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Kai

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Posts posted by Kai

  1. Ever since Whispers in the Walls came out, I was dreading on increasing my Standing once again for a new syndicate. Thankfully, that wasn't the case. The standings are straightforward and for someone who barely has time to play anymore - I feel these missions respects my time since I can do the highest possible missions and earn 5k Standing each run. I was hoping this was a possible case we can do for the older bounties such as Cetus, Fortuna, and Deimos.

    Instead of a chain of missions for a player to obtain both standing and resources, please provide us a way to simply increase our Standing through a linear mission (and not the other way around please!). Perhaps a tab, that can swap out them out for a varying/scaling missions similar to The Cavia's. That's all. I would greatly appreciate it if such can be made in the future.

    • TYPE: In-Game
    • DESCRIPTION: Upon entering a Derelict Freighttrain in a Railjack Mission and falling off towards the end will send you outside of it and attempting to enter again will cause your screen to go black and pressing the ESC button to bring up the menu won't appear, oddly enough it doesn't block the UI such as Mini-Map, abilities, Health/Shields, allies, Tactical Menu. However, I teleported to an ally who was right outside of Railjack fixed it for me temporarily as entering the actual objective caused it to occur again. This time, teleporting won't fix it, but going into Operator mode will fix it.
    • VISUAL: Sadly I wasn't able to take pictures of it.
    • REPRODUCTION: Enter Derelict Freightrain Optional Objective and fall out, causing you to be ejected outside of it. Enter immediately and that's how the black screen happened.
    • EXPECTED RESULT: I should be able to see things as normal.
    • OBSERVED RESULT: Everything went black except for a couple of things that are still visible (See Description).
    • REPRODUCTION RATE: Only tried it once in the Veil Proxima node on the very bottom left, the Extermination one.
  2. I really love how Granum Void and its mechanic were implemented, they're essentially a mission within a mission that can give you additional rewards and the best part, it can be done in any mission given the proper tile set. So I was wondering if its possible to implement it with Halls of Ascension with some mechanics that already exists in-game.

    Trials of Ascension a.k.a Halls of Ascension 2.0

    In order to access the halls, one must find a Void Rift (Similar to the ones you encounter in Lua Spy Missions) wherein it will prompt the player to expend a Somatic Fiber in order to open the trial. Once a player enters, they are randomly presented with one of the seven possible challenges. After completing a challenge, another Void Rift will appear and will send any players to the next remaining challenge (not expending a Somatic Fiber). If the squad or player refuses to enter the Void Rift within the given time or fails due to failing the challenge three times, they will be transported to the treasure room wherein they will be presented by the mods of each challenge they have completed so far, and bonus item upon completing all seven of them.

    Now how do you exactly fail the challenge? It was relatively easy to restart certain ones (Agility, Cunning, Speed) while some can't be repeated on a failure or possibly just impossible (Collaboration and Stealth). So here are my concept for the rework. 

    Vaya's Trial "Let it be known, the deft will be judged."

    This is essentially the Agility Test, the Organ Room. It plays relatively the same, except there would be six unlit lights on top of the panel where one would shoot to initiate it. Whenever a player fails to move to the next tube and thus resetting the challenge, one of the lights will light up. If all three lights up, the challenge becomes a failure and they are transported to the treasure room.

    Anasa's Trial - "To succeed alone or not, show us the result."

    This is the Collaboration Test, normally one can't complete it alone unless they have a slew of stuff to ensure the panels can be stepped on (Specters, Tenno, etc). To make it fair for those who are doing the challenge alone, once they have entered the center room, the pressured pad has to be stepped on for a couple of seconds in order to activate it, allowing a single player to potentially take and activate all four pressure pads alone, provided they do it within the allotted time.

    Ayr's Trial "Watch, think, move. One misstep will end it all."

    This is the Cunning Test with one minor change, it becomes timed with the water flowing denoting the amount of time left before one can finish the challenge.

    Piv's Trial  - " Persist through all odds, only then may you proceed."

