Jump to content

7grims

PC Member
  • Posts

    4,284
  • Joined

  • Last visited

Posts posted by 7grims

  1. Hello.

    I discovered something weird about slight of hand, I can only see it as a bug or unintended nerf.

    - If i dont equip stretch (range mod) her 2nd ability does not have a timer, the trap just sits there until its triggered by a enemy.

    - When stretch is equipped, the ability gains a timer, and unspawns at the end.

    The wiki describes 2 "modes" for slight of hand, jewels and booby traps, but this doesnt seem to be the factor for timer or no timer. (as far as i tested)

    Basically this doesn't make sense, and I would obviously rather have a 2nd ability that isnt time limited, since it better, it stays there until it catches an enemy, versus being there, the time ends and no enemy was caught, meaning I just wasted energy on it.

    Additionally, the stretch mod is useful for her ultimate ability, but as i said, it breaks the functionality of the 2nd ability.

     

     

     

     

  2. Since surveys arent clear information, but a matter of  interpretation, here is my view:

     

    - Fishing, mining and scanning are extremely not fun, warframe is a fighting game, an action game, those activities like fishing are not enjoyable, and they should definitely have alternatives, to adquire the items and resources. (As the matter os scanning and the codex, you failed big time, you completely missed the goal, of having a codex as an information guide, instead its just another not fun, not useful feature, that is grindy and bad.)

    - As an open world POE is very very poor. It's a huge area with little content, and 90% emptiness; unnecessary, bad design, all the actual content could have been compressed in 1/8 of the map size, and it would be more engaging, dynamic and interesting. Quality, not quantity.

    - Enemy difficulty and challenge, you went the wrong way, you made enemies powerful enough too kill the player in 2 seconds, instead make the enemies resistant, the player should take a wile to kill them, but they shouldn't insta kill if the player is actively moving and evading. Make them drop mining, fishing and any other new POE resources, and alternative to those activities is needed.

    - Cetus is another pointless relay instance. The only thing I get with this failed immersion is "excalibur ghosts" (when the frame/character is constantly loading), cetus is therefor unneeded, would rather had seen it on POE itself with no HUB features, and we could have had instant access to start a new bounty, instead of the huge amount of time we loose loading in and out of cetus. A waypoint in POE, to show were the cetus entrance is, is very needed, any waypoint orientation, a north or a south marker at the very least (and the augmented mini-map is terrible, unusable, you didnt put one single effort of making it barely practical, shame on you)

    - Archwing on POE (skywing), it fails to reach its purpose. This was a huge red flag when i saw it on teaser before POE was released, for a dev to go to the trouble of adding a vehicle in a open world, it was a sign that this open world would be big and empty, and it is. But, what I find to be the worse problem of all this issue, is the lack of keeping a consistent design logic, you know the players waste a huge time navigating the map, so you create an alternative, only to get lost in your own solution, and block it behind grind and consumable items, its either an all time all access tool or it isnt, make you mind. In the same way, we saw the use of the liset during the quest, and right after you block the possibility of extracting with the liset as a regular exiting mechanic. Make a fast travel/ teleportation possible to extract to cetus, and also extraction with the liset possible. There was a point in time (2014) you forgot player experience and practicality is more important then immersion, forcing us to to go tot cetus just to exit or restart a new bounty is a immersion nightmare, bad design.

    - Resources and ammo, this is not has bad as archwing mode, but its the same mistake you made there, in archwing missions you knew the guns needed to be self rechargeable, because in a full 360ª place it would be unpractical to catch ammo and keep on fighting, and then you failed right after by making all loot fly out trough the space. In the same way, you know POE has the same problem, why else would you design ammo dispensers trough the map, and again repeating the same mistakes, POE is a place were tall grass vegetation etc, makes it unpractical to catch loot, and you do know this, again you created ammo dispensers. Stop being constrained by our own old designs, in both archiwing missions and POE, all drops need to be adquire on enemy death, instantly added to the inventory, not even universal vacuum is acceptable.

    - Future open worlds, dont rush it, make them have live, fallow the "30 seconds rule" in a open world a players should be a able to walk at any direction and within 30 seconds he should find something interesting, something to do, any content. Dont make another huge flat map, dont even make another natural environment map, make a city, make a big outpost, make something that uses also vertical navigation, any kind of tall building or towers, warframe is a sci-fi game after all, and the population, doesn't have to be restricted to enemies, pacific people and any other allies also make good content for open world pieces.

