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CephalonCarnage

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Everything posted by CephalonCarnage

  1. Railjack was awesome as it was, before it was dumbed down. The whole point of it wasn;t to solo anything, it was the co-op game mode. A mode where you had 6 different things hasppening at once and 4 crew meant you were constantly occupied, constantly challenged to get on with repairs and crafting and shooting and boarding. Warframe has enough game modes where its 4 single-players, RJ was more than that, and it was a thing of beauty. The trouble is though, DE forgot to explain how it worked and that truly borked it. When I first played, someone asked if it was my first time, thern took the trouble to explain the mechanics. I did the same to newbs every time after that, and every one of them responded extremely positively after playing RJ with understanding. DE is its own worst enemy at times. Maybe the endo farm that its become, the plexus, and the change in fusing it a change for good, and I'd agree, but the gameplay is much the worse for it now.
  2. I'm sure the pillars served some purpose, like TV screens or communication points. If you walk around the tower, they don't rise to get in your way but appear as you come up to them. Imagine some high-tech silicon valley place where they had hidden information areas that would appear as you approached. A bit like the Zariman cepahlon teacher that wakes up as you approach but keeping the clean lines of the orokin corridor when you're not interacting. Also helps that parkour gameplay thing. The traps, I reckon that's the orokin sense of "fun". They're supposed to be super clever so any Orokin should be able to see the trap and avoid it easily, those who don't get zapped while their orokin friends laugh at them for being too dumb to be orokin. Cruelty and aloofness rolled into one.
  3. or rather, took mercy on the kids she could have killed while working to overthrow the Orokin because she realised they were more useful as weapons. All she had to do was persuade the tenno she was the good space mom trying to make things better. So she secretly befriends us, gets the sentient army to "lose", then during the orokin victory parade, gets the tenno to murder the orokin. Natah's job done. then stick them in an orokin moon void prison so they are out of the way and Sentient wins. Only something else went wrong with that plan. Probably Ballas, seeing as he's one of the very few Orokin still around a thousand years later still looking big and blue like he's just stepped out of a cryopod.
  4. yeah, her real desires are genocide of corpus and grineer. She's worse than Simaris. A Peacemaker character, "bringing stability to the origin system, no matter how many I have to send you to kill". TNW was basically very badly written, I think cobbled together bits that were intended to be an end to the story arc of operator, so the devs could go off on a dreamscape of Duviri. What we should have gotten was a Lotus/Natah storyarc tro take the story onwards, telling how the sentientg threat started and Natah's true interests, betrayal/reprogramming, corrupting and then saving the tenno, but well. We didn't. What we did get was a tying up off loose ends in a "don't look at it too hard" way.
  5. IIRC Ivara can loot the power core from the enemies. that still counts though. Mission complete regardless of how you do it. you do know Ivara can pickpocket the power cells from live grineer. And you can bump into the enemies so they get distracted and stop shooting the excavator. You can also nudge the kubrow dens to attack the grineer too, that doesn't count as kills and also distracts them from shooting your excavator. If you are lucky enough to get a couple of power carriers spawn then you can power a single excavator, bumping its shields to full over and over that level 1 grineer cannot get through quickly enough. I would imagine some harmless but incapacitating ability like gloom, lull or spellbind helps a lot too (all helminth-able). Does damage reflection abilities count as a kill if they kill each other? I forget but you can either use ability to make them fight each other, or a weapon modded to do little damage but giving radiation procs to do the same.
  6. that like saying "Donald Knuth, he wrote books about computers but they're irrelevant because he hasn't written a single website recently," (actually this is the attitude that makes so much computer stuff so slow, unoptimised and bloated these days. Kids think they know everything... pfft!) De definitely knows this, hence they keep adding more stuff - both OP weapons and frames and then wonder why they are having such a hard time making a game that's worth playing for end-game users. I think their core problem is they move too fast, adding so much stuff all at once in an update and then having to make another update similarly sized a few months later. Duviri, for example, didn't need the undercroft or circuit at start. they could have added both one at a time and stretch the update over 3 months. They could have released Archons one at a trime as a big fanfare, but didn't. It was all in one update and then on to the next. As a result all the OP kit is accelerating and their only option is to release stuff that's barely related to the game. I think they gave up on warframe on TNW and are desperate to make something else. And I'm not sure we can blame them, fixing WF will break it for so many (toxic?) players, and they rely on many of those for the money that keeps the studio going.