    The Endurance test, except for two changes: The damage of the lasers are scaled accordingly to the number of players in the squad, dealing maximum damage on a squad of four. Additionally, the players can now be shot in the front to disable them (which enables solo players to persist through the challenge). A player can't die from the lasers, instead they will drop to 1 HP and reset the puzzle. On three failures, the players are transported to the treasure room.

    Orta's Trial - "The weak will be left behind, prove you are strong."

    The Power Test is now different. The players will be transported into a room with a number of death orbs equal to the number of players in the squad. The challenge is simple enough, deal enough damage on each death orbs and the player succeeds the challenge. If a player fails to reach the threshold, it counts as a failure and disables one of the death orb, allowing their remaining chance to focus on the remaining death orbs.

    Sah's Trial "Be quick for time is running out and there's no second chance."

    The Speed Test, this one plays differently depending if played alone or in a squad. There will be six unlit lights on the center room denoting the number of attempts possible. In a squad, if a player fails to make a full cycle on the course, they are transported in a cage and the course will reset, allowing the next player to make the attempt. If all players have attempted the course and all failed, they are transported back to the circle and the lights will lit up by an equal number to squad's attempt.

    Valana's Trial  - "Only those who are caught are guilty."

    The Stealth Test, essentially the same with some changes on the map to make it much more narrower. If done in a squad, a player tagged by a laser are frozen (as if affected by Stasis). If all players are frozen, the test fails.

    Zambuka's Treasure Room - "For proving your worth, ascend."

    The treasure room, aside from the usual drift mods, if may reward additional loot depending on the number of completed challenges:

    • X Trials Completed - Rewards a Somatic Fiber for each trial completed.
    • 2 Trials Completed - Rewards a Forma blueprint.
    • 5 Trials Completed - Rewards an Aura Forma blueprint.
    • All Trials Completed - Rewards an Exalted Weapon Riven. Can only be rewarded once a week, succeeding completions rewards an extra Forma and Aura Forma blueprint.
    • Like 1
  3. 1 hour ago, Berzerkules said:

     

    Why would that get both of them banned?

     

    Sharing accounts is not allowed. Although I can't say that applies to everyone. There are other players that are actually well-known and has been known to share or have their accounts used by other players. Although the degree of sharing is weird, since most of the time - people just want to just login for their daily tribute or catch up on events.

  4. Reason why I'm making this is because I'm afraid to login my friend's account who is missing the entire event due to Quarantine. He's an avid Warframe Player who has invested in the game (Tennogen, Prime Access, etc), but sadly he can only play in Internet Cafes. I want to give him the unique rewards such as Basmu and Ceti Lacera or the Ballroom Simulacrum and I can earn those alone and hopefully give it to him once he gets to play again.

    DE, is it possible for you to make these tradeables?

  5. Variant Stats and Loot

    The current way how Wreckage is being handled, specifically the MK3 parts is frustrating. Their drop chance combined with the countless variations it can have can easily burn someone who is trying to get that "Perfect" part since, let's be honest. DE had always given us the ability to create variations in our build, whether it be how we mod our Warframes to our Guns, we had control on what we want so we can freely ENJOY the game.

    Come along Rivens, their randomness and combination of stats can either make or break the game for us, there are some who wants to get the strongest stats possible and there are those who simply wants a good riven for them to enjoy their favorite weapon. Players took a while for them to actually don't mind farming for rivens since players have accumulated tons of rivens enough for them to trade with other players, find the ones they want and trade away the ones they don't want to those who do want it. Regardless, you don't necessarily require Rivens to actually enjoy the game, they provide a good stat boost for your weapons, but even without it - you can still complete the entirety of the game without it.

    Next comes the Kuva Liches, these ones in their current iteration is very much welcoming. Despite the steps you need to actually need to kill these ones for their weapon with random stats, you actually see what you are getting before fully committing yourself to it. You have slight control on the bonuses you get which comes in the form of what Warframe you wish to be the Progenitor of your Kuva Lich, and even then we have received word from DE on ways to manipulate the way we can get our Kuva Liches in the future in the form of possibly allowing us to remove our undesired Kuva Lich. Overall, the Kuva Lich is become a good side-system that you don't entirely need to focus on, but provides itself with some nice bonuses if you do want to go that direction.

