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TheVeiledScion

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Posts posted by TheVeiledScion

  1. 8 hours ago, Famecans said:

    Infested corpus tilesets need a review, the latest release of infested tilesets is in the orokins railjack bonus vaults, they are large and very nice clear tilesets.

    Apparently it’s on the way: 

     

  2. Very interesting re: Infested Corpus Ship. I guess that is next!
     

    I think the Grineer galleon tileset as a whole is in decent shape, but it could use some more diverse/interesting tiles (e.g., like some aspects of the Kuva Fortress).  I’d like to see some of the unique design elements from the Empyrean tiles brought over for both the galleon and asteroid tilesets. 

    I think what is more lacking with the Grineer and Corpus are 1) enemies and 2 variations on the standard game modes. Between open worlds and Empyrean, DE has upgraded both factions’ units to be more engaging generally, but that hasn’t come over to the tilesets. 

    One other thing that seems lacking by comparison is the added features that the various Orokin/Void locations have. The older, more standard Grineer and Corpus tiles could use some of those.

     

  3. High Priority changes

    The Derelicts and Corpus Outposts need to be overhauled to fit the new aesthetics of Deimos/Isolation Vaults and Venus/Corpus Ships. They are woefully outdated tilesets, along with their enemies. Swapping in the Deimos Infested and Corpus Ship units (though preferably Orb Vallis units) would go a long way toward making those locations relevant. Adding voice lines for each location’s “syndicates” would also be a bonus from a narrative perspective.

    Also, it would be nice — but not a necessity — if the Necralisk and Fortuna had the Relays’ Navigation features, but specific to Deimos and Venus. It wouldn’t need to be a direct tunnel like the Crysalith or Sanctum, but a way to get from the hubs to the missions would be a good quality of life update.

     

    Medium priority changes

    Assassination mission tilesets in general need to be a bit more unique compared to the other nodes. Without making them more complicated, the missions as a whole should feel more like you’re heading into a boss fight. This needs to extend to more than just one tile.


    Low priority changes

    Phobos: It’d be nice if Phobos could get its own tileset one day. Personally, I think the Sanctum hub and tileset would have fit better on Phobos (given how distinct it is from the Necralisk aesthetic), but regardless I think Phobos could use its own distinct look and personality. Maybe a Corpus asteroid? 

    Mars: I really wish the Grineer settlement tileset would get an overhaul, not just a lighting rework.

    Earth: I think the Grineer forest could benefit from a bit of a visual refresh, at least to bring it in line with the intro Awakening quest. It’s not a huge difference, but it is a bit better and makes it fit a little more with the Cetus environment.

     

    Pie in the Sky changes

    Not so much a tileset change as much as a star chart change, but I think the following changes would be neat:

    1) Break up the Orokin/Void Tower branches. There are already four branches that connect to different planets/moons. Instead of having the Void in one location, put those branches next to the planets/moons they connect to. Furthermore, we have at least three different styles of Orokin architecture now (Lua/Classic Orokin, Cetus/“New” Orokin, and Deimos/Entrati), four if you count Duviri.  It would be neat if each different Void Tower branch reflected a different style.

    2) This is a bit of a three-parter: A) More Empyrean Proximas: Mars/Phobos, Europa, Ceres, and Eris would be great, especially if Mars/Phobos was Crossfire and Eris was Infested. B) Since Empyrean missions exist, it would be neat to convert Archwing missions to surface level missions, with similar gameplay features as Empyrean missions. C) The Balor Fomorian and Razorback Fleet invasion missions should be overhauled to be like Empyrean missions.

    • Like 1
  4. I know it’s low priority (for good reason), but I hope one day the Corpus Outpost and Derelict tilesets (as well as their enemies, including Lephantis) get updated to reflect Orb Vallis/Corpus Ship and Deimos Isolation Vaults. An update to transmissions that adds Solaris and Entrati family to missions would be a bonus.

    The tilesets and their enemies are very dated at this point, and given that both Venus and Derelicts have a new narrative starting point, it would make each planet and its missions feel more relevant and interesting to bring the tilesets in line with the locations.

