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(PSN)AyinDygra

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Everything posted by (PSN)AyinDygra

  1. The main problem with the quest is that it is progression stopping (main game storyline is locked behind completion) and locks you in until it's done, and it's primarily not Warframe gameplay. Listing other times in the game where it's not primarily Warframe gameplay doesn't make it any better, it just adds another worse entry to that list. (at least you could quit out of previous quests with non-warframe gameplay and take a break to return to try it again at a later time when you can manage to stomach it.) Realize, that people who are unable to complete this quest may have spent hundreds to thousands of dollars on primes, cosmetics and platinum, and now they are locked out of all that stuff just because they can't complete a non-warframe gameplay segment that doesn't have any bearing on their skill in the rest of the game "Warframe". It's like this mini-game is a mastery rank test for a new game mode, that you only get to play in this mini-game, and you have to master it in the mini-game, and until you master the mini-game, you're locked out of the main game. That's not good game design. Side content, mini-games, alternate ways to play, alternate modes, archwings, railjacks, necromechs, are all fine and good to add some variety to games for those who grow bored of the core game... but placing them as blockades in the main game storyline is infuriating. The only people who don't have a problem with this game design were those who got through it without a problem, or like "challenge" from their games and are masochistic. I do not believe the Devs wanted this quest to be a "challenge" that weeded out those who didn't have enough skill with a bow to kill bosses without warframe power... they probably play tested those bosses day and night leading up to it, and they got really good at it, and it got to the point where the balance of the battles "felt right" to them... who had practiced so much... Personally, I'm a fairly seasoned video game player (playing since the Atari 2600, 40+yrs old) I got through the quest in about 8 hours. I was stuck on Boreal, because the clue to get inside its scream field to shoot it didn't make any sense to me, as I have been taught by my years of gaming, that when I see a dangerous AoE area around a boss, to just run and hide until it's gone... not run straight into what looks like certain doom is soon to arrive (there is no indication that going invisible would do anything whatsoever to an AoE boss attack, yet that's what the clue in Boreal's description was supposed to provide.) Amar was no trouble for me, and I killed Nira in my warframe. Before the bosses, the stealth segments were horrendous. Outside the Boreal issue, it was the stealth that gave me the most trouble. Radar should have had a 100% uptime. Cooldown on invisible should have been shorter. The goal path should have been a bit more clear (in my first successful attempt in Fortuna, I bypassed the inside tunnel entirely, not knowing you could duck in there during the short conversation with Little Duck. I was captured during the conversation, and it cancelled the story segment, not replaying when it re-started me. I was able to hear this when I re-played this quest for my roommate who refused to deal with it at all (he would not be past it without me, and he's spent hundreds on this game).
  2. While Inaros may need some tweaks, I'd only accept a re-work, if I was personally overseeing it... I've absolutely detested some of the suggested reworks listed in the feedback sections (notably, bangarang35's that totally changes his play style into one I have no desire to use), and I've made my own suggestions known. Inaros is what keeps me playing Warframe. Any change they make may distance me from this game. Their melee update drove me away for a year, until they reverted the change to polearm quick-melee, removing the rooting stops to the attacks, returning it to a non-invasive, perfectly controlled precise, powerful, and fluid combat method. I know there are people who live by Hydroid, so I feel for them, with everyone and their mother asking for a rework for him as well. I hope it turns out well for you.
  3. A good deal of the pushback against "skill focused" enemy encounters is because Warframe is primarily a grind game. People don't want their farming for thousands of materials, or miniscule drop chances requiring hundreds upon thousands of kills (condition overload, anyone?) to be slowed down by inconsequential battles taking "skill" and "effort"... because we KNOW they won't re-balance drop rates to take this into consideration. The best version of this that they have shown they'll do, are Thumpers,the Profit Taker, and isolation vaults dropping lots of open world resources upon completion. I personally do not participate in killing Thumpers, and avoid them if possible, or leave the open world if they just won't leave me alone... I've only done the spider bosses less than a handful of times, and isolation vaults take forever to do, and I don't really "need" what they provide anymore. If those style fights were the only way to farm a particular resource, you'd likely see me ignore whatever they allowed you to build, as I considered them non-existent in my world. That's not the style of "grind" that got me to love warframe... it's the fast paced, ninja power fantasy, eliminating hordes of enemies with graceful ease. So, I'm not opposed to them creating these encounters that drop a ton of resources at the expense of a long battle duration, just to appease the people who think that means it's a display of skill and competence... as long as there is a more grindy way that I can do on my own time, without the need to pressure a whole group of people to change their schedules and arrange their lives to gather together to complete missions.
