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Chaincat

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Posts posted by Chaincat

  1. 2 hours ago, More-L said:

    If you have amesha the mission becomes stupidly easy. It is a terribly designed mission because it was designed using old tiles that were made for different things. Had rush got its own unique tiles it might be more enjoyable but it should be removed from the game imo.

    Having Amesha by the fourth archwing mission of the game on the fifth planet of the game is asking a hell of a lot. I know by phobos I didn't even know there were other archwings than the odonata yet.

  2. 2 hours ago, ASHERATOR said:

    The vast majority of my public groups have been fantastic with some that members that are new and learning and I want to help them learn as well as experienced well performing groups.  I also get an occasional group dynamic that just doesn't work but that's to be expected with as many groups as I've worked.

    On the mission play described above however, you are arguing both against human psychology and what the main mission is in this case to investigate then clear the area to extract with your rewards.  This is not like the other mission types where I might have your back on the arguments above. Using the form up in the way described above just makes you a Troll and who can blame any sane person for abandoning the mission and blacklisting you. Furthermore you may believe using formup is helping you in normal missions but in 90% of the cases you are hurting your chances in the mission more than helping.  Experienced players are going to leave the ship to take out the biggest threats damaging the ship namely the crewships since the fighters are basically annoying fleas in comparison.  If you pull them back before they get a chance to take that ship down than the mission results are pretty much predestined and its your fault.  All in all it sounds like anyone making these arguments are not communicating in any reasonable way...and yelling at teammates is not communication and again why you fail.  I only state in this way because I can see too much vitriol in the posts instead of discussion of how to communicate on the front end with your squad so you don't have these kind of issues.

    Doing the mission is the expected behavior, sentient ship or no. If you want to rush the sentient ship and speedrun farm, then get a premade in recruiting chat. OP is completely in the right here for using form up this way, as they're not using it to troll players going after crew ships and objectives that pose a tactical problem while the mission is progressing. OP is using it to punish players who are ignoring the objective to get their drops, which in all honesty is perfectly fine at this point, since you should never, under any circumstances, just assume the host wants to break standard mission procedure. Communicate in chat what you want to do, and if host doesn't want to do it your way or can't, then either conform to the captain or leave. You're only hurting yourself and your chance at getting your precious arm cannon by sticking with a teammate you refuse to cooperate with.

  3. 1 hour ago, MysticDragonMage said:

    there are more terrible systems in the game but we WILL eat every S#&&#036 it has to offer because at least we get $5 for participating.

    i think archwing missions are decent at the least very least and are impressive to even exist in a free to play. its not the worst the game has to offer and i'm sorry if you expected more in the course of six years.

    I'm sorry is this not the feedback forum? I'm sorry I'm offering feedback on why I think archwing is causing problems in new content and wanting the game to be better. You right, we should just shut up and praise DE for making this game. it's free so we don't have the right to critique their design or offer improvements despite them openly inviting it by the existence of this forum.

  4. The Railjack isn't an enemy territory that is supposed to be difficult to navigate. It's our ship that should be optimized for us to move around in.

    6 hours ago, peterc3 said:

    Just make every tile and interior into a featureless box.

    Would you like to suggest a fix? Explain where they might go so that you aren't inconvenienced?

    How about the back of the ship? or that floor under the forge?

  5. 13 minutes ago, MysticDragonMage said:

    i think its ambitious to think that archwing could become a mass-scale power-fantasy space-battle simulator but at this point we need to start fixing it by setting our expectations low.

    in the end, its just an optional mode in a Free to Play game and i think a lot of people forget this. it is not likely that it will be on a level similar to Elite Dangerous or Strike Suit Zero.

    personally, i think the mode would become more popular if it had rewarding daily alerts. investing so much time into archwing would then be rewarding, the daily alerts would be more populated with squads, and there would be more varying mission difficulty. plus the daily alerts have the potential to reward players with archwing gear previously gated by syndicates and dojos. its a simple suggestion and arguably a lot easier than reworking an entire flight model for the FIFTH TIME and REDESIGNING ENTIRE TILESETS. if anything, its a good first step.

    of course the archwings themselves need a revisit, but as far as claustrophobic maps and lack of power go, its very subjective. more powerful archwings will just cause enemies to be more powerful and some are not even bothered by the corpus areas because they've adapted to the environment.

    If I offered you $5 to eat S#&$ and you did it, would that $5 bill make the S#&$ any sweeter? Of course not. People would do it and despise it. Yes the game is free, but is it so wrong to want the game to be the best it can be?

