Jump to content

Steel_Rook

PC Member
  • Content Count

    1,589
  • Joined

  • Last visited

Community Reputation

2,432

2 Followers

About Steel_Rook

  • Rank
    Gold Hunter

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I blame Call of Duty. That series' "prestige rank" has been plaguing gaming for years now, and I kind of wish it would stop. The only reason that was ever a thing even there was to give appearance of progression where there is none. Weapon resets in Warframe are a pain in the ass only mostly mitigated by increasing your MR, and I genuinely don't see the point of it. Let me see if I'm reading you right. You apply a forma to a mod slot, but that mod slot is not actually polarised. The polarity is there but not active. You have to play through 30 Ranks of affinity for the item before the polarity actually activates, at which point you can apply another one. If that's what you're suggesting, then I'm ABSOLUTELY in favour of it. I'd very much prefer this system of constant albeit gradual progression over the current yo-yo of constantly losing mods as I apply forma.
  2. Yeah, this is what bothers me personally. Bullet jumps and other acrobatics already give us tremendous damage mitigation abilities through sheer mobility. Adding dodge on top of that slides a little too far into "mandatory bunnyhopping" for my personal tastes. But that's also pretty much my only issue with it. Bullet Jumping gives Warframe an unparalleled, intuitive movement system which puts every other game I play to shame. Limiting it for the sake of a slower, more plodding game is I think missing the point. In fact, I'd argue it's in the same vein as trying to limit the use of Archwings in Free Roam maps. You could, but why would you? That said, I do wish that bullet jumping weren't the FASTEST way to travel across flat terrain. Honestly kind of wish the Sprint function did a Gauss-like super sprint that's markedly faster than bullet-jumping, just without the vertical mobility.
  3. I still have yet to see a convincing argument for why "combos" are even necessary or positive in the first place. What exactly is the point of having multiple combos in a horde shooter where melee devolves into button-mashing against 20 enemies at a time anyway? If anything, combos are a major issue of the current melee system, due to the fiddly nature of pulling them. If you watch the feedback, plenty of people were perfectly happy with the old simple looping auto-attack. Me personally, I don't see the point in having more than maybe two combos per stance - one that's mostly stationary with long 360 reach and one that moves forward. Anything past that is predominantly just a cosmetic difference which doesn't benefit from extra controls complexity.
  4. Honestly, if I had my way with Condition Overload, I'd limit it to ONE stack as long as the enemy is being affected by ANY kind of status and leave it at that. This thing with min/maxing an entire build around a single mod isn't an example of "synergy" so much as an example of runaway power creep. Threading the entire melee system through one of a small handful of mods and requiring the entire rest of your build to accommodate it leads to cookie-cutter FOTM builds. The last thing I want is hard synergies between weapons in different slots because that puts a hard limit on practical build diversity. Runaway stacking damage bonuses are THE primary source of balance issues in this game by a country mile. I understand that cutting down on buff stacking is usually a nerf, but I'd rather tackle it a little at a time than make it worse.
  5. For me, "difficulty" doesn't even have to enter into it. I'm perfectly fine doing simple or easy challenges like staying in a Survival mission for 30 minutes. The distinction I make is between inventory challenges which test you on "what you own" before the challenge even starts and "active challenges" which require you to actually DO something. Even if that something is as simple as opening 25 lockets, shooting 100 enemies or running one mission - as long as I need to leave my ship and engage in combat, I'm fine with it. But applying Forma? This "challenges" me to already have forma in my inventory or quickly run to the Market and drop 35 Plat. Yes, it also challenges me to already have a Rank 30 weapon or Warframe, which I'd argue most people have at least a few of kicking about. A point I forgot to address - Inventory Challenges are also wasteful. OK, I'll go and gild a modular weapon. K, what if I already have all the Modular weapons gilded and levelled up? Sure, I could go make a new one, level it up, gild it and then throw it in the bin immediately thereafter, but that's basically me burning resources for nothing beyond ticking a box. This is the equivalent of those resource sink Dailies in The Division 2. "Contribute 20 of each crafting resource to the base of operations." They're not challenges, they just drain your inventory to prevent you from being permanently capped on all resource types. And really, if we're going to have Inventory Challenges, then let's drop the pretence and just make them into basic "Pay X amount of Y currency." types. At least then their nature would be clear.
