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Xyngrr

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Posts posted by Xyngrr

  1. You're not singular in being willing to help out - in general Warframe is a pretty good community for that.
    I enjoy helping out. I'm not a fan of carrying though. Many arms make light work, and every Tenno has a gun.

    Occasionally I'll give a few mods or what have you to new players or those exasperated by a bad run of RNG in their grinding, but gaining those is also part of the game. Unlock new nodes, learn how your frame works, find the things you enjoy and ways to be stronger, build a connection with the game and the rest of the community.

    I've had to state a few times I'm not Tennomart, and usually that gets the point across I'm another player looking to lend a hand, not an experience shortcircuiting ATM.

  2. I use the ingame voice. Helps tons when needing one thing or another made, or trying to coordinate getting an aim on a crewship if I'm in the barrel or on the big gun. It's there and everyone has easy access, and perfectly suits the needs.

    ...but yes, crewships are a high priority, right after red hull breaches and the full squad of disarmed boarders ineffectually beating on my Baruuk as I pilot. :)

  3. You have 12 component slots by default, these are equivalent to weapon or frame slots. They are for every component, guns, whatever.  6 of these are locked in with unsalvageable items ( the default shield, engines, reactor, 2 guns - 1 apoc and 1 pulsar, and an ordnance tycho ), so in reality you have 6 available slots for new gear.  Once you are no longer using the base gear, you will have no free extra slots above what your ship is using and the default-gear-locked slots, so plan on playing shuffle and choosing only the best one at a time, or buying more if you wish to maintain any kind of additional loadout options. Additional component slots above this cost 12 plat for 2, like weapon slots.

    You have 30 wreckage slots, which hold picked up wreckage, in either the native broken, under repair and in a timer, or repaired but unclaimed state. You cannot buy more of these as far as I know ( just checked the market ), but I've never let it go long enough to know how if it's some arcane hidden purchase it gives you if you hit the max. I think it's no and it just automelts new incoming wreckage, and 30 is the hard cap.

    We need to be able to both build the default components the railjack comes with, and salvage them even if only to free the slots they lock down.

  4. In what might have started as a light hearted nod to the meme of taking off your mods to self generate a challenge DE chose to throw the 90% of the player base that are not OP or cheesing, that do not need that to have that level of challenge, under the bus to spite or service the few vocal OP players that complained but still refused to create their own challenge content. And then further CHOSE not to allow matchmaking on those nodes while gating a frame behind it, promoting not a challenge but the infliction of dev angst kickback onto a significant sector of their playerbase as acceptable collateral damage.

    It deserves every word of criticism it gets.

  5. " Here's your +2 halberd, don't ask where the quill rat was hiding it, enjoy. "

    Not to put too fine a point on it, but that's EXACTLY what the bonus stats on the guns are. The wreckage guns have set stats based on the house, with an added RNG modifier. I've seen talk that the modifier can change after repairing the wreckage which if true is either a bug or something that's completely worthy of all scorn thrown at it, but have not experienced that yet myself. Repaired wreckage has thus far provided me the item it said it was. I would support a mechanism that allowed you to roll an already repaired component or gun into a new version of the same house and tier with either no- or a massively-reduced timer and cost, like 1 hour and 5-10% resource cost. This all of rewards the player for doing it, and makes a longer wait on the initial repair more cohesive, reduces the pressure on wreckage slots, all while reducing overgrind on a single item.

    Having a longer repair time makes sense from ' it's a freaking 200m long spaceship, repairs are not instant ' standpoint and so I support it, but from a player standpoint it's not a good feeling to finally get something after a long grind, then have to wait another day to actually use it. For the record, 12 hour waits might as well be 24 hour waits as real life often leaves folks with only a few hours to play a day, and so it is functionally a 24 hour wait until the next available play time. DE needs to learn to account for a 2 hour play period, and adjust orbiter forge waits and wreckage repair times from a baseline 12/24 hours schedule to an 11/22 hour baseline so that when you login at the same time each day, your items are ready, no time has been 'lost' leading to "I could have been queueing something in that time!" angst and the slate is mostly clear for 2 hours play to restart the cycle. The alternative is alarmclock to forge/claim which is flat out annoying as it disrupts your real life to reduce the sense you are lacking by performing suboptimally in a video game, or feel like the game is deliberately holding you back or pushing you to wallet up. none of that is good karma. Respect your fans dedication, remain reasonable about the hurdles you set for them to get the goods they came for, including the positive emotional components. I do not say make everything instant and cheap, I'm saying your timescale adds/exacerbates a problem where you can achieve the same outcome by altering your baseline times and alleviating the player malcontent in the same stroke.

