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(PSN)Bobtm0

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Posts posted by (PSN)Bobtm0

  1. I sometimes feel like I'm the only person who thoroughly enjoys Limbo as he is...

     

    That being said, one person doesn't make up a community, so I'm just worried that I'm going to enjoy him less if he is changed, or potentially outright dislike Limbo depending on what changes happen.  To me, everything about Limbo just flows really well.  I like that he's not inherently straightforward at all to play, though I also love 1 skills that require precision targetting.  Hell I even like Cataclysm as it is at the moment.

     

    For whatever one person's opinion is worth amidst others', I severely don't want to see anything about Limbo change.  With the ability for players to remove themselves from the rift there, he's perfect in my book.

  2. It's the scaphloid, I can't use my thumb and my other fingers cause pain in the palm. Also, I have the 11 button Steel Series World Of Warcraft mouse, Warframe does not support that many buttons.

     

    Not entirely sure what you mean by that underlined part.  If you mean that Warframe uses more buttons than that, of if you mean that for some reason Warframe isn't letting you map everything to that mouse.

    ________________

     

    Anyways, for my own dumb-esque suggestion it's a combination of stuff already said in this thread.  Get yourself either a wired xbox360 controller or any applicable gamepad which has a left stick for movement.  You've already got an MMO mouse, so you've got buttons at the ready, though a Naga will allot you with 14 buttons as opposed to 11, not counting left/right click, mousewheel up/down, mousewheel tilt left/right(haven't tested if Warframe inherently supports those).

     

    As for the controller, you'll be operating that with your feet, as has already been suggested in this thread.  Due to having an MMO mouse you won't need to have many functions tied to the gamepad at all, to make things easier.  It may sound dumb but using your left big toe for movement, and then your right big toe to operate the controller's face buttons is actually incredibly easy once you get past the awkward phase, it's brief.

     

    Afterthought edit;  Just to note, that Warframe does support the simultaneous use of both a controller and keyboard for playing.  I tested it by using a controller in my left hand while using a Naga with my right to see how it would work.  Never had any kind of conflict/issue with it at all.

     

    No need for your left hand at all with that setup, you technically wouldn't even need to use your right toe for the controller's face buttons either due to the number of keys your mouse has.  Still though, not need to overload your right hand with every function.  It's honestly a lot easier than it sounds... or I'm a freak.  Managed to beat an entire stage in Megaman X5 on Hard difficulty playing the game only with my feet on the old PS1 controller, so foot control does work.

  3. >explanation snipped to save space<

     

    Hopefully you understand where I'm coming from now.

     

    I actually completely understand now, so thanks for explaining that.  Your explanation of why you do want the auto-cast actually shifts my opinion on the matter to a degree.  I'm not against the idea at all any longer, still wouldn't use it personally though.

  4. Maybe (read; definitely) I'm biased here, but Volt is a damn fine frame.  Basically it all boils down to his versatility and how his kit directly speaks to a myriad of things which occur during gameplay.  To go through his skills in a simple way;

     

      1 - Shock is on the short list of 1 skills that's pretty much always good.  A huge benefit is that it's a "one-handed animation" meaning that it is individualized from almost all other existing animations,  Casting Shock will not impede a player from sprinting, sliding, jumping, any momentum, holding a charge on a weapon, charging a weapon, reloading a weapon, and it can even be cast during some quick melee attacks last I tested it out.  It's basically an on command interrupt.

     

      2 - Speed is something I vastly enjoy, mobility is power.  Moving fast means you'll get hit less, basically Volt's availability to utilize this power allows him to avoid damage without the need to alter enemy awareness.  You can keep the heat on your and off teammates for instance, whilst running circles around foes, but you still have to actively move in ways that is conductive to your survival.  Speed alone won't save your life, but it's a tool that assists you in surviving.  It can also be used to reach key objectives/teammates more swiftly when needed.  That's in addition to the notable melee increase mentioned by Tatersail.

     

      3 - What Tatersail said.

