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tdDaz

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Posts posted by tdDaz

  1. Question : I would like to hear the teams thoughts on the current state of combat in missions. This is partly balance but also about enemy variety and mechanics. I think there needs to be more things that ai can do to disrupt players unstoppable rampage of bullets and warframe powers. For example the shield grineer is a really cool enemy type but is rendered completely useless in its role because players can shoot his feet, his head or use punch through mods to completely remove this obstacle. The only enemy I stop and think about while playing are the infested disruptors, as they have a punishing (but avoidable) attack.

     

    I wish the game had MORE enemies that made me stop and consider the situation. Perhaps an enemy that can parry bullets back at us like we can at them? An enemy that creates hard cover for allies by deploying shields? An enemy that can absorb our warframe powers and then use them against us?

  2. Whenever I invite a friend to a T1 capture key mission they will lose connection as the map loads.

     

    This happens every time. I tried different key types (survival etc) and they work fine with the same friend. I traded my T1 capture key with this same friend so we could test it the other way around and then I lose connection when loading the map.

  3. Definitely a bug, I've had greandes that are literally a hundred meters away one shot me :P

     

    Maybe others can help confirm this but I've only been able to get this bug to occur when I am NOT hosting the game. This makes me think that it could be lag related or the host pc thinks the grenade is closer to you than it really is, or bounced off something that wasn't there on the client machine.

     

    Needs testing, but I've never been able to kill myself when playing solo.

     

    [edit] ahh, I see others have come to this conclusion also. DE pls... :)

  4. This just happened to me. I wanted to upgrade my rifle fire mod to max rank, so I go into the mod list and find my highest rank hellfire mod, it is one notch away from max rank so I start feeding it duplicate hellfire mods and cores until the bar fills, then when applying the fusion I get the (Frustrating!) error that the mod is installed in weapons and will exceed their capacity and that you cannot continue. I click ok but then another notice pops up asking me to confirm the fusion.

     

    I figured this might be some new functionality to solve the annoying issue of having to remove the mod you are upgrading from ALL loadouts before being able to upgrade it, so I hit ok and the fusion completes.

     

    Except that the hellfire mod is still one rank below max, and all the duplicates and cores I fed into the fusion are gone.

     

    Sadface.jpg indeed!

  5. I would really love to see some of the ui moved into the gameworld as 3d assets rather than more bars on the screen.

     

    I suppose a great example would be Dead Space, you have your health bar running down your spine as a coloured bar. I would love to have something like energy shown visually on the warframe rather than as bars in the ui. Stamina too. I would also like the sentinel info treated in the same way to again free up room in the ui. have it displayed on the sentinel itself ingame (perhaps it fades when in combat, and appears when out of combat)

     

    I'm not a fan of all the clutter around the crosshair. I realise that is where the players attention is but really prefer a very clean crosshair with as minimal ui as possible around that area. Honestly, the less of the ui I can see the better, aside from critical stuff like health and shields.

     

    I love the way the ui shrinks and fades when you aim with a weapon, please keep that!

     

    The ability bar at the bottom seems useless. Maybe if skills had cooldowns you would need something like this to track that but they don't so? Hopefully stuff like that will have a toggle option or something similar to hide it.

     

    I like the font and colours though :)

  6. I like this new invasion system but could you consider changing the available mission types for infested invasions? As far as I can tell they are all Invasion type which makes them feel very repetitive after a few runs. I know I certainly miss my infested defence missions!

  7. Just a heads up, I was playing a few hours ago and got stuck on the "Gear" ui. Back button would highlight but was unresponsive, esc key didn't work to exit the menu etc. In the end had to ctrl+alt+del.

     

    I had been moving around items in the inventory slots (specifically ammo boxes) and adding a derelict vault key when it happened. Maybe you already caught this in a hotfix but just letting you know in case :)

  8. After trotting around the new tileset a bit I came across quite a few visual errors and some gamebreaking issues. See below:

     

    1) There is no hack panel in this connecting room and you can get stuck in there, forcing a map restart

    http://cloud.steampowered.com/ugc/919018223086336460/A90A9D58AFAE4E243AD52721CB7ECCCBBFC0CF95/

     

    2) Holes in the world in multiple places across most tiles, sorry it is not very clear where some of these locations are from the screenshots, perhaps the minimap can help!

