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Koekiewollie

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Posts posted by Koekiewollie

  1. I think railjack shouldn't have released with basically 30 extermination missions, but instead only a few of them and then expand the missions gradually in a consistent pace, with a lot more variety, such as different mission types and locations. And along with those new missions, gradually introduce new upgrades for your railjack.
    Right now, what we have is a fun mode with a lot of potential but is incredibly repetitive. After playing a couple missions, you've basically seen the bulk of it. Taking out the same fighters and crew ships quickly gets old. I haven't progressed past earth, and I'm not looking forward to do so.

    We were promised a lot more variety, but we still haven't seen or heard any of it. What happened? I feel like development has bogged down (which goes for Warframe overall as well).
    I get the feeling that it's not really going so well with DE.

    Next, why do we need someone onboard the railjack to manage resources? Who plays warframe to refine resources and craft stuff while on a mission? Maybe it's just me, but how boring can it get?

    You know what might have been cool? Go into a mission where you rescue a vessel from a grineer attack. After fending of the ships on the outside, the entire squad can enter the vessel to clear it from hostiles. Basically turning it briefly into a regular Warframe mission. After that, the squad moves back outside and fends of a next wave of attackers so the vessel can repair it's engines or whatever. Then escort the vessel to safety.
    The stages could also be randomly combined, so it doesn't get so predictable.

    I really hope railjack can become what everyone imagined it to be.

  2. 8 minutes ago, Lers said:

    I am fully aware of what it can do and how high it can go. I still wouldn't call it great. Good, but not great. As for Rivens, I refuse to judge a weapon based on how good it is with one, given the extremely random nature of Rivens.

    I agree and I probably wouldn't be using it without a riven. It's almost as if they wanted this to be great, only for those that happen to have a good riven. I can understand the complaints about that.

  3. 1 hour ago, Lers said:

    While I don't really like major power creep on Primes, I wouldn't mind seeing some on the Baza.

    There is a severe lack of great (full auto) primaries. The Baza is good, but given that we have kit guns, and melee being the powerhouse that it is, its really not that impressive.

    A good riven makes this weapon truly shine against many enemies, except high level grineer. Against those enemies, it has to rely on bleeds or armor stripping, which still works, but it's not the best.

    To give you an example of its strength, with my riven it does an average of 3500 damage per shot. On top of that comes the bleed procs, viral procs, and it does 16 rounds per second.

  4. Some feedback for the Kuva Lich:

    I really like the character design, music and voices. However, I'm not entirely sure about the grind for murmers which seemed quite a lot to me. I wanted to do this solo, but switched to public because otherwise it would take too long and got tedious.

    Besides this I would make the following improvements:

    • The Lich territorial grab should be reduced a bit. I felt that the Lich took too much controll of the map.
    • A node cleared from influence should not result in your loot being taken
    • Lich should be killable at all times with the parazon after getting his health down, however, if not done properly (wrong parazon mods) he'll die and ressurrect and be more powerfull
    • Maybe it's me, but the Lich seemed rather immobile or passive during the fight. Make him more engaging.

    In addition to this, I might have an awesome idea:

    • When the Lich invades, he should be able to trap you and him in a barrier to create somekind of arena in which you have to fight. The only way out is by killing him or by getting killed yourself. Squadmates are free to pass through the barrier and fight along, but you have no choice but to fight or die.
    • In order to not disrupt the mission for squadmates, the Lich shouldn't be able to damage objectives. Also the Lich should not engange squadmates unless damaged by their weapons.
      To prevent squadmates from cheesing him, the barrier should block attacks from the outside, but allow attacks from inside to outside, similar to the snow globe ability for example.
    • When the fight is over, the Lich disappears and the barrier disappears and the mission returns to normal.
    • When playing solo, the mission objective should pause (in an appropriate way) so you can focus on the fight.
    • This method of invading, could also allow for invading in any normal mission, so you really get the feeling he is always on the hunt for you. However, he should not be able to spawn after let's say 20 minutes.

     

  5. 12 hours ago, ToaSirian said:

    Did i just read that the requiem mods ARE 1 TIME USE? That after you kill your lich YOU HAVE TO FARM THEM AGAIN??????? Boy, talk about grind on grin on grind. Yall at DE rally really cant come up with something fun, or remotely challenging without 4 layers of RNG?

    You can kill 3 different liches with the mods before they are consumed. I think its fine.

  6. 23 hours ago, (XB1)Lucas Jameson said:

    Honestly, the simplest solution I can see to this problem is: increase base armor level, prevent armor from scaling with enemy level

    +1, I was thinking the same thing. Or maybe compensate with more hp or something.

    Honestly, this would fix so many issues with the game.

    Why would DE not do this? Are they afraid? Even if there would be a huge backlash, if it's making the game better overall, wouldn't it be worth it in the end?

     

  7. 34 minutes ago, zhellon said:

    If we compare this to the other ability of another frame, which costs 100 energy and is not streaming, then for 4 orbs of energy Titania gets razorwing for 35 seconds, which is pretty not bad.

