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Steel_Rook

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Everything posted by Steel_Rook

  1. Oh? When did that happen? I'd love to see it. Still think Ice Planet should be next, but Infested Ship is also definitely overdue for an update :) Yes, but as I said - older tilesets are used EVERYWHERE. A new tileset is neat, but players have to go looking for it, especially if it's locked behind multiple quest requirements. Star Chart tilesets may be less "exciting", but they affect virtually every part of the game. Take this, for example: The Abyssal Zone needed to earn Dagath showed up on Ceres as a Grineer Galleon. That's one of the game's oldest tilesets, yet we ended up farming it for hours. Now imagine if the Galleon had been remastered and we actually got to experience a new, more modern and less honestly ugly tileset while doing that? In my opinion, Warframe has an issue of "abandoned content". We have so much to go back to, but DE just keep investing into new assets and not using the existing ones. Investing into old assets and actually exposing them to more people seems to me a smart use of resources.
  2. A while ago (several years now, I think), we got replacements for two of the game's oldest tilesets: Jupiter and Corpush Ship. Not only were those brought up-to-date in terms of visual fidelity, they were built with Movement 2.0 in mind. Granted, Jupiter went a bit overboard with its giant bottomless rooms, but both tilesets simply work much better - at least in my opinion. I thought for sure that Ice Planet (Europa) would be next, since Corpus Railjack missions had some ice tiles. But that was years ago. Since then, we've seen nothing. No new remasters, no tweaks to old tilesets. Granted, we've gotten Crysalith and Sanctum tilesets since then, which are genuinely pretty good. But what about Grineer Galleon? Or Grineer Asteroid? Those are both really old and honestly kind of janky, but they're still in the game. And hell - I mentioned Ice Planet. What about that one? That seems like easily the worst tileset in the game just because the lighting is perpetually broken and most of the terrain consists of props clipped together. It's hard to navigate since there's so much junk to get randomly caught on and it looks super-dated. Did DE give up on remastering tilesets? Or are we due for another remaster at some point? I know this is technically "redoing old content instead of making new content", but there's tremendous return on investment there. Those old Star Chart tilesets crop up across almost the entire game. Nightmares, Liches, Sorties, Archon Hunts, Steel Path, Nightwave and that's just off the top of my head. Meanwhile, the Crysalith tileset only shows up in 5 missions which don't show up in any other content but their own. There's return on investment here. Or am I alone in wanting this?
  3. The who of the what now? Which patch notes? I can't find that in any of the recent releases.
  4. People think Grendel is bad? That's really odd. He's one of the toughest frames in the game and his Feast ability is incredibly powerful. It's like saying "Oh, Inaors is terrible." Might not be to one's taste, but there's nothing fundamentally wrong with the 'Frame.
  5. It's a common request that crops up every so often. I personally support it. For whatever reason, DE are extremely unwilling to either show client/host status or let people decide whether they want to host or join. The common counter-argument is that "Well, then everyone would always host!" This has never been the case with multiplayer games which allow that option (Deep Rock, Payday, Vermintide, etc.). It would certainly make things a lot simpler and more convenient, I think.
  6. PC has separate Crouch and Toggle Crouch keybinds. Look under the Keybinding section.
  7. There are reasons, certainly. I just feel that the design is so aggressive that it throws the baby out with the bathwater. The game goes so far out of its way to lock down any means of leeching off a team that it ends up affecting some legitimate players quite significantly.
  8. As far as I'm aware, the limitation is for the opposite reason - to prevent people from receiving rewards they haven't "earned". Say someone does 15 minutes of Survival, then invites their friend over for Rotation C. DE are incredibly conservative when it comes to that, erring on the side of voiding rewards and blocking participation over basic usability at pretty much every opportunity. Look at the Abyssal Void. Only the host spends a key, but people were queuing up for matchmaking and so "keysharing" unintentionally... So DE just disabled matchmaking, claiming it was never intended to work that way. In my experience, it's a matter of company culture. Can't let players get too much stuff too easily.
