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Doraz_

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Everything posted by Doraz_

  1. That's why i suggested the shader idea :D They could start even selling them for plat, loke one corpus themed, one tenno ... one with clem And it would consist of maybe not more than 10 animated sprites. it fades in and out while you are modding. The obly thing the camera renders from the environment ia the character of course.
  2. I am hoping it will comw to PC thanks to the Mobile port, but ... These are the most obvious things that this mode can bring: - forced lower res of Texture streaming, even if memory is available - Disable transparency in Mod Screen ... I have seen increased GPU usage - Diaable Orbiter rendering when modding, replaced by a still image (cam still be animated a bit with a shader) Disabling too much of the rest can lead tk the game really not working anymore, like enemies and Level Geometry (Low feels already too agressive ... but I like that!)
  3. It's not silly. It's ( un-intentionally ) a very important life lesson on Life being ultimately out of your control! :) Whatever DE's intentions, this system is only valuable in how the players ultimately use it ... or NOT use it, tho DE's internal data/statistics would be nice to be sure. It's a fair mechanic, cuz the cost of "us bad players wanting to have fun" is the increased resource cost to get the override sooner. Currently, changing an ability after having reached max rank feels incredibly bad and wasteful. And Infusing frames just to get the point (in my case at least) didn't make me use them! Revenant with + melee damage ... or Hydroid with +75 efficiency ... they all sat there, still un-used. Plus, think about the future ... these players have NO INCENTIVE to interact with it after they inevitably put Khora's whip on everything. :( That experimentation NEEDS to be rewarded ... just like those mobile games do for clicking a button -_- The fix is just a line of code. It can be a reward after reaching max rank ... yet another incentive for players to progress through it.
  4. As in, you get ONE TICK towards the OVERRIDE feature, same as if you used a weekly infusion as it is now.
  5. DE, you do the math, to figure out how much resources "Ability infusion" are to " Weekly frame flavor-thing". That would make so players don't feel their resources get wasted, and players that enjoy the helminth system for the Override-Meme part of it ( think Youtube videos about it ) can more easily engage (and enjoy!) this system ... ... even if it would go against the intended purpose.
  6. Simple solutions: "Ghoulish Fuel Mechanic" Ghoul saw overheats as you attack EVEN WHEN not HITTING anything!!! Exlecially, while you do the riding combo, you fuel/overheat meter/buff increases drammatically. When you heavy attack, the weapon catches fire and "BRUMS" like an old car or farming vehicle (Scott's car anyone xD) gaining a flat base crit chance and crit damage! This mifht just retain the ghoul slowness, that wven if people don't like it, it does maje the weapon feel unique. Alternatively, make it work on Combo Count instead ... but that is so boring i'm almost putting myself asleep. Coding required ... very little ... maximu value, as the weapon will be forever unique and has a place in every Tenno's Arsenal.
  7. Optimizing this is a MUST tho for it to ever come to WF. There shouldn't be nothing faster than switching UVs, right? I would try and do it like this: 1) Store additional UV maps in the model itself 2) name/connect the new target texture accordingly (Wet_metallic.png and Wet_metallic_UV# where # is the number) 3) player is presented with a list of materials that calls a uv and texture change event 4) The texture gets swapped to the new one, and the material is told to switch the UV_0 (normal) to the corrisponding one. I say to switch them, instead than enabling it and keeping it, cuz I fear that the additional uv is processed as an additional vertex attribute .... to avoid that, I'd find a way to simply not send that information to the GPU . But if that happens only for things that are "actually rendered" then there's no problem. For even more performance, implement a MegaTexture/Atlas system so that the GPU doesn't evem need to switch and load new texture, tho the problem of loading stuff u don't use is sadly there ;_; I never did that, cuz I havs yet to need it (I'd do it in blender manually), but maybe the shader can have a "UV offset" proprety, where instead of changing the uv map, the uv map stays the same, but the coordinates of the face are moved, with a texture that has all possible materials in the game. (again, beware memory usage). Alternatively, simply write a new shader, that acts as an override to the default one, with extended and exposed propreties, with every possible texture loaded "hopefully" just as references xD (but i have yet to use or make such a system). That way you can reliably say exactly how much memory and resources a single frame using this new shader is going to use.
