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(XB1)Kavriel

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About (XB1)Kavriel

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  1. The way this was written made me think we'd be getting a kubrow skin, which would have been awesome. We could use more of those.
  2. Not according to the in-game dialog, and if it was shed but the mind lived on, it leaves you wondering who the plains eidolon might have been.
  3. Forma requirement should definitely be singular, but good work on the changes made so far. Wonder if 'Intermission' will fill the gap between series from now on? Hoping to see Warframe slots return with Series 2 as that's something old and new players alike get stuck on, especially if you're a hoarder.
  4. Tried a hard reset and it worked, thanks. So far so good.
  5. Shouldn't the Ropalolyst drop an eidolon shard? Is it not an eidolon? Following the Natah quest, it would make a smooth introduction into eidolon hunts once you looked up where to get more.
  6. Just installed Jovian Concord. Aside from emissive colors all going weird, the controls are disfunctional in the following ways; No sprint, pressing does nothing. No double jump when double-tapping. No bullet jump, but input for bullet jump performs a double jump. Fullscreen map wont remain open, flashes when button is pressed but takes multiple presses and holds to keep open. Menu tabs skip every other tab when using shoulder buttons to tab over. This is in foundry, mods, relics, options, as well as chat. Multiple restarts have not remedied or changed the problem. The Umbra idle animation is an adequate portrayal of how I'm feeling right now. If we're going to still see these issues why bother with PC testing and cert? Just feed it raw.
  7. I don't know what oversight allowed it, but you really borked the controls with this new update. First round I had no sprint, no bullet jump, and double-jump was mapped to bullet jump input. Also the option screen skips two pages instead of one when using the shoulder buttons to advance the page, and the full screen map tries to close instantly.
  8. I for one will be severely disappointed if every planet doesn't get its own open-world landscape. I could excuse the moons, though a Lua landscape would be insane, but the main planets each need a open plane to explore, grind, and meet some of the free peoples we're supposed to be fighting to protect. They give depth to the world, even if they're repetative, and have a better flow than the starmap did on its own. I am hoping Railjack brings an open sky to each planet as well, hopefully all at once to avoid the drag we're seeing with landscapes, but imagine flying around each scene that until now has just been a stationary view outside your orbiter. Imagine being able to jump out in your archwing at any time and fight, or steer closer to the planet and aim at a beacon that protudes from each of the nav points to load into that mission seamlessly, or dock at the rail junction to launch to the next planet. You'd still have the starmap on your nav console, but you could also traverse from Mercury to Sedna without noticing a load screen. Of course I'd like to see the landscapes extended as well, with more buildings like in the Orb Valis with sprawling interiors, but also the idea of transport stations at the edges of the map, each able to send you to a selection of other mission nodes on the planet, would be phenomenal - especially if you also replace every mission's extraction room with an entrance that allows you to go to the landscape, an adjacent mission, or call for a landing craft. It's all possible, and most of what I mentioned is just scripts and maybe a couple of new tiles, but if they did this with a little rebalancing and a fix to allow clanmates to stay together when leaving a random squad the game would feel a thousand times better, and with all areas of the game flowing together seamlessly there would be less dead zones, especially if the transport stations utilized some type of 'traffic' system similar to standing but reversed, limiting access to high-traffic areas for a duration but doubling resource drops on low-traffic maps. They could even use such a system to fine-tune the difficulty of each spot by logging equipment ranks and averaging them into an enemy level modifier. Just background code, and then a lot more landscapes, could be a dramatic overhaul of the entire game's playability. Now if only they could see it through.
  9. Can plants on the Earth and Grineer Asteroid tileset (like those that must be scanned for the Titania quest) be made breakable pickups like the plants in the Plains and Orb Vallis? It's awkward to scan them so many times and just strange that scanning gives a pickup. Can you increase the distance that the sentinels follow? Too often they hover so close that they actually clip through the Warframe's head, and it would be neat if they circled around at varying height and trailed off occasionally to examine an object. Speaking of, could the sentinels be changed so that all of them scan automatically like Helios, while Helios either scans without consuming scanners OR actively marks objects on the map? There seems to be no reason to use other Sentinels except cosmetics and pets are better at attacking so this seems to make sense. At least make it a precept maybe? Could we get Archwing and other vehicle configurations linked to the main arsenal loadouts like Companions? If loadouts are set up to fill a certain role or mission type it makes sense that vehicles should also be purposefully tuned. They could fill the place of Gear and Emotes since those don't seem to change per loadout and could easily be moved to a different screen. Can one of the empty stations in the orbiter next to the navigation panel be dedicated to Extractors? As in a screen that functions like the mobile app handles extractors, as the nav panel is great but deploying and retrieving extractors from it is awkward and I find myself ignoring them until I log out and then handle it with my phone, as it can be done in half the time. While I mention it, will the mobile app be updated to match the new GUI once all the screens have been changed in-game? I would also like the ability to swipe between screens to be restored as it was when I first began using it but was disabled sometime around the Plains launch.
