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About Brasten

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  1. Week 4 Challenges comments: I expect a GIFT to all players of 3 Forma before the week is done. Synopsis: A mixed bag. We have a set of "Acts" that are very doable causally and feel like they'd be at home in the old Alert system. Then we have some just really bad ones. One is an outright offensive "please buy with Plat to complete". Another is less blunt about that PAY angle, but it's way to close to be comfortable. Once again we have a set of Challenges that do not in any way feel like the casual pick-up and play of random alert offerings. Some are again hard-coded gates that a newer player cannot do. Elite, Unlock Relics: Unlock 0/10 This is okay. It is not to crazy time waste to collect 10 relics if you don't have any banked. This would be BAD if required Radiant Relics. Do not every do that. Collecting 1000 Traces in a week of casual or semi casual play is a hard pass. Elite, Kill Shot: Kill 1500 Enemies This is okay. 1.5k enemy murder it doable in a week. 250 a day over 6 days to be safe. This will happen as you play. Although it will be challenge for players in the Early (Earth to Jupiter) and Mid (Jupiter to Uranus) game, and may require a dedicated slaughter day. Elite, Kill Proit-Taker with Friends: Kill Profit-Taker while playing with a friend or clanmate. DE, I know you can't change the these, but no more. This forced socialization is bad. Please acknowledge in a Development Blog post that this will not be repeated in future Nightwaves. In the future this should qualify while playing with at least 1 other person in an Invite or Friends toggled squad. That's what these Squad settings are for. So we don't have to do the awkward dances of Friend/Un-Friend. At least it's better than the 60 minute Survival, and the Sortie with Friend. Sortie with Friend was bad because the completion was tagged to the Award grant on Mission 3. You could not Replay a Sortie in the same day and have it pop. 60 minute Survival was just NO. Rescuer: Complete 0/3 Rescue missions Good. Works like a Rescue Alert in the old system. Protector: Complete 0/3 Mobile Defense missions. Good. Works like a Mobile Defense Alert in the old system. Polarized: Use Forma 0/3 times This is the Aytan socketing Act, but way worse. Oh so very much worse. If you don't have Forma banked you now have to farm BPs which can be very RNG. Forma has 1 Per day build limit. THIS IS A MASSIVE PROBLEM IF YOU COME IN LATE ON THE WEEK THIS IS PAY FOR STANDING! It encourages paying Platinum for the Forma Bundle Playing Plat is the ONLY OPTION if you don't have Forma banked and come in late. Either the Bundle Or to Rush construction. Operative: Complete 0/3 Spy missions Good. Works like a Spy Alert system in the old system. Gilded: Gild 0/1 Modular Items This, is not a good trend for Nightwave. This requires a player to have a Free Slot to dedicate to this process. Especially if they've already completed crafting and Gilding various Modular Items. Again we see PAY FOR STANDING creeping into this. This also requires some major power leveling that Early (Earth to Jupiter) and Mid (Jupiter to Uranus) game players may find difficult to complete in a Week without major dedicated grind. Possibly encouraging desperation buying of "Daily Deals" from Hub (Cetus/Fortuna) vendors. Crafting times are not as horrible as the Forma, but Resource Collection could be a significant problem for Early game players. Faction Standing for the Parts Freeroam resource mining, and crafting. This DOES NOT MATCH well with the casual pickup and play aspect of the old Alerts. Eliminator: Complete 0/3 Exterminate missions. Good. Works like a Exterminate Alert in the old system. Earth Fisher: Catch 0/6 Rare Fish in the Plains of Eidolon. Meh, can also be Not Good. Difficult for Early players without banked Rare Fish baits. Unlike the Fortuna Baits, Cetus Baits require escalating Fish parts to craft. Common parts, build to Uncommon bait, builds to Rare baits. Can be "Taxied" by veteran players tossing out Rare bait for newer players. Which the only saving grace of this "Act". And makes it kind of like the old Alert System.
  2. I've finally found them, still mid fight (first fight Solo). They were body blocked by the Exploiter Orb's Invulnerable body. They have identical coloration to the rest to the model and almost no aim-over tell tale. The Thermia Canisters are also unmarked in the HUD. Again almost missed them, and Zudd's voice barks are unhelpful. As a Closed Beta player this has to be one of the worst Boss Fights I've every played since Lech Kril and his floppy tubes of Un-commented Mechanics.
  3. Fight mechanics are unexplained, I almost didn't find the insert prompt for the Thermia. I'm now sitting here looking at an invulnerable Exploiter Orb. Sitting on the ground. What Vents! This is awful and opaque design! Once again a lack of clear commutation in-game, on in-game things. This must change DE.