    http://cloud-4.steampowered.com/ugc/919018223086330900/296306F31E59445D84811F5902EDB4F6D7D9E63B/

    http://cloud-2.steampowered.com/ugc/919018223086328879/49BADE00A2F8C1A77E5DAE8DB6B488C7FEDBF0CC/

    http://cloud-2.steampowered.com/ugc/919018223086312773/BC92A7FAD5E358BDDE56151C7A6175EF1A2EF623/

    http://cloud-2.steampowered.com/ugc/919018223086304954/D6B2FE735763C02AFF687F3F50F69649A9AC55A5/

    http://cloud-2.steampowered.com/ugc/919018223086298647/33869DE59B1DDF3779930617267F77CE822DAA68/

    http://cloud.steampowered.com/ugc/919018223086324916/722E36AED83E7617CFAD428E3C2B35CF9ABEA9DF/

    http://cloud-2.steampowered.com/ugc/919018223086315291/0491E113C83A006A2D59B0A5940D4403259E9854/

     

    3) Problems with map geo -> skybox transitions

    http://cloud-2.steampowered.com/ugc/919018223086303407/2CC8C30F697B0F748DC3AB662609BFF3AD7FF61C/

    http://cloud-2.steampowered.com/ugc/919018223086300731/D16BC31253AE1B8CD015EC8388BC98E11FC5BF9C/

     

    4) A few areas are marked as "out of bounds" and will respawn the player when it looks like they are perfectly valid places to be in the level

    http://cloud-2.steampowered.com/ugc/919018223086317360/95DB68D420EE6EFD5F2AD93A0C4CBA00DCE0A215/ (drop down onto this outcrop you will be respawned)

    Seems to quite frequent around areas with water, perhaps the trigger is placed a little too high and can catch some players by accident

     

    5) Elastic flags in some areas :D

    http://cloud-2.steampowered.com/ugc/919018223086327029/D1938DC385C57762B3024A3409CA340DBF4DDA98/

     

    6) It is possible on exterminate missions for enemies to spawn in the players starting tile at the top of the shaft and therefore be unkillable as players can't get back up there to kill them (barring Nova portal heh).

  9. I'm not sure I like the idea of selling high ranking mods to other players. My gut reaction is that mods are a measure of progress in the game, I worked hard to upgrade them all to the point I have and the idea that someone can just buy a max rank serration/hornett strike etc seems wrong to me.

     

    Perhaps a better system would be swapping out any unwanted mods you have in exchange for a *specific* mod that you do want. Lets brainstorm:

     

    1) Swapping unwanted mods will give you X random mods back

    2) Getting a specific mod will cost you more of your unwanted mods

     

    So if you wanted a high rank Hornett Strike you can trade for Hornett Strike mods and get the best efficiency fusion.

  10. Just another one of my rare brain dumps :) I have a few ideas for an infested sabotage mission, as you are all probably aware the current infested sabotage missions simply use the power core/mining machine objectives and while this is fine and works within the visual style (Ie, you are on a corpus ship that just happens to be infested while you are destroying the core) I feel like another variation that is more heavily infested focused could be very cool. SO :

     

    Destroy the infested biomass.

     

    This sabotage variation could occur on any current tileset, with some subtle tweaks.

     

    There is only a single sabotage target, the infested biomass. The tileset will be spawned with the infested goop. The post process effects / fogging / tinting will slowly change as the player gets nearer to the biomass objective, the aim here is for the ambience of the level to change as the player makes their way through it, it should start off looking like the default tileset effects settings, and slowly change to a very dark, foreboding and eerie ambience as the player reaches the biomass.

     

    Enemy spawning will be subtley changed. Essentially stronger enemies will be spawned in greater numbers as the player gets closer to the biomass. The infested are actively trying to keep the player away from this area, so as the player gets closer the horde will get more aggressive.

     

    Once the biomass has been destroyed the player should feel incredible pressure to get to the level exit as fast as possible, this is probably best achieved by swarming the player with enemies (maybe large amounts of smaller creatures?). The horde is PISSED OFF :)

     

    As for the biomass itself. I'm sure everyone has their own idea what it could be, I just want to describe some interesting mechanics here :)

     

    So a unique mechanic seems appropriate here, I was thinking about some sort of small defence event where the player has to plant a device onto the biomass and then protect it for a specific amount of time until it completes its job (killing the bioass, or weakening it enough so the player can kill it with firearms?) While this is happening, waves of infested will be  swarming the player.

