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tennomantra

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Posts posted by tennomantra

  1. Just now, Yotan said:

    Meaning that the two frames the don't have shields... Nidus and Inaros.  Will still remain being one shotted?

    Am I missing something?

    These two are among my most played frames. Granted, I don't play endurance content, meaning, max lv ~200, but I never got one shotted with either one, not that I can think of. They both have status immunity options (Nidus 3, Inaros 4 augment) which increase their tankiness significantly. For tougher content some more input may be required to survive, but their high hp pools, resistances and regenerating keep them alive.

    Perhaps I'm missing something as well, but if not, the minority of tanky shieldless frames may be an already existing alternative.

  2. 10 minutes ago, IamLoco said:

    - removing self dmg completely goes too far. All we (?) asked for was to rebalance the amount of dmg we get. Let us survive a direct blow with 10,25,50% hp, or sth like that...

    - Arcanes are fine like they are. You said you don´t want to increase the grind, but that´s exactly what you do. Adding cooldowns is a horrible idea.

    I politely disagree. I think for the power fantasy of a game that warframe is, adding several stages of stagger instead of percentage self damage is more than I could have asked for and the best solution in the range of all I've considered personally and discussed with others.

    As for arcanes, too, the meta ones are fine, they have some use, but the sentiment for changing all of them is certainly reasonable, as most of the arcanes are precisely just trash that are not worth using under any circumstance. Right now, we double stack meta arcanes for x2 effect. If they remove double stacking and buff the single arcanes to the x1.5 of their effect, that would mean we could equip 2 different meta arcanes, for a potentially greater total result. 

    That alone would be great and if changes to other arcanes brings more of them into the meta, that's even better.

  3. First of all, thank you, great devstream. This is what the game needs the most in my opinion and those of many people that I play with.

      These changes are sure to introduce plenty of new problems, but that is not a bad thing, most importantly- changes are happening and precisely the right ones. I'm very excited about this update and looking forward to seeing it and participating in the community-developer discussion.

  4. I'm personally really not bothered by realism or lore for this matter, because this has the potential to make all the warframes usable for any level content, without changing particular warframes themselves, which might be one, if not the most important change we are about to receive.

  5. I've learnt to deal with all of these stops and I don't mind either, except
    Friendship doors and Elevators. Liches the nemesis? Please. Tenno's nemesis' are the elevators.
    I love one single elevator in corpus tile that has a shaft near it, letting you skip waiting for an elevator- all elevators should have that option, no exception.

  6. 56 minutes ago, --C--Nehra said:

    I wanted a Chakkur, but it kept giving me Bramma and Nukor so I decided to bamboozle the game and took up the Bramma since I only have a 47% Bramma so it's only gonna help reach 60%. So what I wanna say is this... If you are not getting what you want from RNG, take the second best option and try another day. 

      Eventually there is only one option left. And I am in that place already. Bramma is the only weapon that I want to upgrade.
      This isn't so much a personal concern, because if this feature gets tweaked, it won't be relevant to me by that point, I'm just pointing out something that I see as a flaw in design, in hopes that it gets improved, for people who are yet to experience this content. 

    • Like 1
  7.   It's nice to see the addition of having the power to choose the desired weapon before executing a larvling, but I recently had the misfortune of experiencing how tedious this process can be, when you're aiming to get one specific weapon.
      I've always gone to 'Cassini, Saturn' in solo for this purpose, as it can be completed within 90 seconds. I own all kuva weapons and so, right now, I want to make Bramma stronger. So far I've been repeating this mission for over an hour, totaling around 40 runs and I haven't yet had an option for Bramma. This is a problem.

      We have 16 kuva weapons, thus there is a 6.25% chance to get the weapon I want every time I go into this mission. Considering that I've been doing this for an hour now and there is no guarantee that it won't take another hour, I know this isn't efficient, so I can shave off around 30 seconds per run, by aborting a mission if I don't get the weapon I want. 100 kuva (200 with booster) per run is not enough to prevent me from doing that and while it wouldn't do anyone any harm, it doesn't feel like a finished feature, if the most optimal way of going about it is repeating and aborting the same mission until I get the desired result.

