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Jokubas

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Posts posted by Jokubas

  1. I realized I forgot something important in my last post. I think the game is really fun, the gameplay is great. I just think you need to be invested to appreciate it. If someone just showed me a clip, even now, it would be hard to appreciate what it really is.

  2. That was a really interesting read. Digital Extremes is a really nostalgic company for me, though I only learned that after getting into Warframe. I grew up with Solar Winds, and Unreal was the first series I seriously played online with strangers. Like I've said before, after playing Warframe, I really feel like Digital Extremes are who really made the parts of Unreal that were memorable to me (no offense to the fine people at Epic since there are still games of theirs I like).

    I find the publishers' lack of faith interesting. Not because I think they were being stubborn, but because I really think I see where they were coming from. I only got into Warframe when I discovered that it was connected to Dark Sector, because I loved that game and was disappointed that it seemed to be obscure and standalone. Even to this day, what appeals to me most about Warframe is that I'm invested in it, in a bit of a cyclical fashion. And I don't say that to be mean. I don't hate anything about the look or feel or setting, and I can't tell you why it doesn't really draw me in. They've clearly put a lot of work into the world and the story stuff is really neat, but I feel disconnected. I'd be hard-pressed to get into it now if I didn't have a connection to it, and I don't think it would have stood out to me when it was just a prototype. Warframe is more than the sum of its parts.

    That's why I also think it's really neat that Digital Extremes chose to learn something from the lack of faith. I often hear that something hugely successful was originally turned down by everyone, and people get all self righteous in hindsight, but that's easy to do in hindsight. A lot of things that end up successful wouldn't have really stood out before they became successful, and you can't blame someone for not knowing that ahead of time. The stupid thing was all the sci-fi hate. Sci-fi does tend to have a tougher battle than, say, fantasy, I think because it doesn't have the same sort of cultural touchstone that always has something familiar, but that doesn't mean you should just never do it.

    Digital Extremes knew the sum though, and I'm happy that they got to fulfill their dream and be vindicated.

  3. The Second Dream just blew my mind.

     

    I stopped playing this game awhile back because I got to a point where the only thing really left for me to do was grind for really rare mods that I was having no luck with, and it wasn't worth the stress. I hadn't had any real intention to return to it, but I heard that there was a new update with cutscenes and a more direct story.

     

    This was not what I was expecting.

     

    I had to unlock and do Natah first, and the two quests together took me two to three hours. Most of that time I just kinda turned off my brain, grinding through the same old kind of content I'm used to just to see what's new, because I do still like Warframe even if I don't really feel like playing it anymore.

     

    The first cutscene impressed me, as it felt like it was introducing a true plot and villain in a way that just felt... strange, but really cool after feeling like I had finished the game. The "reveal" wasn't exactly surprising to me, but the presentation was just jaw-dropping. The moment it brought up a new customization system though? I haven't reacted like that to a game in a very, very long time.

     

    In any other game, or at any other time, it might be par for the course, but at this stage, I couldn't have been more shocked. I feel like I just bought a new game, and I didn't even have to pay for this update.

     

    You know, after seeing clever weapons and mechanics in Dark Sector and Warframe, and finding out that Digital Extremes contributed to the early Unreals, I started to think that maybe you guys were the team that truly made those games memorable. You've now convinced me. Nothing that happened during this quest was especially original, but every bit of it was delivered in just the right way.

     

    The only concern I have at this point, is that I'll want to see what happens next. I don't tend to like story in my grindy multiplayer games because I hate to spend 30 hours on what is paced and written to be a 5 hour script, drawn out between repetitive missions rather than the handcrafted levels it deserves. Honestly, I just want to see a Dark Sector 2 at this point, or a singleplayer Warframe game to really flesh out this story, but even if I am conflicted about seeing what you have cooked up for Warframe, I have a feeling it will be beautiful.

  4. I just came back to the game after a hiatus and started off with the new Spy mission quest. I was impressed with the new design. It was nice to see some new areas, it was nice for Spy missions to feel relevant to their namesake, and it was an awesome feeling when I realized alternate paths were actually worth looking for. I just did the Cephalon mission that starts as Rescue 2.0 and goes into Spy 2.0. I also found an alternate path in Rescue 2.0 that I swear didn't exist before, and it was cool.

