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BloodRavenCap

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  1. MODDING AND ABILITIES SCREEN I think everyone already talked about this, but I'll just tell what I think: yeah, the old abilities screen was a lot better. We've got some compensation in the abilities on the modding screen, but the thing is, you still have to fly the mouse over all the abilities to check out how one mod affected all the abilities - and I think we should see the changes immediately. Like a little table that shows all the abilities right there, on the modding screen itself. And when you put a mod that changes the stats, you can see everything right from the get-go. ARSENAL, INVENTORY Right now it's a great pain in the butt when you literally can't just see what weapons in your arsenal have a potato. Also, it would be great if we could just access inventory with one button, because it really gets old when you can't just sell trash blueprints from the foundry or mastered weapons from the arsenal. Or just give us the ability to sell stuff from the foundry and arsenal. And why can't we see how much slots do we have in the arsenal itself? That's just too much, man. MASTERY RANK TEST Pablo already talked about this in the dev workshop post, but I think it should be addresed more obviously: when game proposes us to take a test for the mastery rank, it would be great if just under it we had a clickable link to the training mode, so we could just practice the test, until we feel confident enough to try and pass it. And it should be a really big button. Also, it's really, really annoying that we have fail-states in the practice modes. Mastery rank test, where I had to rescue a hostage and kill a lot of guards with just melee just made me tear out my hair in frustration. Figuratively, of course, but still. Why just not make the practice mode infinite, but if the player passes the test, you just show a prompt, if the player wants to leave practice? It would a lot more practical. Just look at Hotline Miami. You're killed dozens of times, but all it takes to reset you is just one press of a button. No awful loading times and screens. SIMULACRUM I don't actually use it at all, but I've seen from the videos that there is still no dedicated button just to reset all enemies, so everyone has to waste time to go back to the console and reset them manually. And yeah, it's already year 2020, and we still can't test the modular weapons. Why? I can't just decide if I want this combination from the sheer number, I need to feel it! Please, DE, allow us to build kitguns, zaws and amps in Simulacrum to test them out, I beg you. As we talk about combinations, we don't have a market mode, where we can just try out everything we want. It could be tied to Simulacrum, actually, and really would improve a lot of things - for example, I want to try out different combinations of cosmetics, but I have to buy everything separately and I don't know if it will look good. MARKET, CODEX, LEVERIAN Back to Market: for some reason, Leverian is buried there. Wouldn't it be a lot better if he was situated in the Codex? When I was a newbie, I actually read every article there was to understand what to do in the game. And yeah, why we still have this annoying ???? in the Codex for mods? I want to know what every mod does and I will - I'll just have to link it in the chat, and yeah, it will waste my time, so why do we still have it? It does absolutely nothing? And it would be really, really good if you could select the mod and then click on the names of the enemies and modes below, just to check out where should we farm this mod. And drop chance with actual numbers instead of just color - I mean, "Bite" drops from Kubrow really rarely, but I have to go to the Wiki just to realize it's 0,01% drop chance. I need those numbers to realize, should I invest in the grind or not. Also, to have some system to sort mods out would be great - for example, I don't want to see the augments at all, because I just to want to check out mods that are only farmable from the enemies. And can we have the separation of enemies in the Codex? Keep usual ones and the ones from Railjack separate. FOUNDRY Talking about clickable, this shoud apply to the foundry to. Sometimes you don't even know where resources that we need come from - and it would be really great if we could click on them and get the information, where or from whom they drop. Like, just this week, I was building Gauss, two of his parts require materials from the Venus, but the third one needs stuff from Cetus. And I really didn't know that and I went to Fortuna just to realize that I had to go to Cetus. Yeah, you could just say 'read the Wiki!', but come on, everything should be in the game and it should be transparent, so everyone can understand how to get things they want. FISSURES SCREEN It would be actually great to see how much parts from the set you have - so there won't be situations, when you need two parts for something, but the screen just shows you that you already own the thing. Just make it like a little window, where under or above every prime part you see information, from what set this part is, how much parts do you have, etc.
