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Brasten

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Posts posted by Brasten

  1. By now we've gotten the culture shock of the different ways PC and Xbox handle Pick-up group recruitment. I am not going to comment on which methods are better.
    We have a larger and underlying problem that only DE can address. That Warframe does not have pick-up group system. And it never has. DE gave us a chat channel and made us do the work of "Invite to Squad". And we just accepted and worked around it.

    That needs to change.

    This is a User Experience (UX) design problem. Brought about by the difficulties different Inputs (KB&M, Gamepad) have with the Chat UX.

    There are several ways DE could go about actually building a pick-up group system. From, ya know, actually coding and designing a whole new UI system that minizines the number of clicks and cursor movement needed to interact with it. To once again trying to hijack existing systems to create something fast and dirty with minimal extra development time.

    On the fast side, DE already has the code base for Look, Loadout, and Item links. This can be expanded to "Squad Links". Things that can easily be "clicked" on after being posted to a chat channel. Squad-Links can have standardized and filterable Tags in them. Such as "Relic" or the Mission Type name (which are already in code and applicable in language translation).

    I really hope DE will not blow this off, and put it down on the agenda for their Crossplay design team. It's been put off too long as it is.

  2. 29 minutes ago, [DE]Rebecca said:

    A couple general notes of improvements coming with the next update (based on feedback here, and in general):

    • Upon falling/jumping off a platform in the Weave, you’ll now be teleported back to the main platform instead of failing the Weave. 
      The non-existent aim-gliding in the Weave was the root of many Weave failures, which is why we have added the teleport. It’s still the Glassmakers game though, so use your time wisely! 
    • The amount of Cephalite Resonance to enter the Weave has been cut in half. The requirement is now 5 instead of 10.
    • Your Cephalite Resonance count, as well as the amount required for the Weave, is now displayed upon hover on the Glassmaker crime scene Episode selector. 

    Nope!

    1) Remove the Timer.

    2) Make Cephalite payment a 1 time cost.

    This mode was awfully designed, overly pushing on mistakes, and makes it almost impossible to concentrate on the Lore/Talk (unless you use outside recording Apps/Phones).

    None of the changes you are making address any of that.

    • Like 5
  3. The Forge is very annoying, micromanagement hell, and something is can/is causing fights between players.

    Mainly it is the 200 Capacity resource bunker mechanic THAT YOU DO NOT EXPLAIN AT ALL! You (DE) need to answer and PUT IN THE GAME an explaiton how that works.

    1. What happens when you go over 200 Forge Capacity? Where do the resources go? Are they just wasted?
    2. What is the split/share of the Forge? For example what happens to 21 Pustules? Does everyone get 21 Pustules. Do 3 people get 5 Pustules and pone person get 6?
    3. How are resource pickups from Archwing and Foot shared to the Team? Are they shared to the team?

    The lack of documentation is just frustrating, and even more so now with a new game mode. You aren't a small studio anymore DE. You don't have an excuse for this.

     

    • Like 2
  4. The Archwing weapons feel awful to use. Since there is no lead "Shoot at this point" in Archwing mode AND all the weapons have travel time time, makes it externally unsatisfying to try and get out and be an Interceptor for the Railjack. The enemy armor resistances also make using various weapons just feel like spitting into the wind. In addition weapons like the Corvas and Grattler just cannot catch most of the enemy types, again because of projectile travel time and projectile range limits.

  5. Heavy Attack (Alt-Fire) will cause Combo Counter countdown to reset, costing you stacks. Possible bug? Possible feature?

    The effective result of this is you can extend your combo duration by doing a Heavy Attack against the air, sacrificing combo stacks to extend the time. This has noticeable benefits for + Combo Duration.

     

  6. I cannot confirm this bug. Both I (as client) and host both Auto-play'ed on a Earth Mantle. No UI issues reported nor noted by the squad.

    Requires more testing.

  7. The Ambulas can only be hacked by the Host (Player 1). Confirmed again today. This bug has no be resolved.

    Reproduction:

    • Down an Ambulas
    • Each player (2, 3, 4) attempted to interact with hack panel, with no prompt.
    • Only Player 1 could access.
    • One Ambulas was left unhacked, and was counted as a failure.

     

  8. 15 hours ago, Caelward said:

    I'm not suggestion a wall of text, I'm suggestion a Timeline like this one from 2017, posted by user @Brasten

    I do need to update that again https://docs.google.com/drawings/d/1T1Zc1EJLU1JzbpTmp-VhdEogihFppEei8w7_O1FcG10/

    Although long term I want make it interactive so you can "flow" through events a bit better, and so it can handle progression tracking. Along with suggestions on how to "replay" old Events on your own. We also have event/quests that are really out of order. The whole sequence of Alad V's rise and fall is busted.

    I'm waiting for Unity3D Tiny to get a bit more stable, so I can just build a whole HTML5 interactive widget thingummy. I do find DE's overall UI and progression tracking a bit shameful. Even with the more direct Nodes-Lines style Star Chart I still frequently field questions from new players who are lost and don't understand the different aspects of progression.