     

    But, with the harsh penalty that is being applied to these 2.0 modes, the quality of stealth in this game is more important than ever, and right now it's not where it needs to be.

     

    But more importantly we need something on our UI to indicate detection triggers. Like noise lvl, hidden in a dark enough shadow, or if you've been spotted by an enemy. I believe in some other thread someone using something like the alert signal from metal gear would work great for the latter.

    This is the key.

     

    The problem with stealth right now is that you have absolutely no idea what's going to count and what isn't. I failed my first try on one of the Spy quests because I killed a guy and nothing happened, so I got that terminal. At the next terminal, I killed a guy with the same weapon and the alarm went off. Why? I have no idea. I can't learn from that experience.

     

    Stealth can be more binary, as long as those rules are intuitive and well-presented. I'd be okay if I'm instantly seen in the light, as long as there is some indication of what the game is considering light. I'd also be okay with an enemy standing right in front of me being ignorant to my existence because I'm in shadow, because at least it means the rules are consistent and I can plan for them.

     

    You can't plan for stealth when you have no idea what's causing you to fail.

     

    I honestly want smarter AI, not dumber UI.

    Smarter AI works in some cases, but it just doesn't with stealth. Realistically, the Grineer and Corpus would have some sort of life monitors that would automatically trigger alarms when they are killed. And at this point, if they were half as much of a threat as they're portrayed in the lore, they'd have equipped their troops with a Tenno-specific alarm at this point, that's somewhere on their armor and can be pressed without having to run to a console. Such an alarm should instantly lock down the local area, including windows, vents, and anything else, even if it ends up killing the other troops in the area. The Tenno are worth that. The factions are too stupid for that though because it would be the end of the game, stealth or not.

     

    I know that's an extreme example, but stealth couldn't be a serious game mechanic (outside of cloaks) if the enemies took security seriously, because we're almost always on their turf and we aren't that magic, we're just powerful.

  5. Yeah, you need to scan the blue one three times, so you need to do the mission a minimum of three times. It definitely needs to be presented better. At the very least, it needs to show your progress. Optimally, non-blue Elite Arid Lancers would not show up in the mission to avoid confusion, or the description explicitly distinguish between the normal ones and the blue ones (it may technically in a terminology sense, but as it's likely to be your introduction to this stuff, you won't know that).

  6. What a lot of guys don't get is that the further the extremes are pushed, the more difficult it is to ballence it all out. 

     

     

    Also: it is really rather saddening to accidentaly, or not bother to, nerf/buff yourself appropriately for each mission. Finding out that you can't get past a lancer's armour is saddening, and finding a grineer can't take a single millisecond of your beam weapon, or do any damage to you, is also saddening. The difficulty is not hill like, but cliff like. 

     

     

    Everyone really needs to stop looking at things as "nerf" and "buff". 

    This is a good point.

     

    As someone who doesn't have any of the ten rank mods maxed out, I feel like a huge problem with the game comes largely from the massive percentages you have on things like Rifles. The game feels relatively balanced where I am right now, but I know there's this huge curve ahead of me still. The problem with such large numbers, isn't just that it creates a large divide, it's that the large divide leads to an arms race between new content and difficulty. It's unsustainable.

     

    But it's not so simple as one buff or nerf. If you buff the shotguns, you still have every problem with the endgame we already have. If you nerf everything else, now you have to rebalance all of the really high-end stuff to no longer expect insane stats. DE needs to pick the most sustainable future, and commit to it, even if that requires changes indirect to the shotguns themselves.

  7. The (in)ability of the Velocitus to hit things like Dregs has always been the gun's biggest issue. I was doing pretty well against everything else even on Caelus right out of the gate with the gun (even if, perhaps, not as well as I could have been with the Imperator). Even the projectile speed, which is a problem, was possible to largely offset. Not to say I'm not grateful for the other changes, but whatever's going on with either the gun's accuracy or the Dregs' hitbox needs to be looked at.

  8. Still doesn't hit Dreg enemies...

    Yeah. I just did a great Caelus and finally got something I wanted from it, but for some reason I had the wrong gun equipped. Thought I'd be able to solo things pretty easily once I switched back to Velocitus, but the Dregs were making it impossible. Otherwise the gun's fun.

  9. Might worth mentioning that last time I checked, they weren't Desecrate-able either, further lowering your chances for... like the gunblade stance.

