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Gamer_Auto

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Everything posted by Gamer_Auto

  1. I don't know about Multiplayer, but giving us the ability to buff Kahl's speed and stealth capabilities would go a long way to making the missions more bearable. There are ways to kill Deacons, but it's through environment manipulation.
  2. I don't think Dreamer's Bond will become the newbie meta, but I do agree that if they're gonna Cross the Rubicon anyway, then they might as well go all in. Change all Warframe Auras, Melee Stances, and the Railjack Aura to the Universal Polarity; and make them all give the same buff to capacity. Even as a PC player I hate the sheer mountain of tedious grind for the meta, so I'll gladly accept all the streamlining I can get. I'd much rather have fun finding new things and fighting new enemies than wasting time grinding the same thing for hours on end. I'm a veteran of the first contact with Fortuna, and lemme tell you: I'm SUPER lazy. I legit just bum off guys like TheKengineer for my builds because I cannot wrap my head around how this game does modding. Additive multipliers, multiplicative multipliers, somehow adding percentages together makes a smaller percentage number the actual bonus. It all goes way over my head. I seriously can't be bothered to learn it all and will gladly take leech accusations if it means I can spend more time playing and less time figuring out what something does. And I wholeheartedly agree: Warframe as a whole is bloated. Not just the modding. I honestly want DE to just stop making the next shiny new distraction and focus on modernizing their 11 year old game. If that means it'll be a long time until they make new content, then so be it. I just want the game to be streamlined and not have patches of "oh yeah, that definitely shows its age".
  3. I found that to be too bothersome for me, but I'll add it to the list.
  4. No, but it's functionally better than what you're suggesting. There's "rule of cool", and then there's "that'll be Dead on Arrival". Like K-Drives. And Kaithes. And Railjack. And non-Circuit Duviri. And the Dormizone. And Veilbreaker. And Yareli. And MOAs. And Kubrows. And Arm Cannons. And Tomes. And I could seriously go on.
  5. Honestly, Archwing and Railjack are about the same for me, because I'm constantly flying outside my Railjack using my Arch-Melee weapons to get codex scans and grind them out for Mastery. If they either made more Archwing nodes or did a better merge of the Archwing and Railjack game modes, my opinion might go up. I just know that the only endless mission they have - Interception - isn't suited to solo play. Would prefer an Endless Survival or Defense in the levels where grinding these weapons would be worth it. I mean, Archwing is like proper game. Archwing is "balanced" so you don't go fighting bullet sponge OR flying faster ships. RJ on other hand is not great. Shooting (only thing you can do) is just like killing flies flying. Destroying stuff inside enemies ships/stuff is not great as well. Doing it solo is just "fetch quest" few times... Without any team & solo you are constantly fixing something instead of fighting. With good ship & team you are just...... boring shooting. If we're saying that Archwing is like the main gameplay (hoard killing), then so is Railjack. It's just hoard killing in a different manner. On-foot, you're using two guns, a melee weapon, and four abilities to kill enemies. In a Necramech, you're using one gun and four abilities to kill enemies. With an Archwing, you're using one gun, one melee weapon, and four abilities to kill enemies. In a Railjack, you're using three guns (1 pilot 2 gunners), three customizable abilities, and your Archwing gear, and your on-foot gear, and your Necramech gear (depending on the mission). Grineer Proxima is honestly my favorite of the bunch, because it doesn't pretend to be the Standard Star Chart. I haven't played much Veil because I'm severely under-powered, but I like that the Sentient Anomalies are a somewhat unique mission type. The Corpus Proxima missions are just pretending to be Star Chart; and if they're gonna do that, I'd rather they pretend to be the Archwing nodes (or at least make a bigger map for Orphix Venom; the mech can't fit through the Corpus Ship tile doors).
  6. Yes. If I'm gonna go through the trouble of converting a Lich/Sister instead of killing it, then I want them to be on-par with the other crew members. Honestly, I feel that adding Standard Missions to the Corpus Proxima was a bad move. If they weren't going to be unique missions, I think it'd be better to make them Archwing Missions (you and any other players do the mission while Cy and the NPC crew "patrol for trouble"). I think you can feed those resources to Helminth, but I'm not sure. They could also remake The Jordas Verdict as the quest that introduces Infested enemies to Archwing and Railjack. He wants a better mix of current Grineer and Corpus Proxima mission types. Some where you stay in space, some where you disembark and play a Standard Mission. I don't think that's wise. I think it'd be better to integrate Archwing nodes into the Empyrean Map. Archwing is far more relevant to Railjack than it is to the standard on-foot gameplay as it is. Why not go all the way?
