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Steel_Rook

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  1. Honestly, I wish more of Warframe were handled client-side. I keep soft-locking myself due to knockback as a client, and I used to soft-lock myself by activating my Archgun and my Scanner together before I changed those keybinds. Far as I'm concerned, only the enemy AI and mission scripts should be handled via hard sync with the host. Everything to do with my own player state should be handled client-side.
  2. Apropos of nothing, but why is that not a thing already? I could have sworn DE added scaling health to Excavators, but that doesn't seem to be the case. At leat not in Steel Path, anyway. Just means the Excavator gets one-shot.
  3. I've wondered the same, myself. Baro supposedly shows up "over the weekend", but he's only available Friday and Saturday. Seems like an odd choice.
  4. I would like to see the damage numbers pop up literally anywhere else besides immediately in my crosshair, blocking my view of what I'm shooting at.
  5. Huh. I've never managed to hit weak points on them, but may misremember. My point, though, was that it just makes sense for "Eximus" and "Heavy" unit to be one and the same. It would mean the game would spawn fewer Heavy units since they can only be Eximus, but it would ensure that all Eximus units are decently strong AND have some more interesting mechanics (which Heavy units more often have).
  6. Oh, agreed completely. It's why I suggested scrapping the existing Operator character rig and re-rigging them to use a shrunk-down version of their Warframe rig. Such a change would be hugely expensive as it would effectively scrap a whole slew of preexisting animations (and probably break Hey Kiddo), on top of having to potentially re-weigh all of the Operator costume pieces. I personally feel it's worth the cost of investment, though, because Operators are available in almost every single bit of content the game has to offer. The only times we can't use our Operators is during one-off story missions as Khal, Veso and whoever the Metal Gear Revengence character was in the subway. For anything else - up to and including Duviri - we have access to our Operators. A proper redesign of them, allowing for full melee animations, would affect almost the entire game. I'd argue that adding Operator-specific missions isn't even strictly necessary, but wouldn't be unwelcome in limited quantity. Changes to core game elements always have far more impact and far more return on investment than new content because they make large chunks of old content fresh again.
  7. It's animation time. It's always animation time. For whatever reason, DE just outwardly refuse to do ANY new animation work unless it's absolutely necessary to support new content. And even then, most of the animations are stiff and stilted. This is made even worse by the fact that the Operator and Drifter use completely separate animation rigs. The Operator uses their own unique rig, while the Drifter uses the Warframe rig. Any Operator melee would by definition require two separate sets of animations. Let me be blunt for a moment - I think DE need to scrap the Operator character rig and redesign child Operators to use the Warframe rig. That'll give them access to weapon and melee animations by default, as well as finally getting rid of the STUPID hunched-over stretchy-neck Amp stance. At that point, Operators can be given their own full set of "void melee" weapons, probably as a fourth piece at amp creation. Unfortunately, that would be a lot of work refactoring legacy content - which is a thing DE generally don't seem to want to do. It's also going to cause at least some people to complain about how much "better" the awful legacy Operator animations were.
  8. Honestly, Tribute's design is the end point of trying to salvage a terrible ability and failing to do so. Originally, players couldn't pick the specific buff they got out of Tribute. I believe it depended on what enemy it was cast over. This was an objectively bad design as it was both difficult to remember which enemy gave what buff, and difficult to target them specifically. So the ability was reworked to let players select their own buff. However, all that did was let players have all four at the cost of a long and tedious process of tap-hold-tap-hold. This is "better" in only the strictest sense, because it's a massive pain in the ass to use. DE tried the same with Wisp, and ended up giving her an Augment to just cast all three Motes at once. They tried it with Grendel and ended up reworking him into getting all three buffs at once just naturally - they aren't even treated as separate buffs any more. Titania needs something similar, as well. There's really no excuse for abilities like these. At least when it comes to Vauban's Minelayer or Ivara's Quiver, each version of the ability actually does different things. They have their own situational uses (for the most part, some of those are just useless). But that's not the case with Titania's Tribute. There's no situation where a player may want to use just some of the buffs but not others. There's no opportunity cost to having all four. The only cost is keyboard amortisation. While not intentional, this is a prime example of "balance by annoyance".
