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Eurhetemec

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Posts posted by Eurhetemec

  1. Are you implying that sexy-gals in video games are a bad thing? Them's fighting words mate.

     

    Oversexualization absolutely is a bad thing - it makes players of the oversexualized gender uncomfortable and suggest that they are basically objects for others to admire/perv on, and hell it makes a lot of people uncomfortable because it usually seems weird (even when you deem it "appropriate") and creepy/pervy. It also attracts a bad crowd, frankly. If you're playing games to perv on stuff, you're doing it wrong. Really wrong.

  2. It's unsettling how many people are missing the big picture. If people want to be carried to Pluto then that means that they're not willing to experience EVERY OTHER PLANET'S CONTENT. That's...a big deal. The first step is to make it not possible. The second (and more important) step is to ensure that no one would want to. Warframe needs both and has neither at the moment.

     

    You have step 1 & 2 completely mixed up there, dude. Step 1 is to make people not want to.

     

    If you make it so people can't get to where their friends are, and force them to slog through planets, all you're doing is making them likely to quit, because frankly, that stuff is dull. So make it fun first, then cut off the taxi option, if you're going to do that.

     

    I say this a Rank 10 Tenno who has never taxied anyone, by the way. I also don't see how it's okay for me to bring a bunch of unranked junk to Pluto (which apparently it is), just because I'm Rank 10, but it's not okay for a Rank 0 guy. God forbid he get excited about the game or get to play with his friends, I guess. Honestly I don't have a problem with it.

  3. Bear in mind that they're also guarding what is the most powerful once-event-exclusive weapon in the game right now. Where's the novelty in owning such a powerful weapon if they're so easy to obtain?

     

    It is "easy" to obtain, though, Pizzarugi. You just have to play co-op, not solo. Co-op, the G3 will get splattered, because they're outnumbered and likely wildly outgunned.

     

    So that objection makes no sense.

     

    If it could only be obtained by *soloing* the G3, it would make perfect sense, but because there is the co-op ez-mode option, it doesn't. A lot of people only play co-op, but equally, a lot of people mostly play solo (in no small part due to the utter unreliability of using people's local machines to host sessions, as opposed to proper servers). It's relatively easy for the first group, and much harder for the second.

     

    The only actual difficulty in getting the Brakk for people who play co-op exclusively is RNG with both the drops and whether the G3 actually attack.

     

    The problem, in the end, is that the scaling is really hard to do right, and seems to be inconsistent when accounting for solo players - like some things in Warframe supposedly do scale for solo players (enemy numbers in Survival, I'm told), but others clearly don't (G3, bosses, etc.), and whilst G3/Stalker/Spacedog do scale, they do so based on the level of your 'frame and gear, and of the level you're on (IIRC), and scale in a pretty dodgy way. I don't see any easy solution, sadly. Stalker is a good example of how random the end results are - he's killed me before plenty of times, but last time he attacked me, he spawned in as I was chopping up some infested, and got killed without me even noticing I was hitting him!

     

    We probably need an "assassins 2.0", that makes them harder on co-op, scale better with what they're actually facing (i.e. if facing a low-level frame with high-level weapons they should do less damage, but have waaaay more HP), and so on.

  4. There isn't some magical 1HKO move in the G3's arsenal, but each of them has an obscenely high damage output alone, and they tend to focus targets if you're not careful.

     

    The shield guy does have a rocket barrage, however, that seems to do an odd 200~ damage per blast, and there's about ten of them, so if you see yourself going splat out of nowhere, that may be why.

     

    I'd have seen rockets. Like I said, I dropped Absorb and died instantly from full health/shield. Not multiple hits, not rockets - whatever it was nailed me before I even got my feet on the floor, so within what, 0.2 of a second?

  5. They removed the guarenteed stagger for a good reason and a lot of people would hate to see it come back.

     

    Agreed. With much reduced Volatile numbers this would be a non-issue, though. They chained it because they came like five at a time. If they were more like one every few enemies, they couldn't do that.

