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MortalSword

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Posts posted by MortalSword

  1. I've head canon'd the animal parts being used to secure favors and tradeskills from the locals, and not actually going into the more tech oriented crafting. 

    It is still somewhat absurd thematically.

     

  2. Luminos Dye takes an hour to craft. 

    Night cycle lasts 50 minutes.

    Considering that the entire cycle takes three hours, this seems like an unnecessary time gate if I want to use the dye I ran out of during the same night.

    Not sure if this was intended, but if not dropping to one minute would be greatly appreciated. 

  3. On 10/14/2017 at 12:35 PM, A1m3r said:

    Optimization there is badly done, many elements repeat and FPS drop is still huge. No option to disable foliage at all which would help in some cases.

    PoE is crazy optimized. you need to adjust your settings for your specs.

     

     

    On 10/14/2017 at 12:35 PM, A1m3r said:

    Time of Day is a bad idea. Some people just want to play for the "night-challenge" but at first they have to play the 100 minutes of boring day. Solution: divide day and night for separate nodes and add "classic" Time of Day routine node.

    Disagree completely. Day/night cycle has been a part of Earth gameplay for a long time. It's unique and an interesting mechanic. You complain earlier in your post about boring, repetitive things and then want them to get rid of one of the things that isn't?


     

     

    On 10/14/2017 at 12:35 PM, A1m3r said:

    Apart from random missions, fishing doesn't look rewarding, neither mining does. It's just mindless scavenge for new stuff.

    How have you played Warframe for over 3k hours and not come to understand that the core of this game is resource gathering and crafting? 

     

     

    On 10/14/2017 at 12:35 PM, A1m3r said:

    Grineers are all the same and mindless AI.


    There are new Grineer with new AI. What are you talking about.

     

     

    On 10/14/2017 at 12:35 PM, A1m3r said:

    DE haven't used the potential which is given by open map. No excavation, no defense, or even survival, just boring objectives with escorting drones or capturing the target.

    Didn't you just complain about repetitive "boring" missions and then ask for endless modes? Are you serious?


     

     

    On 10/14/2017 at 12:35 PM, A1m3r said:

    When you enter the lakes, you get magnetic proc which is just hilarious... but annoying at the same time because you lose energy that way...


    Magnetic procs are at night. Notice all the glowy blue stuff all over the terrain at night? Maybe it has something to do with the eidolons and their power? Man, wouldn't that be swell?

     

     

    On 10/14/2017 at 12:35 PM, A1m3r said:

    After completing the Saya's Vigil, I realised that the Focus skill trees are fully unlockable by picking up the Mote Amp


    So you wrote several hundred words of feedback before doing the quest that the first NPC gives you? 

    Your feedback is proving to be pretty low on the quality scale.

     

    On 10/15/2017 at 11:27 AM, low1991 said:

    True. Just unable to understand how entering a body of water triggers magnetic on the frame.

    As I said to OP above, did you notice how the ground/water gets all glowy at night and eidolons come out? Maybe those things are related? Hmmmm. I know I hate it when things have contextual links to gameplay. 

  4. On 10/15/2017 at 1:19 PM, Akaruy said:

    Why should a player grind that much just for a decoration?

    I had that deco within an hour.
     

    17 minutes ago, Fluff-E-Kitty said:

    the cages make scents for cetus, but not the orbiter. 

    Does Ordis spray Febreeze or something?

  5. My Support Activity

    Title sums it up concisely. I've had two tickets open for over ten days and counting, with only the standard automated responses.

    I understand that things get backlogged, that it takes time to work through a queue, but several weeks with no response to support tickets is outside of reasonable expectations.

    I don't want to err on the side of drifting into complaints, so I'm going to leave this short and simple. Needless to say that this undermines consumer confidence. 

    Thanks for your time.

  6. I'm going to try to be as constructive as possible here, but it should be noted that I'm finding this mode extremely frustrating.