  9. That's fair enough. I'd argue that quite a few game modes could use better scaling with team size. Incidentally, legacy Defence is one of them, as it's harder for a solo player to cover multiple approach vectors :) For whatever reason, DE have been doing the opposite of late. The Abyssal Zone, for instance, hard-limits rewards based on player count, so solo players face the same amount of difficulty for a quarter of the rewards. So yeah, replacing Defence with "Unmirror Defence" would probably require tweaks to the number of pick-ups required or the rate at which they respawn.
  10. I've said this many times before, so let me say it again - revamp sprinting: Boost standard Warframe movement speed up to current Sprint speed. Use non-sprint animations as those are generally better. Turn Sprint into a Gauss Mag Rush boost of forward speed with limited turning radius, but without any other effects. This would do a few things. First of all, it would eliminate the currently almost meaningless difference between "Run" and "Sprint". Run would be for manoeuvring, Sprint for travelling longer distances. Secondly, it would give us a less-silly-looking means of quickly traversing flat ground (like hallways) without flopping like salmon swimming upstream to spawn. Ideally, I want regular running to be used for close quarters, sprinting for travelling over basic terrain and bullet-jumping for actual verticality (clearing gaps, climbing walls, navigating tall structures). A somewhat similar system already exists for Necramechs, albeit with needless complexity. Your Necramech can either walk around with full mobility, or "Hearush" with significant speed but limited control. I'd love to see the same for Warframes.
  11. Personally, I see Defence as by far the worst mode in the entire game. It's not just that it's easily failable, but also that it's just... so dull. We sit in one spot, often not even moving, and just keep shooting enemies as they appear. I'm reminded of old-school Virtua Cop at times. What's worse is it basically mandates a meta. If you don't have a Frost or Limbo or a similar Warframe, you're at a massive disadvantage. Honestly, I wish DE would bite the bullet and replace all Defence missions with a variant of Mirror Defence. I don't need to have a moving defence objective, but collecting items to heal/protect the objective is SO much nicer than just having to shield it all of the time. Also makes the mission a bit more interesting since it gives me reason to move around.
  12. Honestly, I feel DE's phobia of AFKers and leechers is harming the multiplayer experience. I log in, I'd like to join a friend... can't. "Objective has already been completed." We split up to explore the map for Voidplumes or Voca. End up opening a bunch of containers, so now we have to swap over and pick up all the loose items, or else void them. I try to use the knockdown recovery system, get softlocked and unable to act. Can I jump out of the mission and back in to fix it? Nope. Wouldn't let me rejoin. I'd honestly rather have the occasional AFK pubbie than deal with all the added restrictions when playing with friends.
  13. I'm of the opinion that Vacuum, Enemy/Loot radar and Lockpicing should all be moved off of specific mod systems and move on to some kind of system of their own. Currently, all three systems are a complete mess. Operator lacks any sort of Radar, Necramechs have Enemy radar but not loot radar, Archwings inherit enemy/loot radar from the Companion. Every one of the aforementioned forms have their own different value of loot vacuum. I say standardise values across the forms, add all of that to the Parazon, then let players keep using the original mods if they want longer ranges.
  14. Still waiting for the day when all sources of bonus damage are made additive. Would certainly remove this particular bit of ambiguity.
  15. As a client connected to a host with poor connection quality (moderately high ping, some packet loss), I suffer a high incidence of soft-locking my character state. This occurs when my character is knocked down and I attempt to use the knockdown recovery mechanic (press jump at the right time). Virtually every time I attempt this, my character state desyncs from the host's version of my state. Client-side (my-side), my character has stood up and is moving normally. Host-side, my character is lying prone and sliding around on their back perpetually. Initially, this makes little difference as my character is still fully functional. As soon as I switch characters (switch to Operator, say) then switch back to my Warframe, my character state breaks irrecoverably. Here are the symptoms: Character facing does not follow the camera. Character only turns around when aiming down sights. Character cannot use weapons or abilities. Character CAN use gear, though gear weapons (Archgun, Mining Drill) can't be used once equipped. Character cannot use Transference, to either enter Operator or Necramech state. Character CAN interact with objects (Voca pickups, consoles), but no animation plays. AI still targets character as normal, character can take damage as normal. Character cannot be knocked down. Here's list of more specific and less verbose reproduction steps. Join a host to which you have high ping and/or packet loss. Get knocked down in any way (Ancient hook, Eximus explosion, etc). Attempt a knockdown recovery. Fail, but be close to the knockdown recovery window. Host should now see you sliding on your back. Confirm with host that this is the case. Transfer to Operator, then transfer back. Character should now be softlocked as described above. P.S. I tagged tagged the thread as "Matchmaking" because it's the closest category available to "miltiplayer softlock bug".