  6. I picked Excalibur Prime off memory because I'm not that up on Founder-exclusive items and knew he was one. And making a distinction between "items" and "cosmetics" is a fair point, no question there. Unfortunately - and I know this is an unpopular opinion so fair warning - Warframe is all but entirely Pay-to-Win. You don't HAVE to, but you CAN buy damn near everything from Warframes to guns to Mods to Arcanes to everything in-between. I own the likes of Adaptation, Arcane Guardian and Arcane Grace not because I'm good enough or persistent enough to earn them "the right way," but rather because the game kept giving me 75% off on Platinum and trading exists. In a purely philosophical sense, cosmetics and the pursuit thereof, be it through gameplay or RMT, is entirely separate from the pursuit of gameplay-affecting items. Because of Warframe's approach to economy aka "everything is for sale," there is no practical distinction between them. Ultimately, this is a video game where nothing truly matter because none of it affects the real world. Whether you're buying an item because you like the look of the shiny gold metal or because you like the look of the shiny gold criticals, it ultimately comes down to how much you want the thing and how much the thing costs. value - cost = worth It's a simple calculation I've been relying on for a decade now, and it applies equally to the cosmetic toys I want because they look cool and to the power boosts I want because they allow me to fight better. Within the context of how motivated players are to work towards earning or put money towards buying a thing of value, both types of things go through the same general mentality. The reason we typically draw a stark distinction between "items" and "cosmetics" is because selling items generally tends to undermine core gameplay mechanics while selling cosmetics generally doesn't... But Warframe selling both at roughly equal cost blurs that line significantly. I may be losing the plot and overfocusing on semantics, however. My apologies. All I was trying to get at was that the sort of people who are likely to grind the hardest and pay the most are the sort of people who wouldn't have the patience to wait. Whether an item we want will be back in 6 months, 6 years or never again is immaterial in our decision on whether to grind or buy, because our decision is driven by the above-mentioned "worth" calculation. What value do I place on this item, what would it cost me to have it, is that worth it to me. If yes, grind/buy. If not, I don't care regardless. Temporary exclusives offer almost as much FOMO as permanent exclusives, but have the added benefit of both recycling that FOMO when they come back around and recycling the content itself, which is not cost-less to make. DE seem to have realised this, which is why they've invested so hard in the Prime Vault, 6-month events, Baro Ki'Teer, etc. No content is ever permanently going to go away, but "you better get it now, because it might be months or years until you see it again!" If I may be extra cynical for a moment, I feel Nightwave was "done right" from the perspective of psychological warfare against the playerbase. I'm being deliberately hyperbolic, obviously, but hear me out. Yes, I too would much rather see Nightwave Seasons introduced as they are now, then returned into general rotation same as Ghouls or Fissues, or even the way World of Tanks does it where you can pick which "Season equivalent" you're working towards from everything that's already come out. That right there would solve the fear of missing out the same as what happened with the Opticore Vandal. Sure, whales like myself would still rush to have it, but people who were for any reason not playing at the time could still have it later without having to wait years. However, the FOMO IS the point. Nightwave IS a Season Pass and so inherits all the insidious psychologically manipulative, habit-forming aspects of it. It's designed to make you feel pressured into logging in every week if not every day and fearful to start playing anything else full time because you'll start missing out. No, you don't HAVE to and those of us who've been around MMOs for a decade or two might have the mental fortitude to rebuff the compulsion with this reasoning, but I see it as self-evident that said compulsion is the point. Umbral Forma is just the most obvious evidence of this. My guess is someone at DE looked at the Nightwave offerings - sigils, sprays, some basic cosmetics - and worried that there was nothing everyone would be afraid of missing out on, nothing that wasn't a matter of taste. So they dropped Umbral Forma in there, offering overt power creep if you play nice and log in every week and make the game part of your daily routine. It absolutely IS Primal