  2. Since Old Blood dropped I've only defeated one Lich and because she had Kraken, decided to recruit her. Hotfix comes out, I decide to try it out. On the second Adaro try get Chakkhurr Larvling. Kill it, it actually has the ephemera too. And the bonus? 59%. I almost grind out the first Requiem murmur, on the second encounter with Lich guess the first Requiem right, start to grind second circle of murmurs. Then, when I finish grinding, decide to put the second Requiem on the second place and just random Requiem as a third. Guess what - it's the right sequence. It took about one hour and ten minutes to kill the guy. I mean, damn, isn't it a strike of luck? Thanks for the hotfix, DE. I mean, there is a lot to work on, like implementing Liches in the base game and not making them separate content island, giving them evergreen rewards, because only getting weapons might get boring soon (Kuva doesn't count, cause there are a lot more efficient ways to get it) and integrating them into Railjack, but this is a good step in the right direction, cause I really was disheartened when you said in November, that you're not planning to change Liches. At least you've started to listen again. Thank you.
  3. I was thinking about this since Kuva Liches were added into the game. DE told, that they want to make their own kind of Nemesis system. I was suggesting, that in Shadow of War the whole thing wasn't about one nemesis, but actually about this whole dynamic system. The key part of it was that you could kill anyone at any time and other could also join the fight or ambush you, when you ambushed some other boss. But I think, cause it's a Warframe, DE can't make a full-blown dynamic map with different zones of influence of dozens of Liches at the same time. Though that would be very interesting, I don't think DE can't pull it off (yet). So, I scaled down my suggestions a bit to be more realistic. So, let's go through the bullet-points, shall we. Main problems of Lich system - Several layers of RNG - collecting artifacts, playing fissures, getting requiems, grinding murmurs and guessing the right sequence. So, DE is deleting insta-fail, if you guessed the sequence wrong, right? But the grind, the RNG, the tedium is still there and you can't do nothing about it. It goes to the next point. - Encounters with the Liches are always the same. I've talked about Shadow of War in the start of the post. There, encounters were unique and there was a lot of ways how the battle with the boss could go. Sometimes, you try to ambush some Orc warlord, but as you get there, you realize that you were ambushed by another one yourself. Or you could interfere in the battle between two bosses and kill both at the same time. Or your bodyguards could betray you, because reasons, so the battle would become dramatically harder. Or easier, because some Orc would just come to your rescue when you least expect it. So, it really was an unique and interesting experience, especially because all the Orcs had so much different characteristics and personalities. There were serious ones, dramatic ones and comedic ones. There were orcs speaking in rhymes and edgy-try-hard-emo orcs. There were a range of personalities and you would always wonder, which one would you encounter next. In current Lich system? We only have like two archetypes with so little amount of quirks it's not even funny. - There is not much point in grinding Liches. You see, even with things like a Valence Transfer, after you get all the weapons and max them, there is really no point in grinding Liches. As an allies, they are really not that helpful, and even with implementation of Liches in Railjack, I don't think you would use them so much, when you can just delete enemies yourself. Also, with the way Valence Transfer will work, there will be no point in recruiting or trading Liches, when every player can just kill enough of them and get their weapon to the max level of damage. Liches don't provide evergreen rewards, that are worth the grind. - Liches are a content island, separated from the main game. I mean, really, I understand that it's an opt-in mechanic, right, but it really is not cool, when you have to grind them alone, because no one else wants to deal with the system anymore. And when you recruit the Lich, it just comes to your rescue and does nothing. I understand that DE want to prolong their time in the mission and buff their damage output, but I think it's not enough. So, how can we fix this problems? - DISCARD REQUIEMS COMPLETELY. I understand that it sounds controversial, but hear me out. Yeah, DE is already in too deep and can't just delete the whole system. But what I want to suggest is they should delete all the ties to the requiem mods for Parazon. They've already decided to discard insta-fail mechanic, so what's left there? Only tedium of the grind and guessing. But what if I tell you that you should kill Liches without Requiem mods? But you CAN and SHOULD equp them, if you want to kill a Lich? And you CAN and SHOULD leave the Requiem artifacts and fissures in the game. What? Why? Ok, no hurry, I'm getting there. - The system of Lieutenants. Instead of grinding murmurs to guess the right sequence for the killing of the Lich, you encounter Lieutenants on the usual missions of Lich-controlled planets. It also adresses the problem of Liches being a content island, disjointed from the main game. You can encounter Lieutenants in Fissures, in Nightmare missions, in Sorties, I mean, everywhere you go and battle Grineer, you get the chance to see a Lieutenant. The higher the level, the higher the probability. 