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Zectico

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Posts posted by Zectico

  1. Most missions in Warframe are like this by default.

    The one min-maxer carries the entire team while the rest of the squad plays normally, but with nothing to do.

    Kinda funny that Warframe has problems with both AFK players and squads being carried by one person.

    • Like 1
  2. Frustrating is an understatement.

    Fun fact: the tutorial teaches players how to spend platinum before they learn about modding and crafting.

    Imagine learning about the wonders of premium currency, then seeing an arsenal full of weapons costing platinum.

    The new-player-experience plays like a mobile game.

    • Like 1
  3. On 2020-06-13 at 3:34 AM, CephalonShrek said:

    I made a comparison video of Stropha vs Redeemer vs Sarpa.
    Tbh I fell like Stropha could use a buff.

    It's a Redeemer Prime with higher crit and base damage, why does it need a buff.

  4. Tribute feels clumsy for several reasons:

    • Tribute buffs are already relatively hard to get. Most buffs are received on-cast, rather than requiring a generated pickup.
    • Tribute buffs are mixed with enemies in the midst of battle. Doesn't help that they look like enemies too.
    • Razor-wing isn't meant for precision moment. Picking up tributes is very hit-and-miss.
    • Razor-wing field-of-view is reduced. Spotting things is significantly harder.

    While Razorflies can pick up tributes, the AI in Warframe have always been unreliable.

    Razorflies are no exception (they prefer tickling enemies instead).

     

    Allowing tributes to be vacuumed would help Titania's play style feel much smoother, instead of having to stop and hunt every two minutes.

  5. 4 hours ago, Padre_Akais said:

    MHW has a pretty nifty setup where you can set the order the tools on-use bar shows items and either hide stuff you know you won't use to reduce the scroll or set it to the back.

    I'd rather see something like that employed as opposed to power re-balancing or, imo, cringy additions to the tap/hold mechanic as I never liked it to begin with.

     

    Do you mean like letting players pick what they can toggle through?

  6. 3 hours ago, Ailia_Grimm said:

    Doesn't controllers have one button that brings up all abilities? That's already better than having to swap between all of them on keyboard

    What about something similar for keyboard?

    Maybe hitting a multi-ability once to let you pick which version of the ability to cast with the number keys - so Ivara Sleep Arrow would be cast with '1' for Quiver then '4' to fire Sleep Arrow

    • Like 1
  7. 21 minutes ago, Marine027 said:

    For Ivara it could work target wise.

    - Enemy hit, sleep arrow

    - Friend hit, cloak arrow

    - Hit envoirment or walls, dashwire arrow

    - Hit floor, noise arrow

    Vauban somewhat simliar aswell, allys for buff, floor for pad, enemy for damage ball, wall for the pull traps.

    What should a player do for self cloak/overdrive?

    • Like 1
  8. 1 minute ago, krc473 said:

    Having to scroll through half as many options would improve it. But I don't think there is an issue - maybe it is easier on Controllers than KB?

    My main problem is that it's easy to toggle too far, and have to cycle through again - along with accidentally casting the wrong ability (especially on Wisp).

    • Like 6
  9. The "big numbers" problem isn't unique to Warframe, and is actually shared by nearly all equipment-based grindathons.

    The core problem is player freedom. While more options allows players to find what's fun for them, these options will inevitably lead to optimization for maximum grind. While this works fine for single player games, it becomes a major issue in multiplayer ones. Those who choose to optimize will often find themselves qued with others who simply want to have fun, leading to frustration on both sides.

    Warframe's solution to this seems to have been a vast number of game modes, as if hoping that eventually everyone will have something they enjoy. The result however is that we have dozens of unfinished systems that have no replay value.

    • Like 2
  10. I really like the idea of having a shared focus pool instead of progress being locked to into individual focus schools. This change is a must-have.

     

    I think operator movement is fine as is. Currently, Warframes are more maneuverable but Operators are actually faster due to Void Dash, made even stronger by Void Sprint. Since Void Dash defies gravity, Operators also have a much higher vertical reach than any Warframe parkour maneuvers too. The slide ability for operators really helps as well.

    As for daily missions, I'm not really sure about how viable they would be against Eidolon hunts. Each full Eidolon hunt (with 3x captures) gives about 120,000 affinity and is not capped by the daily affinity limit. Eidolon hunts overall aren't too difficult to complete one of, even with standard equipment; a lot of the stigma around hunts is purely because of elitist gate keeping. Generally squads can get 2-3 full hunts every night, or up to 300,000 affinity in an hour.

    • Like 1
  11. Currently Rank 10 Piloting and Gunnery are extremely underwhelming, to the point where many players feel scammed of the the time they spent grinding for the rank.

    Proposal: Rank 10 Piloting and Gunnery allows for remote control of their respective systems!

    • However, advanced maneuvers and skills cannot be simulated (i.e. systems can only mimic skills up to rank 4)

    Reasoning:

    1.Why remote control?

    • Matches Rank 10 Tactics and Engineering, which provide remote support
      • Rank 10 Tactics allows warping crew from ship to boarder for reviving and extra firepower.
      • Ran 10 Engineering allows repairing ship while boarding or manning a system.
    • Giving remote system access makes a player much stronger by allowing them to easily fill their role.
      • Positioning is what differentiates a good squad from a bad one
      • The greatest downside to a Railjack is the limited availability of crew
      • By avoiding the time needed to physically move to the system, experienced pilots and gunners can respond instantly to threats and even partially cover neglected roles.
    • Provides a mechanic rather than a numbers buff
      • Adds a new tool for players to experiment with and master over time (i.e. when to use remote instead of manual & hybrid roles).
    • Reaching Rank 10 shows that the player has some dedication to the role, might as well as give them better access to their systems!

    2. Why the downside of reduced skills?

    • The limit of having to go to a system to use it is a large part of cooperation on a Railjack.
      • Since positioning is so important to cooperation, having crew members man their stations should be incentivised.
      • It takes time to move around, preventing a lone player from manning the entire ship.
      • The most common reason for failing a mission is that players were in the wrong place at the wrong time.
    • Being able to 100% efficiently man a system remotely would risk invalidating the roles of other players.
      • Overly effective multi-tasking would risk there not being enough roles
        • However many roles do benefit from extra players, so there's always something productive to do (i.e. repair, boarding, and even mining). 
    • The extra stat bonuses between Rank 4 and 10 are further inscentives for manual control, and are conveniently non-essential to gameplay.

    3. Why Rank 4?

    • Rank 4 is a good limit as all new mechanics are unlocked at Rank 5, with the rest being stat upgrades and no new game play features.
      • For Piloting, this means no remote access to drifting. With the massive buff to Railjack speeds, drifting is not as vital anymore, but the advantage drifting provides still incentivises manual control.
      • For Gunnery, this means no remote access to forward artillery. However, the player can now manually control the forward artillery while remotely manning side turrets.

     

    • Like 1
  12. Currently, most avionics have arbitrary colors independent of the Railjack, It would be nice if all Avionics would adopt the ship's energy colors instead.

     

    Fiery Phoenix especially needs this since, as a toggled ability with a long duration, flying with a blood-red hue for 15 minutes really isn't pleasant.

    Overall Railjacks would look better too, as apposed to the energy mashups we have now.

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