Jump to content

(XBOX)WafflyLearner89

Xbox Member
  • Posts

    309
  • Joined

  • Last visited

Posts posted by (XBOX)WafflyLearner89

  1. 1 minute ago, (NSW)Greybones said:

    I heartily agree that Doom Eternal is an excellent example of good game design, everything from their gameplay loop to visual and audio cues.

    I do hope you’re tempering your expectations on anything that DE could borrow from what Doom does well; Doom’s got an incredible assembly of mechanics that they’d been able to focus on singularly for years, all in a shiny recent game engine.

    DE are having to work under the stress of pumping out whatever they can to try and keep player counts and cash flow coming. I don’t know if Warframe’s gone through a complete engine overhaul (which is a much huger deal than just making the graphics look prettier), but if it hasn’t it’s an engine that’s over 7 years old by now.

    Honestly I would not be surprised with the engine they used based on there spaghetti code problem. If they took time to use a new engine to rebuild warframe on while getting rid of any spaghetti code, I would actually pay $100 just to play if that's what it would take. Half of me believes they can't do half of what they want because the engine or coding causes it all to collapse. 

    • Like 1
  2. 2 minutes ago, OvisCaedo said:

    Every time warframe tries to "learn" things from other games, it seems to perpetually result in completely terrible results, because DE never actually understands how to make those mechanics work, so we just get half-assed things shoved in that don't add anything.

    you do make a good point. They need to look at the base game loop and fix that first. If done right, Doom Eternal could have some ideas that can serve as inspiration as to how to freshen the game loop and keep it engaging.

  3. 6 minutes ago, 844448 said:

    But can you survive many shots to the point of being nigh immortal like we do in warframe?

    I understand the appeal for being un-killable, but eventually that gets old and can remove any challenging aspects of a game. Sure it's fun for a bit, but then some people want to have more of a challenge. 

    I would not say it has to either be really challenging (close to doom) or easy like it currently is, I'm saying it would be nice to have an option to bump the difficulty. Think of now as easy mode and my D:E (doom eternal) suggestions as medium or hard. In order to add more incentive, the higher the difficulty, the better the rewards and higher the drop chances for rarer items/mods.

  4. I swear His tier 3 chroma rework sounds way cooler than what Chroma is right now. He also has fleshed out ideas for an UMBRA focus school and a SWORD amp for operators!!!!! I would pay $100 to have the chance to play his version of chroma and with that sword amp.

    I'm actually shocked that not a single soul has mentioned this to DE. This is way too cool to pass up!

    • Like 2
  5. I am aware of how VASTLY different these two games are........ BUUUUUUT, there are also a few similarities between them if you look closer....

    -You play as warrior that can mow through waves of enemies and strike fear in the enemies that hear or see you

    -The game makes you feel unstoppable without much challenge vs the game makes you feel unstoppable with a satisfying amount of challenge

    -You have an arsenal of weaponry to choose from

    -you are very mobile and can traverse the level quite well 

    -you face deformed clones from earth (the grineer) that have spread across the system, want nothing but war and death, serve an ugly abomination that bathes in blood (kuva), can resurrect and sacrifice subjects vs. Demons from hell with lots of weaponry that want to turn earth into new hell (basically the same thing) 

    -both games involve demons (we are void demons after all).

    -Probably a few more examples but I think you get the point...

     

    With that out of the way, I can't help but feel that the new DOOM game has a few things that warframe could use to shake things up. 

    For one thing, it makes you feel like an unstoppable force that the enemies fear while also giving some challenge through different enemies that require different approaches to take down. Warframe kinda has that but almost all enemies can be taken care of through the same method of unloading damage, CC or nuking with abilities. Add that with the fact that it is very easy to build to have a lot more health and armor (no one say anything about not putting those mods on. That goes against gamer instincts to try to nerf yourself) and enemies don't pose much of a threat nor do they last long.

    Speaking of the enemies, DOOM actually has good variety of enemies that attack differently, require different methods to take them down and they don't die in one hit (except the filler enemies which act like walking item drops). They even have a pvp stalker mode called invasion mode (you can invade other player's story as a demon enemy) and difficult lich/stalker like enemies called Marauder which is former sentient solider that fights like doom guy.

    The level designs in DOOM are also a lot more fun to traverse as it requires you to use specific mobility options (such as wall leaps) that Warframe really needs to add to it's level design. The level designs in warframe should have more sections that require certain mobility options to traverse (one section could involve bullet jumping through a tight space, wall running on a platform and leaping onto another one, basically what a lot of other games use to make the level more interesting, etc.)

    As for the arsenal, DOOM has a lot of cool weapons that are not only really fun and unique, but also have mods that can change your assault rifle into a mini rocket launcher. The glory kills also provide you with different drops depending on which weapon you finish a demon with and depending on which part of the body your aiming at, gives you a different animation. This is something that would be really cool for the parazon. 

    -It's also more rewarding and less grindy (hint.hint)

    There are also different modes in the game and exploration and alot of stuff that Warframe can learn a thing or ten from. Forget DMC5, DOOM: Eternal should be what DE looks to for inspiration!

    • Like 12
  6. I really like the recent community warframe event that is currently going on. I didn't even know nova was made by the community. Any chance we can do this more often? What about doing more stuff like this such as a contest involving the community creating their own warframe with stats, abilities and concept art and submitting them for the community to choose? 

  7. 29 minutes ago, (XB1)GearsMatrix301 said:

    What if the time rewind if from a gadget?

    LOL Walked right into that one huh? 

