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(PS4)AyinDygra

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About (PS4)AyinDygra

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  1. This isn't talking about spin-to-win, it's quick-melee "windmill" style 2 diagonal slashes repeating without rooting. Melee 2.7 hasn't done anything to harm spin-to-win, so nobody is asking for them to bring that back... it's still here...
  2. It's no more spammy than gunplay. It's a fast paced game with hordes of enemies... of course you're going to be attacking as fast as you can to kill everything around you before it can knock you down, blast a fire wave at you, or otherwise swarm you. It is because of reasoning like that, that I once suggested Gun stances that similarly root you in place after so many shots, pause to let you twirl your guns or otherwise shoot wildly into the air, and roll you across the ground as if you were rolling to cover, where no cover exists (just cuz rolling with a gun is cool, when you do manage to stop behind cover as if you meant to.) Because, who needs to aim their gun and shoot precisely when they want, so they hit their target, or shoot as fast as they can? Gunstances are fine! Everyone would LOVE them, at least that's what I'd expect from all the support of the current melee system.
  3. I wrote this in a General Discussion thread, but wanted it seen in a Feedback thread instead: Quick Melee had (compared to combos, at least for how I play(ed)): Precision - you knew the exact pattern that repeated quickly and where the path of the weapon would go, being able to time and aim slashes. Due to the old polearm quick melee slashes being diagonals, you could hit aerial and crawling targets without jumping and whiffing all over the place, or relying on slams or finding the exact move in a combo that strikes in the area you want to hit, and time it so the combo strikes that place at that time. Power - because combos are often slow, flashy, and take control of movement, you get locked into attack patterns that completely miss enemies, attacking at a slower rate, and leaving yourself open to enemies from all sides. Because of all of that, despite lacking in multipliers and forced status procs, the reliable, focused, accuracy of directing all of your blows to land exactly where you want them, made quick melee stronger. Fluidity - since quick melee did not root you in place, you could swiftly move across a battlefield, slashing through the hordes. The fluidity was even better for quickly choosing to shoot an enemy and then, when out of ammo, automatically reload after dealing with something with a melee slash or two. Even more fluid, was the ability to use gear wheel tools like the Simaris Scanner or fishing and mining, and defend yourself with melee for tiny random skirmishes, without needing to go back to the gear wheel after every single attack, to return to the task at hand. There's more... but yeah, bring Quick Melee back, PLEASE. Additionally: If "Quick Melee" doesn't come back, in favor of just adding new combos (which would only superficially address the issues of Melee 2.7): if those new combos take control of my movement, lock me into attack patterns, root me, fling me past enemies I'm currently engaged with, fling me over cliffs, or ragdoll enemies out of my range... I will only use combos "by accident"... and will dread every second that I don't have precise, powerful, fluid control of my actions. Just a head's-up for the devs.
  4. Quick Melee had (compared to combos, at least for how I play(ed)): Precision - you knew the exact pattern that repeated quickly and where the path of the weapon would go, being able to time and aim slashes. Due to the old polearm quick melee slashes being diagonals, you could hit aerial and crawling targets without jumping and whiffing all over the place, or relying on slams or finding the exact move in a combo that strikes in the area you want to hit, and time it so the combo strikes that place at that time. Power - because combos are often slow, flashy, and take control of movement, you get locked into attack patterns that completely miss enemies, attacking at a slower rate, and leaving yourself open to enemies from all sides. Because of all of that, despite lacking in multipliers and forced status procs, the reliable, focused, accuracy of directing all of your blows to land exactly where you want them, made quick melee stronger. Fluidity - since quick melee did not root you in place, you could swiftly move across a battlefield, slashing through the hordes. The fluidity was even better for quickly choosing to shoot an enemy and then, when out of ammo, automatically reload after dealing with something with a melee slash or two. Even more fluid, was the ability to use gear wheel tools like the Simaris Scanner or fishing and mining, and defend yourself with melee for tiny random skirmishes, without needing to go back to the gear wheel after every single attack, to return to the task at hand. There's more... but yeah, bring Quick Melee back, PLEASE.