Bait, no question there. As the sort of whale at whom this bait is targeted, that and that alone is the only - literally the only - reason I bothered with Nightwave. I had Umbral Vitality, Umbral Fiber and Umbral Intensify that I wanted to put on Inaros, so I needed at least two of those forma. Now we're about due for an Inaros Prime at some point soon-ish, meaning I get to LOSE those Umbral Forma and have to earn a new pair from somewhere in order to come back to status quo. The reason I was so upset at Nightwave when it first came out is because it was a very obvious monetisation / retention model cribbed from the latest Fortnite fad, yet it was sold to us as everything but that. "No, we're adding it because Alerts suck!" "No, we're adding it as a vehicle for story!" "No, we're adding it to reduce randomness." No, you're adding it because you wanted to have a Battle Pass of your own. Honestly, it reminds me of the time Overkill Studios decided to add loot boxes to their game, ostensibly because CS go had them so what's the worst that can happen, right? Granted, this is a lot less egregious because it's not loot boxes and it's not paywalled, but let's not kid ourselves here. The Battle Pass is the successor to loot boxes, now that loot boxes are poison. Season 2 tempered my disappointment greatly because it genuinely feels like DE are willing to work with the community, so I AM giving them the benefit of a doubt, but Season 1 still pisses me off even today.
  7. Please understand that I don't mean to be rude, but you're moving the goal posts here. Obviously if I enjoy playing an event then I'm unlikely to buy the rewards for it as soon as the event comes out because I'm going to be playing it and for quite a while with the knowledge that I'm likely to get what I want that way. That wasn't the point we were discussing, however. What I was addressing was the distinction between a permanent exclusive and a temporary exclusive. Say I've chosen to play the event that gives me a Supra Vandal and for whatever reason I wasn't able to get one by the time it expired. I now have two choices - wait 6 months for the event to come around again and get that last piece, or buy that last piece from people selling it on the Market. In this situation, I'm absolutely going to buy it. Now imagine the alternative situation. I tried to earn the Supra Vandal, failed to do so and the event is over forever. I'm never, ever going to be able to attain the weapon again. In this case, I'm... Also going to buy it. I might have to pay more for it likely because scalpers will be trying to take advantage of whales like myself, but my stupidity goes only so far. I'm not going to pay an awful lot of money for a thing even if I really want it because I don't have infinite income. I didn't buy the Atlas Prime Access Pack, for instance, because only the $80 variety actually had the titular Atlas in it, and #*!% that. If I want Atlas, I can buy him a lot cheaper on Warframe.market, plus it doesn't hurt to try and earn a few pieces, maybe cut down the price a little. To go back to the Supra Vandal, I would buy it whether it's going away forever or for a few months, because I want to have it now. Both temporary and permanent exclusivity have the same effect on my desire to spend money on a video game, except the latter also breeds resentment in me. Where this gets a little murkier is with permanently exclusive items that I don't actually want. Say DE reversed their decision and decided to award Excalibur Prime from some new event, but only for two months and he's never coming back. We swear this time. I don't like Excalibur - never had, bought Atlas with real money starting out so I wouldn't have to play Excalibur. Would knowing that this is my only chance to get Excalibur Prime ever and if I don't act now I'm going to miss out make me more likely to grind for him or pay for him? This is where I go against the game and say "no." Yes, I'm fully aware that most people would say "Yes!" because most people value exclusivity. I've been playing MMOs for 15 years now, however. I've been through all the gatcha schemes, the psychological manipulation, the manufactured scarcity, the Skinner boxes, etc. My experience has taught me to assign value to items only if they have actual use to me, be it practical, aesthetic or personal. In other words, I will stubbornly refuse to allow game developers to force value on me, and insist on assigning personal value of my own. It's why I don't buy into the notion that grinding longer makes an item more valuable. No, it makes the item cost more. To go back to Excalibur Prime - him being exclusive carries no value to me. Him being an item few people have, a status symbol, an exclusive I'm never going to be able to own if I don't get it right now - none