    Alerts are dead anyhow, and I really doubt they have any intention of bringing them back. There's no point in incentivizing a gamemode if no one enjoys it. No point in making archwing better if no one plays it, so the first step I think should be making archwing more fun to play, and the first step to that I think is removing the tie to the fomorians in space missions. They should make the gamemode fun and then incentivize playing it. I know my suggestion is a lot, but perhaps by idealizing the perfect archwing system, we can at least move toward a better system. And it's my honest opinion that at the root of it all is simply the tilesets being either too boring or too awkward to navigate in.

  6. TL;DR: Archwing's fundamental level design and philosophy is terrible, restrictive, and underdeveloped causing players to not wish to engage with the gamemode at all causing it to become depreciated and see fewer expansions and changes that would make it a legitimately good game mode, This bled into Open World with the blink debacle and Railjack with Amesha being the only one to not get one-shot or perform well. Proposed solution: Make new and better archwing tilesets and missions, overhaul uranus, and properly balance the archwings against the gamemode, and the gamemode against the archwings

     

    Archwing exists in only 4 contexts:

    1. Open World

    2. Railjack

    3. The Balor Fomorians

    4. Sharkwing

     

    The third one is its main focus, all dedicated archwing nodes on the star chart have the Balor Fomorian looming in the distance. This focus on the conflict the Balor Fomorian creates intrinsically bottlenecked design for space missions to only two types of nodes: An asteroid field with few major obstacles, and a destroyed corpus ship with extremely awkward level design and very difficult and tight obstacles to navigate around at high speeds.

    The fourth one introduces a different problem, the archwing feeling slow and clunky in a claustrophobic low visibility space with homogeneous rocks taking up the backdrop, making for very boring, hard to see in maps that are easy to get lost in because everything looks the #*!%ing same.

    These two contexts are the apparent meat of archwing, as they are the dominant forms it appears in on the starchart, and they are fundamentally terrible. We shouldn't only be going out in space to scavenge the remains of a fomorian attack or disrupt the fomorians, and the caves should be more spacious to allow more speed and have overhauled visuals to not be so easy to get lost in. Imagine raiding an active Corpus docking bay, disrupting a fleet of Grineer Galleons, or exploring the seas of Uranus. Pie in the sky ideas that would take a lot of work to realize, especially in the face of currently promised content, but would be infinitely better than what we have of "destroyed corpus fleet" and "grineer asteroid mining operation"

    Archwing has always been a good idea for warframe, and is not a fundamentally bad gamemode. The problem lies in the fact that the design philosophy was too restrictive, and the levels that were designed were simply bad, especially since there are only 3 effectively. What Archwing is now being changed around is essentially side uses for archwing, rather than these side uses conforming to the meat of archwing. The archwings should be changed to feel more powerful within the gamemode, as well as the side uses. Not completely ignore the gamemode and suddenly have all the archwings be godly in it because they're designed around enemies dealing damage in the thousands at base, not enemies dealing damage in the 10s or 100s at base.

    Odonata is the Jack of No Trades, Master of None, being markedly awful at everything it tries to do. Energy Shell should prevent blast damage from bleeding through and have a more visible indicator of what it can block and how much it can block, and homing missiles should be more powerful.Itzal just needs a numbers tweak, really. Elytron needs all of its missiles improved drastically. Higher damage, faster speeds, larger blast radiuses. It should feel like the dps wing, not pre rework ember. Amesha should also have more than a decoy and a god mode button. I haven't played with it enough personally to know what to do for it, and someone else I'm sure has a plethora of ideas of how to make Amesha more interactive than a god mode button, but the fact that invincibility is what makes it good is a very big problem, all archwings need increased base armor and health if it's that bad. Also, Archwing needs more mods in general. As it stands there's not enough mods for any build variety what so ever. Something as simple as corrupted archwing mods would go a long way.

    These are changes I'm sure would have been made if Archwing saw further development and was not abandoned by the community due to the terrible tilesets. Archwing needs to be enjoyable to play, and the absolute core of that is the level design. If the levels were fun, people would want Archwings to be better and more fun, not abandon the gamemode as a mistake, and only remember archwings exist for side objectives where it was used better than the original missions. The Archwings are great, and the gamemode is intrinsically fun, but that fun is hamstringed by the level design completely since we crashed into that same wall 6 times trying to blow up all 3 of those corpus cargo ships in time

    • Like 2
  7. People be saying CO was dumpstered but my twin basolk melts level 150 corrupted bombards in no time flat because of CO. What drugs are yall on?

