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Jokubas

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Posts posted by Jokubas

  1. I think the rewards should stay pretty much even across, but the rest of the features of the modes be brought more in line with each other.

     

    Defense and Interception need the rewards to stack, and Survival needs to replace manually leaving with the Defense/Interception screen at each interval.

     

    This way they'd be more consistent, and you could simply choose which one you like to play the most.

     

    And if there's some fear that Survival would break if people could individually choose to leave, I think an option needs to be added for all three to be able to join a post-five minutes match (which just tells me the objective has been completed). You wouldn't get the full rewards for having been there the whole time, but it might help avoid leaving players killing the match for the rest.

     

    Of course, I could be missing something crucial about one of these things.

  2. This isn't a situation where learning by experience would be beneficial. If the noob is alone and they want to learn by experience, fine. But if they are in the same game as me and other more experience players and they want to learn by experience, it negatively affects me and everyone else in the session.

    This is an issue I see a lot. Trial and Error is fine and a crucial skill in life, but in a game like this, it won't happen in a vacuum. At best, they're going to be negatively affecting some innocent people on accident. At worst, they're going to be negatively affecting people who treat them like morons for not knowing something they simply haven't learned yet. I see that attitude far too often nowadays: jumping to the conclusion that someone is unwilling or incapable of learning something before they've even gotten the chance to try.

     

    At the risk of getting a little philosophical here, telling everyone something once instead of everyone individually telling it each time, is the reason humanity is where it is today. We build on the knowledge of our predecessors so every person doesn't have to rediscover everything from scratch.

     

    Having the game inform the entire playerbase how it works once is far more efficient than asking every player to tell every new player they meet one by one. That's not saying we shouldn't be open to communication, it's just saying situations like this have more practical solutions.

     

    Survival Mode has a lot of problems though, and that's just one of them. Any mode that's easy for a toxic player to intentionally troll is unfortunate.

     

    My personal pet peeve with Survival is that it's the only mode without a definitive end. It's really jarring that it's the only mode that doesn't make you leave after an objective, or let you choose to leave individually. Nothing like someone wanting to farm Survival for a long time and someone just wanting to open the node ending up together. I think some kind of Defense-like summary after each five minutes would be useful for new players as well.

     

    Back to the topic though, putting a lock on the capsules wouldn't be a bad idea. If there's concern that it limits some strategy, the lock could always be replaced with a soft lock. In other words, if you're above 70%, you have to doubly confirm that you want to use it with unambiguous dialogue, and maybe a hacking puzzle.

  3. Getting a more noticeable amount of Affinity still isn't going to compete with getting a Forma, so I don't see the problem with increasing the more lackluster rewards.

     

    I've logged in every day since I started playing, and I'm giving up. I have never gotten any of the interesting stuff. I've gotten a few blueprints of stuff that you can also buy last I checked, but it's usually just Affinity (of something I currently have maxed, just to make it worse).

     

    I don't feel like the daily login reward is a fun little bonus. It feels like a troll. >_>

  4. Slash Dash is clearly representing the trope of a ninja or samurai running past a guy with his hand on his hilt, a dramatic pause ensuing, then him re-sheathing the sword as the person he ran past is sliced. That is supposed to be a damage ability, not a mobility one, even if it ends up working out that way.

     

    There is something to be said about adapting to unexpected ways in which things turn out, but staying intuitive is important, for starter Frames especially. I believe Excalibur needs a little nudging back onto the tracks, if nothing else.

     

    I'm not trying to strictly disagree, there's nothing wrong with situational power, but I think his abilities need to be evened out a lot more.

     

    Slash Dash

    I loved this ability when I was new. It didn't take very long for it to feel like a huge risk for little reward though. The number one, especially for a starter Frame, I feel should be a more reliable ability, not one that leaves you wide open if it didn't kill the guys you passed. Maybe it could make you temporarily untargetable by enemies, to represent them not immediately being able to realize where you went. Not a full stealth or anything, and it shouldn't obsolete Radial Blind, just something to help make it less suicidal for such a basic attack.

