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(NSW)Greybones

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Posts posted by (NSW)Greybones

  1. What. No.

    I’ve always hated how games level me out of the fight just by playing; choosing to build in a certain way is one thing, the game doing it for me is another. I want to keep fighting, game, how about you not take that away from me by not messing with my stats until everything is boring mush just by playing?

    edit: I hesitated doing things like progressing through some of Duviri’s Intrinsics because I was enjoying the fight for what it was which had cascading effects for the whole experience of playing in Duviri, but because it seemed kind of silly to not progress I ended up with a bunch of intrinsics that ended up making the fights boring. And they weren’t something I could just swap for something else if I didn’t feel like playing however it’s forced me to play, unlike mods

    • Like 1
  2. 17 minutes ago, (XBOX)Mastermitchel89 said:

    Or just mod spaces so my arch gun can be more flexible without forcing damage at all times which players would still do no matter

    Honestly I just throw more damage on because I’m not sure what else to equip; it doesn’t jump out as similar to customising and personalising a Warframe’s gun that I’m going to be using for a whole mission.

    What would you equip as an alternative? I’d love if there were Archgun mods akin to the new Tome mods (maybe I just haven’t gotten enough alternatives that currently exist…?)

    • Like 1
  3. 9 minutes ago, Yamazuki said:

    All it means is you aren't completing the test. They have enough items to be as high as a lot of people are. 

    Ah that’s a point. 

    🤔 What is this post proving then?

    47 minutes ago, Hexerin said:

    That was never in question, it's a known fact that literally anything works on normal star chart.

    That would be a good thing, considering how much of the fun stuff and builds gets left aside by the community as they chase the goal of making the game as easy as possible with a tiny amount of options

    edit: Seriously, I’m playing around with my new Sevagoth and am thinking “My god, I’m glad I don’t have to sink 30 forma or whatever into this guy to have a good time”

    • Like 1
  4. 6 hours ago, (PSN)Hopper_Orouk said:

    I don't really want to use the "meta cheese" setup, I wanted to use Qorvex and Vasto prime, so I did...sure it's not the best set up, I didn't have eclipse or roar or anything, but it was very fun.

    Hm. I mean if you want to run around with sub-par builds, that’s your choice; personally I wish DE would force all of our builds to be the same by buffing that loadout you’re using until it‘s just as Meta as anything else

  5. 23 minutes ago, cybercesoir said:

    What you say is interesting on paper. I think that the situational awaress falls short with the concept of hordes of enemies, especially if they're protected on overguard and can't be contained by crowd control. You'll need high reflexes and a bit of luck on the spawns to prevent them from reaching the objective on higher levels.

    It’s interesting in practice too; if someone gave me a build and mission combination where I’m standing around like a lump and I’m not looking to stand around like a lump, I’m either going to rebuild it or take it somewhere where I can’t do that

    I love overguard and the interplay of Operator and Warframe it can call for and the wrinkle in a fight it can bring, and the Eximus rework was done quite well in my opinion. If you’re referring to spawn problems though, I’m assuming you’re referring to unfair and unbalanced Steel Path with its 4-player spawns for one player, which yes, is unfair, and because of how the mode is unfair, can shift more towards reliance on builds than what the standard non-SP game enables

    edit: Personally I find missions like Void Flood kind of… meh. A change of pace where we can slow down and not worry about any objectives, but also, we’re not worrying about any objectives

  6. 15 minutes ago, (PSN)Joylesstuna said:

    I don't really think it encourages build diversity at all. It doesn't use combo, therefore you do not need to build for initial combo. It already swings faster then normal heavy attacks so you don't need wind up speed mods. The only thing you could add to a build is reflex coil. Not saying tennokai is bad or a poor addition (I rather enjoy it) but it doesn't lead to more  build diversity imo.

    Not the build diversity!!!11!!

  7. On 12/17/2023 at 5:32 PM, PublikDomain said:

    Because while human brain might enjoy a stimulating bout against a worthy foe, monkey brain likes big banana.

     

    On 12/17/2023 at 5:48 PM, (NSW)Greybones said:

    Personally I’d rather a whole new set of Exilus-type mods for both weapons and frame, more options to build with and more equipment with weaknesses to adjust for; I find myself lacking in things to equip on the new Grimoir that isn’t just damage, and I feel the only saving grace for my ability to jump into the deep end whenever I want is the fact that they’re still working from the modless base and something SP-worthy from the start will be an outlier

    *gasp!*

    I found out about Tome mods!

    They seem like the answer I’ve been looking for in regards of what to equip onto my tome??

    I must have them. DE seemingly aware that there’s value to be had in these alternative mod options

  8. I like missions where it’s not just us that’s at risk; means alternative strategies can be called for, and target priority and general situational awareness comes forward a lot more since the defense objective can’t run away like we can, and also gives a chance to do things like lay traps.

    We’re also confined to the local area while needing to be the mobile target but also not get shot up, and maintaining distance and positioning and movement within a small area while also juggling the defense target can be pretty fun

  9. 1 minute ago, Mr.Lube said:

    Well it's not exactly something different, but more of a readjustment of the loop. I think the amount of loading screens you encounter really changes the perception of how grindy something is. 

    What if we simply just spent more time in each mission, with the rewards just scaled up to match the time played?

    For Example: 3 regular speedy capture missions = 1 longer slower paced capture mission, with rewards matching of course, only difference is less loading screens.

     

    Side Note*: i've noticed time fly by during endless mission modes like survival where the 1 hour mark takes me by surprise.