    Also, I was think of adding gadgets like her night goggles that can add wall hacks and infinite punch through for her abilities and guns

    Or maybe a sniper mode for her 2nd ability that uses both barrels to fire a high powered shot that hits one enemy and bounces off to another (like a laser bouncing off mirrors)

    Heck, how about an electric blast from her 3rd which she can send out to a group of enemies and deal higher damage depending on armor or shield amount.

    Gadgets like those would be interesting to add to her kit in my opinion. 

  8. 5 minutes ago, (XB1)GearsMatrix301 said:

    Because Revenant is a poorly designed mess that’s a result of shoving a theme where it doesn’t belong. We don’t know anything about Protea yet. So complaining that the rewind is “out of theme” at this time is a bit ridiculous.

    While I am 100% with you on revenant, the rewind ability for protea never sat well with me since it doesn't fit in the theme given to her. I would much prefer if she was given more gadget abilities to throw out.

    Save the rewind for a time frame. 

  9. While I agree that her current 4 does not really fit the theme, I'm not sure if your suggested new 4 ability would work either. It's a great ability mind you, but it sounds like something for a racer themed warframe (also, would be hard to drive in tight spaces).

    They DEFINITELY should save this ability for another frame, but I'm not sure what her new 4 should be. 

    Would be nice if she had an ability to use her night goggles to activate wall hacks and gain infinite punch through for her abilities and guns. 

    Still hoping for the best. Like her design, but I feel she needs more gadgets to throw out.

  10. 1 hour ago, [DE]Rebecca said:

    I picked up on that - we are adding more Prestige ranks (next week, all Platforms) to this Intermission so that people can still earn Cred! 

    As much as that's appreciated, what if instead we get a small portion of creds for every night wave challenge we complete so we have a more consistent way of getting night wave offerings?

  11. While I do find the game getting a bit stall, my main problem is just with how melee currently is. Does the game modes get stale? Yes. But I have confidence that we will get more content that will last longer eventually. What would be cool is if the enemy types could adapt to your playstyle and force you to change it up.

  12. 2 hours ago, (XB1)R3d P01nt said:

    Will you have played Gauss by that time?  IOW, do you even have a PC account so that you can try it out yourself?

    What does IOW stand for? And no I don't have a pc account. But others will have played him so I can get other people's opinions. 

  13. 24 minutes ago, Hyro1 said:

    Thats not the energy I mean, although he does have an ability that does function like rage, I meant kinetic energy, that is why his abilities are centered around cold, heat and speed. 

    ohhhhh. My apologies then. My point still stands but thanks for the clarification. 

  14. 31 minutes ago, BlachWolf said:

    The suggestions for his 1 might be a bit to much for one ability, but i like the sliding part since it looks to offer more controll over his speed. The changes to his 4 on the other hand dont sound that good, while the enemy slowdown seems nice, the fact that it also slows down allies and gauss himself breaks this for me.

    not sure about what you mean for 1 being to much. would it be better if he could just drag enemies instead of also being able to jump kick them?

    as for 4, my reasoning for slow down applying to allies and gauss is to allow for skilled shots or lining up shots (as seen in the attached gifs). as for allies, i was concerned that if they were not slowed down they could steal all the kills from gauss. While i would like to add the option for gauss to slow down when lining up, i now realize that slowing down allies is just not going to end well. Will edit the 4th ability now.

    Thanks for the feedback and happy that you like the passive.

  15. 2 minutes ago, BlachWolf said:

    At least wait till he's out. None of his abilities look bad to say the least. His 1 is ok, his 2 reduces incoming dmg and restores energy, his 3 seems to be a form of CC and his 4 is just a self buff which increases his dmg and speed. Nothing seems bad like for example garudas old 4 (the blender thing). Finally his kit isnt about speed but kinetic energy, which includes heat (when atoms move a lot in random directions) and cold (the absence of movement) .

    you make great points. However, you said his 1 is ok and his 4 is a self buff. I just want to add to them because they feel lacking and could use some fun mechanics. As for the theme, I still think my ideas can fit in nicely. I like his 2 and 3rd ability just fine.

    Don't want to rework. Just add to them.

    But if we were to ignore that, what do you think of my ideas?

  16. 9 hours ago, (XB1)GearsMatrix301 said:

    Vanquish was great. Totally hyped for Astral Chain.

    Never got to play it nor did I really get into it due to it looking like it has no melee. maybe will look into it some day. Definitely was a diamond in the rough.

    As for Astral Chain hyped cannot describe my excitement for this game. Looks really fun and I really hope this becomes an ip with sequels or something cause it looks like a blast to play. 

    Nice to see someone with great taste 😁

    by the way, what do you think of my ideas for gauss if you don't mind me asking?

  17. 10 hours ago, Hyro1 said:

    Gauss theme isn't speed,its energy conversion, none of these, except for maybe the passive would actually fit this theme

    I kinda feel like speed is his theme but lets not jump down the rabbit hole (especially since no energy conversion was shown off since infinite energy was on and how his code name was running fan and how he was the fast friend to the big guy shown off recently).

    His 1 involves him running fast and ramming into walls for damage. Why would it be out of place to have him drag an enemy while running or jump kick an enemy at the end of a run?

    My idea for his 4 could be like kinetic energy zone that slows down time. Besides, that actually could be really cool and unique for this frame. 

    I personally don't agree with your opinion, but its fine. Hopefully you enjoy gauss when he comes out

  18. 9 hours ago, LunaSelenis said:

    But Gauss isn't even out yet, which makes it way too early to post any kind of ability reworks, in my honest opinion.

    true but technically, I'm not reworking any of his abilities. i'm just adding to them to give them more fun mechanics.

    Would you be able to tell me what you think about my ideas anyway?

×
×
  • Create New...