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MasterJ93

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Posts posted by MasterJ93

  1. 11 minutes ago, LeaserResael said:

    No! It's never late, the more people suggesting things to DE, hopefully they'll end up taking some of those suggestions into account. And even then, if you have suggestions about other UI sections you'd like to see changed, let me know. I'll be doing variants of many of them.

    I can understand that. But I believe that if we give out way too many ideas, then I fear that DE will go in a wrong direction. I think that there should be one or two very good ideas that the community should gravitate on so that DE has a clear understanding of what the community is asking for. Not too sure if that makes sense, but that's my reasoning.

    I guess, with respect to my own suggestions, it would have to be more in-line with UX and accessibility (since I focus a lot on those two, moreso than just UI), so perhaps I'll make something along those lines. I do want to incorporate some of your ideas and a couple of others in order to make sure that everything is streamlined and all works have some kind of direction to give DE pointers. I want to make sure that it's as 100% clear as possible (on top of that, I'm so busy with work, so it'd have to be on my own (limited) time).

    I hope that makes sense (if not, please me know). Thanks for looking through my comment (and as for your responses, I can understand where you're coming from and I've since changed my stance a bit, so we're pretty much in alignment now). Thanks again and thank for your efforts.

  2. 4 minutes ago, Tyreaus said:

    I don't think I quite understand. You can mark resources after you pick them up and your team can then pick up that resource. It works effectively the same whether you pick it up first or not. So colour me confused.

    EDIT: Or, at least, you should be able to. Not a Switch player so not 100% certain, but I know you can on PC since antiquity.

    Oh. Well, to my knowledge, it was never possible on the Switch version, so I'm not aware of that.

    EDIT: I know that players can pick up the resource after I've picked it up, so I'm not worried about that. It's just the fact that I need to be far away in order to mark it. Once it's sucked up, the light disappears. Again, this is in the Switch version, so I'm not aware of the other versions having this issue. Perhaps it's a bug or something?

  3. Yeah, I think this should happen. I mean, Ghoul Bounties exists (surprised you didn't use this as the example since it's pretty similar), so I don't think it's crazy to have this work as well. They can still keep the way it is as well, though, for those that just want to free roam the Vallis and decide to do it on a whim (but once they begin, matchmaking will only allow those who are joining for the mission to do that bounty).

    That said, I'm never experienced that sort of issue on the Switch version, but perhaps it's just because that community is younger.

  4. 3 minutes ago, Tyreaus said:

    FWIW, on PC, many resources leave a small column of light that you can mark (I believe if you point at the base of the light and hit the mark key, it'll highlight as an instance of that resource). I do that with Argon Crystals.

    I understand that and this makes sense for if the resource is in the pathway of where the squad is inevitably going to be going to. It becomes an issue when you're going into rooms where players are not as likely to go in (a lot of Void missions come to mind).

    I'd like to not be a jerk to my squad and help them out in case they need it, if you know what I mean.

  5. This is something that I was thinking of, so I'm glad that you were able to design a better version of it compared to what I was thinking of. Specifically:

    • The "View Diorama" checkbox was something that I was thinking of based on the demo of Pokémon Mystery Dungeon Rescue Team DX, where they have an "Admire Illustration" button where you can hide the UI elements in order to see the background illustration.
    Spoiler

    EPkrGhpUEAAQqmg?format=jpg&name=large

    • Someone on Reddit made a mockup of the EoM screen (and an additional person made a slight improvement on it). It looks similar to yours. I mentioned that the mod section was too small as the text would be unreadable by those who wouldn't be able to read small text and the cursor won't be able to properly hover over the mod itself to see more of those details. Your suggestion fixed it for the most part.

    A number of things to note:

