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Golden_Tatsuo

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Posts posted by Golden_Tatsuo

  1. This post is more aimed specifically at the Bubonico than the Shedu, though both share the same problem: they're frickin' huge!

    The Bubonico in particular is almost the size of a warframe. To make matters worse, when weilding or aiming it, it takes up a significant portion of the important area around the target area and gives huge blindspots, and this is with max FOV enabled. 

    I like both weapons, but I find I never use them due to the frustrations that their sheer size alone causes. 

    Could we either get a transparency slider option for these weapons, a vendor, reward, or even purchaseable skins that can help reduce their overall screen presence? I see this has been something thats been requested since their release, but it makes these weapons almost unusable for me. I cant even imagine how people using limited FOV feel! Theres not even any Tennogen skins I can find for them.

    PLEASE DE! Address this issue. 

    • Like 5
  2. ANOTHER omnipresent bug: Host change between duviri rounds, second host also abandons because the game seemingly freezes up while loading, leaving me alone in Duviri as Drifter and unable to transfer into a warframe or use abilities. 6+ round run lost. NO rewards. Again.

    Cool cool super cool.

    • Like 11
  3. On 2020-05-24 at 5:49 PM, Soganox said:

    This. Really, why limit it to Magnus? These "2 weapons" are not so different, and some of us just don't have the regular Magnus anymore.
    DE pls gib.

    This is exactly what I'm whining about. Its literally just TWO Magnus', one in each hand. 
    Unless the technology to make Akimbo weapons vs ... just extra duplicate of the original, is somehow different than creating just one, which is ridiculous, then this should 100% absolutely be able to be used on the Akmagnus. 

    I could understand the AKJAGARA Prime because both guns look unique, and there is also no single Jagara. 

    The Akmagnus literally looks just like you are handling two Mangus' at the same time, not like a "left and right handed Akmagnus" or anything. 

    Please spacemom? After all you put us through... can we just have one nice things? ❤️ 

  4.  I know boosters are always active, even if you're offline for any reason, and I "get it". I have long ago accepted this, but I think it can be done MUCH better.
    However, boosters can be a null reward if you may not be able to play upon acquiring one, for whatever reason. 

    I had an idea that I hoped could make the boosters more appealing to players. Here goes:

    1) If they still do, STOP boosters from counting down during patches or when the game is down, and ONLY restart the timer upon that players first re-sign in. Sometimes when theres a new patch that hits and FORCES me to stop playing, I will go do other IRL tasks I need to take care of. When the game goes down like 5 times in 1 day, you can lose a LOT of booster for reasons that are not your fault. Other times you may have paid for or gotten a booster yet an emergency happens and suddenly you cant play for X days.

     

    2) When offline, perhaps have the booster degrade at 25% speed for the first three days, and for the next 4 days increase that to 55%, and past the 7 day mark allow the booster to countdown at 100% speed. When online, of course the booster will degrade at the regular pace, regardless of if you AFK in your orbiter or play the game. (I chose those #'s based on the available boosters: 3 day, 7 day, 30 day). 

    I love boosters, but I absolutely HATE getting them when I know I cannot play for a couple days cuz of IRL. Its the worst when I do a quick sortie and thats my reward and I know I will absolutely NOT be able to use it. Its basically a waste of a run. A lot of people complain about the booster situation, and I thought perhaps this could be something DE could consider.

     

    3) Make boosters an activatable item when you obtain them. This solution is if DE does not wish to use the #2 option, though I wouldnt mind if all these suggestions were put in place. It would also give the player much better agency. I hate getting a booster that, in that moment, either I dont want to have it active (hello credit and affinity boosters as a sortie reward when everythings maxed) or I will be unable to play for its duration. You could give a cap of say.... 1-5 boosters of each in your reserve, or give us "booster slots" and allow us to choose which one(s) we wish to keep, and any others will activate instantly if you obtain a new booster but are full of reserve boosters. 

    I feel this could go a LONG way to making boosters improve without really affecting them and make the community happier. 

    I dont think it would be a difficult implementation. 


    Pretty please space mom. Can you look into this? ❤️ you.

     

    3.5) Perhaps if you allow us a fixed # of slots for boosters, you could allow us to sell UNOPENED UNUSED boosters to Baro for various ducats depending on their lengths. You could have the boosters be worth the bronze silver and gold drop prices, with a 30 day booster going for 100 ducats. 

