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dorkzillaa

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Posts posted by dorkzillaa

  1. On 2018-10-15 at 8:08 AM, [DE]George said:

    A lot of the sounds that were released are intended to work with melee 3.0.  However, we are going to take a look at them and tweak them so they work better with the current system.

    If heavy blades still sound like a small kitchen knife when melee 3.0 is out will it really have fixed the issue? I understand it's an overhaul, I've been with you guys through them all so far.  But why ship a small chunk of a system overhaul then try to square peg // round hole it into the old system?

  2. 12 hours ago, [DE]George said:

    Thanks for all the feedback.  A lot of the new sounds that went in to this update are geared towards melee 3.0.  We're going to look at tweaking them so that they fit in better with the current system.

    Glad to see somebody is keeping an ear out (hah).  I've heard now from several people in game and seen it mentioned above that some of the new sounds are causing nausea. Personally I do not have this problem, but it is something to consider.

    I would recommend any tweaks err on the side of the older sounds than the new.  Now almost every weapon class sounds the same, it is cognitively dissonant.  As I mentioned above, if there was one particular sound that needs to be reverted it is the charge attack sound.  Or at least make it crescendo into the pinging noise, not ping every time you start the charge.

    Also: It could be my imagination but some of the new sounds (usually the "struck a wall" sound) seem to crowd out and play over other sounds during missions. For instance, on the same swing that killed an enemy if it strikes a wall the new tinkle sound cuts off the sound of me striking the enemy.

  3. On 2018-10-12 at 12:45 PM, Alcatraz said:

    After going through 62 different melee weapons, I haven't noticed ANY "loud bang" that has been described here. 62 weapons, and the slide attack sound fx sounds identical on all of them. I even went through exalted weapons as well and have no "loud bang" at the start of slide attacks. When I use a slam attack, I hear the crack of lightning before the weapon connects with the ground and then there's a "loud bang" in that animation sound fx, but there is nothing on slide attacks.

    Unless it's a very specific weapon, I have not heard this "loud bang" Are you sure you didn't mistake slam attack sound fx for slide attack?

    I went through sword, dual swords, machete, heavy blade, hammer, fist, sparring, claw, sword and shield, gunblade, whip, blade whip, polearm, staff, dagger, dual daggers, rapier, nikana, tonfa, glaive, warfan, scythe, and exalted weapons.

    That's every weapon catagory I have, and that should be all that there is anyway. So it's got to be a VERY specific melee weapon, or you're mistaken slam attack sound fx for slide attack.

    Edit: It seems I do not own any Nunchaku type melee weapons.

    If you have the 'Cleaving Whirlwind' stance for heavy blade, do the direct spam combo with the vertical slices.  The new slam sound plays for each one.

  4. On 2018-08-30 at 5:51 PM, (PS4)VagueWisdom said:

    That sounds interesting. Having been playing for so long, I fall onto the meta. I know metas are bad, but unfortunately, you can't knock what is effective. I am trying to help preserve Channelling because I believe it helps contribute to the diversity within the game & increases the number of potential playstyles.

    I'd be upset to see it go as well.

    Channeling as implemented was never efficient enough to even be worth looking at. The baseline energy requirements needed to be way lower, along with the mods supporting it being MUCH increased in effectiveness.  I always liked the idea of using the channeling button as the combo modifier, where each stance has it's usual pauses and block modified combos, but additionally gets access to a "channeled" combo for a cost of energy.  Ideally this would have been a separate combo from your stance, maybe something unique to weapon class, but even just an empowered version (increased damage, range, and the mentioned "ghost" weapon aura) of existing stance combos would have been nice.

  5. Some of the sounds, (for instance when a weapon actually hits an enemy), don't sound bad, and I could get used to them.  Some of the others, however, are jarring and do not fit the weapon class. In addition to the ones mentioned above, Heavy Blades in particular sound like one is striking a metal can with a fork when they impact a wall.  No mass, no weight, no feel of swinging a large piece of metal at all.  Likewise the pinging noise when one starts charging an attack is strange, and serves no purpose within gameplay that I can see. The previous version, a crescendo as you wind up, was both audible and, while not different between weapon classes, fit the animation and the attack.

