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Megakoresh

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Posts posted by Megakoresh

  1. @OP : Login, update and find out for yourself.

     

    I know, I know, it's hard work, but better to find out for yourself than be spoon-fed a bunch of different opinions from a bunch of different players.

    True, especially from some 12 year olds like

     

    So you don't like anything about the game and you want it to be a CoD copy..... kaaay ima out >_>.

     

    However I logged in and tried to get, for exampole, Equinox. I did not even hit the boss(at least there was no feedback that I did) in the 8 runs I did so far. Randomly shot at some particles and won after a while. There were some other enemies too and water also pushed me to the edge sometimes. I am not sure who was hitting he boss, he sometimes appeared and teleported around the place in the usual clunky style whenever this game tries to give enemies mobility. I remember the biggest issue in that fight being bombs which cover the floor every now and then and kill everyone. Either way, no mechanics seemed to be available to win faster outside of just brining better gear.

     

    I played Limbo and just revived everyone using my 2 whenever that happened until the boss was dead. If the boss had unique mechanics that could be used to make the fight go faster, I did not see them. If there's a way to keep him from teleporting, or keep the other enemies from coming, I did not ever see those tactics in play. And now I keep getting DCd, can't even do that mission anymore.

     

    I think I asked the question rather precisely: did they reduce the amount of spawning enemies and did they reduce MMORPG scaling (i.e. level 1 enemies can't kill you and die in 1 hit, level 30 enemies can't die and kill you in 1 hit)? Regardless of whether you like this or not, it's pretty easy to answer the question. And by the looks of the answers, no. Nothing has changed.

     

    And honestly if you say that actually finding out is "hard work", that kinda speaks for itself. I always held this opinion that "grind" doesn't mean progression or missions or any other content takes long to unlock. Grind is when the way to unlocking that content isn't fun enough for it's length. I remember playing Mass Effect 3 Multiplayer - that took ages to unlock everything, but it wasn't grind. Limbo was not fun to do after 5 runs of the same excavation mission. Can't say Equinox is any different.

     

    What's interesting is that they DID plan an enemy overhaul. I think they said it would consist of community-designed enemies as well as a general rebalance of spawn rules, scaling, etc, that was about 2 years ago, I actually left waiting for that overhaul to be released. It seems that idea was abandoned in favour of keeping the brainless slaughter for sake of shiny at the end, instead of doing it for the sake of fun gameplay. A shame. Normally these farming games don't have mechanics to begin with and just focus on grinding loot. This game actually does have mechanics, it's a shame that developers are too afraid to alienate people like this Askell91 who don't seem to be capable of understanding anything more complex than "Weapon X is the best. Use it to win.".

     

    If I can find someone to play with, I will play the story missions and leave it at that. If developers happen to read these: greetings from Ghost Alliance, if you ever happen to actually introduce the need to use mechanics in your game(and make that more important than just having better gear), you'll bring back more than just me.

     

    Thanks everyone, except Askell91, for your input.

  2. Hi! If there are veterans here that are actually as still playing this game, you might remember, I left a thread here 1.5 years ago (it's too old, so you won't find it here), explaining why exactly I did leave. That reason still stands - I find the gameplay balance in this game to be rather stupid. It has a lot of interesting mechanics that are completely wasted by the fact that you are fighting a ton of easy to kill enemies coming from all directions at the same time, which condenses everything to a simple DPS counter - more DPS=win. All mechanics are completely worthless. And the MMORPG scaling of enemies of course as well, really hated that.

     

    Well this last update seems to be the biggest one yet and while I haven't seen any notice of enemy overhaul, but maybe it was in some of the other updates? I did come back a few months ago to see what happened, and I gotten the Limbo warframe during that time, which was just as spammy and annoying, but that was just one quest. Not gonna judge by that.

     

    What I am looking for is a reduction in enemy spawns to make every enemy a separate threat, highlighting their unique mechanics, strengths and vulnerabilities and allowing enemies and Tenno to work together to overcome challenge, instead of just taking all the most OP DPS items and ploughing through everything with that(until they hit a certain level, when it becomes impossible), ignoring all mechanics, like it has been when I left the game. Has there been anything done in that area of the game? Or is it just all more of the same?