  7. Yeah well, with that outlook, DE also doesn't care if I jump off the wheel. Lose if I squeak up, lose if I leave. I'd rather squeak up and hope I grab someone's attention. Honestly, Archwing and Railjack are about the same for me, because I'm constantly flying outside my Railjack using my Arch-Melee weapons to get codex scans and grind them out for Mastery. If they either made more Archwing nodes or did a better merge of the Archwing and Railjack game modes, my opinion might go up. I just know that the only endless mission they have - Interception - isn't suited to solo play. Would prefer an Endless Survival or Defense in the levels where grinding these weapons would be worth it. While that's a nice thought, I distinctly remember someone at DE saying that Arch-Melee would not get the same "Launcher" treatment as Archguns. Whether that's an innaccurate memory or they've changed their minds since is up in the air.
  8. "When game gives you Relics, don't make Relicade. Make game take the Relics back! Get MAD! I DON'T WANT YOUR DAMN RELICS! WHAT AM I SUPPOSED TO DO WITH THESE?! Demand to see game's MANAGER! Make game RUE THE DAY it decided to give Probably_Asleep Relics! Do you know who I am?! I'm the player who's gonna BURN YOUR HOUSE DOWN! With the Relics! I'm gonna get Ordis to invent a combustible Relic, and BURN YOUR HOUSE DOWN!" Okay, ancient memes aside, I totally agree that we need a more viable way to farm Voice Traces en masse.
  9. I want to preface this by saying that I do not hold any resentment towards the people that work at DE. While I may be frustrated with their choices, I don't hold it against them. They're just trying to make the best game they can, and I greatly appreciate that. My main critique is that DE's Warframe team, for some time now, has seemed to have a mindset of "Always Forward, Never Back". While this can be an admirable mindset, I don't believe the Warframe team has appropriately applied it. They will only refine new content for about a month or two before moving on to the next thing, and only rework something when there's enough community outcry and/or developer interest. As such, there are many things in the game that have been left in states that conflict with the current style of the game. And I feel that Warframe's developers are too heavily prioritized on what's ahead (the "shiny new thing" phenomenon) over what could (and arguably should) be reworked to fit with the modern game. The following are just what I could think of in no particular order; and if anyone has anything to add or clarifications for what I've already put, I'll edit the list. Archwing Mission Nodes: The few Archwing Mission Nodes we have don't vibe with the rest of the game. On the Grineer-type Tile Set, it's a massive open arena that facilitates the unique control style of Archwings. On the Corpus-type Tile Set, it's a glorified hallway with a handful of open rooms interspersed with cramped tunnels that funnel you in a straight line. Neither version facilitates the kind of exploration every other Tile Set offers. They're very utilitarian. Do the objective, then leave. No Kuria, Cephalon Fragments, Somachord Fragments, Frame Fighter Data, or Ayatans to hunt for; no Relay Syndicate Missions ever spawn on them; there are no Bounties that require playing an Archwing mission; Simaris never asks for an Archwing enemy to scan; the gear and mods (minus Archguns) has no point outside of that one mission type. They're very disconnected from the main game despite being on the standard map. As well, there are no Infested, Orokin, Sentient, or Narmer missions. While I understand that there can't be Orokin Archwing Nodes for Lore reasons, I feel like Infested Archwing missions were something that was just randomly dropped and never thought of again (Jordas Golem, anyone?); and neither Sentients nor Narmer were even considered because the mode had been long abandoned by the time they were introduced. I think that a good way to rectify this would be to either treat these missions like others on the standard map (Syndicate missions spawn, Simaris gives Archwing targets, add exploration and worthwhile things to find, add more enemy factions, add more nodes period, add boss fights other than Jordas), or move them to the Railjack map. Arch-Melee - While Archguns have found a second life through the Archgun Launcher and Necramechs, the Arch-Melee weapons have been left by the wayside. They have little point to their existence, other than being the objectively best way to scan Archwing enemies for one's Codex. Adding them to Necramechs and allowing us to swap between the two weapon types would give them new meaning beyond scanning fast-moving enemies. K-Drives/Kaithes as a concept - Don't get me wrong, I love the idea of