    Wreckage limits are good, sorting loot is a time honoured practice.
    So is mailing loot when the limit is reached, with a short expiry like a day or two so it needs to be tended or melted down automatically. Losing loot to an automatic system, and creating ' I coulda shoulda mighta had a good item, except for that darn limit! ' in your players is a turnoff, and feeds the mindset you're squeezing plat for slots out of players instead of leading them to want to hold more cool options. One breeds malcontent, the other is freely ( even eagerly ) given. There shouldn't be a design choice to be made here, as the right paradigm should be transparently self-evident.
    Allowing them to sort loot after a mission ends and before a forced meltdown would also work, and if the player chooses to click past the screen it automelts new loot as current. The player chose to keep what they have.

  6. Railjack is fun, having a great time with it. Thanks DE!

    • Arty gunner/sidegun/slingshot seats change final destination position when the railjack is moving
      The position it animates to is correct, however it then finalizes returning player control and translates the player to a close-ish position that has not taken into account the RJ has moved from when the animation was begun on the control deck pushing you into the ceiling, walls, or WAY out front. Often this results in blocking your view with geometry, and forcing you to unseat and reseat. It probably affects the pilot as well, but the ship doesn't move without them so it's invisible in their case. Come to think of it, this may also be the reason exterior gun emplacements are showing up in odd places inside the ship.
    • Door collision volumes desynch with the visual doors occasionally not opening entirely, and are also subject to lag
      As stated. they also seem to be suffering the same animation>final position issues emplacement suffer above - I've had doors end up with a low lip I'v had to jump, or the collision opening being off center from the visual opening.
    • Using the Omni on a frozen door does not thaw it
      I don't mean a bugged door, I mean one with the cryo effect on it. there's no point or widget to interact with
    • fire/short omni interactions hotspots do not complete correctly even when successful
      possibly due to lag or just the speed they are moving, even when visually in the hotspot they refuse to complete, wasting your resources and forcing a further cooldown to retry.It looks like the visuals are clientside, but the actual game is moving on host clock.
    • Sigma II engines provide no improvement over base sigma engines
      as stated. They show they should give you speed and boost multiplier in the UI, but when actually added to the railjack and/or flown with they are the base engines unaltered, as reflected by the railjack stats they show on re-entering the UI.
    • using the slingshot can cause you to use your regular weapons, instead of the archwing weapons
      swapping weapons sometimes gets your AW wep back, but until it's fixed folks will continue to abuse rubico/lanka/etc. AW mode.
    • There is no exit slingshot button except launch
      the same key used to leave a position should disengage you from the slingshot. as is it doesn't, nor can you esc key out of it. it's space or nothing.
    • using slingshot reduces or disables AW vacuum
      seems to be when the AW has bugged to using regular frame weapons, it also bugs to using frame vacuum ranges
    • When in drydock, from inside the RJ the cabin appears far above it's physical position
      Not sure if it's a bug or a spacebending experience, but the cabin is vertically at the height of the rail void drive thing. I know the size discrepancies are not a bug but a design choice.
    • forging supplies is interrupted by storage count updates
      I've almost lost the ship because someone is frantically grabbing loot while I try to forge revolite to repair a catastrophic hull breach and the hold-to-craft scheme keeps being interrupted by incoming resources or resource count changes from refinement or construstion at another station. Earmark the resources and update the storage count when the crafting hold is iniitiated, isolating this craft operation from general stores. If released/canceled, refund the resources to general storage.
    • using the forge does not return you to the prior weapon or Omni when disengaged
      as stated. leaves you with your limp parazon hanging out, forcing either  a gear wheel use or weapon swap use.
    • Within other submaps and looking out their exit clipping planes ( like an asteroid base ), the starfield reacts to the RJ piloting inputs, instead of remaining static
      as stated
    • Grineer Commander asteroid base is randomly invisible, it only appears as two glowing balls at some weird spot
      I think these are turrets, or ramsled launchers or something, but the base itself is often invisible for 2 of the clients simultaneously.
    • Hijack experiemental ship is between the walls and asteroid, forcing a recall to escape
      You saw this on the devstream. :)
    • some breaches are unfixable if generated prior to the player loading in
      as stated. if there's an existing breach when you connect to a session, it's often unfixable for the client. It has a hotspot and minigame interface, but shows no progress when Omni'd.
    • Ship forgets it's name between sessions
      I've had to rename my ship every time I login. it's annoying.
    • RJ CUstomizaion Wear and tear slider only reacts in top half once touched
      sliding in the 0-50% range does nothing, from 50-100% ramps the entire range.

