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OrsonBear

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Posts posted by OrsonBear

  1. I think the new water balloon is a great addition to the annual tactical alert. It is more fun and I can definitely get more kills. However, the game mode itself is not rewarding enough.

     

    The reason it feels that way is because players have found yet another spot on the map where enemies cannot harm you and now, more and more players just AFK during the entire 5 minutes. This makes active players like myself feel really unfair, even if I can get extra Nakak Pearls for each kill I made. 

     

    Take the new ephemera as an example, it requires 700 pearls. I can get 20 kills on average and I believe I'm better than the average players, I still need to grind dog days mission 4 for 10 times to get that ephemera. But for those who did nothing, they just need to afk for 20 more minutes (4 more rounds) to get that same reward. Isn't that ridiculous?

     

    I believe this is simply because the extra reward you get for each kill is not high enough. You need to motivate them. Like 5 extra pearls for each kill. Another suggestion is to make enemies easier to kill, as of right now, the water balloon significantly outperforms the soaktron, players almost exclusively use it now, triple the damage of soaktron.

  2. Eagle Eye for Rifles is an Exilus mod, 

    why isn't Hawk Eye for Pistols an Exilus mod as well? 

    And for the record, all the other zoom related mods are Exilus mods, Broad Eye, Overview and Aero Periphery. 

    (Judging from the mod card alone because I don't have a weapon with an Exilus adapter installed. )

    unknown.png

     

    Edit: My friend just tested it for me, you can't install Hawk Eye in the Exilus slot, so it's not just an un-updated mod card problem. 

  3. Reflex Gurad doesn't seem to be working. In the mod description it states +100% Combo Count Chance while Blocking at max rank, so my understanding is that without this mod, combo count should increase 1 with every successful block and with it installed, it should increase 2 with every block, but as far as I tested, no such difference and in fact, there's no difference at all. 

    Also, manual blocking for an extended period of time will cancel the blocking animation and your character can't block anymore unless you do a double jump and aim glide. This happens after 50+ successful block against an enemy, in my case, a butcher, both in simulacrum and real mission. 

  4. 3 minutes ago, Pizzarugi said:

    This is a deflection. Catchmoon is a problem, no amount of enemies you reduce the spawn counts of is going to make people use it less. It is among the most powerful weapons in the game, doing nothing about it means people will continue to use it far more than anything else. And no, we don't need more Catchmoons, weapons that are as broken as this kitgun. By nerfing the most broken things players have access to, it means they will have an interest to use something else they might enjoy more.

    I think weapons like Catchmoon are born precisely because there's so many enemies and just like DE said, spin-to-win slide attack will remain in the game, but they are buffing everything else so you'll have a different option, this direction is right. It's boring and people will still use it, but other options will be just as effective. It's the same thing here. Of course you can kill lower amount of smart enemies with Catchmoon, but just like slide attack, it's boring, but other side-arms in this case will have a chance to be more fun and just as effective. 

    8 minutes ago, Pizzarugi said:

    I agree. The difference between you and I, however, is that I believe we should balance these broken AoEs while thinking it's okay to also criticize about how grindy the game is. 😛

    I believe the game is grindy too, I just think if enemies are fun to kill, then it feels relatively less grindy. 

    10 minutes ago, Pizzarugi said:

    So criticize how grindy the game is, making the game even more boring for solo or team missions (especially if frames like Saryn are with you) by reducing enemy numbers is not how to solve the problem.

    I believe lower the amount of enemy will actually solve the problem, right now you need map control so you have to use nuke, like Volt spamming his 4, you know those players right? Just stay in one place and 444444444, but if there's less enemies, his 1 will be just as effective. Of course people will still do that, but we're back to that topic again, it's boring, people will do that too, but other options will be just as effective. 

    • Like 1
  5. 2 hours ago, Pizzarugi said:

    That's not the problem, the game is a horde shooter.

    The problem is that players have so much power that they can remove all hordes in a second or less. That's pretty antithetical to the game.

    Previously you said this is a horde shooter and that's the issue, I believe Warframe is not, this is not some kind of Zombie game, where the horde gives you a sense of pressure. If there's a horde of enemies, people will seek the most effective ways to kill them, either you balance everything or there will be a meta, but as long as room-clearing abilities, long range melee and AoE weapons exist, they will out perform everything else and if they nerf those, we will spend more time completing a mission and people are already complaining how bad the reward system in Warframe is right now, I don't think it helps at all. The only way to break is solve the horde problem. 

    • Like 2
  6. 39 minutes ago, Pizzarugi said:

    To be a little fair here, this can be mitigated if you play survival missions if there happens to be a fissure. The extra enemies that spawn from fissures just barely give you enough enemies that you can play solo and sustain life support. Of course the accessibility of these missions are very limited, since you have to rely on chance for them to appear.