     

    Again, we have seen this tendency before, putting items as rare drops into an already rare enemy's loottable... Yea, this is a "farming" game but farming a single thing for that long... hell, I know people who still don't have Jagged Edge and they actually play the game properly - just not the same single map 4 hours a day. That "intelligent" loot system DE mentioned before would be neat - wonder why is it not implemented yet. The idea didn't imply a hard-to-program solution.

    Oh, I'm one of those that still doesn't have Jagged Edge! It drives me nuts, to the point where I actually started farming a mission heavy in the enemy that drops it. Still nothing.

     

    That's actually one of the reasons I'm so frustrated with this event, and why it's sort of the straw that's breaking the camel's back for me. I have a lot of fun with this game when I can play it normally. When I can just do missions and events or just play with my friends, and pick up stuff along the way without thinking about it, that I can use in the future.

     

    Eventually, though, you get exposed enough to the game to start having certain rare mods as goals. Jagged Edge was more of a completionist one for me. I'm pretty sure I have several of the Puncture and Impact equivalents. I eventually did a pretty good job of telling myself that the grind wasn't worth it, I think, but that didn't stop other mods from doing the same thing. I found out about Dual Rounds, and really wanted that. Still nothing. Then I found out this event was going to have the Tethra's Doom mods, which were ones I found out about a little while ago and really, really wanted, but accepted that they were no longer attainable.

     

    And I feel like they still are. A long grind (well, as long as it's not original-Syndicate grind) isn't really that bad, as long as its guaranteed. Say what you will about that being mindless, but a part of you knows you'll make it, and it gives hope. Rare drops? The definition of random means that even if it's not plausible, it's at least possible that you'll literally never get it.

     

    I did a ton of missions for this event (partially because I did sessions for each bounty, instead of waiting for them all to be up), more than probably the last few months combined. And I enjoyed that, because I was getting guaranteed credit for the event, and along the way picked up a ton of Fusion Cores and a couple of rare mods and stuff without having to hunt. But I just can't bring myself to grind this survival. I really, really want those mods, but in the end, Warframe is a game. The stress of subjecting myself to yet another rare mod gamble-grind is simply not worth it. I like the game, I want to play it every once and awhile, I don't want to only remember it for the times I worked my fingers to the bone and had nothing to show for it.

  10. I just did another run and got nothing. I'm not saying I don't believe the people saying it's dropping, just that it's still somewhat rare.

     

    This is the feedback forums, so I'm going to say it. If putting it on a rotation as something rare is the intention, then I'm done. I really wanted these mods, but I've stressed myself out enough on this event already as it is. There have been too many goals, too much grinding, it was around a holiday, and it's all on a time limit.

     

    I actually don't mind a grind too much when it's guaranteed. I actually kinda enjoyed the bounties, as it gave me an excuse to play a bunch of missions and replace all the Fusion Cores I've been using without replacing. But I'm not going to sit through a bunch of long Survival missions just for the chance of finding one of four rare things (especially when I'd want them all). It's just not fun.

  11. As much as I would hate having to grind him if they were on Alad V, at least you could. It seems kinda silly bringing back temporary things so new people can get them... only to have them be temporary so the exact same thing will become a problem again in a week.

  12. Since they are rare mods, they should be rare drops. Don't go there expecting them.

    Well, I haven't seen a confirmed or claimed find yet. I guess it's possible they are just that rare, but if they are, it seems like a ridiculously pointless thing to add. Would have been better to just not tell us and make the people that find them before it's over think they just got lucky with a bug.

  13. The main thing I'll disagree on in Mesa herself. While she's very "Wild West," I don't think it's as much of an out-there theme for a Warframe as "stage magician with tall top hat," especially depending on how you color it. What helps is that there's actually a lot of thematic similarity, which led to things like The Magnificent Seven adapting Seven Samurai to begin with.

     

    I definitely agree about adding Frames, to the point where I feel it's a problem with lots of what's added in the game. Is there just a fear that we won't care enough if the new thing isn't entirely new? In my opinion, the bigger risk is diluting everything so much that nothing feels interesting anymore. And, in general, I'd like to see lots more customization. Warframe genders is an obvious one (though a work-intensive one), especially since it seems like we are supposed to just be one person now. It almost feels like customization is being held back because of Platinum. Meaning, they feel like customization is the main thing they can charge for, so they want to make sure customization is something worth spending money on, leading to a situation where they're really conservative about what they release, instead of just throwing in ideas all the time like City of Heroes would do.