    • In the Abilities screen, the names of the abilities (for accessibility reasons; think dyslexic people) won't be able to read it. It should be changed into a more readable font (the font can stay on the top-left corner, though).
      • If we truly need that font to stay, though, players should have the option of changing the font to a pre-made set of fonts (a couple of sans-serif fonts, DE's default fonts, and a couple of dyslexic-friendly fonts). That way, no matter who it is, we should be able to have that information in-tact.
      • I think we can merge your UI with what DE currently has, using your "Show Diorama" checkbox: What I like about the current one is that I can focus on one ability at a time, instead of having them all reach for my attention. Using your idea where hovering over the ability to display the video works, but I don't think it's enough. I think that the way the Intrinsics menu works (where you have the name of the Intrinsic and then clicking on it flips it around in order to display more details) works the best; I can focus on one at a time, others can have them flipped all at once (of course, a toggle of displaying all of them at once or all of them flipped over when arriving to this section should be available, either in the Options menu or in the Abilities section itself).
      • I don't like where the Tips section is placed. In fact, I think that it's best if all of the tips go to the appropriate abilities tab (though, I can't think of a way to do that currently, so this should be fine for now).
      • There should be an option to make the background opaque (I don't mind it, personally, but some others may not tolerate it) in the Options menu. 
    • As I mentioned in the Reddit comment, a compromise that DE can have is that, they can have their Warframe showcase on the screen at the end of the mission, but it only lasts a few seconds (maybe 2 seconds). Then it rolls up and disappears completely, just to give more space (so basically, where your image comes in. On top of that, we can remove the "Squad Showcase" button and move it into a location that makes more sense (so that the bottom section can have another section for any additional information (example: Railjack mission-specific results)).
      • There's no logical placement where you can put the button list without ruining the consistency (I'm going by the Nintendo Switch controls; don't know the bindings for PC "'B button' = Exit"), but that's just me.
      • I disagree with Pablo with respect to syndicates. The most that people look for in terms of information are "Equipment," "Mission Rewards & Pickups," "Mods." So I think that those should be moved elsewhere (this is probably the one that people will disagree with me the most, though).

     

    That's all I can think of for now. If I think of anything else, I'll update my comment, but great start! (Though, to be honest, I wish I had thought of making these UI suggestions, but now that at least 3 people have done it already, it's too late to make my own suggestions. Oh well.)

  6. 45 minutes ago, Iamabearlulz said:

    That is exactly what I'm saying. We already got the compromise, it's not good enough.

    Not really.

    Bullet Jump is a different manoeuvre entirely than what Coptering was. It's not quite as fast, sure, but we have Void Dash for that and Bullet Jump is far more versatile.

     

    Universal Blink wasn't a compromise, it was an Itzal nerf.

     

     

    Well, if neither can compromise on a solution, then it's best for both groups to part ways, because nothing is going to get done if both groups refuse to nudge. And you know what? That's fair: no one should be forced to do what they don't want to do. And if DE isn't doing exactly what you want, then the best thing to do is to leave and go to a developer that will.

    Also, "compromise": an agreement or a settlement of a dispute that is reached by each side making concessions.

    Based that definition, the Bullet Jump and Universal Blink are compromises; DE made a change to those two things and re-added them to the game; DE was happy, the community was (initially) unhappy, but has now (mostly) relented and have accepted the change. So the two examples (and the suggestion I made) does, indeed, fit those definitions.

    Of course, you are still upset about it and you can call them what you want, but it doesn't change the fact that they are what they are: compromises. I'm fine with widening the range compared to what we have without the mods built in and if we get roughly 70% of what the max range is, then it's more than okay and it should make the majority of both groups happy.  As long as the vacuum doesn't impede on what I need to do, I could care less.

  7. Just now, Iamabearlulz said:

    We already got this, it's not good enough. You can't say "Univac" until we actually get a universal Vacuum.

    So you're basically saying that you don't want to compromise. Well, I'm saying that you can have vacuum, but it can't be as high as the max range of that mod. Just like how the bullet jump and universal Blink has same concessions, universal vacuum will have small concessions as well, to make both groups happy. People will get upset that they didn't get 100% what they want, but at the end of the day, we got it. I don't consider what you mentioned as a "vacuum."

  8. Like with a lot of things in here, I think there should be a compromise. I realize that both groups (DE and the community) will hate compromise and will reason why their way is the only good way, but when you have two groups that disagree with each other, you need to have to find a common ground. I think this is good enough, but there can be more ways. In terms of compromise, I suggest that we can have a universal vacuum, but it must not be as far reaching as the max range of those mods. I would suggest it would be around 50–70% of what the max range is (as a slider from 0–(50–70)%.

    For me, the main issue with regards to this is with marking resources. Sometimes, when new players ask for helping in getting loot, I do so, but I either have to remove the vacuum mod or remove the Sentinel itself in order to mark the resource before they're sucked up by my Helios or Smeeta. Or there's those that aren't necessarily asking for help in getting resources, but I would like to help some people out regardless. I shouldn't need to turn vacuum off and on mid-mission (thereby using up time that can be used to help out my squad complete the objective). This is especially true for consoles (PC players are probably able to do that quickly—like, maybe 5 seconds; console players will have to take a much longer time to do so).

    In fact, DE has compromised before. For example: the glitch that prompted them to create the bullet-jump. Sure, it had a shorter distance compared to the glitch (I honestly can't remember the name of it), but it was the compromise that allowed players to get what they wanted without sacrificing too much on DE's vision of the game. There's also universal Blink: it's on every Archwing, but the ability to spam it is gutted a little (unless you gained enough of the intrinsics) and the distance isn't as long, but at the end of the day, we still got what we wanted, and DE doesn't feel like it's impeding on how they'd like the game to be played (whatever that may be).