  7. The Carrier mod does not work with archguns. You could try the Energised Munitions helminth ability or Lavos's ability that converts all ammo into universal pickups.
  8. Natah is the only real choice - after she went on and on during the Ropalolyst mission, there is no Lotus any more. but I still chose Lotus as TNW quest was so awful I just want it all to go back to how it was :)
  9. The best boss these days is the Exploiter Orb. Perhaps the Profit Taker too, but Exploiter because youy have the parkour trying to avoid getting hit, plus the warframe attack is still there for the little spiders and the coolant spiders. But the Exploiter herself isn't killable with your weapons, so cannot be one-shot and doesn't have to rely on invulnerability phases. Instead you have a mechanic to fight it. So you get the best of all worlds here - you get warframes, and you get a boss that cannot be cheesed. I think this approach is what the game needs. Warframes are great and build the backbone of the game. Now imagine some (rare) enemies that need alternative means to fight, that incorporate the usual mobs that can be dealt with in the usual warframe way. That would be where the game shines. They tried to add this with eximus units, and I think it has helped but it isn't enough for bosses. I think fights such as Orphix would benefit from a change here - allow warframes to kill the mobs, and require an archgun to take down the orphixes themselves. Suddenly you have a game that is slightly more involved. Its like Railjack, the side guns can shoot the majority but you need to use the artillery for the crewships and board to take out the bases. These 3 different but still simple combat mechanism in the same mission make the whle much more interesting. An example would be a sergeant rework. He's a sniper, so give him several hideyholes to lurk in, add a load of mobs and let him snipe your health down from afar while you figure out which he's hiding and how to parkour up there to get him. That wouldn't involve much but would make the fight interesting. Bosses don't have to be bullet sponges or invulnerable phases.
  10. No. I did say *should* keep us invested. Can't say otherwise until we get the update, it will be awesome, but whether its warframe remains to be seen.
  11. na, this one is different. the other quetss were trivial storylines you basically watched to get through, some interaction was added to teach you the new mechanics but it was all easy. The New War forgot that, made it hard in places, and most importantly, lasted hours and hours and hours. Took me 6 hours I think to complete, that's a whole new level of "locked out" that does not compare to the other ones. That's why TNW is getting grief, half of TNW could have been cut with no impact on the story, the archons could have been set at a difficulty about the same as the 3rd one you kill with your warframe (its not as if the warframe v archon battle in the quest reflected the difficulty of warframe v archon you fight in-game) and even then did the quest really need you to fight 2 of them? One shows you all you needed to know for the story. I suppose we should be thankful we didn't have to fight all 3! True. However, it has ushered in a new era - that era is "anything but warframe. We had Kahl, then we had Drifter, now we have Arthur. All of these share a common feature - they're nothing to do with the old operator story. that's done, closed, now discarded. We see them doing their best to find something else as good, and, so far, failing. I'm certain Duviri was to be the next big thing in warframe gameplay (hence the "you can start as Drifter" for brand new players). I'm also certain the results of Duviri were nothing like they expected (hence the removal of "you can start as Drifter" for brand new players) This is also why we have Arthur now, its an almost-warframe story that shoudl have enough to keep us invested while letting them work on a completely different world, with new weapons and pretend the old OP doesn't need fixing.
  12. I'm not sure he was getting fatigued, more that he was dying on his feet. Stamina was removed for a reason back in the day, as was self-damage from AoE. Bringing either back probably wouldn't improve anything, or solve anything either. If you want to stop the bullet-jumping macros, add a cooldown. If you want to stop AoE spam, add a recoil-type cooldown between shots. I doubt these will stop people running off into the distance as they have a Laetum with +sprint speed, a mod with +sprint speed, a shard with +sprint speed and abilities like Gauss with +sprint speed. Nerfing bullet jumping will simply stop you from keeping up. Better way to stop the running off is to make the maps less linear, to have more enemies behind you as well as ahead, or simply to create more chokepoints with gates, unlock areas or mini bosses you can't simply sprint past.