30 level and above - almost 100% chance to see at least one Lieutenant. The thing about Lieutenants is they are tougher than Eximuses, a lot, actually, and act as mini-Liches. When you kill them, they drop information about Kuva Lich's weaknesses, resistances and immunities. I still am not sure about the number of Lieutenants, but I think that from 5 to 7 would be more than enough. The thing is, you STILL can defeat the Lich in the random encounter, because it wanders around on the planet it controls. If you don't know its strenths and weaknesses, you still should be able to defeat it, but just barely. The thing is, when your Lich starts out, it feels like an unkillable machine of death. But when you sabotage it's property, kill its soldiers and lieutenants, it actually DELEVELS. And when you kill al the Lieutenants, you not only get all the information about the Lich, you also get the location of its hideout, where you can corner and defeat the Lich. Also, in random encounters, as you meet your Lich, depending on its character, it can flee if you damage it enough, or become more enraged and tough to kill. Still, with enough persistence you should still defeat it in the same node. But why I was talking about discarding Requiem system, but leaving in the Requiem fissures, artifacts and Parazon mods? Well, you see, because Kuva Liches start to drop Kuva Artifacts. - Kuva Artifacts. Ok, hear me out. After you defeat Kuva Lich, you can kill it or recruit it. Either way, you and your squadmates get the blueprint for the weapon. But if you kill it, you also get some kind of artefact that acts like arcanes (I mean that it doesn't take a mod slot and is equipped separately): increasing health, shields, duration\efficiency\strength\range, sprint speed, parkour speed, affinity bonus (like in endless fissures), credit bonus, augments to your powers, straight up damage bonuses or elemental buffs for Kuva weapons. About the last part: after getting the weapon with the elemental you want, you get "decaying mods", that only work on Kuva weapons and don't take mod space. They start to decay the minute you install them in any weapon. So, there won't be a problem, where you have to grind several dozens of Liches just to get the weapon with the bonus you want. You can get any bonus, but it works only for some time. So, other artifacts are time-limited too: they go on only for two or three days. And also, like in S.T.A.L.K.E.R., you have a limit. For example, you can't equip more than four. But duplicates are melted together, so if you get a health booster twice, they add to each other. It creates an incentive to continue killing Liches, because the effects are temporary, but you still want to be on the top of your game. And if you are out of the game for some time, you still can get back pretty quickly by playing one-two days. This is where the Parazon Requiems come in place. Depending on the mods you put in it, the chance for an artifact with the specific bonus increases. But even if you don't equip Parazon mods, you get the artifact - but the bonus will be completely random. So, there is incentive to do Requiem fissures, but if you don't want to, you don't have to. You still get something good either way. Even if you decide to recruit your Lich, everyone gets a splinter of artifact. Combine four or five - and you get a full one, so there is a really good incentive for players to help each other. Even if the guy decides to recruit the Lich and not to kill it, everyone still gets rewards for participation. So there is more point to hunting Liches together. Also, you can turn down difficulty for solo players, so taking down a Lich won't feel like a pain in the butt. - But what about recruited Liches? Yeah, there are less incentives to get Liches recruited, everybody would rather kill them that way because of the artifacts, right? Well, if you recruit the Lich, you get the special screen in your Orbiter, that allows you to manage them. You send them after each other in a special screen. They can steal resources, they can make reconnaissances to figure out enemy Lich's weaknesses or straight up challenge other Lich for battle. The same thing happens in "open world"-invasion style, where you can aid one of the sides of the conflict - or just try to kill two birds with one stone, betraying everyone. If you send your Lich after the other without knowing its weaknesses, the battle will be severely harder and your Lich might die. But there is a chance of winning, so you can just do other stuff, while your Liches clean up the starchart of enemy influence for you. Or you can appoint them as your bodyguards, so they help you in your missions, when you press a specific button. They are really good as a supports, they have powers, they draw enemy's fire - so they can save your butt when you really need their help. But you can call for them only once in three-four missions, so you have to choose wisely. Also, they can passively collect resources while you are away from the game. Still, you have to decide very carefully when to call for them, because if they sustain too much damage and you abandon them in a mission, they can turn on you. But if you do the mission buddy-cop style, killing everything in your way, Lich can grow more fond of you. You will always have kind of a relationship bar with your Lich, where it is indicated how they think of you. The more you spend time with them, the more powerful they become, the more effective they start to do their missions. But you have to be on a lookout, because you don't want your powerful Lich to betray you, because it will be very hard to take it down in the future. - DE wants to scale down armor, but buff damage output, so artifacts are one way of solving the one-shot problem. In one of the last devstreams Steve and Co. talked about buffing enemy's damage, but they don't want players dying from one-shot. Well, they can introduce shield-gating, but artifacts would also help fix that problem. So, what do you think?