jet-powered hoverboards and Warframe Horses, but they don't feel like they fit the game even when initially added. K-Drives were immediately irrelevant, as Archwings were the most effective form of traversing the Open Worlds and are obtained fairly early in the game. And while Races are fun, they don't do anything other than give Ventkid Standing. Kaithes are only useful in Duviri, which they were made for, and have zero relevance in the Open World segments despite being able to earn the ability to summon one outside of Duviri. Having Bounties or dedicated Mission Nodes where the point is performing tasks on a K-Drive or Kaithe would be a boon to their usefulness and give more variety in gameplay. Railjack - Railjack suffers from some of the same problems as Archwing: none of the Syndicates have anything to do with it, all the modding is contained to something you can't use in the main gameplay, the Grineer and Corpus maps are different and neither really facilitates exploration in the Railjack itself, and it doesn't even feature all the enemy factions in the game. Insofar as feeling separate from the main game, I think it's acceptable purely because of the simple fact that Railjack has it's own dedicated map. Other than that, I don't think it can be improved on much beyond some of the same solutions I proposed for Archwing: add more planets, add more factions (Infested & Narmer, potentially turn Veil Proxima into a dedicated Sentient map), perhaps try and combine the Railjack and Archwing missions instead of Railjack and standard missions, add proper Railjack-focused boss fights that can't be solved with a single Omnicannon shot or a cheeky boarding action. Events - Much of the lore from the game's early days was given during limited time events and Three Nightwave Stories that have never returned. While yes, they were primarily a way to introduce new game features, I feel as though many of these should be reworked and added to the modern Quest system; especially given that Alad V, who becomes an important part of the story, had most of his lore formed by these events. Plus, having the game dynamically change as a new player advances through the content in the order it was introduced would be a great experience for those coming in 11 years after the fact; and it'd give the lore writers a chance to make sure everything fits and won't be contradicted by future updates. The Nightwave quests could easily be obtained by an item or blueprint in the Misc tab; and completing those quests can unlock a "previous reward" store to buy/earn old rewards related to those quests. Trials - There used to be an 8-player super-mission type called Trials, and there were only two of them: The Law of Retribution and The Jordas Verdict. Law of Retribution was a followup to Operation: Eyes of Blight, which introduced Fomorian Sabotage, and Jordas Verdict was a followup to The Jordas Precept quest. LoR can be easily rewritten into a quest chain. After The Archwing, make Eyes of Blight an introduction quest to the Fomorian Sabotage mission, which then leads into a quest version of TLoR to introduce the Vey Hek assassination node; and could even reward Hydroid's Main Blueprint for mission completion. JV could easily be rewritten into a quest that introduces the Infestation to both the Archwing and Railjack game modes. Damage Types - IPS, HCET, and Advanced Elements. If you've played Warframe for any significant length of time, you'll recognize these. Impact, Puncture, Slash, Heat, Cold, Electric, Toxic, Blast, Corrosive, Gas, Magnetic, Radiation, Viral, and Void. Every enemy in the game has some weakness or resistance to each of these damage types. However, many of you will know that at the moment, the only relevant Damage Types are Corrosive and Heat to remove Armor, Viral to weaken an enemy's health pool, and Slash to ultimately defeat an enemy. If something is supposed to be resistant to those damage types, they can still be defeated purely by raw damage. Radiation is primarily used against Eidolons and Corrupted, Magnetic is sometimes used against enemy shields, and practically everything else is irrelevant. Even Void, which is supposed to make fighting Sentients easier, can be bypassed by slapping them with big number sticks. In my honest opinion, if we're going to have all these damage types, they need to all be relevant. If you have to implement an optional pre-mission loadout screen to accommodate swapping on the fly, then fine. I'll take that slight inconvenience over useless features. Relay Syndicates - Faction Syndicates, which I call Relay Syndicates to avoid confusion with the numerous other factions, have a unique system to how their Standing works. Each one has a relationship to the others, and that can either get you