  5. While I personally disagree with the points made by the person leaving the game, I do not begrudge them posting this. Such threads are important for DE to understand why people leave (whether they're good reasons or not). Some companies go to great lengths, and expense, to collect "exit polls" from people who no longer use their products, services, etc, so they can choose (or not) to address those concerns that caused that person to leave. So, to all those saying to disappear and go quietly, I'll say, that's not very productive or beneficial for DE. I'd rather know why, and to know if anything could have been done to prevent it, if that is a desirable outcome.
  6. Given what Steve talked about on the last Dev Stream, initially, they had a "5 card" system that picked out 5 "sortie-like" missions that you could do each day, and you could re-roll them if you didn't like them (at least one) ... and yet, they didn't think to add that option to this... potential to have a come-back, anyway 🙂
  7. I think rivens are a pain to balance the game with, in their current implementation. They do not achieve the goal of making weak weapons contenders with top tier weapons. They DO achieve the goal of giving vets something "worth" doing, if they want to min/max. They DO achieve the goal of driving plat sales (at least some, while others just trade for plat, the plat had to be bought at some point.) They are arguably Warframe's version of a loot box, except you can't buy them directly from DE with cash, rolling them costs an in-game currency rather than premium, and those 2 factors are what keeps them both safe and combined with the potential power they grant, on the edge of stupid. Rivens should be custom built by DE, several versions of selections of stats, designed for each weapon, specifically to counter the weaknesses or boost a stat that is needed to make that weapon relevant in higher tier content, competitive with other top tier weapons. They can still have variable stats in a range, that you roll to improve or change the version of the mod that you got. This would more accurately fulfill the design goal of Rivens, IMO. (It would be easier to balance, too, since they'd know the combinations of potential mods, and the range they can have... thus the highest potential stats a Riven can have, thus the highest potential damage a weapon can have... If they want to keep using the disposition system, they can manually set the 5 levels of the stats at each disposition ahead of time, and modify any of those levels independently.)
  8. I just use a max'd Rush mod on all my frames, and sometimes additional speed mods just for fun (especially spy vault fun with Loki.) If I have a frame with a build that can't fit Rush, it does feel like walking through tar... or like being back in Destiny, plodding along like I'm dragging a ball and chain. I can't stand the Hobbled Dragon Key either. If I do vault runs, someone else has to take that key. Haven't been in a group with a Wisp yet, but I have enjoyed being with Volts rarely being in the occasional public group I did to clear the star chart interception nodes.
  9. Getting players to do what you want them to do is like herding cats. They'll do what they want to do. "Playing the objective" is one of those elusive things I've seen random people ignore for a large part of my time gaming (not just on Warframe). Especially Destiny, with random events happening, and you need to accomplish certain goals in the random events that pop up (like killing a spider tank, or the drill... and you want the heroic version, that needs special tactics) or in PVP, and the goal is something like "capture target points and then defend them"... but the team of random people just treat it like "go kill everyone, separately"... nobody plays the objective. In some of these cases, it actively hurts your chances for success and can lead to failure, much worse than a random person going AFK or leeching. In Warframe, you can carry a whole team of 4, no problem. Encouraging people to participate, instead of leeching, is the way to go. Grant bonus objectives to each individual that they individually have to complete for special rewards (that the team cannot contribute toward), and they'll at least be active, and if the bonus objectives contribute to the overall objective, they'll be contributing to the success of the team. For open world bounties, these rewards would have to be better than whatever mining or fishing or Thumper hunting they plan to do (which are not entirely leeching activities, but would garner vote-kicks in the proposed system.) People have different reasons for participating in this game, even when they sign on for "Bounties" because that's the matchmaking system for the open world systems. If there were a more generic way to matchmake for the plains or vallis, maybe you'd get less people going off-objective. Personally, if someone else were to go off-objective and get something more done while they're there, that's a good use of their time, IMO. (especially if they see a blue ore vein in the grineer camp on the plains, and they need those rare resources)... I'm not gonna get mad at them. I solo, and I very much dislike doing anything with other people, because I like doing things others consider inconsequential, like opening all the lockers I see and crashing all crates, and killing most enemies I come across instead of just jumping by, searching for Ayatans, stars, special crates, caches, etc. If I were in a boss run, I'd probably ignore those and speed-run, but you never know if I see a chest in one of the odd locations, I'm going for it, and people would be waiting on me, and they wouldn't even go back and grab the marked treasure. Even when I'm playing with my friend, he gets annoyed when I go off track even for a little bit... a group of random people would probably kick me, even if I catch up in a few seconds at the end - that's wasting their precious time (while I sit with a full inventory of unfilled ayatan treasures for the nightwave act each time it appears, and they need to scramble to find them that week and have no idea where they spawn) and even though they all benefit from the contents of the caches found - the leeches, how dare they 😛 . Anyway... yeah, give people more incentive to "Play the Objective" and you'll see more people doing what you want them to do. Not punishing or kicking for not doing what you want them to do. It's a game, people play for what they find fun.
