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Steel_Rook

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Everything posted by Steel_Rook

  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. Warframe has been P2W for years now - pretty much for as long as I've played it. So many items are cheaper to buy than to earn. Forma, for instance - it costs 20 Plat (or ~12 Plat in bulk), but it requires both farming and 23 hours of crafting time for each one. Yet Clan Dojos consume it by the dozens and most items (warframes, weapons, etc.) work best with 3-5 Forma. Same for Catalysts/Reactors - 20 Plat off the Market, or only a small handful off Nightwave. Gravimag? 20 Plat or a horribly boring Systems farm. Exilus Adapters? 20 Plat, or multiple Forma. Arcane adapters? OK, those are a bit cheaper if you do any Steel Path, but still - they're also pretty cheap in terms of Plat. Not to mention the Market. I don't remember the last time I actually cracked a relic for a Primed item. I just wait a couple of weeks and snag it off other people for lunch money. Yes, yes, yes - you can earn everything without paying money, you can grind for Plat and buy things, yatta-yatta. I know. My point is that dropping even a little but of money on Warframe - especially on discount - can circumvent SO much of the grind. It's mobile game monetisation. The primary advantage Warframe has over phone games, though, is that there's actually a solid game underneath all the progression and monetisation.
  5. Necramechs got shelved pretty much instantly. DE talked about letting us use them in regular content, then just... didn't. It seems like new Necramechs, Necramechs in missions and Necramech Melee exist in the same place as Modular Archwings - vapourware.
  6. Got it. And yes, I agree. High-value loot really should be auto-shared. Missing an important drop on accident is the sort of sucker trap that really shouldn't be in the game, I think.
  7. 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.
  8. Wait, the Voidplume Pinion isn't shared? It is everywhere else... As to the Cursed Tome drop - yes. That objective is virtually made for division of labour. It helps to have the team split up and intercept the tome respawn rather than chasing it. To then have everyone slow-walk over to the spot just to pick up one item is silly. I get leecher prevention and all that, but come on. Basic convenience has to win out at SOME point.
  9. 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).
  10. 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.
  11. 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.
  12. 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".
  13. 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...
  14. 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.
  15. 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.
  16. Yeah, I'd personally very much like to see separate colour customisation options for additional details. That includes separate colours for arm, leg and chest pieces. I like to mix-and-match pieces from different sets. No matter what colour scheme I give them, some parts will inevitably tint the wrong way. Not to keep bringing this up, but I'm still shocked that City of Heroes managed to pull off in 2004 what video games still refuse to pull off in 2024, when it comes to character customisation.
  17. Honestly, I agree. Losing effectively all progress on mission failure (or commonly due to bugs) is quite irritating. I personally consider that to be an outdated design from the old MMO days, where "risk vs. reward" was still considered a valid game design philosophy. Unfortunately, I also know why it's there. In the past, DE have had issues with players playing up to the point of getting a mid-mission reward, then deliberately failing instead of going through with the full mission. I've done so myself with solo Lich Larvling missions, aborting directly when the Larvling has the "wrong" weapon. I'm not sure of a good solution which would both discourage players from aborting/failing missions while not completely screwing mission failure.
  18. It should tell you something that virtually all the feedback you've received has been either disagreement or people giving you advise on how to use the system. Tennokai - as it's implemented right now - works fine. It gives you a brief window of opportunity to use a faster Heavy Attack without using up your combo metre. If you're struggling to hit the time window, then that's not a fault of the system. It simply isn't a good fit for your playstyle. There are are least a couple of other decent Exilus mods for melee. Focused Defence gives you additional parry angle and Guardian Derision is a straight-up taunt on top of giving you combo count for blocking. Tennokai isn't the only option.
  19. Well... At the very least, can anti-leech protection not apply to Friends Only and Invite Only lobbies? I understand the issue in public lobbies as you don't want randos throwing the game for everyone else. In a private lobby, however, people only join if I specifically invite them. If I end up with a leech on my team, it's because I invited them. That's on me to deal with, not the game. For public lobbies, I honestly don't know. My gut instinct is to bring up kick votes or just straight-up host kick, but I know that's incredibly unpopular. There may not be good ways of handling this for pubbies. I just wish the game didn't treat my own real-life friends like they were pubbies, in lobbies I specifically set up for just us.
  20. Yeah, mission scripts not triggering until dialogue concludes is a running issue. The Cambion Drift used to be absolutely insufferable about this, but players abusing Nightwave to skip it finally convinced DE to change. Now your mission objectives update immediately and dialogue plays after. If only we could convince them to do this across the board.
  21. Personally, I feel that Survival is the primary culprit here. Player performance aside, success in Survival is capped by the amount of enemies available to be killed. Solo survival can often screw a decent player by simply not spawning enough enemies to maintain life support. I personally feel that survival should spawn a minimum of two players' worth of enemies, even for new players.
  22. So are non-Railjack missions. This is the annoying bit. When I play Warframe with friends, we divide our labour. For instance, my friend goes and does the main objective solo, I run off looking for Voca. Or I go for one Spy vault, he goes for another. Or he goes for primary objective, I go for secondary. Etc. What ends up happening, then, is that both of us have to backtrack through the map just to pick up loot the other dropped. Warframe's anti-leeching tools make playing with friends really annoying.
  23. Or my personal favourite - lack of sanity checks. I get knocked down and quick-recover on my side, race conditions cause a sync failure with the host so they never see me get up. I'm sliding around on my ass and now can't interact with any consoles because host says "you're down". You'd think that me trying a valid interaction that's nonetheless denied would fire off a sanity check to fix my state on either end, but nope! I have to die. Rant of personal aggravation aside, that's not an issue with the Evolution engine. It's not even an issue of net code (well, kinda-sorta). It's an issue of DE's atrocious system for tracking player states. I'll bet dollars to doughnuts they don't have encapsulated state transitions defined. Instead, every time a player changes state, each aspect of the change is handled as a discrete operation. Means you can change state only partially, changing some aspects but not others and the game does not care. State changes should be absolute. Either ALL aspects change, or no aspects change. Rather than moving to a new engine, I feel DE need to spend some programmer time and update the game's internal tools. A vast majority of game bugs are down to precisely this rat's nest of state updates.
  24. Agreed, but it's not just that. If Exalted weapons were stronger than regular melee weapons, then they'd just end up replacing them. With their current design, you effectively have two competing "weapon slots" which both do the same thing. If Exalted weapons were reworked into doing very high burst damage, but only occasionally (kind of like a Limit Break), then both they and melee weapons would have their place.
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