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keikogi

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Posts posted by keikogi

  1. 25 minutes ago, (XBOX)Fluffywolf36 said:

    You do present a bit of a dilemma. Do I want to make a powerful frame too accessible, or do I want to make players feel rewarded for getting this far? 

    Its really about being the proper frame to be in a certain place. lets put every on 5  categories.  Power , versatility,  difult to play , difficulty to build and resouce requirements to craft ( where the frame parts , how hards is to get them ).

    Ideally speaking every frame Power x Versatility x Difult to play is around the same ball park but frames with hight difficult to build and reaouse requirements should be placed away from new players and frames with low dicult to build and build should be close to new players. 

    Our spartan boy does not quite have the total power x versatility to be the daily driver of a veteran but has enormous dificult to build ( a mounth longs grind to get all parts ) . I would go as far as to preach stynex as a a starter frame and give the expert's fleeting expertise and a couple duration mods so the player gets to have fun on the star chart.

    44 minutes ago, (XBOX)Fluffywolf36 said:

    what

    Internal talk , I've proposed a while ago a universal combo mechanic instead of the arcane combo count for primary , arcane combo count for secondary and the melee combo count. This wall of text right here. The tl DR is , every weapon has a chance to generate combo on hit. Primary and secondaries use their combo to use a " especial issue magazine " ( a number of bullets will have fancy pants features such as a arrow working like that arrow Excalibur fires on the trailer exploding a ship ) and melee weapons get "incarnoon forms " ( increased attack speed , range and other minor stuff )

     

    54 minutes ago, (XBOX)Fluffywolf36 said:

    just doesn't feel fun to fight an enemy with DR. Once, someone summoned the Wolf of Saturn 6 into a Steel Path mission. he took like 20 minutes to kill because our weapons felt like they were doing no damage.

    The biggest problem with them is how many formulas DE tries forgets and leaves them on the game. My tenet envoy works fine on steel path but tickes sisters but it works okkish on archon. It also works okish on thr jugulus enemies with scaling DR. My gripe with the system is just hoe arcane it is. As far as the player is concerned the enemy just has alot of armor because that is what the game UI tells me when I see a yellow bar that takes no damage.

    I can see how this ruins games , in fact let me show the nail in anthems cofin. Due to arcane systems in game , the  best weapon on the game was the lvl 1 defender. The equivalent would be if in warframe the best weapon for boss killing was the mk 1 baton 

     

    1 hour ago, (XBOX)Fluffywolf36 said:

    just doesn't feel fun to fight an enemy with DR. Once, someone summoned the Wolf of Saturn 6 into a Steel Path mission. he took like 20 minutes to kill because our weapons

    The wold is a enemy that feels more like a gameplay experiment than an enemy. Somehow a lot off people one-shot it on steelpath despite his ridiculous EHP.

    • Like 1
  2. 47 minutes ago, Teoarrk said:

    Hey Kei, glad to see you again.

    Note book broken and took a while until the pieces of my PC came. 

    Not gaming beast ( vega 8 gpu )but quite the work horse 

    53 minutes ago, Teoarrk said:

    Theres a lot of good weapons out there right now and Tenet Envoy is certainly one of them. I was focusing on my K.Tonkor and of course the Sporelacer. I want to get ahold of the Aegrit at some point because it is extremely powerful to the point where it outdoes the Bramma.  Secondly yeah they need to have a joint system for the weapon arcanes, seems silly to not have it at this point. I hope that is something they address in the not too distant future.

    I was focusing on the envoy because on wisp it plays even more brain dead then the bramma , defacto full auto launcher with huge blast radius and decent ammo economy. I think it got away because it by nature pushes a more hybrid style of play. 

    The aegrit seems like the closest we will get to a grenade.