    • Like 4
  5. I like this. Not to bring other games too much into this, but it’d be neat if Operators had functionality a bit like Destiny’s Supers. Say each Focus school has its own special overpower ability with greater mobility and power, even if there was a limited duration.

    • Like 2
  6. No, because the entire concept just doesn’t work. Railjack is built around the idea of the Railjack as a liability, not as an asset.  It relies a great deal on Archwing anyway, which raises the question of why the Railjack exists at all if its so vulnerable and weak.  It’s a bad concept at its core.

    • Like 6
  7. Honestly Railjack is the most ambitious thing coming, especially if they want to also have it debut everywhere.  But the big things are just a few:

    New War

    Railjack

    Planes of Duviri

     

    Wolf of Saturn is just weekly alerts/challenges plus a comic tie-in story. They can do that.  Jupiter Rework is well on its way it seems so that’s probably already in the can. New War is probably going to be small like Sacrifice if they plan to get it out before Tennocon.  That leaves Railjack/Empyrean and Planes of Duviri, which I could see debuting November/December rather than Fall.

    They can get through most of the big things by summer.  The question is whether Railjack and then Planes of Duviri get delayed.

    • Like 2
  8. 3 hours ago, Kerberos-3 said:

    Possibly. You know, the Orokin seem pretty contradictory. They (seemingly) valued symmetry, yet the only one we've met has an asymmetrical form and they apparently hated twins.

    This is what I’ve not liked about the new art direction.  The Orokin are supposed to be about perfection, symmetry and uniqueness, with gold irises and perfect skin.  Ballas is the farthest from Orokin, and possibly having an Orokin faction in his likeness only obscures that. If they want to change the concept of the Orokin, they should just go back and remove all references to their symmetry and perfection. Otherwise, I do think they need to explain this.  I’ve been waiting for the “cold, gold Emperors” to show up, just because of how epic it would be to face them (in some form), but this isn’t it.

    Alternatively, if they explain that the Orokin are actually these asymmetrical blue beings from another dimension who came and took over and took human bodies (with Ballas simply choosing to appear in their true form), it might be acceptable (and interesting).

  9. My guess is that this is essentially some sort of Grineer-like Orokin faction that lives in the Void: 1) Duviri (duoviri/duumviri) indicating two rulers, like the Queens, 2) that Grineer/Dax-looking servant in the background, 3) the throne with Tower-like construction, and 4) the “planes”, indicating planes of existence/higher dimensions.  Of course, this could also be some group that’s imitating the Orokin and Grineer, but the similarities to both factions is striking.

  10. 12 minutes ago, Steel_Rook said:

    First of all, "you can play the game without this" is not a compelling argument. You can play the game without a lot of things. To a large extent, players make their choices based on how the system frames which choices are more optimal. Here, "optimal" is not the same as "necessary." Because so much of a player's performance is tied in their Warframe's abilities, which are in turn tied in their Warframe's energy, it's natural that players would flock to whatever options exist that regenerate, replenish or otherwise help with energy. That's why Zenurik is popular - because it offers an optimal choice, whether or not players need it.

    Secondly, a single choice being substantially more popular than all the others almost always merits change because it's indicative of a problem with game design. Specifically, it's indicative of unequal choices. I'm not arguing that Zenurik's Energising Charge is too powerful or that the rest of the Focus Schools are too weak. I'm arguing that Energising Dash is seen as popular enough to reduce the practical variety of choices. And due to the way Focus Acquisition works, players aren't free to switch gears once they've invested into Zenurik.

    There are always going to be favourites, but a functional system should have a generally more even spread.