     

      4 - It's a damage based ult, that being said it does stand out a bit more than some of them.  Electrical damage is one of the short list of proc types which actually deals AoE damage in a radius around each target afflicted by it, this means that Overload can actually deal greater damage to foes when they're clumped together within that proc range.  When those stars align it can provide a great deal of damage, but it's still a linear damage ability so don't expect miracles.  The other upside which his more minor is that its proc can stagger foes momentarily just like his 1 does, but over a much wider area.

     

    In summation, Volt's just good at everything except hard CC.  While hard CC lockdowns are the king at endgame, it isn't necessary to have a team of nothing but such CC, so he can participate fine by utilizing what he brings to the table.

  5. I'm totally against this idea, but I'm from a different school of thought in regard to stuff like this.  That being said, despite my own opinion I'm not saying it shouldn't be allowed as an option, but I'm still against it personally.

     

    Now all that aside I'm just going to go off on a limb/tangent here out of my curiousity;  Why do you want this at all?

     

    If it wasn't already blaringly obviuos, I'm the type of player who is genuinely against this sort of thing, and I've honestly never understood why anyone is actually for it to begin with.  Generally speaking, having the proper timing to recast an ability the immediate moment it has expired or come off cooldown is part of skill in a game, getting to the point where you don't even need to look at skill timers (I even prefer when games don't have on-screen timers) is all just part of the learning curve to me.

     

    I'm not trying to be some horrible nay-sayer on this particular issue mind you, as I already said that I'm not hardlined against its implementation as an option.  I simply just don't get it.  Purely to me, it just looks like lazy gameplay where people don't want to think, but I very much doubt that's where you're coming from.  Hence why I'm even posting at all here, differering viewpoints and all that jazz.

  6. Thats all well and good but the question is "what do you do?" and no one has really been able to answer it yet.

    I'd rather go and get stuff done rather than sit in the spaceship talking to people.

     

    I actually did answer just that, but I'll go ahead and point it out in a very specific manner so you can get it this time;

     

    I actively continue learning more about the gameplay within the game through active observation, theorizing, and testing numerous ideas whilst playing Warframe.

     

    The maps in this game are regularly built with our current "parkour" abilities in mind for instance, there are massive amounts of shortcuts that people are capable of taking with even the slowest of frames without coptering or using a directional air-melee.  Most of the time when playing, I feel like I'm surrounded by people who haven't even scratched the surface of possibility when it comes to map positioning, and there are actually a small number of people even better than I at this specific thing.

     

    That alone is merely one small facet of all the things to sort out, coming up with synergistic combinations of equipment, finding dumb ways to use abilities, fine tuning my timings on everything so as to improve my success rate when preforming precision techniques.

     

    I play this game, or any other, purely to play it and learn more.  Then use what I've learned to do things that I personally find gnarly, nothing more, nothing less.  Direct goals in regards to "maxing X or Y" are totally devoid to a player like me, which is exactly why I can enjoy a game like this.  It's shocking in this day and age to find a game with maps that are as intricately designed as these ones here are, so I'm pretty well happy for some time to come.

     

    A case in point example;  When watching last week's Devstream, I immediately was curious as to if climbing atop the central area in the Hub was possible.  Before Mat (at least I hope that was his name...) even mentioned it being a possibility I'd already sorted out two to three potential ways to reach that area, some being unnecessarily tricky of course.

     

    Again though, this is just one small area of stuff to mess with.  Back during those good ol' Corpus alerts where the foes dealt absurd damage comparably to normal foes of their level I decided to stand right out in the open, amidst a sea of angry foes, and see if they could kill me while filling me full of bullets.  Spoiler alert, they failed even after a few solid seconds of sustained fire.

     

    From the sounds of things you're clearly a primarily Achiever player with a side of Social, and you've run out of things to do and folks to do it with.  For the one side you're reliant on either rigid or abstract goals.  If you've run out of them then that's just it, the end.  On the lesser note you're on a dead server and, due to lag refuse to join another.  Basically you've got a 0 in your main court with another matching 0 in your side area.  It may well be time to hang up the old coat for you if that's the case.

  7. Coincidentally I had brought up how the power efficiency calculations used in this game were false in region a couple of days back, in that they're direct cost % rather than efficiency % calculations.

