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Steel_Rook

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Everything posted by Steel_Rook

  1. Games without a failure state absolutely are games. The Curse of Monkey Island has no failure state, not even in the old Sierra Game style of dying from doing stupid things. The player can never actually fail, just fail to proceed. Not to mention - failure states are entirely besides the point. The OP isn't asking for the Defence objective to be removed (like I would). They're asking for the rewards they've already earned to not be taken away. The failure state remains, just the consequences for failure are lessened. Plenty of games work exactly like this. Darktide, for instance, will give partial mission rewards on failure, depending on how far players got. Actually, let me make a bold statement - I don't believe that gambling has any place in video games, in any form. I'm not talking about randomness - that's an entirely separate subject. I'm talking about mechanics which ask the player to invest (currency, items, time, etc.) and risk not getting rewards for it. Losing progress does not make an activity more exciting or more rewarding. It just makes it more frustrating to fail, leading to players adopting more conservative and frankly more boring playstyles. In my opinion, action games work best when the player is encouraged to take risks and push their boundaries. Game design which punishes this leads to a very 9-to-5 mentality of doing the bare minimum and leaving at any sign of risk. This is just a slippery slope fallacy. There's a world of difference between removing penalty for failure and removing... the game. This much should be plain to see. Especially since - as I said above - what's being "removed" in the OP's suggestion isn't the "chance" for failure, but just the "penalty" for it. You can't really equate those because they have fundamentally different effects. Chance for failure affects gameplay directly. Penalty for failure affects only the psychology of the player. These are not the same thing. Warframe's infinite missions already have pretty hard checks on player progress. Enemies grow more powerful until players simply no longer have the stats to keep going. Eventually, they either fail or bail. Removing the penalty of failure only serves to encourage players to keep trying and go even higher, which in my opinion makes for a more engaging experience. Adding significant penalty for failure does the opposite - it encourages players to be conservative and leave before the game actually gets fun. That's when the chance for failure increases significantly, and failure has a compounding penalty the higher one goes. Gambling with one's rewards is what one does in a casino. It should not be an intrinsic part of video games.
  2. This one really confuses me, as well. Seems like the only way to dismount an Archgun is to use a melee attack, while the Archwing Launcher itself is unusable with an Archwing equipped. I guess this is a holdover from when the Archwing Launcher had finite charges and spawned an Archwing pick-up instead. If that's the case, though, this is no longer relevant. Speaking of which - why am I barred from using my ARCHgun while flying in my Atmoshoeric ARCHwing in free roam maps? The two are a pair, after all, so why can't we use them like that in, say, Orb Vallis? Currently, the Archwing Launcher dismisses my Archgun and I can't use the Archgun Launcher when using the Archwing.
  3. The stat changes are a VERY bold move. I absolutely agree that it's for the better. Just didn't expect DE to have the guts for something like this :) They've always just... buried their heads in the sand and pretended balance issues couldn't be addressed. Just keep old systems rolling along and don't rock the boat. This, though? This is huge. I agree - basing Warframe buffs on "base" stats not visible to the player was always questionable design. This is objectively better. Reducing the stupidly inflated values on mods isn't a bad idea, either. I mean seriously - Vitality more than quadrupling health was always goofy. I do have to wonder what effect this will have on Vigor, though. Primed Vigor was already pretty powerful, I don't see it mentioned in the mod changes, and it'll have a higher base to work off of. I still want to see overall balance addressed and power creep reigned in, but this is a good first step. Higher base stats, lower buff percentages, narrower band of performance. Makes balance much easier.
  4. Enemy highlighting: Yes, please. One of THE most annoying aspects of playing Warframe for me is actually picking out the enemies from the background noise. This would help SO MUCH. Being able to customise the colours is a nice bonus. Request, however. Can we get the option for an actual outline? Right now, enemies are highlighted by a coloured sheen across the edges of their bodies and sharp angles on it. It looks kind of janky to me. Could we get just an edge outline like might be seen in Payday or Left 4 Dead or Monster Hunter or any other similar game? Auto-melee: OH, YES! So much yes on that one. I HATE spamming my melee key. This is why I could never use fast-attacking melee weapons - my fingers can't take it. Being able to just hold the melee key and auto-swing is such a massive improvement to quality of life it's hard to describe.