      One suggestion- prevent not just the same weapon appearing twice in a row, but the same weapon appearing again completely. In this case, it would never take more than 16 runs to get the weapon you want.

     To clarify, this is for when you don't have a lich. I'm suggesting that repeatedly meeting Larvlings would never offer a weapon that has been offered before, which would reset after obtaining and defeating the lich.

  8. They're 10 waves. I don't think that's rational. 5 waves would already make it the longest syndicate mission. I assume Interception is 2 rounds as well.

    I personally would never do these missions, because I feel they take too long for the reward that it offers. This reminds me of Arbitrations and how they feel much better now with rewards being received every round, instead of every 2nd one. Thoughts?

  9. 20 hours ago, [DE]Pablo said:

    Setting for two UIs: This isn't really something viable, as I mentioned we have around 200 screens, the amount of work it would take to maintain an old and new ui is jsut not possible for or team.

    We don't need Warframe Abilities window at all. Being able to see all the relevant info in the Arsenal modding screen is ideal. Only things are missing from it are passive description and the toggle, to be moved there or to the settings:

    https://imgur.com/a/FkgGG1C "Show base stats"
    Or just leave it on and remove the toggle completely.

    When looking for ability descriptions, people will rather search online, usually before owning the warframe in question. So while I understand the sentiment of x2 UI being too much work, there isn't need for even x1 and that time and energy can be used for QOL improvements that will be used daily by all the players, rather than new players at the beginning of their experience.

  10.   This has me really worried, people. I am seeing some changes that I never wanted and lack of useful improvements that I feel are needed.
      I must mention, that I do appreciate many of the improvements already implemented, but I have issues with some of them as well.

      First issue I have is the example of old and new warframe abilities window. I much rather prefer the convenience of having all information present on one screen, as it were with the old version, than having to mouse over each ability, to see the stats of that ability only.
      Now, I understand the sentiment of this looking overwhelming to some people, but I'd argue that all of these people, currently overwhelmed with too much information for their experience, will inevitably become players who want all information presented a sheet-like format for their convenience.
      Wherever there is a discussion between 2 options with differing pros and cons, the best option is certainly the power to choose. Toggles and the like, so every user can tailor the UI to their preference.

      This is especially relevant to the windows like Foundry, which I don't see mentioned specifically. An option to configure the layout, not unlike in the Windows Folder View- cards or list, resizing, sorting by all different options...
      Most importantly, simple toggles- "Hide Owned"; "Hide Mastered", including or excluding items like Gems and Consumables...

    tl;dr
      To summarize, changing UI will cause in some universal improvements, but also changes, that will please some, but not others. Because of that reason, my opinion is that aiming to create one-universal-best interface is a wrong approach and what should be considered, is implementing more options, for users to choose.

      For example: "Info inside the element" in the foundry is nice, but not always. When crafting material price inevitably becomes irrelevant for cheaper items, the information that was useful becomes clutter and at that point having just 2 by 3 for a total of 6 cards per window becomes detrimental. 

    Formas

    I appreciate the mention of this, it can certainly be made more convenient. A suggestion to consider: forma key right in the mod screen, that would create a pop up of polarities, which then could be either dragged to a slot, or selected and applied to a slot by holding, just like in Railjack menu. 

    End of mission
      The main issue I had with this screen, was it being too short. 6 items displayed in window is not as bad as 3 relatively large mod icons displayed in a window next to it, but even that doesn't seem as bad as items mixed with mods and displayed in a wider, rather than taller window, of only 2 lines. 
      Separating stats into a separate window would only be beneficial if that could utilize the whole screen height, to display more lines of information, rather that increasing the font size or gaps between the player stats.

      I cannot stress this enough.

    End mission screen with the merits of each player is a nice touch, but something that can get boring after 10 or 100 hours in the game, at which point more screen estate utilized to display additional info would be invaluable. Give us a toggle, please.


    Mention on item labels

    It's something that I'm always going to be using.
    I may have several amps with same icon, but different parts. I may have weapons that are not level 30 (level is displayed with item name). 

    Akrabu Syandana may be my favorite one, but I still don't remember its name and spelling, which applies to many items and no thousands of hours in the game can prevent me from forgetting the names or spelling of some items.