  6. Could be the guy with the Hek.

     

    They don't seem to spawn all at once. When the guy with the Hek spawns sometimes he appears right next to me with no transition, just blink and there he is, and he dumps several rounds in me IMMEDIATELY at point blank. He was probably just off your camera. Killing the hammer guy may even have made him spawn.

     

    I've been hit by him before, wasn't a one-shot - this killed me before I finished the "leaving Absorb" animation. Plus, all three were visible (I know people say all three don't spawn at once, but they've always all spawned for me, by the time they engage me), so I know he wasn't off-screen, rather about 20 yards away half-in-cover behind a box (shield dude was about 10 yards away, outside Absorb-blast range anyway). Maybe it's just that OP, though!

     

    It's pretty weird.

  7. prior to potatoing mine it worked fine, however after potato.  any shot uses the whole magazine, and forces a reload after each shot

     

    Mine has a potato (from long ago) and works fine as of this patch. This seems pretty random. Haven't tried it since I got an Angstrum, though (day before yesterday), I'll do that.

  8. I don't think increasing the damage would be smart - the problem is that with strong weapons, it's fairly trivial to keep them away, but with weak weapons (as all starting players have), they're significantly hard to kill before they reach you, so that would really cream newer players and people on lower level frames and so on.

     

    Staggers, knockdowns or knockbacks would be better - yes, they already have a lot of these, but that avoids just making Volatiles the bane of lower-level players. They'd certainly need to spawn less of them, either way.

  9. So, I've killed the Stalker and Harvester plenty (bloody Stalker has yet to drop me a blueprint but I will chalk that up to bad luck), and I've only encountered the G3, what four times, but in all four cases, they've one-shot me from full health and full or high shields. Two of those were on lower-level frames, so I will ignore those - but two were on level 30 reactor'd frames, and I can't work out what happened.

     

    Most recent example - G3 appear when I'm on Nyx (post-recent-changes) - they chase me, I shoot them, I'm kind of whittling them down. They haven't damaged my health. The hammer guy catches up to me, and I turn on Absorb and watch as he racks up 20K damage real fast (!!!), then I let Absorb go - this appears to kill him instantly, but at the same second, I die - dying so fast and hard, in fact, that I'm in the death animation before I even hit the floor from the Absorb float.

     

    I had thought it was hammer guy who one-shot me on previous occasions (I didn't know how, but assumed it was him), but this time, he was dead, and I had released Absorb just after swing (he wasn't swinging again yet), so it has to be one of the other two, or there's some kind of auto-kill mechanism or something. I didn't see any damage, or even see the others fire weapons at the time - I just died.

     

    Similarly, with Ash, I had been chopping hammer guy up good (he was staggering), I was on high shields, full health, and bam, suddenly I'm lying on the floor, god knows what happened.

     

    I'm kind of used to this with Stalker - he can one-shot almost anything with his bow, Slash Dash or his scythe (rarely a one-shot, but the stagger prevents action), but the cause of death is always obvious - arrow to the face or the like.

     

    So does anyone know what is going on here? Do the G3 have some kind of auto-kill power? Really overpowered weapons? Or what? I have been shot by them and taken fairly reasonable damage before - never anywhere near close to a one-shot, so I kind of don't think it's the guns but I don't know what else it could be.

  10. It's not just void treasure rooms that need buffing, I'd say, rather hidden and out-of-the-way "treasure" needs buffing in general - one nice thing might a chance for a level to spawn a "treasure chest", with superior loot (like OCs/Neurodes, various blueprints, tons of credits, rare mods, or the like) hidden somewhere in it - and I do mean hidden, as in nowhere on the direct path to the end of the level (it wouldn't have to be past traps/parkour rooms, except on void levels, where it would also be better), requiring seeking out. It also wouldn't always appear, and probably shouldn't appear on Loot Radar until pretty close.

