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(XBOX)Mentor0fHeroes

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Posts posted by (XBOX)Mentor0fHeroes

  1. While playing khal missions i noticed that every time he died he said something like “get up brother” or “brother i need your help”, but none of his brothers were even around, and he hadn’t saved any. I doubt he was referring to himself as his own brother or that he was asking for his own help, i think he was talking to the player.

    Also, there have been several times where khal does something miraculous that baffles daughter, but when she asks “how da hek u do that?” he gives kind of a non answer, as if he knows something she doesn’t.

    In one of the missions he hacks a console, and the player is prompted to point and click. And daughter is like “khal i’m impressed, how did u do that?” and he says “point and click”. I always assumed that since the game takes place in the technologically advanced future, console hacks in the game’s universe don’t actually look like what we see. Especially based on daughter’s reaction it must be much more complicated than that. Yet khal just says “point and click”.

    Khal’s console hacks are also the only console hacks that actually have a physical mouse displayed, kinda suspicious.

    This is all evidence i gathered in like 5 minutes spent in only one mission, so it’s pretty sloppy and it’s not much, but i’m sure there’s more. My theory is that khal is self aware and uses it to his advantage. Maybe he even plays dumb sometimes so that other characters in the game don’t catch on that something is up. But also, maybe he doesn’t want the players to catch on, or maybe even the devs lol.

    Then again maybe the dialogue is just weird with khal sometimes. It just seems like sometimes he says things that he prob shouldn’t be saying based on the context and the character.

    • Like 3
  2. I’m having a bit of a problem in crossplay


    I literally haven't seen a single pc player in any of the chats since this went live. Cross play is enabled as you can see at the top of the picture below, but all i’m seeing in chat are xbox players.
    I have already tried setting my in-game settings to default, and I've even tried hopping into my pc account to try and message myself and it doesn't work. What's happening?

    I thought it was happening to all of the xbox players, but turns out it's just me. I also can't message anyone in any squads I'm in, nothing get's through, even if i'm with only xbox players.

    Oh, also, when i turn off cross play all of the chats stop working completely, meaning i can’t even see xbox players in the recruiting or q & a.

    PQJGnut.png

     

    *EDIT* I figured out what the problem was. It was an xbox setting. The outside communication setting was set to in-game friends. It's working properly now.

    96UCN1z.jpg

    • Like 3
  3. On 2020-06-24 at 7:23 PM, Dhrekr said:

    Then you should submit it in the correct section. This is a fan concept and goes in fan concepts.

    I thought this was the fan concepts section. Is this a typo or something?

  4. You should change your topic title. When people see “new mod” they get dismissive because it seems like an insignificant thing. I’d change it to something like “glass mod” or “glass status effect” so it grabs people’s attention.

  5. Get rid of the mastery rank requirement, as far as I know only prime frames have a rank requirement.

    I also don’t know about making a frame that is so religion based. A frame that revolves so much around christian beliefs like heaven and hell may be difficult for DE to accept.

    Try saying something like “subject to eternal damnation” instead of “hell”. And try saying “forgiven/ transcended” instead of “heaven”. Even if you don’t like the phrases I used here, I still think you should find replacement words for “heaven” and “hell”. That way it’s less about religion and more about the frame itself.

    Question: Did you use some of my frame concepts and formatting to create this frame? Don’t worry, this isn’t an accusation, I’m just curious about whether or not it’s a coincidence. It’s just that some of this frame, and the formatting of your post, seem very familiar.

  6. On 2020-06-13 at 1:49 AM, (NSW)KillSpike17 said:

    Didn't mean to upload this three times...

    You should probably just empty them so they don’t take up unnecessary room. What I usually do when I accidentally make duplicate posts is I delete everything and type something like: “I emptied this post because it was a duplicate”

    Also, don’t just call it “death” give it a real name. You could call him Mortem, which means death in latin.