    With max efficiency, energy drain will be 1.25 per second. 100 divided by 1.25 is 80 seconds of flight time. So I guess that depends on what power efficiency you use.

    Edit: ok if you take cost for casting into account, its 75 divided by 1.25, which is still 60 seconds.

  8. 1 hour ago, Koekiewollie said:

    Moreover, invulnerable to the abilities of the enemies require that you leave the archwing mode.

    Ah, so you mean you can't hit those drones while in archwing 🙂 I think I only played arbitrations once with her, now I remember. Yeah, they need to fix that for sure!

  9. 4 minutes ago, zhellon said:

    Moreover, invulnerable to the abilities of the enemies require that you leave the archwing mode.

    Can you clarify this a bit more?

     

    4 minutes ago, zhellon said:

    In fact, you don't need companions physically. I talked more about making their effects work on razorwing.

    I get what you mean, but I don't know if they can implement it like this. It would sure be nice though.

     

    5 minutes ago, zhellon said:

    Because you're not using her powers like you're supposed to.

    Weird statement to make, as if you know how I play her. I frequently use all her abilities, including her 1, 2 and sometimes 3 and still don't run out of energy. If you start spamming abilities, yeah you will run out, but so will (almost) any frame.


    I didn't know these bugs. I'm still not sure about the enemies sometimes not being affected by lantern though. It seems that sometimes enemies just need some time to react and I am not sure if this is intentional or not.

  10. 29 minutes ago, zhellon said:

    Because all of her unique abilities are too limited to be able to use them. More freedom in archwing mode, more weapon choices, more interactions with companions, a more useful set of abilities, more useful ability control, better energy management. It is necessary to Titania. Let's not forget about fixing bugs that have been ignored for a long time. I don't think everything I've listed can be easily fixed.

    I don't see that many issues with Titania to be honest. More freedom in archwing mode would be nice, but I think she does just fine already. Maybe they could add the ability to revive and pick up and carry items while in razorwing. Also, I don't need any other weapon besides Dex Pixia. Maybe a better melee would be nice.

    It might be nice for companions to be out doing their thing during razorwing, but kavats or kubrows might find it difficult to stay close while you are in the air. Also, did you know certain companion mods still work while in razorwing 🙂

    Energy management is no problem for me (unless I start running into acients of course). She has got a pretty large energy pool now as well.

    Overall, I think Titania just needs some tweaks, and I am glad they don't do a completele overhaul.

    What bugs are you talking about that needs fixing?

     

  11. 11 hours ago, Ikusias said:

    DE did totally rework Wuong and nezha, why the Hek they wouldn't do the same effort for Titania?

    I believe that she's currently dead last in usage rankings

    Why would you want to rework a frame that has such unique abilities? They may not all be as effective as they should, but this can easily be fixed.

  12. 18 hours ago, Koekr said:

    I'm referring to the small teaser of some (possible) changes Rebecca outlined here:

    I get the impression that many people want a bigger rework, and that's fine, although DE is more likely to take some of these big rework ideas and use them for separate new warframes. As someone who's asked for Titania changes quite a few times before, I personally think these future changes are amazing.

    The first and second changes are fantastic and likely to be underestimated. She'll feel less clunky, sure, but her window of vulnerability during casting was enough of a factor to determine the viability of an ability. In most cases, Razorwing won, partially because it could be used without being in direct line of sight of an enemy, and usually you've already got it on. But with this change, her 1-3 abilities might just be able to keep pace with her 4, at least in terms of convenience, speed, and safety. Her 4 is also getting a cast point trim, but Razorwing's power is very continuous, so getting to that power a little faster is a drop in the ocean. On the other hand, if you switch in and out of Razorwing often, rejoice!

    The third change makes me smile, because some of my rework ideas involved Tribute synergizing with Razorwing and Tribute contributing to the number of razorflies, and here we have something similar. It also makes Tribute more rewarding, which I've always been asking for. Speaking of making Tribute more rewarding...

    The fourth change is an idea I've had exactly (thought probably never mentioned). Warframe's scaling system creates a massive gap between damage reflection and damage reduction that other games rarely have. Titania's incentive to take damage willingly is exceptionally low too. But damage reduction? That can be useful, especially on allies who might want it. It might not be something you want every mission, but certain Tribute buffs being situational is fine.

    My only disappointment is how Lantern wasn't mentioned. It's an ability I'd love to see shine most of all, but at the moment it feels quite buggy. However, I understand this wasn't the complete picture, and they may have other plans for Lantern and the other abilities. I'm just heaping praise upon these planned changes because I don't see a lot of praise from others and I really want these changes to be implemented.

    Nicely done, DE is finally listening.

    I'm also glad that they decided to tweak her, rather than doing a full rework. I really like her kit as it is right now, her abilities are very unique so no need to completely overhaul abilities in my opinion.