     

    Pretty much everyone in region had a spasm and told me I don't know math...  So don't even slightly expect people to get where you're coming from with these calculations as they're even more complext than what the true efficiency calculation is.  Easily fewer than 3%(completely random guess) is even slightly going to understand the actual math here.  And it'll serve to cause a mass influx of players claiming that "Streamline doesn't work." if said change should come to pass.  An influx that will be very, very, very steady solely because even slightly above basic math goes over their collective heads.

       ______________

     

    Now, with that out of the way, this is a fairly interesting idea.  I'm not necessarily for it, but that's more due to the fact that Warframe is slowly seeming to become balanced based around are ability to have our powers so easily accessible.  Making a sweeping change like this, even if it is well thought out, will require everything else to be looked at in that regard.

     

    I'm a little unsure as to whether I'm for or against this change.  It's well thought through though, better than switching to a true efficiency calculation for certain.  If nothing else, it would serve to definitely shake things up a bit.

  8. Armor does feel too niche when you take a step back and look at the bigger picture across the board.  Though I still wouldn't go as far as to put everyone up at a level where armor is at least slightly usable.  The reason behind my viewpoint there is simple, weapons already follow that standard with their critical hit chance.

     

    Some weapons simply have so low crit so as to make building for crit pointless.  I figure there's no reason to have everything be at least "passable" on everything, since having extremes out there is part of what helps to have a wide variety.

     

    All in all though it's not like I'm flat out against the idea, I simply disagree with it.  Still would never slot Steel Fiber on anything except Valkyr even with this change, and I sure as heck wouldn't notice the change anyways.  Just a disagreement on a fundamental level.

  9. It all boils down to what drives you, as a player really.  While I'm in a minority group it's a group with some damn fine benefits, that being said it is an exclusive club where you can't be a member unless you already are and have always been one.  Inherent personal preferences kinda work like that.

     

    Achievers either need structured reward styled systems given to them by the game, or in some cases they can choose to set and achieve their own personal goals.  Social peeps don't care much so long as they can play whatever it is with their friends.  Explorer's exist in games solely to further their knowledge of a game, be it through the game's story and or mechanics.  Killers come for blood, they desire nothing more than wallowing in the despair and tears of their fallen foes, while relishing in the resentment filled stares they get.

     

    While there has been "little to do" for you, there's a ridiculously large amount of things to do for me.

     

    Edit;  A side bit of additional clarity:  People aren't exclusive just to one type of the four necessarily, but generally any individual player is more focused in one area.  I'm a gameplay focused explorer for instance, which is why I almost can't run out of things to do.

  10. While melee still does lack fluidity, I'm not quite keen on this approach to the melee system.  Overall this key combination listed is needlessly overcomplicated given how it's overlapping with the existing functionality of our movement capabilities (sliding/sprinting).  Not that I'm a fan of the current controls for the combo system mind you, but I do vastly prefer it to this style of approach.

     

    Basically the issue for me is that I'm already constantly messing with sprint/crouch to slide and move about swiftly during combat, no way I'd want those keys being tied to anything else.  Core movement functionality is already tied to melee in one way, slide attacks, and it doesn't need more than that cluttering it up.

     

    I'd be much more down with just having melee mode incorporate two keys for attacks.  But sure as heck not tying them to the standard simplicities of vertical or horizontal.

  11. You're taking my words too far. There's got to be some middle ground between "do-it-all" and "one-trick-pony".

    I agree that everyone should not be able to do everything, I'm saying they should be able to do more than 1 thing.

     

    Sorry if I made it sound as though you were the one with the more "extremist" opinion here, as I'm definitely the one with that mindset on this particular issue.

     

    Long story short, I actually want to have a few frames that are super specialized into one realm of activity.  Sure as hell wouldn't want every frame to be so excessively specialized, but for the sake of variety, some should indeed be just that.

  12. At times I have a tough time with this sort of question, but when I really think about it my favorite always will boil back down to the frame which simply suits me the most, Vauban.

     

    Bastille is pretty much the name of the game for me.  Freezing foes in place while I slowly take aim and pop them with a Sniper Rifle, or any accurate weapon really... or a shotgun..... or a melee weapon.  The over-arching control factor is just massive.

  13. You guys have made some good points about scaling and viability but I just want to reiterate that not having a diversified skill set is still a major problem. It doesn't mean the frame has to change their theme, they just need more tricks up their sleeve.