    All feedback from the community is appreciated. 🙂 
    (P.S. I think this would be a very friendly addition for new players who get confused with the Booster system)

  5. Please allow Deadly Maneuvers to be used on the AKMAGNUS as well. 
    The mod is so narrow, and unless we are getting a Magnus Prime, in which case I'd shuddup 🙂 , its going to be a mod a few people will say "cool" for 5 minutes and then forget it exists. 

    I love when new stuff is added like this which can breathe new life into old weapons, but even if you are a grade A dodging headshottin fool, its kind of awkward to use. 

    If this were usable on both Magnus and Akmagnus I feel it might have a bit more mileage. 

    ❤️


    Please space mom? Please can we? Please? Huh? Space mom? Can we?

    • Like 3
  6. We have warframes that run the gamut from Chinese folk lore to the master of electric fields. 

    I was wondering if we could finally get our hands on a 'void corrupted' warframe? (No, not Nidus)

    The idea is pretty simple: An unknown prototype warframe that had been lost on its expedition is discovered within the void. It has now grown so corrupted by the void and by battle that its initial form and abilities are lost. Now its been rediscovered. 

    It could be a warframe that had been sent into the void very early, was corrupted, and has fought an undying war against the inhabitants of the void ever since, with the void refusing to allow the warframe to ever truly "die". After years of unending battle, the warframe is a shattered, scarred, and twisted version of what it once was. Void energies keep certain body parts attached, though nearly unrecognizable. 

     

    It would be interesting to be able to harness the power of the void, similar to Corrupted Vor, with "Light/Energy" based abilities, with the void energies helping to keep the warframe "together" (again, similar to Vor with his glowing tum tum). 

    I feel a mage with some tankiness, similar to Frost or Saryn, would be a good fit, with its tankiness coming from its abilities. 

    As a quick shot at abilities: 

    1 - Harness the power of the void to heal yourself for X over 3 seconds and provide a void shield that protects from damage and hurts melee attackers. -Medium length CD
    2 - A directional teleport of max 25-30 meters that leaves enemies in an area of X meters around the landing spot vulnerable to damage and with decreased accuracy for 2 seconds. -Short CD
    3 - Rips a random corrupted void creature into the battlefield to fight for you for 20 seconds. Where the creature is summoned created a blast of pure void energy, dealing X damage. The void creature draws enemy attacks. -Medium CD
    4 - Release the void. The energies that keep the warframe together are used to add kinetic damage to the limbs, creating an ability power Impact-based melee Goliath. A 6m attack range with your disconnected limbs attacking any who are within the area while the warframe gets its own special attacks. -Toggle on/off

     

    I think it could be interesting to have a warframe which we have little information on, perhaps including gender. 

     

    (If this is the wrong forum to post such things, apologies)

  7. With regards to the self-damage: I feel like we could allow self-damage to still exist, as it feels a bit unrealistic to unload a huge explosion at point-blank range and not kill ourselves, especially when radiation procs allowing our allies to do the same wont be going away. If too close to the center of the blast, you could give us a button prompt to allow for the backward dodge (think: the Arkham series of games, except instead of an enemies attacks we will have a split second to do the 'dodge'). 
    When dodged successfully, perhaps the energy of the explosive could be partially applied to shields or energy (with a cooldown to avoid people abusing it). 

    There could be a cumulative damage counter as well, perhaps starting at a low % of, say, 10%, increasing with each successive hit within a short window. Each additional proc of self-damage before the damage counter has reset will increase the amount of total damage you would take. You could ensure that no matter the damage, anything below X% (lets say 40?) will never do lethal damage, but after that, if you're shooting rockets into your own feet over and over, you wont be surviving long.
    You could also allow your own shields to be the first casualty of unmitigated self-damage (if applicable) before applying the buff, so new players realize "oh, I cant use a mini-nuke on myself to clear away enemies".
    Alternatively, you could use a mechanic that fighting games use. The self-damage will show the amount of health you will lose in total by a small overlay on your health bar that depletes, allowing for players to see the increasing damage they are dealing to themselves before the eventual lethal damage, as well as giving them the option to back off and/or get some health. 