  4. Maybe you should also add some other evergreen rewards for the Liches? Like Kuva artifacts, that grant you temporary bonuses to your stats, you can wear only several at a time, they start to expire after you start wearing them? So there is a point in hunting for Liches even after you've collected all the weapons? And really, you still should do something about murmur grind. If you ask me, you should have discarded the whole Requiem system from the start. Just make Liches tougher, but make the system around 'lieutenants', that grant you information about Lich's weaknesses, resistances and immunities, so player has to kill four lieutenants MAX, but if player does this, it will grant full knowledge about the Lich and game will show a node on the map as Lich's hideout. But, at the same time, if player's really experienced, leave the ability to defeat the Lich without any information, just by bruteforcing. Like, if Lich defeats you, it disappears, but if you start to wear down its defenses, it might start fleeing, if it's a cowardly type, or go berserk, if it's a tough one. So, it's already a dynamic fight, but player still has the ability to kill it, without grinding information. But if you track down Lich to its hideout, it's gonna be weaker, and its defenses might be a little lower. And, after you decide to recruit the Lich, we should have the ability to manage it. Decide, if it should go raiding, help you hunt other Liches, or just be your bodyguard.
  5. Maybe you should also add some other evergreen rewards for the Liches? Like Kuva artifacts, that grant you temporary bonuses to your stats, you can wear only several at a time, they start to expire after you start wearing them? So there is a point in hunting for Liches even after you've collected all the weapons? And really, you still should do something about murmur grind. If you ask me, you should have discarded the whole Requiem system from the start. Just make Liches tougher, but make the system around 'lieutenants', that grant you information about Lich's weaknesses, resistances and immunities, so player has to kill four lieutenants MAX, but if player does this, it will grant full knowledge about the Lich and game will show a node on the map as Lich's hideout. But, at the same time, if player's really experienced, leave the ability to defeat the Lich without any information, just by bruteforcing. Like, if Lich defeats you, it disappears, but if you start to wear down its defenses, it might start fleeing, if it's a cowardly type, or go berserk, if it's a tough one. So, it's already a dynamic fight, but player still has the ability to kill it, without grinding information. But if you track down Lich to its hideout, it's gonna be weaker, and its defenses might be a little lower. And, after you decide to recruit the Lich, we should have the ability to manage it. Decide, if it should go raiding, help you hunt other Liches, or just be your bodyguard.
  6. How about giving a choice and not decide for others? A lot of people already expressed their complaints that UI is not only unintuitive, but also uninformative. Give players the ability to hide stuff, like a check mark in the options. They give us a choice to turn off all the labels for some reason, why not put something good for a change? You're a real hero thinking if it's good for you, then it should be good for everyone. I understand that DE wants players to appreciate all the work they've done on the relays, but at this point I have enviroments more and more, because they make me waste minutes on things that should take seconds at best.
  7. They should have done something like this from the beginning. Too bad they'll think that they're too deep at this point and won't discard this system that feels more like an afterthought. I mean, if they wanted to copy Shadow of War, all they had to do is to copy it right. SoW's bosses had immunities and resistances, but were still killable if you're a good enough player. Requiems don't require skill, it's just a pure RNG mechanic that even if you grinded all the murmurs, still punishes you because if you don't get the right order, you're screwed. This whole concept was bad from the beginning. It's really baffling how they thought it was a good idea to implement something like this. I mean, I get the sentiment, it makes the players spend more time in-game, but it's such a predatory tactic, that I feel uncomfortable at best when I engage this system.