  3. The game is still being worked on. Does that mean your feedback is irrelevant? No of course not but it does mean you should check in every know and again. 

     

    Also the enemies of the Tenno project has not been dropped, it may be a surprise but developing a game takes many years and can't be achieved at a drop of the hat. 

    Maybe. There is exactly one update that can get me to check this game out again: overhaul or enemy balancing and scaling.

    I will keep an eye out if such a thing happens, but I doubt it will. It would piss off a lot of people I think. Lot of people don't care about gameplay as much as they care about getting shiny stuff and watching enemies fall to pieces faster to get more shiny stuff. If they sacrifice that in favour of gameplay variety, challenge and depth (and they would have to), that might turn a lot of people off.

  4. I was a bit scared of writing a giant wall of text on this first, but actually I don't think that is necessary.

     

    I was on the very edge these last couple of months almost dragging myself to play this game. The last drop in a cup already full was during yet another grindathon 'event' (tactical alert) we had, when we got denied points 2 times in a row either to a bug or just because some enemy set alarms off as we were extracting. Considering how painfully bored and annoyed we were to be doing these missions for the potato anyway, I decided it is time for me to hit the uninstall button.

     

    The main reason quite simply comes down to the way scaling and enemy design works. I wrote about these issues in my previous threads a long time ago. At some point it looked like DE are coming around to tackle this issue, but no, the Enemies of Tenno project seems to have been abandoned and there are no signs of any enemy and scaling overhaul.

     

    A short version of the problems with enemies in this game is that they just spam and swarm you with a ton of slightly different-looking pieces of meat/metal that you gun down with weapons or abilities in the exact same way as the previous mission. And next one. And bosses. There is just no difference. There are mechanics in the game like stunlocking, proccing, various ability effects, but these aren't active mechanics. There is no synergy, tactics or sentient choice to use these mechanics on a particular enemy, because there is nothing in Warframe that can be described as "particular" from a gameplay perspective. And that is basically the main reason I don't want to play it anymore.

     

    That's not to say I didn't have fun. I had a lot of it, and I certainly see the value in this game, as a diablo-style game with shooting and some MMO elements. It also provides you with many flashy ways to dish out damage. But like I said: there is no tactical choice in it. I can press 4 on Ember and watch enemies explode or I can mash E with Nikana and watch them fall into pieces. It looks flashy and was fun at first, but it isn't the kind of thing that provides longevity for me. This is the same with Archwing. They look cool. They let you put out damage in a different way. You still never think about it. I never did get Limbo...

     

    Stats:

    ~200 real gameplay hours

    All prime frames maxed out (none bought)

    30+maxed out weapons in inventory

    Excluding Archwing less than 10 mods missing

    More than half of frames potatoed

    ~15 the weapons potatoed

    Date started playing 30.4.2014

    Date ended playing 15.11.2014

    Bought platinum 3 times when getting 50% off token

    Never did get a 75% off (thats when i planned to buy the most expensive one)

    All nodes unlocked

    2 kubrows

    2 sentinels unlocked & maxed out(Shade and Carrier)

    Favourite primary weapon: Supra

    Favourite secondary weapon: Marelock

    Favourite melee weapon: Jat Kittag (Homerun, boi!)

    Most played mission type: Dark Sector Defence (before U14, then Interception)

    Mastery rank 12 reached (test for 13 pending I think)

    ~250 Platinum gained from trading (Im not big into this)

    Most favourite activity: Farming Void with Alkoteam and Ghost Alliance! (Cheers Nublin, Forevener and the rest of Ghosts!)

    Most hated activity: re-leveling after Forma

     

    Would I recommend this game to a friend? Probably. It's not bad. It just could have been much better. Sorry if I disappointed you with lack of wall of text.

  5. Guys, archwing missions are still unplayable. Especially interception. Invisible enemies capping points all over the place and gradually increasing fps drops as well as crashes.

     

    Thanks for the fixes.

  6. Dark Sectors are still some of the most-used nodes on the map because of their XP bonus. People will ignore the credit and resource taxes to get at that bonus XP so they can level their gear faster. The +drop chance is also good for farming rare mats, as long as there isn't a resource tax.

     

    This means people will continue to play them even if there's a credit tax, which in turn means big profits for the clan holding the rail.