    Finally, comes the Wreckage - specifically MK3 ones. This one is a total mess. The amount of parts you would need that has the same aspect the two detailed above has the total of 4. We have the Shield Array, Engines, Reactor, and the Weapons. Each one has varying stats that are completely randomized as well the drop chance, combining that with TONS of resources you need to invest. How is this one a total mess? It is quite simple really. Take a Vidar Reactor MK3 for example, it is an end-mission reward with 2% drop chance and even then it has randomized stats that might not even help you in the long term. Surely, if you got a good one, eventually at some point you will obtain a slightly better one and then you can get 50% of the resources you've invested on it. 

    Let's compare this to a popular shooter-looter game. The Borderlands franchise. You have Shields, Grenades, Class Mods, Artifacts and finally, your Guns. Every single factor of your character from the ones I mentioned before can be completely random, but they always have a set standard where it can be reliable even if some of the stats are completely off. Class Mods for example always provide certain bonuses to your skills and may vary from +1 to +5. Even then, you're getting a positive bonus out of it even if it's a +1. Not only that, the one thing that actually makes Borderlands a Shooter-Looter game is that you don't have to worry about the LOOTING aspect as you can be sure that these items and guns can drop almost everywhere so you can truly enjoy the SHOOTING aspect of the game. There will be times where you have to change your stuff every now and then due to getting better guns, shields, grenades, class mods or artifacts, but even then IT COSTS YOU NOTHING to get them. You just simply need to kill enemies and loot whatever lootable container out there, even then it might drop a bad gun, but hey it's something.

    Returning back to Empyrean, notice the bolded words there? You can't even enjoy any of those when playing through Empyrean without sacrificing the other. Want to get a better cannon for your Railjack? You'll have to pray for an enemy to drop that shiny purple thing out in space where the chances of seeing it from your ship is.. well - Hopefully you notice it. Change of scenario, now that you've got a good cannon that you think might be worth your while, now is the time to invest some resources and time. Tons of isolated resources that are found exclusively in this mission in large amounts alongside with a 12-Hour wait time. Good, you've done it. But wait! You found a much better gun and you want to invest on this one. Guess what, you're getting back 50% of the resources you've invested on the previous and wasted 12 hours on waiting on it. Oh hey, look there's also a Rush Repair Drone for 50 Platinum that you can purchase to instantly skip all of these. Definitely a way to ease your suffering to skip the looting aspect of the game and just go straight to shooting, but what's the fun in that in a shooter-looter game.

    I know these aspects makes Warframe, Warframe. The Time Gate and investment of resources on everything is something everyone is used to since it had existed way too long that veterans knows the standard procedure when obtaining a new item in the game. But combining old features with new ones can spell disaster when not watched properly. Specifically, time gate and resource investment on a totally RNG drop with RNG stats. So I would like to offer some suggestions that you guys might consider while improving Railjack:
     

    • Remove Time Gate (The 12-Hour Wait Time) and keep the Resource Investment. You can even reduce the amount of returns when scrapping it from 50% to 25% given you no longer need to wait to actually use the gun, shield array, reactor, or engines and test it out.
    • Full Refund on Resource Investment and drastically reduce the Time Gate. Quite a simple change really, 100% scrap yields (you can remove the Dirac here) and cut down the time to wait to 1~2 hours. Same reason as above, test the part without worrying any loss of resources.
    • Massively increased drop chance. Diluted drop tables had always been an issue in Warframe, but in Railjack, it serves to connect to the actual game. You might get Relics which you can use, but let's be honest. In a new system that you've introduced with all the shiny things a player can obtain, why take that away the chance for them to actually enjoy this Empyrean Game Mode by introducing way too many things that they can obtain, but not specifically helpful in Railjack missions? If you were to make them as common drops where they drop every once in a while, that would actually allow players to consider what they want to invest in with a selection of choices they've obtained throughout the game. Running an hour of Empyrean and only getting a single Reactor, Engine, or Shield Array due to bad RNG, what's there to consider? You might as well join someone else's Railjack who happen to have better chances than you and are actually enjoying the game themselves. You might get a taste of that enjoyment without dying or having to constantly repair fires, electricity and hull breaches and enjoy the shooter-aspect of the Railjack provided the host doesn't leave.
    • Reduced Resource Investment and Reduced Time Gate. Similar to the 2nd one, just cut down the resources you need to repair a wreckage and reduce the time gate.