    But indeed I think they had to do a more case by case scenario. What worries me is they did not take the opportunity to fix the bad ammo economy weapons like security dual cestra , they just threw in a generic increase on the base drop that might even be a nerf when you cannot for thr primed ammo mutation. Where is the 100 ammo per pick up on secura dual cestra. Also this is kind of why people have become toxic to reworks because the usually fail to address thr bottom , they just nerf the top.

    1 hour ago, Teoarrk said:

    Welp, thats one of my favourite things to do with the guy. I hope they reconsider their decision.

    They won't. They even realised a post on the fóruns explaining it. They might change minds when people mass feed him to the helminth or just replace his 4 in mass.

    1 hour ago, Teoarrk said:

    Yeah the DR system is kind of scuffed and arcane knowledge unless you know what you're looking at. They need to homogenise the system for their important bosses, else it'll just feel like dealing damage is yet another puzzle solved at the arsenal screen.

    The biggest problem is , it's a puzzle the game does not tell you it exist. 

    That's why I like to say I'm fighting thr game developer at this point. The game never tells me that's why I not doing damage. It's not like the enemy has a verdant green health bar to denote its hp is diferent from the rest of the enemy's.

    1 hour ago, Teoarrk said:

    get that it will be fun, but after a certain point it gets pointless to keep increasing the numbers.

    Weirdly wnought I'm going for that build more for comfort than big numbers go brrr. I just don't like to mold vigor dance every time I want to cast a proper pillage on my wisp. So I'm going for a couple of red shards so I only need to to de maduray dance every 20 seconds or so.

    • Like 1
  3. 2 hours ago, Teoarrk said:

    First off, the AoE nerf. While I welcome changes to the meta, I think that a screwdriver should have been used instead of a hammer. There are some weapons that were not in the big boys category that have been hurt a lot more by the changes then the big three these changes were created to nerf. Some other weapons have also slipped through the cracks like the Sporelacer. While I like my pocket Bramma, I also don't think it needs 130 rounds of ammunition base and an 11 round magazine.  These changes also do not address the biggest reason why people adopt these weapons in the first place - that the greatest measure of success in Warframe is having a split second time to kill and as many enemies need to die per second as possible. Now players that used to use the strongest of the AoE weapons have moved on to abilities to maintain a high kill per second or weapons that are otherwise unaffected by the nerfs. This needs a second pass, but on a case by case basis.

    They didnt even fix the problem, tenet envoy seems  to be the new king. In fact, I think it gort buffed becasue due to weapon switch speed buff allows it to actlly use its unique reload mechanic. 
    This allow me to segway into the weapon switch buff, weapons switch works well now but the game still fights itself because youy cant keep to arcane merciless up no mater how hard you try, the lack of just a universal combo mechanic really showed itself. The onty pratical use of a side weapon is a primmer for the condition overload like effects. 
     

    3 hours ago, Teoarrk said:

    Styanax is a fun Warframe. He is a bit squishy, but his kit is very well balanced and he can fulfil almost every role you would want in Warframe. He has a cheap, spammable group tool, a health restoring armor strip, the first taunt ability in the game that also grants his team shield regeneration and a stupid, assault helicopter in Vietnam style ultimate. All of these things together make him a blast to play. Well worth your time if you want a jack of all trades frame.

     I quite enjoyed him but i reallky think he is avaivalible at the wrong time, by the time you get stynex his best use is helminth food. It a really biginer friendily frame and it does not indroduce bad habbits on the play style. 
    About the attack helicopter part, its dead. He has to touch grass to recast it. Idk why they made an air bombardiment skill if they dont want people to play an attack helicopter. Its not like the could make the ghoust do anything from area denial , turrets , defense , self buff  , cc , nuking enemies tagged by other skills. 
     