    One more thing, your title isn’t very clear. You just wrote “death”, in a game like warframe that could be referring to almost anything. Your title should give people an idea of what your post will be about. You should change the title to something like “The frame of death”

  7. 3 hours ago, Steel_Rook said:

    I'm not quite as much of a veteran as other people. I think I'll be hitting three years soon, though my account is probably closer to 5 years old. Like I said - tried the game back in 2015 and hated it. What I say here is a mix of things that DE have said (they make no secret that they "take inspiration from" other games), things they've done and my own experience discussing video game mechanics in general. In my view, Warframe got here by a process of "naturalising" direct copies of other games' systems. The systems which work the most reliably right now are the ones with 2.0 and 3.0 attached to them, simply because DE have managed to improve them though an iterative process. Initial implementations are almost always awful.

    When it comes to damage, it seems like DE have taken the path of simplifying the underlying mechanics and shifting weight from "build" to "moment to moment gameplay." Scott McGregor has spoken on similar subjects recently, talking about addressing other long-standing issues like buff stacking and damage types - with full understanding of just how significant these changes would be. Up until recently, I'd more or less given up on Warframe ever improving beyond its status quo, but 2020 has so far been a year of surprises. Major changes have happened and more are on the way. I would, however, expect them to lean towards streamlining complexity rather than introducing further such.

    You may not have played as long as others, but you’ve clearly done your research. You have a good idea of where warframe is heading and an informed reasoning explaining why. You may be able to help me with a different project I’ve been working on. I’ll message you the details so as to not stray from the topic of this post (Don’t want to break the forum rules). Obviously whether you help me is completely up to you, but it would mean a lot to me.

  8. 25 minutes ago, Steel_Rook said:

    Yes, it did come across as rude and antagonistic by quite a bit. You're essentially telling me that if I think I like Warframe, then I'm wrong and should go play another game instead. This game is "about" what you like, not what I like. To give you the benefit of a doubt, however, that you're genuinely trying to discuss and not attack:

     

    "Damage 2.0" refers to the current Damage and Status system active right now, including all 13 regular damage types, their associated status effects and the ability to combine damage types together. This isn't a new development. As far as I can tell, it dates back to November of 2013. This is hardly new information.

    On the subject of what Warframe is "about": You can't just assert matters like these. You need to demonstrate them, else I'm simply going to defer to "no, it isn't." You argue that Warframe is about "strategy in the arsenal". It plainly isn't. Yes, combat is very often won or lost in the Arsenal, but here are two points to consider. One, that's never a good thing in an action game. When the moment-to-moment action is rendered irrelevant by the "correct" build, the experience is hollow and meaningless, which leads to rapid onset burnout. Two, there's no strategy to the Arsenal. While the systems involved are complicated, "victory in the Arsenal" is almost always a deterministic optimisation problem. There's no room for player creativity, personal preference or diversity. Not past the first person who solves the optimisation problem, anyway. Once the few most optimal solutions are discovered, all subsequent players need to do is copy those solutions with no need for knowledge or understanding. What this creates is the illusion of choice, when in reality there are a few correct choices and a large number of sucker traps.

    Warframe having too many damage types is not what Warframe is about, unless you're also willing to accept that Warframe is "about" shoddy balance, slipshod design and long-standing issues repeatedly swept under the rug. People argued that Warframe was "about" risk vs. reward, then AoE weapons lost their self-damage because it was detrimental to the pace of the game. People argued that Warframe was "about" having to min/max and stack Slash procs and Corrosive procs in order to deal with excessive Grineer armour, then Grineer armour and health scaling were readjusted and drastically slashed in higher-level content, while Corrosive itself was reduced in power. Warframe is an MMO, or a "live service" as we've decided to call them nowadays. The only thing it's "about" is change and adaptation, growing to meet the demands and habits of the players who play it. Holding onto outdated legacy systems for no reason other than tradition is damaging to the game's long-term health, and DE know this. I'll give you an example.

