The Bramma, Ignis, Saryn, Mesa and far too many other weapons need to be nerfed in order for this to be solved. This need not entirely be through removing their damage entirely, although that's certainly one outcome that may work best for certain weapons or frames. But for others, less direct means can be taken. Alter the ammo and energy systems so the peaks of power aren't 'on tap' and frames with access to gameplay-neutralising abilities need to metre out use of this power with caution. Consider making enemies that can passively resist certain ability effects - bonus points if different enemies resist different things (i.e. some enemies can resist Stasis or being frozen, but still get caught by 'entangling' CC, and vice versa). Fix armour so damage becomes less of a concept and more something the playerbase and devs alike can meaningfully play and design around. Simply put - there is no solution to the problem of this game being boring because the gameplay is too straightforward without nerfing the 'hard earned' tools that make the gameplay too straightforward.
  22. Maybe, but much stricter and 'idle games' kind of stop being games. As for games overall, yeah. You see an attack coming, and that's effectively the game asking you how you'll deal with that, you need to make a decision. Dodge the attack (and in which direction), block the attack, try to kill the enemy before the attack comes out or just tank the hit. The fact they they only have a second or less to make those choices doesn't make it any less of a decision. In Warframe though, players rapidly get access to tools that answer these questions very effectively in almost all circumstances. For example - when presented with an Elite and a Grunt in Halo, the player is presented with all sorts of questions that will influence their actions. Do they have grenades? Do they have a precision weapon to rapidly take out the Elite once their shields are down? Do they have a plasma pistol to destroy the Elite's shields? Does the Grunt have a Plasma Pistol? Would it be wiser to kill the Grunt first in that case? The choices the player makes will be related to the answers to all of these questions. Presented with an equivalent question in Warframe (lets say a Bombard and a Lancer), a Tenno does still have to ask what their current arsenal is. They may be presented with similar questions to the above. But they might also have the Ignis, or the Bramma, or a melee weapon hopped up on Blood Rush, and the questions do not exist. The question is simply 'is there an enemy in my line of sight?' If the answer is yes, pull the trigger. The same is true for if the player has a mass hard CC frame, or a nuker, or a permanent stealth frame. There simply is no reason to consider otherwise.
  23. Games that aren't a string of choices are idle games. Which I'll grant, are games by the barest nub of the term. But they're parodies of games, literally. The earliest idle games were literally parodies of the endless, meaningless 'power increase' grind that Warframe is more and more whittled down into. Cookie Clicker is a game where you become the most powerful thing in the omniverse - literally what you are asking for - through the banal act of first clicking cookies, and then waiting for the next upgrade to become available once clicking the cookie affords you no meaningful reward. When you're the strongest you can be, you should have the most options. The game should be the most open and freeing. In Warframe, this isn't the case. Warframe's design does not reward gameplay, really of any form. It does not reward clever builds, because the same 15 (at best) mods from each category are used in almost every build. The only possible exception are the Warframes themselves, and they tend to whittle action gameplay to nothing by virtue of being unkillable or simply removing all interaction with the game's mechanics whatsoever. This are your Limbos and your Mesas, and to a lesser extent, your Saryns (Saryn being a 'lesser extent' because her design does attempt to substitute a different form of gameplay, but numerical balancing fails her under many circumstances, causing her to devolve into this anyway). Warframe's top level of gameplay is reductive in design. That is to say reducing the number of meaningful options you have to play with by virtue of offering options so much better, that previous ways of playing are obsolete. Worse, because DE has to design with the top level in mind, especially for new game modes or areas intended to provide a threat for 'late-game' players, these enemies too must be reductive - only able to be taken on with these overwhelming options. You really want to suggest that the Rubico or the Tigris are even 'good' weapons when the Bramma exists that hits just as hard, but hit 5-10 times as many goons at a time?
  24. Because they're appealing to this very demographic. The fact of the matter is, unchallenged power is, by nature, linear and homogenised. It's why Dragon Ball went from Goku being allowed to come up with goofy techniques like using his tail as a Helicopter and using the Kamehameha to rocket boost himself to fights which are only distinguishable because the colours of the two fighting are different. The series has only ever been able to do anything more creative by applying new limits to the protagonists, and even then, usually these fights are resolved by 'blowing them up' later anyway. The playerbase seeks every increasing 'power'. They want no challenges or restrictions. This, by necessity, requires that frames and weapons are homogenous, because a single target weapon, or a crowd-control, or stealth or even glass cannon nuker can't compete with the numerous 'jack of all trades, can do anything' frames and armour-busting Area of Effect weapons. If you don't want any challenges to face, then you don't want to play a game, or at least you want to play one that whittles the term to the nub of its meaning. A game can, ultimately, be boiled down to a string of pseudo-meaningful choices. For those choices to exist and mean something, there has to be stakes, and a difference between two outcomes. An unchallenged protagonist has no meaningful choices in forwards progression. You either continue to progress forward, or you do not. These are the choices presented by idle games - not infrequently, the 'progress forwards' choice is monetised by progression blocks, or by different aesthetics to it.
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