    That's my view on the matter, anyway.

  9. Thanks for making this. I was actually in the process of making a post similar to this (albeit, on Twitter), but you beat me to it. I agree with most of the points that you brought up here, so I won't repeat them in here.

    I think that Pablo (and anyone else in the UI team) should watch this video from Jordan Lawrence, called "The UX Infinity Gems [—] 6 Ways to Create Great UX." (I realize that the preview looks bad, but I encourage you to listen through all of it before making assumptions.) Because here, we are basically speaking about the User Experience (UX) of this, not so much the UI (and UX (which can be viewed as the "function") needs to go hand-in-hand with UI ("form"). In the video, Jordan talks about UX in terms of applications for the health industry. Now, obviously, Warframe is not a health app, but the commonality of professional health apps and Warframe is that they are very data driven, so I believe that the lessons learned in this video can pretty much apply in here. Some of the things are repeats of what you said, but it doesn't hurt to have more examples.

    There's also accessibility issues (both in the UI and in gameplay), but that's a whole other topic in and of itself...

    • Like 1
  10. There  was a reply from Rebb stating that the "Hold for Melee Heavy Attack" is going away:

    I... don't really like that. For PC players, I'm sure it's fine, but for me, as a console user, it's very annoying for me to use the R stick for heavy attacks. I realize that not a lot of people liked having the ability to hold the button due to the game not recognizing that you're not actually holding the button, though. So please consider having a "Hold Sensitivity" slider for those that still want to hold to preform a melee attack (I'm sure I'm not the only one that wants this).

    Besides, for accessibility reasons, this is needed for those who aren't able to press keys and buttons as quickly as the average gamer.

    (Just to clarify, I'm not against the toggle. In fact, I believe that the toggle should be there and I'm happy that DE has considered doing so. But I think that, for those who actually liked the ability to have one button to deal with regular and heavy attacks, they can continue to be able to play in that way.)

  11. 1 hour ago, (XB1)Red Dough Boy said:

    You do what you want, that's how this game is. I'd say swap armor for shields though, having rejuvenation and quick thinking is not a bad idea on Mesa since she is squishy, but her armor is not worth much even when modded up. 

     

    1 hour ago, Joe_Barbarian said:

    Her base armor is garbage so adding Steel Fiber for survivability is pointless. Quick Thinking is decent but it'll nuke your limited energy pool and you don't really have a way to regain it except energy dash or pads. Stretch? Pretty pointless as well.

    If you want more effective tank you can modify the build like so:
    Adaptation for survivability.
    Umbral Vitality (remove your intensify for umbral to get more health (1147))
    Hunter Adrenaline to generate energy (when you aren't using 4, combined with adaptation you won't lose all your health and energy insanely fast)

    Over all this will increase your tank, energy generation and damage output.

    As I said before, once I get the Arcanes, I'll be considering replacing mods with better ones (I did mention that Steel Fiber and Quick Thinking are at the top of my list of mods that I'd like to replace).

    But as I've also stated, it works for now. I'm able to do most (non-Empyrean) missions solo (with the exception of high-level bounties) without much problems, but this is based on my playstyle. Then again, I'm not averse to advice, as I'm always trying to improve. I'll consider the suggestions, but I need to make sure that they fit well with how I play the game; the suggestions might work for you, but they might not work for me, (if that makes any sense). It'll take some time, though (don't have Adaptation and Rolling Guard for example).

    1 hour ago, (XB1)Red Dough Boy said:

    Stretch also increases the range on Peacemaker, and it seems J is going for a build to use that and shatter shield a lot. 

    Yeah, that's pretty much how it goes (+ her 2, though I do look at my Energy consumption a bit more (as in, I'm using Energizing Dash more than usual), so I would like to improve on that).

  12. Okay, first of all:

    1 hour ago, (XB1)EternalDrk Mako said:

    we are in a Limbo state between updates (pun intended)

    Booooo!

    I'm currently in the process of farming up a lot of Focus (currently working on Zenurik and Naramon to get them out of the way). I do need to complete my farming for the remaining weapons for the current Prime Vault. I'm waiting for DE to get the motion controls into Empyrean (as is the general sentiment of the general Switch community) as well as the Command intrinsic.

    One thing I really want to get as a mid-term goal are those Arcanes. Especially these two for my Mesa Prime:

    • Arcane Velocity
    • Arcane Guardian

    Here's my current mod setup:

    EPUmKcjUwAEFs-t?format=jpg&name=large

    If those two work out as well as I think it will, then I think I could possibly get rid off/replace a few mods in there (like Steel Fiber and Quick Thinking), but I have to do a bunch of testing first.

    I also want to figure out a good mod setup for both Vauban Prime and Ivara Prime.