     

    Lesser "treasure chests" might be found in less inaccessible locations, too - obviously one doesn't want this to become a "chest farming" game, but right now, it's an enemy farming game, which is arguably even worse so...

  11. I have solved the mystery!

     

    Well, I think so - here's the issue:

     

    DE are right to mumble "balance". This is because they screwed up big time with the event mods, and didn't think the consequences through. They're wrong to leave the situation as is, but we'll get to that.

     

    The issue is that if you can make CC-type status chances "on demand", as it, occuring continuously and on whatever enemies you want, you basically win Warframe, or seriously nerf it in a really severe way. Radiation, Cold, Blast, Electric - these all act as hard or soft CC, and severely gimp enemies if they keep getting proc'd on them (Fire can too, and Impact, sorta). Even the non-CC procs are fairly vicious, too.

     

    Right now, you can't get "on demand" CC-type status for any weapons that can really hit a lot of enemies fast - you can get close, but not there. This is for two reasons:

     

    1) Both the "status boost" mods add a damage type - and one of them is Toxin, so can only access Radiation as CC. Why does this matter? Because the more different damage types you do - the less problematic you having a high status chance is, because you can't pick what status you get, and thus you can't hard/chain-CC the enemies.

     

    2) All the highest status-chance weapons do all three kinds of physical damage, and the Grinlok is otherwise kind of a bad weapon (Boar Prime and Strun Wraith have the highest chance, but it's spread amongst the pellets, so the real chance of statusing a given enemy is much lower, unless you're already at point-blank range).

     

    So if they gave us Status Chance mods that were actually worth the mod points, actually equal to the event mods or better, those could stack with the event mods, and be used to create weapons that reliably inflicted CC status and were otherwise effective weapons, and this might well become the default builds, especially at higher levels, because enemies do not appear to become CC-resistant.

     

    So what can DE do? Well, they have a lot of choices, and none of them are pretty (below are just some possibilities).

     

    A) They can ignore the situation and hope it becomes the status quo - this does not seem to be happening - if anything, the opposite is.

     

    B) They can nerf the event mods, and buff the normal mods, but not to such a level that it's easy to make a gun with close to 100% blast procs or the like. This would piss off event mod owners, of course, and perhaps still leave people complaining that status builds weren't viable.

     

    C) They could impose a Status Chance BONUS cap (not status chance, status chance bonus, as in +X% status), perhaps at 150% or 160%, and increase the normal mods - this would take a lot of care, and maybe adjusting individual weapons to compensate, and it would also create a largely-hidden cap most player didn't know about (lots of people still don't know about the Efficiency cap, for example), though having a warning on-screen could deal with that.

     

    D) They could make enemies resistant to procs (or just CC procs), presumably moreso as they go higher level. This would make CC feel weaker, and probably annoy people a lot, and would also mess with CC-inducing powers, potentially, so is a real hornet's nest.

     

    I imagine that want DE want to do is B or C, but they both involve a LOT of work and care, so I actually get why they are saying "balance". I take back my earlier "no reason" stuff - there is a reason. It's not great, it's their fault, and they need to fix it, but it's not just arbitrary nonsense.

     

    TLDR: DE aren't lying re: "balance", and this being hard to fix without breaking other things. But they do need to find a fix eventually.

  12. Reading carefully, you're trying to say that this should be OPTIONAL, right? Like an OPTION to take a side-mission should come up, it shouldn't be mandatory?

     

    I'm basing that on your "if desired by the player".

     

    If so, then this is not a bad idea, but would need to be implemented with fairly great care, because not all mission types mesh well with each other. Survival and Defence in particular do not play nice with other mission types, because not only do they have an unusual reward structure, they also have ramping up enemy levels, and you'd have to think about how this would interact with things, and it does get pretty complicated.

     

    With things like Exterminate, Sabotage, and so on, it's a little easier - I'd love to have optional objectives, so long as they were really optional bonus objectives, and not just reduced rewards UNLESS you did them.