    Melee 2.0. I played this game for a few days somewhere in 2015. Back then, the only melee attacks I remember having were mashing buttons and I had to hold the melee key in order to equip my melee weapon. When I came back in 2017, I found I had to hold the weapon swap key to equip my melee weapon, and there were all of these weird combos asking me to tap and wait and tap and wait. Clearly, Digital Extremes had gone for a Devil May Cry melee system. Was Warframe "about" complex melee fencing with fancy combos and enemy juggling and channelling? It was for a while, up until Melee 3.0 removed channelling, standardised all combos, made blocking automatic and generally drastically simplified the system. To this day, you'll get people asserting that Warframe is "about" being Dark Souls, with blocks and parries and focus and whatnot, and that Melee 3.0 "ruined" melee, but the game moves forward regardless.

    With the above arguments presented, I assert that Warframe is not "about" having 13 redundant damage types, only maybe three or four of which ever see any use. Take a walk around the forums and check what people actually use. You'll find them to use Corrosive, Viral, Gas, occasionally Fire and Toxic, occasionally Slash. You won't see a lot of people defending Magnetic, or Electric or the like. You'll find a lot of people outwardly criticising Void damage, as well. Now cast your eye onto Railjack. What damage types does it have? Well, it has Railjack versions of Impact, Puncture, Slash, Heat, Cold, Electric, Toxic but named different things. Go through DE's developer commentary and you'll find a telling statement - they wanted to use Railjack as a testbed for a major redesign of the game's damage system, testing it in an environment with no prior "baggage" where players could give it a fair shake. DE's own approach has been an attempt to shed all of the combo damage types and redistribute their effects to a fewer number of types, shedding pointless ones and focusing on the ones people actually use. Which brings us right back around to what you yourself seem to acknowledge - the removal of strengths and weaknesses from Warframe health types.

    What you assert Warframe to be "about" seems at odds with what the game's developers appear to believ+e it's "about." It's at odds with the way development for the game is headed.

     

    At the risk of coming across rude as well, this statement is almost comical. Even in the short few years I've been with the game, I've seen DE do anything BUT make Warframe unique. Every single new update they've pushed has been not just merely inspired by other games, but an attempt to copy entire systems from other games one-to-one. This has often come with a fundamental lack of understanding of what made those systems work within the games they appeared in, or how they would interact with Warframe in general. I cited melee 2.0. Well, that's basically Devil May Cry lite, except done badly and needing a major redesign. The first time I set foot into the Plains of Eidolon, I couldn't help but feel a strong sense of "What is World of Warcraft doing in Warframe?" DE always wanted to make an MMO, and apparently their view of what that constitutes is the reductive descriptor of late 2000s MMO bust design - "has open world, crafting, mining, fishing, peasants." Kuva Liches are a shallow copy of the Shadow of Mordor Nemesis system, retaining all the flaws of that one without really innovating in any appreciable way. And it's not just because DE failed to deliver. Their fake TennoCon 2019 trailer had most of the same issues in it. Railjack itself is just a mash-up of Descent: Freespace and any number of "crewed ship" games. Take your pick - Sea of Thieves, Guns of Icarus, Barotrauma, etc.

    DE aren't making a unique game. They're making a collage of pieces from other games. As a result, everything they implement launches as utter garbage, requiring large-scale redesigns fairly soon thereafter. Cetus appears to have launched shortly after I came back, and that needed a major redesign a year down the line. What for? To excise a lot of the World of Warcraft elements. No more fishing for bait to fish for more bait. You just buy bait with Standing. Both Cetus and Fortuna also had large bosses added to them to give players crafting resources directly, because even DE had to concede that World MMO tedious bullS#&$ just wasn't going down well with their Action Game playerbse. It appealed to some, but remained overwhelmingly unpopular. How many times has melee been redesigned? How many times have Archwings been redesigned. Scratch that - ARE we at a point now where Archwings actually have a purpose beyond a toy and a carnival ride? Kinda - they're a bus in Free Roam maps (both of them) and a bus in Railjack, but Railjack itself is still just a toy and a carnival ride so far.

