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(XBOX)WafflyLearner89

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Posts posted by (XBOX)WafflyLearner89

  1. 17 hours ago, qq2624790014 said:

    I think it was added to the game long ago, in 2021, and its skill set is so similar to Sevagoth that it makes me wonder if it is the prototype of Sevagoth.

    Thank you for digging this concept out of the forum.

    I doubt it. Sevagoth was made from liger's Reaper concept and even then, the frame does not quite scratch that itch I have (especially since his 1st ability was changed from a melee attack to a ranged summon attack which I'm stilled bummed about). Plus, I'm a sucker for chain whip melee attacks that remind me of god of war Kratos of mortal kombat scorpion.

    With all these old amazing concepts collecting dust on the forums, I feel as though we need a contest held for people to submit there own frame contests (ability kit and art included) to decided which 3 should be brought to the game rather than community made frames which, in my own opinion, have mixed results.

  2. On 2021-12-19 at 10:32 AM, Georg_Beluy said:

    God, DE, it's realy don't fair to do thing as you did: accept design, start working on this warframe, and... simply nothing. It's realy cruel and even ugly to do such thing to us. 
    At least give some info: it's abandoned, canseled, or what? We need this girl to simply kill all, that's moving!

    They been a bit busy on making the new war. Who knows? Maybe she will be announced next devstream in jan..... fingers crossed

  3. On 2019-07-09 at 12:01 AM, Spartan336 said:

    There was a scene at Tennocon where Rebecca polled the audience oh whether or not to kill or save the Lotus. It seems that the room was out to kill her. But what about the forums? Do you want to kill the Lotus or save her and why? 

    EDIT: Dear God you are all a bunch of murder hobos. 

    Id say kill natah, but it would be cool if the durvri paradox main objective would be to travel back in time avengers endgame style to save margulis during the time she is to be executed; making her the new lotus.

    • Like 3
  4. 1 hour ago, Loza03 said:

    "Excalibur was the first".

    What we know is that Excalibur was the first succesful model of Warframe (it's indicated that Rhino was in development prior to Transference being adopted, but due to the tendency for Proto-frames to go crazy and turn on their creators, they were likely never fielded on a large scale), and we also know that the Tenno precede Umbra himself.

    Whelp, there goes that idea. My bad.

  5. 48 minutes ago, (PSN)KCLegionOfZoom20 said:

    Would love to have Gara & any Warframe holding there Melee weapon like in the picture what an awesome Stance! 

    Please make it happen DE + can we please have the Nyk Prime & Valkyir Prime Accessories released soon?? Please let us know the plan for these going forward thanks 

    10000% this!!! I have been wanting warframes to be able to hold melee weapons in different poses based on the selected animation set. They dont even need to make new idle animations. Just use the unarmed idle animations with the melee poses.

    At least let gara hold hammers/heavy blades/two handed nikanas/swords the same way she is holding them in the images for her prime. Would be cool if she walked while holding her weapons like a samurai warrior like the photos shown but that is just wishful thinking....

    • Like 1
  6. 18 hours ago, [DE]Helen said:

    bbe88a08b1c65966b5b023709ee62ec5.jpg

    With a conviction clear as glass, Gara Prime arrives in Prime Access! Get Gara Prime, exclusive Accessories and more instantly with Prime Access, or hunt for Relics in-game to retake the Origin System and shatter your enemies with the unbreakable Gara Prime and Prime Weapons beginning May 25.

    While you may know the glass-manipulating Warframe Gara, the first Warframe to fell a Sentient on the Plains of Eidolon, Gara Prime is a relic from the Orokin Era that boasts upgraded stats and Mod Polarity. Whether you’re keeping a key enemy distracted with Spectrorage, sending volleys of explosive glass shells with her signature Astilla Prime shotgun or sweeping a few Lancers aside with Shattered Lash, Gara Prime is well-equipped for any situation.

