Jump to content

Ambience

Hunter
  • Posts

    46
  • Joined

  • Last visited

Posts posted by Ambience

  1. Agreed. The current way the game is going is kinda getting stale rather fast. With the exception that the game looks great, feels pretty fluid, and makes you feel powerful when tearing large groups of mobs apart. Aside from that missions are repetitive as hell, no real objective (taking an item here and there, or grabbing something is to extraction is too minimalistic), and after doing it all 40 times with nothing new.. it's all about rushing to get that XP or item you need for an equipment piece.

     

    Suggestions

     

    Boss Fights:

     

    Large scale boss fights or even smaller bosses that actually have a point similar to say the Jackle or Vor but with better AI and with more abilities. To be honest even Jackle and Vor are too minimalistic. Something along the lines of say this game.

     

    Lost Planet 2 Boss Fight Video:

    http://youtu.be/1ZkwMWYL_Wk

     

    Use of Vehicle Type (Mech Suites against bosses):

    http://youtu.be/zejBsz6p0pI

     

    The use of grappling hooks would be more viable too such as the boss videos shown above as an example. This leads to map and terrain.

     

    Map System:

     

    The random room map system is pretty bad. Random rooms are just rooms and should not "feel" like rooms. I probably seen 2 or 3 rooms that actually felt like I was in a ship or on a planet. Rather than generating random rooms that you see again and again epically every other room. Why not have a generated terrain with random placements of buildings, grass/snow/water/ice/etc, objects, vehicles, or even larger ships with that actually feel like a ship and not a random room maze.

     

    Lost Planet 2 Wider environment example:

    http://youtu.be/8zUDRk8rN8g

     

    Feels more immerse in a wider environment instanced or not. Maybe an optional cover system some where along the lines of Mass Effect to make stealth game-play more viable by hiding around corners and such.

  2. Here's another thing, you can only preform one Mastery Test a day... even though you can carry over the exp from the current one until you do get the Mastery, you can't preform 2 a day. [Though it would be nice if you could]

    I am aware of one mastery test a day rule and how it carries over. Thanks though.

  3. Is there a daily XP cap or is this just a bug? I looked around the forums and could not find anything related to this.

     

    Note:I have 4x affinity (even boost + affinity boost).

     

    So I have been stuck on mastery rank 7 128k exp since yesterday, and I been leveling my formaed weps/warframes and my exp bars not moving. It was moving fine before, but as soon as I hit 128k XP it just stalled.

  4. This reminds me of mikebakafony's crash course video about the dubstep Sound Wave

     

    Dude I was JUST thinking the same thing. They should totally make her ult sound like that.

     

    This right here:

  5. We claimed and exited the Game becuse we had no way of carrying on with the mission once he was out of it and this has happend befor and ppl sadly cant always get back in to the game and even if they get in to warframe the game wont let them rejoin us wich is sad to be honest.

     

    My fellow clan mate Zombie carried us for half the game and it wouldent been possible for us to get as far or get as many upgrades as we did in this game and the fact that becuse of a game disconect he loses everything isent right, is there nothing that can be done here ?

     

    You know when I used to play Guild Wars (the first one) they had a reconnect feature. This allowed people who got disconnected or crashed to re-connect at any time as long as the mission was active. Similarly games such as League of Legends and Dota 2 have this function, and this should also take practice in Warframe. However, going on about how to do this without a dedicated server or being replaced by another player can be problematic if your not in a private game. Perhaps enable this function in a private matchmaking only would be a good start.

  6. Hey, I wasn't sure if this is the correct category, but I've noticed with my Latron that some long-range shots are seriously bugged.  Essentially, I scope for a long range shot, line up on an enemy, and click.  The crosshair is centered on the enemy, but the actual shot goes several degrees down or to the side.  On my screen, the difference has been up to two or three inches.  I adjust my aim, firing around the target or going for center-mass, or whatever, and the Latron continues to miss in the exact same spot.  To re-iterate, it is firing with perfect accuracy, but no where near where I am aiming.  If I move closer to the target, or pick a target that is somewhat closer to me, it goes back to firing perfectly.  

     

    To reproduce this, run Tolstoj and climb up on the rocks adjacent to the upper boss-room entrance.  if there are enemies on the platform, or on the ground on the far side of the platform, this bug shows up pretty consistently.  Scope it in and try shooting them.  Watch for the sparks of where you actually hit.

     

    Again, will update with screenshots shortly.

     

    Same problem here. Seems this issue happens for long range and short.

     

    P.S. I meant to press the "Quote" button but my mouse slipped and hit the down vote >.<...sorry.

  7. This would require more open maps and more elevation on the landmass or terrain. Currently some of the older maps have not much use for climbing up things. The older maps would have to be reworked for grappling hooks.

     

    That being said, the idea is dam amazing ever since i seen it in Lost Planet 2.

     

    Lost Planet 2 (awesome use of it):

     

    Edit: If it were to be implemented, then it should not be a weapon... that would be stupid. Better a gadget one can use to scale terrain or even pull enemies to them.