    You can argue that no individual system in Warframe needs to be unique for the combination of them to make for a unique experience, and I'll agree up to a point. Like City of Heroes before it, Warframe's charm lies not in a monolithic core gameplay loop, but in throwing so much stuff at the wall that there's bound to be something for everyone. By that token, however, the damage system as its own individual entity doesn't need to be unique. Especially when its primary source of uniqueness is an obtuse, byzantine array of mutually-exclusive, redundant damage modes which most people don't even use.

    Having 13 damage types + Void + True isn't what makes Warframe unique.

    Well, that explains why I didn’t know what damage 2.0 was. If it were a bit more recent I probably would have known what it was.

    I think I didn’t do a great job of explaining this idea. Again, not my best. That may have been why it sounded like I was talking about things that occurred prior to damage 2.0.

    Thank you for this. I think Iv’e learned a lot more about the game, as well as it’t relationship with other games, just from this one post. You’re obviously quite the veteran.

  9. 30 minutes ago, Steel_Rook said:

    My experience with Damage 2.0 has been the exact opposite. Fighting high-level Grineer? Either bring Viral, or else bring some combination of Corrosive and Radiation. Fighting Infested? Bring Corrosive or Gas. Etc., etc. There are no "strategic actions" to take. Either you bring the correct damage type or you have a miserable time, simple as that. It doesn't matter how well you fight of what clever tactics you use. In one case you'll simply do more damage. The most Damage 2.0 does is limit our ability to Forma a weapon in case we want to switch elements. I'd be interested to see how many players' weapon builds differ by a single elemental mod.

    I personally don't see the point in the first place. If you ask me, we may as well normalise damage against enemies the same way it was normalised against, leaving damage type as solely a Status Effect deterimnator. I'm also of the opinion that we don't need over a dozen redundant damage types, either. Plenty of games manage to get a lot of mileage out of their RPG systems with just a single physical damage type and maybe a couple of extra elemental ones. All Damage 2.0 accomplishes for us is creating a whole bunch of sucker traps to ruin the experience of new players and a whole bunch of busywork creating and swapping loadouts for the rest of us.

    Hard pass. I'd rather my performance rely more on my actions in a mission and less on what build I copied off a random guide that came up on a Google search. Currently, Warframe is won or lost in the Arsenal, and that fundamentally undermines the actual experience of playing the actual game.

    I think many of these points were made/ addressed in my previous post:

    3 hours ago, (XB1)Mentor0fHeroes said:

    Yeah, you guys are right. If this were implemented into the game it probably wouldn’t make a large enough difference to be relevant, especially considering the fact that adaptation exists.

    To fix this I thought about making it less about status effects. For example, maybe a weakness could be whenever Gauss is shot in the leg he receives slower movement speed. But if we go that route I think it would get too complicated too quickly.

    Then I thought about essentially adding an anti-passive instead. Basically the same as a regular passive but instead it limits your frames capabilities. But by saying that I would be arguing that all frames in the game should be made slightly worse than they are right now, and that is not my intention. 
    Maybe this anti-passive idea could work if at the same time we also enhance the passive of each frame to even it out. But this isn’t a great idea either because it makes the game much more centered around passives, when really passives are a fairly insignificant aspect of the game, and it’s probably best if they stay that way.

    Basically what i’m saying by all of this is that this idea isn’t my best one. Right now it seems like kind of a bust, but that’s ok, not all of my ideas have to be perfect. 
    Let me know if you think of a way to salvage this idea, but i’m not very optimistic.

    About “damage 2.0”, I’m gonna be honest, I have no idea what that is. I don't really stay up to date on warframe news or updates.

    About there being too many damage types: That is what warframe is. To take away many of the damage types, and simplify warframe and weapon builds, is like taking away part of it’s personality. Warframe was built around not only battle in the field, but strategy in the arsenal as well.

    If you don’t like or agree with that then it sounds like you don’t like or agree with warframe itself. I’m not saying that to be mean or rude either.