    If on the edge of the blast, perhaps a smaller percentage of the damage will be dealt regardless, with or without the minor flinch as shown in the devstream. You could also have this tied to the self-damage prevention buff, having increasing self-damage the more you take the hits, but with a higher threshold for death level damage (lets say 70%).
    This would reward players who know what their arsenal is capable of, and help teach other players to be more aware of their actions. It would also tie into us feeling like the badass space ninjas we are! 

    This could help the risk/reward of using explosive weapons still exist without making room-clearers the new go-to weapon, while keeping a bit of realness to using a rocket launcher to blow up a corpus within arms reach.

     


    With regards to AI Aim: could we get a fix for AI that has an absolute zero percent chance of hitting something (due to terrain, weapon arc, or just being out of range) for friendly AI? 
    I hate seeing my Wukong clone firing dozens and dozens of Bramma arrows into a slight hill or a pillar because he doesnt have actual line of sight. 

  8. I've just spent some time going over my collections while admiring the range of weapons when it struck me...


    Why does Warframe have a lack of hand axes and other small axes like this?

     
    I dont mean those big F-off axes like Scindo or Volnus (aesthetically), I mean smaller axe heads with long handles:

    images?q=tbn:ANd9GcTioQVcrHJXgAb-vTMvqRR

     

    What made me want this is my constant running around with various Zaws and other polearms but wanting something with a bit more bite. 

    I'd be happy if even within the 1-handed sword and polearms (or anywhere else they would fit) that these weapons can fit into the category of were implemented there, if only aesthetically. 

  9. TLDR: Rhino Prime's body has a dull finish while all non-Rhino Prime helmets have a shiny finish on them.

     

    I got Rhino Prime a while back but havent used him much recently so I decided to break the ol' boy out for some sortie 3 fun!

    I thought his non-Prime helmet looked a little shiny, but I hoped it was just in my orbiter... Until I launched the mission.

    After seeing a shiny bobbing head the whole mission, I felt a bit annoyed with his relatively dull body by comparison. Back in my lander, I decided to check the other helmets as well. I tried the non-Prime Rhino helmet, Thrak, and Vanguard, all with the same results: shiny finish. Trying the Prime Rhino Helmet makes it match his body and the finish is dull and flat and not very reflective.  

    Rhino Prime's body and helmet are BOTH dull finished while the other helmets are shiny finished. 

    This makes the available helmets for Rhino Prime, other than the default, look "wrong" for the frame. 

     

  10. I happen to have multiple built weapons that are similar to one another, but upgrades from a previous version. 

    When I do [weapon name] in chat, it will show the # of that type of weapon I can link in chat, but regardless of which I choose it always only shows a single weapon linked in chat. 

    For instance: Lets say I have 3 zaws all named BOB. If I type [BO it will show 3 [BOB]'s to choose from. BOB1, BOB2, BOB3. However, it will actually only link BOB1 in the chat. 

    ME (in chat): Check out my Zaws! [BOB1] [BOB2] [BOB3]

    When clicked on in chat, they are all always [BOB1]'s. 

  11. Hey all, this is my first post on this forum so I apologize if anything I say may have ever been said elsewhere. So here goes... (Sorry if this is posted in the wrong place. TLDR: Add a roguelike "tower" mode with RNG that is completely optional to play). 

    I know much of the Warframe community hates RNG, and DE has been wonderful in caring about the community. One of the reasons I've grown to love this game. 
    I blew through the main storyline content pretty quickly, and began to collect many-a-weapons and frames. 
    I absolutely love how intricate and detailed the guns are in Warframe, the feeling of a backstory to a slight shift between say an X weapon vs an X Prime is awesome worldbuilding and I love the distinct Warframe weaponry. However, I've hit a wall where I've grown a bit bored. I have weapons that I've forma'd to death, and same with frames, and love high end content but I have this urge for more. So I had a simple, absolutely-stolen-from-other-games idea. No its not a battle royale, dont worry! 

