Jump to content

(PSN)Niashi

PSN Member
  • Posts

    26
  • Joined

  • Last visited

Posts posted by (PSN)Niashi

  1. After taking a break from the game, I picked it back up to do The Sacrifice and see the updated UI changes. Still not a fan sadly. Not reading 80 pages to see if it's been said already but I can't leave squads easily. I click leave squad repeatedly and it doesn't work. I have to fully back out which results in my screen locking. Menu buttons are still functional. I have to hit options again, scroll over to leave squad then after backing out and retrying it will usually work. Once I've left the squad, my screen is still locked up and I have to either go back in to Navigation or Arsenal and back out of those to unlock my screen. It's a pretty tedious process to leave a squad and it's obviously a bug. And it happens 9/10 times so it's a common issue. Also it would be nice if you could put in a hot key to leave squad. It's painful in this current state.

    Also personal opinion: The hot key for declining an invite is poorly chosen. If you are in a chat box you can't accept an invite without closing out which on PS4 is the O button. O is also the decline invite button. So if my husband invites me to a game while I'm chatting, I have to decline the invite to back out of the chat so that he can re-invite me. Because hitting square just opens up the chat box instead of accepting his invite.

    • Like 1
  2. 31 minutes ago, (PS4)Qeythos said:

    The whole idea of introducing a cursor to the console UI is a really, really, bad idea overall. Just makes navigation feel clunky and slow. DE should take some pointers from Final Fantasy XIV. They run cross-platform between PC and PS4 (on the same servers even) and utilize the exact same UI between their KB/M and their controller setups. You use a cursor with your mouse when you have the game configured for KB/M and regular button navigation when you set it to controller mode. Their game updates for both platforms at the same time. If you must unify the UIs between the two versions then make one that does NOT rely on a screen cursor for controllers. Just no, no, no to that idea.

     

     

    That's honestly one of the better suggestions I've seen. I don't think console users are opposed to a unified UI. In fact I think they'd be open to it if your solution wasn't to force console players in to a PC like play style. If there were a UI with both keyboard/mouse configs and controller configs that any platform could toggle back and forth, you'd probably see a lot more positive responses and a lot more people willing to give it a shot. It's not that we don't like change, but you're forcing something on us that just wasn't meant to be on console.

    • Like 2
  3. With all due respect DE, PC and consoles are completely different platforms and they operate as such. I understand that unifying the UI between them will make your jobs much easier, but at the expense of fluidity of one platform over the other. I can't speak for all console users but I would be in favor of scrapping the idea even if it meant longer periods between updates. I don't want my gaming experience to mirror a PC style game play even if it meant updates would be closer to the PC times. If that were the case I would just play on PC. But that's just the voice of one Tenno. Only time will tell the affect this will have on your console base.

    • Like 2
  4. At first I was blown away at the very crisp updates to the visuals. Text was easier to read, things were looking nice. But then I started to play with the UI. I tried, I really tried, but it is just so clunky, slow and feels completely unnatural. You can't say that it's a retrain in muscle memory when you go directly against the design of a controller. You are trying to turn a controller in to a mouse, and it just doesn't work that way. Console players are console players for a reason. I want to sit on my couch and relax and use my controller to fluidly operate a video game. If I wanted to have a mouse and keyboard in front of me at all times, then I would be on a PC. I don't care if I can up the speed of the cursor. That doesn't fix every other problem with the new UI. Drag and drop should never exist on consoles. It works fine on PCs, but that's not the way a controller design works. That needs to go away. Hot keys need to come back. I don't want to double tap X anytime I want to select anything. I don't want to confirm, confirm again and reconfirm. I tried to do a trade and we both opted to back out and say forget it because it was too obnoxious and time consuming to have to highlight, select, confirm select, scroll to next box and repeat a multi step process for something that used to be select and done. Everything just takes too much time and overly complicates something that used to be so simple.

    I understand that it's the first step in a grander scheme, but it should never have been released on consoles without the full package for testing. I understand you need feedback, but this update has cost you a large portion of your console players. Between my husband and myself, we have dropped over $500 in to this game since we started playing last October. We are MR24 and MR25, so we have played this game very heavily. I don't choose my words lightly when I say you have lost us as paying customers, and as players in general.  And should we ever return, it won't be as players ready to give monetary support. You have lost our trust, and you have lost our loyalty with this update. PC players were telling you from the very beginning that this was a bad idea, but you ignored that feedback and forced it on us console players without a choice of turning it off and claim that you can't roll it back either. You have effectively ruined the game for most of us. I don't feel as if this is a dramatic and overreacted statement either. This is not a knee jerk response.

    I love Warframe. I can not remember the last time I have played a game that I enjoyed so much that it kept me around for more than a few months. I was happy to contribute and support this game and told all my friends about it. If this UI change had not taken place, I would have been around for years to come. But it seems DE and console players are at a crossroad right now and your actions will highly impact what happens to your game. If you want to have one single UI for your PC and console players, then that's your choice as developers. But it's painstakingly clear that is not what your players want. You have to ask yourself where you want this game to go, and what you want it to be, then you have to look to your players and ask them those same questions and hopefully find a happy medium. And if your choices drive off a large portion of your player base, that should tell you something. I will watch for updates and monitor what happens, and should the game become fluid again I will try it out. I want this game to thrive, and I would hate for this of all things to be the beginning of the end.