    Capture is one of the missions where I wouldn’t mind some additional complexity, but there’s tons of things already that incentivise slowing down; fighting and killing enemies takes time (of varying amounts depending on how good or bad a particular encounter goes; I’ve spent 30+ minutes in several Exterminates and recently a Spy just fighting my way through) and rewards things like Affinity and resources that can be utilised elsewhere, poking around can provide surprise rewards of tokens or scannables, Nightwave can incentivise things like searching for caches.

    Honestly I only understand the loading screens thing because of how I used to play, where anything between me and my reward was a nuisance. When I started slowing down, a lot of systems sort of fell into place and loading screens became mere loading screens that slowed me down from getting into the missions that I wanted to play around in.

    You might be surprised at how quickly the game inundates you with new things and perpetually rewards while playing around with the stuff you’ve already got regardless of efficiency; there’s a few standouts as taking a bit, but most of the game has a lot of intertwining of motivation of play/reward and quietly keeps giving more just from play

  10. Haha.

    One track only content to cater to one track minds. Delicious.

    🤔 I think this raises a good topic though; I hadn’t considered how many ways there are to gain rep in the open worlds, and how they can be nice changes of pace. I guess this is what the community really wants though; all options boiled down to one most-efficient choice

    edit: Please DE, do not give the majority community what it wants, otherwise you’re not going to have a game left

  11. 3 hours ago, Mr.Lube said:

    Yes the endless repetition really gets to ya. Perhaps a less repetitious manner of farming is in order.?

    The game knows we’re doing things on repeat, where the variety of play comes from combining what we earn and where we can take it in various ways to keep the gameplay fresh; is one of the reasons I found chasing efficiency to be so detrimental to the fun, because I was stuck doing things in exactly the same way multiple times in a row, too afraid to change anything for fear of being less efficient

    I do kind of wonder what you have in mind…? Even the most scripted mission would get repeated

    edit: 🤔 I wouldn’t mind something like Destiny Strikes; combined with Warframe options I’d be a lot more willing to keep doing them on repeat than I was when Destiny kept outleveling me from the strikes and they became boringly tedious

  12. 1 hour ago, Mr.Lube said:

    You are completely right. I feel the exact same way, I fear the mob when I say this but I would love a less "meth-head sonic" approach to Warframe movement. Something with a focus on smooth transitions and momentum that could be easily visually understood. Warframe is not fun to watch with all the bouncing around.

    With enough practice you may even find that the more-dense and less-streamlined levels can provide more of a playground to move in, with all sorts of pathways opening up and rewarding good control (though with the Corpus chasing efficiency, their levels understandably are more straight corridors, which admittedly can lend itself to alternative playstyle options)

    • Like 1
  13. 1 hour ago, Mr.Lube said:

    You are completely right. I feel the exact same way, I fear the mob when I say this but I would love a less "meth-head sonic" approach to Warframe movement. Something with a focus on smooth transitions and momentum that could be easily visually understood. Warframe is not fun to watch with all the bouncing around.

    It takes some practice, a little restraint, and some respect for the fact that there’s going to be places that are better suited for acrobatics than others, but pretty quickly what we already have can become an extremely fluid navigation system that can be a lot of fun in and of itself just to move around

    • Like 1
  14. 4 minutes ago, Hrodgrim said:

    Moving around at high speeds in this game is extremely unpleasant unless you're in one of the few open world areas. The reason for this is the disconnect between general map design and how locomotion functions. The worst part of this is how you ALWAYS get stuck in level geometry when flinging yourself around at high speeds. Eris, Kuva Fortress, and Europa maps are particularly infuriating. Even on the open maps, you still get stuck on tiny things sticking out of the ground. Try rushing around the plains as Hydroid using your 2nd power, or sliding around at high speeds as Nezha on Deimos. The map design in this game prohibits actually going fast under penalty of getting extremely pissed off from getting stuck every 5 steps.

    Not a bad point. Slinging around with Bulletjump with zero consideration is surprisingly discouraged by many map designs; a blend of running and bulletjumping and general acrobatics off of walls and through the air leads to a much nicer navigation experience.

    And not just map design, but if a player just bulletjumps everywhere, they might end up deep in a group of enemies and ambushed from all sides and find that they die really rapidly before they peg what’s going on, versus a more-considered approach that can let someone bring more options and alternative builds to the mission. And blow past resources of interest, displace themselves too dramatically and end up too close or too far or too exposed or too hidden while fighting, or otherwise flop around like a newly-born foal no matter how practiced they are

    • Like 1
  15. 9 minutes ago, Zahnny said:

    I forget the full list of changes, but I believe he has faster walk and sprint speed, along with having a loot and enemy radar.

    Ah. I’m always concerned when anyone mentions buffs since that typically means the goal of turning the game off has been achieved, but it sounds like these are fairly minor changes.

    I find at the moment that Kahl has a little bit too much health, personally, so I was worried that was further improved or something

  16. 8 minutes ago, Mr.Lube said:

    Well, I would never want the game to force anything, that never goes well. 

    Also I completely understand why efficiency is important considering the grind and repetition. I would just love to recapture and share that feeling of exploration and uncertainty that players got almost 10 years ago, it was truly a spectacle and certainly hooked players to get them to stick around this long.

    Choice is always there if you want; I’ve found my sense of exploration through buildcrafting and gameplay from the modless baseline and anything I can combine with it while accidentally or intentionally jumping into fights that reveal new ways for my kit dynamic to synergise or shift how I play according to the situation, though I’m still discovering little alcoves on tilesets I’ve been through hundreds of times as well and in general am incentivised to poke around for collectables or resources between fight clusters. Cannot stress how much worse and limited the game was while I was only chasing efficiency (though in moderation it’s kind of okay and sometimes fun)

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