     

    That's actually the weird part. Prior to The War Within, that's exactly what my Operator was - a cooldown nuke. Once I did The War Within, I felt that my Operator suffered a MASSIVE power downgrade, and turned into a squishy little girl. I've since gone quite a ways towards improving her, and she is pretty tanky right now... But that's STILL a step down from my invulnerable, massively-damaging, yelling operator of before. Honestly... I'd be perfectly fine with Operators working like Archguns, showing up for a time to wreck house, before disappearing back into the ship. The problem is that ship has sailed, to a large extent. A change like this would need to invalidate far too many systems already in place, not to mention completely uproot Eidolon fights.

    Failing that, I'd like to see Operators as a sort of "Emergency Eject" option. That would involve making the Warframe completely invulnerable while the Operator is out (vs. merely not taking damage but still eating status effects) and either making the pet similarly invulnerable or else switching it to follow the Operator and benefit from Void Mode. That would actually give them something of a role. About to die? Jump out as your Operator, throw your Warframe into a Dome Shield, let it recover while you survive "on foot" for a while. There are currently a few Operator Arcanes which sort of do that, but I'm of the opinion that those shouldn't be Arcanes. Let the Warframe regenerate health, shields and energy passively while in Operator Mode, let the Operator regain health while in Warframe Mode. Give players a reason to SWAP, rather than sticking to just one or just the other permanently.

    And yes, I'm drawing influence from Titanfall again 🙂 But the multiplayer experience in that game is a REALLY good template for how to handle dual character gameplay. Let the Warframe be the stronger fighting machine, let the Operator be the emergency not-so-strong fighting alternative who keeps the Warframe in the field until it can recover, then jumps back out once the real heavy-hitter is in the field. In fact, I'd go as far as to auto-pop the Operator when a Warframe falls and prevent the player from switching back to the Warframe until it's fully healed, as a sort of "last stand" mechanic. Which, incidentally, is precisely what happened in The War Within 🙂

     

    While that's an option, it's only a partial solution. The Armour system itself is suspect and Operators bypassing it is applying a kludge fix onto a kludge fix. Now, don't get me wrong, I'd like for Void damage to not be resisted by Armour, but I'm worried about turning Operators into a dedicated anti-Grenier weapon, when they should be anti-Sentient. If I had a random guess, my suspicion is that DE intended for the game to have a Sentient faction of some description against whom the Operators would be really powerful, but that either never happened or is still a long way off. Frankly, I'd hope that if that does happen, we get something less stupid than the cheese that are Battalists and the like.

    Oh I’m not suggesting they roll back Operators.  That would not be very feasible.  But, I do think adding new features that function the way Operator 1.0 worked, on top of the existing Focus 2.0, could go a little ways toward making Operator content supportive of the main content again.

    Also, I know many players do get very defensive or wary when talking about other potential competitors to Warframe, but I’m all for DE looking at the other games that are more or less in the same or similar genres (like Titanfall and even Destiny) and learning from them rather than constantly looking at games like Hyperlight Drifter or Rocket League that don’t really fit at all (sorry, Steve!).  In particular, I was thinking something like Destiny’s Overpower/Super mode (obviously adapted to WF so as not to be too overpowered and to more directly support Warframes) could make Operators much more viable and useful, especially if done alongside much needed changes to how DE does elite units and enemy combat.

  11. 1 minute ago, (PS4)Silverback73 said:

    I agree.  However, cue...

    ”This is not Wartween!” Rants.

    Well, back when we had Operator 1.0, I don’t recall too many people complaining about it.  And that’s because Operators directly supported Warframe gameplay.  I think there’s another somewhat similar game that has a similar overpower feature (I don’t want to name it to avoid that rant), but I think it could be adapted to work well with Warframe in the same way that Operator 1.0 largely worked.

  12. 32 minutes ago, Steel_Rook said:

     

    My point is that Operators feel tacked onto a game which doesn't need them and wasn't designed for them. On top of this, their movement is slow and clunky, their survivability is terrible and their offence is just about adequate AND swapping to them gets your Warframe pets killed as they stick with the now-inert Warframe. I'm obviously not saying that Operators should be stronger than Warframes because that would be silly from both a lore and a gameplay perspective - the game's literally called "Warframe," after all. But I feel they need to at least be less painful to use and DEFINITELY less painful to upgrade. Maybe that means Operator-only missions, maybe that means operator-only interactibles for bonus loot, or maybe that means making Operators not feel like they're running through custard as they move. It definitely means less of a reliance on Void Mode, in my opinion, because that's a REALLY boring mechanic.