     

    I'm going to reply to any comments on my perspective, let's discuss.

  11. 2 hours ago, Skaleek said:

    Hi Rebecca,

    I think i may be able to shed some light on this issue. Last night, it(sentient outpost marker) spawned on a node that also appeared to have the grineer galleon. The grineer galleon appeared to take priority over the sentient ship, as such, the sentient ship never spawned. Instead the grineer galleon was spawning. It is possible the grineer galleon spawn logic is conflicting with the sentient outpost logic?

    Although i'll admit i didnt get the infinite loading, just failure to spawn sentient ship. Possibly unrelated, possibly related? Sorry if this is not helpful.

    Assumed so as well at first, but after aborting several times I loaded into the same node that did not have the Galleon obj and anomaly still wasn't there.

  12. 13 minutes ago, BradKing said:

    And right now the spawn "Tmp":"{\"sfn\":505}" is getting so much load, everyone I talk to cannot enter it.

    Attempted several times within the 30 minutes of anomaly, infinite loading every time. Stayed as long as 12 minutes. 0 people reported loading in. First minute after anomaly closed - able to enter Ruse node as expected.

    This was the first time that we know of, that Anomaly was supposed to spawn on Ruse.

    Flexa and Ruse War Field seemed to be bugged for anomaly.

  13. {\"sfn\":553}"}

    12:26 GMT +0 anomaly Flexa spawn doesn't work again. Initially assumed it may have something to do with Galleon tile, likely not. Even if objective is only extermination and 'disable pulse battery' there is still no anomaly.


    It's the second time, that we know of, that the anomaly was supposed to be generated on Flexa and a second time it was not.

    I must slep to stay strong for the hunt.

  14. Potential story spoiler 

     

    03:41 GMT +0


    553 - Flexa
    Blinking marker on Flexa node in Nav, anomaly isn't there.
    It's the first time we see anomaly on Flexa node and assume something with it may cause error that fails to spawn it as expected.

    edit:

    within the 30 minute window, not a single person reported seeing anomaly tile on the node, or any other.

    One thing unique about this node that comes to mind is the Galleon tile (its never present on any other node that anomaly spawns on), which perhaps could have something to do with this error.

  15. Launching from slingshot as a client allows me to use all 3 warframe weapons instead of AW weapons. Reproduced 100%

    Update: if I enter Slingshot Cannon as operator, the AW weapons in space work as intended, but Omni Callback doesn't return me to the ship and I cannot interact with anything- meaning I cannot enter back into the ship, or into structures.

    Have not tried to reproduce this yet.

  16. Asteroid Hangar objective mission counts the crewship in the hangar as the 6th one for the elimination objective. After stealing that crewship, it is stuck inside the asteroid textures 100% of the time. If the person who was doing the objective exits the ship, it cannot be re-entered by any means. It is still possible to complete elimination objective by shooting the ship with the cannon through the wall.

    These bugs include story spoilers:

     

    Playing a mission including the

    sentient structure anomaly seems to always come with 1 of 2 versions of resource pick up bug. Either no resources are going into the Forge inventory, or only Cubic Diodes do.

    Shedu parts drops might be bugged, unless we're missing some awesome puzzle. Communicating with all the people I managed to find, who have played on this node several times, there has been not a single Shedu part reported yet. Codex entry and drop tables mark it for Symbolyst drops.

    edit:

     

  17. We've been missing some qol features for the avionics and tactical. We think it'd make sense if we'd be able to disable cloak at will. 

    Choosing a tactical ability in tactical menu doesn't allow you to cancel the choice, for that, we have to close the tactical menu and reenter it. It's especially inconvenient for a pilot, considering that while tactical menu is being navigated, the ship is dead in the water.

  18. Took me a while but I finally figured it out, what feels off about railjack nodes, in comparison to the old ones. It seems as if everything is ever so slightly larger than it is in planet nodes. It feels like I'm playing just a little bit zoomed in. Gives the kind of feeling you'd get when wearing glasses you don't need. This is especially prevalent inside structures. Galleons are a great comparison, because its a familiar tileset. Things are slightly larger.

     

    Unrelated: I have several unrepaired Lavan and Vidar Carcinnox Mk 3's in my inventory and they all have Photor images. 

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