     

    There are some frames that are designed to be amazing at CC; Ember is not one, but I've used her accelerant just to blind some enemies before I tried to rez a teammate. Ember is not at all a CC frame and accelerant's intended effect is a fire damage multiplier.

    Just one example.

     

    I already sort of covered this in my previous post here, but I totally disagree with the underlined.  It's good that we do have frames which have diversified kits, but having all of them be such is boring.  It's fun to have a frame every now and again that isn't a built in personal multi-tool in and of itself.

     

    It's completely fine for some frames to not be "do-it'-alls" like others end up being to some extent.  I'd go as far as to say it's actually necessary for us to have frames that avoid being in that category simply for the sake of diversity.  Not every frame should ever cater to every playerstyle.

     

    I'd say the real issue here is that sometimes people can't accept that not everything is going to fall into their preferred playstyle, and then expect it to change.  I hate Ash, always have, always will.  Don't want him to change though as I simply accept that Ash doesn't suit me.  My hatred of Ash however doesn't not make him "lame".

  14. This seems like an issue that arose due to a past issue, the remedy to it being the cause of what we're seeing (or rather not seeing) now.  If anyone recalls, people were pretty heftily complaining about how non-visible the AoE clouds generated by Mutalist Osprey were and they were thusly tweaked to be noticably visible.  That same boosted visibility is present in other forms of Infested stank as well.

     

    So yeah, it's a rough situation really.  They make stuff too easy to see through and it'll likely go back to being complained about as it has too low a visibility.  As it stands now though, once you're even half swarmed you're effectively 90% blinded.  Reducing the number of, or aggression of the Infested is a total non-option to me as they're finally capable of being a threat as oppossed to the joke they were in the past.

     

    At the moment, I'll gladly deal with blindness for the gain of having enemies that are actual enemies.  I do hope they can tweak the effects however, as it is definitely a bit on the high side.

     

    Now, all that being said?  You're in the center of your screen :p considering that's where you always are in Warframe, that's one thing you can't ever claim.  If you've "lost your character" then you dun well need to open your eyes.

  15. Overall I think that DE has done a fair job with frames both with older and newer entries.  That being said sometimes the newer ones can be tricky to design likely as a lot of earlier frames really covered very core/basic playstyles with their abilities.  Along with that, many older frames have somewhat broad kits, which cover a handful of roles with defense/mobility/damage.  While it's definitely a different approach, I like how some newer frames jumped away from that broadness for the sake of specialization.

     

    I'm finding Limbo to be one of the more interesting frames as of late, he's able to do things that are really unique due to his focused kit.  The whole concept of being able to effectively shift oneself and others between two "planes" that have limited interaction is gnarly enough on paper, and in practice for me thus far, it's been just as gnarly.  While his abilities are indeed inter-reliant moreso than other frames' that same reliance means they have a much greater innate synergy by comparison.

     

    I actually am dreading having to inevitably switch away from him to rank other frames, even the thought of ranking my tried and true favorite Vauban seems daunting at the moment due to how unique Limbo feels in stylization.

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    Mesa on the other hand seems simple on purpose to me, gunslinger archetypes generally are stripped down, lacking unnecessarily frilly extras as they get in the way of the purist gunplay style.  All that said, I've not used Mesa yet, so I can't really say more in a direct way.  I do think her ult sounds boring as mud, but I've always hated pseudo/full auto-aim type stuff and I had falsely hoped to manually wield those guns.

  16. It's really not necessary at all, the simple fact here is that different auras play to different playstyles.  Using powers a lot is just a very commonly enjoyed thing, thusly the use of Energy Siphon is common.

     

    Other auras can be more beneficial given a player's preferred playstyle, though so long as the auras are all placed on somewhat even footing.  If one is gunplay focused an Amp can be far greater a boon than Energy Siphon.  If someone likes being reckless, having innate HP regen can be a nice thing, should one not like being swarmed by speedy Infested, there's an aura for that too.

     

    This sort of falls into the same category as the whole "Vaccuum" thing.  Sure it is popular, but it by no means overshadows the other options truthfully.  Adding innate energy regen would be a bad idea in my opinion.

