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ScribbleClash

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Posts posted by ScribbleClash

  1. 1 minute ago, Magnus said:

    Some of us had to suffer to get it. Turning it into a token reward is just an insult to everyone who farmed it up, honestly. At least make it difficult to get.

    And the world thanks you for your sacrifice...

    You make it sound like you had to go without food for weeks to get this cosmetic. It aint like you had to perform a highly skillfull task, so it's good that they remove a toxic and pointless grind.

    • Like 3
  2. Avionics - the mods of RJ

    There's multiple things wrong with how this has been handled. 

    1. Lets start with the obvious: There shouldn't be several upgrades to the same avionic. 
      There's no other point to this than adding playtime. They do not offer variety. Either make choosing a house over another have value or get rid of this. There's no point in one house just being superior.
    2. Capacity: Capacity is king. Therefor taking anything other than the reactor which you can squeeze out the most avionic capacity is pointless. Having a higher flux-pool doesn't matter. Again, having randomness in this is pointless, as there's no reason to use anything other than the max capacity reactor.
    3. Battle & Tactical Avionics: Some should be available from the get-go or from syndicates. Having a ressource that does nothing until you get lucky is useless. Doesn't need to be something great, just something at all.
    4. Scrapping avionics could use "Scrap all duplicates". This would need to only scrap avionics if you have the same house avionic on the same rank at least twice.

    Mandatory RNG section
    I don't care if you do not want to get rid of randomness stats, because they're bad and they should go.
    If you wanted players to accept it, the least you could've done is to keep the ranges smaller. It shouldn't be, that you can find a 2.5x better version of an item (Vidar 30 vs 100 avionics). Be more sensible about the ranges (90-100 avionics and 80-100 flux would seem more reasonable) and consider a less random approach (fixed possibilities, say a 90-100 avi 80-100 flux reactor had 10 points to spend with a x2 mod for flux so that you'd get combinations from 90avi 100flux to 100avi 80flux).

    But you didn't do this and you're vehemently refusing to go back on something that is a very tedious mechanic that is not fun or enjoyable . The only thing I will feel if I ever get a 90+avi reactor is relief that I am done with this pointless task you've put upon your players. If I even manage to keep doing this.


  3. RNG is way too random on components. You may claim it's for "player choice" but it's not a choice if there's simply a better version of what you got.

    It is alright to use RNG on obtaining an item, but it shouldn't be RNG on top of RNG. To be quite honest, this seems like player acceptance was tested with Rivens and now we've got this mess of a "system". 
    This isn't fun, this is just artificial content to keep players from finishing their builds.

    I fear that, rather than engagig them, players will burn out on the grind. Please step back and rethink what you're trying to achieve with this.

  4. 11 hours ago, Bouldershoulder said:

    They still die (presumably, by exploding along with the crew ship) and remain dead when I return to the Railjack, which gives me grief.

    Edit: But then magically resurrect when I board another crew ship

    Edit 2: Please, make it stop auto-rotating my Railjack relative to the virtual horizon, there is none and neither do I want or need it.

    The concept of a galactic north exists, which could be interpreted as what you are aligned to. However, games that use this mechanic either show this through UI or allow you to reallign you on demand (by pressing a button).

    Auto-realignment has got to go.  

     

    • Like 1
  5. Companion gets supersized
    Had a Kavat on the mission which got increased in size as much that everything else could be a mouse in comparison: 

    Spoiler

    ZzvG0ek.jpg

    Steps that may lead to reproduction:
    As I do not know what exactly made this occur, here is my steps take when this happened:

    1. Went on Grineer Crew Ship
    2. Made Reactor go into meltdown
    3. Kavat died and tried to revive it
    4. Got ejected from ship before kavat was revived (it was probably destroyed through the main artillery, the timer for reactor was still going)
    5. Get message that my companion was revived and it now has 1 health
    6. Go back to Railjack and the kavat was huge (can't recall if I teleported or entered manually)

    The bug resolves on leaving the mission and does not, appart from visual obstruction, seem to have negative effects.