    So far, those are what I can recommend for possibly improving Railjack itself. Increasing the resource amount is greatly welcome, but when faced with RNG on top of RNG stats, it's not really worth the investment... nor the 12-hour wait time. There's also a few possible things I want to touch on.

    • Remove Rush Repair Drone. This one is quite simple really, remove the 50 Platinum cost in the market and replace them with an already existing system. Rushing. Straight platinum to rush a fully resource invested wreckage. What makes this great is that even with the current system, if you've waited for 6 hours or whatever time is remaining, the amount of platinum to rush gets reduced. So why not use this? You've already increased the resource amount drop and the only purpose now of a Rush Repair Drone is to save on those resources and cut down the 12-hour wait time, but let's be honest. People don't like to wait when you've finally got the part you've been looking for countless hours. You've got tons of resources to spend, so why not?
    • No More Vacuum. Kill an enemy or just breaking an asteroid? Just send them straight to the players everything they drop. No need to chase an enemy 20k meters away from the rest of your team since it decided to roll towards a random direction in its dying breath (looking at you cutters). You are completely missing tons of beneficial things when you move too far from your enemy, namely affinity share. 
    • Static and Dynamic Bonuses shown. This one is just a minor change in the UI. Simply show X + Y Effect. Wherein X is static across all items of the same kind and Y is the additional bonuses you gain. Let's say for guns, a Zekti-variant would have a standard +20% Damage or +15% Fire Rate + X Damage/Fire Rate. So whatever Zekti-variant you obtained, you would always have that bonus, even if the additional damage or fire is a laughable 1% increase, it's still a positive thing regardless.

    I'm really enjoying Railjack, it's one of aspect of Warframe that I can actually sink my time in despite how long the mission can take and a refreshing new system in Warframe. There's always going to be some minor hiccups and whatnot, but I do truly believe it has potential for a great co-op mission for everyone to enjoy. Oh, one last thing I would like to present as a suggestion:
     

    • Borrowed Shields, Engines, Guns. This one would only work in Pre-Made Squads as this would actually allow you to and your squadmates to temporarily lend either a Shield Array, Engine, or Guns for your Host's Railjack for the missions you guys will be running until you guys return to the dry dock. If your squad mate has a better shield array, why not allow it to be installed in your Railjack briefly. Same goes with Engines and Guns. I know Reactors won't work as they drastically affect the Avionic and Flux capacity of the Host's ship so I won't bother with that.
    • Like 1
  6. Variant Stats and Loot

    The current way how Wreckage is being handled, specifically the MK3 parts is frustrating. Their drop chance combined with the countless variations it can have can easily burn someone who is trying to get that "Perfect" part since, let's be honest. DE had always given us the ability to create variations in our build, whether it be how we mod our Warframes to our Guns, we had control on what we want so we can freely ENJOY the game.

    Come along Rivens, their randomness and combination of stats can either make or break the game for us, there are some who wants to get the strongest stats possible and there are those who simply wants a good riven for them to enjoy their favorite weapon. Players took a while for them to actually don't mind farming for rivens since players have accumulated tons of rivens enough for them to trade with other players, find the ones they want and trade away the ones they don't want to those who do want it. Regardless, you don't necessarily require Rivens to actually enjoy the game, they provide a good stat boost for your weapons, but even without it - you can still complete the entirety of the game without it.

    Next comes the Kuva Liches, these ones in their current iteration is very much welcoming. Despite the steps you need to actually need to kill these ones for their weapon with random stats, you actually see what you are getting before fully committing yourself to it. You have slight control on the bonuses you get which comes in the form of what Warframe you wish to be the Progenitor of your Kuva Lich, and even then we have received word from DE on ways to manipulate the way we can get our Kuva Liches in the future in the form of possibly allowing us to remove our undesired Kuva Lich. Overall, the Kuva Lich is become a good side-system that you don't entirely need to focus on, but provides itself with some nice bonuses if you do want to go that direction.