    Eidelons, I still see no point of playing this content, stop pushing your agenda of operators, its not working, just like archwing will never be a thing. I see no point in grinding for operator content, when these are not more powerful tools then the ones we have (warframes and weapons), nor they cant be more powerful then warframes, because warframes are the main heroes of the game. You should have picked up the operators and schools, and made them the universal tool for stealth gameplay, this is were operators and focus could have had a tangible useful place, and be something important.

     

  3. Just had an awful event experience.

    A shady text with loose info, instead of linking the players directly to cetus/kanzo.

    A boorish mission, that integrates all that is wrong and bad about the POE, huge map with no content, so its just running to here and there waste of time.

    Mission ends in a bug, no rewards.

    And the biggest flaw! The event is no fun!

     

     

     

  4. Relays: We got fast travel to some spots, but not others, its completely random; (this one is not so expectable yet) a Baro kiteer fast travel would also be a good QoL.

    ------

    All syndicates can be accessed from the liset, and all the info needed is there.

    Yet, for conclave, we have no info of how many points we have, no info of what prizes are there to buy, we cant purchase prizes trough the liset, etc, always forced to travel to relays (there is a point when immersion is bad, and just gets in the way of ease of access).

    Same can be said about delivering medallions only on relays, again, no need of immersion, its just more complex and time consuming.

    -----

    Loading directly from the liset to the simulacrum would be a top notch QoL, having to load to a relay, walk to the room, and load to the simulacrum is a huge waste of time (be professionals, and start realizing you went overboard with immersion, and sacrificed all proper UX etiquettes)

    -----

    PS: grab the codex and burn it in hell, its a waste of code, it never was "an internal wiki" as promised, and scanning is mind-numbing boring and worthless.

    PSS: Remove all relays but one,  no need for copy-paste relays that look and are the same thing, since there doesnt seem to be any plans for each relay to look unique, nor to each relays to have any special feature, in order to justify several of them.

     

     

     

  5. 1 hour ago, [DE]Rebecca said:

    We should certainly take some time to speak to the doom that RNG Mods being a sign of nefarious dealings.

    DE, once again:

    How will you EVER FIX MANDATORY MODS, and introduce damage 3.0, when riven mods block that from ever happening?????

    How will you remove serrations, multishot, etc mods, if riven can in 1 single mod be a serration a multishot etc???

     

    Are you scamming players, to chase the carrot at the end of the stick?

    Because, whenever you will make mandatory mods useless, unworthy, non-needed, you will also have to make riven mods equally useless, unworthy, non-needed.

     

    Realize riven mods, are immensely armful for the game!

    Remove them! Or make them whit utility stats only!

     

     

     

  6. Riven mods are a indirect statement that DE will never fix:

    - the damage system 2.0

    - mandatory mods

    - overall balance of the game

    How can anything be fixed when (example): remove/nerf serration as intended plan to fix mandatory mods, but riven mods may have the same stats as a serration + others amazing stats that can be at the same time a multishot, crits, status, etc.

    But when DE nerfs/removes the mandatory mods, what will they do the players riven mods? Mods the players invested time, plat, resources, etc, will they equally destroy everything the players owns?

    DE is FOREVER closing the door to fix or reworking anything.

    In the many-many-many issue this game haves, with a little of imagination, and creative thought, any problem can be fixed and changed; but not when riven mods create a impossible barrier, for the implementation of solutions.

  7. 58 minutes ago, [DE]Rebecca said:

    we want to be careful in making sure it doesn’t undermine our ultimate goals for the game.

    How can mandatory mods, and damage 2.0, ever be fixed whit the existence of riven mods?

    If the plan was to remove/nerf mandatory mods, how can that happen when some of these mods, are alone a serration+multishot+crit etc.

     

    DE! You clearly don't plan ahead; or, you came up with riven mods, as a band-aid to escape ever fixing such issues.

     

  8. No multiple rewards, no reason to stay on endless when its easier to use a rad relic and run a quick capture or ext mission, no  "compromise between the old Prime system and the actual one", actually nothing from the old one at all.

    Why isnt the simpler of solutions better? Why people keep suggesting over-complicated solutions???

    The easy solution:

    1- first round/wave, you dont get a reward, that reward will be in the choosing menu at extraction.

    2- each round/wave after the first one, you get random items from the prize pool of the relic players brought.

    Easy, clean, simple.

     

     

     

     

    • Removed the ability to ally mark Mirage’s clones. This was causing the minimap to become hectic with too many blue dots.

    yup, cause that was a problem, but the huge frame icons on the mini map arent... they arent even similar to the rest of the info style.....

  9. 13 minutes ago, notlamprey said:

    Just remove the need to pick up loot entirely. Ammo, health and energy - "tactical items" - can remain as they are, and we won't need to break gameplay flow or threaten to throttle players' progress if they don't run all over the map constantly stuffing everything into their bindle.