  6. Gunners have a dreary job and battle avionics being usable from all seats can create chaos.

    Here is my two cents on making this better:

    1. Have dedicated Battle avionics. For example: Pilot gets [1]1Flow Burn (moved from tactical)/[1]Munitions Vortex/[1]Coutnermeasures, [2]Tether Burn and [3]Fiery Phoenix; Gunners  get [1]Blackout Pulse, [2]Tether/[2]Shatter Burst, [3]Seeker Volley/[3]Void Hole
    2. Have separate Flux pools for the seats, e.g. 75% of current systems pool for pilot, 50% on each gunner seat
    3. Adjust base capacity to accomodate additional slots.
    4. Allow the pilot to switch between the nose turret and the forward artillery (once unlocked, maybe add this through a piloting level)
    5. Allow installation of secondary wing turret armaments. Prevent that two turrets of the same type are in primary and secondary (no matter the house). This would allow the gunners to swap between long range and short range turrets, or whatever combination the owner favors and would open up more possibilities for turret designs.

    1Denotes the slot that the ability uses

  7. Gotta be frank: I feel like this was rushed so that it could get released before the end of 2019. 

    1. Opening Quest and learning the ropes:
      The quest to obtain the railjack is nothing more than a ressource- and time-gateway. Not a single attempt is made to teach the player how to use your railjack in the future. 
      A better approach would have been, to send the player to more or less scripted railjack missions, where they've got to fill a roll on the railjack and then do the defense in the end. 
    2. Mission variety
      It's OK to have "kill all" missions, but being constantly assaulted by swarms in all missions is boring. There could've been large vassal fights or orbit-ground missions (considering you have tilestes outside the flightarea, this should be doable) where the ground team had to set a marker to teleport or destroy a target from orbit. Ironically, the sky is the limit to your imagination.
    3. Squad size
      The traditional four man squad seems like another wasted opportunity. As it currently is, it feels like you lack enough people to dedicate yourself to a role. This probably wasn't done, since the roles themselves aren't meaningful enough. Therefor we're stuck with a weird ressource management game.
    4. Looting
      What has been done wrong in archwing and been ignored for years with companions is even worse in railjack. Nothing floats towards you, unless flying straight into loot it is difficult to anticipate your hitbox and it simply makes no sense to be this much of a hassle. 
      Yes you could add a skill that sucks in the loot or give an aura, but just make the railjack automatically collect loot from anything that it gains affinity. Not only does it not show on your radar, the blue glow from most of the loot may get lost in the stars. Coupled with vision range on loot this is a horrendous praxis. What are we to do? Have Itzal next to the ship and suck in all the loot because you refuse to make looting decent? 
    5. Gunnery
      Gaining the ability to shoot in all directions is great. Can we please get independent angling from the ships rotation?
    6. Cancellation of actions
      I've had to encounter that the following actions get cancelled:
      While you try to craft something (holding LMB on a ressource) the process gets interrupted by obtained ressources. As this is fast, it isn't too much of an issue, but this still creates tedious moments.
      When aiming the forward artillery, the railjacks dodge interrupts your chargeup. 

    Please understand that I still enjoy this to a degree and just would like to see this improved.

     

    • Like 2
  8. 20 minutes ago, ScribbleClash said:

    Crew chase camera can not be used (by me).

    Opening the interface with 'L' and hitting the designated button 'Tabulator' does nothing. Checking Controls, only [Show Level Map] is bound to this - which is as I believe, default. I've no clue how to resolve this.

    Apparently it's not default. Mapping Tab to map toggle (or anything?) disables use of crew chase cam.

  9. Crew chase camera can not be used (by me).

    Opening the interface with 'L' and hitting the designated button 'Tabulator' does nothing. Checking Controls, only [Show Level Map] is bound to this - which is as I believe, default. I've no clue how to resolve this.