of this has any value to me because Excalibur himself has no value to me. Rather, he has very little value to me, so I'm willing to pay a very small cost in time, effort or indeed money. The development team has a vested interest in convincing me that Excalibur Prime has high value because they've worked to artificially increase his value, but that's value TO THEM. He still has very little value TO ME, and most of that value comes from the "might as well" mentality which brought me Chroma Prime. I don't like Chroma, but I got his Prime variant anyway because I might as well plug that hole in the Profile. People who believe in marketing and advertising have historically told me that this "goes against human nature," that we're naturally predisposed to want what our peers want and what the TV tells us we should want. However, I grew up in an ad-saturated space. I grew up in a compulsion-saturated space. I bought into all of the types of hype at one point or another in my life, and was burned for it in almost all cases. After all this time, I've been burned enough to simply not be affected any more. And while this may be aberrant behaviour, I'd argue that it grows increasingly less aberrant as time goes on. The longer MMOs exist, the more old-school MMO veterans will grow jaded and resistant to the hype and the FOMO and the peer pressure because we've been there. While younger players start gaming all the time, the average age of older players is constantly increasing and the proportion of old farts grows at a steady pace. It's why lootboxes are under such scrutiny - because those of us who've been complaining about them for over a decade are finally starting to reach critical mass. And though children entering the gaming space might be more malleable and more subject to the standard advertising psychological warfare... They're also growing up in a FAR more ad-saturated world than I did back in the 80s and 90s, and as a result growing more resistant to at an ever younger age. This is off-topic, but I'm personally predicting a crash on the side of marketing in the not-too-distant future. TV channels run 10-minute commercial breaks, ads are so prevalent online that browsing without an adblocker is now horrifying and all the time online advertisers pay less and less. People are being overexposed to exploitative marketing gimmicks, and more are growing resistant. Permanent exclusivity is nothing more than yet another marketing gimmick, the "Call now! Only available in limited stock!" of the 90s telemarketer nonsense. Long story short, I don't think permanent exclusivity offers enough monetary return to justify the bad blood it generates. DE themselves seem to realise this, as they've been releasing more and more previously exclusive items in general rotation. Pretty much every rare item I check out on the Wiki has an entry to the effect of "This used to only be available between X and Y date from Z activity, but now drops from UVW activities." I'm generally opposed to timed events in the first place because I find them to be little more than graspingly manipulative, but they're the lesser evil in this case. At least items will come back eventually, and those of us who don't want to wait can (and will) still buy them with money. I see no added value from making items permanently exclusive. There's obviously no added value whatsoever for the consumer, but I don't see much for the supplier, either. Wasting development resources on items that most players won't get to play with rarely makes economic sense, even in a sucker economy. On this we agree. Nightwave is a naked attempt to recapture the same "fear of missing out" which makes your standard-issue Battle Pass so popular that every damn modern game now has to have one. In my admittedly speculative opinion, game publishers have smelled the decline of lootboxes with looming legislation and general overwhelming bad PR, so they're moving onto the next psychologically manipulative insidious monetisation system that hasn't been over-exposed yet, and that just happens to be the Battle Pass. It targets different psychological vulnerabilities but is still no less compulsive or habit-forming. However, it "looks nicer" from a PR perspective because it's not loot boxes, it's deterministic and it's "fair." I'm cynical and jaded. I can't help but look at the gaming industry over the last 20 years and mentally start connecting the dots. In 90s and early 2000s, we had the serialised games which released a sequel that you "had" to buy every year. That's when Call of Duty was the king of video games, and what Fifa does to this day. It's when Assassin's Creed died by churning out derivative underdeveloped sequels. Somewhere around that time developers smelled the demise of this approach, so they looked to the