  4. The only pet I seriously use is Djinn, if there's any chance of the pet dying, and the mission isn't a one-and-done capture/exterminate style one. This began with survival missions and the sentinels just dying to AoE going off around me, like poison clouds and ogris missiles. Also, they basically died immediately during Eidolon hunts, the same as most roving pets. Occasionally, I'll use Helios or Oxylus for scanning/fishing, but I have most things scanned, and built everything that needs fishing (I skip those Nightwaves too). I'll use Nautilus on Railjack on the rare occasions I'm in Railjack these days (only 1 weapon left to farm out of that.) I don't like the roving pets. I want my pet by my side, mainly offering its passive QoL things, like Animal Instinct, and Vacuum. I'd be happy with a utility belt that I could slot in pet mods, with no health bar and no weaponry.
  5. I have issues with this as well, generally playing with sound muted in my household. I also mute in-game sounds if I'm on headset party chat on PS4, so I can actually hear them talk over the sounds of the game. The red flashing marker that eventually appears is also confusing with all the other red markers on the radar, and the red key and the red pedestal marker... radar mods are not going to help here. As it stands, I avoid Disruption like the plague, even when it's for the special alerts for reactors/catalysts.
  6. I'm mostly confused as the boss and its fight is heavily environment dependent. Clearly, they're already coding in new environmental destructable objects and stuff to hide behind... but it still feels like an odd choice for introducing to a new battlefield. One more reason for me to avoid the circuit, not that I'm doing it now, anyway... this doesn't bring me into it.
  7. I've been going into Duviri solo since the start... Zero bugs... maybe it's a group thing.
  8. It is my impression from comments made on dev streams over the years, that they don't like or endorse "endurance runs" that go past the first full reward rotation (AABC). It is also my impression (gathered from comments and design decisions), that the reason they have infinitely scaling enemy stat values in endless missions, is so that there is a "soft cap" that would encourage people to just get out of there when warframe stats can't keep up... this is bypassed by certain mechanics that can be used by some warframes, enabling people to continue in those endless modes for unintended durations. Warframe's peer-to-peer player-hosted framework that is fragile, and commonly leads to "host migrations" that often deletes all progress earned in a mission, is another issue that they haven't properly addressed, so they don't want to encourage people to encounter this problem even more often, and have even greater negative impacts from it, especially losing even MORE rewards than they would have otherwise had, and were staying to gain... raising the rewards would just make this problem even bigger. Warframe has historically been "balanced" around non-endless missions, and the infinite scaling missions are a sort of pressure release valve for DE, to let people explore the limits of their power, without really hurting the rest of the game. From this, one can safely believe that the Devs do NOT want to grant increased rewards to people doing something they don't want them doing.
  9. As another person who grew up playing games (started on the Atari2600, Colecovision, Commodor64), graphics don't really matter much to me. I'll never understand the modern PC mindset of always needing to push the envelope of what's possible on home computers, requiring players to upgrade their PC to the newest $2000 gaming rig every year to keep up. (I use my PCs until the cost of repairing a key component becomes unreasonable compared to simply buying a new computer... my current gaming laptop is from 2020, and already struggles to keep up with running a game, and browsing the web/streaming twitch stuff at the same time.) I prefer consoles for my gaming, though I game on PC as well. I always appreciate when a game company maintains reasonable expectations of their player's hardware. Warframe has tried very hard to keep its requirements low, partially because it's cross platform, and I, for one, like that. All that being said, I haven't noticed a problematic level of detail on warframes... they seem far more detailed for a fast paced, action oriented game than is necessary, given you only really see your frame in detail while you're in the orbiter. Gauss doesn't seem out of the ordinary, compared to other frames. I like the concept of the deluxe more than the base frame design. If I liked the frame, I'd consider getting it. (I don't seriously consider a frame existing in the game until it has a Prime, unless I really like how it plays, and Gauss isn't there for me.) My biggest issues with Warframe designs is the insistence on asymmetrical designs. It feels off and wrong to my brain. It's part of the desired style of the game, and I know they won't go changing it for me, and it adds a little special design flavor that is uniquely Warframe, when you see cybernetic warrior pictures on the internet. As a result, I find few skins to be visually appealing as something I'd personally "like" or design myself (as an artist). There are few exceptions, such as Frost Harka... though I dislike playing as Frost in the current state of the game.
