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Kefirno

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Posts posted by Kefirno

  1. 22 hours ago, KaijuKraid said:

    You'd essentially be trading 'Waiting at Friendship Door' to 'Waiting more at Extraction.'

    Yeah, huge extraction timer is a problem too. It should be cut to 20-30 seconds in non-endless missions. Minute in survival/disruption with separate extraction (thanks god it's a thing now) is reasonable though because it allows to avoid wasting more time on host migrations.

    23 hours ago, Steel_Rook said:

    If a friendship door is blocking your path, it means you've run ahead of your team. If you're consistently running ahead of your team, you are not playing a team game.

    Holding hands and walking together slowly is what you consider a teamwork? Crutches like friendship doors won't fix the issue (if you even consider this an issue) of 99% of the game not being designed with actual teamwork in mind.

    Why not force all players to press X on capture target simultaneously then? Or make disruption conduits require 4 keys inserted at the same time? Or how about making every locker work like a friendship door? Friendship doors apologists really like lockers, I bet you'll absolutely love it.

  2. 7 hours ago, Cloud said:

    BUT they are necessary. Without them someone could just speed the mission, making it for the rest of the team a walking simulator. That is not good, and friendship doors assure that in a way or the other you keep a certain pace with your teammates, cause at the end of the day, you're playing a coop game.

    No game should ever punish players for being good at it. Especially considering how going fast is one of the very few things in Warframe that still requires some input and effort from the player (not landing on ledges above doors was the real endgame all along).

    3 hours ago, peterc3 said:

    If you're upset at the friendship doors, you shouldn't have played Public.

    Nice stock response, mr. smarty pants. Would you mind showing me how to open 4 relics in one solo capture mission?

    Also, friendship doors are detrimental even for organized group. For example when players are splitting objectives between each other, like looking for syndicate medallions or letting one player to do his riven challenge away from the teammates that do the main objective. Or just one player going afk for a minute to take a piss.

  3. 39 minutes ago, SupremeDutchGamer said:

    10/10, top quality post.

    Well, everyone knows that coop doors are bad and why they are bad, it's not like there's something unintentional or subtle.

  4. DE should just allow polarity stacking already.

    Maybe with the exception of Umbra polarity because it's kind of a special case, maybe even with some kind of multi-polarity adapter.

    You might argue that le epic 10000000000 forma vauban challenge xD memesters and people keeping multiple copies of same warframes/weapons for different builds are beneficial for DE but I'm pretty sure that allowing people to freely polarize everything without worrying about ruining builds flexibility will only make an average player more willing to spend formas which in turn would make people buy/rush more formas.

    • Like 2
  5. 5 minutes ago, (PS4)Akiba_BroaX said:

    Grendels Vitus Essence requirement (100 of something

    It's 75 and keys can be shared. Grendel is fine because there's barely any RNG involved (only slightly varying vitus drops per mission). If you don't like grinding Arbitrations to get him then your issue is Arbitrations, not Grendel.

    8 minutes ago, (PS4)Akiba_BroaX said:

    How i think we should fix standing 
    Just, get rid of the daily cap all together, but keep standing as a currancy. instead of material sacrifaces to move on in rank, make it merit based.

    Daily caps is the only thing protecting grind addicts from themselves. I'd honestly rather have farm-gates like daily cap than BS RNG. DE has to implement one or another to avoid crashing market with no survivors. Imagine grinding uncapped standing in ESO all day and buying a few thousands relics and selling full set of newest prime for 12 plat within an hour of its release. And then uninstalling the game because it's too grindy and you're burnt out.

    If you want anything merit-based than DE should deal with unchecked power creep and broken scaling of everything first.

    Syndicates have their problems, like not being integrated into any other content and just being a glorified vendor you grind passively, but inability to power-grind everything from all syndicates in one day surely isn't the problem.

    59 minutes ago, (PS4)Akiba_BroaX said:

    New content feels Disconnected from older content

    I kinda understand the reasoning behind it (motivating players to engage with new content rather than just building all the new toys with old resources), but this is definitely goes too far pretty often. DE constantly adds new resources that are forgotten in a week and never used again. Sometimes they get new resources right. Kuva is used for crafting of some items but can be spend for riven rolls. Vitus can be exchanged for kuva or archgun rivens. Fortuna has option to exchange large amounts of old resources for debt-bonds and then trade excess debt-bonds for decorations or standing. DE should do stuff like this more often, acknowledging old grind and giving new resources some longevity not to be forced into coming up with another bunch of nonsense like Weanus Serum or Ferro-Pustreleum.