    Quick Steel Feedback

    - 10 minute rounds or 25 Oro cap is anything but quick. Majority of matches go to time.It is quite easy for someone to be put into the match late and ascend into top 3. Half the time, or roughly half the kill cap would make for much more reasonable experience.

    - Inherent flaw in Oro system in a FFA DM mode. "Kill Confirmed" as many would call it isn't ideal for a free for all. There are many, many 1v1s that end in a simulkill, and also many that end in a group fight where the late comer gets 2+ free Oro for wandering into the fight late. This doesn't encourage intense sword/shuriken battles it encourages cherry picking. It also offers little reward to a player who demonstrates skill with long range throwing, in fact it punishes them because it will often feed another opponent the oro. 

    - The nikana stance locks you into a long animation as your first attack unless sliding/jumping. Player mobility is so high it's not feasible to expect the average person to be able to reasonably time those hits and not get punished for trying.

    - Slam attack does way too little damage for the trade offs, and the "knockdown" resolves itself faster than the strike animation, so the victim can usually counter before the attacker recovers.....which is absurd.

    - 9 points for a cosmetic item was tedious but reasonable for someone not interested in Conclave normally, because passing on it had no gameplay impact. 12 points for a critical PVE reward? Come on. You are now asking for someone who is bad at Conclave to suffer through 2 hours of miserable experience to get a reward that they'd be foolish to turn down. This is the opposite of fun. This turns the event into a chore that must be done. So on one hand I applaud the inclusion of meaningful rewards, but not at the expectation of 1-2 hours of a bad time.

    If this event was intended to encourage more people to try Conclave, it will only frustrate and deter all but the most dedicated. The second reward is so important to literally everyone but the most hardcore vet that they will feel obligated to grind it out.

    I appreciate the effort to have a fun and interesting variant, but the investment is super high. Cutting match length in half would do a great deal of good, staggering more points based on placement would also help. Some sort of 3-2-1 payout on points would feel a lot better, especially considering how often someone sits on the bubble for the entire match only to have a single group engagement push one guy up into the top 3 and dreamcrushing someone else who had been performing at a mid level of skill. 

  7. 9 minutes ago, SirWorm said:

    You can't do anything after being knocked down, timing is precisely enough for other player to attack again and not for you to stand up and react.

    I agree with many of your points, but I find the opposite is true on this one. In my experience the animation for the slam takes longer than it takes the target to recover. I've often slammed someone, and been killed in response. 

  8. 2 minutes ago, TychusMechanicus said:

     

     

    Don't get me wrong, I kinda liked the Snowday Showdown version, FFA is just a bit too much for me. I am just not that big of a fan of pvp in Warframe in general but I don't want to trash all the work the pvp team puts into the Conclave game modes.

    What work? This event is the same as the Snowdown one. Throwing weapon and a super precise melee weapon. This was zero effort IMO. 

  9. 28 minutes ago, -----LegioN----- said:

    I don't have the whip either, but just found a pic (from the spanish forums) that proves how wrong and unbalanced is the credit gain with that thing and a specific setup. 

      Hide contents

    ii7a2CM.jpg

    Yes, 3.501.984 credits on a single run would be simply impossible without exploiting in game mechanics (just like when some players were exploiting spawn points to get impossible amounts of focus on a single stealth run). No, it wasn't on akkad but somewhere else, and reading the method used to achieve this credit gain in a single run makes it feel like an even bigger exploit (not gonna explain due to obvious reasons)

    So what you are saying is that a Squad that uses a perfect team comp for the goal, that goes into a long endless mode run is getting extreme success with that strategy, that it's a problem? 

    Isn't that how we tackle literally everything? 

    I mean, come on....the Prodman thing just went in and it involves cheesing Naramon's invisibility to get the goal. People slide around the Index with an Atterax and a perfect team comp, macroing slide attack and staying essentially permanently invisible for an hour, killing lvl 500+ enemies to get a unique cosmetic, but getting credits is where you draw the line? 

    Come on, get real. 

    Farming credits is such a low priority issue that it is laughable that they will take the time to program a nerf. Especially when compared to many of the other absurdities in the game. 