  10. This is the age-old "Why do solo players play MMOs?" thing... It's been discussed at length on many forums. * Some people like communicating and being with others... extroverts and the like... * Some people like playing on their own, but being part of larger world that gets consistent updates... occasionally interacting with other people, or working toward community goals while doing their own thing that contributes in some way. Warframe TRIED to add "forced" coop/communication play with both Trials and Railjack (launch, not current)... and this was at odds with another goal they had, to allow single players to accomplish pretty much everything (I'd have to go back to dev streams to get Steve's quote on that.) They ended up removing Trials (citing bugs...) and changed Railjack to being solo'able (there were things they could have changed to make it work better for random groups, like only letting the ship's owner be pilot, unless they assign someone else, and a few other things that have been suggested by myself and others on the feedback forum). Warframe may be a co-op game, but it's created in a way that can be solo'd. You can group up, and there are benefits to being in a team, especially one that coordinates the abilities of the warframes you bring into a mission (support from Styanax, Protea, etc, can really change what sort of modding and focus schools you choose on the other frames brought into the mission in question, for instance.) Communication is more for having fun together, rather than being required for coordination and completion of specific objectives, with few exceptions, and while some may consider this a "bad thing"... it's core to Warframe's design priorities (allowing Solo play.) I find it highly unlikely that this will change significantly, and that suits me just fine.
  11. I play with the game muted, and without headphones... on a controller... so... yeah... you're never gonna hear me speak or type. I also play mostly solo. Occasionally (rarely) with a roommate and a friend from overseas... in which case, I do put on my headphones, and we create an out-of-game playstation chat group. I am not interested in communicating with people. I'm not there to make friends. I'm not interested in content in my farming that creates risk that I'll lose all the stuff I've gained, so I don't do super long farms, or defense missions, etc, where there are failstates that can rip all that hard work away.
  12. * Time is valuable. Forced schedules and lock-outs are not well-suited to today's gamer. (as compared to the heyday of MMO popularity, when people could sit around for a couple hours just looking for a group to go get experience, let alone raiding, and still be happy about it.) * Just because it's something every major MMO does, doesn't make it a GOOD thing. (this goes for about anything in this world, from customs to company procedures.) * People buy boosters, so they do technically pay to play (at a higher efficiency.) * They should have learned from Eidolons and the other open world cycles, which frequently receive these criticisms. Free is not an excuse or "get out of jail free card".
  13. This is a good question. None. I choose my frames like tools for the job (when there is a specific task required for a specific reward/goal.) When I like to relax and play however I like, I default to Inaros and run capture or exterminate. He's not a good fit for other missions, and I don't find the other missions to be particularly fun. When I need to level a weapon, I grab Loki and run spy missions. When I need to run a defense(stationary) mission solo, I run Frost, if it's a mobile defense person, I'd go Protea or Wisp or Styanax (Styanax to support the rest of the team who might have better defender frames.) None of those 3 frames have primes yet, so I don't have them fully invested in, and I dislike defense missions in general... anything where I have to care about anything except keeping myself alive, and the thing that can cause failure is out of my personal control to actually prevent said failure aside from killing everything before everything can get in a lucky shot... is just not fun. (EDIT: prior to the Vazarin nerf, I could bring ANY frame into a defense mission, and still be able to do just fine with Protective Dash, but now it's useless, so my selection of frames for defense is miniscule.) For Survival missions, I only use Nekros. Nuff said. I run Lavos as my Railjack pilot. For this reason, I highly dislike the open world bounty systems, and Duviri.