    28 minutes ago, peterc3 said:

    The game is built to get you to play to C and start again.

    Aren't endless mission designed to be endless? AABC system is total garbage because A and B are always just non-rewards. If making people restart mission just when fun is about to start is the goal then it's bad design and must be changed. Also good old days of T3 Defense are gone and there's not a single mission with C rewards rotation so valuable that it's justified to lock it behind 20 minutes timer. Except ESO maybe but rewards in ESO are just a bonus to afk focus grind. Disruption has arbitration-like rotation system and same C rotations as regular missions (rare relics) and it works just fine. Endless fissures also have virtually one rotation (players' relics) and offers bonuses for staying longer which is also pretty good. Regular endless missions with AABC suck, nobody is having fun literally waiting for 15 minutes of nothing, no challenge, no rewards.

    38 minutes ago, peterc3 said:

    Forma doesn't fit into this category. The goal of the Forma build time is clear.

    What goal? Make people login daily? There's daily tributes already. Sneakily make players get less than one forma every 24 hours because it's virtually impossible to put new forma on craft every single day the exact same moment one is finished building? Are those "goals" really worth the inconvenience?

  6. Only rare/important resources have a massive pop-up in regular missions. In Empyrean there's almost constantly one on your screen making it sometimes hard to tell if that's a resource you just picked or something picked by your teammate minutes ago waiting in a massive queue of notifications.
    I'm still confused amout the refining thing. Do I lose stuff? I'm getting notifications about loads of picked resources, where do they go when forge is filled? Right to the post-mission rewards? Or into the dumpster? And if if it's the latter maybe give us a warning to refine our stuff?
    And since pustrels, copernics, carbides and cubics are so important during mission, maybe there should be some constantly visible indicator? Like 4 tiny bars under the minimap or in the buffs rack.
    I understand that managing resources if part of engineer's work but right now this refinement mechanics is just confusing and annoying.
    Talking about forge... Where's the cooldown timer? I've seen it a couple times but most of the time it's just bugged and doesn't show up. And why not also include it in the forge menu itself?
    And how about clear indication of whether my teammate is in space/on objective/on the ship? Instead of affinity range indicator or right next to it for example. I have constantly to ASK my friends where are they and what they are doing.
    Can we have space waypoints? It would be pretty helpful to focus fire on those immortal enemies that keep turbo-regeneration even after their daddy-crewship is dead. Or for gunner to mark resources that pilot should pick up.
    Oh, about resources. Maybe some of them (blueprints and avionics for example) should be auto-marked, like Vitus or Ayatan stars? Or even better, automatically picked up when enemy fighter is killed? And even regular resources that aren't very important should have much bigger glowing aura and "vacuum" range should be larger (and apply to archwings as well).
    Avionis icons SUCK. All same shape, all same color, all same barely informative pattern with sometimes small readable element or detail like thermometer, fire or health crosses. Manufacturer is only distinguished via tiny dots or something on the outline. It's bad. It's really bad. Here's a few ideas for you:
    1. Simplify the icons. What the hell are those arrows on the bulkhead? It seems like it's trying to tell me that it decreases my hull regen. Why just + isn't enough? Or if you want to be fancy go ahead and do some proper pictures instead of wasting your artists time on another nonsensical resource that's never going to be mentioned again. «Trachons», huh? Can I buy them with my orokin ciphers or juggernaut's severed sack?
    2. You can even reuse some icons. Why isn't hyperflux using flux energy icon? You know, mixing detailed and minimalistic stuff together would really help to distinguish avionics from each other.
    3. Different colors maybe? Orange for damage, purple for mobility, blue for tankiness, cyan for elemental resistances, green for archwing, white for the rest. Just an example.
    4. Different shapes of icons? Rhombus Vidar, square Zetki, hexagon Lavan, circle no-House.
    Ok, now to other complaints...
    Buttons to select components/armaments are on the top left. Equip/back on the bottom right. There's double click for equip though, which is fine. But no shortcut for "back". How about RMB on empty space? Clicking between upper buttons that switch categories is much faster than clicking back or escape (because escape requires to put away my coffee mug).
    Same for TAB to cycle through description/stats. Why not make it RMB like with intrinsics? And why not make stats primary and description secondary for mouse hover popup. Or even better, keep switching permanent. Pressed tab once - you can now hover over each gun to see stats. Pressed again - you are back to descriptions.
    And can you please explain me that nonsense with limited slots for RJ components? Are there different limits for blueprints and assembled parts? It auto-scraps excess blueprints but offers me to buy slots when I repair new stuff. What slots? Where else I can buy them? Where I can see them? Why even include this stupid system? Why scrap BLUEPRINTS? Whoever came up with this idea is out of his mind and the way it's implemented silently and you're unable to see how much space you have left without COUNTING your BPs (after you checked the limit in patch notes) makes the issue even worse.
    Why can't I sort armaments by weapon type/tier/manufacturer?
    Why are intrinsics hidden in profile (also requiring to be in Orbiter) if you don't have your own Railjack? Why not put it into vehicles section in Arsenal? Or make at least just this part of RJ Configuration console available for those who hasn't built it?
    And what do "engines" and "secondary color" (not to confuse with just "secondary") do in RJ appearance customization? And who not allow us to customize interior from the inside? Seeing just one room from one angle isn't very informative. I had to go in and out back and forth a few times to get desired results.