    First of all, most people I encounter know by now that Interception is by far the best place to get XP, not the rail nodes.

    Second is that on about half the nodes resources are heavily taxed. For example Invictus taxes resources for 75%, which noone would of course tolerate, if they value their time. And there's nothing to spend that profit on, except building more rails. Its an enclosed cycle that really is completely meaningless as an Alliance/Clan "activity". But this we already know. The question is what would people want from alliance activities.

  7. Our alliance after the purge consists of around 200 people and all are mostly active, so as far numbers go there can really be nothing too large. Technical limits are the issue. Thats why Im saying its not necessary to have 100 peole on same location at the same time. Something like 30 is very much enough. The point is to have missions which would be just for alliances/clans to complete and for each member to have a personal gain on, as well as the full Alliance or Clan. So not like Leaderboards, where only the top get to have gain, for more community-based activities for everyone to do and have fun together actually DOING the thing. With the public recognition being an added bonus.

     

    Assuming, that is, that DE and/or players actually are interested. I would like to see some more discussion on the topic. It is largely overshadowed by other things like new weapons and stuff, but it is perhaps even more important than all of them, since these are the things which keep people playing. This is the "endgame" and without alliance and clan activities, there is little to do for veterans, if they aren't just obsessed with collecting every single thing in the game.

     

    I am not a frequent poster, but this is an issue that can seriously affect not only my own, but involvement of quite a lot of people with the game. When you like the people in your alliance but there is nothing to do with those people, your only choice is to try and take those people elsewhere where you can have common activities. I'd rather it didn't have to come to that, and I imagine DE would be of the same opinion. So let's have a talk about this and see if we can turn DE's attention towards Alliances and Clans.

     

    Input from one of the constant occupants of current sectors would be also very welcome. People from Invictus, Orion, Lords and Ladies of the East and such. What keeps them doing these buggy annoying and pointless conflict missions? What's the reason behind taxes that noone would ever pay (this is especially for Invictus)? Is it just because no one plays nodes anymore? Do they have 0 taxes for members and just don't want anyone else to play on their node? Other reasons?

     

    Discuss.

  8. I had a little episode before with the rail and wrote to support about this. Support had explained a system I didn't know before, which means that the whole Rail system is even worse than I thought, which is weird in of itself considering how bad it already is.
    Basically here is the reply:

    Clans and Alliances that attack a rail will receive a bonus reduction in the next armistice period on that node, if the overall attack is [not] successful. Whichever Clan or Alliance is able to do the most damage during an attack will therefore be able to deploy their rail ahead of any other Clan or Alliance. If you have any other questions or concerns, please let us know.
    So basically this means the snowballing is even more severe because those clans and alliances which have been fighting are going to be the only ones with enough advantage on the timer to actually attack again. If you've been out of the loop like Ghosts were, there's no way to actually try to do rails. Considering Rails are pretty bad and are dead content already it might not be a big loss, but it is also the ONLY thing that player factions can do together. Now here's what I wanted to say (yeah it's copypasted):
     
    The whole system is being abandoned also because of the snowballing of the whole rail business. According to what you say, there is practically no chance for a new or returning alliance/clan to enter the game at this time, since everyone who's been fighting get a lower CD. I don't know if you plan to continue this whole Solar Rail thing or remove it completely (I don't think peopel'd mind if you removed it, its just dead content at this point), but if you plan to make any other Alliance activities, I as an Alliance general would recommend removing direct competition. It does not work in this game. 
     
    Barrier to entry is too high and if one is out of the loop for a little while for one reason or another, they have no chance to get back in, despite their potential strength. The best bet would be to have stat-based competition, raids, or otherwise something that only requires a large number of people to get together, organize, show the world what they can do and have fun together with each other, no direct rival alliance intervention. We even managed to have a good amount of fun breaking the game in Dojo party a week ago. Something trivial can also be fun when done in big groups. But direct clan/alliance competition is a no-go in this game.
     
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    This archwing open space missions for example could help, you can easily fit 30 people into open space and have a meaningful mission without it being too cramped.
     