  10. If you're trying to identify trends in the content that leads to dissatisfaction with any new content, that's really a limited view of what's possible; it's assuming all new content will follow the same formula. It's clearly historically possible, but the trend is not a trait of all possible new content. If that makes sense... The points you raised to fix the idea of new content not being satisfying... aren't limited to "new content", and that skews the entire context. They apply to the entire game. However, the solutions to the perceived problems presented will lead to other problems (some bigger, some small), IMO. First (and third), making everything trade-able. I'd like this for non-prime warframe parts too, even if it's just gifting, but as mentioned, it's part of their monetization system, selling frames that are more tedious to grind for or build the needed standing for, or bypassing a difficult boss fight for the drop (or a combination of the above for recent frames.) In many cases, due to quests, pre-requisites to the boss fight for the drop, etc, it is easier to get the Prime version of a frame, than the base version (like Equinox - 8 parts, Saryn requiring Arena point build-up to access the Kela fight, Mesa requiring Mutalist Alad V coordinates from Invasions to craft keys to enter the fight, Chroma because of the Saryn component, Trinity because of the Ambulas access stuff, soon Atlas because it requires that archwing battle and people dislike archwing, among others, off the top of my head), at least until they're vaulted (and then we run into the Unvaulting system and using the Void and/or the Plains of Eidolon and Orb Vallis bounties - the void being much worse, and these bounty slots competing for or replacing the current new Prime's release instead of just alternating new release with unvaulting on either Earth or Venus open worlds, as well as using the Void... but that just makes too much sense.) I also don't think making warframe part blueprints drop from more sources would necessarily be a better situation, though. One thing that's important in a farming/looting game, with rarer components to collect, is to be able to "target" something, to help mitigate some of the RNG involved. (For Equinox, for example, I'd move the parts to the Vay Hek battle, and alternate the drops available with the Earth tileset (not cetus) day/night cycle, so get Equinox day form parts during the day, night parts at night, limiting the drop pool at either time to just 4 parts like other frames.) Having only one place to get something can get boring if the drop chances are too low, I'll agree, especially if the item cannot be traded and must be "earned" (I take exception to the concept that some people think you earn something that is randomly dropped; that's like saying you earned winning the lottery... thus, I get no satisfaction from drops in games like this, simply an end to frustration waiting for the coin flip to finally go my way - since no amount of personal effort changed the rewards to favor that outcome compared to someone who just spent 5 minutes doing the same thing, and taking me weeks. I got Conditioned Overload on one of my first visits to Ophelia and had no idea it was a rare drop... my friend who joined about a year ago, still hasn't gotten it to drop.) I'd keep Warframes on specific bosses. Mods could come from enemy types found in any mission where they appear, not just one mission or enemy, more common ones could be separated by faction. Resources are already linked to planets instead of limited locations. Arcanes are linked to Eidolons, and this is something I could see expanding the sources of to Orb Mothers and even 3/3 Cache's, Sorties (replacing raw endo), and in the future, Kuva Liches and the Planes of Duviri, to give people solo options to hunt them down, and varied challenges to get them (all of them, not just a set only from Eidolons, or only from Orb mothers... though the drop chances could be weighted differently for different sources to allow people to target farm more efficiently. So as not to dilute the drop tables, for instance, the caches of different areas would have different drop tables of those arcanes.) In a similar way, I'd distribute Axi relics to more missions across the Void, the Derelict, Sedna, Eris and the Kuva Fortress. Each node would have a smaller selection of Axi relics, so they could be target farmed more efficiently than having them all bunched together in certain missions with a wide drop table. As one reason for the Prime Vault's existence was to lessen the dilution of the drop tables, with that many new nodes, changes to the Prime Vaulting/Unvaulting system, that they've spoken about on dev streams, may be more achievable. This goes directly into the second "solution point": I massively disagree with randomized stats on frames and weapons. Imagine you go through all that horrible grind for Equinox, and you get one that doesn't have good stats (you say in a defined range... but I doubt anything less than the max roll will be considered OK). You say to bump drop rates on that, to reduce the grind at the same time... but no, all this does is increase the grind until you don't get the trash version of the thing you're farming. I've seen a game that focuses on loot and random stats on that loot, and drops so much loot that even rare stuff is treated like garbage due to the randomized stats. It's not a good situation at all. Imagine you finally get Conditioned Overload, and it's got a negative modifier akin to rivens... (or the minimum roll you get is less than the stat we get right now without randomization) yeah, random is really really bad, in these cases. That's just the tip of the iceberg, going into balancing: do you base balancing on the average stats a frame has? or do you balance based on the weakest or strongest stats? Is it then OK for a "rare" thing to have higher stats because not as many people will have it? I don't like this at all. It may lead to diversity and a reason to keep grinding for the same thing... but it's still the same thing, just with different stats. No, just no. At least not in Warframe. I think this is a PROBLEM with Rivens, not a trait to spread like a plague into the rest of the game. If there were a way to improve whatever trash version you got, progressively (not randomly, and never resulting in a decrease of stats), over time, to the max stats it can have, using some component you get by breaking down lesser versions of it ... maybe, MAYBE you have the bones of a workable system. Related to the "randomization" of stats issue, that makes it actually very unlikely to ever be added to Warframe, gladly, is Rivens already have a limit because, they say, the database storage capacity requirements to record all the different stats, just on those mods, is too much to increase capacity any further. You can't balloon that issue out to every single piece of gear in the game - at least with what we know of Warframe's database structure. Looting in Warframe isn't so much about getting a rare cool unique like Diablo/Exile ARPGs (and exile is arguably more about farming currency to trade to other players, than to get the garbage gear that drops on the ground, without a contained in-game trade system to boot). Warframe is more about collecting resources from normal missions, and getting blueprints from special missions, then crafting the resulting equipment. (and at least Warframe's market functions with the game's premium currency, allowing players without much cash to get actual cash-shop items, unlike either of the above games. It could still use an in-game market, but that's another topic, related, but off-topic here.) The whole cool unique thing is limited and relegated to Mods, Rivens, and Arcanes, not the normal enemy drop tables and normal grind. Those are your special pieces of gear that you equip. Rivens clearly have plenty of room for improvement as a system. Arcanes could use more sources, as well as some other rare mods. I'm personally glad there aren't "Uniques" like the ARPGs mentioned above (where a single piece of gear can dictate whether or not you can even make a build work), or even like Destiny. Many weapons in Warframe would be considered "uniques" in the other games, because they have alt-fires, special mechanics, etc, only they're just built in. Overall, I think Warframe has a winning system in place, that could use some tweaks... but not the massive overhaul as stated in the OP. The closest Warframe gets to a really sustainable "Endgame" repeatable content, as someone above said (and I'm glad someone else sees this), is the Invasion system linked to the Fomorian Fleet and Razorback Armada. These are community goals to strive for activating - the actions of everyone playing and choosing sides in the invasion system, impact the boss battles opening. I'm unclear on whether or not relays still get destroyed in the Fomorian Fleets are not stopped, and I have no idea what world-state changes based on the Razorback armada, if any. The Invasion system and the balance of power in the Origin System should be expanded on: Given more consequences More ways to interact with it More rewards for various stages of it (maybe faction vendors) Maybe change the end-of-mission rewards for all Faction Nodes across the entire Origin System, based on the world state. More/Less credits, resources, universal drop chance of some mods or weapons from certain factions based on the world state. new enemy units (or more elite units like Nox, or more Eximus units) being released beyond being hunted by the assassin squads... And it needs a much clearer indicator as to what our actions are doing, than a gauge filling up beneath each of those boss battles (with no indication of how to really change it... does helping the Grineer speed up the Fomorian fleet gauge? Does helping the Grineer lower the Corpus gauge? Does doing a mission