  10. ["Vanished" Avionics]

    Problem:
    Some Avionics vanish from the Avionics interface.

    Reproduction:
    This occurs after opening [Components] and clicking on the installed [Reactor]. 
    It may be, that this only happens after installing an improved reactor, which can fit more than the base capacity for avionics.

    Current Workaround:
    Close and re-open the interface.

  11. First, let me get to this:

    7 minutes ago, Loshirai14 said:

    Titania relies mostly on her 4th ability, RAZORWING BLITZ

    Builds for her includes damage reduction while airborne (Aviator, Agilty Drift and Aerodynamic)

    I am pretty certain that Razorwing works exactly like an Archwing. Last time I've tested Archwing, it counts as being on the ground (Yes, I understand that it sounds ridiculous). I've tested this with Atlas, as his passive requires him to be on the ground. You wouldn't get knocked down during Archwing.

    So mods like Aviator, Agility Drift and Aerodynamic do nothing while in Razorwing.

    Now onwards to why I think she's fine as is, "even" in comparison.

    Not every warframe has to perform equally in every game mode. 

    Furthermore, I find it a bit sad that you(and others) reduce her to her Razorwing. Here's what my thoughts are on the other abilities:

    1. Her 1 can double as CC or Support ability, not only reducing damage to 0%, but also making you and your allies immune to pesky status effects.
    2. Her 2 gives you and your allies buffs that heighten defense, or reduce enemy speed - both giving you more survivability - as well as buff damage output a little. 
    3. Her 3 isn't where it should be. This could use a rework, but only in the quality that you should be able to control where the lantern goes. 

    She can do a good ammount of things if you are ready to play her outside of her four.

    Does Titania need an urgent rework or even an overhaul? - I say no.
    Does she need a looking at to get her up to date? - Sure, but there's other warframes that require more attention.

  12. So I've been leveling my K-Drives and am now just trying to be done with the achievements pertaining to them. 
    At their current state, I do not plan on getting on them afterwards. The following is (just) my opinion on what they lack and what should be improved. 

    What this is about:
    Critique and suggestions on the K-Drive to improve it's usage.

    What this isn't about:
    Promotion through restriction (as in suggestions to limit usage of alternate vehicles to increase K-Drive usage).

    The issues I've got with K-Drive:

    1. They are a slower means of transport (than Archwings).
      • Also, driving them feels slow.
    2. Pulling off consecutive tricks while on the go isn't rewarded well, as your multipliers reset when touching the ground (this promotes chaingrinding to grin points, making leveling extremely dull).
      • Starting tricks from 0 also takes you more time than they should. It shouldn't require me to do three spins and flips before it counts.
    3. Slight ledges may throw you off your K-Drive.
    4. They perform badly on slopes.
    5. "Races" are only time-challenges.

    What I'd do to improve K-Drives:

    1. Have speedboosters (I know there are jumpboosters) on the main roads between places and/or give them a turbo mode (akin to archwings shift+space; due to button mapping shift+RMB would be better here).
    2. Start tricks once you launch yourself up. Make multipliers more streamlined: increase them for trick variety, maybe even cap them and improve on general point ramp-up to compensate. Make tricks easier to chain, maybe add a ground based trick for that (looking at skateboard games, you may add the manual).
    3. It's a hoverboard, yet every pebble you come accross has a good chance to throw you off it. Slow it down for going into an obstacle, but make it attempt to ascend over it. 
    4. General slops slow K-Drives down tremendously, they may even stop it. This may be a good opportunity to add a mod for vertical velocity.
    5. While time-challenges are okay, a competitive race for conclave with (a) dedicated map(s) would make sense.
    6. Increase versatility through:
      • Adding tool-usability on the K-Drive (with functional swapping whilst on it).
      • Adding a hover mode or mod while using tools (to mine some of the upside down spots)
    7. Just for the fun of it: Make it possible to drive them on walls. I'm envisioning a pipe that you can just spin around in while you're blasting through it. 
    8. Map design: Give more opportunities to leap over large gaps. There's boostpads that feel like they go nowhere.