    Finally, comes the Wreckage - specifically MK3 ones. This one is a total mess. The amount of parts you would need that has the same aspect the two detailed above has the total of 4. We have the Shield Array, Engines, Reactor, and the Weapons. Each one has varying stats that are completely randomized as well the drop chance, combining that with TONS of resources you need to invest. How is this one a total mess? It is quite simple really. Take a Vidar Reactor MK3 for example, it is an end-mission reward with 2% drop chance and even then it has randomized stats that might not even help you in the long term. Surely, if you got a good one, eventually at some point you will obtain a slightly better one and then you can get 50% of the resources you've invested on it. 

    Let's compare this to a popular shooter-looter game. The Borderlands franchise. You have Shields, Grenades, Class Mods, Artifacts and finally, your Guns. Every single factor of your character from the ones I mentioned before can be completely random, but they always have a set standard where it can be reliable even if some of the stats are completely off. Class Mods for example always provide certain bonuses to your skills and may vary from +1 to +5. Even then, you're getting a positive bonus out of it even if it's a +1. Not only that, the one thing that actually makes Borderlands a Shooter-Looter game is that you don't have to worry about the LOOTING aspect as you can be sure that these items and guns can drop almost everywhere so you can truly enjoy the SHOOTING aspect of the game. There will be times where you have to change your stuff every now and then due to getting better guns, shields, grenades, class mods or artifacts, but even then IT COSTS YOU NOTHING to get them. You just simply need to kill enemies and loot whatever lootable container out there, even then it might drop a bad gun, but hey it's something.

    Returning back to Empyrean, notice the bolded words there? You can't even enjoy any of those when playing through Empyrean without sacrificing the other. Want to get a better cannon for your Railjack? You'll have to pray for an enemy to drop that shiny purple thing out in space where the chances of seeing it from your ship is.. well - Hopefully you notice it. Change of scenario, now that you've got a good cannon that you think might be worth your while, now is the time to invest some resources and time. Tons of isolated resources that are found exclusively in this mission in large amounts alongside with a 12-Hour wait time. Good, you've done it. But wait! You found a much better gun and you want to invest on this one. Guess what, you're getting back 50% of the resources you've invested on the previous and wasted 12 hours on waiting on it. Oh hey, look there's also a Rush Repair Drone for 50 Platinum that you can purchase to instantly skip all of these. Definitely a way to ease your suffering to skip the looting aspect of the game and just go straight to shooting, but what's the fun in that in a shooter-looter game.

    I know these aspects makes Warframe, Warframe. The Time Gate and investment of resources on everything is something everyone is used to since it had existed way too long that veterans knows the standard procedure when obtaining a new item in the game. But combining old features with new ones can spell disaster when not watched properly. Specifically, time gate and resource investment on a totally RNG drop with RNG stats. So I would like to offer some suggestions that you guys might consider while improving Railjack:
     

    • Remove Time Gate (The 12-Hour Wait Time) and keep the Resource Investment. You can even reduce the amount of returns when scrapping it from 50% to 25% given you no longer need to wait to actually use the gun, shield array, reactor, or engines and test it out.
    • Full Refund on Resource Investment and drastically reduce the Time Gate. Quite a simple change really, 100% scrap yields (you can remove the Dirac here) and cut down the time to wait to 1~2 hours. Same reason as above, test the part without worrying any loss of resources.
    • Massively increased drop chance. Diluted drop tables had always been an issue in Warframe, but in Railjack, it serves to connect to the actual game. You might get Relics which you can use, but let's be honest. In a new system that you've introduced with all the shiny things a player can obtain, why take that away the chance for them to actually enjoy this Empyrean Game Mode by introducing way too many things that they can obtain, but not specifically helpful in Railjack missions? If you were to make them as common drops where they drop every once in a while, that would actually allow players to consider what they want to invest in with a selection of choices they've obtained throughout the game. Running an hour of Empyrean and only getting a single Reactor, Engine, or Shield Array due to bad RNG, what's there to consider? You might as well join someone else's Railjack who happen to have better chances than you and are actually enjoying the game themselves. You might get a taste of that enjoyment without dying or having to constantly repair fires, electricity and hull breaches and enjoy the shooter-aspect of the Railjack provided the host doesn't leave.
    • Reduced Resource Investment and Reduced Time Gate. Similar to the 2nd one, just cut down the resources you need to repair a wreckage and reduce the time gate.