  16. Agreed. There really should be some way to plan ahead when building a Dojo beyond just rubbing one's face on every door. I'd say add a "Decoration" console that the player can interact with to bring up an overhead view of the Dojo, from where rooms can be added at the very minimum. And while we're at it, show the collision bounds of a room while placing it, so we know what it's colliding with. Also, display the number of rooms placed vs. the maximum so I don't end up running out of rooms mid-construction. Oh, and show room dependency, as well. Right now, the Dojo is built like a standard map, which is to say it's a tree graph. Every room is connected to the main starting room by a linear sequence of other rooms. If you build a hallway leading to a garden and then build a hallway leading to it from somewhere else, that second connection is "cosmetic". The player can use it to travel, but you can't delete the first connection without removing the garden. The second connection is not real. The player needs to be told this.
  17. Exactly. I have not the slightest idea why DE keep introducing stamina in every new system they create. Railjack started with stamina, had to be taken out. Then Necramechs started with Stamina. Hopefully it'll be taken out, as well. There's no reason for it. Sprinting as a Necramech moves barely any faster than jogging, but it tanks your "stamina". The Headrush move absolutely does not need to cost Stamina, either. The only place that's even relevant is head-rushing long distances in Free Roam maps, and that's harming nobody. For whatever reason, DE are deathly afraid of letting us cling to walls or hover indefinitely, so you can apply cling/aimglide rules to that if you HAVE to. Basically, Necramechs should have stamina in the first place.
  18. Agreed. I'd also really like for individual nodes to display an icon directly on the Star Chart representing the mission type. Any time I'm looking for a specific mission type for Nightwave, for example, I have to keep mousing over missions again and again. And even then that doesn't always work because Syndicate and Invasion missions can show up with a different type than the underlying node. Restrict each planet to only a single node per mission type, ensure all planets have one of each mission type (or alternative, such as Hive/Assault for Sabotage), get rid of Dark Sectors entirely and make them an optional alternative on the node of the same mission type, display each mission node with an icon representing its type. That right there would make the Star Chart a LOT easier to use. Yup, that could work. I've no issue with hiding nodes before the player has access to them. It would need to account for players unlocking nodes out of order, though, such as when playing with friends on a planet they don't have access to. But yes - hiding content not yet unlocked is not a bad idea.
  19. Yup. Going anywhere without AdBlock instantly reminds me why I have it. "This site wants your cookies!" No. "Sign up to our newsletter!" No. "We want to know your location!" No. "We want to give you push notifications!" No! Can I just access the site, please? "Of course. You can see it in this main slot size sliver of the screen, surrounded by autoplay ads on both sides and spaced out by banner adds ever 5 lines." Oh, FFS... "Oh, by the way, here's a video with sound playing in the bottom right, and also three alert bars at the bottom, too!" Using the Steam Browser is a culture shock every time.
  20. I recently made a similar thread about Horse controls. So yes, I agree completely. When transformations play so differently from each other, it only makes sense to give us separate keybinds for them. The Operator's Crouch is a mode toggle switch (for Void Mode), their slide is in the Dodge key instead of their dodge and their Void Dash is accessed in a completely different way from Bullet Jump. Speaking of which - the same applies to the Drifter in Duviri. The Drifter doesn't have Void Mode, so their Crouch is functionally pointless. Instead, their dodge is far more important than it is on either Warframe or Operator. Ideally, I'd like to put that where my Crouch key normally is. However, I can't do that without screwing up my Warframe controls, where Crouch is absolutely essential for mobility.