     

     

  13. 35 minutes ago, (PS4)rokkigarai said:

    I'm feeling a bit like I'm the only one who likes this frame. The buffs ain't useless if you're going for a full offensive setup for her. As well as going for a high speed flight playstyle. You'll never get hit with anything. For her 1, it's easily recastable and spammable, but you only ever need it when you're swooping down for a melee kill. Her synergies work well, I don't see a problem with her in my current playstyle.

    You're not the only one 🙂 Titania is the Warframe i play the most. I don't find her other abilities useless at all either.

  14. 1 hour ago, Tsukinoki said:

    Build times are a carefully metered time gate that is made to actually increase player retention in the long run.

    The theory behind it is simple and has been proven to work in lots of games:
    -Give the player something to look forwards to so that they have a reason to come back the next day and the next day and the next day
    Eventually the game will become part of the players daily routine and their chances of dropping the game and moving onto something else drops dramatically

    Think of it: You build a new weapon, it'll become available in 12 hours.  The next day you go "Oh yeah, I have a new weapon to try out..." so you sign into the game to collect the new weapon and move on.
    With a frame its a bit longer but its still "In a few days I'll have a new frame to play with..." so you remember the game and you remember to come back.

    Having something that gives you a reason to remember the game and sign in day after day after day is vital to a game like Warframe.  Daily players are the most important players for a game like this.

    This even extends to forma.  You have to remember "Oh yeah, I need to collect my forma..." every day you're building one.  This means you're thinking about the game every day.

    Its a proven player retention practice.

    I could not have said it better myself.

    So... Do you believe Warframe still needs this system for players to keep coming back?

  15. 26 minutes ago, SilvaDreams said:

    Ever heard of a Non Sequitur? Well you just used one.

    Of course we didn't have to buy riven slots back then, there were no riven slots. There were also a lot less frames, fashion pieces, weapons, pets...

     

    17 minutes ago, SpicyDinosaur said:

    Rivens didn't exist then. Also, there have always been riven slots since their implementation.

    You both missed the point.

    He implied we shouldn't complain, because at least now we don't have to pay for revives.

    So I replied with an example on how a system was introduced to make us pay again. (Again, something i don't mind)

    I hope you get this, I won't clarify this any further.

  16. 23 minutes ago, Hypernaut1 said:

    I think the timer is not than just a f2p mechanism to get money. I think it's also there to purposely slow you down and build anticipation. When a game is all about grinding, they don't want people crafting a ton of things and just bullrushing through everything. 

    Also, for those of you that NEED to rush, just treat for plat of you want to do it for free. You can earn the right to rush in game. 

    Thanks for your answer. Maybe it builds anticipation for people, but it's not working for me. When I'm crafting an item, most of the time my excitement becomes so low, I almost forgot I was crafting it.

    I think this mechanism isn't in place to prevent people from bullrushing trough the game. Why? Because you can still bullrush through the game by crafting a ton of things while waiting for items to finish and rush through other stuff at the same time. There are other mechanisms far better in slowing you down such as daily caps, resource grind and drop chances.

    There is one case in particular where you notice these timers slow you down, and thats while doing certain quests. I don't see what the advantage is by artificially delaying a player from progressing through a quest. It takes me completely out of the experience. I often wonder what I was doing last time, which makes it it feel incohesive.

  17. 5 hours ago, (PS4)R3N36AD3 said:

    Nope. The only people that gets annoyed by the foundry timer are the impatient new players.

    What are you even basing this on? Are you assuming I am a new player?

    I've got another example. I play with my brother on an irregular basis. We help eachother with achieving items. But when we or one of us achieves a new item, we can't try it out together beacause we need to wait. We usually don't know when we'll both be online again, which means that we rarely get to try out new stuff together.

  18. 2 minutes ago, WhiteMarker said:

    And what if people just rush through every content there is?
    Then these people will get burned out on the game, and will quit. And that is something a game like Warframe doesn't want to happen. Warframe isn't a buy2play game where it isn't important if a player stays or leaves. In Warframe it's all about people staying for a long time.
    If it wasn't for building timers or other time gates, I could finish up new content from an update in an afternoon and I would still have freetime left...
    People already complain about content droughts. Imagine this without time gates like building timers.

    I agree, that's probably something to take into account. But... the majority of the time spent is on grinding wouldn't you say?

  19. 1 minute ago, WhiteMarker said:

    I have no figures. But you started talking about removing rush costs, because DE can make money with other things.
    What you are saying is basically you giving up parts of your salary, because you know, you still make some money off of the rest.

    Well, who knows, maybe it scares off new players? Which would also amount to lost revenue. If the rush option isn't used as much anyway, why keep it.
    However, only DE has the right information to make the correct decision. I suppose it will be a very risky move, because there is no going back.

    It seems I can conlude that the majority here thinks that the time has not come to debate this.

     

  20. Just now, WhiteMarker said:

    So they should make slots more expensive is what you are saying? Because they would have to do that to cover for the removed rush costs.
    I bet you wouldn't be as willing to pay for slots if it was 100 plat for one warframe slot.

    No that's not what I'm saying, I just gave an example. I don't have the exact figures about how much the rush option is used, do you?

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