    Have a great Christmas. :-)

  7. I generally play as engi.

    I keep your ship alive, your stocks full ( assuming you actually pick enough drops for the process instead of running a zillion miles away from them like they were mines ), refine when things hit 200 IF the stocks are good, and repel boarders. Note the order there - it's all onboard, it's all focused on keeping the ship in space and shooting, and all about avoiding the instafail if it pops. Beyond that, anything else is engi's discretion.

    IF there's time I'll arty or turret if it can be done quickly, or pop out and gather a bit if the ship has been abandoned and the stocks are low. But usually there isn't time due to folks thinking facetanking a couple flights of fighters, 2 crewships, and a few ramsleds while slingshotting their pilot to another crewship during a breachtank cooldown is the most fun way to play regardless of anything else. I mean, it IS sudden death mode so it's probably got some charm to it, but I like completing the mission and getting the loot more than listening to CY have an aneurism about the fires,  shorts, boarders and the breaches left on a game over timer. He has enough trouble keeping up when we're running already, so many notifications his speech lines are too long and end up being 15 seconds late. Poor Cephalon *Sigh*. IF there's time I'll even head off to take out an objective and such, but usually everyone else is already out there hoovering up stuff so manning the refine to get the most out of it is the most teamcentric task available. Someone needs to keep the porchlight on and the furnace from burning the house down, even when the pilot abandons his ship.

    Having a ship not on fire, electrically compromised, with full mags, no hostiles onboard and not on a sudden death timer is not enough for some folks though. As a result, I don't apologize for running out when they refine the things that will keep thier ship alive, or demand I let the ship die to man a gun. One recently thought it would be good to start with 'you crew are all obvious idiots' tone and as a result we all left the ship to his tender ministrations... which shortly led to him grumping about doing everything.

    While you CAN do everything, and even have skills for it, the more you mark off tasks the more superfluous you make every other member of your team.

  8. After reading back a few pages.. no, DE is not even close to EA. Or Bethesda.
    Being pissed about their design choices is one thing, and miffed they don't have plans to change them another, but that company culture comparison is transparently false. They've made a few disastrously bad choices in rolling out the old blood content, and some they've admitted changing in an attempt to appease a wider or more veteran audience with debateable mixed success.
    The failure that's costing them now is discriminating between 'any change is BAD!' and 'these ELEMENTS of these changes are BAD!' being lost in a muddled bag of fomenting dissatisfaction. The same kind of sentiment that hyperboles adding the core of a month+ longevity system hotwired to work in a days- or hours- long gameplay sessions into a projected brothers-in-arms with a company that unapologetically wipes it's franchise games every year just to reset the wallet counter. Yes, EA is bad, greedy, and inherently corporate. DE is making hasty calls trying to get multiple larger chunks of something they've wanted to make for years into the game in too short a timeframe, and are so busy madly cooking the next thing they're not discriminating and responding to the feedback properly. My personal opinion is they need to leave a larger follow on bug-and-balance team which will likely slow the advance enough to give us 'vaguely right' on launch and 'mostly right in a month'. they're fallign short on that at the moment.