  5. I doubt DE would do that. When adding new functionality, they typically just add more stuff to grind for. So the best we can hope for is Pet Arcanes... I guess. Speaking of which - can I please be allowed to put Lenses on my Pets and Pet Weapons already? Honestly... yeah, I agree. Sharing mods between Sentinels in the way Moas and Hounds do would be very helpful. Kubrows and Kavats can stay as they are, since they're contingent on the whole "Tamagochi" aspect of them. Overall: I'm honestly pretty happy with the suggested changes - and not just because they're almost word-for-word what I've proposed in the past :) Pets going down and returning automatically, with Regen mods reducing the "down" duration is a clever solution to the issue. Pets can still die which means durability mods are still useful, but we don't risk permanently losing them and we don't spend 50% of our uptime reviving them. I still think Sentinels should also be made revivable. Have them drop to the ground, let players interact with them to revive. May be technically difficult, though. I also wish that pet revival were faster than Warframe revival. Right now it's what? 5 seconds of interaction? Make it 1 second or straight-up instant and be done with it.
  6. I've always wondered about that, myself. What's the point of highlighting my last-used ability if I'm not using ability selection mechanics? I would be fully in support of changing that.
  7. Pet commands were one of the highlights of the old Pets 2.0 (since this seems to be something else that we're getting). I'm not that fussed about commanding my pet's movement, but some way to optionally prevent my pet from attacking during Stealth would be welcome. Removing Sentinel weapons is AN option, just not a very good one since it permanently disables their offence. I'd be fine with an "attack/don't attack" toggle. With that said - yes, extending Waypoint functionality as with Khal is a decent way of handling it. Holding the waypoint key currently removes a placed waypoint so that'll have to be lost, but honestly - that's no great loss. So hold waypoint key to issue a move order, double-tap movement key to return to master. Seems simple enough. Apropos of nothing, but I'm happy to see Warframe actually making decent changes to core systems - like pets. What the workshop proposes is pretty much exactly what I've proposed several times. Looking forward to it.
  8. You're quite welcome :) UbiSoft aside, Division 2 is just a very well-realised open-world game that I really wish more developers would learn from. My personal takeaway is the destructible enemy weakpoints, but random activities are pretty good, too. As a slight bit of irrelevant history - it took that development team probably a year to arrive at the current model. Originally, Control Points wouldn't stay taken. NPCs would send strike teams to take them back, and indeed take them from each other. These days, control points are persistent between sessions, but can be manually reset to be taken over again. This is very much true. Duviri is, in fact, substantially emptier than most other Free Roam maps. There are more side objectives, to be sure, but there's nothing going on outside of those. Unless enemies spawn to guard an objective or AS an objective, they don't exist. Even Orb Vallis - for as pointlessly large as it is - still has random NPCs milling about doing their own thing, ships warp in and out, animals roam about. In Duviri there's nothing - just an empty map with mission scripts in it. And not that many of them, either. For whatever reason, secondary objectives for me seem to refuse to spawn. I end up spending inordinate amounts of time flying around on the horse, checking the objective-finding ability and getting nothing. The problem with Warframe's "open worlds" is that they're not actually open worlds. They're the same ground instance, just stretched over a large map. Nothing happens outside your immediate surroundings. I mean, it's the same in Division 2 - NPCs aren't modelled where players aren't. However, the game still tracks NPC "groups" with a precision of about 50 meters. It's why the waypoints for patrols and convoys suddenly slide by 25-50m once you get close - that's where the "blip on the map" actually spawns in as real people. Warframe doesn't do even that. If it's not a Bounty objective, it doesn't exist. Why that's problematic in Duviri is because we have to keep visiting the same areas and keep rolling the dice on the objective spawn system, hoping to trigger a side objective. They don't occur naturally. Like Tusk Thumpers, they're triggered when players get close to certain points. The problem with legacy Incursions was how intrusive they were. Here I am, fishing for Murkrays when the Lotus starts yelling in my ear. "Tenno! There's a thing! Do the thing! Hurry!" Obviously I ignore her because I'm fishing... but then she calls again. "Tenno, the thing! If you don't do the thing, it'll fail! Hurry!" It's just annoying. If these activities can be made more passive, I'd be much more open to them. What I mean by "passive" is... I open the map, I see activities, I go do activities. But if I don't, I'm not notified of them. Just make sure there are a few happening around the map at all times and let me pick where to go and when to do them. And DO put them on the map. One of the most annoying aspects of Duviri is squinting for those pedistal things and having to play in complete silence so I could hear the objective hum that DE made so quiet as to give me auditory hallucinations. I guess the objective-finding ability can help with that, but its indicator marker is so tiny that it's often obscured by my own character model. I like Duviri in principle. I don't think it works out so well in practice, though. The objectives are way too basic and they spawn way too infrequently. My time in Duviri is spent predominantly in travel waiting for things to happen.