    DE, I know you guys have a lot to work on, maintain, and debug. Why is changing melee sound effects even on the menu? Polishing existing sound files for a major update I can understand. Adding completely new sounds in what is largely a bug fix patch just makes very little sense to me.  I would recommend the "sound team" be spot checked for any future changes they want to make, because these ones are not up to par.

  6. Had to know the first post on this topic was gonna be copterQQ.  Go away.  All you people should be giving feedback about is pros and cons of things that will be worked on.  Coptering isn't coming back and was 100% not required for anything in Warframe ever.

     

    Not quite sure why they decided to go with hopping on walls instead of running.  Could have made the hop optional or a different control.  Faster or not, wall running was working just fine.  It was the wall flinging (tapping the wall to run for just milliseconds before releasing and flying forward) that people abused the hell out of...and appears to still be around.

    As a player who mainly used weapons ill-suited to coptering, objectively you're wrong on a number of levels.  The goal of parkour 2.0 should have been to find a way to preserve the feeling of speed a player has as they are moving through a level.  EVEN IF full coptering was exploiting a bug to begin with, (and that is up to debate too) many players (myself included) have played this game for this long because it's fun to go fast.  DE should have focused on creating fun alternatives to an allready accepted part of their game, methods of player movement that compliment coptering, give alternative directional movements, or even INCREASE the speed at which a player can move.  What we got instead is a crippled mobility system designed from the ground up as a bandaid fix to PERCIEVED design flaws.  Why does coptering have to be removed at all?  It doesn't affect anyone's gameplay if they chose not to use it.

     

    TLDR:

    +better airdashing/general air mobility

    +we John Woo movie now with the bullet glide

    -worse footspeed/general ground mobility (I DO NOT OWN A TIPEDO, ORTHOS, ZORENS NOR ICHORS-MY two favorite melee weapons are Gram and Galatine)

    -sprint after slide requires a re press of the key

    -no slingshot leap out of slide

    -NO momentum out of a spin attack (find a way to nerf chaining them if its really a problem, dont make them useless as an in-transit damage tool)

    -wall running was smoother for horizontal mobility than the hopping

  7. Agreed. The moment I heard the name my brain skipped. Interesting note, the word itself is from the Greek word hysteros which means uterus. The greeks thought that the uterus moved around and attacked other organs, causing all sort of maladies.

    Way to fall into one of the most sexist tropes ever DE.

    Edit due to Ninja: It doesn't matter if language evolves until it has evolved so far we can't see it's roots. It's not something that should be overlooked when it could be easily changed for the better. If it has unfortunate implications, it's better to do someting about it rather than shut up and let it happen. That's how stupid S#&$ like this gets institutionalized in the first place.

    I just have to say, this is literally the only community I've ever seen debate the verbage of the dev's phrasing with such vehemence. When Saryn's name was changed, that was out of relevance FROM THIS CENTURY. LIGHTEN. UP.

  8. Well I know why they are there and I don't want to get rid of them. All I want is being able to also use your normal melee in addition to them so you can have some variety.

     

    Also I'm not so fond of the punching weapons and generally prefer blades.

     

    Valkyr is basically the melee frame I always wanted but I can't use all my beloved melee weapons with her.

    Wrong. Rhino or loki (and even saryn) do the melee WEAPON bit better than Valkyr does. She is a melee attacking warframe, not a melee weapons based warframe. I like the fact that she has it innately.

  9. Riddle me this.

     

    Why are Heavy Caliber and all assorted mods so terrible?

    Heavy Caliber, at max, gives as much damage as Serration. However it takes two times the work to max out HC than it does Serration, it costs more, AND it adds 165% recoil.

     

    Nearly all the other new mods are likewise terrible.

     

    None of this makes sense.

    They are not really designed to REPLACE the old mods, just allow  you to stack the particular stat further, for a cost.

  10. for those missing the point of my original post: complaining that an extremely durable frame is "squishy" because they need to use a power to be that durable is... ridiculous at best. that so many of you feel the need to jump and point out things that trinity has that ember does better (on her good factions, anyway) is kind of amusing tho.