    I'm pretty pissed about the failures of recent updates as well, make no mistake. I also recognize DE tries things, makes mistakes, responds slowly on some things that would cause a five alarm fire responce in other sectors or companies, and isn't here to service me personally. They have done one thing I've rarely seen though and that's flat out admit when they screwed up, and while you can't fix the past you can build for the future. That fact alone is why I say slow reaction is costing them here, it's both pushing fans stung to souring by changes and errors away and giving room for doubt as to DEs motivations... by absence of interaction, either by choice or circumstance.

  9. Emotional investment improves the game - it's frankly the difference between a longstanding franchise or cult classic and any of the trifling diversions you can download to your phone for a quick 10 minutes of not-being-stuck-on-a-bus while you're stuck on the bus. Even some of those do well in the emotional investment department. It's the entire point of gaming - Without engagement, emotional investment, and attachment, neither winning nor losing means anything.

    Scripting a player death AT BEST tells the player that they might as well have not played, it encourages detachment. At worst it's a deliberate and intended affront, an insult after baiting your player into exposing a vulnerability to your systems and then diminishing them for having dared to share their agency. That it's 'just a revive in a video game' is another way of saying it means nothing to you, and so is inconsequential to your engagement. It is the polar opposite to those to whom other aspects of the game capture their imagination, allow them to roleplay things otherwise impossible or not their lot in life, or escape from an otherwise dreary existence. They are the core of those same fandoms, cult followings, etc, and will go to great lengths to return their experience to the community, and through that form bonds with other like minded engaged players. They are frankly the goldmine every entertainment avenue ever lusts after.

    Scripting their death tells them you didn't need that whole community thing anyways.

     

  10. SIGNED

    We have an alt fire, that should be heavy attack ( either momentary or held toggle, possibly another option for that as well ). I can't count the number of times I've lost combo to spamming the regular button so fast the game misses the key release and thinks it's been held the entire time. ADS when not in full melee should also abort the current swing in process and bring up the weapon immediately - with a slower weapon it misses the ADS key and instead of aiming ready to snap off a shot it just keeps swinging.

  11. Lichframe

    Part 2 – Burn in

    As a preface, I'd like to note that I've spouted a few opinions after missions ingame in region – once I noticed the was a DE present and chatting once when I looked up to check chat, and was instantly worried it might be interpreted as trying to put them on the spot instead of just sounding region to see if my reactions were standard or outliers. Sorry about that, two ships passing in the night and all.

     

    I took some time, did the equivalent of reading the manual for the Lich system from the wiki, and chose to make another Lich. Having more knowledge I chose the progenitor frame for my desired element bonus, and took run #2 at Lich. This one though still glacially slow by meta standards was much smoother, having a stock of the required requiem mods helped cut the time down immensely as did foreknowledge death was scripted, and thus both unavoidable attrition and inconsequential. It was largely the polar opposite of the first run, in that I really stopped caring whether the frame lived, died, or even excelled in the role the mission and lich system demanded, it was simply a grind for a weapon I wasn't particularly interested in initially. However it also completely removed any sense of danger the encounters offered – they were just normal missions with increased difficulty and an occasional stabby/stabby/respawn thrown in. The resource theft was easily ignored like in the first run, as was the repetitious taunting from an enemy known to possess and use out of bounds tactics to 'win'. Much as the crowing of any cheater is merely a thin whine in an otherwise heroic chorus of healthy competition. Beyond that it was mostly choosing missions of desired types to provide decent encounter areas, reasonable clear times, or more likelihood of pub joins to increase murmur gain or guns on for burning any spawning Lich down. Personally, that it was remarkably viscerally flat the second time around raised a large red flag that significant portions of the system were unimplemented or placeholder hotwired, ostensibly being reliant on other assets not ingame yet and so deliberately limited in scope and regimented for functionality. The only real hitch was that my set of requiem was incomplete, and I had to stop running direct murmur missions and obtain the last requiem required for the third kill. This run I could feel hooks and schisms in the flow of the system, and I'm still not sure which are the result of an imperfect gestalt of prior iterations and which are simply disconnected hooks as mentioned above, though that will likely become clear over the next few Lich. I did in the end vanquish the second Lich for the chakurr it carried, which is actually a decent weapon.
    The third and fourth Lich followed the same pattern, each speeding to their deaths with increasing efficiency. Both of the first two Lich went to level 5, the last two to 4 and 1 respectively. I was very lucky on the fourth to have randomly chosen exactly the right combination of the possible 336 to kill it right off the bat, so our first encounter was our last. Both the third and fourth were converted. They are of lower level, and have weapons I'm not really interested in, so why kill when they might come in handy later?
    I touched on changes to the systems in part 1, here is a less visceral rundown of it after a few runs through it.