    Thank you for reading.

    • Like 1
  13. This is such an essential change that seemingly was a sidenote in the patchnotes. 

    IMO Nekros will now trump the other lootframes, therefor chipping away at that oh so fragile construct called playerchoice. (Seriously, no one is holding a gun to your head, forcing you to play certain warframes)

    Loot drops didn't get lowered because of loot abilities, they were terrible in the first palce - and people got inventive because of that.
    We now have less potential drops and no upside to it. 

    And consistency in skills? Desecrate and Pilfering Swarm work differently to begin with. DE just threw them into a heap of their own design, calling it dead bodies - But the skills actually state otherwise themselves. Pilfering Swarm works on killing an enemy, therefor the enemy is in a transistional state from life to death. Desecrate only works on the dead. 
    This is not the same, DE is just trying to justify the changes somehow.

  14. 24 minutes ago, Voltage said:

    The purpose of a clan should incorporate some form of competitive content.

    *could. Personaly I do not care for the PvP aspect of warframe (or pvp in general) and it is not why I created a clan.

    I made a clan, for the same reason there are clans/guilds/... in other games: Content that requires a group to clear it. That used to be raids. (Yes, they've become old fast, but that's because you can't just put out content - bugged content especially - and expect it to have longevity. Also you had to finish them in one session)

    So I am not saying PvP should not be a part - but it should be a part of the mix. Not the sole reason(especially since that's not the case for the major part of the game!). Because that's gonna backfire to some extent. You already get the "benefit" of having clan-only pvp-servers.
    What I think we need to see, is proper raids. Those that have multiple bosses, a clearance progression and require you to revisit.

  15. 4 hours ago, Momaw said:

    Which would utterly destroy the game's loading time for rotating disks and cause bloating in the cache index, in a way that OS-level defragmentation can't fix. A more realistic feature request than having DE rewrite the file manager, might be to simply have an option for cache optimization in launcher:  Automatic, Ask Me, and Never.  If you do not care about the disk space being wasted then just set it to Never and the game will stop nagging you.

    Why do people always asume that something has to be an alteration to a running system, rather than an enhancement? Either have it check if the files are stored on an SSD and hardcode it to skip moving files (Moving files because they are fragmented on an SSD does not only not benefit the speed, but it also shortens your SSDs lifetime!) or make it a tickbox.

    Sure opting out is always an option - myself I am not a fan of collecting dead data.

  16. A Blacklist is the solution to me. In my opinion it should work the following:

    • When joining a match, it checks if any of the squad is in your blacklist. If so, it choses another match or hosts a game.
    • When hosting it refuses blacklisted clients, this should happen seamless and make the refused client look for a different host.
    • When playing as client, it ignores your blacklist. (This may mean you can end up with blacklisted people, but should be alleviated over time).

    In the future DE can even check players that have been blacklisted often, evaluate if this is justified and enforce proper punishment if necessary.

    • Like 3
  17. Why is everyone assuming that:

    1. An ingame report system will introduce work for the support. -|- Right now you can already report, through the website, with the downside that checking validity is an impossible task.
    2. Ingame reports will promote false reporting and get innocent players banned. -|- Ingame reports can have the technical implementation of adding a timestamped actionlog of the player that was reported. Technically speaking you could even implement an action log that can replay what happened in the game without having an insane filespace-requirement. Even if this can not be implemented in Warframes engine, the option wouldn't make validation a worse process.
    3. Maybe it is intended to be an... a leecher. -|- No. No. No. You can already report such behaviour, therefor it can not be intended.
    4. Fishing during a bounty is not leeching. -|- Stop lying to yourself. I may not require your assistance to finish a mission - that does not mean I work for you. Going into bounties you submit to a clear goal. If you're not with a team that does this coordinated to increase their gain (tandem-fishing/mining) then leaving your squad to do the dirty work for you is completly unacceptable. This would be different if fish/minerals were shared. But they aren't. So stop being selfish.