  14. I stop playing when it doesn't feel fun to play, and I'd rather play something else. I don't let one game be my one and only source of entertainment at any given time. I play several games. Sometimes I go through times when I don't play any games at all.
  15. The Circuit, for all the "if you want Warframe content from the update, just do this mode" hype, falls flat for me as well, and some of those changes would help remove some of the pesky, nagging, wrongnesses imbedded in the very concept of the mode. In particular, the combination of the randomness of frames and weapons making it impossible to plan for your run and potentially coordinate with a pre-made team, which is what most end-game type activities require of members, is completely impossible. Combined again, with the increased fragility of the Defense target innate to being the target of steel path buffed enemies, being the crux failstate for part of the endless mode being something that you can't always do anything about (given the random frames and weapons, you can't guarantee enemies won't destroy the defense target.) The host migrations have been a sore spot for a long time now, increased with cross-play, for whatever reason. For an "endless mode", host migrations are even worse than the rest of the game. Losing all the things you've collected is painful punishment for something out of your control, not even due to a loss of the game mode. This combined with defense being one of the objectives, with the notes I made above, makes it feel even worse. I will also add that the "choice" screen, to either stay or leave, is much too fast. It doesn't give anyone time to think, and if you get your attention taken away by real life for a moment, you can miss it. Also, it feels really bad to be the only person deciding to pull out of an endless mode, while the rest choose to move on... and since there is no way for the game to let in other people to replace you, as the others continue, it's even worse. The Circuit takes a bunch of the worst elements of Warframe, and magnifies them and their significance greatly. (I also think the fail state of endless missions shouldn't wipe out all of your progress, just the progress on the stage that you failed. That's always felt entirely wrong to me, and punishes pushing your limits, rather than encouraging people pushing... playing safe.)
  16. I think part of the dissatisfaction with some of these theme implementations, is the expectation vs what the Devs use as the inspiration. Rather than draw upon the obvious tropes and expectations of the people suggesting an "X" frame... they either look at the history of "X" and all sorts of wierd stuff that is related to it, or they go to their files of potential frames they want to make, and see if anything fits vaguely enough for them to say they "listened" to fan feedback/suggestions in the creation of the frame... at least from my observations. This leads to things like a "wolf" frame instead of a "werewolf" frame... and Revenant being a vampire instead of a sentient (correlations aside -- he's not themed to be an eidolon, except for visually, and the connections are a stretch at best, even those listed in this thread.) The "dragon" themed frame became Chroma... CHROMA... a color based frame. I haven't looked into the origination of Nova or Zephyr, though I'm pretty sure we'll find more of the same modus operandi. Xaku, the "broken" frame was another headscratcher for me. People can say the playerbase is too diverse to agree upon one vision for a suggestion, but there have been fully designed concepts with professional level concept art for several suggestions that look nothing like what we got. In the case of the werewolf in particular, I've seen a general concensus in what is expected from it... and people who liked the concept art and kit suggestions would likely be happy with either a 4-legged wolf, or the pop culture bipedal wolf-man... NONE of them were anything even remotely like Voruna. Just an example.
  17. I think the biggest contributing factor to the shift was the outsourcing of the design to that Darksiders guy... they threw the fan concept into a collaboration, and discarded the fan input on the matter. I'm quite annoyed by that ploy for hype.
