Jump to content

Sol_IX

PC Member
  • Posts

    11
  • Joined

  • Last visited

Reputation

21

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I have a similar opinion, here is my suggestion for how it may look: Star Chart 3.1 Earth: Star Chart 3.1 Full:
  2. Hello! I am really happy with how the game is. Just today I finished mastering all 95 frames in the game, and I am still having loads of fun. I have had plenty of my friends try the new player experience, and the common sentiment is that it is very overwhelming! Here is a suggestion I have for improving starchart UI to reduce overwhelm to new players. Below I have attached a "New Player Earth - Now" vs a "New Player Earth - Suggestion." In this, I have removed the names of all the nodes that are locked from entry, only showing the names of the completed nodes and one step beyond. This will reduce the scariness of earth, making it look a little more focused and less overwhelming. That simple feature could reduce clutter and increase player retention and focus early game goal setting. I have also attached a "New Player Starchart - Now" vs "New Player Starchart - Suggestion." In this, all planets names and nodes should be hidden until the junction has been unlocked. once unlocked, the name of the planet will appear over it and the nodes/connections will be visible, (names of locked nodes still hidden). This would make the overall star chart seem way less demanding and scary, and make sure that a new player focuses on early content instead of worrying about later planets. I love this game, I am having a lot of fun with the content as is, and cannot wait for more. I think this small change might make it easier for my friends to get into Warframe on their own.
  3. The disruption gamemode is already fantastic and incredibly fun, and I wanted to shoutout to the devs about some positive feedback about it. There are several big reasons why this gamemode is well loved: First and most popular is that you control the speed at which waves progress, which means an efficient team can really speed up the waves given higher skill and coordination. Second, and my favorite, is that there are little to no build requirements. The gamemode has no targets to defend, no features that make one frame more important than any other. The gamemode solely relies on staying alive and nuking a high level target. People run everything from styanax and kullervo to wisp and nova, and nobody bats an eye. As long as you can stay alive and do some damage thats all that matters! Finally, the demolysts are great enemies (I prefer the grineer because of their headshots) which scale incredibly fast and require specific preparation and high damage builds. Steel path fissure disruption takes all of this to the next level for an endgame player, giving incredible rewards that scale with the fissure resource booster, and scaling difficulty much harder than normal disruption. It is one of very few infinite modes that doesnt require one player to afk defend something as well as have the ability to speed up the waves meaningfully. If there are some ways that this mode can be taken over the top, the first for me would be directional subtitles for demolysts. Games like fortnite have great indicators for bullet direction, and I think the addition of something like this for demolyst pings would be great for accessibility and listening to music. Additionally, giving corpus and infested better or more obvious headshot hitboxes would make them much more fun to play. Thank you devs! This mode is a great part of endgame, feels rewarding and fun to play. Keep up the good work.
  4. I do actually like a single gamemode in a sea of gamemodes where AOE weapon damage is the meta, and clearing drones is really important. I dont mind that warframe abilities arent focused on in this single gamemode, and the ogris spam is honestly kinda fun to me. I did just lose a defense one tho at 90 rounds and an hour in, losing all my rewards which really sucked. I wonder if there can be either a different solution for how vitus essence on losses is handled, or a way to revive/keep the defense target alive better. We had a wisp with ~300 strength, and that should really be enough, but level scaling outscales the defense target really hard, even if we killing enemies at a pace quick enough to see 90+ rounds in about an hour. At really high levels, the defense target can just simply wander off and insta-die, or die quicker than possible to react to which really sucks. If we could either give him a single revive, so that we know when to dip, or we keep the essence we farmed but the mission ends upon his death that would really help my experience with arbitrations! Either way, bottom line, I like the activity, I just feel absolutely gutted when the def target dies and it kinda feels out of our control. Keep up the good work otherwise with the recent incarnons and circuit which have been a blast, arbis are now a drop in the great ocean of endgame, but a little love to them could go a long way.
  5. I am a volt main, so I was apprehensive about playing gyre, but I have had a ton of fun playing her! I think the cathode current augment really takes her over the top for fun factor, as seeing the whole map light up with my shots is really enjoyable. I love how she scales with levels in her own way, using number of active electric procs as a scalar for her ability damage, and I also love how she provides many different things, including crowd control, damage, weapon buffs, and energy regen. I also love not having to juggle timers and ability countdowns, I can just focus on getting kills and staying alive, mostly popping 1 for more damage and some shield gating. On top of all this, her sound design is just addicting. I would like to personally buy a coffee for whomever at DE decided to add the 808 like sound to the rotorswell ability. I don't know how yall made this sound so crisp in such a sound dense game, but every time I shoot with rotorswell active I feel it in my soul. It makes my already satisfying weapons and abilities that much more satisfying and fun to play. Keep up the good work! Y'all are amazing.
  6. All the mission types are fun and refreshing, loving void cascade and armageddon. I think the bounties are really rewarding for your time spent, as 3000-4000 endo for the highest bounty feels meaningful. I would be welcome to seeing credits and endo reflect these levels across all open worlds (and maybe in star chart missions too). I also love how the missions engage your operator as a useful character now without making it a chore. I am excited to upgrade my amp and see how fast I can melt angels shield phases and kill thrax units. I also love the angels and thrax units, really well designed where I have to think for a second about how I kill them, and not just mow them down with more damage. I also love how the extra challenge of these units is complimented with extra rewards. They definitely feel much more fun to play against than enemies like liches and sargas ruk, where damage is timegated or reduced just for the sake of reduction, but also they are more fun to play against because learning their fights is really intuitive, and the game explains them well while playing. I think all the Zariman related arcanes are amazing, and I love how obtainable they are, not only through exchanging standing but also farming thrax units and angels. I also love Calavero, I think if there's a way bring him into more content like the daughter was brought into Kahl missions, I would love that. Overall, very meaningful and rewarding content, I am really enjoying playing through it.
  7. I did normal circuit and story only, and this fixed the problem for me when i got access to steel path circuit back!
  8. Also does this have anything to do with the no access to steel path circuit bug? Thats my best guess
  9. When opening the option "Evolve Incarnon Weapons," I get to a screen with my Miter Incarnon. I have all 4 incarnon evolutions active. The only buttons I see are "remove incarnon" or "exit." Is there a way that im missing that I can see other incarnon/genesis weapons? or is this just a bug and I should be able to see the others with a button. I have tried to look up any solutions or if I am missing something but with no success.
×
×
  • Create New...