  14. Just did 40 minutes on the final Survival and saw no Tethra's Doom mods. I'm curious if that's because they're rare, at certain waves, or because the drop isn't working. Not to sound greedy or impatient, just that if it's the latter, it would be best to get that looked at as soon as possible.

  15. I didn't have a problem until Mesa. We had a squad of three, one decided to afk at the beginning of the mission. We get to Mesa, and us two active Tenno got downed instantly. My other squadmate was out of revives, so it was up to me. I get downed once more trying to finish off the adds... or so I thought. I put up my electric shield next time and get the last add, only to realize it wasn't the adds that were killing me. Mesa was apparently hitting me with a bleed, through electric shield, that was ticking for 200-300. I almost hit Forfeit instead of wasting my last Revive, but I decided to chance it. By this point, I was out of ammo as it was, so I decided to charge them in melee. It took me, like, ten minutes, but in melee Mesa didn't have a ridiculous bleed, so I was able to finish them off.

  16. I don't think we need to do anything yet, but there is a difference between more tactical enemies, and just annoyance.

     

    I just had a heck of a time with the Swarm Moa in a Hive mission. There was an endless chain of them, every time I killed them, another would take its place. The problem with that, was that their vision debuff makes it really hard to see the Tumors. When I can't see the Tumors to move on, and the Moa keep replacing each other so I can't kill them either, there's no challenge there, it's just frustration.

  17. Or they could just make Assassins/Death Squads fun in the sense that we have a fair chance at beating them without needing to OHKO them or exploit terrain... 

    Yeah, I don't know about the Syndicate enemies, I haven't run into them, but the assassins are annoying. In all of my playtime, I think the only time I ever saw Stalker killed was when I was dead and out of Revives. >_> I've gotten close on numerous occasions, but for whatever reason they decided it made sense for him to be a coward that instantly goes invincible when he's downed whoever he wanted, no matter how the battle was going. And considering his teleports and such when hunting that target, it seems like a gamble whether or not you get him, not a challenge. Unless you just have a really broken gun which, again, isn't him being a challenge. Fighting him should be an epic duel, not a cheap exploit.

  18. That's weird, it was only the normal 10 waves for me. I guess I joined right in the middle? Anyway, even with 10 waves that was the most boring Defense Alert I've ever done, and they already tend to be pretty boring. The enemies came incredibly slowly, and I had ridiculous amounts of downtime.

     

    I heard this was set up by hand? In which case, I guess I can't really blame anyone, I don't want to sound insulting, just give feedback if it's relevant for the future. Throwing this out there to tide everyone over was a nice gesture, so thank you. :)

  19. Ripping this off of another game that shall not be mentioned.

     

    Basically the person that d/c is prompted to rejoin the game as soon as he hits the liset and before he is allowed to do anything else (like swap gear). If the player denies/dismisses the prompt then he loses the ability to rejoin. Aborting the mission of your own volition(rhymes!) does not warrant this option.

    If the game can detect that, that's a good compromise. In general I think the game is too harsh with its loss penalties (specifically in how easily they can apply to disconnects or host migration bugs), something like this needs to exist. Also, the game needs a more informative message when you're past the joining window.

     

    In general for Endless missions though, I really feel like the public join window should be expanded at least to the second round. It's already sometimes hard enough to find squads in this game, with how spread out everyone is, and how popular the non-matchmaking modes are. That isn't helped when there are two popular and completely normal gamemodes that become un-joinable almost right away, leaving a squad out of the pool for half an hour or more. And it sucks from the other direction too, getting past the first round before more than one person realized that mission was actually being done, and knowing that you won't be able to stay long because you're never going to get more help.

  20. These are some really good ideas. I agree, it's a shame the mission type only has a couple of examples all tucked in a place where they aren't really played, and it's really easy to expand that. I really like the idea of adapting this to simply raiding ships for supplies, regardless of whether or not it gets the player any loot (although I think it should, rewards really need to be spread out more).

     

    Another suggestion I'd add, is something I also suggest for all missions, that was mentioned in that large thread about dealing with exploits. The bulk of Affinity gains should be from the objective, not the enemies. That would go a long way in encouraging people to do more mission types than just Endless modes (which already have enough incentives).

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