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ChillrendVN

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Posts posted by ChillrendVN

  1. Hello, for some reason the Happy Zephyr mini-game doesn't work for me. I've seen other people play it and I want to play it too, but for some reason I'm the one with two of the three ways of playing this mini-game not working. I can launch the mini-game using Ludoplex or through arsenal, but once it's launched I can't do anything and no any inputs work, the game doesn't start and I can't even quit Warframe at all and I have to use the key combination ALT+F4. The mini-game only works one way: if I start it through the login menu. Is there something wrong with my account? Is there anything that can be done about it?

    Bug demo:

    Spoiler

     

    Thanks for your attention and sorry for the cursed sound.

  2. Hello, author! Thank you for writing to me and inviting me here to express my opinion. I find this topic interesting and I don't mind writing what I think, but I can't agree with all things.

    BE CAREFUL THERE IS A LOT OF TEXT FURTHER

    Movement

    (Sprint) Speed

    Definitely yes, the operator would be more convenient to use if they were faster, besides, it would be easier to dodge in the heat of battle for those who (like me) prefer to play more as an operator or combine the game for an operator and a warframe. Well, a more distant jump looks pretty impressive, in general, I like this idea. But it should be noted that, it seems to me, there are already some small problems with running animations (they look a little strange), and if the operator is accelerated more, it will look absolutely monstrous how the operator moves them legs at such a speed as if they has a cramp or they is an insect (this is basically visible on the GIFs in the first message). If we increase the speed of the character, then we will probably need to redo the running animations or use animations like warframes has, as devs did with the drifter, and remove this "combat stance" with an amplifier and make an animation as if the operator is just holding a secondary weapon attached to them hand (there is already such a things in the game, so it won't look out of place).

    Jump Hight & Wall Run

    Again, the ideas are good and, I think, they can make the game for the operator more convenient and fun, but here again there is a nuance. Have you forgotten that, unfortunately, we are still playing for humans? Well, even if the operators have the powers of the Void, they are still humans with biology and anatomy that familiar to us (unlike warframes made on the basis of Infestation, which are essentially some kind of incomprehensible things mixed with technologies), so it is not entirely clear how a double jump and a wall run should be carried out, how this is logically due (most likely, for these reasons, such movement capabilities were not initially added to the operators). The only idea that comes to my mind is to explain all by the forces of the Void and, what is also important, to show it. I think that operators will need to do a separate animation for these actions and, perhaps, make these actions energy-consuming, at least just a little bit, indicating that this is due to something and the operator does not make them double/enhanced jump on the fart thrust. It is also possible that it makes sense to link additional movement options to the focus schools' unboundable abilities.

    Dodging/knockdown Recovery

    To be honest, I don't fully understand what is meant, and I don't quite understand why need to change this mechanic when it doesn't seem to look out of place, especially considering that the operator can be upgraded to the survival level of a warframe. Well, basically this animation still refers to self-knockdown and in the context of the missing self-damage (but the present shock wave from the projectile), I'm not sure that it should be dramatic. After all, why fix something that isn't broken? In addition, the current self-knockdown animation has a big plus: it is fast and preventable with proper reaction speed, which makes the gameplay convenient, but the player is still punished for carelessness. Isn't it cool?

    Fly Kick/Slide Kick

    Is this often used? I thought that everyone is busy shooting at enemies and dodging oncoming attacks, and not trying to kick someone to death. Personally, this thing amused me only when I was quite a beginner back in 2018 and did not know more effective tactics of fighting. As for the operator, I don't think this function is necessary and logical (in fact, even for a warframe), because there are other ways to both control and rollover the enemy, and even better, just finish him off quickly, and not open up for someone else's strike while trying to kick someone's legs when sliding. And I would replace the sliding itself with a normal roll and -spring like a warframe, because this rubbing the floor with your butt looks somehow ridiculous and impractical. I advocate that the operator, like the drifter, finally has normal movement animations.

    Edge Grab

    What's unreliable about that? I don't know, I have no complaints about this animation - it looks quite adequate, and I would rather draw the attention of devs to the fact that sometimes this thing for some reason (apparently a bug) does not work and the character falls.

    Chimera Prologue Dash

    Isn't this the same as the void dash, but limited? I am not sure that this should be in the game, and even if it should, then only in strictly defined situations (perhaps this can be said just about quests), where it is appropriate. I can't say anything about stealth, since I don't really like it and it is often inappropriate specifically in a Warframe (with the exception of quests, I think).

    Enemy Vaulting

    Perhaps my opinion here will also not coincide with yours and will be the same as when I wrote about slide kicks: why jump behind the enemy and try to rollover them with your hands if there are already ways to just rollover or kill them? It does not look interesting enough or necessary, besides, it will be very ridiculous to watch a child taking down a large strong opponent in some way (at least in some way other than connected with the forces of the Void, but then we already have a void blast that can quite successfully rollover the enemy or throw them out from somewhere (for example, I like this way to throw guards from the bridge to the bottom of the Kuva Fortress map (spy mission), where instakill comes in, lol))

    Running on ziplines

    I don't see anything unreliable here, especially if you keep in mind that there is a void mode that makes you invulnerable and slows down the fall in case of something. The speed problem can be solved if the speed of the operator as a whole is increased. But what may really be missing is sliding on these things, like warframes, perhaps even on the roll button (to leave the opportunity to enter the void mode).