  13. There's a discusson concerning Necramech drops. In it, I've found that the drop chances for Necramechs disappeared from the official drop tables in the 20th November 2020 regen of the tables. Previously they were present in the old tables with the original 38/38/11/11 % chance. Update 30.9.0 announced that the the drop chances were changed to be an equal percentage chance, and the drop change for a part was increased from 30% to 50% However, the thread shows this is not the case, drops are still skewed by part and the drop tables still do not include drops from necramech enemies.
  14. It is a bug. The wiki updates it drop tables from the warframe drop tables that are published by DE. However, looklng at the 2nd Aug 2023 drop tables the necramech parts are not present. (I don't know why as they used to be there and DE says the droptables are auto-generated) It definitely is that the drops are how you are seeing them. When it first came out the drop rate for pod and engine was something daft like 2%. I remember someone gave me the other 2 parts for free in a trade because they were as good as free back then. HOWEVER! I remember they changed the drop rates to an equal amount per item and I found the Update note. So something is broken in DE land. The wiki is right, but the game is wrong. Enemy Necramechs now have a 50% chance to drop a Necramech part across the board, evenly distributed. The battle required to defeat an enemy Necramech is not easy nor quick. This increased chance of getting a Necramech part helps to reduce the time investment needed in order to gather the mandatory parts to build your first Necramech. Found the original too. they used to be: Necramech Additional Item Drop Chance: 30.00% Damaged Necramech Casing Common (38.72%) Damaged Necramech Weapon Pod Common (38.72%) Damaged Necramech Engine Uncommon (11.28%) Damaged Necramech Pod Uncommon (11.28%) the drop tables lost the necramech drop chances between the 4th Nov and 20th Nov 2020 regeneration.
  15. I did the vaults solo, i used a Nezha and Helios! Its annoying but not that hard, the trouble is the guardian necramech loves to rotate to face you so you have to be quick, or slow it down. or shoot its arms off and then wait for it to headbutt-charge you so you sidestep and then blast it's shiny blue weakspot. I used a fast firing gun (kuva twin stubbas as its my favourite) but anything like that can hit it often to help bypass the damage reduction algo. A hek, or any other mass-pellet gun does the same effect. Normal Hek is the best, but only because you can fit the augment mod, scattered justice, that gives you 200% multishot.
  16. what capacity would you impose? You cannot have infinite mod points and expect things to work, nor can you have the DE approach of auto-modding with 80 poijts and then say "see, these weapons are viable, you can play all of them". And yes, it is all at odds of what players want, but DE has decided they want this - hence the circuit. I'm just trying to make a less-crap circuit experience than the RNG mess they gave us.
  17. Infinite ammo is a good thing, we see ammo (not magazine) depleting in steel path. I've seen it myself - suddenly the weapon I'm using stops, because it ran out. I do realise there is the AoE ammo issue, but if these meta weapons are not available at all, then its not a problem. Player choice - I suggest giving players the choice. no RNG here at all. Failstates, I'm not sure anybody cares. The only one that is a failstate is the defence mission, and there's enough complaints about that already. Failstate, if one is needed, should be frame death like we have in SO or ESO already. You can make it harder by giving, say 1, revive. That's usually enough failstate to shock players! 30 points, yep. As in you have this mastered weapon, and mod it as you like. I prefer the idea of it being the MR you last used, so you can go level weapons up in here (like SO is used for). Steel path version can have a catalyst, but if you want to forma it up, then buy it and forma it. Assuming DE wants this less-used weapons thing to happen, then we might as well make it more acceptable to players, giving more choice and encourage them to use the unpopular stuff rather than the current awful RNG they forced on us instead.