old long-running MMOs of the 90s. Then, all games started becoming slow, plodding and grindy - an excuse to keep charging people a monthly subscription. That's when you started seeing Skinner box design really come into its own, with systems purpose-designed to prey on people's psychology and keep them raiding even when the rewards stopped. This is how we arrived at the MMO bubble of the late 2000s, early 2010 when everything was an MMO even if it had no reason to be. Eventually that bubble burst, a bunch of MMOs shut down, a bunch of companies went out of business and the market slowly moved onto the F2P. It's like MMOs, except they removed the cost of entry such that players would get into the addictive habit-forming loop faster. F2P MMOs are where loot boxes first started, at the time more as a habit-forming mechanic more so than a gambling one. Like a Pavlovian dog, you keep salivating when the prospect of a reward is given to you, even though the odds are set so low that you won't actually get it. Then developers slowly started to realise that it was the random reward aspect that people were addicted to, and that they could slowly pair down their games to just that one aspect. We arrive at yesterday, when online casinos themed after video game properties comprise the majority of the video game market to the point where actual gaming and gambling regulation is being considered. The gambling bubble is right now as we speak approaching bursting times, so smart developers are divesting from it, and moving onto the next fad - the Battle Pass. All the compulsion of early 2000s MMOs WITH the monthly subscription of early 2000s MMOs, just with the specific bookkeeping of it switched around. I guess it's been long enough since Everquest, City of Heroes, or World of Warcraft were in the news that the industry is ready to take another stab at it again. The simple fact of the matter is that modern video games are a monetisation model with a game draped over it. When I saw the Battle Pass in Warframe, my response was initial outrage followed by pretty quick resigned disappointment because this is just the world we live in now. We need to actively fight with our own entertainment to keep it out of our heads. The unfortunate result of this - and I mean unfortunate for the industry - is this is breeding an entire generation of children forced to develop the mental fortitude to resist manipulation from an early age. what happens when they grow up already sick of this S#&$?
  8. And also Lua for the Lunar Pitchers. The problem with what I've taken to calling "inventory challenges" is that they don't challenge you to DO anything. They check whether you have the requisite items in your inventory already, which in my case I did - had enough random plant bullS#&$ to make about 5 Apothics of some sort. The same applies to applying Forma and Guilding items, incidentally. I've been lucky that those "guild" challenges tend to come up when I'm already levelling up a Kitgun or a Zaw (or have one in my inventory I was putting off) so attaining the challenge was trivial. The same with Forma. I'm a whale so I buy a lot of Forma with Plat in order to "complete" the dozens upon dozens of weapons I like, so it's not a gameplay challenge. It's a "when was the last time I purchased Forma" challenge. In fact, this was also the same issue with socketing Ayatan Sculptures - a check on whether you HAD five sculptures on-hand when the challenge pops up. If you have the item, the challenge is trivial. You can argue that if you DON'T have the items then it's an actual gameplay challenge since you have to go do things (tedious though they may be), but I'd argue that most people will take the third option. Just keep Ayatan Sculptures / Apothics / Forma / Zaws / Kitguns on hand and not actually use them so that they can get an easy 4500 / 7000 Standing whenever those challenges come up. That the most optimal way to beat inventory challenges is to have the requisite inventory before they even pop up is what makes them bad design. It's why I'd ideally like to see them removed wholesale and replaced with something that actually has to be done while the challenge is active.
  9. I don't find Warframe to be unfulfilling, though. I simply find that the spawn numbers for a single person or even a two-player squad are too low to have a proper scrap. I also find it pointless to do missions on Earth where enemies die to my Sentinel's Cryota. My proposal for difficulty settings isn't to offer "challenge," so much as to offer a normalised experience. Even if difficulty goes up only to Sedna levels (so 40-ish) or only to Sortie levels (so 80-ish) I'd still be happy. Larger numbers don't necessarily offer compelling challenge, but a difficulty system need not offer challenge to work properly.