  21. Personally, I feel that both Master Thief and Scavenge should be bumped to 100% chance to open lockers at max rank - none of this random rolls stuff. Furthermore, Scavenge should be made to work like Master Thief - the player unlocks locked lockers by walking near them, as long as the pet has the mod. Lockers are far, far, FAR too unrewarding for them to be this much of a pain.
  22. Having recently returned to the game and tried my hand at some more Duviri, I was immediately reminded of just how bad the Kaithe controls are, especially for flying. I use toggle crouch, which in this game is a separate keybind. The Kaithe seems to use my Warframe controls. On the ground, this is mildly frustrating, as pressing my toggle crouch key puts the horse in a slow walk with no visual indication of why it's doing that. I don't often press that button on the ground, though, so it's not a huge issue. In the air is where this becomes remarkably frustrating. To set my Kaithe flying, I need to press Crouch + Jump while airborne. If I happen to press Crouch first, it puts the horse into a "flying crouch" state where it can't "sprint", but gives me no indication that it's doing this. I have to randomly guess and hit toggle crouch to fix it. But if my horse is not in that state, then pressing crouch causes it to descend rapidly and continuously without further input from me. I have to hit crouch again to stop it. This is, I assume, because I'm using the toggle crouch key. Even when everything goes well and I transition into non-broken flight, I still don't have a good way to descend in a controlled manner. I can "toggle descent" on and off, but I can't hold the key to descend until I release it. And before people tell me to just change my controls: remember that the Kaithe is using my Warframe controls. I chose those because they're convenient for Warframe gameplay, which is the majority of... well, Warframe. Changing the controls I use the majority of the time just to accommodate one transformation/vehicle is really not an option. And it shouldn't need to be. Archwings have their own separate control scheme. There, I've set my descent key to what's normally toggle crouch on my Warframes. Archwing flight I can control without issue since they have their own separate keybings. Can we please give Kaithes their own separate keybinds? Or failing that, can we please give them Archwing Controls? Because using ground controls for an air-capable "vehicle" just doesn't work very well.
  23. Fair enough, but I still feel it's worth criticising. Warframe has all the mechanics to be a truly excellent action game, but we rarely if ever get to interact with most of them. Sentients have breakable body parts. Nobody cares, just kill them quickly. Eximus units only drain you if you stand in their spawned effects. Nobody cares, just kill them quickly. Tusk Bombards shoot dumbfire rockets which they telegraph with a laser sight. Did you know that? Because it took me 4 years to notice. The solution to every problem in Warframe is to entirely sidestep it. Usually, that comes in the form of making one's self functionally unkillable and giving one's self one-shot damage. A friend of mine once joked about that. I asked what the Archon aura on the ground did, since it didn't seem to have any effect. His response was "Health damage. If there's anything that you don't know what it does, it does health damage." I play Inaros and now Grendel, meaning that I basically don't even see health damage. I don't need to dodge enemy attacks, I don't need to prioritise individual enemies, I don't need to engage with their mechanics because the quite literally can't kill me. So when an enemy pops up who teleports and ragdolls me... I default to the same solution. Swap to my Operator, go Void Mode, disregard the mechanic. I hate how to solution to every challenging encounter in this game... is to cheese it.
  24. That is absolutely awful game design, not to put too fine a point on it. When the player's best course of action is to interact with game mechanics as little as possible, something has gone very wrong. This is, in fact, one of Warframe's most prominent failings. The majority of enemies are functionally interchangeable because the die too fast to actually DO anything. Boss-level encounters, at least, should not work like this.
  25. I agree, but that's entirely irrelevant to the discussion topic. As you saw later in the post, I specified that the issue isn't failure, but rather loss of progress. Incidentally, that's also not a thing in the Curse of Monkey Island, but we digress. I'm personally fine with "a failure to progress" as a failure state. I'm fine with games which don't allow me to "fail forward". What I don't see the point of is shunting me backwards and requiring me to re-earn progression I've already earned. And yes - clearing multiple stages of a mission and then not getting that progress is losing progress I've earned, at least as far as I'm concerned. If you want to talk about "What is a game? A miserable little pile of secrets!" then that's fair. I wouldn't be opposed. This just doesn't seem like the best place for it.
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