    Loot acquisition can still feel good if we represent it inside the UI. You already have measures to penalize players who go afk. Be brave, and take a real step towards unshackling Warframe from its nasty loot problem.

    The new DOOM game, made an insane, incredible, crazy move:

    Guns dont need to be reloaded, much less ammo pick ups.

    That was a refreshing, amazing move, by the-guys-who-make-doom (I forget their names), it makes the action on the game non stop, and super dynamic all the time.

    DE used to be bold and original like that, but now... lets just say they lost their spark.

  10. The way it is now, its as if I dont have vacuum at all, we need to get on top of the drops so it can catch them, plus, this new nerfed vacuum really cuts on the amount of parkour (RIP movement 2.0) since now you gotta keep more time glued/close to the ground.

     

    On a rate from 0 to 10, I give it a score of 1.

    Since this change is as bad as archwing vacuum, AKA: you dont catch anything with it anyway.

  11. Universal vacuum:

    - Dont do your horrible solution of 3 mods division

    - Dont do a compromised solution

    - Dont try to reach a middle ground solution

    -  enough band-aids, enough 2.0´s and 3.0´s, do it right, at first, you have 3 years of treads, specifically saying "universal vacuum"

    - Do universal vacuum, as a innate feature for all frames, or as a innate feature for sentinels and pets.

     

    Warframe is not like other games, whit small, or few loot; grinding and RNG is not decreasing (its increasing in allot of features), universal vacuum is a quality of life feature that should be a basic thing whiteout restrictions. 

     

    If vacuum is going to be compromised or nerfed in any way, please, dont bother changing it then, dont waste your time, nor ours.

    Because the community will start another 3 years cycle of "universal vacuum 2.0" treads.

     

    -----------------------

    Missions played graph:

     

    There is no surprise.

    Graphs have to be interpreted, and sometimes they are even interpreted wrongly.

    A missions that is played allot of time, or not at all, isnt equal, to "players like it" or "players dislike it"

    I dont even know what is the intention of the question of being surprise, nor why it is asked, very devious, for a community hot-topics, to ask the level of surprise about a graph, that does not come with a interpretation.

     

  12. I rather see carrier stay as it is, then compromised solutions, or middle-ground solutions, that at the end, are still worse, or a nerf, in comparison to what we have now.

    This is inconsiderable of my part, but we asked for UV for years now, not more band-aids, nor changes that will lead the community, to do 3 more years of "universal vacuum 2.0" treads.

     

  13. 1. How do you feel about the update being split into three parts, despite delays

     

    Better the waiting months and months for content.

    Also better, because in the old updates so much new stuff would come, it was hard to adquire info on what or were things are. (since the codex is practicly useless in this game and does not offer any info before hand.

    2. How do you feel about the field of view change in Archwing?

    It can still work, yet if AW keeps being developed poorly its just an annoyance, right now its very hard to navigate the corpus tiles, its a constant wall head banging, and the mini-map is even more useless then before since it doesn't minimally represent anything related to the 6 degrees.

    From all the AW improvements and fixes, having 6DOF was the least important feature needing a change/fix.

    Enemies are still hard to hit or see.

    Loot is still hard to catch and see, even with the innate vacuum effect; maps are giant and loot can be on any point of those giants tile sets. (and not to mention loot can still fly away, its ludicrous)

    3. How do you feel about the Trace capacity changes?

    Yet another shenanigan feature.

    We ask for no more capacity limit, you remove it, and reintroduce it as a capacity limit per mission, thanks for nothing.

    We ask for more traces per missions, so loot abilities arent mandatory, loot abilities are removed, yet no improvement on the grind for traces.

    Feel like the trace buff/perks is just a distraction, so we dont realize the system was nerfed.

     

    4. How do you feel about the total number of Relics changing as Primes are added/vaulted?

    It is an obvious ruse, in the old system prime parts were hard to obtain and rare, now relics will be hard to obtain and rare, we all know DE isnt going to make things easy, the system wasnt designed at all to reduce grind.

    Basically the hardness and rarity of prime farming was shifted from the parts to the relics. Most of the community is happy now, cause keys were converted, once new primes and new unvaulted primes come out, they will realize the system is as rigged as before, and no improvements to reduced grind was made. 

    The fissure mission itself, is now improved and better, and that was the actual and only change needed: diversity from always playing in the void tile sets.

    Endless missions are pointless now, and not as rewording as before, we spend more keys (relics) per missions, and receive less parts overall.

     

×
×
  • Create New...