     

    So yeah, as a pure addition to current missions, and entirely optional, with no punishment or reduced rewards for not doing it, I think this is a very cool idea - and would make WF feel rather more immersive and game-like, taking it away from the grindfest it can often become.

     

    What might be particularly nice would be with Invasions - you could have each "objective" count as one part of the Invasion (again, this would be optional, you could still just do the main Invasion objective multiple times for the same credit). For example, you could have a normal Invasion-Exterminate, but which offered Rescue and Sabotage sub-missions, and if you did all three in one mission, this could take you to 3/3 or 3/5 on the Invasion reward track.

  13. Wasn't meaning to exaggerate the performance. I know that, in the hands of a capable player, a Boltor Prime or Soma will always beat a Sybaris. However, when playing with pubs, most of them tend to be average shots at best. In such a situation, if you're good, they won't even begin to keep up.

     

    I don't agree. Mediocre player with a Boltor Prime vs. good player with a Sybaris? Mediocre player will score more kills in most situations (assuming same 'frame, power usage, etc.).

     

    I really do like the Sybaris, but it falls short of greatness, and it's very disappointing because it's so elegant and fun to use otherwise.

     

    I'd be happy with a new class of mods for precision rifles that increase clip size by a set amount: +2/+4/+6/etc.  You wouldn't want to see a soma with doubled clip size perhaps, but a sybaris with double clip would not be the end of the balancing world.  Another great mod, as I think someone mentioned, would be one that increases the size of the burst.

     

    This is a great suggestion!

  14. As someone who owns a Burston Prime, I vastly prefer my Sybaris over it. What often took 3-4 bursts from the Burston Prime (which is about 9-12 bullets, mind you) takes maybe 1-2 bursts from the Sybaris (2-4 bullets). It looks better, sounds better, and I love the stats a lot more. Also, despite being primarily a crit weapon, it's still got some solid status chance -- with just Malignant Force, I was able to get above 30% status.

     

    More or less. In the hands of a good player, the Sybaris is frightening, and can easily go toe-to-toe with the Latron Prime, Burston Prime, or Boltor Prime.

     

    Also, the bit about the Sybaris being bad against a bunch of Infested? As the damage climbs up, it actually deals more Slash damage than Puncture or Impact (barely, but it does). Throw on Shred or Metal Auger, and you should because of the kind of gun this is, and mobs aren't really an issue.

     

    The Sybaris, comparable to the Boltor Prime? That's funny, but obviously untrue. It's not even comparable to things like the Soma (outside of high-forma single-target burst DPS, which is very rarely needed in Warframe).

     

    If it had a larger clip and/or a faster reload, it would be. As is, it just doesn't have the killing power you're claiming. It is terrible against Infested unless you are fighting them on tight corridor maps and even then, you're going to be meleeing them, no matter how much Shred you have, because of the tiny clip, in a way untrue of the Boltor Prime or Soma or their ilk.

     

    Don't get me wrong - it's fun to use, solid, power-wise, and very attractive, but wildly exaggerating it's performance, as you're doing, helps no-one.

  15. Hmm I dont know. 

     

    I try to only catalyst weapons I know I will use or want to use. You dont have to catalyse every weapon. If you really like a weapon then spending 20 plat on it to get a catalyst is not much. Honestly you should not have to do this on a large pool of weapons. If you are doing it on say 15 plus weapons then I have to ask is that needed. If it is then do you really "need" the catalyst for X weapon now or can you wait a month. Maybe another cool weapon will come out.

     

    If they gave you all the catalysts you would probably be asking for reactors, then its more cosmetics. I feel the amount of catalysts/reactors they give you is fair for sensible play. Also the price of 20 plat each is really fair for such an important upgrade. Some f2p games would put this price much higher 

     

    Can you explain why I would be "asking for reactors"? We already get enough reactor alerts. If half of those were replaced with catalysts, we'd still have enough.