     

    3 hours ago, Teoarrk said:

    The Archon Sortie - Now that we've had two of them, I can say with a fair degree of certainty that while they are not hard, they do require an expert knowledge of buildcraft and for a player to be well aware of what weapons they are bringing with them. If it was impossible for them to be two shot, I would invite the possibility of them to have more mechanics to really challenge a players game sense and reflexes.

    archons are just another instance of fighting the game developers. Idk why warframe has mutiple scaling dr formulas. Sisters seem to benefit from hight rof weapons , archons seens to benefit from hight brusts. As muchh as i think scaling DR is a necessary evil at this point i would like it to at least be consistent across the board. It just leaves me bafled most of the time. 

    3 hours ago, Teoarrk said:

    The final thing I will touch on in this post is the archon shard system. I don't care much for it. I made the segment for my helminth, but have not interacted with it as I don't see the need. Mods already provide more than enough juice to make frames powerful. Throw in arcanes and subsumed abilities and only the worst performers are howling for more. Don't care, if a frame would need this much juice to compete, it needs a rework, not this.

    it will make some broken builds possible because it allows some power str break  points to be reached saving a mod or arcane slot. But for the most time trowing a couple of yellow shards for casting speed will be the bigest diference the players will feel when using it. 

    For example wisp can now reach 400% power str with just madurai buff , so she gets a extra arcane slot to play around with. Given that archon strech works well on her she just might be able to afford to run the broken combo of combat disciple and arcane avenger 

     

    • Like 1
  4. 11 minutes ago, (XBOX)Fluffywolf36 said:

    just felt right. Like "hey, the Pandero is a revolver, lots of grenade launchers are giant revolvers..."

    I know its to early for a argument  mod but here a idea. "Raibom load " terrible name but here the ideas.  Eachshot fires napalm grenades, toxic sludge grenades,  tesla coil grenades and blizzard grenades in that order. Playing around a bit with diferent damage types and grenades types.

    11 minutes ago, (XBOX)Fluffywolf36 said:

    Won't be the last time this happens! One of the next two revolvers I make will have some of that :P

    I've played around the idea with a Canon that increased its damage based on magazine size. Think of more powder kind of deal but never got around to finish it properly.

  5. 14 hours ago, (XBOX)Fluffywolf36 said:

    AUDIBLE GASP, it IS?!

    (I have not built it yet. I have, however, seen funny videos of using it. Gotta say, I am intrigued.)

    it is, a weapon that can self uff harder than croma , ammo becoming combo , weapon swaping form widely ( swaping category ), ofering damage reduction and mimicing a 4th skill. The precedent for bs is quile large. And given their conection to the void is really easy to explain away their bs with its the void I dont have to explain shiet 

    14 hours ago, (XBOX)Fluffywolf36 said:

    This does solve my issue with not being entirely sure how to do a Hammer of Dawn...

    Thats a good problem to solve.

    • Like 1
  6. 1 hour ago, (XBOX)Fluffywolf36 said:

    Awright, thanks! ^~^

    Plus, having a primary weapon that's basically just a bigger version of your secondary is a very 40k thing.

    IDK if I'll do this, but a fireworks launcher of some kind does have potential. Maybe the "regular" version is a grenade launcher, and the incarnon form.... uh.... I don't know. Maybe it's like a shotgun, but instead of individual pellets, it fires multiple grenades?

    You got a fairly big bs license on void weapons. Almost as big as the warframe skills themselves ( the new dagger is a exalted blade for example ). Instead of making it better launcher what about making it signaling cannon 

    Something like this 

    hammer of dawn 

    You can make it summon a bunch of void plumes slicing enemies like vergil summoned swords 

     

     

    There a lot of possibilities for what  marking shot can call from the void. 