    Other than that there can be many ways to make it work. For example node domination - Alliance does any mission node on the map. If they win that node more times or with better overall score than other competitors, it shows as dominated by that alliance. Alliance members get increased rewards from the node and can also put battle pays for random Tenno to keep their logo on that node.
     
    Clan/Alliance Invasion resolution also could work - instead of having to help corpus or grinner, an alliance may try to take the node themselves. That would require doing the invasion missions and a sizable credit/resource investment to keep node residents happy. If successful the Alliance can have control over the mission type of the Node (i.e. if it was Extermination by default, they can switch it to Deception or Spy or some such).
     
    Other alliances and clans may try to dominate the node using the previously suggested system, which would give them control if they succeed. After a timer or if Clan/Alliance doesn't play/invest in an owned node, the node goes back to it's lore-defined faction and can be conquered by another clan/alliance on next invasion.
     
    The point here is to have a way to make an impact through getting together and playing together the content, that Warframe does best - straight up PvE missions, without direct intervention from anyone. While it might sound cool that other Tenno can influence your play, as we have had the chance to experience ourselves - Warframe isn't built for that and it does not work. Don't believe me? Go play on a 60% Resource taxed node. Or try to take it. Tell me at which point are you having fun.
  9. I think Mastery rank should affect Affinity gain. Leveling equipment in Warframe is one of the worst parts of the game. At mastery rank, say 15, I think Affinity should be gained at 2.5x speed. Ideally leveling up should take 2-3x less time after first FORMA, but if you can't do that, then at least tie it into Mastery. It won't make people buy less affinity boosters, because endgame players have lots of equipment to level and early game players would have slower affinity gain speed.

  10. Mirage is OP, we decide to nerf Excalibur and Trinity

    I dont think Mirage is OP, but even if she was, she has just been released, so she won't be nerfed until most people would already have her. Welcome to F2P.

  11. Good update, but man... They are really hell-bent on sending Trinity to the trashcan, aren't they? Why? Does DE disagree that the game should have a strong support class? I got Trinity before all of it's nerfs and it was fun, the only warframe that had team synergy. It still does, but it is a LOT weaker, orders of magnitude weaker. I used to be able to take Ember into 50-60 minute Survival missions when one of my friends had Trinity, but now it's nothing more than a convenience frame.

     

    It's counterbalance of the game's inherent variance in power between various warframes was one of few things that brought some meaning to the actual teamplay, which otherwise isn't there (it's just 4 people pumping DPS, there's nothing to do together otherwise, no coordinated tactics or anything like that), so from the point of gameplay depth killing trinity makes no sense. Why are they doing this I wonder? She obviously never was gamebreaking, aside from that 100% invulnerability part, but even that was a challenge to actually use on late Defence and Survival missions.

  12. Huras is the stealth type. Really nice "ninja" colours. It's a female one, if anyone cares.

    Starting price is 450P, buyout is at 800P. PM me in game.

    I am ingame in the evenings Helsinki time (UTC+2). You can PM me on forums to notify that you are interested if you don't catch me online.

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    UEeP4Lx.jpg

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  13. Banshee sonar fix still pending

    Like someone mentioned: Antimatter drop no longer works either

    Bunch of difficult to reproduce matchmaker problems with squad disconnecting and stuff still pending

    EASY TO REPRODUCE GAMEBREAKING UI LOCK AFTER INVITING SOMEONE THOUGH RIGHT-CLICKING IN CHAT AFTER EXITING A MISSION IS STILL NOT FIXED FFS! WTF, this crap is still there, are you kidding me? Not only is it gamebreaking, but it's 100% frikkin reliably reproducible! OMG I am so sick of this.

     

    Thanks for the fixes.

  14. Folks Banshee is still broken, please fix Sonar.

    Infested still broken, please adjust spawns.

    When trying to enter Interception missions, it sometimes spawns us on Dark Sector Conflic maps.

     

    Thanks for the fixes.

  15. I wish you guys stopped wasting your friggin time trying to balance the Dark Sectors and made them a friggin PvE again. THIS GAME DOES NOT WORK IN PVP. No matter what you do. This game is stat-based, not skill-based, come on. You had a great idea to have those tower defence elements with defender tacticians being able to put defences on the map. Use that system and expand it, don't waste time on the damn PvP.

     

    And remove Kubrow maintenance so I have some reason to take it out of stasis please.