     

    I agree that you don't have to catalyze every weapon, but uncatalyzed weapons are basically useless for anything but the lowest-level content UNLESS they are:

     

    A) A melee weapon so can get a stance bonus.

     

    and

     

    B) Have useful polarities.

     

    So if you have an un-catalyzed weapon, it's basically just going to sit on your belt whilst you're doing Defence missions with a full group or whatever. Talking about "need" suggests you don't understand the issue at all. It's not about "need". It's a game, in case you didn't notice! :) We don't "need" anything. But the point of a game is to be fun.

     

    You know what isn't fun? Un-catalyzed weapons. You know what else isn't fun? Levelling weapons by not using them. A third thing that isn't fun? Having to buy something just to make a weapon usable for every single weapon you want to be usable.

     

    The point is, either way I'm likely to be paying DE the same amount of plat. They could either make me feel good, because I'm buying stuff like colour packs and cosmetics, or bad, because I feel like I'm having to pay to make their game playable. Every catalyst they give out makes me happier with them - every time I have to buy one, I'm kind of annoyed (it's not like they're cheap to make, either, given the OC). So the point is that they could stand to make them a little more common, especially now the shop has a ton of other options (they made more sense when the shop hardly had anything in it).

  16. No we got catalysts in a row a couple of times. 

     

    However it is meant to alternate so catalyst next Friday or you could just spend a little money on supporting the game 

     

    I think most of us do spend a bit of money supporting the game, but the sheer number of catalysts one potentially needs means that I think they could afford to put a few more out there. Right now reactor BPs seem to be as or more common, which seems a bit off, given the number of weapons is vastly higher than the number of 'frames and Sentinels. I know I'd rather spend plat on things which make me feel good about the game and happy with the developers, like cosmetic items, colour packs and so on, rather than feel like I'm being forced to spend plat just to make X weapon viable, because RNGesus has not granted us the Holy Catalysts of late, because that makes me feel kind of like I'm being ripped off/manipulated.

  17. Seriously, the shock rifle was the best. The only issue is that Warframe doesn't have alt fire, only zoom, so you'd have to ditch zoom entirely (because both keys would fire the weapon, just in different modes). It's not a huge issue, though, and I'd really like to see it. Of course I'd like to see a proper biorifle and flak-cannon too.

  18. Not really. As described, focus will be a once-per-mission activation of a super mode with a duration, where you pick the effects. I suppose the effects could be passive skills, but that isn't quite what's being requested here.

     

    Actually, last we heard, the timer was mission-independent. Regardless, it's been described in a number of ways, and if it doesn't offer any "passive skill"-type benefits outside of "demon mode", I will eat my Pendragon Helmet, honestly.

     

    The issue with passive mod skills is that we have so few mod slots. Which means that a lot of the potentially interesting mod-based passives get excluded because they don't offer actual power. I've got tons of mod passives I'd like to slot, but just can't justify. So adding to those seems fairly pointless (unless they're so power that they can't be ignored - in which case we'll probably seem more power-less builds relying on weapons or innate frame characteristics such as the high base armour of Valkyr), which means that frame-based or other passives could have a real role (adding more mod slots wouldn't solve the problem in many cases, it'd just make some builds even more powerful!). Certainly DE has been getting a little bit more experimental in terms of innate frame characteristics.

  19. Warframe takes far more cues from the likes of Mass Effect and other Hybrid shooter/rpgs than the games your presenting as the sorts they should be striving for. Does that mean they don't need to fix anything? Honestly, no. But damage avoidance is part of tactical reactions to the enemy and its the enemies that need to be worked on. Are they fun to fight? not really. There's too much copy and paste. Too many enemy units use the same basic behavior.

