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RustBacket

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Posts posted by RustBacket

  1. Currently there is a night wave mission I cannot complete. It is the one involving the profit taker. See, the issue is that in order to fight the profit taker, you need to be maxed with the solaris. I am nowhere near that, and people on the clan I'm in are not either. Despite our attempts at tricking it with invites with people who can actually deal with the profit taker, people at DE covered their flanks. That means It doesn't work. You can kinda see the problem. It cannot be completed

    Another one was the endurance survival challenges of the second week. One hour!? Seriously! Needless to say I was only a couple of times able to dedicate to those and I failed them both. Do more doable stuff.

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  2. Ok, basically I wrote something along the lines of "I love how some people...". The rest I don't remember, but I'm certain it was not offensive and besides it is irrelevant, and that's because the word I got banned for was "love" since it was the only word that got censored when my comment was posted in chat. Ive been suspended for three days now. I can't trade, I can't recruit and I can't communicate with my team or anyone for that matter.

  3. 1 hour ago, Darkvramp said:

    Ui for alot of things is sub par, they need to talk to some other devs on hpw to organize thier wealth of information, because DE is just flat out very bad at making a good looking UI. The one the have works, but has lots of problems, is obtuse and irritatingly basic.

    My opinion, they need some outside  pointers, like from a convention, or from the community.

    voila

  4. Filters and tabs are very limited, the UI feels messy.

    Starting with the regular inventory, I suggest smaller squares with more rows and more filter options that actually filter out items.

    when it comes to warframes and weapons, instead of having everything together like that messy drower everyone has, just have the warframe/weapon with its parts appearing when you hover over it or click it*.

    mods, they need more filters that filter out the rest not just change the order

    Locations on the solar map need to show unlocked rewards on the mission card. I shouldn't have to run to the codex and then back again.

    Easy enough and no brainer improvements, I reckon. The game had substantial changes to its UI before, anyway.

     

    *When you hover over, say equinox you are shown the parts you need to craft it. If you click it then you are taken to the parts window in which you can choose the parts to be crafted and also see other craftables that are required for the parts.

  5. I recently had an idea of a mission type observing the defence mode. I call it the breakthrough.

    Imagine a fairly big canyon. In this canyon there are layers of defences and at the end of it a base that houses a vital target. As a tenno you must pass every layer of defence to get to the base and either claim or destroy the target(depending on what it is).

    Lets have a look at the elements of this mission individually

    The defensive layers

    The canyon will have defenses simply called layers. Each layer will be more difficult than the last. For example the first layer will be nothing more than a few types of grineer or corpus troops with a few barriers to take cover. The deeper you get there will be turrets, walls, locks, stronger enemies, etc.  Every few layers there will be a reward, and at the end the player will get the ultimate reward.

    Styles of play

    Players will be given the ability to tackle this with long range and/or stealth playstyles. If a player wants, he can stealth it and pass a layer without even killing anyone and the sizable areas will allow players that favour sniper rifles to participate in the art they like.

    Modes

    Besides the typical attack, players could be the defenders, tasked with defending the base and each defensive layer. In the case of the infastation, the players can only play defence.

     

    In closing, I dont' think breakthrough is a complex mode, but it would mix things up a bit more.

  6. I recently had an idea of a mission type observing the defence mode. I call it the breakthrough.

    Imagine a fairly big canyon. In this canyon there are layers of defences and at the end of it a base that houses a vital target. As a tenno you must pass every layer of defence to get to the base and either claim or destroy the target(depending on what it is).

    Lets have a look at the elements of this mission individually

    The defensive layers

    The canyon will have defenses simply called layers. Each layer will be more difficult than the last one. For example the first layer will be nothing more than a few types of grineer or corpus troops with a few barriers to take cover. The deeper you get there will be turrets, walls, locks, stronger enemies, etc.  Every few layers there will be a reward, and at the end the player will get the ultimate reward.

    Styles of play

    Players will be given the ability to tackle this with long range and/or stealth playstyles. If a player wants, he can stealth it and pass a layer without even killing anyone and the sizable areas will allow players that favour sniper rifles to participate in the art they like.

    Modes

    Besides the typical attack, players could be the defenders, tasked with defending the base and each defensive layer. In the case of the infastation, the players can only play defence.

     

    In closing, I dont' think breakthrough is a complex mode, but it would mix things up a bit more.

  7. Ok. so, I did the "once awake" quest, The infested had awoken and all, and lotus was shocked that the infested have returned after they dissapeared a looooong time ago. Small issue I killed hundreds of infested before that quest and I think, lore wise, I was not supposed to before the quest. That kinda takes you out of the world. One other thing is that the quest line is just regular missions with a story attached to them with the same procedurally generated levels. I think quests should've been more handcrafted. I also expected a great setpiece at the end with the bomb and all,but I just dropped back to my base.

    So to sum it up. The series of events doesn't make sense, quests should be more handcrafted, and have setpieces attached to them.

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