  10. I have a question I would love to hear answered on the Devstream; In a game that you have called a 'power simulator' at what point did someone think it was acceptable to disable Warframe abilities for certain battles? With the abilities already limited by energy use (which doesn't recharge naturally) and in some cases cooldown, there should never be a scripted disabling or an immunity to any of them. In the most extreme cases this should be handled with resistance (no more than 60%) or an efficiency debuff due to a counterable environmental effect. While nullifiers are tolerable because you can easily bullet-jump inside and melee to end the effect, completely disabling for the duration of a fight or with no way to disable is simply broken and in no way fun. This has been said before, and yet you take it one step further by disabling void dash, thereby removing the only mobility of an already limited platform. Know what would be more fun? Reflectors, interesting enemy powers, friendly fire auras, enemies that are healed by certain types of elemental damage, enemies that become imbued by certain damage types and change form (think Chroma), environments effected by ability use to create obstacles (think sabotage endings), debuffs and buffs to certain abilities based on environment (again no more than 60%), or literally nothing being able to effect abilities. Seriously, immunities, disabling, and bullet sponges are no fun and also disparagingly unoriginal. Vastly out of the spirit of the game and a game this great deserves better. Cut it out. Please.
  11. I don't so much care about having other Umbra frames, especially since we have Umbral Forma, what I'm interested in is having the Umbra passive available on any frame I use. The custom warframe could be a suitable alternative to this, as it could already have that passive, and I don't think it would invalidate the other frames any more than a Prime or Umbra would, because you would have to craft and then rank up to level 30 before a frame could be 'consumed' to strip just one of it's powers to the custom frame. The power would then be base level and would have to be leveled indepedently of the frame, like operators. Mods could still be used, but abilities would not be based on mastery rank so in order to raise the level you would have to consume another warframe and apply it to one of the four power slots. The slot you applied a frame to would determine which of that frame's powers were added. Applying a duplicate frame to a slot would increase its power level similarly to how arcanes work, while applying a different warframe to the same slot would change that ability to the consumed warframe's ability. To start, this custom warframe would have no powers, or maybe only the first power of the frame sacrificed to build it, but with the 'Spectre mode' passive and a built in focus lense - because I'm letting my mind run wild with this concept and I see it as the operator essentially becoming a warframe themselves in physical form while still retaining their void form. Just an idea, and I'm sure it could be balanced at least as well as anything else in this game. It would also solve the Umbra conundrum as well as giving a use to the infested room and tying together the Ballas, Lotus, and Alad V arcs as the operator ascends to their 'ultimate form'.
  12. Because having a dozen unwanted powers does not equal having four hand-selected powers.
  13. Not likely, but if adding a warframes, say 4th ability to your custom frame required sacrificing that warframe, it might be more plausible. You'd have to at least own a frame to use one of it's abilities, and if they upgraded similarly to arcanes we'd have a reason to build frames multiple times. Might revitalize the market, who knows.
  14. I want a Warframe we can customize like our operator, mix and match powers from other Warframes we've built, and have it's stats based on mastery of each school. 'Patient Zero', or a made from scratch Umbra could fit these parameters.
  15. You know what? I frickin' love the new melee. My only complaint was the lack of blocking, since I used it heavily to vary up combat before when the system was much more, spin-ny. But the auto block functions reasonably well and the aimed slam attack- well that's worth any other shortcomings that may follow and I'm already unhealthily addicted to it. I would like to see one change in the coming phases though. With the new system, weapon switching is not quite as important, and in fact is a little cumbersome between primary and secondary guns. The combos, while weightier and more impressive to look at, become repetitive when you get the same 1, 2, 3 - 1, 2, 3 over and over. Yeah you can mix gunplay, but still... I was hoping to see heavy and light attacks added, and not just the 'hold and release' type, but another input entirely that gives more damaging attacks with less defense, to use like finishers on still-standing enemies. Or maybe a Soul Calibur -esque horizontal and vertical system, but a Warframe - unique variation with regular attacks on one button while the other melee button hurls you toward an enemy similarly to the ground slam. My proposal for this 'Heavy Melee' attack button would be to replace the current 'switch weapon' key, so that (on Xbox) regular melee is on B and functions exactly as it does now, while heavy melee is on Y and delivers finishers (with a chance for the enemy to block, causing you to be stunned) at a normal press while a long press launches you in the direction of your crosshair like a groundslam, but horizontal so the enemy is flung into the air. As for switching weapons, this would simply be done by HOLDING X, while you can still reload by tapping it. This arrangement should solve the current issues with weapon switching, while also further improving combat. Y could function as alt-fire when in gun mode, or used to bash someone with your gun to leave them stunned. I could take it one step further and say to return the ability to block by simply making walk/run an analog function controlled by stick angle and mapping crouch to the former sprint toggle and block to the former crouch, but that would interfere with muscle memory quite a bit more and kinda screws PC players. Still, maybe worth a look?
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