  10. 1 hour ago, Momaw said:

    There's a difference between "is good at this task" and "is so good at this task that it invalidates every other option".

    I haven't tested this directly, but based on past experience, I'm willing to bet that cashwhip is better for credit farming than nekros, ivara, and hyroid put together. Seems like a problem.

    Secura Lecta doesn't scale well like other melee weapons do. Atterax eats it's lunch in the same category, and other melee options scale much better as well. 

    The only thing this weapon is good for is credit farming. That's it. It's only job. 

    If you are doing it right, you would be farming on Nekros/Hydroid/Chroma, or be in a comp with them, so it's generally coupled with those frames you described to maximize effect. That's not a reasonable criticism.

    Crafting stuff costs a fair amount credits. Leveling mods costs a metric buttload. Stop defending a bad credit economy. I'm a MR 15 player and aside from some absurd outliers like Vauban Prime's obscene mat requirements, the single biggest hurdle I have for pushing my MR and Mod leveling progress is credits. I have a Lecta, I bring it to Akkad once a night usually, and still don't have enough credits to do all the things I'd like to.

    You are defending a nonsense nerf that is anything but reasonable. This game is a grindfest, but there is one common currency for literally flipping everything you need to do in the game, and it's the biggest thing that gates progress for many people. So unless you have some solutions to that issue, I don't see much merit to your defense. 

  11. So I wanted to respond to Steve's comments about Secura Lecta changes, hoping he will consider another perspective.

    He stated that they want to nerf the credit drops from using the whip, but ramp it up based on Mastery Rank.

    While I appreciate the intent to reward players for ranking up, doing so by nerfing one of the primary tools to do so seems shortsighted.

    Consider that credit farming with the Lecta is done mostly by people who are pushing for higher MR, but aren't doing Trials on a regular basis yet. Veterans who hit the raids don't need credits very often, they get a giant pile of them from completing the raids. Several hundred thousand credits per raid. They also tend to be the same players that have already built and leveled most of the frames and weapons, so they will have a high MR. They also have access to rewards that tend to trade for high platinum values, so obtaining credit boosters is not a huge burden for them as well. 

    Credits are probably the single biggest resource gate for Mastery Rank grinding. You need a lot of credits to buy blueprints for weapons and frames, craft the parts, etc.
    People who are going to take a Secura Lecta and build a dedicated farming group for credits are working pretty hard for those credits. They are taking a mediocre weapon and taking the time to build a favorable group comp to make the best use of it, and then spending a long period of time mashing melee combos in order to maximize those gains. You might be able to take the ideal comp into Akkad and whip your way to profits, but you aren't exactly slacking when you do so. Especially if you aren't using macros (for slide attackss) to ease the pain in your wrist. 

    Secura Lecta is a MR 8 gated weapon. So we're not talking about new players grabbing a weapon and leapfrogging past early progression.

    Secura Lecta is a Syndicate exclusive weapon, that costs several days worth of dedicated Standing farming to obtain, or paying a fairly high (compared to it's peers) secondary market value to obtain.

    Secura Lecta is the most effective with a credit boost, so it actually drives the sale of that item, which is an inherent platinum sink. 

    My conclusion is that Steve's proposed changes are ill advised. Veterans don't need to farm credits with the weapon because they already have access to a much better source of credits, and they have much less things to spend them on, as they have crafted most things already. New players can't obtain it until MR 8, which is a considerable grind up to that point. The only people hit by this nerf are people who have been around long enough to start figuring out how to optimize group comps and tools to achieve a goal, and are doing so to push their Mastery Rank higher.

    Nerfing the Lecta solves nothing. The haves will still have, the newbies will still struggle, and the middle class of Warframe will be the ones who get hurt the most. Not to mention, the whip is pretty bad outside of this one use. It takes a lot of time and effort to organize groups for optimal farming, and everyone is working towards the singular goal. Why would you punish that?

    Thanks for your time. 