     

    To be fair, Warframe plays in many ways more like Doom than it does ME, in practice, in that it's a fairly reflex-oriented and somewhat forgiving shooter which is more about speed/execution than anything else (I was a Doom speedrunner back in the day, and really, Warframe reminds me of that a lot). ME is a cover-shooter with an intense and very gameplay-centric cooldown-based power system (as of ME3, anyway), and the MP requires high levels of tactical awareness and level/spawn knowledge. ME3 MP is a far more tightly-designed and mentally and physically demanding experience than that of Warframe (which cuts both ways, of course, because I don't think ME3-style play would work with the amount of farming required in Warframe - people burn out fast in ME3 MP, real fast), and whilst invigorating, it's rarely relaxing (unlike WF).

     

    The problem with the new player experience is that you can't really play Warframe in the exciting way you can at higher levels - wall running and the like tends to get you killed, you are zoren-less, etc, combined with the "HOW WILL I EVER GET THAT?!" factor, because rare resources and the like seem like a distant dream when you're new and not capable of laughingly soloing to wave 30 on ODD or whatever. Multiplayer doesn't make this any better, because you will frequently end up in groups with super-speed rushers who barely kill any enemies, or, on Defence missions, you won't even see any enemies because they're all dead instantly (which is nice XP, but not good fun, generally).

     

    I think they really need to give more fixed rewards initially, including of some really decent stuff - I'd suggest all the basic weapon damage and survival mods, a couple of elemental mods, some extra slots, and perhaps a couple of potatoes (I honestly don't feel like players like me need to be "compensated" for this at all, either), so people can get actually able to play and engaged with the game's systems earlier on.

  20. It was easier for some of us that have been around since CBT. We blended and absorbed the changes the hard way, but new players got no incentive to stay.

    [edit:typo]

     

    Yep. Whilst DE have attempted to improve the experience since then, I think WF has become actually less accessible and friendly/fun, because virtually all changes intended for the "endgame" or whatever reach down and make the "learning game" more fiddly/difficult/annoying than it used to be.

     

    All of you are missing the big picture. The reason people are leaving is because the base gameplay is boring, due to not being challenging (enemy scaling isn't challenge/difficulty).

     

    Everyone is wrong but you, huh? Perhaps you should get a sandwich board and a loudhailer and explain to all of us how "THE END IS NIGH!"? ;)

     

    No, people are not missing the big picture. Your simplistic assertions are not "how it is", they're your views.

     

    Also you're just wrong about Doom. You avoid the damage you can avoid, but some of it is hitscan, or unavoidable for other reasons, and so you use the armour and health pickups to deal with that. Doom is not a "glass cannon" game. The Doom Marine can take a few hits, especially with armour pickups. Warframe is actually extremely similar to do Doom, gameplay-wise - you avoid most damage, but some will get through, and that either gets stopped by your shield, or you have to find health pickups or use abilities to fix yourself up.

     

    I've seen a few new players leave - none of them because the game was insufficiently hard. All of them because the game was kind of gruelling, and they couldn't seem to get anywhere. The problem isn't difficulty or challenge, it's engagement. When you're new to the game, and don't have any good mods, and only one Warframe with it's 4 lives/day, and only horrible weapons, WF is quite a slog - you don't feel like you're getting good rewards/time, and finishing missions is kind of a big effort. Virtually everything you can build needs tons and tons of resources you don't have and can't seem to get (even if long-time players have so much they're using it to fill swimming pools).

     

    The more you play, the easier things get, generally, which can actually be a good way to hold players (surprisingly), but it takes a long time, maybe twenty hours of play, before you're really "cooking with gas", unless you have friends who trade you copies of good mods, PL you, and so on. Even if that happens, the frustration of trying to achieve stuff when they aren't around can be bad.

  21. In a F2P game they dont care how much you play they care that you keep playing. That gives a better chance that you will buy something.

    And since you clearly stated that you are continuing to play and you are doing it to buy plat... their plan is working fine.

     

    That's only half true, Mak.