     

    So, there we go. I think a mission structure like this could be very cool, with the player(s) getting more tense as they get closer to the objective, with a big explosive finale as they charge to the exit point before being killed. What do you think?

  11. Is this the room in question?

     

    2013-07-20_00003_zps25f95a54.jpg

     

    Agreed, this room is annoying as hell. It's very fiddly to move around in, it's hell to work out where the minimap "!" wants you to go (I should explain, I mean its even harder than usual to work out where I should go to progress when in this tile) and all the crazy jumping the npc's do is both hilarious and stupid :)

     

    Personally. I feel like the bottom of the tile should be changed so you can walk on it and ahve some stuff stacked at the bottom so you can gain some height and ledge jump/ wall run to different areas from the very bottom. I would also like to see a shaft added inside the center structure that lets you wall run up to the higher level.

  12. I have a couple of issues with the new Ancients :

     

    1) No visual difference between types, ie. colour.

    2) Too thin & small! The old ancients were really bulky and towered over you somewhat. When you saw them running at you it was pretty terrifying! These new ancients feel like they are made of paper. A lot less threatening to look at.

    3) Their attack animations are nowhere near as hefty. The old ancients would lurch back their entire body and you really felt the impact of their tentacle attack. The new attack animation is very wimpy in comparision. It has lost a lot of power compared to the old animation. I miss that :(

    4) There is all kinds of strange ragdoll bugs with the new model. They tend to go completely nuts when you kill them and spin all over the place, arms and legs wobbling! :) This can be so violent at times that it causes a significant framerate hit (talking 60fps -> 10-15fps while the ragdoll convulses).

     

    Issues aside, I like the artistic direction that DE is taking the infested (but beef up the ancients, heh). Would love some more lovecraftian stylings for them. Would be awesome to see an infested tileset at some point with some seriously warped extradimensional environments.

     

    While I'm posting, it would be creepy and awesome if the ancients could grab you and eat your head with their mouth tentacles, then spit you out afterwards :)

  13. I play this game waaaaay too much, and over the last months I've had a few ideas that could improve the levels in various ways and wanted to share them:

     

    Local environmental effects

     

    What I mean by this is that effects like the ice & fire themes could be contained to just a few tiles or an entire "floor" of a level. It would help to mask the repeated nature of tiles in maps if they felt slightly different within the same map. I think it would also create more interesting gameplay as in certain areas would be affected by the ice debuff and would change your playstyle accordingly in those areas.

     

    More environmental effects

     

    Current effects : Ice. Fire.

    New effect : Gas leak : this would bring in a really dense, close fog to tiles that restricts view of far away objects and enemies. Can perhaps clear the effect from tiles/floors by intereacting with terminals in those areas.

    New effect : Low/High gravity (grineer/corpus ship maps only?) : gravity generators damaged which affects gravity of all objects. Warframes athletic abilities affected.

    New effect : Poison : Similar to the Fire theme but leaves pools or pockets of poisonous gas around the map, tints the distance fog green also. This poison would work similar to the Infested ancient poison attack and slowly deplete the players health when they touch it.

     

    Misc map changes

     

    Damaged doors : So in the Corpus Outpost tile set in the generator room tile there is a half closed door that you can slide under. Have this door be a randomly generated door in all Corpus maps, it's a nice piece of randomisation! Difficulty would be how do AI react to this? Can they open it? Also another possible problem is visibility blocking for performance reasons. if the door is never closed, you have to render everything behind it. I think I just worked out why DE hasn't done this already :D

     

    Additional in-map minigames / events

     

    So many ideas here!

     

    Additional door types with mechanics : Security Bulkhead, cannot be opened by hacking. Player must "use" the open/close button and start an overload which takes time. During this time the map will spawn waves of enemies to try and "disarm" the button while the player defends it. This is cool because a) Creates a mini defence mission within the map and b) this door help solve the issue of "runners", players that sprint ahead across the level leaving others behind. During the defence minigame other players would have a chance to catch up!