     

     

    blind rage gives an obscene amount of power strength - meaning overheat can now block 91.6% damage.

    that much damage reduction means she's able to sponge more than twenty one thousand damage.

     

    rhino can't even get to eight thousand. with iron skin up. so he'll die before enemies get through ember's 10k shield. GG?

    Except Rhino still has a base armor of 150, making him MUCH more durable when your single defensive skill isn't active.

  11. That what i'm talking about. Iron Skin shouldn't draw agro. Roar is not the kind of skill that Rhino should have.

    You're obviously trolling. Whats the point of a damage shield if enemies don't hit it? And what, pray tell, would Rhino actually contribute to late game play?

  12. Roar is not fit with "Tank" role of Rhino, there is already two frames which boost party damage. So my suggestion is to replace Roar with Provoke:

     

    Huge AoE(20m+) skill that force all enemies to attack Rhino for about 10 sec. Maybe this skill should give aditional damage reduction too.

    No. Just, no. Don't make suggestions that deliberately cripple good Warframes, it clutters the forums and hides the GOOD ideas from the poor few moderators DE has.

  13. The problem is that takes Dev's time, which is VERY VERY important. It takes time from fixing bugs, balancing PvE weapons/frames with needed buffs/nerfs/reworks. PvP is a tacked on feature in warframe, it's something that was shoehorned in to appease some people.

     

    "easy", minus the fact it would be like making an entire new game, ESPECIALLY as tiered weapons are being added. The time it would take for the devs to balance, to test would be crazy. If you think it would be easily done, you have no idea.

    Read my whole post, please. Obviously it's not easy. Balance never is. And it was implied in my post that you let PvP sit for a while till they get other nuances of the game polished.

  14. What you're missing is that WF is a PvE game, and PvE is in a BAD spot. WF could have good PvP, but right now, it's the last thing the devs need to pay attention to.

     

    I am one of those players, clocking in a "measly" 829 hours over the last few months. What the game needs is an endgame, a story, not PvP when it's a PvE focused game.

     

    As for WoW, they have decent PvE, massive raids, good dungeons, etc. I'm sure some of the players have never touched PvP in WoW and STILL play for many hours on end.

     

    And as for the eventual "WF needs PvP to live." argument:

    Killing Floor. GG, game has been out for what, 7, 8 years and is pure PvE.

    Killing floor is a completely different genre of game. It's entire gameplay and progression are based around ONE of WF's mission types. I enjoy it a great deal, but it doesn't have PvP because it was never designed to. It fills a niche market for shooter fans.

     

    @WoW, "some players play for hours without ever touching pvp". Yeah, casuals don't play pvp. But to argue that we shouldn't have PVP just because some people would choose not to play it is inane. I sure as hell would.

  15. No. What DE needs to do is more or less toss out ANY notion of working on PvP. Just stop any work on it, look at a lot of the feedback players have been giving, and focus on PvE, and fixing that before they work on PvP.

    Why not? PvP adds a whole new dimension of gameplay depth to attract players with. The key is, in my opinion, keeping them completely seperate, for pure player vs player, or expanding it to a higher degree of PVPVE, where teams of players compete against each other for more than just highscores.

     

    In regards to the PVP we currently have, the easy fix is to have EVERY weapon have seperate statistics for pvp. And by easy I don't actually mean easy, but it would keep them from breaking a weapon in PVE just to balance it in PVP. But I'll reserve judgement on that until after damage/armor 2.0.

  16. We love he new content, but please don't rush stuff on a friday, let it cook, take your time, we'll be here, a content patch released a week or two later that's more polished and well rested staff is better than an earlier patch that isn't balanced.

     

    Thanks for the honest response, we can understand that you make mistakes, communication both ways is what's important.

    Except armor 2.0. Get more people on that one, STAT.

    :)

  17. Hate to be that guy, but you misspelled "Eloquent".

     

    Also: Desecrate should function as an aura instead of an active cast every time, in the manner of Trinity's Link or any other duration skill. Corpses do not last long enough for it to be worth constantly stopping mid firefight to do an ability animation for uncertain returns. If it automatically converted the bodies of dying enemies within a certain AoE for a certain duration per cast, I feel the functionality of the skill would be much improved.

     
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