     

    There's a reason virtually every F2P game everywhere gives you a daily reward of some kind (often a significant one) - it's because if you keep logging in every day, you're far less likely to find anything else to do - i.e. go play a competitor's game, decide you prefer to watch TV or the like. So by making players think that they need to "skip a day" to get this reward, Warframe is playing a slightly risky game - every skipped day is a chance that someone will decide not to come back, essentially. Further, it's evidence that people want to buy plat, but find it overpriced (not everyone does, of course, which is why I think there has been no general reduction in it's cost - it really looked like there would be about a year ago, but I think we picked up a lot of whales who buy plat at full price since then).

     

    The way to fix this potentially troublesome behaviour would be for DE to make the 75% token equally likely at all login rates (maybe it is already, but people believe otherwise, if so they just need to come out and say this).

     

    Personally I'd really like to see the XP rewards go from the Daily rewards. I suspect that if I get "Sentinel Weapon XP" one more time I may headbutt my keyboard, and no-one would enjoy that!

     

    PS - I have literally never seen 75% off reward, playing since closed beta. Most of the plat I've bought has been 70-75% off, but that was due to special or seasonal offers, not this reward.

  22. Puzzles are fine in appropriate mission-types, but putting them in every mission would be very tedious.

     

    Difficulty and complexity doesn't make a good game. And you don't need a "hard game" to make it challenging. 

     

    This is very true, and I suspect if the majority of gamers (in this kind of game) weren't younger men (usually 16-28-ish, certainly plenty older, and women and so on, but there's a core of that age group and gender), you wouldn't see that nonsense so much. The problem is, for many in this group (not all, probably not even a majority, but enough), their ego is very much tied into the game and their success at it, so they have to feel the game is "hard", otherwise they're "less of a man" (like playing games has anything to do with who you are on the inside...), and thus they constantly disparage any gameplay which isn't seen as "hard" (whether it is actually challenging or not, and regardless of it's actual entertainment value). If you're just not like that, or old enough that you have real life success and so on that makes game success laughable in comparison (career, relationships/family, etc.), suddenly the obsession with whether games are "hard" looks idiotic next to whether they are "fun" (i.e. worth your ever-more-precious time).

     

    I speak from personal experience - I used to be one of those people!

     

    It's not say hard can't be fun. It can. I love a lot of games which kick me in the face, difficulty-wise (higher-settings XCOM, some Roguelikes, for example), but it's because they do so in a fun way. Tedious is fun. So complicated I have to look it up on a website isn't fun. Rote memorization of specifics is rarely, if ever, fun. Fiddly-as-hell mechanics are rarely fun. All those things get, rather misleadingly, called "hard", and egos get tied to them.

     

    You're also right re: challenge. A relatively easy game (as it not complex or fiddly or requiring break-neck reflexes) that asks you to get better and better times or excel more and more can be very challenging.

     

    All that said, puzzles could add to the fun, so long as they were actually fun, and not tedious chores or in inappropriate locations.

  23. Generally I aim to have fun whilst getting the stuff I want.

     

    Valkyr, Dragon Nikana or Orthos.

     

    Dual Ichors is generally higher DPS and more powerful, and if I had Orthos Prime I'd use that over Orthos, but I just love wading into a bunch of enemies with the Orthos or Nikana and seeing them go flying, and just keep chopping my way through (the heavy weapons seem underpowered without slightly annoying-to-use stances, sadly).

     

    Volt, any kind of rapid-fire/burst-fire primary, precision secondary, Dual Zoren.

     

    For when I want to go fastfastfast. I love Volt. I have almost all the non-Prime frames (Hydroid, Nekros and Zephyr still need getting), but he was my first frame, and I really like his whole style.

     

    Usually Carrier with Sweeper shooting all the things, too. Or Djinn if I want the sentinel picking stuff off at range and/or not shoving energy into me whilst I'm Disrupted.

     

    Looks matter. I can't stand really ugly weapons/frames, and the handling matters too - some guns are a lot more fun to use than others (I find charge weapons very frustrating!).

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