  18. I read another "random is bad" thread here, so I sat down and thought how can it be made more acceptable to the players, how to get players to use the lesser-used weapons without the annoyance. this is what I came up with: Add a Simaris node, random stuff is perfect for simaris as its all imaginary weave anyway, and he can then magic you up infinite ammo too - something sorely lacking in the circuit. This node is to help simaris with his "research" because he's bored with the same old Bramma kills, he wants some different gore. So, you give players an arsenal screen with every weapon listed. Yep, even the Bramma. You get to mod them how you like for Simaris (separately to the usual arsenal, much like how Conclave has modding done), so you can use weapons how you like, with mods you like. All weapons come with 30 points, and you can apply whatever mods you like (though, TBH I like the idea that players turn up with weapon mastery set to their main game mastery, and gain affinity for using them (giving players another reason to do this mission to level up unloved weapons) Now the trick is to list all the weapons in oder of popularity, and assign a value to each based on their position in the list. The lower the value, the more Simaris love it (as he won;t have seen it that often). The more Simaris loves it, the more reward he offers. If he offers some token you can spend, then its easy to manage a squad where someone takes a bramma and everyone else takes a zylok. Bramma guy gets 1 token at the end, the others get loads. The list could be put in tiers, so S-class for Bramma, Tenet Arca Plasmor etc down to E tier for the really unpopular ones, points accrue according to which tier of weapon you choose, ultimately it'll be the same result but easier to reduce clutter. The list updates dynamically based on usage in the simaris simulation. Rewards are either spent on stuff in a shop, or preferably to a permanent nightwave-style progression, so someone cannot carry everyone else as they'll then miss out on the good stuff. I'd even add a kind of affinity rules for the used weapons, the more you use it, the more points you get - but only if you use it. firing a secondary once then going back to a bramma for the rest of the mission shouldn't count as free usage stat (I actually think this should apply to all weapons and normal affinity) The missions have to change too. There's no point in picking a sniper rifle for the circuit, its useless because the missions are all mob survival type ones. they come to you and you have to kill them all. A better and more versatile set of missions is required, either a choice of linear corridor ones, or survival mobs, or preferably a mix of the two, an open world where mobs gather in certain locations with stragglers (think Fortuna and its various bases) where you can kill individual enemies en route and do big battles as well. Potentially simaris can add modifiers to this, go from 1 location to the next, killing x patrolling enemies without alerting them en route encouraging stealth attacks or distance sniping in between mobs. Could even allow the squad to split up, as long as patrols and guards are killed in equal numbers, Simaris don't care. You can even include archwings here - an open world of archwing from one grineer base or corpus ship to the next shooting fighters in between like railjack-without-railjacks. The point is, you need missions that are more flexible for different weapon and gameplay styles to be used. And no, there's no randomisation in this. That's the point. Players get to choose what they like. This is important for the fun aspect. You encourage lesser used weapons with the reward structure. Same outcome as circuit in the end, but a lot more palatable than the "least bad" aspect of circuit.
  19. ah, but that only works if they're add-on extras theat you can do in between the core gameplay. If they were the sole activity then you'd be playing something else very quickly. this is the concern, the more they put in that's not core space ninja gameplay, the more it becomes something else (and no new ninja stuff means no reason to come back). Nobody logs in to grind Kahl. Nobody thinks "yay, its Sunday, a day of k-drive racing here I come". If the core gameplay is diluted too much then warframe becomes a mess of nothing. This especially applies if they do it in the usual half-heared fashion. When was the last time you fought Narmer, or even some railjack? There are content bits they put in that they quickly forget as they move to the next shiny. Drifter was it, now I think even that will be pushed aside for the next shiny squirrel.
  20. I don;t think there will be a problem with dveelopment or teams or anything that will affect the WF we have today (the WF team are doing that, all by themselves) What I do see however, is this second team needing money to make the game during development and the DE guys are looking at the costs invoved and thinking "hmm, better create a heirloom pack for extra cash". Expect more of this until soulframe releases and even then, I think it'll take away from the WF playerbase who will start spending their money on SF fashion kits.
  21. I doubt DE will remove the assets, so the sound recoil etc can be reused for the next latest OP must-have weapon. The Mk-1s are a bit redundant, the vanilla versions serve the same purpose now there's hundreds of weapons to choose from.
  22. pretty soon it'll be "click, congratulations you destroyed the grineer base. Wait 5 hours for youyr railjack to be repaired and you can attack the Nsu Point. Or click here to pay 300 driftergems to instantly unlock your next attack".
  23. Elden Ring is so yesterday, who cares about block and parry-based combat any more. People are going nuts about Revenent 2, and Armoured Core now. Nobody wants yesterdays game mechanism, they want tomorrows. Or they want the good old, tried-and-tested ten-year-success that is Warframe combat and movement. I thik the devs assume that whatever they like is what the warframe players like, and that's just not true. We like Warframe, which is why we play it.
  24. I'm hoping you're right, but not ten years, just 2 - a void coma ever since you were booted into Ball;as's prison and the whole Drifter/Duviri thing has been a nightmare. You wake up, and there's the real New War waiting for you to fight that sentient army.
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