    1. There needs to be a ramp into the Lichframe experience to ease new players or those not following every Warframe news item into the basic rundown of what Lich are and how they fit into day to day play. A starter Lich quest with a lesser Lich that limits influence to only directly controlled nodes, and a lower level cap like level 1 or 2. Left alone, it grows influence at the rate of 1 adjoining node per 3 non-Lich missions done, and does not spread beyond the one or two planets it initially claims. This both establishes it as a creeping menace that must be eventually be dealt with, and guarantees access to lich missions for the duration required to become familiar with the requirements and method of defeating it without forcing that conflict prior to the players ability ( not the frames ability ) to deal with it. Those that bootstrap from outside information sources will speed through it, those that do not are still well able to get up to speed and kill it clearing the field.

    1. UI - The Parazon needs to have modding access directly in the navigation lich interface, instead of multiple pointers tunneling through other interfaces. Being able to directly modify the requiem from your stock keeps the prior attempts in full view for direct comparison and streamlines it significantly. Also, the tutorial button present on the lich page in the codex needs to also exist on the navigation interface, as that is the first UI contact with the system it needs to have the information there right from the start and repeatedly accessible to smooth the learning curve*. Additionally, on successfully taking down the Lich with the right mods the convert/vanquish UI elements should be closer to the middle of the screen, as on my non-standard setup they were in peripheral vision and not immediately evident. The 10-15 second pause before they are presented also caused me to wonder if I'd crashed or disconnected and further confused exactly what was needed and when it was time to actually choose. Dramatic pause is nice, overly long dramatic pause and UI elements placed in peripheral vision while trying to ascertain if the sim was still connected and running just provokes issues.

    2. Of eight Lich, I've had three repeat weapons. Two of them have been minimum bonus, another a mere 1% above. Your system is not polished, and is currently designed to frustrate.
      - a Kuva Lich will not have the same weapon as an immediately preceding Lich
      - on generation, the system checks which weapon types a player owns, and lumps them equalized into a 15% portion of total chance, with the remaining 85% total chance divided equally amongst unowned weapons. This while not guaranteeing a non- duplicate weapon vastly decreases the chances of an owned type being generated.


       

    ... watched the devstream #134.
    Not much point continuing feedback posts on it, and that is a very bad sign.
    Railjack looks good, remember to safeguard resources I need for research and construction from pub crews making a bazillion missiles I don't need. Hopefully you up the squadsize to eight so the railjack has a crew of five and a striketeam of three. Didn't see any indication of that, but it'd be a nice upgrade.

    On the Lich – Wrong answer, Bad mojo. Eleven months ago you said you were still learning how to do this – you now have 2 concrete example of doing it fundamentally wrong, both in the last six weeks or so and taxing significant goodwill from your community. Thanks for trying to mitigate it a bit after, but flat no is a match in the powderkeg at a crucially inopportune time.
    Even if Railjack comes late you need to fix this, and the petty dev angst revenge of the Grendel missions as well. Both sour the game and eclipse what should otherwise be an incredible expansion effort.


    *Note 1 - the tutorial button seems to be on the lich UI itself now as well. I either mised it or it was changed, not sure which but was worth mentioning.