    5ae0ef444564894f6771d724984a50f3.jpg

    GARA PRIME ACCESS FEATURES:

    Gara Prime
    Continue the legend of the glass-armored warrior Gara. Dominate the battlefield with the power and purity of crystal.

    Astilla Prime
    Loose explosive glass slugs that tear through enemies with Gara’s signature shotgun. Presented here in its spectacular Prime form.

    Volnus Prime
    The glorious original Orokin casting of Gara’s signature glass hammer. Deceptively light and swift, while remaining lethally effective.

    Exclusive Gara Prime Glyphs

    867969f17a8ad43d167dd24ae51b3a54.jpg

    GARA PRIME ACCESSORIES INCLUDES:

    • Catena Prime Ephemera
    • Castellan Prime Kavat Armor
    • Sabella Prime Gene-Masking Kit (Includes Fur Pattern and 4 Colors)
    • 90-Day Resource and Affinity Boosters
    • BONUS: Kavat Incubator Upgrade Segment and Kavat Starter Kit

    c1008f9bca1e657195ccf393c26ebff3.jpg

    When Gara Prime enters Prime Access, the following items will be entering the Prime Vault:

    • Wukong Prime
    • Zhuge Prime
    • Ninkondi Prime

    Gara Prime Access begins May 25 on PC, Xbox, PlayStation and Nintendo Switch. Don’t miss this warrior clad in glass and gold, Tenno!

    Looks awesome. Instant favourite for me. That being said, can we have gara hold hammers in game the same way her prime is holding her volnus prime weapon in the image? Looks really sick.

    • Like 1
  7. 2 minutes ago, (XBOX)EternalDrk Mako said:

    See the source imageSee the source image

    i mean last they showed it, they were doing the original design 

    Yeah, but with how long it has been, i wonder if they forgot about it.

    Also, im concerned about if they will use the abilities from the concept. I like the ability kit but based on wraithe's transformation into sevagoth, alot of the abilities may get replaced (im still a bit upset they replaced the original reap ability)

    • Like 1
  8. On 2015-12-07 at 9:42 PM, AnOldAlias said:

    Hah. Stance. Get it?

    Anyway.

    I'm curious as to what your stance on Melee is? Do you believe it feels unique enough to be standing out to other forms of combat in this game, or do you believe it needs tune-ups and some more unique feels to it?

    Personally I like the melee here. Though it definitely needs some more uniqueness tied to it and some tweaks.

    Personally I'd love to see Charge Attacks be tied in with multiple forms of movement as well. Just as a random thought.
    Rolling Charge Attacks.
    Air Charge Attacks(Above Slam Point).
    Slam Charge Attacks.
    Heck, even Latched-On-Wall Charge Attacks.

    I think it'd be pretty nice!

    Otherwise I'm not sure what else I have in mind.

    Melee could use a deeper system. What we have now is alright but I would love to have a new combat system with more mechanics to spice things up.

  9. 37 minutes ago, Felsagger said:

    A common suggestion that was proposed before, a good one. 

    Resuming/improving/adding some recommendations: 

    1. Improve A.I., enemy load outs where enemies carries three weapons. Improve their energy shielding. DE has all the assets already. 

    2. Learn from the Marauder in Doom Eternal. He uses his shield intelligently. 

    3. Introduce middle boss fight in unexpected situations. DE has all the models already

    4. Reduce Area of Effect and invulnerability to small quarters or simply add cool downs. 

    5. Enemy reads out the War Frame tier selecting better strategies and exposition, if possible. 

    6. Increase enemy level from the get go. 200 level already available on the star chart maps. 

    7. Improve the architecture of stages that are frequently visited by the community like Akkad, Hydron, ESO, SO, The void Orokin Ship tileset. 

    This list consider everything. It regulates War Frames, improves enemies and updates game assets. The problem is addressed restituting the health of the game. 

    I like your ideas. Additionally, maybe nulls could be redone to rather being a big bubble that deactivates abilities, could be a guy that provides personal shields for enemies within range which makes them immune to our powers. This way, it does not outright disable our powers, rather make it that we need to use other weapons or find the null dude.