  12. The new helmet skin obstructs the view when aiming downsights on bows.
    Standard aiming the earring dangles near the reticle and obstructs targeting as well as jiggling like a worm on a hook (distracting)
    Tried crouching/sliding shots as well and those are worse because the entire horn obstructs the targeting reticle.

    Can likely be fixed by adjusting the camera position for those actions? Not sure. 

  13. 3 minutes ago, Shockwave- said:

    I had no real problem with any of the tests. None of them are very difficult and take more than 1 or 2 practice runs to complete. The parkour in test 11 isn't hard, and as someone else said it's very basic parkour learning that you will use in the game, if you can't parkour to that level then you haven't mastered it, and that's what MR tests are, mastering various parts of the game. The game is generally too easy all around, a little challenge here and there is a good thing and I'd hate to see it watered down any further than it already has been.

     

    Have a friend log in as you and completed it if you trust them to do so.

    Listen, if it's easy for you that's swell. It's not for some others. 

    I cannot progress until I beat this arbitrary test. It's the level before Syndicate weapons....which means it's preventing me from playing a part of the game I'd very much like to access. 

    I don't care if you think the game is too easy. You aren't me. 

    Further, you just recommended that I violate ToS on the official forums...do you not see how ill informed that is?

  14. 23 hours ago, Katinka said:

    Yeah, it's not like we ever have to run and jump while shooting targets in this game and we certainly never need to do it with a time limit... Oh wait, hang on, that's what we do all the time...

    I've got 600+ hours logged in Warframe. I run, jump and gun etc all the time. Never under the criteria of this test. 

    The new spy missions do resemble the test, I'll give you that. I don't have to do the Spy missions if I don't want to, or better if I'm not particularly good at them I can find friends or a pub to do them with. Most of the time even if I botch my node, life goes on and we finish. It's not the same, please don't try to represent it as the same.

    Also, there is no reason to be condescending. Why would you lurk in the feedback forum, and then talk down to someone else over their feedback. What even prompted you to click on this post, and chime in? Did you want to feel superior? Because the way I see it, is you either grandfathered past this test and didn't have to do it, or you already passed it, so my feedback on how it gates other players doesn't affect you. Take a moment to reflect on that. You wandered in and posted a typical gitgud response, to what end?

     

  15. 23 hours ago, (PS4)joshw1400 said:

    I had a friend who hasn't passed the same test for over six months, I went to go to the practice room to see how hard it was and beat it with a braton prime 1st try. The test can't be that difficult. The parkour doesn't even seem that troublesome. If anything it's teaching you basic parkour.

    Too bad you weren't hear back in old MR tests. You could cheese it with loki to the end of the map.

    I started playing in Holidays 2013. I took time off. I came back to this nonsense. Some of my buddies who played for a bit longer than I did ended up being grandfathered in under the old tests.

    Seems bad. 

    BTW, just because you found it easy doesn't invalidate my feedback. I don't find it easy. In fact I just gave it another go.  Run the test, get it first try, felt like I was making progress. Run it for real....failed. I missed a jump. Now I have to wait another 24h. Feels bad. 

  16. I'm aware that a lot of people complain about this test. I'm going to add to that pile.

    This test is not at all indicative of the gameplay in the rest of the game. Never, in my hundreds of hours of playing Warframe have I ever had to traverse a sequence of paper thin platforms strategically positioned so that I have to be a space wizard at parkour to complete the course quickly.

    The practice option is swell, but it takes a lot of time to keep loading in and out of the map, sitting through the Lotus's tiresome dialogue, and giving it another go. Further frustrating in that if you make a mistake, you have to sit through all that downtime again, rather than just being able to reset the course and give it another go in short order.

    This test is pretty conveniently positioned right before access to Syndicate primaries. So while I struggle with this parkour nonsense that does not represent the rest of the game, I'm also being content gated because of it.

    I understand what the goal of the MR Testing system is. I still strongly dislike it. It's not in the spirit of the rest of the game. It gates progress behind arbitrary expectations that never come up in actual gameplay, and it is flipping infuriating.