for one side or the other instantly impact the gauge, or do you need to do all 3 for the pay to impact the gauge? Does doing more than the 3 required still impact the gauge? I mean, sure, read the wiki... but that should be a lot more clear in the game, among the other things I listed there.) Killing the infested Hives on Eris could be put into a larger system to fight back the Infestation faction, beyond just the Invasion system. There could be different types of Hives that produce more of certain units, and completing those hive missions could reduce the number of those units in the random spawning algorythms in all infested nodes (could be a personal thing, rather than universal) If the New War does something like this, only with the Sentients, there's potential for new content that has sustainable replayability. Perhaps depending on story-state, new node modes across the entire Origin System could be opened, rather than Nightmare or Syndicate or Kuva versions, make them "New War nodes", now with Sentients on a rampage, killing Tenno, Corpus, Infested, and Grineer alike. Depending on your Invasion world-state, the Corpus or Grineer could assist you in those fights, or have better units to fight back against the Sentients... do you see where I'm going with this? The goal in the invasion missions isn't so much success or failure of the individual missions, or the loot you get from them, but how they change the world state... an intangible reward with potential to change in desirability with other systems in place. (There's also the potential for a more customizable personal endgame worldstate that only effects you, and only you can change, rather than the universal thing above, perhaps tied more to the Syndicate system, and the new Kuva Liches.) A new "Endgame" game mode needs objectives that cannot be trivialized by infinite damage, and the loss state is not player death. Timers are done to death with SO/ESO and Survival. This is what needs work on developing. (Clearly, it's not an easy topic to address, and I don't have a good reply ready to place as a reply in a thread, instead of as a formal topic that would be more fitting to discuss any individual's suggestion for an endgame, not fitting for a general topic like this.) The missions that change objective mid-stream, similar to Openworld mission-strings, could be implemented in a quest-type fashion, to satisfy people who want more diversity, however, I think being able to plan ahead and bring the most effective tools for a job is one of the key strategic factors available to players who have a large arsenal of multiple frames and weapons to choose from, and changing a mission mid-objective to something that the frame is not well-suited for, would go against that planning ahead thing. Sure it would be more challenging to force a spy frame into a defense objective, but not fun, IMO, obviously. Some people might like the challenge of using what they have to complete all objectives (seeing it as overcoming the challenge with skill instead of using the best tool for the job.) They both have a place in Warframe, but the rewards for both should not be unique to one or the other, so it doesn't force people into those situations. I entirely disagree with any attempts of balancing Warframe's encounters to be anything like Destiny1or2. Everything in that game was bland and static. Power levels were just "You must be this tall to ride this rollercoaster." Having a lower power level just put you at a disadvantage, and a higher power level was minimally important. They drip-fed you energy to use any of your abilities, and it was all gunplay. Enemies were bullet-spongey, sometimes even with headshots and weapons were constantly nerfed according to PVP balance, instead of PVE. (They did have better Scout Rifles, though.) All that said, I like(d) playing Warfame because it's fun to play moment to moment - the combat (or at least it was, before Melee 2.7.... but that's a whole nother topic, again.)... and now mainly for its Parkour and power fantasy, compared to other shooter/looter type games out there. The polearm quick-melee is what drew me to this game, and to paraphrase a quote from a youtube video: "It's like Destiny, with your ultimate on all the time." Fun trumps almost everything else in this game. I've always liked that. Maybe it's just because I haven't reached the levels of "boring power" yet, and I'm still challenged on missions since I solo or duo almost everything and I don't spin2win... but I don't see a horrible state of affairs in the game that people seem so set against and demand nerfs to add challenge... (often, when I see people talk about nerfs, it's like wanting to shoot yourself in the foot... grinding for hours or months for something, and then getting something that wasn't even worth all that effort, and then demanding that it be made weaker because it makes getting other stuff easier? In a looter shooter like this, really, REALLY?)