     

    Radial Blind

    I guess I should be embarrassed to say, back when I played Excalibur, I didn't use this much. In my defense, I was new, and almost always had one person in my group who'd use some max rank weapon to wipe out any room before I could even get to it, so a blind/stun wasn't really useful. I believe everyone that it's invaluable in the endgame though.

     

    One tweak I still think it needs, is a more obvious radius. A lot is going on at once in this game, especially with a full party, and it's hard to learn an ability like this when the only indication is on enemies that will often be dead before you can get a feel for the range in leveling missions.

     

    Super Jump

    I'm sorry, I just can't see the use of this ability. Maybe there are some maps in the endgame that are just drastically different from the rest of the game, but I've never seen an obstacle Super Jump can overcome that can't be overcome with normal mobility. If anything, it makes you less maneuverable, because you don't have much mobility while in air and you can't be doing any jumping or anything beforehand, so you either have to not use it, or risk holding back on your normal mobility.

     

    I honestly just want to see this thing completely replaced. If it stays though, it needs some drastic tweaks, like being able to chain with existing jumps or giving you unprecedented air control while using it at least, if not some more direct combat utility. Just because it has some use doesn't mean it's worth an entire Warframe Ability.

     

    Radial Javelin

    I actually took this thing off my Excalibur back in the day. When I first had enough points to equip it, it was kinda cool, but it very quickly lost that luster.

     

    I have two major problems with it:

    1) It freezes you in place for a uncomfortably long time for no reason. At least with Volt's Overload, I can imagine that the surge is actually disabling the movement of his Frame. Excalibur is just showing off, and wastes time flourishing with his weapon when he might still be in serious danger. I don't want the animation completely removed, as it's part of his character, but I think it should be adjusted with the cast time. He should just stab in, launching the javelins, and immediately flourish it back into his hand, no hesitation.

     

    2) It seems to choose enemies at random. More often than not, I had it avoid at least one or two dangerous enemies near me, which is only compounded by my first point. I swear I read that it's supposed to, but it really needs to prioritize enemies by range.

     

    I haven't used Excalibur in a long time so I can't comment on damage numbers, but a few other things could be tweaked as well. Despite Radial Javelin doing equal damage of all physical types, considering its visuals and being named after a piercing weapon, it really needs Punch Through.

  5. I don't think I've done "high end" content yet, but so far I think Volt is fine. He almost surely isn't a priority for balance. If they ever found themselves willing to tweak him, though, I do think some things could be done.

     

    Maybe I just suck, but Shock seems a little too picky for me. It often feels like using a sniper without a scope, which is possible, but not intended. Also, this may not be such an issue when you're in high end stuff and encouraged to use the "best" stuff, but with my electricity-heavy loadout, the stun is somewhat redundant, and the damage hasn't seemed worthwhile. If Volt is supposed to offer an alternative to gunplay, his abilities shouldn't be outclassed by electric guns.

     

    Speed is mostly okay, though I feel like it should affect more things. The wiki doesn't mention reload speed, but I actually haven't paid attention enough to know if that's just missing.

     

    There's something about Electric Shield that just feels awkward to me, but I can't place it, so I'll leave it alone.

     

    When I first got Volt, I didn't get Overload. It froze me in place and didn't really seem to do anything. Now that I've upgraded it and learned more of the game, it's pretty awesome, but it has some drawbacks. I have noticed that in higher end stuff, it doesn't seem anywhere near as useful, and holding you in place starts to become insanely risky for an incomparable reward. Worse is that, in my experience, how long it holds you in place is random. Sometimes I can move as soon as the first damage hits, other times it doesn't put me down until it's completely over. Maybe that has to do with being in the air? If so, I think that distinction should be removed; it's not really necessary.

     

    The reliance on the exploding electronics is kinda iffy as well. Having them simply be "overloaded" and reboot, flickering back on, would be kinda neat, but not a perfect solution because there are plenty of places without electronics. I'm pretty sure there are Warframes with similar abilities that don't rely on that kind of environmental situation. I like the flavor of it, but it's mechanically awkward. Maybe transfer most of the damage into the ability by default, but still have the electronics explode and do a little something just for flavor.

  6. I think the Ospreys need to be adjusted a bit first. How they work is not immediately intuitive, and they've seemed really inconsistent in my experience.