    I sure wish DE didn't nerf solo enemy spawns, but the last thing solo players need are even less enemies.

    The argument OP is making (which I don't agree with), is not that punch-through and aiming is the problem. Catchmoon is pretty much like Arca Plasmor, where it can hit several enemies if the "center" of it doesn't touch anything, giving it a pseudo punch-through effect. They're arguing that DE should lower enemy spawns.

    I don't think to increase enemy spawn rate for the sake of more life support drops makes any sense. This is about gameplay, if you want more life support, we just increase the dorp rate, that's a whole different issue. I simply want to argue which one is better, less enemies but they are smarter which you need to make an effort to kill them or hordes of generic enemies you just smash buttons and they all die. 

  7. 5 minutes ago, Andele3025 said:

    No. if anything increase the amount of enemies.

    And why do you want that? To get more resource or a Condition Overload from farming? Let's say if drop chance is out of the question, would you agree that fewer but smarter enemies are good for the game in the long run? 

    Also, so many enemies is precisely why Saryn another room nuking frames are so hated, their ability out performs everything we have access to. 

    • Like 1
  8. First of all, I'm okay with the nerf. As for me, as long as DE don't touch the crit chance, I'm perfectly fine.

    The reason 50% of MR27 players are using Catchmoon is indeed because it provides the most efficient way of killing HORDS of enemies. You see the problem? There are simply too many enemies. 

    Most weapons in Warframe can be modded to one-shot enemies, but because there's simply so many of them, weapons like the Arca Plasmor, Catchmoon and Fulmin become our favorite. What would you choose between killing 1000 enemies 1 by 1 or 20 with 1 click of a button? 

    This is  also the reason why people prefer long range melee over gun play because it hits so many enemies with 1 swing. Melee 3.0 phase 2 looks cool and all, but as long as there remains this many enemies, people will just smash buttons finding no joy at all, those fancy lifting animations are just for show, it's less effective. 

    Why don't you just focus on making the enemies smarter instead of just more and more? 

    We know that if you are in your operator and aim at Excalibur Umbra, he will crotch so he doesn't block your view, why not give this feature to enemies? Add a cool down like 2 seconds or so. So every time you aim at them they'll just crotch or dodge out of the way. 

    Maybe only adding this to higher tier enemies like Heavy Gunner, Bombard. Butchers and Lancers will stay the same. 

    Right now, Warframe doesn't feel like a shooter at all, that's why sometimes I prefer soloing low level extermination missions to get a feel of it. Reduce the number of enemies, make them smarter and stop nerfing our guns. 

     

    Edit: My point is about gameplay and if you think lower enemy counts will result in lower life support drop (as in survival missions) or lower resources/mods drop (as in farming), that's a whole different issue. Those can be rectified by increasing the drop rate if the enemy spawn rate is lower, but we're not discussing that here. Simply which is more fun in Warframe? Hordes of generic enemies which can be killed by 1 click of a button or some smart enemies that you have to make an effort to kill them? 

    • Like 2
  9. 13 minutes ago, SpanishFreak said:

    Eight replies so far. all critics. Nobody read the part:

    " the concept as a whole doesn't have to be dependent on formas. That was just a easy way for me to get my point across. Also, the whole idea of this concept is to have something challenging to do that rewards you for completing it rather than RNG, and I used formas as an example"

    And certainly, nobody replied to

    " So if you guys have a different idea for what the challenge would be, I'd love to hear it. "

    Well, op just added that. When we replied, it's not there yet, just the 50 forma thing... As for the challenge, what DE implemented is Nightwave and remember when there were challenging acts back then? They got removed... It would be nice to have augments as passive though, but wouldn't that make certain warframes way too overpowered? Saryn. Just imagine Saryn with 4 augments as passive, 3 umbra mods, adaptation... 0.o

    • Like 1
  10. 11 minutes ago, Gabbynaru said:

    Skyrim's not a good game though, nor anywhere near as fast as Warframe.

    Regardless, how exactly is operator mode compatible with first person view anyway? Unless you mean a walking simulator, in which case sure, I can see operators being compatible with a walking simulator. But an actual first person shooter? No way. They need a lot more animations and animation flow, not to mention some actually proper feeling weapons and not just Star Wars blasters to make that worth it. Just putting the camera where their head is won't exactly make anything good, just give you a tighter and more sickening field of view.

    Skyrim is not a good game? 0.o... Hmm, I guess you are right. For me, I like 1st person itself, so operators don't have access to weapons is precisely why I think it's compatible, because that makes 1st person mode easier to make. I never really thought about people need weapons and animations to fall in love with 1st person, lol. Anyways, just a random idea, didn't even give it much thought and DE will definitely not pour resources into something not everyone likes it. 

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