     

    In a team, energy siphon is only really needed by one member, even though it does stack. Auras are generally meant to benefit the entire team rather than just the single player. A tiny amount of inbuilt energy regeneration would be nice like 0.5 per second.

     

    While you have a solid point for the most part, there's an issue with the underlined.  Energy Siphon at max gives 0.6 energy per second as is, having an innate 0.5 is kind of silly at that point.

  17. Evidence?

     

    You sure have strong opinions about a weapon you don't know anything about.

     

    Granted while RWBY is home to a lot of the usual "anime nonsense" a vast majority of the eary weapons within the series aren't impractical in their design at all.  There's a fairly high degree of attention to detail within the mechanisms of nearly every weapon in that series.  Now of course they rely on non-existent materials that allow weapons that are thin to be stury/not overly heavy/ect.  But those sorts of things fall into darn near every game that isn't heavily ground in realism, including Warframe.

     

    Now, that being said I'm gonna take a side-bar moment to just say this;  I don't really want to see a weapon like Crescent Rose in Warframe, nor any of the transformable weaponry which takes the center stage in RWBY.  The whole transformability aspects of them doesn't really seem to suit the style in which Warframe weapons are made generally speaking.  The aesthetic styling here just doesn't really coincide with that type of thing, at least from where I'm looking at it.

       _______________________

     

    Another thing to note in this situation is the viability, or not, of a sniper melee weapon.  Before going on with a bunch of blah blah blah, I'll just start with the basics.  I'm totally for seeing a melee + rifle combination, that being said I wouldn't want some transformer-esque goofy thing.  I dig new and interesting weapons, even when they don't make practical sense as most don't in Warframe, but they need to fit Warframe's style.

     

    Anyways, having a weapon that is both long rifle and melee weapon is not impractical in any way, given our characters have ludicrous strength given the things we do in this game.  The weight of said weapon is a non-issue, and as the already implemented Redeemer shows, any other melee/gun will also just have limitless ammunition.  Like it or not that's the established thing now.  Some sort of stylized Tenno lance which is also a long rifle could easily work.

       _______________________

     

    Short version?  No to a RWBY-esque weapon of any type from me, basically I don't think transformable stuff fits here.  I'm all for a sniper scythe however, so long as it's actually done in proper style to Warframe.  I like anime silliness, and I like Warframe, doesn't mean I want them inside eachother.

  18. No. That's a horrible suggestion.

     

    Ask for a new weapon, don't wreck a good one.

     

    I'll second this, the weapon is already pretty gnarly as is.  The inability to hold a charge is a good drawback for a powerful weapon, why make it act like a bow?

  19. Get used to moving, fast, a lot, and fast.

     

    Other posters above have covered most everything else well, so I'll focus on mobility specifically here.  Enemies generally have a hard time aiming at a fast moving target, even more so now than in the past.  So get used to constantly moving around the map as swiftly as possible, don't ever stand still and aim down your sights.  That's a literal death trap at low level.

     

    Most games in this day and age have a very low focus on sporadic yet constant mobility.  I've never thought this game was too hard at all, but it's only because I cam in with a heavy handed focus on mobility.  This isn't to say you need to race through a level of course.  Just zip around any given room you're in whilst fighting, bouce off walls at high speed, leap over ledges and shoot enemies right atop their heads.  Basically, moving fast and getting used to that pacing will help you exponentially in the long run.

  20. While your outlook on this matter isn't closed minded, you're still standing too close :p  Try taking a few more steps back and look at the bigger'er picture here.

     

    The short version, before I type more than necessary as I'm prone to;  The various player styles which exist in a given game.

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    Now for the long version, because clearly the above wasn't obvious enough.

     

    Basically, different folks approach gaming in different ways.  From your opening post here, it's very distinctly clear you're a traditionalist achiever type.  Specifically working towards goals works for you, so that's just awesome, but you can't expect everyone to harbor those same ideals.  Generally speaking, in this day and age there are a lot more achiever types than their used to be in the gaming crowd, however ones that have a more old school/traditional mindset are becoming rarer.  Rather, at least in my opinion, there seems to be an influx of a sort of social/achiever hybrid these days, who don't see a point in gaining something unless they can somehow show it off.