     

    For the longest time after starting this game, I intentionally detonated them. I couldn't understand why there was this enemy that self-destructed on you with the slightest touch, and rarely seemed to do much damage. I had no idea that it was because his real goal is to keep his loot from you. That's just really meta-gamey.

     

    Plus, I've seen them instantly detonate from a Sentinel or something hitting them from around a corner, and other times fly back and forth around the group without going off for whatever reason. I've slowly meleed one to death before as it backed off in an attempt to gain ground on me before charging, and another time, the second I touched it, it just exploded. One time I was in a mission with them and got yelled at because, after throwing everything I had at one, it still detonated. Previously, I was doing the same mission, and my number one instantly killed one, so I kinda thought I could take them.

     

    The problem with Oxium collection is just that the difference between being in an Osprey heavy mission with someone who knows how to reliably kill them, and being in a mission with people who don't, is the difference between getting 30-60 Oxium and none. I just think that's too big of a range. Having a mechanic that new players will inevitably mess up, and people with just the wrong gear set up can only make worse, is just a bad idea.

  7. When I saw this thread, thanks to Digital Extremes' connection to it, I immediately thought of Unreal, particularly the Shock Rifle.

     

    For Volt I imagined that Shock would actually consume an Electric Shield it went through. Either the Shield would detonate and add a large explosion on top of the Shock effect, or the Shock would essentially "carry" the Shield with it, turning it into more of a cone attack with a larger chain radius. You could do other combos as well, like running through an Electric Shield with Speed on making you faster or temporarily carrying some of the electricity with you in an anti-melee aura. Overload could easily have some sort of effect on the Shields as well.

     

    It may be hard to come up with combos for every Warframe, but that might not be absolutely necessary. It could be just what certain Warframes need to add that little extra utility or power to keep up with the better ones. If that's clear and logical enough, it may be able to avoid jealousy from the Warframes that don't get it. ;P

  8. I'm not denying that it can be powerful, but the travel time, charge time, and single target nature of snipers (by default) combine to make me wonder why this thing requires Mastery Rank 7.

     

    Sure, with Punch Through and a good Status Chance, it can do some interesting things, but it's never seemed anywhere near as useful as weapons I unlocked two or more Mastery Ranks ago that can also AoE, inflict Status Effects, and keep up with DPS due to faster firing and less reload. Normally I'd point out that the range of a sniper isn't that useful in a game that's mostly close quarters, but with the travel time the Lanka wouldn't excel there even if it was a common situation.

     

    Again, not saying it's weak, but I don't really understand why it requires such a high rank.

  9. If you gonna create some variety, start from Energy Siphon.

    I haven't number-crunched any of this stuff, but yeah, I'd have to say that pretty much every issue connected to energy in some way stems from the fact that it is finite by default.

     

    I remember when I first saw Volt, the game told me that he offered a powerful alternative to gunplay. How can a Warframe offer an alternate to gunplay, when the only offensive difference between Warframes are their abilities, all abilities take energy, and energy is finite (technically ammo is as well, but most guns have a higher efficiency than most Warframe abilities)? I can accept that some Warframes might be best with some rarer mods and builds, but Volt was built to be a starter.

     

    Getting Energy Siphon completely changed the game for me. Before, I never really felt like one Warframe was significantly different from another. Relying on Orbs, in my opinion at least, is way too much of a gamble. In some missions, you seem to drown in them, and in others it's like there's a drought. To be properly strategic, you have to consider future options as well. You can't just go blowing all your energy when it'll be useful now, when it might be necessary later, but you don't know if you'll get enough Orbs in the meantime.

     

    Maybe I'm doing something wrong, but I didn't feel like I was playing the game the way it was meant to be played, with Warframe abilities at the ready, until I got Energy Siphon, and I feel sorry for new players considering how few times I've seen the Alerts for it across the whole time I've been playing.

     

    I think to fix Power Efficiency, you have to start with energy itself. And to fix energy, my first step would be to just give it a passive regen by default. Maybe Energy Siphon could just be removed altogether, but the default regen doesn't have to be major, it just has to exist.