  11. I'm vote-kicking this thread off the forum... with a "red" emoji! (I play solo, so I can't afk/leech stuff anyway, just the idea of vote-kicking is repellent to me.)
  12. Whatifwhatifwhatifwhatif... You equip one "Main gun" and one "Main melee". These are what you swap between with "quick weapon switch" Now, if you HOLD "quick-weapon-switch" you get access to a gear-wheel type display with all your weapons that you load into that gear wheel! Just a dream...
  13. I want either quick-melee "stances" back, or new non-rooting, smooth-flowing, precise combos that provide consistent damage in predictable patterns that let me target where I want to hit (like old polearm quick-melee) that do not take control of my movement and fling me past enemies and over cliffs. I want either old slam attacks back that knock enemies to the ground when I land instead of ragdolling them out of range to hunt down after I regain control from my self-stunning landing... (the directional aspect is fine) or, as a compromise, a mod that changes slam attacks from ragdoll to knock-down - clearly a reduction in my current melee power just for a QoL and strategic advantage, but one I would probably suffer with for it, in most cases. I want to choose when I block-glide instead of getting shot at and then flying way over my intended landing position and gracefully careening over a cliff. There's a ninja-expert moment for ya. I don't want my aim-gliding to switch me to guns. I want people who used the unique features of blocking in combat to have those features back (involving mods and certain weapons). I want frames with Exalted Weapons, especially Valkyr to be unbroken again... Does all this require a full revert back to 2.0? Probably not... but I don't have any confidence that Melee 3.0 is going to fix these issues at all. Until these issues are fixed, Melee is half-dead to me... I still use Melee 2.75's rotting corpse to beat enemies right now, but it's not fun.
  14. I'd be happy with a "Mod Belt" that could slot companion mods like Animal Instinct, Vacuum, etc, but not be an "entity" that can take damage and die. They would not attack anything or mess up spy vaults, they wouldn't get stuck in geometry, they wouldn't kill scan targets... They'd just be worn and stay active - the only reason they serve for me. I don't need a mini-attacker out there, thanks. Maybe all they need is a Phase Shield mod that would essentially put them in their own little Limbo bubble, and invisible, that only works if they have no weapon equipped - maybe this mod is, instead, a "weapon" itself, with this function. Yeah, I don't like pets or minions in any game... they always die, and I don't have good control of them... (even worse is when they're forced into my gameplay as "rescue guys" or "defection idiots"... the dreaded "escort" stuff.) I use Helios and Oxylus, no weapons. Helios obviously because he scans everything. Oxylus because he has the unique fish-finder and fish-illuminator ability. EDIT: To be more on topic of keeping pets alive... I need more to help my sentinels stay alive than my companions. My Kavat stays alive just fine with my mod setup. Sentinels don't get the nice Health-Link mods and stuff... they just get Primed-Regen and junk that doesn't do nearly as good a job. And then they stay dead... except Djinn... but I don't want an ugly whateverthatis with me all the time instead of the more useful Helios and Oxylus. A consumable Nano-repair Station would be nice to restore a sentinel to start-of-mission-status with all revives in tact again. But this is more of a band-aid that only works for Sentinels/Moas - and moas are in a much better position, since they share the nice link mods - they're just really stupid and nowhere near as strong as their enemy counterparts.)
  15. Even IF (and it's completely not the case) one-button room clearing was a common thing for some frames, I wouldn't be against it. You know what sort of game this is, WarFARM as many say... anything that reduces the tedium by wiping out a room of fodder is a good thing to get stuff, in my book. Personally, I don't play those nuke frames, but that's not because I have anything against them... I just enjoy a less optimal style of play myself that focuses on melee. I am NEVER mad, when I get in a group that has a room nuker, even if that means I don't have any immediate targets to kill once in a while (I know how to go find enemies if I want them, and I know how to capitalize on a boon like having a nuker with me.)
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