     

    • Like 1
  7. Btw if you are still looking for ways to excuse incarnoon guns well the fireworks weapons could be a way to make them as well 

    ec1f8b7ffdde74dd611bfa2a7b3c1ca1.jpg

    a dragon dance head as arch gun 

    541ccc75fdde465a9fab3e59a45d8e31.jpg

    Fire works gun 

    img-7027-500x500.jpg

    You can also make a panthers that was totally there for gardening. Invert it so it only has the cut function ( the alt fire that hols the disk in place ) but on the incarnoon mode it becomes a disk launcher of doom

    • Like 1
  8. 11 hours ago, (XBOX)Fluffywolf36 said:

    think this is the one that feels the most like a potential Incarnon weapon. The other two feel... a little closer to Entrati weapons? At least in the sense that the altfire key on an Entrati weapon fires some kind of one-and-done room nuke (or does the thing the Sepulcrum does, which is the most engaging and satisfying Siphon altfire). Meanwhile, Incarnon weapons take on a unique form.

    The first one is indeed the best one for idea and fit on the incarnoon mold. The second one is a Incarnoon more or less  because it needs to be , I want to use the incarnoon perks to flesh out the sentinel part and its uses. 

    The best case for this feature is the last incarnoon perk. It affects the targeting precept of "sentinel ".The default targeting precept only allows it to attack enemies that where attached by the left over weapon on the hand but on the evolution five you can change it to:

        be able to attack nearby indendently of the actions of the secondary on hand

         keep tbe targeting restrictions but gain damage based on the amount of shots fired by the secondary left on the hand.

       Swap the target designator functionality to warframe skills ( only targets enemies hit by a one off the skills of the warframe ) and increases it's fire rate

    Edit: on its base incarnoon mode is more like a wrangler ( team frostress engineer ) deal than a fully autonomous sentinel.

    11 hours ago, (XBOX)Fluffywolf36 said:

    Entrati weapon fires some kind of one-and-done room nuke (or does the thing the Sepulcrum does, which is the most engaging and satisfying Siphon altfire). Meanwhile, Incarnon weapons take on a unique form.

    The primary one is definitively a entrati weapon , going to redesign it.

    11 hours ago, (XBOX)Fluffywolf36 said:

    I've also decided that if I make an incarnon weapon, it's taking some inspiration from this. No idea what "ceremonial" function it had - maybe I'll just say it was a gun someone snuck aboard.

    Im pretty sure cavaleiro had grenades with him ( because he used them blow himself up ). Never heard of cerimonial grenades so he either made them on board or snuck them in

     

  9. 7 hours ago, (XBOX)Fluffywolf36 said:

    dziewanna__dhomochevsky__laser_pistol_by

    Lore

    The Dhomochevsky is one of a few standard pistols belonging to the Dziewannan military, a common sight among officers, along with trade and mining expeditions - and even some Tenno. This pistol boasts high damage, high fire rate, a charged shot function, and negligible recoil… at the cost of a long cooldown period, and a more damaging overheat.

    I really like the cutouts on the handle, sell a vibe off effiency resource use and weigh saving.

    7 hours ago, (XBOX)Fluffywolf36 said:

    Charged Shot
    Increases overheat 50% faster

    On Impact

    Charge Time: 0.9s

    It would be neat if it on overheat on a charged shot the weapon had a way longer delay like up to 10 seconds and go as far to have a damaged modle for this state, sell better the idea the weapon can self repair and its desiners where fine with the user pushing it. To compesate for this weakness throw in a Holter rate buff , it will compesate this weakness and give it a neat niche use on mesa.

    On a different topic 

    I'm designing a incarnoon warframe and I've decided to make a incarnoon weapon set for her.

    Here the rough ideas

    Sword and shield b

    • Normal - vanilla shield with above average range 
    • Incarnoon - replaces the Stance e with shield bashes , enables melee block with 45 degrees while using  primarily nd secondaries w8th bo animation lock , aiming dowsinghs increases the blockangle

    Secondary -

    • Normal - better sonicor
    • incarnoon mode instead of making the weapon better it just splits itself  releasing a sentinel with a good weapon and limited ammo.

    Primary -

    spear gun ,

    • Normal- glaxion but with better aoe, but haas standard falloff
    • Incarnoon -only is thowable at max charge , creates a localized blizzard that freezes enemies at 10 cold procs.