     

    If energy was given a passive regen, it would change a lot, and I think for the better. Some of the more situational Aura mods would start looking more attractive, abilities would become more reliable, and efficiency would become more of a strategic trade-off rather than a necessity. What's the worst it could cause? Someone completing a really difficult mission after several hours by using an expensive ability, then hiding and waiting for enough energy to use it again?

  10. * The beautiful hostage you pointed out as covering so beautifully did the same in my playthrough just five minutes ago, the Corpus gunned her down like the idiot she was. NOT giving your hostage a pistol means that they rarely take cover, thus surviving the mission instead of waiting out the enemy advancing from all angles. YES, your hostage is more likely to survive if she doesn't stop every five seconds to drop into cover to allow the enemy to catch up to her.

    To be fair, that's more of an AI problem than a cover problem. It's not the cover's fault that the hostage focuses on the cover itself than the idea of staying safe.

     

    I do not think a dedicated cover system belongs in Warframe. It's simply not that kind of game. However, I do wish it was a little easier to take cover. I don't mean full, contextual cover, I'm talking about those times when you're solo or find a particularly nasty room, and things have gone bad or you're in nightmare mode or something. This game seems to have a problem where, when I realize I've gotten in over my head, pulling back to regroup doesn't help very much. I'm sure some people are already waiting to tell me that I should never let that happen, but that really isn't the point.

     

    When I've cleared out every room so far, and walk into a new room, and I start taking way too much fire, ducking behind a crate should never be a bad idea (well, from ranged, non-splash attacks obviously). I seem to get hit through crates and stuff far too often in this game, like it's only calculating line of sight, and not obstacles. Sometimes it feels like Alpha Prime. It's honestly not that big of an issue, as shields and playing smart make up for most of it, but it shouldn't be an issue at all. And that's not even taking into consideration the annoying tendency for enemies to apparently spawn behind you, no matter how thorough you've been playing it. It gets pretty hard to regroup when things get nasty when you end up surrounded even when you cover your tracks.

  11. Early on, while I tried to find something I liked, my melee was my most reliable and powerful weapon (due to focusing on it while cycling through primaries and secondaries).

     

    After finally getting other weapons I liked, though, I'm kinda shocked at how weak my melee is now. Considering its range and stun chance, it still has some situational utility, but both of those are features of the specific weapon, not melee in general.

     

    One change I'd like to see is all melee features accessible without having to equip it. Some keybindings will have to be changed around, but I really don't get the point of essentially having two melee systems. I had a stance for a long time before realizing that I had never been using it because my Warframe will arbitrarily refuse to swing his weapon a certain way if his gun was just out (the fact that the game doesn't tell you that and it's extremely unintuitive doesn't help; I'm pretty sure equip melee wasn't even bound by default when I started playing).

  12. I'd entirely behind your first proposal: remove stamina.

     

    I'm not aware of anything it adds to the game other than some minor nuisances. And those nuisances aren't of the necessary evil kind either. The game wouldn't break if people could sprint infinitely or whatever. Is there anything it prevents that you'd even notice?

  13. Some more gimmick mods would be neat, even if they run the risk of straddling the line between being mandatory or a waste of space.

     

    I think it would really help the variety if some of the percentages were tweaked a bit on the existing ones though. The Status Chance mod is a joke in most circumstances it seems. Other mods seem weak when they're most wanted. The Amprex chews through ammo like mad. I'm not really sure what the Ammo Capacity mod is for when even maxed out it has a relatively negligible effect on something like the Amprex. The ammo inefficiency is an intentional drawback, sure, but what's really the point of the mod system if I can't choose to put everything into offsetting a drawback rather than catering to its strengths. That kind of choice should be the point of the mod system.

  14. Ah, okay, that makes sense.

     

    I still think it's going to be a bit harder for snipers to pull that off. Honestly the best buff for snipers might be giving us more map variety rather than touching the weapons themselves.

  15. The lack of alt-fires is one thing that kinda disappoints me about this game. Its Unreal connection is blatantly obvious through at least a few weapons, but everything just feels so needlessly toned down. And it's not just the Unreal weapons either. I'd love to see more weapons be a bit more creative. I was disappointed that the Glaive is less cool than it was in a six year old game. I understand it needs to be balanced against everything else, and some of its utility isn't applicable in this game, but I miss being able to steer the thing and go for aimed shots.