    Focus System Rework

    To be honest, I'm not sure that a rework is needed here. Rebalance - maybe, a rework - not sure. The fact is that if you mess around and fully upgrade the operator, unbound all the unboundable abilities, and then pick up the right arcanes and an amplifier, then together with fully upgraded focus schools, the operator actually becomes quite strong on their own. The fact that they are tools for a warframe is only partly true, in my opinion. Yes, they support warframes, but after all, the operator's abilities affect them too, so they support themselves and can be quite self-sufficient. I've been going through many missions for a long time using purely operator mode or combining it with playing for a warframe, I've been going through The Steel Path and Arbitrage missions for an operator, I'm ranking up newbie friends and farming focus in the Sanctuary Onslaught using an operator and it feels not just comfortable, but I even notice that in some places my amplifier copes better than my main weapon, lol XD
    ---
    If you want proof of the operator's strength, then especially for this I recorded several videos with my playing for them on a sortie, on TSP and at the (Elite) Sanctuary Onslaught.
    Sortie missions: https://youtu.be/x3nDBgHVT_k | https://youtu.be/t-gGeX-Vnn8 | https://youtu.be/pm2YL4SFwHE
    TSP: https://youtu.be/5d2I--bXmbg | https://youtu.be/jwjkhPH0KMM | https://youtu.be/wl6vIbGfeSY | https://youtu.be/oBvy-rIV-sU
    Onslaught: https://youtu.be/YnEStkEtD-w | https://youtu.be/oc2njcWgNDE
    There is also a survival in the Void (MOT), only 10 minutes, but I can record more if someone has a desire to look at it.
    ---
    Also about the connectivity of nodes: the idea is good, but then it is not entirely clear what to do with the sequential upgrading of focus schools and how it should be carried out, and whether it should be consistent at all. Perhaps here the devs already know better how to do it.

    Void Melee Weapons

    Definitely the use of melee weapons by operators would make the gameplay more interesting and variable, as well as add fun and just more ways to kill enemies, which is also quite nice, and here in this forum topic I see a lot of interesting ideas about it, but I have to draw your attention to one nuance. Operators can have supernatural abilities to do all sorts of things with the help of void energy, they can be agile and fast (and use the energy of the Void for this too) for parkour and all that, and it still doesn't look somehow absurd (no more than anything else), but, frankly, operators clearly don't look like those people who can have sufficient physical strength and endurance for melee combat. In fact, these are small skinny teenagers who at some point could not even walk because of muscle atrophy (recall The Second Dream). Even though melee combat can also be based on abilities related to the Void and  use of energy, still everything should have reasonable limits, and a frail teenager briskly brandishing a huge hammer or a claymore goes beyond these limits too much. Children with conditional "magic" don't look so bad yet, but children with (melee) weapons (especially large and heavy) look very stupid and like a bad anime with omnipotent lolies - it's just strange and absurd, it's more suitable for an adult drifter than an operator. It is even possible that melee combat (if it will be added) should be available to the drifter only, because they are more mature, experienced and large, they at least have some degree of physical fitness and experience with some weapons (including melee weapons), unlike the operator. Or, if you really want, maybe devs can allow the operator to use not all weapons, but only small and light ones like daggers, one-handed swords, rapiers and some more. It will be more logical and it will look better. Another solution, quite a compromise, is to allow players to change (definetly with some restrictions, so that players do not create monsters in the character editor and there are fewer bugs) the height and physique of the character, so that there is freedom in customization and choice of weapons and the player, if anything, could make the character larger and more impressive for the sake of carrying large melee weapons, or they could not do it if entertainment is important to them, not logic. So all players will be able to get what they needs from the game, depending on them preferences.

    Operator Game-Modes

    The voiced missions and, in general, something gameplay exclusive for the operators sounds quite interesting and tempting, perhaps I can only find fault with the fact that a plot justification is needed (given the already existing things in the game, I think devs will have no problems with this) for the existence of such missions tied to the game for the operator, as well as really useful rewards that will give sufficient motivation to the game not only for those who like to play without a warframe, but also for those for whom it is not so interesting and convenient.
    As for the conclave, I think that the best solution for the game will not just be PvP, but, given the amount of equipment and its combinations in the Warframe, something like battle royale (like it should be called that, but I don't remember, to be honest), where you can also weave the game for the operator. The point: a lot of players find themselves on a large map, on which a bunch of different equipment is scattered. The player appears without anything, as an operator who can only use their abilities. The task is to find and collect equipment and, of course, fight with rivals, the effectiveness of it depends on what kind of equipment you can find. First it can be an amplifier, then you find a warframe and you can use its abilities, then different weapons and ammunition, perhaps in special cases and with special luck you can find equipment in the form of a necramech/k-drive, and so on. The winner is the one who is the last to stay alive. Devs can somehow implement a narrowing of the map, and also add several winning places, not just one - for example, the first place with the best awards, the second and third with average ones, and for the rest of the players a consolation prize for participation or something like that. Considering how many combinations there are in the warframe for modular weapons like amplifiers and how much equipment there is in the game as a whole, such a gamemode can be quite fun and interesting, but players will clearly need motivation to play it in the form of good rewards, and also for such an amount of equipment in PvP a balance is required and it all will be very difficult to make playable and competitive.