    So far, those are what I can recommend for possibly improving Railjack itself. Increasing the resource amount is greatly welcome, but when faced with RNG on top of RNG stats, it's not really worth the investment... nor the 12-hour wait time. There's also a few possible things I want to touch on.

    • Remove Rush Repair Drone. This one is quite simple really, remove the 50 Platinum cost in the market and replace them with an already existing system. Rushing. Straight platinum to rush a fully resource invested wreckage. What makes this great is that even with the current system, if you've waited for 6 hours or whatever time is remaining, the amount of platinum to rush gets reduced. So why not use this? You've already increased the resource amount drop and the only purpose now of a Rush Repair Drone is to save on those resources and cut down the 12-hour wait time, but let's be honest. People don't like to wait when you've finally got the part you've been looking for countless hours. You've got tons of resources to spend, so why not?
    • No More Vacuum. Kill an enemy or just breaking an asteroid? Just send them straight to the players everything they drop. No need to chase an enemy 20k meters away from the rest of your team since it decided to roll towards a random direction in its dying breath (looking at you cutters). You are completely missing tons of beneficial things when you move too far from your enemy, namely affinity share. 
    • Static and Dynamic Bonuses shown. This one is just a minor change in the UI. Simply show X + Y Effect. Wherein X is static across all items of the same kind and Y is the additional bonuses you gain. Let's say for guns, a Zekti-variant would have a standard +20% Damage or +15% Fire Rate + X Damage/Fire Rate. So whatever Zekti-variant you obtained, you would always have that bonus, even if the additional damage or fire is a laughable 1% increase, it's still a positive thing regardless.

    I'm really enjoying Railjack, it's one of aspect of Warframe that I can actually sink my time in despite how long the mission can take and a refreshing new system in Warframe. There's always going to be some minor hiccups and whatnot, but I do truly believe it has potential for a great co-op mission for everyone to enjoy. Oh, one last thing I would like to present as a suggestion:
     

    • Borrowed Shields, Engines, Guns. This one would only work in Pre-Made Squads as this would actually allow you to and your squadmates to temporarily lend either a Shield Array, Engine, or Guns for your Host's Railjack for the missions you guys will be running until you guys return to the dry dock. If your squad mate has a better shield array, why not allow it to be installed in your Railjack briefly. Same goes with Engines and Guns. I know Reactors won't work as they drastically affect the Avionic and Flux capacity of the Host's ship so I won't bother with that.
  7. 13 hours ago, Lost_Cartographer said:

    *I* consider level 100 enemies a PITA, and I'm sure I'm not alone in that sentiment, as likely evidenced by people reluctant to take one on the chin from their lich so said lich can scram.

    Not all of us care to grab the biggest gun in the locker and a frame that can shut down the AI with a button press.  The longer I can keep my lich's minions ~level 60 such that I can get away with decent, FUN firearms and not need to cheese my way to victory, the better my experience with this content is.

    So yeah, their level going up is an issue.  Feel free to disagree, that's fine, but I'm not taking down my lich for your sake if it means my game play experience gets worse.

    I would like to both agree and disagree. Having level 100 enemies is a nice challenge, but it gets tiring after a while and it's not only the biggest gun you would want to carry, you would want to bring the tankiest frame like Inaros, Wukong, Nidus, or other frames that can mitigate one-shotting Grineers. I really hope they just de-spawn after a while if they don't want to deal with them.

  8. 1 hour ago, Lost_Cartographer said:

    Nah, the approach to leveling them up needs to be looked at.  We should be able to get all stabby without hesitation as it feels good.

    And while we're on the subject of rank ups, maybe their soldiers shouldn't level up with them, except maybe their thralls, as they're already a separate level from the rest of the chaff anyway.  The occasional 120 mixed in with stock 60-70's isn't going to overwhelm most players (I hope.)