     

    Also, I approve of merging the Razorjack and Spinfusor. ;P

  16.  the most-used weapons are clearly the most powerful ones, not because they're fun, but because the game mandates a particular playstyle, breaking the difficulty curve, to obtain more loot, and so the path of least resistance is usually chosen.

    Which is why it's pretty much inevitable that there will be a perceived "best" group of weapons that the "meta" will revolve around.

     

    The meta is not everyone though. Just because balance can't be perfect doesn't mean it shouldn't be a goal. You want players not privy to the "meta" to have fun as well. Increasing the challenge to keep up with meta, and letting anything that's not part of the meta fall by the wayside, is like bringing a bunch of random people into the grail chamber without telling them where they are, and just telling them to pick a cup.

     

    In other words, I agree.

  17. I don't have any evidence to provide either, but I wanted to pop in after reading this because now that you mention it, fighting Heavy Gunners with the Amprex does feel a little weird.

     

    It'll look like I'm barely hurting them and I expect a long fight, maybe even back off for cover, then I notice that they're suddenly dead. And I do see red crits on mine, but I might want to look into it more. Red crits shouldn't be the difference between negligible health bar movement and instant death, should it?

  18. Am I missing something about Snipers?

     

    I like that this game has a great variety in weapons, a little something for everyone, but snipers seem like such an awkward fit. There aren't that many large, open areas in the game, which is what snipers are balanced around.

     

    Why stop, zoom in to something never far away, potentially charge, and take a single shot on a single guy, when so many weapons in this game can just walk into a room and take out half the room blindly?

     

    I don't understand how that can compete, and I can't really imagine a buff that would solve it. Snipers are founded on long range, vital shots that just really aren't that important in Warframe. You're rarely far away, and most enemies aren't so tough that aimed shots are important.

     

    Am I missing something?

  19. Yeah, and I agree with a lot of that. I just meant that if someone really does believe that the old way is a strict upgrade, then a reversion is a suggested improvement to them. I can understand your frustration though.

     

    And what I meant about feedback was about the lack of a test server before live. I'm not aware of a test server for this game and that may not have been worth the effort to set up, but a lot more transparency and detail about the development just through blogs and stuff might have been very helpful.

  20. To keep things concise for the devs to read, I'm going to summarize a couple of things I just mentioned in a couple of other threads on this subforum.

     

    First of all, here's a new mock-up I made showing how my version of the map could make progression more clear when you haven't unlocked everything:

    StarmapMockup3.png

     

    Second, I had avoided bringing this up on this thread before, because a lot of obvious and impressive effort was put into this and I don't want to insult anyone's hard work, but I really want to be frank about this. The new UI is slower, and fails many basic usability tests that the previous one succeeded at that just baffle me. No iteration will bring the new one up to those standards, and I don't think we should have to put up with making something inferior slightly less inferior, just because someone has apparently decided the old one is obsolete. But I'm mostly seeing the reaction splitting wider and wider into two camps, focusing on their differences rather than the ultimate goal of improving the UI.

     

    This doesn't have to be a binary decision, revert or iterate.

     

    I mentioned a compromise of this compromise before, but I'm going to be frank about it this time. I'd honestly love to show a more direct mock-up of this, but I can't find good screenshots of the old stuff to help me.

     

    How about this, we keep the ship and the old UI.

     

    Wouldn't that be kinda chaotic? You might say. It's already awkward enough that the new escape menu has more options than are physically accessible in the ship, you might point out, would we want to make that worse?

     

    Certainly, just piling extra menus and different ways of doing the same thing might be nice in theory and let everyone choose their favorite version, but it makes keeping things consistent a nightmare, and limits new functionality to the limits of the least expandable version. But I'm not proposing just squeezing both versions of the UI together.

     

    Now for the full suggestion:

     

    Imagine this.

     

    You open up Warframe. You get to the log-in screen. It could even look how it does now, it doesn't matter. Once you log in, however, you're brought right to the old UI. Your Warframe is sitting there, planets around them. Nice streamlined menu at the top. Quick-access alerts on the side.