bonus Standing or even lose Standing. For example: When you gain Standing with Steel Meridian, you will gain bonus Standing with their ally (Red Veil), neither gain nor lose Standing with the factions they're neutral to (Arbiters of Hexis & Cephalon Suda), lose a little bit of Standing with the faction they dislike (New Loka), and lose Standing equal to what you gained with their enemy (Perrin Sequence). The idea is that you're supposed to choose a pair of factions and only grind those out, then trade for other rewards with other players. But here's the catch: you can easily exploit the system to gain Standing with 3 Syndicates. By manipulating the game's calculations (explained on the Wiki page), you can be at max rank with Hexis, Suda, and Meridian, or at max rank with Loka, Sequence, and Veil. And I've since been informed that it's possible to get all 6 to max rank if you decide you want to juggle that tedium. This lessens the intent behind the system. And the entire thing was made outright irrelevant when Cetus was introduced. Now, with 14 Syndicates that disregard this system (11 if you remove Conclave, Operational Supply, and Nightwave; 10 if you also remove Simaris), the mechanics behind the Relay Syndicates feel outdated and pointless. There are two ways to resolve this. Option 1, hard-lock a Player when they choose to back a Relay Syndicate (either that single Syndicate, or an Allied pair). Option 2, develop a Quest/Quest Chain than can easily be slotted into the early game that explains why they don't hate each other anymore: Introduction to each Syndicate and their drama (either as 1 Quest with 6 "micro-quests" or as 6 full Quests that properly flesh out each faction), Stopping the six from going to war with each other, Mediating an Alliance for the good of the Origin System. The Conclave - Warframe's ghost town of a PvP mode that introduced the late Teshin. The majority of rewards from Conclave are mode-exclusive mods and honestly mediocre cosmetics. The only things of actual worth are some non-exclusive Augments at Rank 4 (which can now be obtained elsewhere), a Warframe Exilus Adapter blueprint at Rank 5 (which can be gotten in other ways), and the starter trio of Excalibur/Volt/Mag at Rank 5 (each of which can be gotten far easier than grinding to max-rank in Conclave). The only way you're going to consistently make progress in The Conclave is by using Universal Medallions. It's long past time to overhaul or remove The Conclave. The only reason anyone goes down to Teshin's Refuge anymore is for Steel Path rewards. Either The Conclave needs an overhaul that replaces PvP with something else (pre-set challenges to give Legendary Ranks?) and gives worthwhile rewards, or it needs to be removed from the game entirely so that data space can be used for better things. Which sucks, because Lunaro actually looks kinda fun; but not fun enough to sit around for hours waiting for people to join. That can easily be turned into a Clan Dojo activity by adding a "Lunaro Locker Room" that lets you gear up, group up, and deploy to one of the four unique maps it has. The Stug - I fully comprehend and understand that there needs to be lesser weapons at the start of the game so the more powerful stuff feels good to acquire, but the Stug is bad even by MR0 standards; let alone MR2. I don't expect it to carry me over five hours on Steel Path Mot, but it's not even viable for memeing. Either rework it to make it at least a viable meme weapon, or chuck it in the garbage. It has no place in the game otherwise. Vendors - Darvo is an insulting joke, because all his weapons are easily made by oneself. Darvo should be either a bulk resource/Mod shop (only Mods that you have collected before) or another "these used to be rewards and now we're bringing them back" shop. Baro Ki'teer needs his inventory to always be static; and if that would be too much for one Vendor, then move everything with "Prime" in it's name to Varzia for just Aya or Ducs and Aya. Nightwave has SO MANY ONE-TIME REWARDS; if they're gonna be recurring then just make them evergreen, if they're not gonna come back for a while then either put them in the offerings tab or split them between Baro and Varzia. "Always Forward, Never Back" is admirable. But when you have so much that could be modernized or otherwise made more convenient, then maybe you should stop looking forward for a bit.
  10. I believe he's talking about this. It's a cool alien shoulder-mounted gun from the '80s action movie "Predator". To echo someone else, Sentinels essentially fill this role without needing to manually aim them like The Predator does. This link is a timestamp of TheKengineer's Sentinel video where he talks about Verglas, the best Sentinel weapon, and gives a viable mod setup.