    Or perhaps instead of leveling up amounting to raw stats, the lich and co. gain new resistances and immunities or new elemental types of damage (or powers) and a player has to deal with that?  Like using corrosive do yah?  Well first time his army grows resistant, second time immune, but they're still effectively level ~60.  What I'm saying is this - Ranking up meaning new curveballs might be more interesting than simply requiring bigger guns from the player.

    There's a lot of issues with stabbing a Lich, namely one is that if you have the incorrect mods, you die. The enemies within their missions aren't an issue, well - some of them are like a 100+ Nox rampaging across the map, other than that, there's really no issue with the level of the enemies. Sorties have already introduced 100+ enemies and this one is no different.

     

    Although having a new curveball sounds interesting, I just fought my lich who had Oberon's Abilities and me and my team were simply obliterating each other while draining away its health due to Radiation.

  9. 1 minute ago, D06pblH9l said:

    People not trying to execute their lich is a response to a horrible murmur grind. Currently I know of two benefits you get, if you don't try to kill him.

    That I know, but the rate of Thralls spawning regularly and the ones spawning around the Lich are equally the same.

  10. 2 minutes ago, Lost_Cartographer said:

    I'd wager if stabbing them without an or with an incorrect word didn't level them up, thus forcing the pregenator to wade through an even higher level of Grineer for... virtually no benefit at all, people would be more willing to shank them to get them out of the way.

    Thus I suggested that they just simply de-spawn if they wish to not stab them or have any plans dealing with them to make way for other possible liches spawning in the mission.

  11. I know there's a possibility of multiple liches spawning in a single mission, but never while one is already active - and there are always players who tend to just leave them, ensuring no other liches spawn for that mission. Can we do something about that? Perhaps have the Lich de-spawn once the their progenitor is 50 meters away from it?

  12. So I had this encounter in a Sabotage Mission with a full squad of random players. The moment I spawned in the mission, my lich has already spawned and a random player was able to somehow perform a mercy on them, of course this did not kill it and its HP bar became Gray. It can still replenish shields, but upon depleting it - nothing. No prompts for further mercy, you can just keep damaging its shield but nothing else. 

  13. Can we like have the ability to save messages? I certainly don't want to accidentally delete Kela's message. It's one of the best and possibly a good way to blackmail her when I need to farm Saryn for a friend. 

    Other than that, this event is so far the best summer event I've ever played in any games. The atmosphere and the senseless killing splashing is fun!

    • Like 2
  14. Most of the time, players don't really want to enter the Rift Plane - Cataclysm would most likely just force players out of the area to kill most enemies or if you have certain frames that can bypass that, no problem - But there's really no incentive in staying there aside from the minuscule energy regeneration it provides. Sure, you're invulnerable to enemies who are not in the rift, but so are they. So here's a new mechanic I would like to suggest for players inside the Rift Plane.

    Enemies within the Rift are revealed through walls and obstacles. Limbo and his allies' attacks gains infinite punch through against enemies within the rift. (Similar to Zenith)

    This form of buff gives players to stay inside the rift while Limbo himself is able to drag more enemies inside through his first ability. Projectiles would benefit the most given you can practically shoot a rift-bound enemy from afar without worrying about about obstacles. If you have a melee weapon with a huge-ass range and see an enemy on the other side of the wall, your weapon would definitely him them through it (Those pre-fixed slide attacks essentially). In the plains or any open world, it has a maximum range of 200 meters, so if you have that ally who wants to snipe a target from afar but the enemy keeps moving a lot? Send them both into the rifts and activate stasis so your ally can line the perfect shot.

    I think giving Limbo this unique power would definitely boast his offensive capability as a team player aside from the usual defensive/supportive frame he is being played as.

  15. So whenever I join my friend or a random squad in Orb Vallis, regardless of whether I come from Fortuna or from Orbiter, once my game freezes for a bit (usually says Not Responding, but then disappears), it is always followed-up by a Host Migration wherein it would either put me in my own instance of Orb Vallis or back to my Orbiter. This has happened to me always ever since the Buried Debts update, I can't accompany my friends to do Exploiter or Profit-Taker or basically anything in Orb Vallis.