  9. Let the pilot see where the gunners are aiming, including the Forward Artillery. Let the gunners see which way the ship is pointed. This honestly should have been there from the start.
  10. The Void is simultaneously Warframe's most interesting aspect and least explored such. I remember for YEARS asking what the Void is and not getting a decent explanation. The Void missions make it seem like it's just a place we can take the bus to. The Second Dream makes it seem like another dimension. Then there's the New War, where Ballas somehow KICKS us off the deck of his ship and into the Void. The game acts as though we should already know what the Void and never bothers to explain. I absolutely agree that travel to the Void regions needs to be gated behind a quest. Give me at least SOME explanation of what the Void is, why Orokin towers exist in the void, what Orokin towers are, why they're full of Corrupted, what Corrupted are, etc. I don't need a movie and a book series, but at least SOME official in-game acknowledgement would be nice. I also agree that Void missions should start and end with a portal, not a ship. Flying my Orbiter to the Void drastically reduces its gravitas, not to mention utterly confusing me as to what the hell that thing even is. Starting me on, say, Earth having to take a portal to the Void would be much more thematic. We don't need an entire map of Earth. Just a start room and an end room would be fine.
  11. The only option right now is to swing your melee weapon and rely on auto-block. As to the broader topic - this is a technical limitation that DE simply don't care to address. This game does not have a "block" action. Blocking is just an extension of Aiming - the same as Glide and Latch. I would personally dearly love to see all of those functions pulled out to their own separate actions such that they don't all require aiming, but that's not an option currently. Not for lack of buttons, but rather for needing to redo the entire Aim system. Mind you, I feel DE should really do that. But I guess we're currently trapped in a "add new stuff, ignore old stuff" mode.
  12. Then remap your keys. I use F to crouch, personally, so it's F+Space for me. Easy enough to do. If you're having such extreme trouble hitting two buttons at the same time, look into toggle crouch. Bullet jump (not "corkscrew") does not require a key combination. It's triggered by jumping while sliding - the same command input as in something like Titanfall. Toggle Crouch ensures that your character preserves their crouch state even after you release the button, so no key combinations are necessary. Yes, it's still two keys, but adding brand new keybinds is generally not an option due to the game needing to maintain parity with gamepads.
  13. Then make it an endless bounty. There's no need to remove the entire system to accomplish that. I personally highly dislike Duviri for the flaky nature of it. There very much isn't "something happening" all of the time. The majority of the time I'm flying around looking for something to do an nothing presents itself. Whatever system DE use for procedurally spawning in objectives is incredibly stingy, especially after 30 minutes or so. Not to mention it creates a highly chaotic teaming environment. Objectives are short and simple, meaning a single player can accomplish them. What that results in is everyone flying off across the map doing separate objectives to the point where we're barely playing together. What you're proposing does not require scrapping existing systems.
  14. I've been asking for this for years. Please let me shift the camera, or at the very least zoom it out. I don't understand why this game insists on shoving my character so close to the centre that some weapons and costume details can obscure the centre. Yes, moving my camera slightly farther out would increase parallax offset between weapon and aim point (for projectile weapons) but at least I'll be able to SEE what I'm aiming at. Warframe feels like playing with permanent "gangsta" iron sights, with a weapon permanently attached to the side of my screen. Please let me zoom out and move my Warframe OUT of my sights.