    • Like 1
  12. LichFrame
    Part 1 – Noobtanking it

    I deliberately went in cold, to see how well the experience was presented from the aspect of someone newer to Warframe. It was a deliberate facetanking of the system, and as such took around 3 days of intermittent focus on LichFrame, punctuated by stepping back and writing things as they hit me in the moment, and then resetting and going back for another run. Most of that is not suitable for posting due to scathing fury driven comments and in some cases excessive profanity. Most of it was frankly unuseable and not really constructive as written.
    Some bones of that visceral beast remain here, sorry if they're a bit sharp.
    For what it's worth, Part 2 is far more constructive as it was not a worst case scenario.
    If I were a new player and presented with this first run of Lichs, blind and with no preamble except the awesome video from Tennocon I would likely drop the game fairly quick after a few encounters with the Lich, or quite possibly not even make it more than a few Lich missions into it before quarantining it to an oubliette somewhere.

    It boils down to ...
    1) making a lich buys you in for FAR more initial setup than it appears
    Make a quest that walks you through getting three requiems, and gives you a 'minor' or 'malformed' lich killable with the obtained requiems, which caps at level 2 to get oriented to the system, and outlines the rest of the system so you know what to do when the training wheels come off.
    2) once you opt in you have no way out but suffering through it
    This is a game, not a real life choice. Allow a player to dismiss a lich, with a minimum 1 week 'Kuva contamination/poisoning' cooldown until they can make another. Consequence, not indenture.
    3) the setup you MUST do is based on RNG at a number of points
    RNG on 'maybe' getting a relic, then 'maybe' getting the right drop from it. While pushing a parallel relic system when there already is one may be easy time padding or a quick interim hotwiring to run it out, it is lacklustre. Allow us to boil a regular relic in kuva+argon+fieldron+mutagen to create a random requiem relic. Refining with red corruption/requiem whispers/etc focuses the resulting drop to one of the current required requiem, incrementally excluding all other possibilities except a required unowned requiem for your current lich. This could also be used as an additional method for discovering their requiem components.
    4) remember how annoying Ordis or Lotus is if you leave a mission unfinished...
    ...reminding you every single time you use navigation? Now he wears a lich mask and insults you every time you enter or leave nav....
    5) ...oh, and now he steals your stuff.
    In the larger sense this is less problematic, but if you're going for maximum player alienation this checks another box.
    6) The RNG combination on the lich forces no win/scripted death scenarios for a handful to a dozen encounters unless you randomly guess right from ~336 combinations.
    There's is no actual thrill of danger here, it's completely binary. Guess the random combination. If you guess wrong, you die. Repeatedly. Maybe you get a hint every once in a while. On first blush emotionally engaged players will either disengage and walk away or it will toxify their feelings for you and the system you've inflicted on them. Deliberately encouraging your players to not care about your game, whilst simultaneously deriding them for attempting to with game elements is a bad combination.
    You've solidly missed the mark on balancing the allure and emotional return of the encounter, likely in an attempt to ramp up hype on how evil and powerful the NPC are. The NPC do not actually enjoy your game, which is the mindset you encourage your players to adopt by relegating their agency to an RNG roll.
    7) the lich levels up after each of these forced encounters, rapidly capping them at sortie levels which is not fun for newer players unless they're carried...which is also less fun
    A good journey or story does require adversity, increasing stakes and odds, and the clear possibility of loss... or victory. Once the shock of the game flat-out devhax cheating to kill you in a stunning televised-wrestling-like scripted reversal wears off, you can't ramp it up much from the initial guaranteed death encounter. The journey has ended, the story is over, what's left is to continue to drown the player out of your game with an ever higher crest of toxic humiliation should they decide to stay logged in. Additionally, as it deserves to be made an explicit point of its' own...
    8) removing control from your players then killing them SUCKS.
    Don't do it.
    Ever.
    This way lies madness, broken friendships, Troll DMs and dysfunctionally toxic community relationships
    Don't try to say you've never played dice rpg. You knew what you were doing and thought it would be cute to charm your players and throw their shiny emotional attachments into the scorpion pit. Did you think to ask what would happen if they DID detach, and as a follow through how they would view you for the 'experience'?
    How about their friends, would they sit into your session?
    Would there be a next session.... ever?