    When I try to host and the same hiccup occurs (Not Responding then back to normal, usually like less than 5 seconds), all my friends gets disconnected. I assume the game actually disconnects me from the server during this period of time. If you guys could help me out or fix this bug, that'd be greatly appreciated.

    No issues whatsoever with any other missions, Plains of Eidolon is fine, other missions are fine. This just occurs in Orb Vallis exclusively.

  16. 1 minute ago, ObviousLee said:

    You raise a very valid point. So my question is then what is someone to do when they've done as you and several others have suggested, but the request gets ignored for one frame, but the ideas and suggestions for said frame are super imposed onto another? That's why I've made this thread.

    My flight mechanic (not sure if you had the chance to read it yet) actually rectifies those flight issues, with some fine tuning in the "on paper" department it would be a fully functioning skill with no hallway deteriments.

    The Feedback Forums is certainly the right spot, while it might not garner attention from other players like this one in GD, DE certainly takes their time to read them (unproven, but hey, they made that for a reason!). Reddit is also a hot place, but the link is certainly the only place to provide an appropriate feedback without having unwanted discussions that would potentially pull the main topic away.

    Another thing to hope, usually when they release Deluxe Skins or Prime Versions (in which case Zephyr already has her Prime), they would fine tune some stuff on the warframe. So we still have hope for Zephyr by the time her Deluxe Skin comes out.

  17. 10 minutes ago, ObviousLee said:

    sure. Look at her body.

    Also I appreciate that you at least  were willing to try to understand where I'm coming from, so for that thank you.

    And yes, if they wanted to make a flying rock they can conjure any excuse to do so. My issue is two frames have a more reliable and controlled method of flight than the frame that has the thematics and visual representation of those thematics, when all the linkage to make tailwind into a fully functioning enjoyable flying skill are already present in the mechanic as it is.

     

    https://www.nasa.gov/sites/default/files/atoms/files/axes_control_surfaces_5-8.pdf

    This should give you a decent look into what a flight surface is and how they function.

    as far as a direct link from DE stating that it is indeed flight surfaces, is something I don't have. But to that I say it's plain as day to anyone with knowledge, and not so much to those who don't. That's not a jab, just an observation.. So, at the risk of sounding sarcastic without the intent of being sarcastic, I say this :do we have any links that indicate the legs of a warframe are in fact, legs?

    With the recent discussion in Devstream where they showed Wisp and her new sprint animation, I'm pretty sure they referred it as legs (or the lack of it, maybe it was called feet, but you get the point). This knowledge while accessible to anyone, isn't necessarily important to the creation of the warframe, nor will it interest players who doesn't share the same passion as you do - that is to say, while it may be common for you and anyone who has experience and knowledge in the same field to know this facts, it doesn't apply to this game.

    While I know your reasoning is that Zephyr has this features that should allow her for finer aerial maneuvers, even to the point of bringing up facts and subjects that can support it. It wasn't necessary, simply stating that Zephyr needs better aerial controls and maneuvers is enough. Players and DE (probably) knows that Zephyr's aerial maneuver is really bad in tight spaces (a.k.a, anything that is not PoE or Orb Vallis). 

     

     

  18. 4 minutes ago, ObviousLee said:

    The anger I'm expressing in this post isn't necessarily aimed at you, as opposed to the umpteenth time I've had to point out that  I'm not making the damned comparison to her being a bird and therefore must fly so please stop with the damned strawman arguments!?

    Tornadoes are a result of the control of wind. What does Zephyr control?  WIND. What is her body covered in?  FLIGHT SURFACES. How do flight surfaces(airfoils) work? Air flowing over the curved section of the surface creates low pressure zones thus creating lift.

    This is literally a simple math solution of 1+1=2.

    1: Control over air+2.Flight surfaces covering your body=3. controlled flight.

     

    What is so difficult to grasp about this?

    Can you provide a link that DE confirmed that Zephyr's body is covered in this thing you call Flight Surfaces. I may lack the knowledge you have in regards to this, but I'm pretty sure if DE wants to make a flying rock, they can do so and has no responsibility to explain how they can do it for a game they've created.

    EDIT: While it might just be a theory, I believe Zephyr is made out of Oxium, hence her lighter density and ability to float slower than most.

     

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