    What do you think of these ideas? 

  10. 3 hours ago, (XBOX)Fluffywolf36 said:

    Not sure what I'd do for 2 and 4. Also not sure how else to work mushrooms into this

    Codyceps , make her ult better chaos ( since with the eximus cc imunity indirect cc is back on tthe menu ). Something  like realities a cloud of codyceps spores that make enemies attack each other. If the enemy reaches 10 gas procs the codyceps will burst out of the body and starts attacking nearby enemies. 

    The 2 could be a some kind off desecrate skill but instead lf making mods rain dropping buff and heals.

     

  11. On 2022-06-03 at 7:48 PM, (XBOX)Fluffywolf36 said:

    Since the thread's felt a little listless, I decided I'd work on this one gas damage themed frame. I had some lore written on her awhile back, and it might be fun to do that.

    Then again. I could just write up some more Gagarin lore. For once, I don't have as much urge to push it to the side for the sake of a new pistol. 

    IMG-3971.jpg?width=375&height=500

    Thats a rather interesting idea for a frame. I would like to see what you came up with. Since you like guns you coud make her a diferent type of caster like a gun mage. something like a frame that use the weapon gas damage to grow the shrooms on the field. Something like 1 give gas damage and gas damage explosion radius , 2 tap grows shooom that grows absorbing the gas damge on the air, 2 hold fires the spores from the shrooms dealing the absorbed gas damage. Idk what else could fit , you could even make last of us brand of zombies or even make meme skills by giving mario shrooms to allies increaseing their size ( damage and melee range). There are a lot of unexplore desing territory with gas and fungi 

    20 hours ago, Unus said:

    AHA! A second suit to accompany your astralnaut fellow! Lovely! Many folks come up with suits, but, rarely is meat and techno-sword-flesh put on the bones of their abilities and innates in my experience! Those that do, seem to outlive even their creator’s term with us on the forums, such as Hennya the Hair Demon, and, of course, the ever present wolf boogie man who pops up on occasion. I look forward to seeing what you can play with for this fungal compliment to Saryn’s more directly liquid approach. Bonus points? Like the Wispy Fulmin and the Gaussian Acceletra, you can directly craft something that benefits from her own miasmatic touch.

    Given the theries the fungi came from SPACE it fits even better 

    20 hours ago, Unus said:

    My own Feynman suit certainly looks outdated in the modern day, art nonwithstanding thanks to two kindly souls in eons past, but, the Dheghom suit feels like it co. . . hm. . . you’ve given me thought to mull over Mr. Wolf! I’ll see if my “”recently”” acquired health issues will let me act upon it after I anemically push hard on the Sievert(s). Fingers. . . agh, heck, fingers crossed and dice roll tossed!

    idk man i really think that desing was far ahead of its time. 

  12. 5 hours ago, (XBOX)Fluffywolf36 said:

    on the enemy. Again, not doing that yet, the current meta leans towards CC and it almost feels like a duty to make CC feel fun (or at least engaging).

    Trown in a random 500% holster speed so people can swap out quickly,  under the curre t structure of the game I fell like only Spear guns alt fire can work as cc guns because of their instant switch on " cast".

    5 hours ago, (XBOX)Fluffywolf36 said:

    damage. It also gives you a slight movement speed buff! But -

    Well that's something primary weapons usually lack. It's more of a melee thing ad a default feature but given that amalgan serrations is a thing is not outside of the desing scope of the game

    The extra heashot mutiplier is going to be really strong with the arcane for headshots and the iron sights to sort of scope mechanic is quite unique.