     

    • Like 1
  10. I have been sitting on this idea for some time in regards how to properly add a more challenging version of warframe without screwing over players who like the power fantasy with the lack of challenge.

    For starters, you can choose to select an alternate version of the start chart with significant balance changes that allow for more of a challenging version of warframe. 

    Since i am planning to make a post on this eventually, ill just show the points i have right now. Fair warning, they are ideas are just wrote down so they might not be very clear or not good. Will refine later:

    -common enemy types are less common but are slightly stronger damage wise

    -unique enemy types such as the maniac show up much more frequently and all their attacks are much more lethal

    -regarding the first two points, as a player progresses through the star chart, common enemies show up less and get slightly stronger while unique enemy types become more common and lethal.

    -Common enemy types are less common while more unique enemy types show up more often (maniacs for example)


    -Common enemies do slightly less damage while unique attacks from the unique enemy types are more deadly but can be telegraphed depending on the lethality.


    -If player or group try to use a certain strategy to cheese the level, enemy ai will adapt to the best of it’s capability to counter the method (similar to the bunker example given in shy’s interview with pablo)


    -Health pool of enemies should not be bullet sponge like (enemies should try to use other methods of improved difficulty such as weak spots). If properly leveled up, enemies should go down within 1-2 combos using melee while primary or secondary weapons can deal with an enemy in a decent amount of time.


    -Recommend using doom eternal enemy methods: unique tougher enemies have weak spots in certain areas or require use of a certain attack to defeat. Enemies could be designed to deflect gun fire, counter spamming attacks, become immune to abilities that are used too often, perform attacks that can deal with multiple players if player try to gang up on enemy, can parry attacks, dodge certain attacks, etc.


    -Stalker and liches should have attacks that allow them to avoid getting cheesed (liches could have a personal shield that prevents players from shooting them out of their reach, send deadly attacks that change depending on how far the player is (like the marauder from doom) or teleporting to close the distance, etc.


    -Bosses should have their own arena rather than using a random spot in assassination missions, some bosses should be designed to be a fight for only a specific number of players depending on what kind of boss fight you want. If it is a 1 on 1, the mission will only be a single player mission.


    -some enemies will only be vulnerable to primary or secondary weapons while other enemies will be vulnerable to melee only (or is just really bullet sponge like with the wrong weapon)


    -Special enemies or bosses could have quick time events where if you were not careful, they could hit you with something that will cause some damage, but perform the require quick time event will prevent the damage from becoming to lethal.


    -new and old bosses should be creative and interesting like enemies in the dark souls’ series (while those games are known to be really difficult, I always loved the boss fights for how detailed and interesting they were)


    -If the player tries to hit and run to much, some bosses will perform certain action that will close the distance or punish the player for being cowardly.


    -special enemies or bosses will develop damage resistance to repeated uses of staggers or procs. Also has a damage threshold of sorts to prevent the player from using an op build to kill the boss in a few hits. Extreme example: a shotgun that is modded to inflict 1,000,000 damage per shot on a boss or unique enemy type will only inflict 500 or 1000 damage on target (I did say extreme example)

     

    -As for the warframe itself, players will not be able to adjust range or efficiency.

    -Strength and duration can be boosted to a certain extent by leveling up.

    -Player's health, shields, armor have adjusted stats based on the type of frame they use (all round frame, glass cannon frame, tank frame, etc.). Example: unranked excal, who would be considered as a all around frame, will have 300 shields, 100 armor and 200 health. At max rank, Excal will have 900 shields, 200 armor and 500 health (these are made up stats for the example)

    -A frame's energy pool will all be the same at 100 at unranked and 300 or 500 at max rank

    -For modding, you would mainly use augments to upgrade your abilities as your abilities would get stronger as you level up. This will also allow for mods that don't really affect your stats to be used. Mod slots would also be increased to allow for more customization. Additional augments would be needed for all frames to allow for more unique builds. Potentially, these augments could be found around the levels and could modify  a specific ability's stats to change how you use it.