     

    However, through some new interaction (a new button, hitting escape, a choice on the map, or some combination), you can choose to "back out" into the ship, and your Warframe stands up as the menu fades away, like leaving the Navigation Segment does right now. You wander the ship, and it's much like how it is now. It doesn't have it's own UI though. You return to the UI by going back to the Navigation Segment or hitting escape.

     

    In this version, the ship no longer serves as the UI, but the UI is still perfectly in-universe, being canonically accessed at the segment in the front of the ship (it always felt in-universe to me anyway, you obviously weren't literally a giant floating in space). The ship would not have an immediate gameplay purpose after this change, but that wouldn't mean it couldn't.

     

    In this version, I imagine the ship to start as a small little player house. When you start (or at least, as you unlock functionality through the tutorial, which I imagine would stay mostly the same as U14), all the default segments would be there. The Foundry Segment is still the place on your ship where your crafting physically happens and you can still watch it, but it doesn't have it's own terminal, and doesn't need it because a futuristic ship can certainly access its different functions remotely from a single terminal (modern computers can already do that, and that's even without technology like the internet). However, I hope you could eventually customize them a bit, switch some things out, maybe theme your segments as a faction, or perhaps go for a multi-faction, scavenged look. You could visit your Kubrow here and spend time with them, but it would not be necessary to gameplay (any necessary Kubrow management would be done through the main menu).

     

    The ship would still give you interesting vistas, allowing you to get a better feel for the world and the impression that you're really in orbit around these places, just as it does now. Ultimately, I hope that it would even one day be used in some stories, so it would have some gameplay relevance, but that would have to come later.

     

    Obviously, a few things about the old UI would have to be tweaked; the map change wasn't arbitrary. I think my proposed map compromise would fit pretty well into this idea though. Controller accessibility is great, but I don't know why it's treated as mutually exclusive with an interesting map. There's no reason it has to come at the cost of the look of the old solar map.

     

    Also, the way the game handled parties and whether or not it considered you were in a lobby seemed pretty arbitrary before and that needed to be fixed. But that's an easy fix if the rest of this is done. Just make it where party information is always displayed, you can make a party from anywhere, and leaving a party is done by clicking an obvious leave party button on the main menu (or any screen with party information and a cursor) rather than backing out of a planet or whatever, which seemed like an arbitrary line to draw before (it was bafflingly awkward to navigate the map while in a party before due to what would be considered leaving the party, and yet still possible to get around).

     

    So that's pretty much it. It feels so simple to me that I almost feel silly for suggesting it, but right now it really doesn't seem like it's a possibility that's been considered.

     

    Just take the old UI, update the map and party functionality, and add the ship as a new place to go, not as a replacement for the UI.

     

    If you do the visuals right, it can keep all of the current immersion, as it's still UI canonically accessed from the ship, but you get all the usability and quick access back. To top it all off, since all access is done through the one menu (and even flavored that way), you don't have the current problem with the escape menu that it's a whole second way of accessing things with extra options.

     

    Yes, a lot of the new segment screens would be a casualty and that effort would have been for naught, but...

     

    The worst thing we can do is throw good money (or time/effort, in this case) after bad in an attempt to justify it.

     

    It already seems that most iterative feedback wants the new screens drastically pulled back as it is due to readability and motion sickness. Might as well make that sacrifice meaningful.

  21. Take an active role in improving the functionality of the better looking UI, don't clamor for a return to the old one. This is a work in progress. Yeah, maybe it's a step back, but why should that mean we shouldn't suggest improvements?

    Well, because if someone feels the new thing is a step back, then asking to get it reverted is suggesting an improvement. They did a ton of work completely overhauling something without getting feedback before putting all that effort into it, so it's not like anyone could have helped iterate it better ahead of time. If you're okay with the idea of suggesting improvements, then I don't see what's wrong about asking for the old thing if that person sees it as superior to the new thing.

     

    I'm not saying the new UI is that bad though, I've suggested my own iterations on it rather than massive overhauls. But honestly, like I just posted in another thread, I think there's an easy way to have the best of both worlds without vestigial compromises, if we're willing to acknowledge the strengths and weaknesses of both, rather than seeing one or the other as being obsolete.