  11. If there's one sentiment that I can agree with in this entire thread, it's that the game has grown bloated and some systems are either over/under powered or outright neglected. While I would love having Warframe be a game that actually followed through on it's "Ninja" marketing (DE uses Naruto Ninjas, not real Ninjas), what DE has made is...well, a Zoom 'n' Boom Hoard Slayin' Looter Shooter; and they built everything from the lore to the mechanics around that. I mostly stopped playing with groups because I was constantly getting left behind because I'm not as efficient at this game as other players. While I understand the frustrations around the need to stick to the meta as new stuff comes out, I'm just glad content creators like TheKengineer exist to help scrubs like me pretend I'm better at the game than I really am. And I'm glad DE allowed me to play by myself so I can go at my own pace for whatever content I'm grinding. And so long as Meta Finders and Solo Mode exist, I would rather see DE's attention be given to long-outdated mechanics to make them fun and relevant to the current gameplay, like Archwing Nodes (outside Open World and Railjack, Archwing is pointless), K-Drive/Kaithe as a concept (outside K-Drive Races & Durivi, these are pointless), reworking Conclave (PvP is irrelevant to the game, and that data space could be used for other things), bringing back Raids and old events as actual Quests, etc. Is needing to gear for both hoards and bosses at all times annoying? Absolutely, yes. Could damage types other than Corrosive, Viral, Heat, and Slash be made viable? Absolutely, yes. But that's just the consequence of the game that was made over the course of 10+ years. It's unfortunate, but it's what we have. And DE is almost adamantly against changing anything in a way that people like you and I want.
  12. I mean...yeah, it feels kinda harsh, but Affinity is banked. I'm on MR18, and I likely have more than enough Affinity stacked up to make it to at least MR22. And it's not like Mastery even effects combat stats anyway. It's mostly unlocks and minor QoL. If you're just looking for Equipment Unlocks, you only need MR16. The wiki page has a full list of benefits and even video tutorials on how to beat every single MR test.
  13. I like the base idea, and I like the alteration I quoted. But I have another concern: There are multiple tiers of parts based on your rank with a faction, and the stuff at rank 5 is almost always better than rank 1 - 4, as seen here: Primary Kitgun, Secondary Kitgun, Infested Kitgun, Zaw, Amp, Hounds (Kengineer doesn't have dedicated vids on MOAs or Modular Infested pets yet, but these get the point across). If we want to encourage experimentation, wouldn't it be better to make just two versions of, for example, the Zaw Links? One for Crit, one for Status? Then do something akin to the Amps where one part gives a unique secondary effect? If one were to ask me, that'd encourage experimentation even further. Because even though guys like Kengineer will always find what's technically the meta, it'd still encourage people to find what they personally like. That way they can have that "Meta Weapon" for pubs, and the "Personal Weapon" for solo.
  14. Or, instead of what I suggested about drop locations, Relics could now have some kind of immediate one-time-use item. Upon cracking a Relic and getting one of three tiers of this item, you can get a Bronze, Silver, or Gold piece/blueprint either by random, or by intentional selection with the ability to filter out what you have/have already built. It could then be divided up between the 4 base eras (Lith, Meso, Neo, Axi) in any number of ways. Maybe Secondary, Primary, Melee, Warframe; or by release date. So you still have the stuff worth more Ducks, but it makes it easier to grind for the people who haven't built the Prime gear yet. With the amount of Primes only going up, and continuing to grind once or twice an update, the grind will be just as long if not longer eventually, so making it more convenient instead of more tedious should be the priority. And you can still have Prime Resurgence and Prime Access for the people that don't want to grind out Relics (because the "refinement" system is BS, I rarely ever get gold stuff even on max refines) and want to support the game. 1. Most players have no idea how economics works in real life. And you really expect people constantly making poor financial decisions to be intelligent about how trade-enabled items should be priced? 2. Just add a toggle to give stuff for free, but only if it's someone on your friends list or in your guild. This encourages newbies joining guilds, because vets can help get them to end-game faster.
  15. Fixed spawn locations, mission system like the Grendel parts, Steel Path rewards. There are solutions to this problem that don't involve arbitrary player markets where the price of an item can vary wildly, sometimes in the same update cycle, based on what bugs were fixed and what nerfs/buffs were dealt out. If DE fixed the prices, it wouldn't be an issue. But leaving it to wildly fluctuate based on the whims of the playerbase? I'd rather just buy the max bundle, help fund the development of the game in my small way, and save myself the trouble of the horrible Relic system and frustrating market people.
  16. No, I have not. Not to the extent that Nullifiers wig out and leave their bubble's null effect after they die. It's possible it might be your connection to the host. But neither of us would know without rigorous testing of your machine, and both intense scrutiny of Internet Access in your local area and the service provided to you by your ISP. And even if we could rule out your Internet Connection being the issue, there's still the chance that DE will say it's not their fault and Nullis work as intended (on their fancy dev machines directly connected to their private dev servers playing with other devs). This is something that, unless it's related to Whispers or the next update, DE's not gonna look into without near everyone in the community saying that they experience the same issue.
