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(PSN)NewYorkGameflow

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Posts posted by (PSN)NewYorkGameflow

  1. Warframe.market is a fan site not associated with Digital Extremes
     
    lol first thing i saw. This has no ps4 account link, im assuming this is a pre-agreement trade site, where the trade gets finalized in game?
  2. Ok, i did a quick search, and despite not finding a similar topic, im almost positive this has been brought up to attention... but juuuust in case:

     

    When can we expect an efficient trading marked to be implemented in the game? This text stuff really needs to go. Scrolling up and down looking for names. If the person who posted leaves the trade tab, their name disappears from the list and follows them to the tab theyre in. Looking at a posted link makes you miss much of the posts that followed, you have to do quick looks, remember the name of the person who posted in case you loose the post lol its such a mess! 

    I understand theres a location we can trade from, and that you can put your hand up in a social area, and be ready to trade.... in the hopes that the handful of people passing by will actually stop and trade for the items youre offering. I still cant believe that the alternative to a primitive text trade is literally "flagging" tenno down for a trade.. i find it hilarious. Anyway, i digress every time with this subject..

     

    Im looking forward to a proper trading market. It is highly needed. People spend too much time trying to trade, it takes off from playing the game. So many well implemented markets have been created in other games, where people post something and it stays there for viewing. As far as undercutting and other issues, these other markets have found their balances, and many of them work, otherwise there wouldnt be any of them. Some of them are implemented in the biggest mmorpg games out, they work. We need something like that in Warframe.

     

    Thank you for reading.

  3. 11 minutes ago, Ksaero said:

    I remember this restriction was implemented to prevent the ability to be permanently airborne.

    So theres a reason. Ok, im not sure its that big a deal. A player would have to go out of their way to remain airborne, in that, its not something that can be done traveling at a straight line. Also... we are already airborne with the archwings, and it wouldnt eliminate the use of them. I still use the wings to fight and collect wisps. It would just be fun, and would make traveling a bit faster, but not that much faster considering that every 5 to 6 jumps we would have to gain enough height to get back in to the frame long enough to replenish some energy in order to continue dashing. Its not a "click to end up on the other side" type thing...

     

    I dont know.. i cant see what the big deal is. 

     

    Thank you for the reply, didnt know it was implemented with that purpose.

     

    7 minutes ago, Arisu said:

    You'll probably find that when you're playing solo or hosting that this delay is practically gone. The delay seems to be mostly coming from network lag and can be very clunky indeed. Until they fix this (if they ever do), all I can recommend for smoother operator play is to play solo.

    I have noticed things get somewhat better when playing solo. Jumping in and out of the frame while soloing the eidolons is where this gets noticed the most. Even during solo play, i suppose theres so much happening during the eidolon fights that the game slows down.

     

    Thank you for the input.

  4. Hello everyone.

     

    I wanted to write about this for some time now. I feel as though it takes too long to efficiently execute frame to operator actions. The most obvious scenario is when trying to go from frame to operator in mid air, in an attempt to continue traveling via void dash spam. It takes too long. Sometimes i attempt to jump out of the frame and execute a few quick operator actions before jumping back in the frame, i can never manage that fast enough, theres always a sort of pause in animation, the buttons dont register on time, the whole process is just slow and makes the game feel kind of... "clunky".

     

    It would be good if this was addressed is a future patch. The operator plays a big role now, cooperation between the frame and the operator should be seamless. 

     

    Also, i noticed that after depleting the operators energy, in the case of void dashing, even if i get back in the frame in mid air and allow the energy to replenish, i still cant continue to void dash unless the frame touches the ground. Getting a few more dashes out of the operator is not game breaking, it certainly cant go on forever. I wonder what the big deal is, that the need to have the frame touch the ground before allowing the operator to void dash again was necessary. 

     

    Thats all for now. Thank you for reading.

  5. Hello everyone, been a while.

     

    The recent melee rework reveal left me thinking how much more potential melee combat in warframe really has, imo. Im not saying that the short 3 min vid revealed the entire melee rework, but it was enough to see that it isnt that far off of what we already had (look wise), with the exception of the directional ground slam. With particle effects recently introduced in warframe, i believe that the game has the potential to execute some amazing visuals as well.