  8. If a cover mechanic exists, there has to be a good reason to use it. Enemy DPS has to be balanced so as to make it an attractive option.

     

    If enemy DPS is balanced such that staying in cover is attractive, charging into melee is not attractive.

     

    Do you see the problem? I mean, we even have examples from this game - remember when they massively buffed enemy DPS, turning high level systems into rhino-annihilating meatgrinders that required you to stick to cover like glue? Before they undid those changes, getting into melee was practically impossible.

     

    Your right and your wrong. A DPS buff MIGHT be needed for some situations, but the whole point is to bring a new combat immersion. Then again its optional, and if you really want it challenging then you remove Vitality and Redirection. Besides that, you can't hide behind a cover forever, enemys do move up and spawn behind to flank you.

     

    Some people will use Redirection and/or Vitality with cover system to make it easy mode, and others wont. Everyone has a skill level and preference of play-style so its unlikely any MAJOR DPS changes would be needed.

     

    Like stealth, its optional and if someone likes that play-style they play that way. Everyone should have a right to their style of gaming and this will only improve that.

  9. It's a grand idea to have a cover system, cover system should be optional. Just like stealth play is optional. Just like using vitality or Redirection is optional. More options allow more freedom, and MORE play-styles, thus resulting in a less generic feel. It might even make SOME people fight more than rush since it brings an interesting aspect to combat. 

     

    I vote for an OPTIONAL cover system, so if anyone don't like it then they wont have to play that way.

     

    +1

  10. 2. Even if a new player comes in, on boss-missions the boss is virtually always dead and looted. So this new guy either has to help clean up somebody else's party, or else take a mission-failure on their record as they quit.

     

    Alt+F4. You do not get any rewards you picked up nor do you get anything for leaving/failing.

  11.  Truly, the quality I have come only to expect of console games.

     

    With the exception of console exclusive games, nearly every game that is multi-platform is far superior on PC.

    Some console ports gone wrong are bad, I admit but graphics, physics, and overall performance are way better on PC. This, assuming you have decent computer hardware that is.

     

    +1 for the input though.

  12. Here since CB, have 101/102 hours played. I log-in in once a day even if I don't play that day.I think I missed like 4 days in addition to spring break cause I was out vacationing. One gold potato....and endless ammo boxes and exp the whole time around. I guess I got lucky with that ONE potato?

     

    Log-in rewards kind of suck for not missing days. I think ammo boxes should stop after day 5 or 7 and start replacing it with materials of all kinds instead.

     

    Maybe 100-200 mastery exp instead of exp for guns/weapons IF your currently maxed out on what your wearing. Credits by chance should be raised to 2-5-10k (based on days logged in: Days 1-3= 2k, 4-7=5k, 7+ without missing then chance for 10k). It's not much credits considering 3 speed runs for Chronos BPs will net you over 10k, and you could probably do that in under 15 minutes for the average player.

  13. You want a solution to keep people from rushing?

     

    Make it hard!  Make it require teamwork!  This will solve the rushing problem, wash away the grindiness feeling the game has, and encourage teamwork, something this game is meant to do, because it's, um, co-op?

     

    That's not a solution. No matter what, there will be people who just want to farm fast, or get it over with to gain something.

     

    Also, one can't JUST make it harder and force requirement to teamwork. It has to have replay value. Currently all the missions are "linear feeling" after a few runs. Needs better AI for mobs and bosses, and more repayable mission types that get everyone to do things as a group so "team work" is implemented. Furthermore, the game needs end game intensive...something to keep the players active after achieving what they want. A goal for those grinders, replay value for those who like repayable content, a challenge for those who like to challenge themselves.

  14. Yes, essentially that was what I meant by pointing at a lobby or checkbox system. It would be one solution. However one that would take more time, I suppose.

     

     

    I would prefer something very decent that was discussed, and if it means it will take time then I am willing to wait for it. Of course this is assuming DE likes this idea and can do it. All good things come for those who wait (usually XD).

  15. Another option would be make tiers. I will explain, so before you even start playing you should have the option to pick rusher or explorer matchmaking tiers. This will put rushers with rushers and explorers with explorers. This way people will get to be with likeminded people without worrying about if friends or clan mates are online or not.

     

    In addition, the rusher tier will start the timer after ONE person makes it to the end. The explorer tier would require the whole team OR have the option to leave as you suggested. The point of this would be to bring people with like minds together (community aspect) rather than having a mixed group choose to leave or stay.

  16. i like scythe, my friends i love scythes but that said it makes no sense it dosent fit in with the game at all im sorry but as much as it would "look cool" it makes no sense

    Their adding a "Glaive" to the game according to the live stream. That weapon was used in ancient Japan and China, so scythes would fit in just fine if done right with ninjas, hammers, shotguns, and all the cool weirdness.