  17. On one hand, Prime Resurgence fixed this issue before it was even brought up. And Regal Aya is far cheaper than even Unvaultings were. On the other hand, I get the frustration. It feels like an arbitrary limitation to artificially move the Player Economy (which is a concept I've always despised). And even Resurgence takes forever to add particular Prime bundles to its rotation. So I get it, but in terms of what the majority of the playerbase wants (or has been forced to get used to), there's nothing that'll be done about it.
  18. Firstly: this entire conversation hinges on the idea that "Always Forward, Never Back" DE would even consider such an idea if they couldn't somehow shoehorn it into the next update. But if I were to take this topic seriously: The game might be able to make use of a revamped hub system to facilitate more community interaction, but with how widespread the usage of 3rd party apps like Discord have become, it's really not that necessary unless you make some kind of incentive for being there. But that, too, is flawed; because they'd have to make that incentive unable to be abused. Plus, you can't even access all the capabilities of the Orbiter from within the hubs. And, you'd need to be able to transport from hub to hub in a way that bypasses the Orbiter. But that line of thought will lead to the Orbiter becoming obsolete. The Dojo system desperately needs a rework (a massive map to manually rearrange entire rooms, the ability to return a decoration to someone - because I regret putting my rare Domestik Drones in my personal Dojo, more things to do there to incentivize returning to the Dojo instead of your Orbiter which again treads on the territory of making Orbiters obsolete), but IDK if a Clan Shop is the right way to go about it. Maybe for just selling between members of the same clan, without having to personally make the trek every single time. But that could also be exploited (which this game, ironically, encourages by it's very nature). In all honesty, there are so many better ways for members of the community to interact with each other than in-game. I'm sure every clan has their own Discord channel, and even the in-game global chat is often a better place to go to socialize than a physical hub. It's an eternal struggle. Which system do you want to kill off? The Orbiter, your personal place of reprieve from the chaos of The Origin System? Or Player Hubs, the place to physically interact with people while waiting for cycle timers to pop? If there was a way to have both, DE might have already implemented it by now.
  19. From my recollection, Stalker only spawns when you kill a single boss too many times in a row. Only time I get him to spawn is after smashing Phorid's face in while grinding new weapons. Similarly, the Grustagg 3 and the Zanuka Hunter only show up when you complete a certain amount of Invasions for one side or the other without swapping. I never get them to spawn these days. If you were to ask me, I'd say that these "Assassin Bosses" (G3, Hunter, Stalker, Shadow Stalker) should have their entire system reworked (maybe to be similar to the Acolytes in Steel Path). But this is "Always move forward" DE we're talking about here. They will never touch this system unless there's unanimous outcry from the entire community. And even then, they'll make it another false promise.
  20. Ah. I see the issue here now. TLDR: The game's just not built for it from a map standpoint, and DE won't put in the time to make it a thing unless they think of it. Long version: Warframe doesn't have raids like WoW and other games that copy the WoW formula. It used to, but there were only 2, DE removed them, allegedly promised to rework them, and completely forgot about them. Besides that, Warframe's current gameplay just isn't set up for this kind of idea. Most maps aren't static and predictable, they semi-randomly pick from a pool of "tiles" in a "tile set" associated with whatever planet you're on. Depending on how the game decides to piece the map together, a run could be the easiest thing in the world, or it could be a borderline labyrinth. And some of the more recent ones, like the Entrati Labs, are intentionally made to resemble a labyrinth. The best way to utilize your idea would be to make it apply to boss nodes only, as some of those maps are predictable and, honestly, all of them should be made predictable. Though it might be possible for DE to create specific "Time Trial" maps that test your navigation as well as your combat, but I doubt that'd happen. DE rarely ever looks back unless they're releasing a Frame rework along with a Prime (like what recently happened with Grendel) or it ties into the current new thing (such as the Gas City 2.0 and Corpus Ship 2.0 tile sets). They're always focused on the next shiny bauble, and have little to no interest in returning to old content unless they can shoehorn it into the new thing. If you're gonna be in it for the long haul with this game, you need to understand that DE just does whatever they want and only pays attention to the community when it's about bug fixes for the latest update. They'll never take any suggestions unless there's practically unanimous support from the community, and even that's nigh impossible considering how nobody on this forum can seem to get along. The only other time they take community suggestions is when they themselves ask for it, and I've never seen that in my time playing (I've been here since Plains of Eidolon dropped, but didn't settle in until Orb Vallis).