  9. I don't necessarily agree with the OP, but I do agree that the "roguelike" aspect of Duviri fundamentally undermines the core experience of it. It means content is balanced "high" relative to players in order to account for decrees, but utterly fails to do so. Even a few decrees of the right kind can completely knock the bottom from under the entire combat system and make everything trivial. *edit* Not to mention having to stop every 5 minutes to "choose a card" is so god damn tedious...
  10. I'd like to make a potentially controversial proposal: Scrap the concept of "Eximus upgrade" for all units and just make all Heavy units automatically Eximus. That means the likes of Heavy Gunners, Bombards and - yes - Nullifiers would only spawn when an Eximus would, but not under other circumstances. It also means that we'd never see stupid S#&$ like Eximus roller balls or Eximus Ospreys. You know, stuff without a weakpoint. It just makes sense to me.
  11. Everything else aside, this is the primary dealbreaker. There's a reason that most of the "classic" MMOs from the late 90s and early 2000s have either shut down or been ghosted. It's because they cost an unconscionable amount of money just to keep running. P2P design took over the market because it's simply far more affordable for studios small and large. Not to mention - dedicated servers are objectively far worse for solo players and groups of friends. Right now, I can play Warframe like a local game - by myself, with the ability to pause and with no ping delay. Moving me to a dedicated server is going to induce significant delay, and my situation isn't all that bad. I live in Eastern Europe, so chances are I'll have a data centre near me. What about people in East Asia? What about people in Australia? I would also like to remind people that we have objective lessons of the folly of dedicated servers in our very recent past. Both Darktide and Payday 3 chose to abandon the proven local hosting network design of their predecessors (Vermintide 2 and Payday 2, respectively) in favour of fully dedicated MMO design. Both games have had consistent, persistent teething issues with connectivity, disconnects, poor connection and awful network sync. The minor convenience of host migration sometimes failing isn't worth the cost and inconvenience.
  12. Alternately, yeah - you could lock "evergreen" rewards behind completing the entire tree. Personally, though, I feel that the simplest solution is to just not put anything incredibly valuable in the system. If you stick in, say, Umbral Forma or Rivens then you're going to destroy the experience for players going through it. But stuff like - as you said - Lenses? Relic packs? Hell, somebody suggested Void Traces. That's another good one. I'm hoping for something that's "nice to have" but isn't hugely gated everywhere else in the game.
  13. Yes, but players should be encouraged to make out with all of the trees. A "Represent" system which heavily rewards players would encourage maxing out one Focus School and just staying there. You have to remember that starting work on a new Focus School is a significant investment as it requires brand new Lenses.
  14. That doesn't really work when you're offering FPS mode as a solution to the game's camera distance and FoV issues. If a solution to my problem doesn't solve my problem, "don't use it" won't cut it, I'm afraid. I'm not against an FPS mode if you're fine with not having any on-screen weapon animations. To each their own. But it doesn't solve the problem of Warframe positioning my camera up my character's ass. This is a third person shooter. I want to actually SEE my character in regular gameplay. With the way the camera is set up right now, I only ever get to see their upper right shoulder and head. And often literally nothing else. I'd love to see a longer camera distance. Hell, I'd love to see a GTA style "over the head" camera, as opposed to this ubiquitous Gears of War "over the shoulder" view. If there are concerns about shooting around corners, you can always add checks for it. At least when not aiming down sights, I'd like to see my entire character model - heel to head.
  15. While we're on the subject of focus - can we PLEASE add a quest which leads players to Onko? As it stands right now, players who complete the War Within have no way of knowing that amps even exist. The only clue they're given is a tooltip in Focus School upgrade menu that's easily missed and I'm not sure if it's even there any more. This is a big step in player progression, yet it's effectively an ARG. You know about Onko if someone told you about it... or you Googled it.
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