     

    Additional door types with mechanics : Door breach! Players cannot open this door, but when players reach this door the map will kick off a small scripted event where the enemy breaks open the door and assaults the players. grineer would cut through the door with a blowtorch and then throw grenades through before assualting. Infested would just maul the door down (heh). Corpus could use some sort of beam that melts the door. Purpose of this? Again it provides more variety at doors and also (again) helps against the problem of "runners" described above. The door is simply not openable until players are all there. (hmm, probably bad idea, could be used to troll. Perhaps have a backup internal timer that will start the event even if all players don't arrive at the door).

     

    Additional enemy event : grenade death. Fairly uncommon/rare event. If a grineer or corpus soldier dies they can prime a grenade as they die as a sort of final "F U" to the player. This would need to be telegraphed (new animation perhaps, or the grenade rolls onto the floor flashing). Decent damage to the player if they don't avoid it.

     

    Additional level event : tripwires (and tripwire types!). Scattered around maps there could be tripwires that cause various effects if broken. Setting off explosives, activating an alarm (byebye stealth!) , knocking players down. Tripwire types : lasers (corpus) standard black wire (grineer) mucus/gross stuff (heh, infested). Would have to be fairly rare and fairly easy to spot as players tend to zoom around maps without much regard atm.

  14. There seems to be an issue on my system with PhysX particle effects causing some serious slowdowns. In Update 7 the game ran very well with everything turned on, this is a new problem with U8.

     

    Seems to be most apparent with Ash's fully upgraded shurikens. The blue swirly impact effect tanks my framerate by about 30+ fps (!!) and then recovers when the effect dissapears. Other PhysX particle effects do drop the frame rate slightly more than they used to but nowhere near as badly as the shuriken effect.

     

    Im on an intel i7 950 / 6gb ddr3 / Nvidia GTX 460 1gb / Windows 7 64bit / Driver version 314.22 / PhysX software version 9.12.1031 hope that helps it tracking it down.

  15. New mod ui is a big improvement! The only thing I feel is missing is that it can be difficult to find duplicates to fuse. Perhaps list all duplicates of the mod you have selected before listing other mods in the category?

  16. Some more brainfarts for the Grineer enemies:

    Grineer Commander switch teleport skill : Make it have a short cast time and be targeted on the floor where the player is standing. This gives players a very short window to dodge the skill or at least see it coming and can prepare. Could be hilarious to push an enemy into the skill instead and have the Commander swap places with them :)

    Seeker Mines : One at a time, when they attach to a player they "suck" the player towards to Grineer that threw it?

    Higher level enemies of all types & factions : Perhaps they gain elemental effects on some of their attacks at high level? I feel the gameplay doesn't change enough as you climb through the level ranges. It actually gets quite easy once you reach a certain point (so far at least), defence missions notwithstanding, enemies need some more bite or tricks to take the player down!

  17. A week or so ago I bought the Ember Warframe BP from the market with IGC and was busy collecting the individual part BP's from the boss that dropped them. Yesterday when I logged into my account the Ember Warframe BP has disapeared from my inventory and is not present on the crafting screen either.

    Unsure if this is a UI bug or an inventory system bug?

  18. I had a lot of trouble with Infested until I started putting freeze mods in all my weapons for Infested missions. That single mod, even un-upgraded, single handedly makes Infested so much easier to deal with. Simply tag a bunch of them with freeze rounds and you can move around freely and deal with each one in turn. This tactic is fantastic against the chargers as you can now outrun them or dodge their melee attacks.

    Interesting that there is a 4th enemy faction type in the works! I had no idea, that is very cool to hear.

  19. I believe this *could* be related to the new nvidia WHQL drivers (314.22) I have had not one crash in over 2+ weeks of playing Warframe and now I've had 2 freezes in the last day since I updated my nvidia drivers to the latest version (with the bioshock performance increases etc).

    May be worth removing and reinstalling the last WHQL drivers instead and see if that clears the issue up.

  20. I've been having a gret time so far in Warframe and I just wanted to write down some thoughts about the enemies in the game and some ideas for expanding their tools and gameplay, what do you think?

    [Grineer]

    The issue I have with the Grineer is that there is not much cooperation or interplay between the various enemy types currently, unlike the Corpus for example. I think the addition of some sort of support unit could go a long way to spice up the combat with this enemy type.

    Something along the lines of a combat enginner or something similar. They could errect temporary cover walls for their allies, heal wounded soldiers etc. Similar to the shield drone for the Corpus in a lot of ways, changing the status of its close allies and reconfiguring the players priorities when they appear on the battlefield.