    *this section was way worse, downright medieval. Sorry for how harsh it is now, but you're welcome for how savage it no longer is.
    9) the reward weapons require 5 forma to max, each, making them shiny 'come hither' wallet suckers.
    Being able to make forma does not hide deliberately creating a large hole easily filled by paid for consumable plat, and simultaneously cheapening the investment and unique nature of the Paracesis. Having to re-max the weapon in stages using kuva and possibly a requiem as a catalyst would have been far more appropriate.
    10) consumable requiems echo the above deliberate integration of a soft sell monetized progression paradigm.
    Allow requiems to be recharged using an argon crystal and kuva per usage recharged, and transmutation at 4requiems+credits+kuva for a new random uncharged requiem. Good tools wear and repair, but rarely break.

    The takeaway from that is the system needs work even if it's an interim measure to get the Lichs themselves into the game. If it is not at minimum pulled back from the current 'We'll make NPCs devhax cheat while constantly insulting you to prove how little you are worth and by extension wanted in our game' state you will bleed a lot of players ( if you haven't already ). People don't play a game, even a free one, to be transparently insulted ( except niche interests, of course ). This is exactly the toolset you've coded for the Lichs and given the player no options other than opt in and get with the stockholm syndrome for a few weapon options, or to not participate which invalidates ... how many years of your work, and what unknown portion of future plans are soured by a potential prevalent community rejection of the system as currently implemented? ...

    In my personal opinion, Lichframe needs to evolve quickly or it creates an axis of failure in an upcoming larger and more cohesive integration scheme you've previously hinted at, sneak peaked, and partially outlined.

    *Again, Part 2 is far more constructive as it was not a worst case scenario.

  13. MOA have the same issue with their precepts - if they are holding a charged stomp for example, they will not fire or use any other precept until that stomp is discharged. This leads to cases where they run around for minutes without getting close enough to an enemy to discharge the stomp doing literally nothing but running around.  I've seen a case where a MOA holding a charged stomp like this was downed, and when resurrected did nothing for the rest of the match. I guess the skill was emptied/reset but the flag for ready to fire was not cleared or something, leading to script lock of everything.

    • Like 1
  14. @schilds has hit the nail on the head.

    A while ago I had a convo with another Vauban user, chatting about how we play him and at one point we seemed to both be questioning if either actually did and checked mutual stats. It's a mark of how differently a single frame can be played that our styles were largely opaque to each other for about 20 minutes, while we both had literally hundreds of hours in Vauban. It underscored that there are indeed wildly different ways to play every frame, and varying degrees of success with them in different situations. We both came away with improved perspectives and ideas, though they too were divergent it was still quite productive.
    I also understand that not every frame will be to everyones liking, and that's fine as we have 40+ to choose from. Vauban is one I like.

    The context of that comment is that one user who likes many elements of the frame as it is and has actually been using it is ambivalently cynical about the WIP state of a rework awash in a frenzied sea of opinions, many from others just jumping on the latest bandwagon because they can and not because it affects a thing they use and enjoy frequently. Having watched a few months of feedback after suggestion after GD topic from folks that outright admit they have only played Vauban to 30 ( and might play him more if their concept to completely change him is implemented! ) has worn pretty thin, I'll admit.

     

  15. The rollers look neat, no idea what they will actually do so that's about all there is to say on it.

    Minelayer - we have no info on what's happening with it, so again all we have is that many people ( even some staunch Vauban users ) use it differently and have vastly different opinions on what is good and bad within it. I use tripwires, concuss and shred regularly, but only rarely use bounce if at all. One of the real problems with it is the number of taps to get to the flavour of mine you want before you then have to hold it to actually do something. Unless the situation is hard CC already or you have luckily guessed right ahead of time the next engagement requires a certain mine, by the time you've setup for it the opportunity has often passed to maximuze potential return. Inverting tap/hold scheme is a bandaid but still does not address the pervasive and accelerating frontloading of more control layer lag onto the game.
    ( Editorial - We can feel you sludging up our controls with animation script branches. Stop it. )

    Bastille/Vortex - both useful skills, and the buff to vortex range as well as conversion are nice. Unfortunately, it adds another instance of tap/hold aim/hold ( I'm assuming it will use the same mechanics as Wisps breach surge and require you to aim at the desired bastille to convert ). In either case another instance of input control mire of differing degrees being inserted, which is bad. Combining the skills looks like it can work, but overloading the controls will quickly defeat the actual application of the skill.