  13. 4 hours ago, Teoarrk said:

    Homing Attacks

    I don't even mind attacks homing slitily but warframe has enemy rockets that do a 180 turn to track you

    Also you can't swat them out of the air nor realistically shoot them down

    4 hours ago, Teoarrk said:

    Scaling Enemy Damage

    Scaling DR is the death of damage system because at this point I'm not even engaging with the rules of the game as written but I'm engaging against esoteric formula that never presented 

    It will lead to a lvl 1 defender fiasco. The game wrost weapon was its best one because of esoteric math

    it happened to me on the protea quest when my rivened opticor had lower dps than a unmoded glaive ( the one the quest gives you ) because the scaling DR math is particularly unkind to low rof weapons

    4 hours ago, Teoarrk said:

    Fewer enemies on screen, but smarter - enemy ai is a double edged sword. An enemy that intelligently flanks you, or coordinates with teammates into formations will die in 0.25 seconds just as easily as an enemy that runs at you like a lobotomised monkey. Enemies need to be designed intelligently. While I like the Overguard mechanic and what it means for the meta, it doesn't stop most enemies in the game from being bullet sponges that take double damage on headshot. Enemies can and should get additional features to make them harder to kill in mea

    You don't even want the aí to be smart , the ideal is an aí the is aggressive but outplayeable and looks smart.

    Here a video o  doom aí is really interesting 

     

    About explosive weapons. I just the problem is the same with energy , you can't make a bfg the uses rifle ammo. To widely available of a inherently strong mechanic. I really like the way doom handles ammo since it gives the player agency in game ( not in its modding screen equivalent) of what resources he will get.

    • Like 1
  14. I kind of disagree with the intent of the topic. I don’t want operators to be somewhat even with the warframe, I would push them to be better but only be able to act at that level in short burst. I think if warframe and operators have roughly the same power level people will just stick to warframes.

    As far as movement is concerned

    I would go for mini-Mach rush for sprint and be able to be performed in ground or air

    Dodge to be as good as bloodhound step full on invulnerability during the dash and it refunds energy if you dodge trough an attack (either melee or skill like attack)

    https://www.youtube.com/watch?v=VzwjwwG1iMM

    Aim glide is straight up air walking (optional air sprinting)

    Void Sling as is

     

    About operator melee weapons , unfortunaly this ship has already sailed so I don’t forsee it even being implemented now.  If they were implemented I would prefer a weapons per school and make them unique weapons like made of energy 1 per school like , 4 flaoting orbs for zenurik  melee weapons , unairo just go with the meme dual shield , naramon summoning beast limbs to attack or something like that.

     

    About  operator skill

    I feel like just giving the operator the good old drifter tools but add a the incarnoon system to them so they can be upgraded and scale up to warframe skills. Like the healing juice could be used to refil the operator energy as well or increase its firing rate.

     

    At last , you nailed on the holograpthici armor thing since the protovire ephmera is pretty much that.

  15. 2 hours ago, (XBOX)Fluffywolf36 said:

    Guaranteed Electric Proc on heavy attack kills. Bonus electric damage on slam attacks.
    Heavy attacks (that exist as a sort of melee override) teleport you to nearby enemies, in addition to attacking any enemies in normal heavy attack range. They also have bonus electric damage.

    I absolutely love this perk 

    2 hours ago, (XBOX)Fluffywolf36 said:

    tenno_sentient__rai_dei__nodachi_by_fluf

    Lore

    Sentient nano-substrate superconducts Void Energy. This is the guiding principle behind many Old War-era Sentient weapons used on disposable Fragments, and such common devices as Amps, a few Tenno firearms…

    The visual desing is stellar simple , unique and reflects its in word lore.

  16. 1 hour ago, Teoarrk said:

    saw it. I think it's a dumb move and shouldn't be the conclusion they come to.

    Is just the good old there a mod for that mentality showing its ugly head on operator to a far deeper degree. Even after the whole vacuum controversy and all the data they had and showed ( vacuum was just something players would take over just about everything) they refused to make it universal.