    • Like 1
  5. I'm sorry DE, but this is just bad. Really bad. There's no muscle memory to retrain here. Just an outright bad decision. The reasons it's bad have already been said over and over. If I wanted to play Warframe with a cursor, I would play it on the PC. There was literally nothing wrong with the way the game operated on controller. I have tried so hard to ride out this wave of one bad decision after another that has been made lately. But more and more this game is just becoming ruined. I have tried giving you benefit of the doubt over and over again, and each time I am still left scratching my head as to why you do what you do. I loved this game very much and now I think it's time to move on. I will continue to follow what becomes of these choices you make and I can only hope that it inevitably doesn't lead to the end of this game. You have asked your players what they want, they have answered and you have ignored them repeatedly as of late. If you come to your senses and undo this travesty, I will gladly return. It upsets me feeling like my current 3 month boosters and plat purchases and prime packs that I've purchased aren't enough incentive to keep me here. I will let them rot and expire without enjoying them because I just can't play this game in it's current state. I beg you to please reconsider what you're doing here and really ask yourself what kind of game you want this to be and ask yourself is it the same game your players want.

  6. I handled end game content just fine without a zaw for a long time. I love my plague kripath and it's pretty much my most used melee now buuuuuut, if I didn't have it it wouldn't be life changing. Lesion, Galatine, Guandoa took me to the moon and back too. And I still break out plenty of other melees frequently to shake things up a bit. Just because one toy slightly outshines the rest, doesn't mean I can't play with the others and get the job done too.

  7. I'd be for it. I don't feel like it would have much effect on the riven market either. I am a player that will never drop high amounts of plat on any riven. I prefer to buy mine cheap and roll them until satisfied. It gives me something to do if nothing else. That being said, I can farm kuva for days and days and walk away with nothing other than a bitter pill. I have no sense of accomplishment and I often burn out. I buy cheap rivens for weapons I like for my own personal usage. If that means making it account bound in order to enjoy some sense of progress by getting at least 1 stat I want, I am all for it. The odds are still not in my favor, but I will at least have a kinda viable riven while I roll for closer to what I want. Those people that are willing to drop the plat on big rivens are people that don't want to spend the headache and time in farming and rolling... They're still going to drop that 4k on a perfect riven roll. But people like me who are frugal and just plain cheap at the cost of punishing ourselves with grinding will at least have some consolation prize. If I get a perfect roll in a stat locked riven, it's not like I can turn around and sell it since it's account bound while stat locked.

     

  8. I've also had back to back 3 times now where the host does extract at the end 5 waves and others choose to stay. By the time the host migration has switched, the timer to choose your relics for the next round has expired without giving the majority of the squad an opportunity to choose another relic thus having to do 5 waves with no reward at the end.

  9. If you could do it through active play that would work. And making it so the potency is based on health at time of cast would work too. That way you can't spam energy or health pads to keep it up indefinitely. I don't know if it would lock out pads the same way skills like WoF, Prowl or any of the other energy draining skills do while in active cast. It's one thing to cast it, let it do it's thing, pop a pad and regen then cast again. I got no issue with that but just the thought of being able to pop health pads while it's in active cast to keep it up was my worry.

  10. Cleaned up pretty nicely. I'm assuming on his Innate Auras passive that when you say Rank 0-5 you mean the strength equal to what each level of the aura mods is right? So Growing Power at rank 5 would be a 25% boost just like the mod?

    Also would health pads be unusable during Routine Maintenance? I'd imagine not since it would let him maintain it indefinitely as a possible exploit.

  11. I'm so in love with this concept lol. Keep reading the updates and it's coming along pretty nicely. I love the Not for Edible artwork. I really hope this concept picks up a little more steam because this is a pretty unique style frame and I would really really love to see frames like this in the game. Not hating on any frames but I'm craving some more frames that are very active in usage with their kits and synergy between skills that is not forced but enhances the playstyle. I would love a frame just like this one. Not only for his activeness but I'm a huge fan of the theme too. I love the Ayatan Knight concept.

  12. That's a much more fluent read and I understand it a lot better now. But just to clarify on summoning and recalling because it's a little unclear to me? His 1 can either summon or recall a tower, right? How do you do that exactly? Do you have to aim at a tower to recall it or do you select the empty node on his chest with the toggle? Can you recast a tower on duration like Resonator for Octavia, or do you have to wait for duration to expire/recall and re-deploy a tower? I mainly wonder on missions like mobile defense if you build stationary towers how you collect them between consoles? I'm just imagining in my head how he plays and while you are mostly looking at the back of your frame, you don't see the wheel rotation on your frame while on the go. In my head I picture a toggle like Ivara's Quiver or Vauban's Minelayer. If that's the case will you see in that area what towers you have deployed and recall them that way? I hope my question makes sense lol.

