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kingwobbler

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Posts posted by kingwobbler

  1. Faction: Warframe (not tenoo. you'll see why)

    Brief Description: This was used when the Tenno (in their Warframes) were caught off guard and had to create a makeshift melee weapon from scraps found lying on the ground (or on each other).

    Tapping [melee key] would use the stance of the machete and the charge attack would be a two handed over head swing.

    Spoiler

     

    Spoiler

     

     

  2. Just wanted to say thankyou to all who helped make warframe and to those who keep it going and to the excellent admin who put up with us complaining 24/7 :) love this game. didnt know where to type this but thanks !!!!!!!!!!!!!!!!!!

     

    the world needs more people like this guy/girl  :D

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    The expanded list of topics I want to see covered... (minimized for convenience)

    Resolution of power creep. The only challenge in this game for veterans is found in infinite game modes.We are able to trivialize all enemies through the highest level zones in the game in under a second of gunfire from a decent weapon, and can destroy armies of enemies with the press of #4.

     

     

    In short, level 40 heavy grineer units (Bombards) typically die within less than a second of gunfire from a decent weapon. If you're using the same build on an Mk-1 Braton, it will only take 4 seconds. Radial Javelin and other nukes can still clear any and every non-endless mission with max range and max efficiency.

     

    "Press 4 to win/survive", the case of radial damage abilities. Enemy scaling plays a part in this since any hit from a well-geared player tends to annihilate the map if it's a non-infinite mission. In the case on infinite gameplay, the situation changes--we do not kill enemies using radials, but still choose to spam them due to how deadly enemy hits are. The constant crowd control is really our only means of survival in infinite content, hence the unpopularity of damage warframes compared to utility warframes. Between trivializing all non-endless content, and being the only margin of survival due to short stun in endless content, radial damage abilities need a look into how to make them more helpful beyond their damage falloff, as well as how to lessen their destructive effect in non-infinite content. Also, abilities #1, 2, and 3 for said warframes need an investigation as to why spamming #4 is more favorable than using any of those abilities. It usually has to do with having an X-ray hit everything within a 2*pi*r^3 sphere, which is simply exponentially more effective for only a linear cost.

     

    A reduction in the grind. I've never seen this many players post burn-out and rage threads. A likely source is the way our gameplay focus shifted starting from August of last year, pushing into now. Syndicates give us a daily grind, but the most stressful grind is probably Baro Ki'Teer, the void trader. Players are pushing themselves to play nothing but void in their time to save up to buy his entire inventory when he shows up, and the stakes are high since it is assumed everything he will have for sale is new for that particular appearance. The new importance to grinding void keys is also putting stress on the methods used to obtain keys. That said, changes should be made to the merchant, such as a price reduction, more time between his appearances, and appearances where he is carrying a duplicate of a previous merchant stock, giving loyal players less to worry about when he appears.

     

    The reintroduction of limited availability mods, and the improvement of second-best options.Limited edition event content is always annoying to players who've missed them, but the most major ones are the mods acquired in said events. Only Lethal Torrent and the Cicero Crisis (toxin/status) mods have been introduced back into the system, but plans need to be made to introduce the sets for Tethra (shock/status), Breeding Grounds (fire/status), Cryotic Front (ice/status), and the slash and puncture sets (120% physical damage type). The antiquated mods that generally gave status and physical damage in the past are showing their age compared to the power creep. If you've missed the event to get the 120% puncture mod, the second best option is 30%, which simply isn't worthwhile. Similarly, the standalone status mod is only 15% for most weapons, which is very lackluster compared to the magnitude found on the combination event mod. The physical damage mods should be boosted to 100%, and the standalone status mods should be boosted to 100-120% to compare with the event standards and give those latecomers an inferior but tolerable base of mods to work with in case they missed events.

     

    False choices. It's great that the developers see that base damage and multishot as they are implemented in the game now are must-have staples to our builds. However there are similar mod problems in warframes. Steel Fiber isn't worthwhile on all but a few warframes, most notably Valkyr. Fleeting Expertise may as well be a core mod given that the way it increases our ability use persistently, and allows us to use our abilities for a very small cost. You wouldn't really prefer (Primed) Flow over this, you'd simply choose to use it alongside FE. We wouldn't use Diamond Skin or Antitoxin over ability mods or Redirection/Vitality, and not many of us use Rush given the prevalence of coptering.

     

    Difficulty modes and progression. There is no non-infinite zone which could challenge veterans, and neither is there an incentive to progress through the game if we could just request a taxi. What we need are fine mechanics for progression, such as those found in this thread.

     

     

    Enemy scaling, variety, and intelligence. I've already mentioned how trivial most enemies are as of now, that problem will get fixed eventually. Afterwards, what of their scaling? Grineer armor scaling makes this faction obscenely durable compared to anything else in the game. Scaling for grineer armor is all the scaling anyone needs to be concerned with. The rate at which they become bullet sponges is too severe. When damage between players and enemies is balanced, this armor scaling should be revisited to put grineer on more equal terms to the other factions. Once that's done, some work could be done to give enemies more cooperation within their ranks to pose a greater obstacle, as well as grant more enemies a range of movement that can compare to our own.

     

    Coptering, Wall-vaulting, air melee, sprinting, sliding, and movement in general. We definitely have more movement than our enemies, and probably more movement than what was intended in the scheme of maps. However, the amount of grind in this game's long term sense of progression is making quick completion a necessity. Air melee allows us to move quite freely in case coptering is removed, but there is still something to desire in our movement compared to the game. It seems as if the maps and enemies were built around a cover-shooter mentality, but our movement is more akin to platforming games than it is to shooter games. The game becomes a kind of shooting gallery / platformer combo, and the advertising of this game seems to imply the game should be more akin to a more ground-based playstyle that emphasizes gunplay and stealth more than the current scheme of rushing everything with coptering and power spam.

     

    Is stealth ever really an option? No. This is completely forgivable in infinitely scaling mission types (survival/defense/interception), but kind of questionable in other game modes. Our enemies are not really dangerous enough to want to avoid, their ability to detect us usually voids most attempts at stealth for non-invisible players, enemies spawn constantly without notice, and in general it is far more profitable to smash everything in the first place. This kind of gameplay is okay for the audience who doesn't want any more than this, but some players do want a more tactical mission than simply rescue, which is pretty good but can still be rushed quite expediently. At least the option to play with stealth is there within that one room.

     

    Is there a reason to play anything but void and some choice resource farming nodes? No. There is no reason to play the excellent rescue game mode if you're not donating specters to alliance rails. We only play on planets in the solar system to gather resources periodically. Progressing through the star map is tedious, unrewarding, and meaningless in the grand scheme of things. Most of us haven't even played Corpus Hijack, and releasing an event would only solve that for a week before we don't touch it again. The game on the larger scale needs more fun, incentive, and reward, and less forced grind.

     

     

     

     

    ER MER GERD SPOILER-CEPTION (a spoiler with in a spoiler with in a spoiler... etc.)

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