  8. I think there is a lot more things that should be addresed. MODDING AND ABILITIES SCREEN I think everyone already talked about this, but I'll just tell what I think: yeah, the old abilities screen was a lot better. We've got some compensation in the abilities on the modding screen, but the thing is, you still have to fly the mouse over all the abilities to check out how one mod affected all the abilities - and I think we should see the changes immediately. Like a little table that shows all the abilities right there, on the modding screen itself. And when you put a mod that changes the stats, you can see everything right from the get-go. ARSENAL, INVENTORY Right now it's a great pain in the butt when you literally can't just see what weapons in your arsenal have a potato. Also, it would be great if we could just access inventory with one button, because it really gets old when you can't just sell trash blueprints from the foundry or mastered weapons from the arsenal. Or just give us the ability to sell stuff from the foundry and arsenal. And why can't we see how much slots do we have in the arsenal itself? That's just too much, man. MASTERY RANK TEST It already has been talked about in the post, but I think it should be addresed more obviously: when game proposes us to take a test for the mastery rank, it would be great if just under it we had a clickable link to the training mode, so we could just practice the test, until we feel confident enough to try and pass it. And it should be a really big button. Also, it's really, really annoying that we have fail-states in the practice modes. Mastery rank test, where I had to rescue a hostage and kill a lot of guards with just melee just made me tear out my hair in frustration. Figuratively, of course, but still. Why just not make the practice mode infinite, but if the player passes the test, you just show a prompt, if the player wants to leave practice? It would a lot more practical. Just look at Hotline Miami. You're killed dozens of times, but all it takes to reset you is just one press of a button. No awful loading times and screens. SIMULACRUM I don't actually use it at all, but I've seen from the videos that there is still no dedicated button just to reset all enemies, so everyone has to waste time to go back to the console and reset them manually. And yeah, it's already year 2020, and we still can't test the modular weapons. Why? I can't just decide if I want this combination from the sheer number, I need to feel it! Please, allow us to build kitguns, zaws and amps in Simulacrum to test them out, I beg you. As we talk about combinations, we don't have a market mode, where we can just try out everything we want. It could be tied to Simulacrum, actually, and really would improve a lot of things - for example, I want to try out different combinations of cosmetics, but I have to buy everything separately and I don't know if it will look good. MARKET, CODEX, LEVERIAN Back to Market: for some reason, Leverian is buried there. Wouldn't it be a lot better if he was situated in the Codex? When I was a newbie, I actually read every article there was to understand what to do in the game. And yeah, why we still have this annoying ???? in the Codex for mods? I want to know what every mod does and I will - I'll just have to link it in the chat, and yeah, it will waste my time, so why do we still have it? It does absolutely nothing? And it would be really, really good if you could select the mod and then click on the names of the enemies and modes below, just to check out where should we farm this mod. And drop chance with actual numbers instead of just color - I mean, "Bite" drops from Kubrow really rarely, but I have to go to the Wiki just to realize it's 0,01% drop chance. I need those numbers to realize, should I invest in the grind or not. Also, to have some system to sort mods out would be great - for example, I don't want to see the augments at all, because I just to want to check out mods that are only farmable from the enemies. And can we have the separation of enemies in the Codex? Keep usual ones and the ones from Railjack separate. FOUNDRY Talking about clickable, this shoud apply to the foundry to. Sometimes you don't even know where resources that we need come from - and it would be really great if we could click on them and get the information, where or from whom they drop. Like, just this week, I was building Gauss, two of his parts require materials from the Venus, but the third one needs stuff from Cetus. And I really didn't know that and I went to Fortuna just to realize that I had to go to Cetus. Yeah, you could just say 'read the Wiki!', but come on, everything should be in the game and it should be transparent, so everyone can understand how to get things they want. FISSURES SCREEN It would be actually great to see how much parts from the set you have - so there won't be situations, when you need two parts for something, but the screen just shows you that you already own the thing. Just make it like a little window, where under or above every prime part you see information, from what set this part is, how much parts do you have, etc. Thanks again, I hope someone will read this and adds something to my suggestions.