    To recap via some bullet points:

    - Does not resemble the rest of the game. At all.
    - Hard to see the platforms.
    - Practice is laborious and only adds to the frustration.
    - Gating content behind movement tricks is not a good look.
    - These tests keep people from progressing through the game naturally.


    I'm not good at parkour, I don't have to be to enjoy the rest of this game. When I botch a parkour move I get frustrated. When that botch costs me tons of time it furthers my frustration. Your tests make me not want to play the game anymore. That cannot be the end goal.

    Thanks for your time.
     

  17. I queued up for a Void Fissure Exterminate on Earth. Exterminate count is around 49-50, and I load in with maybe 20 left on the progress.

    I come up short on reactants by four drops.

    This cannot be working as intended.

    The way I see it is I either have to solo/group queue for low level missions like this, or run the risk of wasting time and resources by getting put in public matches I can't complete progress on.

    Feels bad man. 

  18. Ok that kinda makes sense, but at the same time, it's a bad choice imo, Oberon is supposed to be the paladin frame, DE themselves called it that.

     

    You want to make the theme based on nature / the forest? Cool, no problem. However you have to marry the two themes of forest and holy together, you can't just pick something and disregard if it makes it look evil as all f***.

     

    I mean the design is literally two big &#! horns. That's it. That's about as 100% non paladin as it gets. 

     

    If Oberon is based on the themes of "paladin" and "forest" you're supposed to represent that, otherwise you might as well make his head a frog face or a halo and called it a day.

     

     

    http://en.wikipedia.org/wiki/Oberon

    Oberon in classic literature is the King of Faeries or the Fae, and often Faeries are a source of trickery and guile, much like devils are in other mythologies. It makes perfect sense that one of his helms would have a little bit more sinister implication. Keep in mind not all who claim to be holy are honest and pure, I think it was an awesome design choice. 

  19. See, the thing ive asked myself since Valkyr's release has been "shouldnt excalibur be our melee-based frame?" I say this because at its face value, if you asked me whats the difference between melee and "berserker" i'd say "not much." However, Ive felt that both Ex and Valk's abilities weren't well thought-out enough. Ripline is a fun gimmick. Radial Blind is a neat gimmick. I feel we need somehing more. In just sorry i dont have any possible answers to help the discussion because i dont know.

     

    Excalibur should be a middle of the road, all purpose frame, particularly because he is the starting frame for most people. That being said, I think it would be great if he was tuned to accentuate a deliberate melee focus, akin to what you think of a skilled swordsman having. 

    Valkyr on the other hand should retain the flavor and function of being a frame that can "fly off the handle" and harness raw primal power to devastating effect. Hysteria should probably be buffed accordingly, and I do like the idea of it using her claws for that ability only. Pretty much akin to ancient norse berserks walking around with a sword and board like anyone else did, but losing all sense of control when enraged to the point that they would kick, claw and bite if they had to just to dole out damage and satiate their rage.

  20. Heya DE!

     

     

    Here is my feedback on Abilities and Ability Mods!

     

     

    Why are abilities Mods?

     

    It doesn't make a great deal of sense that abilities are mods. Currently all Ability Mods are unique to a single Warframe.

    Ability mods don't serve much purpose aside from Fusion/Transmute fodder beyond the first ones you receive with the warframe itself, and it doesn't take much Fusion to max them. Not enough to warrant them diluting the already spread thin loot tables that is. 

     

    I would suggest that abilities become a part of the frame or are equipped to the frame like a weapon, and that they are ranked up by earning affinity by using the ability itself. For example when I use any ability currently, I receive an amount of Affinity for using the ability. It would make a great deal of sense if this was how I ranked up my various abilities, through practical application. 