    Operator Cosmetics/Customizations

    And for this I have an opinion. Perhaps I would also like to see syndicate armor for the operator (I've been thinking about this for a long time), the use of syandanas and, in general, some customization extensions, for example, the moderate change in the physique and height of the character I mentioned above to make them look more impressive and finally make them look not like a puny child, but someone who can kick someone's ass. Of course, I would also like to see more respect for the user's choice of customization in cinematics - I mean, I don't understand why a closed helmet opens in cinematics, and in cinematics of The New War helmet and all the decorations are removed from the face (I have my own topic on the forum and a detailed analysis of the problem: https://forums.warframe.com/topic/1256767-forced-opening-operators-helmetshoods-in-quests/)
    It would be nice to make the system of facial accessories more flexible, such as placing hats in Team Fortress 2 - so that you can put any accessory in any of the three cells without restrictions, and also so that when putting on some helmets masks and visors do not disappear from the operator's face, as this is seriously annoying and often unreasonable.
    We already have Grineer armor (for the drifter), so we are expecting Corpus armor, lol
    But at the expense of sets of decorative armor for operators, I'm not really sure and I think it's unnecessary. Firstly, we already have an analogue in the form of a fairly flexible customization of the transference suit with the possibility of choosing leggings/sleeves/ hood/and other things from different sets; and secondly, additional decorative armor, unlike syandana, will most likely look bad because of the intersection of the textures of this armor with the textures of the protruding parts of the transference suit. In addition, decorative armor has a different location, size and shape and is likely to be very time-consuming to configure (on the part of the devs), because for each element of each set of armor for each transference suit, devs will need to select some optimal location and size, which may also be very baggy. I'm not saying that in this case, the character editor may be too overloaded for some players who don't really like to mess with the character's appearance for a long time. It is much easier with syandana, because it is on the back and does not always completely touch the body, sometimes syandana is just quite bulky, so problems with the location and clipping of textures will be minimal or invisible due to the number of details. A possible way out of the armor situation is to make separate sets of decorative armor for the operators, which will suit the operators only and their transference suits.
    At the expense of styles related to culture from the real world (transference suit in egyptian/japanese/roman/some other style) - I strongly disagree, because it will be too much out of the general tone of the game. The game as a whole has its own unique style, and we also have a choice of styles of different specific factions (of which there are many now) present in the game, and this is quite enough, while anything that does not match the style of any of the factions will look too strange and pretentious, as if it were not of this world. Each design in the Warframe is adjusted for the atmosphere of the game and the fact that it should roughly correspond to the theme of Tenno/Dax/Corpus/Grineer/Infestation/Orokin/Sentients/Solaris/Ostron/Entrati/syndicates. At least approximately. Even if the style of some culture from the real world is taken, it will still be edited to match the tone of the game or simply not accepted by the devs. And in the end, I would recommend respecting the uniqueness of the Warframe and not destroying the charm of its own individual style.

    QOL, Bugs, Changes & Improvements

    Basically everything is reasonable and to the point, I have nothing much to add. I'll just say that in-depth customization of the face, voice and physique is what I want too, but at the same time it's also something that may not be the best solution for the game, because a lot of players play Warframe who don't know how to use the character editor normally or making ugly colorful clowns out of characters just for fun (but it's not fun, because everyone considers themself a genius and a humorist who just has to do it). And this is just now, with limitations. Can you imagine what will happen and how many disgusting monsters will appear in the game as soon as the devs add in-depth settings of the operator's body? I'm not talking about bugs at all.

    Duviri Paradox

    All I want from the Duviri Paradox is an interesting quest and an interesting open world, which will not be made according to the standard already boring scheme, but will be more individual and unusual, bringing something really new to the game. And Yes. ENOUGH IN CINEMATICS TO REMOVE ACCESSORIES FROM THE FACE AND OPEN THE CLOSED HELMET PLEASE STOP

    I guess that's all I wanted to say. Thank you for your attention!

    • Like 1
  3. Virtual Valentine. This postcard was made by me in just one night and I do not think the result is the most successful. However, I found it fun and decided to get down to business with humor and creativity: while all wish each other a lot of love and promise to get a star from the sky, let my valentine looks like the threat that you could be eaten in an unusual way as the grineer in the lower left corner. In addition, this is an interesting experience for me, because although it is a virtual postcard, I tried to create the illusion that it is not drawn on a computer, but made by hand and can be held in your hands. I wonder how plausible it turned out?uDVwjUO.jpg

    Full size: https://www.behance.net/gallery/113680825/ValentinesStar-Days-postcard-(Warframe-contest)

    • Like 4
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