     

    Actually, I think Operators do need to be more powerful than Warframes, especially if they are going to be made for quick use compared to Warframes.  But I think what needs to be done is that they need to be reconfigured around the main game play, and not around Eidolons or other separate boss fights that don’t really match with the core game.  Yeah, that includes improving Operator mobility, perhaps adding on to/changing how they function in combat, giving them a bit more powerful Focus abilities (can match this with revisions to elite units).  The simple fact is that Operators do need to support Warframe gameplay, and they should also be able to function like a sort of last resort overpowered mode that gets players out of a tricky spot.

  13. 13 hours ago, (PS4)robotwars7 said:

    what about giving the other focus schools some insane abilities to match?

    - Madurai Void Dash turns your operator into a massive bullet, propelled at lightning speeds and dealing truly insane levels of damage to enemies in your way, as well as leaving behind an AoE that deals additional damage over time. this is still reigned in by a limited energy pool, and armour scaling on it's own will reduce it's effectiveness at higher levels.

    - Unairu Void Dash gives your operator a short period of time where they have 95% damage reduction, so not invulnerable like Void Mode, but still allowed to use Amps and other abilities, essentially turning the operator into a mini-tank. perhaps give them the ability to draw agro from enemies as well, adding a true tanking aspect to them. Agro mechanics are in the game, as proven by Guardian Derision. again, this can only be doen when the operator has energy.

    - Naramon Void Dash gives operators a tmeporary Ghost Mode, where they cannot be hit by any attacks, and become invisible to enemies. but cannot attack either. they can go through laser grids and energy fields and ultimately make stealth easier, since that's what the Naramon School is about. 

    - Vazarin Void Dash produces a large healing AoE field on cast, and allies within the field get a massive buff to both health and armour. Vazarin is focused around support and we already have powerful healing frames, but there won't always be a trinity or Oberon in your squad, and for those occasions, this would come in handy.

    while I'm sure my suggestions may seem a tad overpowered, bear in mind that these have to compete with what is basically infinite energy with extra energy on top. these were attempts of mine to put each of the other schools on par with Zenurik without taking away from what the other schools are about. DE will still be required to balance these powers to some degree, so they may not end up quite like I've suggested. this was just my 2 cents.

     

    I think all the Focus schools would benefit from an additional layer of tree branches that 1) better balances the different schools; 2) greatly increases Operator mobility and gameplay; and 3) better reflects the gameplay styles the schools are said to be about.  A sort of 15s overpower mode that builds up like a charge might be good. In a way it could even be a bit like Operator mode 1.0.  

  14. Two thoughts:

    1) Anthem will likely bring in much more money than Warframe unless it completely tanks.  EA and BioWare have a bigger audience than DE. It’s just facts.

    2) Warframe’s biggest problem is that it’s still incomplete and its gameplay is still built around Unreal Tournament, when it should look to games like Destiny and Anthem for at least basic inspiration for how to do missions.  This is especially key for what DE is doing with landscapes and Syndicates.  

    Warframe needs to become a fuller, more complete game (rather than the patchwork of largely barebones features it still is).  I think DE can pull it off, but I think it will require more integration of content and, more importantly, more disciplined development than DE seems willing to do.

    • Like 1
  15. 2 minutes ago, HellVOps said:

    @slyd84 New players should not rush content, AT ALL. They should go at their own pace because the game can and will overwhelm a new player who knows almost nothing at the start.

    Like with your example: you have seen an event and rushed to it, with almost no time to explore and prepare your gear. Not every event is meant to new players, it just so it happens they chose to repair earth relay as the first one.

     

    As for new player experience, as everyone mentioned, it needs a lot of work and tweaks but not everything needs to be spoonfed to the players(The loading screens guidelines are good examples, read them). 