  17. Linear Mission Progression is dead wrong. . .

    Spanning Galaxy, Alert missions, Multiple objectives on a given mission, Multiple Routes / Tech paths

    All they would need is to have optional objectives in a mission as a different colored indicator if players want it

    I think they are saying that because even if the maps are randomly generated...it feels all the same. It's beta so not having enough map types is understandable.

    Even if the maps are randomly generated and missions have occasional objective changes, the concept of the mission NEVER changes (No different type of reactors, no different type of item extracts, same type of rescue..etc). The pathing doesn't DO anything but change the map structure. Every run after your first few times on the map feels completely linear.

    This is why most people rush missions and ignore most missions except defense, assassination and alerts missions. After you done it a million times and leveled up everything it's a been there done that situation. Just a straight forward grind after that, so the only thing that stands out is defense, assassinations and alerts in the end.

    Point is, the IDEA may not be linear on paper but the feel most defiantly does.

  18. If you look at Warframe from the perspective of traditional MMO lenses, then Warframe is going to seem like a really S#&$ty MMO. Point is, Warframe should be a skill based shooter first and a grind game second. There should be progression, but ultimately, progression should come from the skill of the player.

    In a tradtional MMO, progression comes from time. A person who can sink more hours into World of Warcraft per week WILL end up stronger than someone who can't. That's something Warframe should avoid. The difference between a newbie and a veteran shouldn't be in the length of time played but the amount of skill learned.

    There are plenty of free to play shooters, such as Team Fortress 2, or semi-paid shooters, like Left for Dead 2, in which players can progress in skill without resorting to farming.

    That's exactly why I say that adding cosmetics and flare rewards are much better off to avoid, "Oh I play more so I pwnz faster" aspect of the game. Although games like Dota 2 and TF2 are a different category of game, the "cosmetic" aspect has proven to be very successful in both games. Keep in mind TF2 is a FPS shooter and Dota 2 is a MOBA using similar cosmetic model. Valve knows how to make money and keep the games they make fair for everyone, so to me that's something that should be adopted for a F2P with a non-P2W model.

    I can't speak for everyone else, but if Warframe turns into a first person WoW clone, I will be very disappointed.

    It is unlikey lol. If so, well that would suck cause I'd rather play BF3 or something XD

  19. Improving AI is nice, but I think we have to look at the big picture here. Warframe is a PvE game, and PvE games are attractive so long as there's an incentive to keep playing. Scaling bosses and difficulty are fine, but the new mod system which took away mod rolls for a more 'grindy' kind of mod system really damaged and form of replayability or end-game warframe had... Once you max your mods, there literally is nothing to do anymore...

    As for those looking for 'a challenge', I think they are looking for a different type of game. Maybe its the shooter genre that's confusing most people, but generally people who look to 'prove their skill' play PvP games. This is inherently different from what Warframe offers, which is pretty much your average PvE experience. I'd argue that people are rather misguided when they try to look for 'difficulty' in this game, when the thing that really increase the longetivity of Warframe's playability is the PvE aspect of farming. But those unaware of this fact may have just requested for difficulty because they have found themselves in lack of 'things to do' (i.e. farming).

    I highly doubt that after all these changes and improvements to difficulty, people will stop complaining about the lack of 'difficulty'. They aren't really complaining that the game is too easy, but rather they are miffed because they have found themselves without any fruitful activity to pursue. One could imagine a PvE game of another genre: puzzle games. It would be highly absurd for players to complain that puzzle games are 'too easy' or 'lack difficulty' - they merely consider the game at its completion once they have played through all the stages. Any PvE game (which Warframe currently remains as) without a well-implemented farming component CANNOT hope to retain a player after they have beaten all the levels.

    Yup, you can't be more right.

    The mod system does make the game have lack of incentive after you get everything, but there are other things DE can inject into the game to make you have incentive to go out and work for something. Skins, animations, and other cosmetic flare come to mind, but of course there are other things that can be added as long as it doesn't add the P2W effect. This is a whole other mater that shouldn't be ignored either for the long term successes of the game.

    In terms of combat and game-play? I played Lost Planet 2 (LP2) Co-Op which is very similar to Warframe in many ways. My friends and I, we played the game over and over in difficulty levels. We attained everything (skins, weapons, gadgets etc..) in the PVE (story mode) we possibly could and still kept playing. Reason? The game was very fun to play and the challenge was just to accomplish it as a group, and see how much harder it got to test our ability to beat it. The game also had PVP, but we mostly did PVE. As much as I loved PVP style in that game, the PVE aspect was a far greater experience. Hell... it even had a story to it with cut scenes and all.

    We eventually stopped playing since we pretty much finished everything and exhausted the fixed content. Similarly, Warframe does tend to have the same effect once you pretty much get everything.

    In Warframes case it's a growing game with new content being added regularly which LP2 did not have, however, there really is nothing left to do after you accomplished it all aside from waiting for more content. In LP2 there was a fixed amount of PVP at the very least, but in Warframe there is NOTHING to fill the gap in between.

×
×
  • Create New...