     

    More to the topic of this specific thread though, here's my take on the opening suggestion:

    StarmapMockup3.png

    Shameless promotion of my map overhaul there, but you get the idea (okay, I actually am a bit self-conscious about it, but I'm not saying we should literally adapt my suggestion, I'd just really like to see a map with the old look but new functionality).

  22. Sometimes it is better to admit having failed, and go back to what was working....

    I just wanted to quote this particular part, because it's a good thing to remind yourself of, even if not everyone agrees it applies in this situation.

     

    I'm not so sure the new UI is unsalvageable still, but I'd honestly be happy if things were reverted. There was a certain streamlined charm in the previous UI that was quickly accessible and still carried the feel of the setting.

     

    I still offer a compromise. How about we mostly revert to the previous UI (some map updates for controller use is understandable, though I'd hope for something more like my proposed compromise on the UI feedback sticky), and simply allow you to "back out to the ship" or access it like the Dojo? This way, the UI is still a UI: Sleek, streamlined, usable, but the ship still exists as a personal space for immersion and potential expansion later on.

     

    In this version, I'd imagine that the navigation station on the ship is what gets you back to the UI (and escape maybe), and all of the rest of the stations are simply the in-universe explanation for the foundry and stuff, but aren't tied to functionality so they can be moved around and customized like the Dojo. This way, they can act as a fun little player house immersing you in the universe without slowing down the UI, and no reason they can't still have some more functional use as well. You could eventually use them in stories and such, depending on how you expand things down the road.

     

    I honestly think something like that would be the best of both worlds. It would get the old usability back without throwing away all of the new work, but also without just leaving it attached in fear of making the effort a waste. The new stuff could have a purpose without affecting usability, and it doesn't require a vestigial quick menu that leads to inconsistency from having to upkeep two separate menus.

  23. Sorry it took me so long to answer. I did a reply a few days back with lots of quotes and whatnot, but I did it on my non dev account, so it was hidden, I might ask for it to be republished with this account, but it might be a bit out of context by now.

    Any chance you said anything about my proposal for the map back on page ten? ;P

     

    Not to specifically toot my own horn, and adding labels on the current map is useful, but bringing back a more realistic solar map is really important to me. It was a really iconic part of the game before, and somewhat educational on top of all of that. There's gotta be some way to compromise between the visuals and usability, even if it's not based on mine.

    so finding alerts and invasions are totally different since u14, in u13 we could view the reward and see what the mod extra was but now we have to go find the alert or invasion in he solar map, theres no quick short cut like there used to be, my suggestion is that like the news system

    Your proposal is still slower than the old way, but I like it. :)

  24. People don't tend to like their games feeling like a job. Even if the Kubrow were powerful enough to justify the extra costs, it still wouldn't be a good mechanic (aside from the obvious obsoleting of Sentinels that would occur).

     

    Which means I want balance to be achieved by making the Kubrow simpler, not by giving upkeep to the Sentinels, in case that isn't clear. ;P

  25. I just found out a few minutes ago that your Kubrow could die, by having it happen. I knew the DNA degredation thing existed, but I assumed it would just bottom out at a debuff because I swear the wiki didn't mention death when I last looked up Kubrows, and the game sure doesn't.

     

    Kubrows definitely do not seem to be worth the effort put into them. I haven't even been playing because I've been taking a break, and it just dies on me. I didn't put it in stasis because I assumed that was for switching out Kubrow, since the game never told me he could die.

     

    Plus, it seems pretty disturbing that the heroic Tenno massacre a bunch of Kubrow, steal their eggs, and then mutate them into horrible clones that die in a matter of days without constant maintenance.

     

    People don't like their games feeling like jobs, even worse when failing at that job guilts you by killing your companion. This is not cool as a mechanic, and not particularly sensible marketing either. As long as Kubrow can die, I know I'm not putting any money into them, in-game or otherwise.

     

    I don't mind some sort of upkeep for a buff (although I still don't think it should degrade while not playing), but upkeep-or-die is just not cool.

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