  9. I've already talked about the system so much that when I see other people telling that Liches should be a CONSTANT enemy I want to laugh. They really shouldn't, but their rewards should be evergreen. I've made some suggestions, that Liches should drop something like artifacts, that you give you temporary bonuses to stats, that would also fix the problem game has with the scaling of the enemies. DE wants to nerf armor scaling, but buff the damage output. If they did things I've suggested, it would actually solve the problem with one-shotting - if you have an artifact, it gives you more survivability, but you still need to hunt Liches, because the buff is temporary.
  10. I understand that new UI screens are THE hot topic right now and I might be a little late to the discussion already, but aside from the things everyone talked about in the dev workshop thread, like a lot of information hidden under the mouseovers, I think there is a lot more things that should be addresed. MODDING AND ABILITIES SCREEN I think everyone already talked about this, but I'll just tell what I think: yeah, the old abilities screen was a lot better. We've got some compensation in the abilities on the modding screen, but the thing is, you still have to fly the mouse over all the abilities to check out how one mod affected all the abilities - and I think we should see the changes immediately. Like a little table that shows all the abilities right there, on the modding screen itself. And when you put a mod that changes the stats, you can see everything right from the get-go. ARSENAL, INVENTORY Right now it's a great pain in the butt when you literally can't just see what weapons in your arsenal have a potato. Also, it would be great if we could just access inventory with one button, because it really gets old when you can't just sell trash blueprints from the foundry or mastered weapons from the arsenal. Or just give us the ability to sell stuff from the foundry and arsenal. And why can't we see how much slots do we have in the arsenal itself? That's just too much, man. MASTERY RANK TEST Pablo already talked about this in the dev workshop post, but I think it should be addresed more obviously: when game proposes us to take a test for the mastery rank, it would be great if just under it we had a clickable link to the training mode, so we could just practice the test, until we feel confident enough to try and pass it. And it should be a really big button. Also, it's really, really annoying that we have fail-states in the practice modes. Mastery rank test, where I had to rescue a hostage and kill a lot of guards with just melee just made me tear out my hair in frustration. Figuratively, of course, but still. Why just not make the practice mode infinite, but if the player passes the test, you just show a prompt, if the player wants to leave practice? It would a lot more practical. Just look at Hotline Miami. You're killed dozens of times, but all it takes to reset you is just one press of a button. No awful loading times and screens. SIMULACRUM I don't actually use it at all, but I've seen from the videos that there is still no dedicated button just to reset all enemies, so everyone has to waste time to go back to the console and reset them manually. And yeah, it's already year 2020, and we still can't test the modular weapons. Why? I can't just decide if I want this combination from the sheer number, I need to feel it! Please, DE, allow us to build kitguns, zaws and amps in Simulacrum to test them out, I beg you. As we talk about combinations, we don't have a market mode, where we can just try out everything we want. It could be tied to Simulacrum, actually, and really would improve a lot of things - for example, I want to try out different combinations of cosmetics, but I have to buy everything separately and I don't know if it will look good. MARKET, CODEX, LEVERIAN Back to Market: for some reason, Leverian is buried there. Wouldn't it be a lot better if he was situated in the Codex? When I was a newbie, I actually read every article there was to understand what to do in the game. And yeah, why we still have this annoying ???? in the Codex for mods? I want to know what every mod does and I will - I'll just have to link it in the chat, and yeah, it will waste my time, so why do we still have it? It does absolutely nothing? And it would be really, really good if you could select the mod and then click on the names of the enemies and modes below, just to check out where should we farm this mod. And drop chance with actual numbers instead of just color - I mean, "Bite" drops from Kubrow really rarely, but I have to go to the Wiki just to realize it's 0,01% drop chance. I need those numbers to realize, should I invest in the grind or not. Also, to have some system to sort mods out would be great - for example, I don't want to see the augments at all, because I just to want to check out mods that are only farmable from the enemies. And can we have the separation of enemies in the Codex? Keep usual ones and the ones from Railjack separate. FOUNDRY Talking about clickable, this shoud apply to the foundry to. Sometimes you don't even know where resources that we need come from - and it would be really great if we could click on them and get the information, where or from whom they drop. Like, just this week, I was building Gauss, two of his parts require materials from the Venus, but the third one needs stuff from Cetus. And I really didn't know that and I went to Fortuna just to realize that I had to go to Cetus. Yeah, you could just say 'read the Wiki!', but come on, everything should be in the game and it should be transparent, so everyone can understand how to get things they want. FISSURES SCREEN It would be actually great to see how much parts from the set you have - so there won't be situations, when you need two parts for something, but the screen just shows you that you already own the thing. Just make it like a little window, where under or above every prime part you see information, from what set this part is, how much parts do you have, etc. Thanks again, I hope someone will read this and adds something to my suggestions.