     

    My idea was this: Have an RNG rogue-like dungeon 'crawler' (more like dungeon ninja'er?). It would be an unlimited dive into a random assortment of ever-strengthening enemies, with every X (lets say 5 for a mini-boss and 10 for a real boss) levels hosting a boss fight, and also a bonus prize. Very similar to the unlimited missions we have now though more "mission type" style.
    However, this is where the rogue-like elements come in. Lets say you are given the choice between 3 random frames (or even just ONE random frame that the player has no choice but to use to encourage people to play new frames) to use for the entire run, with prime versions being rare as an option. Each frame could begin with some simple survival mods such as health and shields, but perhaps with the option of 3 RNG weak weapons to start off with. Every X (5-10) levels they get a 10-20s pause to add and buff mods they have collected from defeated enemies as well as swap weapons and buff them as well. These arent our regular weapons but imagine if you fused a Riven with an RNG base of maybe 25%+/- for each of the stats as well as the "Riven bonus" (perhaps that could cause one slot to be grayed out and un-removable but maybe you will have a chance to roll it every X levels). I hate to compare it to other games, but it would still be THAT type of warframe weapon, except it would have RNG on its stats such as Borderlands or Destiny (2). As you kill enemies, you gain points that are used towards buffing your frame and weaponry, or maybe it could gain strength the more you use it. However, as you grow in power, so does the enemy. Gaining new weapons, new technology, improved level and AI. There would also be some new pre-fab tricky jumping courses which could hinder your time and help players to improve their parkour ninja skills. A timer implemented as a part of each levels mission would be good to encourage players to try their best to do a mission and also move quickly to get the best prize possible. 
    Maybe every 25-50 levels they are guaranteed a rare item or better, to ensure that players feel rewarded for their time investment. 
    You could also add a difficult boss every Y levels (idk, 25?) that would pose a challenge to players. 
    Also, there would either be no revivals with limited lives, or something to that extent. A way to allow the rogue-like death to exist so as to not allow infinite lives throughout. Some skills could be disabled or nerfed (things like wukongs death-defying, operator mode, going through Limbo portals, etc. Perhaps give Wu a single death avoidance every 10 levels, give Limbo a limited time in the portal or perhaps just a damage reduction, etc.).

    I dont know if it would be better as a solo outing or allow groups to come together.  


    Every time you beat a certain number of levels, you will gain a choice of 4 prizes depending on your efficiency. Perhaps this could be a way to gain the awkward to gain Nitain, as it stands currently, as well as other items such as the ephemera that was added to other enemies recently. If you/you and your team are able to do excellent jobs, you might have the (obviously low, but perhaps rising in difficulty increases the chance of these items) chance to get rare or difficult to obtain items. You could also rotate the prizes as ONLY available during the duration of the 'event'. Perhaps each choice will be a difficult one, and if its a team situation, each player has their own choices. You could also add large caches of credits, rare or hard to obtain crafting materials, special decals or color pallets, etc. 


    You could even add, lets say, holiday or seasonal themed situations. Lets say on Valentines day its "bows only", and/or the enemies have bows. Halloween you could only use infected style weaponry and frames. Holidays where fireworks are abundant you could have "Missle-type only" days! 
    This could all be related to Simaris as a new type of simulation, so as to remove it completely from the "real world". Each level could have a different theme: Kill everyone while making sure you hit orbs to gain time, obstacle courses, etc. Obviously nothing that people arent really into playing in the first place. We dont want it to become a punishment to play.
    As a rogue-like situation, perhaps you will be allowed to "keep" an item or boost a skill level (so that next time you pick that character, the level of a skill will start as +1 or more). This way everyone will start out weak, and it will take time to improve your frames, your weapons, your mods, etc. to make it through the trials. There could be a low-cap point system that allows you to spend points towards these things, as opposed to endo/credits. Maybe it will take time to max out your frame, and then perhaps you must forma (with in-simulation earned forma) your frame X times before you can make it a "Prime" and then start the process all over). 
    This could also be carried over to mods. Perhaps you could permanently raise the skill of a mod occasionally, while in-match it will start at the increased level, making it easier to proceed.

    You could even add interesting twists, such as a sudden distortion in the simulation causing two players or teams to be pitted against each other. The winning team/player might get a cool prize, perhaps something cosmetic to reduce the chance of trying to just farm for stuff, and the losers might get either nothing or a lesser prize. 
    Or the invasion of a group of high-threat enemies to challenge the players to learn how best to defeat them as well as giving potential drops from their respective types. These, too, would be rare encounters.

    I dont think the community would like ANY kind of "other currency" so I am leaving out things like "tokens" or other things that you could gather to gain prizes. I realizes Nora has this option but I think its fine and unique to her. 