    I was working on a Twine version, but the need is far more visual than Twine really supports well. Also it wouldn't handle a more dynamic "can I kill this" section with Enemies compared to player inputted weapons.

    • Like 1
  9. 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.
      • :facepalm: 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
      • :shocked::vomit:
      • 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.
  10. 2 minutes ago, Julian_Skies said:

    You know what's hilarious about this.

    The moment they mentioned the vents the Exploiter's vents shined so that I could see where all four of them are. But it's also the particular shine that breakable objects use! And given I had been hunting breakables for a riven challenge just before this patch dropped the visual effect was still in my mind, but I can see how one can miss it.

    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.

    • Like 1
  11. 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.

    • Like 1
  12. 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.

  13. 24.4.3 Bug: Using Aim (right-click) during a Melee combo causes the Gun to be re-equipped.

    Replication:

    1. Begin mashing Melee.
    2. Tap (do not hold) Aim (right-click) during the combo
    3. Complete a few combo sequences.
    4. 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.

    Spoiler

     

    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.

  14. A case for Aim being Manual Block:

    Currently (Melee 2.9997) there are 3 ways to switch back to Gun from Melee mode.

    1. Shoot, your weapon
    2. Aim, your weapon
    3. 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.

  15. Immediate feedback on Melee 2.9997-whatever.

    1. I can't block while Aim-gliding
      1. To change this change the behavior of Aim. Instead of switching back to Gun-Weapon, this could become a Block/Glide behavior.
        1. 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.
      2. 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.
    2. No more "Quick Melee"
      1. Bug: Quick Melee remains with Archgun weapon equipped.
      2. Many weapons don't have a nice simple "slash" on their Mod Combos.
        1. Maybe this will eventually be resolved in a more open form Melee system, but we don't have access to that yet.
      3. 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.
    3. Melee Channel should not Consume Energy while Blocking.
      1. With Auto-Blocking we should not be punished for Toggle Channel.
      2. 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.
      3. If 1-1-1 was done, giving us back Manual Block on Right-Mouse/Aim this would not be an issue.
        1. Seriously can we get Manual Block back on that Right-Mouse/Aim?
    4. No Flashy weapon holstering, animations dropped.
      1. 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).
  16. 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.

  17. 7 hours ago, [DE]Bear said:

    Ayatan Challenges - too RNG dependent. 

    Darn skippy, unless you only do this one once every 3 weeks. But then we're into a cycle of Feeding Weeklies into Weeklies. Using Maroo's Weekly to complete a Tri-Weekly Ayatan socket Challenge. Which is going to lead me to a point #2 down below.

    7 hours ago, [DE]Bear said:

    Survival Challenges - too long in one sitting.

    You folks knew this was a problem. You should have even caught grumbling about the "War on INSERT FACTION" alerts we were doing the prior 3 weeks. So far there have been great suggestions about changing all "Endless" based Challenges into Wave/Reward-Rotation completion chunks. This would bring it in line with time scale of the Old Alerts. No more than 10 minutes for Survival, at most 10 waves of Defense, 4 Defectors Squads, etc. These were just long enough to prove the point that we could complete the content, but not long enough to drag on. "Hold Your Breath" challenge should be: "Survive a cumulative total of 60 minutes in one or more Kuva Survival missions."

    (Very personal note: I would actively avoid Alerts with Defection unless the reward was an Orokin Catalysts. I do not like the implementation of Defection, I do not find the concept at all fun, and it starts to become tedious very quickly.)

    Marathon runners are going to do what Marathon runners have been doing since Endless game modes got added. The Endless Void Fissure rewards are good way to reward those people if they want to do that, without so unbalance things for people who don't have the time to commit 1, 2, 4, 6 hours to a single mission sitting. Give them more of that. And in a way you did with Arbitrations.

    7 hours ago, [DE]Bear said:

    Friend / Clan Challenges - "I have no friends/my friends don't play Warframe".  

    Forced Friends are not friends. This kind of enforced socializing is done by "sick" games that are trying to get their players to be a marketing force from them. The last example I saw of this was in Blizzard's Heroes of the Storm. This lead to "Friends for a Game" mentally, where players would only "Friend" up for a game or two and then remove each other from the list.

    This creates an extra unnecessary step to the Invite Only and Friend Only squad modes. One of the major befits of doing Alerts was the ability to quickly Public Play. Compared to the dance of the Orokin Derelict Dragon Key runs, the current dance of the Radiant Void Relic Share runs, and other "organized" LFG missions. Adding "Friending" to this adds even more steps to the LFG process, which is completely unnecessary. The community was handling LFGs just fine. The whole Taxi system for high value alerts was this, if a Veteran player was so inclined.

    Do not force community on your players. We've been doing a good job over 5 years for you. You absolutely do not need to twist our arms. You also don't need to punish Solo players (for all the many varied and sometimes impossible to resolve technical issues) while twisting our arms unnecessarily. Instead you should be looking at giving us better tools to do what we have been doing in LFG recruiting faster and more streamlined. And you have been, as we twist your arms in repeated feature requests. All of the work that's gone into displaying Squad Member Equips (Auras, Relics, Dragon Keys, etc.).