    Ill try to describe this... combos should be much faster, and should be able to include all weapons, leg kicks, air lifts, ground slams, character animation suspension, fast dashes, and powers in certain manipulated combo sequences. The visual effects should be a display of how powerful the combo is, like dust being thrusted off the ground, stunning weapon trail effects, and screen shake. A charge attack shouldn't just be one single hit, thats boring; it can be a 5 hit slice that can be chained into a combo sequence that ends with a hit that incorporates a power the particular warframe can manipulate; like a ground slam that freezes the area and lifts ice spikes off the ground, in Frosts case.

    The above is a sad attempt, but enough to paint some picture as to what im trying to describe. There is a mmo that comes really close to what im thinking of, but i dont want to promote it. Overall, im just tied of people calling warframe a "mindless button mash" when it has the potential to show, and attract much more.

    If anyone thinks something like this is impossible - we went from the ground, to the air, to underwater, to open world... DE is unstoppable!

     

    ok thats all, thank you for reading.

    ps: i can see how such ideas might bring a mild heart attack to certain DE devs, but cmon, you cant say it wont feel satisfying and look incredible (the melee combos).

  6. very true +1 

     

    "The great idea of the mod system, was to offer players choice, diversity, and customizable playing styles.

    The current mod system, is a basic stats upgrader, were you only equip mandatory and essential mods, to enhance all the basic stats that are needed for quality of playing, surviving, and dps."

     

     

    i see this new slot as a baby step towards the right direction.

  7. I still kinna like how we run across the wall with one hand on it, just the animation is pretty awesome. Having to continuously push a button to hop my way across the wall doesnt look or sound as efficient as an improved wallrun should, imo. This wont make it easy to wallrun and gun at the same time, i love that feature now. It wont even feel the same... come to think of it.. will we even be able to wallhop n gun anymore (on consoles), or will we have to stop mid wallhop every time, shoot and continue to hop on? anyway..

    I believe they can iron this new wallrun out a bit to be somewhat like the old run but with the new directional and latch features. Hopping across the wall in Warframe is a bit... just doesnt sit right. Im surprised at how many people like this new feature though.

     

    Also, i hope they consider to give the double jump a boost. Its not a double jump atm, its a front flip, and it doesnt make much difference unless you have momentum.

     

    just my opinion though..

     

    overall, they done a good job. a lot of work was put in to parkour 2.0

  8. This is interesting. Last week I was running a T4 and I remember getting 5 Rank1 Silver fusion cores on one of the rotations. It wasnt a cache drop. My entire squad was like wtf?

    I was gonna look in to it cause it seemed a bit ridiculous but then I thought "anything is possible in void drops" and just moved on.

    Ill ask some of the peeps I run with if they remember the T4 key, and ill take a screenshot if I see it again.

  9. Play Borderlands, Dark Souls 2, Destiny, or some other loot heavy games. They have good gameplay that makes it less frustrating but their RNG is by far worse.

    Exactly what im thinking. The grind in Warframe is much more noticeable. Those other games feature open world and semi-open world. This feature takes focus out of the grind, so RNG is not as frustrating.

  10. Aside from the Archwing open space exploration idea shared by Steve in a previous stream, have you guys considered Open World, or, Semi-Open World Warframe? Please share any ideas available.

    Can we expect any upgrades to our Dojos? If so, what are they, and how soon will they be available?

  11. ~Another one would be showing an enemy (Corpus/Gineer ect) being grabbed by tenno arm and dragged into the shadows which then shows said tenno(s) coming out~

    This would be cool in Exterminate mission start.

    Different animations depending on mission type would be pretty cool and kind of get our mind off the usual.

  12. (Puzzler)

    indeed. a bit more detail is needed.

    something "frost prime like" with a mastery sigil on a 128x128 would need a magnifying glass to make out. the only thing I can think of that can give proper representation to frost prime at such a size would be his helm. combining that with a sigil and makin them both noticeable is tricky

    edit: you can always put the mastery sigil in a golden snow globe lol that should do the trick

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