    Orbital strike - Neat. how it synergizes both with his passive and with enemies under the influence of his and other CC will be key to it being a glittering upgrade or a shattered dream.

    Speaking of which, after the torrent of 'change everything about vauban' posts from people that don't actually play him, I'd largely accepted he'd be retiring his 'tactical' theme in favour of more boom and schwing. So far, it's a mixed change based on the info we have, but it is looking like he'll lose all finesse to a button mashing frenzy which is sad.

  16. As title.

    Quick thinking, Gladiator finesse, wukongs passives, sentinel sacrifice, and venari bodyguard are all bypassed by the self damage dealt by the aura. GIven some self damage does bypass these mechanics it's not completely unexpected, however in this case it also universally bypasses bleedout and instantly kills you.

    If this is not a bug, please state it explicitly in the description of the mod.

    Editorial feedback - I gave the mod a try a number of times, and while I only caused my own death once by having munitions out and taking an unlucky hit, the mod still seemed to make no diffference to the surviveability of the team. Those that brought tank or alternate healing means received little benefit, those that didn't were still mutilated quickly by scaled damage hits, and the team was additionally hampered as I had to throttle my own killing so as to not die.  The idea is neat, the numbers are off, and the denial of other mechanics to transiently bypass instant death also kills the solo useability of the mod on any but a completely pacifist warframe. Outside of Rahatelius' single known instance of that, the mod as it sits is not functional enough to warrant wasting respawns on equipping it. And as it cannot be guaranteed you will have multiple copies of it in anything but a premade group, the mod itself likely won't be equipped except in that circumstance.
    It's not a functional if obtuse tool, it's a toy that kills you.
    Please note I'm not saying it's not good enough in comparison to other options for the aura slot, I'm saying it's not functionally reasonable enough to equip and/or use in its' current state.

  17. The Arcane says it activates on 6 melee kills within 30 seconds, and heals companions by a variable amount  based on rank.  Testing with multiple frames, companions, and melee methods ( weapon, frame melee ability, etc. ) and not once has the mod triggered. Also, no icon is shown on the buff bar at any time, no extra icon beside the pets ( if it's them that need to make the kills, the arcane description is unclear whether I need to make the kills or they do ). It's inert.

  18. @OneYenShort

    You must have missed the post 2 above yours. I also note you say it's not a common contraction in your experience, then use it later in the same sentence and end with saying that's what the naming fellow chose. :smile:
    It's a regional thing, I guess. I've seen and heard aluminum used in Canada alot and also from relatives and friends in the US, while EU folks tend to use aluminium. And in that wiki article further down it states either spelling is recognized valid since 1990....
    ...is the horse dead yet, or can it take a few more whacks? :tongue:

     

  19. 15 hours ago, MacKerris said:

    Well I was being silly as my post was a bit of wordplay. But before you tell me how things are, maybe you should double check your facts. The 13th element on the periodic table has two different spellings, and both are correct.

    I'd never bothered to look further into it than the conventions of the shop I'd worked in used and their reasoning for it, as they seemed quite plausible and also useful in differentiation  between composition of something ( duralumin is an aluminium alloy, for example ) to a product ( a milled chunk of aluminum ). It's a neat little bit of trivia I wouldn't have bothered to look up excepting this topic though, so thanks!

     

  20. I know you're coming up on freeze for release, but here's some video of the bug which may help if it hasn't already been found and squooshed.

    I've also noted it with Wisp and the Scourge leading me think it's all throwable spearguns. I don't have a Javlok yet to test with.

    Sometimes, the internet makes something that should be trivial ( ...like making a simple account and posting a video... ) a trial.

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