    I wanted to mention that I love the feature that allows a player to use another mod in place of a warframe ability, this is very cool and interesting design and very much encourages unique build strategies. Keep up that kind of good work. My fix for that if my suggested change were to be implemented is that you could toggle an ability off, and gain an extra mod slot, albeit one that comes with a drain penalty. This could still allow for interesting and unique builds, but remove a great deal of confusion for new players, and would make a ton more sense in both form and function. You could optionally maintain the option to re-polarize the slot(s) by using Forma.

     

    In the event that such a drastic change would be made, it would be easy to just replace any current ability mods that people possess with fusion cores of comparable XP value. 

     

    I've spent some time asking myself about how relevant the idea of losing the option to keep ability mods of various ranks would be, and I have to guess that for most players the impact would be slim to none, but it might be cool if we gained the ability to "set" our powers to certain levels. It could replicate the current level of customization or even be expanded to be potentially more robust. 

    I would also love to see more precise data on my abilities. For example I'd like to be able to know what the base duration on Vauban's Bastille is, and how it would be affect at various levels and by various other mods. The same goes for damage, range etc. I guess what this post is really getting at is in many ways abilities are much more like weapons than mods, and I'd really like to see that reflected in the way the interface handles and present them.

     

     

    That's my feedback, thanks for the chance to express it!

     

    - MortalSword

  21. Hello DE!

     

    I wanted to take some time to discuss my feelings and insight into the current Mod interface. My goal is to supply some honest feedback and offer up some features or tweaks that I think would greatly enhance the experience and functionality of the mod system. 

     

    I want to first mention that I think the mod system is very creative and provides interesting options for gameplay and also a major motivating factor on why players will continue to play the game.

     

    The actual in game experience of using the interface is very counter intuitive and at times frustrating and clunky. As a player amasses more mods, both in quantity of unique mods and in quantity of duplicates the interface becomes more and more congested and cumbersome. When you hit the point of having a few hundred mods it can become a stress inducing experience to try to manage your upgrades or customize your kit. 

     

    In short, we need much deeper sorting options, covering many different criteria and with the ability to impose multiple filters at the same time to narrow down the selection to exactly what you intend to interact with. There are a number of different criteria that we may want or need to sort by, and I'd like to highlight some of them.

     

     

    Mod Rarity

    - We should be able to toggle what mods are visible based on rarity. Being able to toggle all three rarities off or on would be ideal, as an example I would like to be able to show only Common and Uncommon mods when I'm looking to Fusion with them, or show only Rare mods when I am going to transmute them.

     

     

    Ranked vs Unranked

    - Toggle to show/hide Max Ranked only, Ranked only, Unranked only or All

     

     

    Installed vs Not Installed

    - Toggle to show Installed mod only (not just on the item I am looking at, but all installed mods), Installed to current Arsenal (similar to current option, but covering what is currently equipped), Not Installed.

     

     

    Polarity Hide/Show

    - Not sorted by polarity, but showing or hiding the selected Polarities.

     

     

    Duplicate Stacking

    - Toggle that stacks all unranked duplicates. I realize this one may be difficult because the nature of how mods are stored in the game may not facilitate this kind of function, but it really should be an option if possible. 

     

     

    Safety Toggle

    - Option to to make an item Do Not Sell/Do Not Fusion/Do Not Transmute. This would prevent a great deal of accidental consumption of important/ranked/rare mods. Additionally should be able to show/hide all "safe" mods. 

     

     

    Warframe Ability Mods

    - Should have a separate tab like Sentinel or Aura do now.

     

    - In the Arsenal ability slots should be grouped together, not disjointed as currently. It is awkward and not intuitive to new players. This being said, I want to commend the dev team on enabling the ability to equip other mods in those slots, or re-polarize them if they wish to customize their build. This is an awesome feature, my suggested change would make it more intuitive for new players. 

     

     

    That is my feedback on Mod sorting. It may seem like a minor issue but it honestly isn't, it becomes a huge time sink and very confusing to use the current interface and keeps us from spending time enjoying the awesome gameplay. these kind of changes would less the need to do "housekeeping" and also greatly reduce the risks of someone losing a vluable mod that took alot of time or effort to acquire and rank up.

     

    - MortalSword

     

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