  4. The fundamental problem with the Data-Hash event was the lack of in-game information and direction. The opening part of it was an external ARG, which many users do not pay attention to. Finding the Hashes required an external map. Scanning around for the Hashes was difficult even for experienced collectable hunters, and had no in-game assistance for less hyper dedicated players. We keep coming back to this issue again, and again. Warframe cannot keep growing and maintaining beyond its dedicated players without in-game direction and assistance that is currently only available through external tools and 3rd party community sites. DE very much miscalculated, and should be thinking of ways to avoid find the thing game design in the future. This was feedback given on The Sacrifice Quest. Time to take it to heart, and the design docs. As a direct critique, no systems of the Fortuna Base taking system were used in this event. A better design for the Data-Hash finding would have been to use that Base taking as a trigger for highlighting and directing players to the Data-Hashes in the region around that base. Includingsomething like the Simaris scan trails, the code base for the footprint trails of Fortuna Conservation Hunts could have been used, to the Hashes. But also leaving the option for players to find them on their own. Take a Vallis Base, get clues/direction. Same goes for the Fractures of this event. It should have been put into the Bounty system, with incentive to take the regional bases to gain access to the Coolant and Fractures in that area. Which then could have lead to being pointed at that Data-Hashes. A far more organic and immersive design.
  5. Confirmed. But.... If this were a designed game mode, of having to bounce and Invulnerable enemy into a Death Pit (like water). I would be 100% for this as a game mode. The new Melee Ground Slam works wonderfully for this. Corpus Croquet.
  6. 24.4.3 Bug: Using Aim (right-click) during a Melee combo causes the Gun to be re-equipped. Replication: Begin mashing Melee. Tap (do not hold) Aim (right-click) during the combo Complete a few combo sequences. Gun will be equipped when the last animation plays. This should not be the function. The melee weapon should remain out if Aim is used as part of a combo. From a programming stand the "Switch Weapon" function you're calling shouldn't triggered and be put in the animation queue IF a Melee animation is in progress. It should only trigger if no melee attack is running. You should also look at a grace period so it doesn't trigger and get queued mid combo. Aim should only trigger "Switch Weapon" once a Warframe has come to complete Melee rest. No more Melee animations in the queue. Frankly this wouldn't be a problem if Aim was actually Manual Bock when Melee was equipped and did not return to Guns. As I accidentally posted in the Main Feedback. And as I said there, a "Dramatic Draw" which uses the full un-holster melee weapon animation (with those lovely custom positions we paid for), should be added to HOLDing down Switch Weapon (as you could do in Melee 2.0). When "Dramatic Draw" is done the user in a Full Melee mode. Left-Click melee attack. Right-Click Block. Tap "Switch Weapon" to return to Guns. Maybe turn "Melee Attack" into "Quick shot" in this mode as well. I still do not have a solution to accessing the old Quick Melee attacks and animations under your new system. I am still thinking on this. If you could explain your working ideas for the Melee Combo system in the rest of Melee 3.0 perhaps something will suggest itself to the Community-Group-Mind... you had talked about more dynamic combos that are less button mashing memorization.
  7. A case for Aim being Manual Block: Currently (Melee 2.9997) there are 3 ways to switch back to Gun from Melee mode. Shoot, your weapon Aim, your weapon Press Switch Weapon We don't really need this many ways to Switch back to Gun combat. This is a strong case for putting Block back on Right-Click. This allows manual blocking and Block-Gliding. I will again advocate for a "Dramatic Draw" by holding down Switch Weapon for 1.5 to 1.75 seconds. I would also advocate for a "Dramatic Draw" weapon to function like Melee-Only equip. Left-Mouse Attack, Right-Mouse Block, Middle-Mouse Channel Toggle. And the way back out of "Dramatic Draw" is to press Switch Weapon.
  8. Immediate feedback on Melee 2.9997-whatever. I can't block while Aim-gliding To change this change the behavior of Aim. Instead of switching back to Gun-Weapon, this could become a Block/Glide behavior. Making Right-Mouse/Aim into a Block/Glide when melee is out, this would avoid the currently awkward position of sometimes flubbing a one of the old Blocking Combos. I am not sold on Auto-Blocking. This gets awkward for many reasons. I would often use Melee Blocking to Aim-glide with unobstructed Field of View, unlike the narrower view of most Guns. Same with Wall Latching. No more "Quick Melee" Bug: Quick Melee remains with Archgun weapon equipped. Many weapons don't have a nice simple "slash" on their Mod Combos. Maybe this will eventually be resolved in a more open form Melee system, but we don't have access to that yet. I do not at the moment see how to resolve the two issues, of having combo access and having the Non-Combo basic slashes. I will be giving this some thought and will see about adding a comment directly to this effect later. Melee Channel should not Consume Energy while Blocking. With Auto-Blocking we should not be punished for Toggle Channel. I realize this an interim stage to the "Combo Trigger" system, or whatever you call it internally, but in this current implementation it feels like fiddly toggle issue to keep track of, especially since Blocking isn't Manual anymore. If 1-1-1 was done, giving us back Manual Block on Right-Mouse/Aim this would not be an issue. Seriously can we get Manual Block back on that Right-Mouse/Aim? No Flashy weapon holstering, animations dropped. Since we don't "Equip" melee weapons anymore we don't have any of the fancy upholstering animations. Please return the older "Hold Equip weapon to equip Melee Weapon" functionality, where you could HOLD down the normal swap weapon key. Even if you increase the delay to 1.5 or 1.75 hold to avoid accidental Melee equips (less of an issue since you can just quick shoot).
  9. Would it be possible to increase the Fill Rate of the Canister based on the Alert Level of the Vallis? This would be a way of making the mission shorter, but more "difficult" by player choice. The higher the Alert stage (and bigger/higher-level units), the faster the fill.
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