    I enjoy Railjack gameplay and it's probably the best "big" update in the game so far (at least if we assume that more RJ content is coming), but cumbersome equipment and resources management along with some incomplete information about what's going on in missions combined with down right insidious sneaky slots restrictions causes even more frustration than all the bugs.

  7. First of all, MAKE LOOT PICKED BY AWAY CREW SHARED WITH THE REST OF THE SQUAD. Making shared loot for Railjack missions is great decision, not having it could've been a disaster, but stuff picked on board of crew ships, galleon or other interiors isn't shared.

    Economy and RJ inventory management is very confusing. Do I lose stuff I didn't refine? Can I have an indicator that my cargo is full without visiting the forge? When is it safe to leave the mission? Is payload being refilled at no cost when I return to dojo? Where I can check if my wreckage inventory is full? Can I have a look at my owned Railjack stuff without visiting drydock and clicking through each category? Can you please separate different tiers and types of avionics by color? Their icons aren't very informative and blend together tbh.
    I'm not even sure how I feel about the economy of ship equipment, the repairs cost, drones plat sink etc. It'll take a few days to check how good are the cheaper "stock" parts from dojo research compared to "advanced" from wreckage. Without having everything on wiki yet it's very confusing. Having to manually hover over each gun without proper sorting and higher tier parts being hidden in research panel until lower tier research is finished doesn't help either.

    • Like 1
  8. I like the update. It's nowhere near as great as it has potential to be (especially when we have Guns of Icarus and Everspace to compare to), but it's a good start. It needs some polish, more stuff, more variety, bugs fixes of course, but it's fun and unlike Archwing it doesn't miss the point of it's own premise. Ship feel is alright, there are different approaches to some objectives, finally some real coop where team coordination matters. I like it and I want more of it. And now to the complaints:
    1. Archwing is still janky. It's better than it was of course, Rising Tide was big improvement but I'm still trying to avoid using it as much as possible. Turning all hitscan weapon into projectile is a good idea, but weird AI behavior actively tries to turn it into a massive annoyance. Whenever you try to engage in dogfights enemies just fly away from you so you're blinking towards them non-stop doing small bursts of damage. Doesn't really feel like a space dogfight. I wish fighters were more aggressive but with well-telegraphed attacks you can properly dodge. Also, Fluctus in space feels truly miserable. It (and other short range weapons) need a projectile speed/range buff to actually be able to hit fighters.
    2. Scale and variety of enemy space vessels. So, from fighters we instantly jump to crew ships that require boarding or artillery to kill, and then we have galleons that are just stationary objects. I wish there were more steps in-between. Big boss-ship you have to destroy in chunks? Bigger, sturdier ship than fighter that might be worth an artillery shot, but can be dealt with using regular turrets?
    3. Railjack health system is weird. You are basically free to ignore anything that isn't red breach.
    4. Special damage system for space missions... Why?
    5. I wish artillery also had multiple options.
    6. Need more mission types and objectives. More enemy variety and other classes of enemy ships would help a lot with that. Even having different ratio of crew ships, fighters and stationary objective would help a bit.