     

    Thanks for the fixes!

  16. I wonder how the hell is it that the Kubrow grind that makes them bloody useless compared to the Sentinels not brought up? Loyalty and Integrity systems are absolutely terrible and shouldn't even be there, it is simply a useless annoying money sink, making the stupid dog not worth taking out stasis. I never did like the idea, but if you spent so much time adding the dog, you could at least try to make it worth our while to use it.

     

    Also Ordis is good, but I think it is suffering from a lack of lines. I always said Warframe lacks humour, for a game that is so silly as far as gameplay is concerned, and Ordis really does spice things up. But if players are being annoyed, I hope you do understand that it is not because it speaks, but because it says the same things all the time. "Operator, are you enjoying the VIEW?!"

     

    Damage that bypasses shields is annoying especially now. You have successfully broken Infested faction by not adjusting Aincient spawns to accommodate their buffs, resulting a spamfest of inter-buffing Ancients and every enemy able to drain you, then go through shields and kill you all the while getting healed. Anything that the players have no control over is annoying and not challenging. Noone in their right mind would say Warframe requires skill to play, that's because players have no control, it's all about the %%%%%%%.

     

    The best we can do as far as skill goes is roll at the right time to avoid knockback. Other than that it's just pump out more DPS than the enemy before you die. Warframe wins out against MMORPGS by having a lot of ways to pump out that DPS, but the meta is still in that and not in skillful play or teamwork. This is no Left 4 Dead, Mass Effect 3 Coop or Killing Floor. When something can just randomly break though that meta, like poison and bleed, and kill you, without you being able to prevent it, it is, of course, just annoying.

     

    It would be akin to the Hunter in Left 4 Dead to be able to leave a bleed proc after every pounce based on an RNG chance. Spam a survivor enough and if you are lucky you'll down them without the need to stay on them or have team coordination. Now how do you think the players would react to that?

  17. The game is experiencing a lot of issue's one being constant crashes for some players.

    The update was huge though so it is no surprise that we ended up with this many new bugs.

     

    But taking a break while things get ironed out isnt a bad thing, my guess is in a few months most of these issues from the last patch will be gone and the game will be more playable.

    I don't think "few months" is a short enough time for this. It wasn't the U14 bugs that make it unplayable atm, it started crashing after the most recent hotfix. Go ahead and see if you can reproduce: take Mirage (with first power, and cast it), go to Viver on Eris, and host a game for 3-4 people. My guess is: you will crash within 10 minutes.

     

    On other missions with lots of enemies like Survival or Defence I seem to crash after around 20 minutes, but Viver is the worst, it is impossible to finish the third round for example, just impossible, it always crashes before that, at least when I host. Sometimes when I am not hosting it lets me do the 3rd round. But most of my squad crash. I finished it 2 times and the first time 2 of us were left, we went over to 4th round where we crashed and the second time everyone on the team crashed and DCd and I had to solo the remaining 20% of 3rd round before claiming the reward and exiting.

  18. I think I am done with the game until they fix it. It is simply unplayable. After 14.0.9 the game crashes after around 10 minutes in a mission. This is particularly potent when you are hosting and the mission spawns many enemies like Viver on Eris. Or maybe it has something to do with Mirage, I don't know, though I don't think so. In any case this hotfix made the game completely unplayable.

  19. Guys can you just stop wasting time on the dark sector and put them back to PvE where they belong?

     

    PVP IN WARFRAME DOESN'T WORK. I used to like conflicts, not I hate them (not to mention it's impossible to get into a match). The defence and room order and S#&$ like that is awesome, but no PvP. PvP ruins it completely and there's nothing you can do with the current way game is designed to make it work.

     

    Also no fixes to gamebreaking bugs like stuck on "Please Wait" or UI lockup after inviting. Because fixing some petty colours is more important than making sure people can actually PLAY. Yeah. Anyway thanks for the fixes, but having to restart the game 10 times a session is getting really @(*()$ frustrating.

     

    Also I hope changes to dog maintenance are coming. Loyalty and DNA degradation mechanics ensure that I will put the dog in stasis and forget about it forever after I am done sucking Mastery out of it. And everyone I ever asked plans to do the same. Not worth the grind.

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