    -Another requirement would be to look into how progression would work for melee and guns but I have not yet thought about it. 

    -I do know that a large amount of depth should be added to melee combat system as it has potential but is quite shallow at the moment.

    -Level design would also need more details (i will also be making a post about my ideas for this another day)

    -This part will upset some people, but pretty much all warframes abilities should be revisited. The idea is to redo the tool kits to make it that at base range and efficiency, abilities will only take down a small group of enemies or be single target focused with a low time to kill. But with access to all the mods available in current game, the abilities can be very strong and clear out a room of enemies which would give the feel of power fantasy. If a frame's revised abilities are not well received by the community that like power fantasy but is well received by the community that likes the challenge mode, the classic mode will use the frames original tool kit while the new version will be exclusive to the challenge version of the game.

    -Last point is just spitting ideas so it may not make much sense or is not well thought out.

    That is all of them so far but I will one day make a post with the thoughts laid out in a clearer state.

     

    Thanks for those who read this mess. Have a cookie 🍪

    • Like 1
  11. What about creating a second version of hard mode that would basically be a more engaging and challenging version of warframe? That way players who want to turn their brains off and relax play the version we currently have while players that are bored and want to challenge themselves switch to that mode. I mean, its easier said than done but it could work. The game itself would need tweaking but it might be worth a shot. 

  12. 47 minutes ago, taiiat said:

    okay. Nightwave kinda has done that already IMO, via the Zealoid Prelate.
    i wanna go to sleep so here's a lazy copy paste of the general idea of how the Zeloid Prelate encounter was acessed.
    iVFJkh7.png

     

    that being said, is that.... better than just having it accessible by default? the first step seems pretty unnecessary. just as for the Zealoid Prelate during the Nightwave Season, the part of collecting the Keys necessary to play the content felt pointless, disconnected, just a chore. 

    Well in a matter of speaking, yes it is kinda like that, though more straight forward than crafting a bp. Just find a number a chests or something. My idea is to add onto the concept to give players something to work towards. Though you are right about the ideas. Unlike the emissary though, the weekly missions would have different objectives rather than assassination over and over.

    Hopefully that clarifies somethings. go get some rest Tenno. And thanks for the critique 🙂 

    • Like 1
  13. 58 minutes ago, (PS4)Jason_V_Jade said:

    Still it seems like something to be wary of.

     

    @wafflyLearner89

    Sorry your post showed up at the same time I hit sent

    My question is how would they implement this without the BR mode as it does seem to be a key part of the game itself thus that is how this event seemed to be based around making it a key part.

    No problem. 

    Rather than using a battle royale setting, you would just play warframe, maybe through an alert or something, and would find a container of sorts that stand out and gives you a treasure chest. Collect enough, you will be allowed to join a weekly mission. Alternatively, a chest could be a reward for ranking up in nightwave to make it easier to find i guess. 

    Hopefully that clears things up.

    • Like 1
  14. 16 minutes ago, (PS4)Jason_V_Jade said:

    I completely forgot NW had story mode, I skipped it because Nora has an annoying habit of saying a lot when you could say the same thing with less so I always skip her 'story', lol.

     

    So in other words trying to sneak in a battle royal system?

    That alone easily gets a no from me.

    not even close. I apologize if I didn't make my idea clear. I don't want to copy and paste it into night wave. I am just suggesting that the concept, if implemented correctly, would be a cool addition for night wave. 

    The last thing I want warframe to add would be a battle royale mode

  15. 29 minutes ago, DrivaMain said:

    Isn’t that already happening in Nightwave? Story progressing the farther the season goes, Daily challenges, etc? 

    It is but only through episodes like the seasons before if i recall. This would add more story in between the episodes to fill the gaps. Also I thought it was an interesting idea to look into.

    But you are definitely right. My idea was just adding to it.

    • Like 1
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