    Going back to "Survival Challenges is too long". By breaking such challenges into chunks you restore the ability of Veteran players to Taxi new players to such missions. To give them a taste of Late and End game content, as used to happen with Alerts that appeared at Late and End game nodes.

    (Aside on Spoiler Mode. Investigate giving us the Rell Wraith skin/texture/model appearance to players who have not completed The Second Dream. This would obfuscate this mode while still allowing it to be used.)

    7 hours ago, [DE]Bear said:

    We will be applying what we have learned to Nightwave Series 2

    As a very long time player I would strongly encourage you to quickly cut Forced Friending for the remainder of Series 1. I can understand if that change can't happen for Week 3, but Weeks 4 through 10 should be Forced Friending free.

    Ultimately there are two problems with the Nightwave system as it's being done.

    1. It does not adequately replace the quick Login-and-Play style of Alerts. This is an issue of Time Commitment.
      1. This is where you are seeing many of the comments against the 1-hour survival. You either need to show us all the math about how Nightwave's rewards will compare to the prior Alert system. Especially for people looking at Nitain Extract.
      2. As I stated above, breaking Endless Challenges down into Cumulative totals. This allows for progressive complete over the course of a Week and gives veteran players some breathing room to Taxi newer players as they would under the old Alert system.
      3. Please add into your development pipeline a Minimum Time to Complete calculation when creating challenges. You have wildly different completion times across challenges. Complete 3 Assassinations, Complete 10 Syndicate Missions, and Complete 3 ESO Waves are all widely different and not given Time based Nightwave Standing values.
        1. I should make this clear: Time is the factor, not supposed Difficulty. People are not objecting to the 1-hour Survival because it is "hard content", they are objecting because it takes a long amount of time. Personally I have often grumped that I'd take Double or Triple the enemy level on some of the prior Alert System missions, if you'd cut the times in half.
      4. There still needs to be some kind of Alerts. Mainly assure Credit and Resource alerts need to make a return. These were rather important to newer players.
    2. I see that you're trying to have progressive goals to work toward in Nightwave. Goals that can be worked on slowly over the course of a week. However the execution falls flat.
      1. Going back to #1 above, you need to break "Endless" requirements up into chunks of cumulative time.
      2. Going to #1-4, with Credit/Resource alerts these should be tied to the current Nightwave. For example: Nightwave Alerts (or just Alerts) should also have assured or increased chance (depending on current Week of Nightwave) of Prisoner of Saturn 6 spawns. The Alerts are Nightwave (or informant Callers) directing us to the current threat/issue.
        1. This also provides a method for Players to gain Nightwave standing if they are having problems executing the various Challenges.
        2. This makes Nightwave stories feel more "active" from the outset.
        3. Again, also a reason for Veterans to Taxi and support new players.
      3. Returning to the Maroo Ayatan Weekly feeding the Nightwave Tri-Weekly Ayatan Socketing, this would be an example of a Progressive Chain Questing. However in the Nightwave structure you put too much time pressure on doing that. Progressive Chain Quests suffer horribly if you put time constraints on them in this way. It would be rather nice if we could get more of this kind of Progression Chaining. Do a weekly Espionage type task to slowly advance toward some kind end goal.
        1. With some method to progress faster than Weekly in some cases.
        2. End goals could:
          1. Be a specific Void Relic
          2. Some Nitain or similar System/Plains/Vallis resource cache.
          3. A cumulative biasing of the RNG drops on a single Enemy type, or Mission/Cache reward.
            1. Think Void Relic Refinement but for an Enemy/Mission
        3. This is kinda of what I was expecting to see from a "Progression" or "Token" based Alerts replacement.
  18. I'd really like to be able to Forma for the Umbral Polarities.

    While the obvious frames like Nidus and Inaros come up as benefiting the most form these mods. I've been playing around with Khora as a Quicking Thinking Rage/Hunters-Adrenaline frame. And there are other frames that could be interesting with such "Hit Me" builds.

    Even if you could  apply just 1 Umbral Polarity to a Non-Umbra frame/weapon, that would allow highly forma'ed (for other mods) to cover the gap.

  19. 2 hours ago, Firetempest said:

    DE stated they wouldn't make "endgame gameplay" balanced for rivens, and that rivens where purely above and beyond for those that had nothing better to do. So... endgame. The whole thing needs a serious look at as it is just a plat trade pusher at the expense of gameplay health.

    If DE really wanted to use Rivens we need to be able to expend normal system resources in Transmuting and Adjusting their stats. Including Transmuting Rivens from one Weapon to another, and from one Class of weapon to another. Not just taking 4 Rivens of same type and mashing them into 1 of same type.

    This would help drain banked resources that are a constant issue, give players something to work toward, and create a secondary market/occupation for folks who have the time to do the slow refinement of Rivens into "meta" things others "want". 

    But this was not the system we got, and Rivens were not built with this kind of gradual adjustment of stats and type in mind.

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