    Speaking of fashionframe (I'll update the images to a captura stance later as I'm not at home and I have little time to use my Switch right at this moment):

    Spoiler
     
     
     
     
     
     
     
     
    Spoiler

    EPUpVHgUwAESeNg?format=jpg&name=large

    EPUpVHcUwAAXiRj?format=jpg&name=large

    EPUpVHiUcAA1lwV?format=jpg&name=large

     

    • Like 1
  13. 1 minute ago, (XB1)KayAitch said:

    Pressing the buttons is milliseconds, waiting for the next button is my objection. 5 min wait followed by 1 button is go get a beer. 5 min wait with 3 button presses is sit there for the whole 5 mins, or go away, get the coffee or whatever, come back and find it's still on the end of the 2nd screen waiting for me to confirm that yes, I do want to continue loading the game.

    I really doubt that, given other games don't do this. It's more like they added the hotfix client and they added the orbiter hub and never got round to streamlining that as one thing.

    You're right that it shouldn't take priority over other issues (I mean we're 7 releases behind PC on a bugged and broken Empyrian launch build with no plans for a fix until after the next content release on PC) but, well, 6 loading screens with 3 pauses for unnecessary user input is a bit rediculous.

    No game loads assets the same way. Different engines do it in different ways. It's just not that simple. Just because some games don't do this, doesn't mean all games will apply.

    Also,... 5 minutes to load the game from the OS loading screen to your Orbiter? I don't believe that. The base Xbox One is more powerful than the Switch and it takes me around a minute and a half to get from the Switch's loading screen to my Orbiter.

  14. 11 minutes ago, (XB1)KayAitch said:

    1 I give you, it's fairly brief.

    2, 5 and 6 are not Microsoft or legal requirements. Privacy policy/EULA is only required on initial account creation, and while Microsoft does require the user to be signed in and have an input device, nothing requires this to be separated from any other checks.

    Once 2 appears we're in DE's loading, it should just load everything, then ask us to press A once.

    If it takes 5 mins to load everything then fine, (though that seems a little crazy) but don't require us to sit there and press A to progress it. Just load it all and ask us once when you're done.

    I didn't say that 2 and 6 were required by Microsoft. I said you should ask Microsoft about removing 1 and 5 (though, if the Privacy Policy/EULA is DE's and not Microsoft's, then... yeah: 5 can be removed (the Switch version doesn't have the EULA/Privacy Policy warning popup)).

    In any case, if this is how they need to load the game, then I don't think it needs to be changed unless there's a very good reason. And really, it truly is no big deal: as you said, you want to play something quick. It would take roughly the same amount of time if they combined it into one loading screen. The amount of time it'll take for you is (based on how long I press the A button three time)... 5 seconds (I don't know how fast your reaction time is).

  15. 20 hours ago, hazerddex said:

    honestly the only thing that's really grind about it is the credit expenses. i got most the materials i needed in about one run, but good lord ever since i finally built my railjack i have been strapped for cred

    then again nothing seems grindy compared to murmurs

    The reason why we need to get 6 million credits is to prevent the people who are repairing the Railjack for us to go on strike because they're not getting paid a fair wage.

    (That's my head canon reason, anyway.)

    As for Murmurs... if they cut it by a quarter, I'd be fine with it.

  16. 1 hour ago, Redfeather75 said:

    You can use the Eject Magazine mod now!

    It's funny that now I find a weapon where I want to reload right after that mod got fixed. 😂

    Too bad you can only get it from either a Sentient with a low drop chance rate, or the C O N C L A V E (according to the wiki, anyway).

  17. I second (third? Fourth? ... whatever) this, but purely for accessibility reasons. I need that overlay map since the blocked in map is not only too small, but it makes navigating the mission extremely difficult. However, the overlay map, while useful, is a bit too much. An easy compromise is to have a slider for that like how we have it for the Landscape map.

  18. On 2020-01-18 at 2:49 AM, NigglesAU said:

    Why do people post they are leaving the game?. Really need the attention? 😉

    My guess that their hope is that if enough people say it + make sure anything that looks positive is mitigated + anything negative about the game is pushed to the forefront (e.g.: Warframe not being in the top 10 Steam charts anymore), it would make DE do whatever the OP and others want.

    This is just a guess, though.

  19. Quick: everyone stop using Wukong for a year! Gotta get DE to see that this stops people from enjoying Wukong and since they want all frames to have use,... maybe that will get them to revert it? I don't know.

    This game probably needs a "BBND" moment (or several in rapid succession) if people actually want change (of which, it looks like people don't).

    (If you guys are actually going to do it, could you at least start with getting the Hema research requirements to go down to a reasonable amount? I'm still farming those Mutgen Samples and it's painful to do still. *ahem*)

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