  10. It wasn't capped to two fights per day. Every Infested Invasion you completed gave you a key which you could use for the boss. I personally had 12 keys sitting around by the time the event started, and I ran him at least four times in a row at one point. On topic: A major aspect you don't seem to have mentioned is the catch-up mechanic. That right there is the most notable, MASSIVE difference between Nightwave Season 1 and 2. Season 1 was a job. "Here's your work sheet, get this done before the end of the week. Move, like you have a purpose!" Season 2 COULD be a job if you made it, but it was more of a lark. Don't feel like playing Warframe much this week? Cool, these will be here next week. Don't feel like picking flowers right now? It's OK, the Silver Grove Spectres will be here when you feel like it. Can't pull off three Index rounds without the enemy scoring on your own and your friend who usually helps you isn't playing? That's fine, you have a few months. Two of my friends missed easily half of the season and they ended up catching up just fine within a few weeks. Hell, they had more stuff to do than me, because they had a larger backlog. I still don't like the fact that Nightwave is just a free Battle Pass. I still don't like the timed exclusivity, the FOMO and all the little psychological warfare tricks... But Nightwave Season 2 really was well done, well made and well balanced, I think. This was easily a MUCH better experience than Season 1, with a lot less stress. Season one gave me hives on Sunday, knowing about all the challenges I could have done but didn't. Season 2 had none of the associated stress, because I knew I could just do it next week, or the week after that, or anywhere within the next few months. Sure, there was an overall deadline, but that was far enough in the future by the time it was looming... Well, I already had everything I cared about. I like Nightwave when it has margin for error. I like Nightwave when it's reasonably doable to reach 30+30. It means that, yes, the try-hards among us will grind through it and ask for more. However, it also means that the laid-back among us can put it off here and there and still get at least all of the unique rewards. Being able to hit 30 mid-way through the season if you grind means you can comfortably hit 30 by the end if play at a leisurely pace. I would like a better, less random choice for Recovered missions so my backlog doesn't get clogged with stuff I deliberately avoided, but these are technical issues. The fact that I can catch up if I fall behind alone is a massive difference.
  11. Because you want it NOW, as opposed to weeks, months and sometimes even years later. You know why I buy my Forma for Plat even though I could earn it? Because it builds at a rate of 1 per 24 hours, and I use a hell of a lot more of it than that. I could simply Forma my stuff slower, but I don't feel like waiting. A long time ago when I first hit MR 14, I wanted a Supra Vandal. I could have waited Lord knows how long for Baro to sell it... Or I could just buy it off Warframe.market, which is what I did. Knowing that a reward will be easier later does very little to influence my motivation to earn or buy it. Unless I have it on good authority that it'll be made easier within the next few days, then it might as well not even matter because I'm not sitting around waiting for months for something I want in the present. And if this sounds like "I want it, daddy! And I want it now!" that's exactly what it is. Yes, permanent exclusives do play on people's compulsions and coerce us into gameplay we don't enjoy and which will do permanent damage to our experience with the game, but timed exclusives do just about the same thing. I would be shocked and amazed if a significant number of people see a thing they want, but think to themselves "Nah, I'll pick it up in a couple of years." Sure, there are plenty of people who look at a thing and think "I don't really want it, but it's the only chance I can get it so I probably should..." Except that's a VERY unhealthy way to play video games. It's a one-way ticked to burnout, and I say this from experience. As the overall gaming population ages, you're going to start seeing a larger and larger population of old MMO veterans who've experienced burnout and learned to "let it go." Far as I'm concerned, DE are right to not bank on permanent exclusives. Those offer a short-term push in "engagement," but the cost for that is burnout, sometimes permanently. Nightwave itself is "theoretically" a timed exclusive, but how long has it been now since Season 1? Have any of those items come back? That's already longer than a lot of people will even stick with the game in the first place. The entire system is built on psychological manipulation, on "fear of missing out," just like every other Season Pass. I mean, kudos on DE for not making us pay for it, but they brought all of the OTHER insidious Skinner box tricks with it. I'll say what I've been saying since this whole thing started - let us play old Seasons at our discretion. They already cap at 30+30 so they're not all that abusable. World of Tanks - an actual P2W game - allows players to do that. Or did last I checked, though - Lord knows what they've come up with since.
  12. "Veteran problems" aside, adding difficulty options is a good thing, I'd say. Let us pick the level of a Star Chart node (with the default as a minimum) and the spawn sizes of the enemy (with current team as a minimum). That right there would open up a lot more of the Solar System for higher-level players..