  13. I definitely am enjoying the concept and the read. I do have to kindly mention though that it is pretty wordy. I know you got to explain all the things but it's tough to get through that in one sitting. I gave it a pretty good once over and I'm excited for the idea. I'll sit down again and look over the details more tomorrow so I can get a better grip on the concept. But this sounds like a frame I would really enjoy as a challenge and not just a mindless button mash. I like the idea of the different tower styles and the ability to mix and match. I didn't get too much in to the mechanics of what happens if you have multiple frames and the way the abilities stack or don't stack, but I'll look more soon!

  14. I run my Eternal Warcry different from what's been mentioned, but it's worked very well for me. My build is purely focused on Warcry so it runs negative range and efficiency with a 264% ability strength for the 132% armor boost from Warcry. but I only really pay for that if Warcry drops and I'm caught in a pile of energy leech eximus units. But that's what energy pads are for amirite? I typically only loose Warcry if I fall off the map or pesky nullifiers. Growing Power for aura, Power Drift, Eternal Warcry, Blind Rage, Transient Fortitude, Gladiator Aegis, Armored Agility, Vitality, Narrow Minded and Steel Fiber. You could probably get rid of Narrow Minded if you wanted efficiency for casting.  With that amount of duration, my Warcry maxes out around 51 seconds though so it's rare I lose it and have to recast.. I also have 2100 base armor then if I wait for a Growing Power proc before casting Warcry I get that nice little 25% boost. I also only run with kavats but that's a personal preference for me. I love the crit boost and I can pull off some nasties with my zaw, blood rush and kavat boost.

    My kavat build is different too but that's because I found I didn't really need pack leader if I was using Link Armor and Link Health. I also use Animal Instinct, Med-Pet Kit, Cat's Eye, Bite, Maul, Sharpened Claws, Hunter Recovery and Reflect. I like Hunter Recovery because it's only 6% less lifesteal but it has that small 25% damage boost to enemies affected with slash which is the damage the kavat deals and I usually have weapons modded for slash.

    It's also worth mentioning I run with Arane Grace too. That's not a must or anything, but I basically never have to worry about health.

  15. I think part of it depends on your play style too. I personally can't stand in a corner and spam molt and spores. I get bored to tears. I run a mobile Saryn with Hema, Pox and the Plague Kripath polearm zaw but Lesion can work too if you've got Condition Overload. I usually pop a molt, spam some spores on it and do the standard but then I start throwing some viral radiation Pox around, and pot shot some things with a corrosive/viral hema. Use miasma and then just melee whatever isn't dead yet and let Condition Overload do the rest of the work. I do use Steel Fiber in my build but that. Vitality and Regnerative Molt are my only surviviability mods. But between timed Miasmas, and the other slue of status effects, most things are dead before they get to me. But I also never stop moving. If I do I get downed pretty quickly. Be sure to keep Toxic Lash up too. 

  16. You can eventually unlock all the nodes if you wanted to, but you have to increase your pool. When I am in the main focus menu (can view all five school,) I hit R1 to increase my pool capacity. It costs an increasing amount of focus each time you increase your pool but that will give you more points to spend in your schools. And as you level each ability node in a tree it will cost more pool points.

     

    Oh and yes... focus lenses are important. They're mandatory to gain focus. The lens you install will be the way you earn points. Standard > Greater > Eidolon. The daily cap is still 250k, but the better the lens, the more focus you earn so the faster it goes. Make sure to install a lens on whatever frame you use the most and whatever weapon you use the most. You gain more focus if you kill enemies with the weapon the lens is equipped on. Also, once a lens is installed it can't be removed. Only replaced by another lens so make sure that's the route you want to take when you install or you'll need to farm more lenses.

  17. What I kind of would like to see has already been mentioned. But I would love to see an augment that lets Octavia be more mobile. I have a hard time just standing around letting my group get benefits from my metronome and not feeling like I don't have the freedom to move around. I think the buffs from Nocturne and Vivace should still have to be manually triggered by squad members, but an augment that lets Octavia dance and fight to her own songs and benefits the squad with shared Opera and Forte buffs with her own movements would encourage a more active play style and let other squad members focus more on their own roles instead of trying to stick close to Octavia and time actions to her songs for Opera and Forte buffs. I think the buffs she gives with her own actions should be weaker than if a squad member were to time to her song themselves, but the squad also wouldn't be penalized for her missteps either.

    Surround Sound: Amp instead spawns speakers spread out over multiple locations in an area and creates pockets for squad members to fight in with the benefits of amp.

    Resonator: If recast while still active it can explode and do a small radial blind like a disco ball. But that's kinda too much like Mirage honestly.

    I'm trying to think of things that don't involve healing. I love love love Octavia but I don't think she needs any kind of healing power. She already brings so much to the table that letting her heal on top of it would be overkill.

  18. I just started tinkering with him myself. I admit I don't know much about him and am just starting to understand him better. But what I've done with him has been a lot of fun. I like a lot of those ideas. I feel like I can't sway one way or the other due to lack of knowledge on him, but I am kind of sad I don't see him around very much. I'd love to see him stay true to character but still have that Warframe twist to it. Many of those suggestions seem pretty solid in making him an absolute riot to play without breaking the game so to speak.

×
×
  • Create New...