    It’s kinda hard to tell new players not to rush when most of the game’s new content still comes through limited one-time events that never show up again.  DE needs to better structure their game to be clearer and more accessible to new players.

  16. 4 hours ago, Rawbeard said:

    *corpus investigator without a robot head enter Fortuna* hello fellow Solarians, how do you do? *corpus investigator get's send back piece by piece to Nef*

     

    4 hours ago, Pooroldude said:

    How does fortuna generate profit for Nef? They missed investors showcase of the orokin tower and they do not seem to mine or harvest any resource.

    I do not see any point of nef keeping an awfully defiant set of workers that regularly(bounty) sabotage corpus operations.

    To me, the simplest question is, why doesn’t Nef just put some Corpus in Fortuna? They can clearly enter and take people at will to repossess their organs and body parts.  They clearly have more than enough bursas and combas to guard a relatively tiny Solaris home base.  This is where the logic actually breaks down, or at least isn’t very well explained.

    Also, one thing they could explain more are the rail agents/relative freedom of Solaris to take rail agent jobs.  How do the Corpus account for the flight risk?  Are there trackers? Do they have leverage? I get that the Solaris are really proud of working, but what incentive do debt-slaves have to keep working for an obvious oppressor?

  17. 1 hour ago, (PS4)Zero_029 said:

    In all honesty the only type of update DE could add that would please the Veteran & Hardcore community would be an update that:

    1. Add Multiple Landscape (Open World...) maps for multiple planets.
    (To keep the game fresh players need more than 1 map to play on. Plain & simple. Perhaps each planet would have 2 maps: 1 Lower-Mid Level, 1 High Level)
    2. New Mission types (No idea what new missions types could be without falling into the "annoying" or "Repetitive" bin)
    3. Some form of deep & cinematic storyline for each planet, map, with multiple outcomes.
    4. A complete revamp of combat & enemies. (Which funny enough people clamouring for challenge get up in arms about when DE attempts to change things. The scrapped Combat change comes to mind...)
    5. Time-Gated Content (Bungie has used this to some manner of success it seems.)
    6. Hardcore Daily Caps that are not boosted by Mastery Rank to prevent folks from maxing out asap

    All of the above is an extremely unpopular opinion...but lets be honest. It'd make content last, it'd also prevent the folks who get off from work/school & spend the entirety of their free time on the game from burning through everything in an instant, it'd also allow DE to give/offer the challenge that players desire; which at this point does require both an Enemy Rework & Combat mechanic rework. Such as the cancelled IPS & etc changes.

    Yeah the changes were highly unpopular, my only objection to it was that DE needed to ALSO make these changes coupled with an enemy (stats & armor) change. But overall they would have done what players have been asking for which to put it bluntly is a nerf to player power, & an interesting buff to enemies to create challenge so what content is in game & added to the game (Fortuna) remains interesting.

    But, the dev time on those systems I admit...would be something fierce.

    I fully agree with #1-3, in fact I’ve been mulling writing up some fan concepts about it for a little while now.  I’m not sure multiple outcomes would be doable in every case (and DE would need to make some major innovations to make that mean something), but certainly a sense of consequence needs to be introduced.

    I’m not sure about a full combat revamp, but definitely combat needs to be reworked to be much more engaging and exciting (Fortuna’s enemies are a good start, but more is needed). That includes upping the number of NPCs that can spawn at any given time.  It’s 20 or so right now? At least 40 would be good.  Also, I think melee needs to be reworked to allow for duels (true parry, better blocking, countering, etc.). Those two changes would be a good start

  18. It did, very briefly.  It’s not so much the quantity of content but the quality that’s an issue.  Don’t get me wrong: Fortuna is a massive step above PoE and I’m spending a lot of time there, but it’s still lacking the sorts of content that would make it more engaging, replayable and able to hold my attention.  I’ve got some ideas of my own about how to do that, but for now I’m just hoping Fortuna part 2 brings more enjoyable Operator features rather than what it has been.

     

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