  18. Personally, I prefer the bipedal bent lower legs of a wolf, hulking upper body of a wolfman, standing upright. However, the claws on their hands would not be well suited to using weaponry, so I like to think the weapons would become shoulder-mounted, or put on their backs somehow. Now, a Warframe doesn't have a basic "human" form... their human form is a freaking warframe... so, they're plenty strong as is... it's just the transformation would give them access to an alternate set of abilities, similar to Equinox or Sevagoth. I imagine the frame's humanoid form splitting open, its face opening into a snouted maw, muscle mass growing, legs bending into wolf legs, and their arms gaining mass and claws. In its Warframe form, I would give it buffs/abilities focused around its loadout of weapons. These might best be left to put detail into until the unit has lore for it. In its Werewolf form, I would use its loadout to act as stat sticks for its werewolf abilities. The Werewolf form: A passive might give the frame separate bonuses if they're on the Plains of Eidolon or earth tile nodes with day/night cycles... where either in day, the warframe mode gets buffed, or werewolf form during the night. But that's fairly restrictive unless they expand that sort of dichotomy to other tileset/worlds, so there would need to be a more generic always-active passive as well. (Inaros has 2 passives... the sarcophagus state, and the recover-life-from-finishers.) The first ability would be the switch between forms. I would make this a nearly free switch, so you could mix'n'match the Werewolf's abilities into your regular warframe gameplay with a minimum of conflict... this should not be an energy restriction, nor a long cooldown to force you into one mode or the other for extended periods. Melee weapon stats would be impacting the claws, and I'd make a melee stance for the werewolf form, treating it somewhat like Garuda's innate claws. Giving the werewolf a bonus to bulletjump damage and bonus damage on melee performed after a bulletjump, and/or increased range of the bullet jump's damage radius might be interesting, to encourage a leaping attack style from players (without locking them into Voruna's style of ultimate that doesn't even take weapon damage into account, making it really lackluster). Their second ability could be a howl based on their secondary weapon's stats, that would inflict the secondary weapon's statuses on all enemies in an AOE range around them. Their third ability could be a bite attack that's based on their primary weapon's stats. I wouldn't make this a physical bite (or not ONLY a physical bite)... but include more of a spectral element with a giant wolf head of energy shooting forward from the warframe. It could include a sort of innate lifesteal, and have plenty of range. I would not make it single target, so if you could bite a whole group of enemies, that would be better. Their ultimate I don't know at the moment... I mean, imagine if the warframe really did have the passive that changed based on day/night, and their ultimate could force the opposite state of day... I know that would ruin Eidolon hunts... so that wouldn't work... but that's the level of creativity that could be involved in an ability for a werewolf frame, just to open up minds to the possibilities.
  19. I want a melee focused frame that allows a melee weapon in all 3 weapon slots. I want this frame's kit to include utility that limits the battlefield they're actively engaged with to melee range with a field ability similar to Zephyr's turbulence (and it would also make for an effective help to keep a defense target safe from enemy guns at a distance.) Since this melee frame is putting itself in extremely close range to all enemies and their denial attacks, they'd need sufficient sustain built into their kit to survive close quarters combat. Since some enemy encounters are mechanically built around hitting ranged targets (Lephantis heads, Dargyns, etc), it would need some ranged damage component built into the kit, that would still make use of the melee weaponry. such as allowing melee strikes to hit a targeted enemy through a rift in space or physical projection of some sort (think JRPG's where characters swing their weapons on one side of the screen, and hit enemies on the other side.) I'd like this frame to be themed around the multi-armed nataraja/Vishnu, with visual elements allowing for ephemeral arms to be holding the currently unused weaponry. the cultural visual elements are not used much in Warframe currently, allowing for a unique appeal. (I know Nova has a multi-armed cardboard syandana... that doesn't work for me, and Baruuk isn't at all my style, nor is Nidus and his Phryke skin.) I posted a full warframe suggestion years back in the Warframe fan concepts subforum, but my thread was archived, so I can't go back and edit or update it...
  20. I'm sorry, I'll have to disagree with the heavy idea of "implausibility" due to technical limitations. They already have Zanuka units, from Alad V's pet, to the trio of dogs on Psamathe (or whatever that node's name is.) There may be a need for a few specific animations to match up to the nuances of player input and correlations to warframe functionality (such as ledge/obstacle interaction which I'd personally be quite happy not having auto-mounting and catching on those things.) However, I don't think these things are entirely out of the bounds of reality. The question becomes how such a quadraped interacts with a player's loadout, being unable to hold guns. For this, I'd say they could be shoulder/back mounted weaponry, so you can still shoot them, without needing to hold them. OR they could be treated as stat-sticks for different were-form abilities. A werewolf style frame has been a consistent demand for YEARS on the message boards. With the release of Sevagoth, there was hope. With the release of Voruna, there was despair.
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