  11. Don't mind me, just copying my answer from another thread: "Okay, I was thinking about it for a long time. How about an UI rework? Cause right now it's a great pain in the butt, when you literally can't just see what weapons in your arsenal have a potato. Moreover, in fissures it would be actually great to see, how much parts from the set you have - so there won't be situations, when you need two parts for something, but the screen just shows you that you already own the thing. Just make it like a little window, where under or above every prime part you see information, from what set this part is, how much parts do you have, etc. Then, it would be great if we could just access inventory with one button, because it really gets old when you can't just sell trash blueprints from the foundry or mastered weapons from the arsenal. Or just give us the ability to sell stuff from the foundry and arsenal. And why can't we see how much slots do we have in the arsenal itself? That's just too much, man. Another problem: when game proposes us to take a test for the mastery rank, it would be great if just under it we had a clickable link to the training mode, so we could just practice the test, until we feel confident enough to try and pass it. And it's really, really annoying that we have fail-states in the practice modes. Mastery rank test, where I had to rescue a hostage and kill a lot of guards with just melee just made me tear out my hair in frustration. Figuratively, of course, but still. Why just not make the practice mode infinite, but if the player passes the test, you just show a prompt, if the player wants to leave practice? It would a lot more practical. Just look at Hotline Miami. You're killed dozens of times, but all it takes to reset you is just one press of a button. No awful loading times and screens. That takes me to the problem of Simulacrum. I don't actually use it at all, but I've seen from the videos that there is still no dedicated button just to reset all enemies, so everyone has to waste time to go back to the console and reset them manually. And yeah, it's already year 2020, and we still can't test the modular weapons! Why? I can't just decide if I want this combination from the sheer number, I need to feel it! Please, DE, allow us to build kitguns, zaws and amps in Simulacrum to test them out, I beg you. As we talk about combinations, we don't have a market mode, where we can just try out everything we want. It could be tied to Simulacrum, actually, and really would improve a lot of things - for example, I want to try out different combinations of cosmetics, but I have to buy everything separately and I don't know if it will look good. Back to Market: for some reason, Leverian is buried there. Wouldn't it be a lot better if he was situated in the Codex? When I was a newbie, I actually read every article there was to understand what to do in the game. And yeah, why we still have this annoying ???? in the Codex for mods? I want to know what every mod does and I will - I'll just have to link it in the chat, and yeah, it will waste my time, so why do we still have it? It does absolutely nothing? And it would be really, really good if you could select the mod and then click on the names of the enemies and modes below, just to check out where should we farm this mod. And drop chance with actual numbers instead of just color - I mean, "Bite" drops from Kubrow really rarely, but I have to go to the Wiki just to realize it's 0,01% drop chance. I need those numbers to realize, should I invest in the grind or not. Also, to have some system to sort mods out would be great - for example, I don't want to see the augments at all, because I just to want to check out mods that are only farmable from the enemies. And can we have the separation of enemies in the Codex? Keep usual ones and the ones from Railjack separate. Talking about clickable, this shoud apply to the foundry to. Sometimes you don't even know where resources that we need come from - and it would be really great if we could click on them and get the information, where or from whom they drop. Like, just this week, I was building Gauss, two of his parts require materials from the Venus, but the third one needs stuff from Cetus. And I really didn't know that and I went to Fortuna just to realize that I had to go to Cetus. Yeah, you could just say 'read the Wiki!', but come on, everything should be in the game and it should be transparent, so everyone can understand how to get things they want. Thanks again, I hope someone will read this and adds something to my suggestions."