     

    Granted none of that is bad, but it can be odd.

     

    But with that out of the way I can get to the real point here, I'm specifically someone who will randomly just buy plat and then use it to skip the time/in game work just to immediately have something.  Be it a frame or otherwise, none of it matters as I approach this and all other games from a very different place than folks like you.  I have a very old school explorer mindset, which causes me to literally gain next to no actual enjoyment with "wasting time earning something".  Now before anyone takes that out of context, misunderstands me entirely, and flies off the handle, I have no qualms with those who do play this or any game in a more straightforward manner.  Rather I just don't directly care in this situation.

     

    What I enjoy in this, and every other game I've ever and ever will play, is learning every little thing about the gameplay's mechanics, from the obvious to the minute details.  Finding all sorts of tricks to utilize in evading damage, sorting out interesting ways in which to use combinations of weapons/gear/frames to accomplish things that would otherwise simply not work.  Basically, if I have none of the mats towards something and don't feel as though I'll be able to get it for myself in a time frame that I'm personally okay with, I'll just toss plat at it.  Zephyr for instance is something that I felt was incredibly easy to farm for as I'm effectively in a solo clan, so I farmed for it, Vauban on the other hand, no intention of waiting for alerts for a frame a vastly enjoy.

     

    Pseudo-recently here I've actually jumped ship and come to the PC side, I say pseudo as I actually started PC Warframe a couple of months back, but the thought of re-grinding everything I already had and enjoyed using was pretty much a killer for my enjoyment.  That being said I've hopped back on the horse, and managed to hit MR2 last night, meaning now I can hit up the trading circuit and start throwing plat at others to re-obtain all the mods I got on the PS4 version.  So far on PC, to avoid wasting time to get something I've been massively interested in using I've already purchased a small handful of things.  Specifically three bundles, What Stalker?,  whatever the Limbo bundle is called, and the Mesa one.  I'm on the fence as to whether I'll farm Hydroid up normally as I did back on PS4, but that answer will come in due time.

     

    At the end of the day, these things boil down to specifically how folks want to spend their time.  I just dig spending mine in a slightly different manner than you.  Literally playing this game with no direct goal is what I enjoy the most, being able to just pick whatever map catches my fancy at the moment and going to work on enemies' skulls.  If farming any specific item doesn't align with what I enjoy doing, I'll sure as hell buy my way past it.

     

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    As for the whole donate thing;  Why not host random giveaways?  Basically whenever you feel like donating, throw down x amount of money on plat over time till you've built up the amount you want for whatever giveaway, then find some way to give it away.  That'd be the best way to go about it in my opinion as you get to give DE money, and some random lucky goofball gets some plat to enjoy their own way.  Doesn't even have to be big giveaways either mind you, people love free stuff.

  21. Planning on coming back to Warframe soon after a nice little break, and low and behold people are trying to ruin Vauban?  While I did dig your Bounce idea way back when Einde, I absolutely do not in any way like this idea.  Don't fix what's already perfect and unique.

     

    It seems a lot of recent posters here skipped right over my tired post over what separates Bastille from Vortex, and also don't go out of their way to experiment with his powers.

     

    I honestly thought the uses for Bastille over Vortex would be obvious but what can you expect when most of the playerbase you run across is told by others who barely use this frame that he's only good for ODD? 

     

    Glad to meet a fellow Vauban who knows his stuff, lemme tell ya. 

     

    Quoting you because your post is shorter, but I'm the third in this boat.  Bastille and Vortex aren't too similar at all, and anyone who thinks they are aren't using either creatively/properly enough.  Vauban is just good fun to play with a Bastille focused spec in non-infested missions, as well as being still more than capable during infested ones.  Buffs or debuffs just don't fit in at all with his theme.

  22. Honestly, Vauban in fine staying in alerts as is.  I lazily and purposefully skipped a good handful of his part alerts as I bought him right out of the gate, yet still ended up having his full set so I could build a spare at around 5 months time playing.  In addition I never used any of the alert notifying utilities, so just got them by chance of luck without ever having to be Taxi'd to any of his alerts either despite having only roughtly half the Solar Map done.