  21. I've never heard of this apparent issue there is with lag spikes and Nullifiers. Even when I play publicly, I don't encounter anything like that. It's possible that's OP's personal issue due to location and/or ISP service, and not necessarily the game. No matter how hard you try, you'll never be able to 100% lag-proof a game unless its an offline experience. In terms of game design? I've no problem with them. Can they be annoying? Yeah, but it's far easier to just suck it up, melee them down, and reapply buffs than it is to complain about it and wish for them to be removed/changed. We all know DE never reads the forums.
  22. On one hand, I get what you're trying to say. You want the game's existing content refreshed so you personally can be more fulfilled by it. And I totally understand that. On the other hand, I feel like they already addressed the assassin thing with Liches, Sisters, and Steel Path Acolytes. Hek, I can't even get anything other than Hunhow Stalker (because Phorid) and Syndicate Hit-squads to spawn because I don't do anything that would even trigger Grustag 3 and Zanuka. I help out Corpus just as much as I help out Grineer during Invasions. The only time I see the G3 is when they happen to show up while I'm helping Clem every week, and I never see Zanuka Hunter in those missions either; just Lynx. Tying them to mission level is perfectly fine for what they are. They're meant to keep you on your toes, not randomly curb-stomp you. If any fix needs to happen, it needs to be that the Assassins need to be capable of spawning whenever you're in an associated non-boss node. That means any mission nodes with Grineer (Including Plains) can spawn the G3; any mission nodes with Corpus (Including Vallis) can spawn Zanuka Hunter; Gas City nodes can spawn Amalgam Wolf; any mission node period can spawn Stalker in both forms. We could even work in your idea of making them pop up when extraction is available. Meaning that there's a percentage chance that a bonus objective pops up and Lotus says something like "the enemy has sent an assassin to stop your extraction". Another fix would be the addition of an Infestation Assassin that can pop up during any Infestation mission node - Dark Sectors, Deimos, Drift, Eris, Infestation Invasions. Another fix/addition would be to give each of these assassins a way to hit us while we're in Archwing and Railjack. Imagine needing to fight an enemy with the same capabilities as your Archwing or Railjack? That's something even the Liches & Sisters could benefit from.
  23. So I need to go out and grind the Grove Specters for Mods I don't have. For that, I need to make enough Apothics to summon said Specters. Normally that wouldn't be an issue. But the Grove Specter Apothics require Plants; a unique resource that - as far as I recall - only the Apothics and Antitoxins use. And the funny thing about these Plants? Three of them (Dragonlily, Jadeleaf, & Threshcone) can only be found on the Grineer Forest tileset, and have a Day version and a Night version. But this particular day/night cycle is vastly out of sync with the Open World area, The Plains of Eidolon. On the Plains, Day lasts one hour and forty minutes, and night lasts fifty minutes. The Grineer Forest changes between day and night every four hours. Quite frankly, I do not want to spend, say, 1 hour farming Daytime Plants, only to have the time swap on me before I've gotten all the Plants I wanted, thus requiring me to wait 4 hours before I can get more of the Plants I was looking for. This isn't as bad for the initial farm, because I need to farm all 3, but as soon as even one of them drops from the "need to farm" list, it becomes annoying to have to deal with. Therefore, I'd like to request a change. EITHER: Make the Day/Night Cycle match that of Cetus. -OR- Remove the Cycle mechanic and add some way to manually pick which time of day I want. For example, a "Dark Side" of the Earth map that has a level range of slightly larger than that of Earth, but not as high as Mars; or a toggle on the Earth map that functions the same way; or using the existing system for multiple missions on one node.
  24. Okay, now I see you're just the same as everyone else, just with a polite coat of paint. Doesn't matter what I say, you're just gonna double down on me being wrong. This is why I despise "communities" and mostly play solo.
  25. If we were real Ninja, the primary goal would be stealth, wilderness survival, recon, and RARELY assassination, and even then we'd still have to never be seen. If we were real Ninja, we wouldn't be capable of wiping half the Plains/Vallis/Drift with a two-button ability combo. If we were real Ninja, Warframe would be a vastly different game; think more akin to early Metal Gear Solid than a run-and-gun looter shooter.
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