     

    CO's nerf hurt melee, but it's not useless. It's not a dead mod. It flatly replaces PPP because of where it goes in the damage calc now. Only reason to use PPP over CO is if you're fighting status immune enemies like liches or if you're using a melee with no status chance to speak of and your companion also isn't inflicting status

  8. 5 minutes ago, Kai said:

    There's a lot of issues with stabbing a Lich, namely one is that if you have the incorrect mods, you die. The enemies within their missions aren't an issue, well - some of them are like a 100+ Nox rampaging across the map, other than that, there's really no issue with the level of the enemies. Sorties have already introduced 100+ enemies and this one is no different.

     

    Although having a new curveball sounds interesting, I just fought my lich who had Oberon's Abilities and me and my team were simply obliterating each other while draining away its health due to Radiation.

    level 100+ enemies aren't a problem. Level 100+ bosses that are immune to statuses and abilities are. We just have to use big damage number guns and it's kinda annoying.

  9. the problem is, when you fail to kill a lich, it levels up, forcing us to deal with more armor and a more polarizing fight consequently, and it conquers a new planet, meaning you have to focus on killing it even more, lest you lose important loot. Dying isn't the problem, it's the consequences of dying that is. I think, if you kill it without the right mods, you should make the lich maintain its level or lose a level even. Make it so that the lich only kills you if you have the first mod right but not the second or third. Or maybe make it so having no requiem mods equipped will fake kill it, while using the wrong requiem mod is what makes him kill you.

  10. With how the lich scaling works at high levels, whatever their weaknesses supposedly are falls flat in the face of their ferrite armor scaling. Attempting to fight liches solo, building for standard anti-grineer (ie, just use corrosive) is far far faaaaar more effective than targeting a lich's listed weaknesses. My proposal: give them unique lich armor and have that use their randomly generated weaknesses and resistances. It feels really bad kitting out a weapon with magnetic because your lich is weak to it only to get slapped in the face because magnetic is resisted by their armor

  11. On 2019-10-15 at 5:06 AM, Jarriaga said:

    Do you have a better source then? Regardless of how reliable they are, they still are the only point of reference we have.

     

    That's a problem I would not experience with dedicated servers unless they are experiencing an actual problem instead of forcing a migration because they died or got bored. I've picked my poison. Not being at the mercy of another player outweighs anything else in my opinion.

    While that's fair, it still doesn't mean much. Between steam/stand alone discrepancies and players who no longer play warframe, it's a very weak point of reference

    And yes, it is. My point is that dedicated servers should be applied to the whole game, not just arbitrations. if we only had dedicated servers for arbitrations, you'd only be giving it to like .00001% of the player base since nobody likes arbitrations.

  12. 8 hours ago, Jarriaga said:

     

    That post and those costs are only relevant when considering the total number of Warframe players, not those only playing Arbitrations.

    As per Steam achievement stats, only 5.3% of players have completed The Sacrifice. Without completing The Sacrifice, you can not fight the Ropalolyst, so it can be used as a baseline to measure how many players have cleared the entire Star Chart and have unlocked Arbitrations. Using stats for the average number of unique peak last month (80,466), we can infer that, at the very top (Assuming the absolute best-case scenario of 5.3% of players having unlocked Arbitrations) that's only 4,023 players.

     

    Steam achievements aren't reliable. They bug out with warframe a lot, and if you completed an achievement on the standalone then moved over to steam, that achievement is permanently lost to your steam account. Furthermore, Arbitrations are not a very major focal point for most players, if we're being honest, and host migrations cause problems like lost loot and failed missions in "easier" missions. I don't suppose you'd want to lose your lua lens because a host migration booted you back to liset, would you?

  13. On 2019-09-09 at 6:24 AM, 5p33dy_01 said:

    just run it as you would to just get affinity... maybe the stars will be in your favor on one of the runs... after all, it is just cosmetics.

     

    welcome to anti afk system (unless you were moving around a lot, this could be the reason)

    there is no real notification indicating that you have been hit by it (other than defense missions), or even timer to monitor (probably so it doesnt get abused)

    I was moving around constantly, and throwing out abilities. I was not afking by any stretch of the meaning.

  14. This is less a problem with the levels but the controls, for some reason turning the opposite direction than you want to go is tighter and more efficient, since "turning" is more like drifting lightly in that direction despite appearing to fly in that direction, and once you stop "turning" you get flung MUCH faster in the opposite direction despite flying straight ahead. This has flung me into more map geometry than it should have.

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