     

    Vauban is not behind a paywall at all, so that much is a blatantly false statement.  Vauban is by no means required for any sort of progression.

     

    The way alerts work may not make people happy, but its insanely fair for everyone in that it's randomized so people in different timezones aren't kicked to the curb.  Patience is simply a neccessity if one doesn't wish to throw plat at him.

  23. PSN in general is having some issues currently, so I'd guess there's something involved with that going on.  As to the specifics of the problem, nobody can say and Sony is as uninformative as always with their issues.

     

    As an addendum, the PS4 will sometimes give you a maintenence message just because it can't connect.  This doesn't even mean maintenence is going on however, as the system message just kicks on when specific criteria are met in regards to its inability to connect.

  24. i want to know how you guys run the mastery with a bow, till now i didnt find any mods for it in 2 galaxies except 1 for damage, i am now level 12 on everything and get through that mastery because i 2 shoot everything and ALWAYS run out of ammo, it is terribly boring to be that close to success then TICK you are out of ammo as bow ammo drops once per wave :(

     

    I know this'll sound harsh, but you just need to aim better.  I blew through the MR 1 test on my PC character on the first try without a hitch, using the MK-1 Paris and the Unranked busted Serration as I had no other mods for Primary weapons by that point.  This is compounded in that I just started PC gaming and my movements are massively sloppy and my aiming is markably slower at the moment.

     

    Bows are intended as a marksman weapon(with a side of stealth), so the fact that you picked one means you need to darn well be good at hitting your mark.  Don't blame the game if you can't manage with the bow as you yourself picked that bow as your means for taking down targets.

     

    In the long run though, as others have stated, the Mastery Tests are mostly perfectly fine as is in my opinion.  This may sound mean, but I'm actually glad to hear when people fail at the tests, because too many games these days are easy.  I also like the fact that there's a wait time after a failure, though I'd prefer it being drastically reduced to somewhere around 4 hours or so.

     

    >snip<

     

    Another sidenote: When people are *forced* to read up on a wiki on how to "do a thing" in a mmo, fps or whatever a "warningbell" is ringing: - any game sjould NEVER EVER have content, in this case a "test" that can't be done by a "vanilla player" with no gear whatsoever, period!

     

    Way back Sierra released a mapbuilder for "Casesar III" and with it gave a advice to potential mapbuilders: "the goal of the maps you make is not to defeat the player but to challenge them".

     

    As I see it with the "tests" Warframe aimed to "defeat" the players and here is my advice on the "test" (aka "rank up"):

    1. Remove the time limit!

    2. Make mobs lower on hp .i.e presume players don't have gear etc

    3. Understand that some players are BAD on timed stuff and make it simple.

    Anything ELSE and you put up a WALL and "defeat" the players and make them (at least the less skillfull ones) sad, it's that easy.

     

    I understand that most of you are veterans and very VERY good in Warframe and other FPS games, but I know I will never ever be good, and all I want is to have fun, play and relax.

    >snip<

     

    Much the contrary to popular belief, there's never even a slight need to read up things on the wiki at all in regards to this game's MR tests.  That's just laziness/ineptitude of the playerbase giving bad advice.  It's completely and easily doable to breeze through each test on one's first try, going in blind.

     

    As for the "the goal of maps you make is not to defeat the player, but to challenge them" part.... how is that not exactly what these tests are doing?  If one cannot fail in any way, there can't be a challenge.  The inability to fail is the same as no challenge, so failure must always be an option for one who doesn't do well.

      1.  The time limits are pefectly fine, and do not need changing.

      2.  Completely unnecessary, mobs already generally have reduced level/hp during these tests.  Making it lower is just plain silly

      3.  Then they should practice!  Games need to stop catering to the lowest common denominator in every potential case.  We've finally started moving out of that brief dark age where every game is laughably easy, I definitely don't want to see it return.

     

    Then have fun, and don't worry when you fail a test.  But don't darn well remove difficulty from the game for Lotus's sake.  There's absolutely nothing wrong with casual/relaxed players, but they shouldn't expect to always have 100% access to everything in every game.  Some games do have a difficulty wall of sorts to block things off, and I like that they do.  Maybe that makes me an elitist (explitive) for thinking that way, but so be it.

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