    What I mean is that, the part of warframe that you say you don’t like, is a huge part of what makes warframe, warframe. I can’t imagine that you enjoy playing the game if you feel this way. Video games were made for people to enjoy (well, most of them). If you don’t like this, then it sounds to me like warframe isn’t for you. Why cause yourself unnecessary anger and frustration towards something that is supposed to be fun. Just find another game man, no disrespect.

    Also, I don’t think it’s fair to compare warframe to other RPG games. I think DE has worked hard to make Warframe unique. Saying that warframe should change something because other games are doing it doesn’t really make sense to me.

    I apologize if any of this came across as rude, I’m really not trying to start a fight. Rereading it now it seems a bit provocative but that was not my intention.

  10. Yeah, you guys are right. If this were implemented into the game it probably wouldn’t make a large enough difference to be relevant, especially considering the fact that adaptation exists.

    To fix this I thought about making it less about status effects. For example, maybe a weakness could be whenever Gauss is shot in the leg he receives slower movement speed. But if we go that route I think it would get too complicated too quickly.

    Then I thought about essentially adding an anti-passive instead. Basically the same as a regular passive but instead it limits your frames capabilities. But by saying that I would be arguing that all frames in the game should be made slightly worse than they are right now, and that is not my intention. 
    Maybe this anti-passive idea could work if at the same time we also enhance the passive of each frame to even it out. But this isn’t a great idea either because it makes the game much more centered around passives, when really passives are a fairly insignificant aspect of the game, and it’s probably best if they stay that way.

    Basically what i’m saying by all of this is that this idea isn’t my best one. Right now it seems like kind of a bust, but that’s ok, not all of my ideas have to be perfect. 
    Let me know if you think of a way to salvage this idea, but i’m not very optimistic.

    • Like 1
  11. If you've been playing warframe for a long time you probably already know that each enemy is resistant against some things and weak against others.

    This feature encourages many players to act more strategically when creating their builds. It also keeps things a little bit more interesting.

    I say we put this same feature into the frames as well.

    For example:
    -Frost: Weakness= heat Resistance= cold

    This feature would complicate the gameplay and spice things up a bit for the players. Instead of adding the same must have mods to every single frame, players would be forced to think twice. They would have to choose whether to strengthen the frame’s resistance, protect the frame’s weakness, or ignore them altogether.

    This would also encourage players to obtain different frames to better defend themselves in a variety of situations.

    It may be difficult to assign certain frames with a weakness and resistance, but that’s ok. Those frames just won’t have any. That in of itself could serve as a resistance to some people, although to others it may be seen as a weakness.

    Some people may not want a frame that has a weakness, even if it means they won’t be resistant to anything.

    Frames without weaknesses or resistances would be especially good for newer players who aren’t ready to deal with complex frames yet.

    • Like 5
  12. You could make it a magnetic frame. Combining positive and negative charges could violently attract enemies to one another, instantly dealing magnetic damage as well as more damage on impact. It may also immobilize them for a short time.

    I am suggesting this change because honestly, chris1pat8twins is right, there’s already an electric frame. You’ll need to think of something else.

    But there’s still hope. I think if you were to use my magnetic frame idea, or at least something like it, you may not have to change very much about your frame. I don’t think a transition from electric to magnetic would be a huge one. So I think you could work with what you already have to make something even better.

  13. I think what your frame needs is a theme. Almost every warframe has one. Atlas is the rock frame, Volt is the electricity frame, Hildryn is the shields frame.

    If you changed your frame to be the ammo frame you could call it “Tela”, which means ammunition in latin.

    One major problem I see with this frame is that there’s a bit too much going on. No single frame should be able to do everything. What I think you should do is simplify it, focus it’s build around a single idea. Make it so people can look at your frame and say “oh, that’s the _______ frame.” If you can’t fill in that blank in less than 3 words then your frame may need some work.

  14. 11 minutes ago, Dhrekr said:

    Here's a suggestion for you. Before posting rake 15 seconds and use the search function to see if your idea is new or if you are beating a very dead horse.

    Wow... What are you really upset about man? Whats going on in your life that made you this way?

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