    They would rather break the flimsy balance of everything that uses an amp as required dps check than just make the Amps do % damage to overguard. Literally all they had to do was to make Amps do % damage to overguard depending on the model. That's it

    1 hour ago, Teoarrk said:

    certainly won't be enough to help people that are in a place where they'll really struggle with eximuses.

    The players that don't have the kind of dps that just doesn't care about overguard is precisely the player that won't have rank 5 rep on the new syndicates. It's literally a solution that helps nobody because you either can fix the problem with your normal gun or you can't buy the arcane

    1 hour ago, Teoarrk said:

    The only thing that interested me in that kettle of fish was the Operator arcane slot. That I can get behind. Everything else is a bandaid for people that either shouldn't need it, or will quit before they reach it.

    I really thing they need better mobility ( idk some fancy pants corpus flying boots , idk the name of comba thingy ) and a frontal block mechanic to be able to survive properly on the game. They also would get 4 slots for arcanes so they are not so far behind the warframe in the number off buff they Cann carry into battle ( roughly comparing a arcane slot to a mod slot )

    The other thing they need is the return of the Drifter tools as cycle skill for the operator on the 3 slot. Also give these tools a incarnoon system so thebplayer can juice then up without the need of mod.

    For example

    Allow the player to add either a damage buff or energy regen buff to the heal juice

    Give the radar some sonar like properties or make it materialize void hound that works as better golden instinc ( like the operators that guide the player to stuff on the zariman ).

    Give the invibility bomb the ability to conceal the frame on its original blast radius or increase it radius and give it a  blind 

     I find it odd that the Drifter tool kind of just vanish after the quest even when the healing juice is just universally useful . Also the cooldwon system ( as long as there no 1 minutes cooldown ) is perfect for the tag in nature of the operator since it can just be nlows its cds and tag out.

     

  17. 10 minutes ago, Teoarrk said:

    genuinely think that there should be a 'lend lease' minigame with some of the syndicates - we have the tech to arm an army in our ship (I'm gonna stop there else I will write out a full post)

    Theres so many ways to do it.

    That would definitely be cool and would be  use for the hundtreds of useless weapons setting around on the orbiter. 

    BTW have you seen this

    The part that interests me 

    Additionally, we’re reviewing the possibility for new Operator Arcanes that have direct interactions with Overguard and are planning on adding an additional Arcane Slot for Amps.

    just why ? Can't a mechanic just work on this god forsaken game. Why everything has to be a mod or arcane and you reach the point of choosing what core mechanics you can live without 

    also no word on rebalancing early level eximus enemies 

     

    • Like 1
  18. 7 hours ago, Teoarrk said:

    The daily limit should be removed and for one simple reason - it means that people will gain reputation at their own pace, rather than feeling they are not using their time efficiently by not doing the latest content. The daily limit metric gives people a goal to reach by reset time, not a guideline or a suggestion, a goal. It also gets in the way of players that simply cannot log on every day to meet their quota.

    Being there at the day it was stabilshed ( the reputation limit) , I pretty sure it was first implemented it to stop people rushing the new sindicate on the first day. At beggining there where no rep caps on the first sindicates that reliaed on the the affinity system but people figured out a way to make thousand of rep in minutes by abusing the mutiplier mess that is warframe. 

    using my youtube necromancy ability 

    24 k in 10 minutes when a greedy pull was worth like 50 plat 

    But i wish devs where just sincere its there to be a time gate just make funnel issue. Just make me have my rep pool and the sydincate just gets a maximum of 1 k per hour ( automatically)  so i get the same 24 k a day but i dont have to log in every day and click 10 buttons and log off.

    7 hours ago, Teoarrk said:

    f you cannot do that, then at least put some of the rewards in a different syndicate. There are now 17 syndicates in the game, which is crazy high for any game to balance, but gives at least some leeway on where items can be. 

    I had not even realized they were that many since ther like 4 you remenber exist dayly. Vent kids cry in the corner. 