  12. If you want enemies that don't oneshot you, maybe it's time to finally introduce shield-gating to all warframes? Also, at this point, the matter of survivability will be more important than damage output. But we still don't have enough mod slots to really balance things out. And you will diminish the problem of armor scaling, but will create a problem of one-shotting. And as I've been talking about Liches, even after all the balancing issues, there is still no point to grind them, aside from getting the weapons. And, as I said, you could fix two problems with one system: Here I've been talking about fixing Lich system pretty extensively, but TL;DR is that you not only get weapons, but also random artifacts that buff you in a number of ways for a fixed amount of time. So, in the future, if people want to tackle some really hard content, they could make it easier for themselves by grinding Liches first, getting some artifacts that will make their life easier, and they will still have a reason to take on Liches in the future, because they need more artifacts all the time. And by that, artifacts could prevent enemies from one-shotting you and you don't have to rework mod system this way.
  13. Could you remove delay in Archwing weapons? It's just really annoying that there is no point to Archwing in Railjack at all
  14. Okay, I was thinking about it for a long time. How about an UI rework? Cause right now it's a great pain in the butt, when you literally can't just see what weapons in your arsenal have a potato. Moreover, in fissures it would be actually great to see, how much parts from the set you have - so there won't be situations, when you need two parts for something, but the screen just shows you that you already own the thing. Just make it like a little window, where under or above every prime part you see information, from what set this part is, how much parts do you have, etc. Then, it would be great if we could just access inventory with one button, because it really gets old when you can't just sell trash blueprints from the foundry or mastered weapons from the arsenal. Or just give us the ability to sell stuff from the foundry and arsenal. And why can't we see how much slots do we have in the arsenal itself? That's just too much, man. Another problem: when game proposes us to take a test for the mastery rank, it would be great if just under it we had a clickable link to the training mode, so we could just practice the test, until we feel confident enough to try and pass it. And it's really, really annoying that we have fail-states in the practice modes. Mastery rank test, where I had to rescue a hostage and kill a lot of guards with just melee just made me tear out my hair in frustration. Figuratively, of course, but still. Why just not make the practice mode infinite, but if the player passes the test, you just show a prompt, if the player wants to leave practice? It would a lot more practical. Just look at Hotline Miami. You're killed dozens of times, but all it takes to reset you is just one press of a button. No awful loading times and screens. That takes me to the problem of Simulacrum. I don't actually use it at all, but I've seen from the videos that there is still no dedicated button just to reset all enemies, so everyone has to waste time to go back to the console and reset them manually. And yeah, it's already year 2020, and we still can't test the modular weapons! Why? I can't just decide if I want this combination from the sheer number, I need to feel it! Please, DE, allow us to build kitguns, zaws and amps in Simulacrum to test them out, I beg you. As we talk about combinations, we don't have a market mode, where we can just try out everything we want. It could be tied to Simulacrum, actually, and really would improve a lot of things - for example, I want to try out different combinations of cosmetics, but I have to buy everything separately and I don't know if it will look good. Back to Market: for some reason, Leverian is buried there. Wouldn't it be a lot better if he was situated in the Codex? When I was a newbie, I actually read every article there was to understand what to do in the game. And yeah, why we still have this annoying ???? in the Codex for mods? I want to know what every mod does and I will - I'll just have to link it in the chat, and yeah, it will waste my time, so why do we still have it? It does absolutely nothing? And it would be really, really good if you could select the mod and then click on the names of the enemies and modes below, just to check out where should we farm this mod. And drop chance with actual numbers instead of just color - I mean, "Bite" drops from Kubrow really rarely, but I have to go to the Wiki just to realize it's 0,01% drop chance. I need those numbers to realize, should I invest in the grind or not. Also, to have some system to sort mods out would be great - for example, I don't want to see the augments at all, because I just to want to check out mods that are only farmable from the enemies. And can we have the separation of enemies in the Codex? Keep usual ones and the ones from Railjack separate. Talking about clickable, this shoud apply to the foundry to. Sometimes you don't even know where resources that we need come from - and it would be really great if we could click on them and get the information, where or from whom they drop. Like, just this week, I was building Gauss, two of his parts require materials from the Venus, but the third one needs stuff from Cetus. And I really didn't know that and I went to Fortuna just to realize that I had to go to Cetus. Yeah, you could just say 'read the Wiki!', but come on, everything should be in the game and it should be transparent, so everyone can understand how to get things they want. Thanks again, I hope someone will read this and adds something to my suggestions.
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