  8. I'm loving u so much right now. So glad to see these changes (ad I assume other ones) happening BEFORE the new war drops. As a reminder, areas to improve are these ones in my eyes: VERTICALITY This affects both sentient enemies AND the tileset they inhabit. On one hand, Sentient Enemies float around slowly, sometimes too high for melee to connect and feel wierd, plus make transitions between areas on different height ( ex. grineer jumping) too slowly and awkwardly On the other, the verticality of the tiles is completely wasted, as it only makes navigation harder, farming becomes clunky as enemies get stuck while pathfinding their way to you ... for absolutely no reward ;_; (in the form of damage dealt, as no obhect can be interacted with, or loot to find) For the second problem ... I really wish you luck, cuz the amount of memory, vertices and areas with nothing in it that the player needs to go through might just break the experience for someor even many. FINISHERS We "need" parazon finishers on sentients. I'd say weapon, but I also want the sentient to be unique ... plus, it saves the animators a hell'of'all'lot of time! New, less strong, solo players can then have a more easy time ... plus, for once we are actually incentivized into building for impact, or bring impact-proccing weapons. I already assume some sentient enemies will require it just like the new Jackal. [ SIDENOTE ] Navigation. Connecting far away tiles. The sentient tileset is the perfect opportunity to test and implement "shortcuts". It's a bit old, so there might be some opinions/desires I don't want anymore in WF, but ... It solves backtracking and forwardtracking (?) ... as in, going to extraction faster or to reach tour teammates already there. Plus, it makes survival and endurance runs more interesting. In the sentient tileset, these can be really whatever space-magic you want ... puzzles kind-of, like jumping between platforms and the like. And before the fear of this breaking the map generator .... it really can exist completely separate from it. The "Shortcut rooms" can exist as their completely separate tiles, the player presses "x" near an exit, animation plays and you try and go through it. It can even be on a limited time, and the player gets tgrown out from the entry point if he fails ... so if you are worried of the memory requirement breaking the map generator that way, it can be loaded and unloaded as it's needed ... but that should be a non issue, as I see many materials and assets get re-used, and never leave the memory. Plus, not having to render the rest of the level, might allow you to make some cool stuff ... like in a corpus parvos tileset, you enter a vent and as you jump from platfrom to platform you can see space and the railjack ouside while you go through it!
  9. To the NON-fellow-tennos of culture ... that's nova's leg ;) ( lol )
  10. given, if that's actualy what they are xD Maybe they are called "Detail Texture" .... in Unity, those can be used in the Complex_URP_Lit Shader. I legit never noticed ,,, and i have 5k hours on steam LMAO Alternatively, it might be a bug ... maybe one texture from the shader of the Big Statue is kept and assigned to warframe one.
  11. OMG Picture this ... next halloween ... We have to fight off hordes of vasca kavats level 9999 xD We already hunt every human and non human being in existance .... what is one more? We're the good guys btw
  12. Ah .. and it goies without saying ... I've already put those tags to good use.
  13. Mind you ... this is with no booster of any kind cuz i'm cheap like that
  14. As i used all 3 to reach the "override stage", now i'm unsure wheter if I override an already consumed ability I actually get to apply it, or it remained consumed ;_;
  15. I might have confused invigoration with infusions x_x I meant the one you get only 3 per week.
  16. I fear it might instead still be unavailable as it is already consumed. That or i might get spaghetti :/ ty
  17. Yes. Better when things actually work. A toast for things working as intended! (lol)
  18. Tetra with the bounce mod feels already chaotic and fun.. What would make it even MORE chaotic would be making every bullet that actually hits an enemy spawns another one for free(!). It would just add to the chaos ... making the player that is lucky enough for bullets to actually hit their target go "yeah, i totally intended of that happening, absolutely calculated". Nehza has already this feature ... and the bouncing mod already treats every bullet as an individual entity, tracking each bounce ...