    Leeching is an issue. It should be easy to report it. It should be easier for support to verify leechers.
    Stop leeching.

    • Like 1
  18. 18 hours ago, (XB1)Erudite God said:

    He's a kid. 

    He's a squid.

     

    ...

     

    Seriously though: Hard NO to open worlds. They tend to - and DE keeps in line with this trend - to be open spaces of nothing. And that's the thing I've come to expect from the stamp "open world". Furthermore are we not talking about an actual open world, but about a large map. What I used to expect on hearing open world, is a travelling system towards physical locations of the missions with a seamless transition into them.

    An open world should be about what you can do with it, who you can encounter and how you travel in and out. Not just a large map.

  19. 9 hours ago, bad4youLT said:

    Not how it works, you can test it your self, half of xp goes to whatever gets kill and rest half is devided to other things 

     

    You couldn't be more wrong.

    Quote
    • Kill an enemy with a Warframe ability. All of the Affinity goes to the Warframe.
    • Kill an enemy with a weapon. Half of the Affinity goes to the Warframe and half to the killing weapon.

    https://warframe.fandom.com/wiki/Affinity

    ONLY if a teammate makes affinity and you are in range does the following apply:

    Quote

    25% of the amount goes to your Warframe and 75% of the amount is divided evenly among all equipped weapons

    https://warframe.fandom.com/wiki/Affinity

     

  20. I've had an issue with the following: You can't deploy the Archgun in Archwing mode.

    Also, death shouldn't give you a CD on your archgun, that's just silly. I thought that Hystrix would be a nice choice, but sadly it only applies status effects, not the damage.
    The fight is basicly lephantis with changing resistances... .

    And did I mention: YOU CAN'T DEPLOY THE ARCHGUN IN ARCHWING MODE!!!

  21. This seems to have derailed. This thread was not about wording, but about mods being "unveiled" when you get them, rather than being readable in the codex from the get-go.

    Please consider an alternate thread for such discussions. Upvote to OP, as I can see no reason to keep things as they are.

  22. 33 minutes ago, Shalath said:

    The 24h is to force you to reconsider the test, your gear and your tactics as well as practising. [...]

    That may be DE's official/public stance on it. The cold truth is that they do not want accounts to be rushed through several mastery tests in a day, so that they don't unlock numbers of trading per day as fast. It's basically a system to slow bot-trading and the likes.

    36 minutes ago, Shalath said:

    [...] If you could just spam the test over and over you aren't going to do that and will just get more and more frustrated trying the same tactic repeatedly. Mastery is not lost if you fail multiple times so it doesn't make a difference if you retry after 10 seconds or 24 hours really.

    This doesn't make sense. It doesn't matter if you have a wait or not, people do not tend to try and force their way with a singular tactic if they keep failing. Furthermore, this makes no sense, since training mode already allows you to retake tests without cooldown. And if your final word is that there's no difference in having to wait long or not, then that defeats your own argument.

    I'm neither for nor against the wait. But peoples arguments for or argainst it are plain silly.
    I personally do enjoy the thrill of knowing, that if I screw a test up, I'll have to wait. It makes passing tests more valuable (to me).

  23. Problems with Conclave:

    1. Virtually no matchmaking. (It is done merely by your standing rank)
    2. It is Quake 3 arena on steroids. (seriously, the constand airjump shooting isnt really fun)
    3. It's atmosphere is mediocre at best. (Why does no one watch your lunaro game?)

    Honestly, current PvP could do with ye ol' stamina bar, slowdown, weapon balancing, weapon-only-mode and maybe lunaro being publicly playable/visible in relays.
     

     

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