     

    Obviously the only bonuses you get to keep are the ones you get from the end of your run, and you only obtain them once your run has been completed. While the bonuses you had kept as your 'carry-over' could be applied to that frame you used. 
    They could add a timer on it so that you could only do it say... once a day? Week? As well as a timer on your run, perhaps.

    OBVIOUSLY this has a LOOOOOOT of room for improvement. However, I think that it could be implemented with relatively small work.
    It could be a completely optional thing, or something for people to aim for end-game to get the coveted items they may have either missed or are extremely difficult to obtain (which these will STILL be rare to obtain, just another option TO obtain these items if people wish to play). 

    I think it could also encourage players to play new frames, have another mode to engage in to obtain desired items while still making it difficult to obtain them, just another way to possibly get it. 

    AGAIN, I dont want this to sound like an "easy way" to get rare items, just an alternative, and still very rare, way to POTENTIALLY obtain them if you invest enough time in the simulation. 
    The rewards would be rare and fair, with things like Relics or perhaps "run boosts" that give you increased drop chances or credit drops for your run, with the rare occasion to win something cool. They could even add cosmetics with an extremely low drop rate, but if you ever get that skin or the mod or the warframe or weapon part or cosmetic that you've been trying FOREVER to get, I think it would be quite the rush. 

    Obviously certain items would be unavailable, such as Baro specific items and perhaps certain vaulted items. 

     

    Anywho! I really enjoy warframe and this idea has been kicking around in my head so I thought I'd share it with the community. 

    I know it sounds similar to SO/ESO but only superficially. As stated, I think the rogue-like elements could make for interesting weapon-play and perhaps give people a taste of what X weapon with Y riven would feel/work like. 
    (I also realize that the new expansion coming up seems like it could potentially be rogue-like, I am still 'pitching' this XD)

     

    The following is just my own ramblings on how I'd like to see it implemented in the lore. You can totally end here and skip this:


    I know I said it would be related to Simaris, but I was thinking perhaps there could be a part of Simaris' programming that wishes for new experimentation. This new AI splits from Simaris (to make it obvious who to visit for what mission) and wishes to engage the Tenno in expanded forms of experiments beyond Simaris' desire for new Sanctuary targets. 
    Fortunately, as this new AI, lets call it Tanisar, was detected before it could go full rogue and was suppressed. Seeing the potential of the AI, it was given the option of deletion or assisting the Tenno in their future fights. Knowing that deletion means it will never fulfill its "task", the program reluctantly agrees, biding its time until it can escape. 
    It tests the Tenno by causing the 'interference' which causes invasions by other players or strong opponents, seeing if it, too, could learn from the Tenno. 
    Tanisar provides these "forgotten" treasures hoping that perhaps one day a rogue Tenno may help release him from his prison, so that it could complete its ultimate task. 

    Until that day, the AI follows the instructions it is given and waits...

  12. I too would like to know if there is a "June Bundle" as the blurb states: "Come back every month for your 7-Day Booster drops, and prepare yourself for another massive bundle coming soon!"
    This seems to suggest that each month we would not only get a 7-day Booster drops (I guess this means 7-day for each thing, cash, resources, etc.). 
    The "...and prepare yourself for another massive bundle coming soon!" suggests that an Ash-like bundle from last time would be coming, if not at the same time as the boosters, then seemingly either within the month (what I imagine many of the Nitro/Warframe people would like) or perhaps this is a bi-monthly or quarterly "booster pack".

    What, if any, benefit will June Nitro users who play Warframe get, and when?
    Will this be an on-going benefit or will the big packs come infrequently while we receive smaller packs interspread? 
    A bit of clarity and transparency for those of us who might want Nitro for the perks would be greatly appreciated.  


    I am uncertain of the other packs on other systems but it seems somewhat disrespectful if PC owners are completely ignored in this manner.

    Cheers for last months pack! It was a pretty cool pack and I highly enjoyed it. I hope to see future packs like this, or original types, frequently. 
    You'd definitely gain a Nitro subscriber in that case!

    • Like 1
  13. Ditto to all above said, minus the 1440p, for me. 
    Had to set too 100% resolution so that I could play Warframe in 4k. Prior 150% resolution screwed everything up. 
    Until a hotfix, this seems to be the only solution. 
    I worked on it on my own for a couple hours before checking if anyone else had a fix. Until DE does, heres your fix. 

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