  15. I thought this thread sounded familiar. Yup, agreed. The ability to clear chat would be handy.
  16. I'm not sure I agree there. At least when playing the same mission type over and over again, I get to choose WHICH mission type it is. I don't like Defence and avoid playing it whenever possible. The Circuit requires me to play it. I also normally get to choose what equipment I bring. That's not the case in the Circuit. A lot of the time, I end up using guns that I simply don't like, not to mention Warframes I don't enjoy. Not to mention the whole awful Rogue Like aspect to it. I'd personally rather play legacy missions over the Circuit. I wouldn't touch the thing with a 10-foot pole if it weren't for the Incarnon rewards.
  17. You know... I think I've had enough of your "well, if you do things my way, then everything is fine" attitude.
  18. Erm... Regular Warframes are not tradable :) I'm referring to Prime Warframes. For those, I need to plonk down €40. Or actually, €80 since we're talking recently-released Primes. I already have all the old ones. If I could buy, say, Hildryn Prime off the Market console for 225 Plat, I would - but I can't. I'd have to buy a very expensive bundle, and I don't have that kind of money to throw at just one Warframe. I'm not sure what your point is here, considering this is exactly what I said. I COULD waste my time running Void Fissures (which I consider to be some of the worst content in Warframe), or I can just buy it. Considering how cheap the deal is vs. how much Forma I go through, I contest that Forma is intended to be a cash consumable. Contrast rush costs against this. Buying those in bulk like I buy Forma would be prohibitively expensive, which is why I contest that players are first and foremost intended to wait, with rush costs only as a secondary option.
  19. I simply can't justify that cost. Most Warframes I build these days come from the Market at a cost of 100-200 Plat. Paying a quarter of that again just to rush them is simply too expensive. So yeah - I guess I'm not whale enough :) That's usually how you can tell whether or not DE intend for certain items to come predominantly from purchases. Forma, Catalysts/Reactors and Exilus adapters are remarkably cheap to buy relative to how long they take to earn normally. Sure, I could spend three days to make three forma... or I can plop down ~30 Plat and get them today. By contrast, rushing items is drastically out of proportion with the benefit it offers, so I feel like we're "intended" to just wait. Of course, everything is for sale so you can still pay for it. My point is that I don't think DE intend Foundry rushing for Plat to be as wide-spread as buying consumables.
  20. Yeah, that's basically what I mean. Enable SOME form of loot/enemy radar, retain the existing means of making it larger. Same for Vacuum, really. "Universal Vacuum" doesn't have to mean the full 11 meters. Just... you know, more than the 1-2 meter vacuum that stuff has by default. I'd argue go with 5-6, then either leave standard Vacuum as it is, or boost it to 15 at max rank. Or here's an alternate idea - either move or create duplicates for Vacuum/Radar mods for the Parazon. That thing has very little in the way of useful mods as it is. I'm mostly using it to open lockers.
  21. Can I get the opposite exilus mod that allows me to remove the full-screen scope from those, while we're at it?
  22. It would be nice if the Cursor Sensitivity option already in the game actually did anything. Because I have the opposite issue - my in-game cursor is REALLY slow. Or realistically, raw mouse input would also be nice. I already have my desktop cursor set up the way I like it. Can I just use that?
  23. I agree. Modding the Horse outside of Duviri is a good idea. It should show up in the Vehicles section, same as K-Drive and Archwing. Given this is DE, we'll probably need brand new Horse mods, but that's fine. Being able to make the horse run and flight faster, jump higher and dash more frequently would be nice.
  24. Honestly, I don't see the point of making that a permanent choice. It's not like it has any real consequence beyond a cosmetic element and we can already change her appearance at will anyway.
  25. How about a compromise, then. Give me an Intrinsic which ensures I only ever get gear that I actually own - if I so choose. Maybe put some cap on it, like having to own at least 8 unique Warframes or at least 100 unique weapons or some such. I don't like the randomness, but I can deal with it. I can't deal with the game giving me a ton of garbage-tier weapons that I sold for a reason.
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