  13. This is where I stand, personally. Warframe doesn't need more power creep and trying to make Archguns "special" and "more powerful" just leads to a balance of extremes. It's powerful, but it's such a pain in the ass to actually use you might as well not even bother. I'd personally rather see Archguns be balanced as regular guns and simply serve as a third option. Remove the cooldown entirely, make their ammo more common. And while we're at it, get rid of the Archwing-exclusive mods (for everything, but let's talk guns for now) and just let Archguns use generic primary weapon mods - Serration, Split Chamber, etc. Or maybe let us do that in addition to Archwing-specific mods, with like-mods being mutually exclusive like how Metal Fiber for pets is mutually exclusive with the Armour Link. Even if nothing else happens, though, can we PLEASE get rid of the stupid self-stagger on the Corvus and the Velocitus? These weapons could be half-way decent if they didn't stagger me for far longer than their individual shot delay on a full charge. I get it, they're big guns that shoot big bullets, but this is such terrible gameplay. It drives their performance into the garbage, it roots the player in place and it just feels rotten to use. Archguns are not buffed in Atmospheric combat relative to their Space variants. Rather, all Archguns that existed at the time were buffed WHEN Atmospheric Archguns were added as an option. I know mods improved across the board, I don't remember if individual weapons got buffs but I believe they did. They also got a ton of pretty useful mods such as Sabot Rounds, as well. Archguns in general got improved quite a bit once players were expected to bring them in combat along with their other ground weapons.
  14. Being ejected out of my Archwing is one of by far my least favourite mechanics in Warframe, and a tacit admission that DE don't know what the hell they're doing when it comes to Archwings. Getting them to let us actually USE our sodding Archwings for which next to no content exists has been like pulling teeth. The initial implementation had limited Archwing Launcher charges so it made sense for AA to knock you out of your Archwing so they could waste said charges, making you grind more. This should have been removed with their current implementation as basically a self-transporation device... But then Archwings themselves would have to be balanced for combat when they really aren't. The Amesha can't die, for instance. I realise we joke about Inaros and Rhino and Nidus and such being effectively unkillable. The Amesha is literally unkillable. It has a giant impenetrable bubble which can be maintained infinitely with the ability to generate infinite energy. It's what I use to fight Eidolons because they can't hurt me. I've not played the rest of the Archwings extensively, but I assume they're either pointless or similarly overpowered. Not to mention that there are a total of four Archwings, and I don't count the Odonata Prime as a fifth. If Archwing Combat ever became a thing and it turned out to be practical, all of a sudden we bottleneck player choice down from 30-some Warframes (again, not counting Primes) to four. I mean, at that point maybe we can start teaching pigs to fly and get an actual honest-to-god new Archwing. We got hell to freeze over with the Orb Heists when we got an ACTUAL new Archgun with Hyldrin, so I guess anything is possible. I'm keeping my fingers crossed about Empyrean, because that mode seems to be almost pure Archwing content. If we don't get balance changes and additions to Archwings at THAT point, the whole system is doomed. Me personally, though? I say just remove the Archwing-disabling aspect of AA missiles and maybe just up their damage some. Take the gamble, let players use Archwings in combat reliably and see where that takes you.
  15. Having to manually pick flowers across five different planets, one of which is on a mandatory four-hour day/night cycle, is the epitome of boring busywork that has no business masquerading as a "challenge." DE could easily have added an Elite Weekly which required you to use an emote 100 times. It would be just as trivially easy and very simple, but equally as unwelcome. I'd genuinely rather run three Sorties than take pictures of pine cones. As to the broader point of the thread... I honestly can't think of any more of these changes off the top of my head. Frankly, I'd have liked to see all three of these inventory challenges just straight-up removed and replaced with something that has to do with core gameplaty, but toning them down is a decent start, I guess. In general, though, what I want out of Nightwave is things to DO, not checks for whether or not I own specific items.
×
×
  • Create New...