    Minor things : Freaking seeker mines and freaking large seeker mines! There must be a less irritating way to get the player to come out of cover and attack the Grineer!? :D Give a grineer a harpoon gun that can pull the player out of cover or something? :) Heavy gunners / bombads tend to stop shooting or are very hesitant to start shooting in most cases. It is very common to simply stand in front of them and take them down while they just stare at you.

    [infestation]

    Infestation is actually very fun and interesting in it's current state. The addition I would like to see is to make the Ancient Healer's actually heal their allies. I assume the green pulse they emit is some sort of healing wave that heals their allies (??) but currently it seems utterly useless at doing so. I would suggest a consideral buff to this ability so that the Ancient Healer is further diversified from the Toxic variant.

    I would like to see the toxic variant itself have a different attack from the Ancient Healer. Perhaps if it hits with its attack it poisons the player rather than sucks energy away (let the Ancient Healer suck energy still! -Maybe the more energy it sucks from players the more effective it's heals are!)

    Minor things : No crawlers in defence missions! :) Gameplay mechanic when standing on the "infested grass" spawned in the levels??? Maybe it alerts nearby infested to your location??

    [Corpus]

    My favourite of the 3 enemy types. Some changes that could make them more interesting is to allow the bomb drones to throw their orange bombs a short/medium distance so they can be used to flush the player out from cover in a fun way.

    I would like to see the green legged walkers (common variety) have some sort of ability added, as currently they just move and shoot which seems too similar to the Corpus infantryman. I'm drawing a blank right now regarding ideas however :|

    Minor things : Perhaps add a way to shut down the Corpus walker producing structures attached to most of the walls in Corpus maps?

    [Common issues]

    Something I have noticed occur far more often and far less transparently in version 7.x than in 6.x is the spawning mechanics for enemies. It is possible and repeatedly so to turn your head 180 degrees and then instantly turn back to your previous direction and in that short time an enemy or two could have spawned outside of your vision.

    Perhaps related to the above is the seemingly increased "back-spawning" of enemies behind the player as they progress. I understand that occasionally a backspawned squad of enemies can change up combat and keep the player on their toes, and in 6.x this felt quite good, however in 7.x it happens way to frequently to the point where I will wait in an area for the backspawned enemies to come through the door behind me in just about every new tile I enter. Very frustrating!

    Defence mission balance : Grineer toughest by far! Mostly due to the design of the Grineer defence mission level and the fact that 90% of their attacks are ranged attacks. I think the area you fight in needs a redesign so that the Grineer have to get closer before they have LOS on the defence target and can start shooting, currently they beging shooting practically the same second they spawn into the map which gives the player little to no time to react.

    In comparison, Infestation defence missions are by far the easiest, due to them being 90% melee enemies. You can kill most of them before they even reach the defence target. Perhaps again the level could be altered here to increase their survivability on the way to the defence target? Some more walls or pillars to block the player's LOS from the defence target area.

    Corpus actually feel pretty good in defence missions. Their outdoor map feels the best balanced with some long ranged alleys and more close range nooks. The height differences help here also to keep things varied. If the Infestation could be brought up to Corpus level difficulty and the Grineer brought down to Corpus level then I think things would feel a bit better.

    Thanks for making warframe, it's fun as hell!

  21. edit- I should note that this feedback is from a solo play point of view!

    Agree with the OP. When playing defence missions of approximately the same level range the Grineer defence missions are by far the most difficult.

    It's two things really. The size of the defence target (as the OP mentions) means that it is exposed from all angles of attack. The second issue is the ranged attack nature of Grineer enemies. As soon as they spawn out of doors they start shooting at the defence target immediately. These two issues combine to create a large difficulty spike when attempting Grineer defence missions.

    I think with some re-designs of the Grineer defence mission map layout these issues can be solved. Create some rock formations that block line of sight from the spawn doors to the defence target so that Grineer enemies have to get closer to have LOS. Re-design or add some defensive plating/rocks around the defence target so it is not as exposed to Grineer weapons fire. Another idea is to make the control panels around the center machine the doodads that take damage from Grineer rather than the large shaft machine. There are iirc two of these control panels so that could create some interesting gameplay where players have to defend both control panels which both contribute damage to the defence target health pool.

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