  19. Diary of Tenno Operative #234, Day 416, Year of the Unum 2021, That hekking demolists are still breathing my air! I'm legit going back to Runescape f2p farming void wisps, this is ouragious! no but for real, the end-game of this game requires so much specific gear for the task you are trying to accomplish, in complete contrast with the starchart/relics and normal missions, that is only fair that people that liked WF for the freedom are upset. Hopefully DE finds a middle ground, to satisfy everyone ... if they are in the mood to do it :)
  20. ah i forgot ... I was talking about Steel Path as well. There's just such a divide between guns/warframes that oneshot them (if it still works, Ivara with navigator) and even melee weapons that I might as well be swinging a Glappid for how little damage they do.
  21. I'm a fellow italian tenno that is having some issues ... It feels to me that key carriers have some sort of DR that affects some weapons more than others
  22. Then my request is simply to give us tools to make anything into the right tool for the job! take slow frames that Lack mobility ... Proton pulse is enogh. But that can't happen (usually) cuz OP builds can be forma intensive and without free mod slots. In my eyes, it's just such a shame, that weapon models that look and sound so good just sit there, never to be used. For that reason, I always liked rivens ... maybe rivens should scale even more drammaticaly at high dispositions then. Plus, the infusion mechanic, where you can put an extra elemental on weapons is just TOO good! Finally got my first tenet melee weapon, the sword and shield ... with innate magnetic ... now simultaniously dealing corrosive and heat damage as well ... it is quite litterally doing the job of Saryn, Mag, Arca Plasmor and even Ember with fire procs and CC! Make infusion work on all weapons ... plz ;_;
  23. the loadout "saryn, lavos signature shotgun, epitaph,stropha" is what i would run ... Revenant works as well. for the thumper, i guess it's all about stripping armor ( with melee mod or nyx) ... slow_nova to keep it still. Tho, after that encounter, I must admit ... running away is a good enough tactic as well xD The problem is that the difference in dps is so great that WHY would I run anything else? It de-values even the helminth, cuz it's all up to rng.
  24. Steel path enables any type of content, on any type of tileset, to be a meaningfull way to both test your endgame gear AND farm both arcanes, Kuva and even relic packs. In my eyes, Steel Path intended as i just did, solves the problem of many casuals and some veterans, that would love to jump in game, do any content they want, even just fot fun, and be rewarded something appropriate to their level. Instead they are, always greeted with poor rewards ... as u point out in open world, they still are ... but at least it's fun! I remember wanting to farm kuva ... but kuva fotress got too old, and there were always the same frames ... think even before capsules scaled with enemy level ... by the Unum, WHY DE did u take so long xD, anyway ... I tend to keep to myself, but I remember players meme-ing about booting WF up, play a mission and the log off. In one game-mode, even if you take a player with DE_cheat_codes that has everything xD making most of teshin inventory obsolete, that tenno can still farm both kuva (steel essence to kuva from teshin) AND arcanes, both to sell for platinum (former with rivens ofc). Now ... if it was actually balanced, and my tigris didn't became a peashooter ... can't think of a better way to play Warframe to be honest _________ As a sidenote, just imagine if the "Change of Plan... " event mid-mission (maybe Steve was showcasing it in an old stream???) gets overhauled, and not only the objective changes, but the map itself! ... with tiles changing, collapsing, ships boarding, even environmental conditions ... Acolytes are mini-bosses of sorts ... but that would really make the game a pleasure to play and even just watch .... so much more engaging. Limiting this to Steel Path seems reasonable, as to not overwhelm new players ... and make Steel Path even more special.
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