    7 hours ago, Teoarrk said:

    On the complete other end of the spectrum, Deep Rock Galactic only has one syndicate- similar to a Nora Night system except you gain reputation no matter what you do, only gaining bonus reputation from completing given tasks. Don't like a given task? You can swap it out for a random new one. 

    Going to have a look at deep rock , a lot of people say its good . 

    • Like 1
  19. 6 minutes ago, (XBOX)Fluffywolf36 said:

    concur. Wally hasn't done much, and we've already made him into a quasi-joke. And take it from a dood that was once part of a project that had the villain spending maybe a bit too much time cackling maniacally on their throne, it's real easy to stop taking the villain seriously that way.

    69prl2ub91j81.jpg

    the absoluty state of wally 

     

    • Like 3
  20. 1 hour ago, Teoarrk said:

    suppose its more my hatred of easter egg hunting being required gameplay speaking rather than it being a massive flaw. The kids should have been introduced though.

    its easy to do with max range xaku. Still a chore but a fast one. Throw in a mag 1 on the build and you shoud be able to reach daily limit on 2 or 3 exterminate runs 

    1 hour ago, Teoarrk said:

    I like that line, that the barnacles are enough to sink the ship, let alone the whole leviathan. This quest does add a new dimension to the Void in that respect, I'm glad it's not just Wally and us representing the void as sentient entities.

    I really feel like having him on the front of this quest would detract. Overexposure. I think his bif apearance will be in duviri so just letting him on the back ground is better. However I think he should be  able to apear on the zariman even during missions, doing literally nothing idk just make a operator or drifer performing a narta on a room on the ship or something. 

    • Like 2
  21. 1 hour ago, (XBOX)Fluffywolf36 said:

    fired bolts tipped with Void-Glass, this Cephalon-designed pistol can be used for construction and, surprisingly, wildlife conservation. Most notably, it can magnetically recall its ammunition from targets back into the mag, dealing damage to any enemy it hits on return."
    Codex


    Special Traits: Recall - recalls bolts fired back into the magazine when you tap the reload button, arcing back towards you and damaging enemies in their path. Bolts are recalled faster when the weapon is holstered.

    I really love the connection of lore and mechanic on this weapons. The whole recalls bullets make sense on a weapon the uses fairly exotic ammo. The melee attack speed is nice to have as well promotes weaving its use with melee as well.

     

  22. 2 hours ago, Teoarrk said:

    The quest did little to emphasize how important the easter egg hunt was. I am not a fan of the syndicate medallion hunt as I have stated previously, but it would be good to make the player aware of the fact that it is the core grind of the post quest content during the quest. I recognise that Kira dropped one such item during the quest, but we didn't see others in context unless we went looking for them.

    I did not really noticed that despite it being a glaring flaw. It also failed to introduce the whole summon void child to guide to plume nonsense. If they had showed that mechanic at least once on the quest it would have killed two birds with 1 stone

    2 hours ago, Teoarrk said:

    The quest had taken time to answer a bigger picture question. I am aware that the Zariman is plugging the hole so that wally doesn't come to visit, but I am wondering why wally is more free to do as he pleases, especially now there are more watchers for his movements than before. That is not to say I specifically wanted that question answered, only that it seems the most relevant to what is happening. 

    Frankly spkeaking i did like wally did not make a huge aperance on this quest because it implies there more to the void than just wally. Makes the void like an ocean sure there a leviatan there trying to sink your boat but just the barnacles are enought. Regarless, I would find it neat it he apeared on the back ground like setaed on bench on the back ground during the quest, just watching , or he could apear on the tile set like he can appear on the orbiter. 

    • Like 1
  23. 4 minutes ago, PublikDomain said:

    Going through the mods for my initial list of Polarities I realized that this stat already exists, in a form, on Boreal's Contempt:

    If every weapon had % status damage stat the system could be somewhat balanced ( the only inherent bias left would be the proc after damage calculations that somewhat screws low rof weapons )

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