  9. I like that in-mission resource management. You'll eventually hoard millions of those resources like alloy plates anyway. I'm really tired of those "dead" resources and resource bloat in general. I think that making them both consumable and craft requirements like Kuva and Vitus is a good thing.

    Pustrel are indeed the most used one because you need them for repairs but you'll have no problem with pustrels if you only fix red "lethal" breaches. Ship's health system is a bit of mess though (healthbar itself barely even matters). I think that minor breaches and fires should be more dangerous while cost of repairs should be reduced to discourage players from ignoring everything besides critical damage.

  10. 1 hour ago, Novalonic said:

    If you are really this uncomfertable with the sounds of another warframe, I suggest hitting that 'solo' button!

    Are you trying to be smart and witty or something?

  11. 14 hours ago, Rayzenfloss said:

    * Typically, marjority wants to become a Pilot or Commander when playing. because they can use the railjack, ( and those are the enjoyments came from. )

    * Like being stuck in the cargo bay, making ammo / extinguishing flames and stuff while other get to fly the ship in most cases. (because its boring, because we play Warframe for Entertainment, if it's not entertaining, we won't play it).

    Nah, I'd be happy to play all roles, especially considering that you aren't hard-locked into any and players can constantly switch positions. Team coordination is where enjoyment really comes from. There's nothing exciting about piloting is that's the only thing you're doing for dozens of missions in a row.

    Railjack seems to be similar to Guns of Icarus Online regarding roles on the ship, except much more flexible, and I enjoyed this game quite a lot, both piloting and repairing. And piloting in Warframe is definitely gonna be less exciting than in Guns of Icarus considering how arcadey Railjack's flight mechanics are while ship maintenance involves dealing with boarding enemies and of course there's ability to go outside in archwing and hijack an enemy ship.

  12. I haven't played him much, so I don't know which ability does that annoying

    Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh! Whoosh!

    But I would like to never hear that again.

  13. The intent seems to be:

    New player or someone who quit early get interested after railjack is properly released > joins clan or group of friends with assembled railjack > grinds towards his own personalized ship while enjoying the content.

    Space battles are obviously going to be much more cooperative activity than regular missions, while it's also a big update is supposed to bring influx of new players (like Plain of Eidolon). If doing railjack missions with someone who has already finished the quest isn't going to be gated by the quest then it all makes perfect sense. If not... Well, that would be exceptionally dumb.

  14. Most convenient way to get dargyns' pigments for me was to go to freeroam during day and go through their spawn locations. You need to know where they are though and better have lock-pins on each spawn point for convenience. Once you put enough of them on your map it's pretty easy.

    16 hours ago, Magicfingers said:

    i bet he's talking about the raptor sx...i gave up on those so that's the only dye research i need

    Do terminal defense at Grow Site. Then back to Fortuna or terminal defense at Temple Fabrication (you need to reset terminal at Grow Site, Temple Fabrication seems to spawn less raptors). Repeat.

  15. 7 hours ago, (PS4)Hopper_Orouk said:

    It's awesome that i can fight high level enemies in lower level planet nodes

    I really hated liches on launch but ability to play starchart missions with proper enemy levels is what made me enjoy it after a while. I'm not even doing this for rewards anymore (because most of the times there's literally none), that's just the only way to play varied high level content.

    4 hours ago, DebrisFlow said:

    You can already do that in arbitrations. Nothing innovative, nothing original here.

    Arbitrations are just one mission available at a time from limited pool of only endless missions.

  16. 15 hours ago, SHArK-FiN said:

    I really hate how I need to repeat boosting myself up and release to drop (zigzag vertically) so I could keep myself flying horizontally while looking down. This is annoying especially when I am searching for things from above. Something like cetus wisp, resource nods, wild animals, animal tracks, etc.

    I can't believe that someone can have a problem with "move forward" button actually making you move forward.

  17. 2 hours ago, _Chronix said:

    In what way does the new movement "make sense"? 

    Objects have mass, so when they move quickly they should have momentum. Maybe not as much as they had before, but something.

    Warframe is not scientifically accurate flight sim, it never was and it never will be. Inconsistencies in old system were making it even more nonsensical. There was no momentum or physics, there was only animation of floating forward you were locked into. Hold aim button, make 180 turn, you are still floating FORWARD (not in the direction you were moving).

    I'd rather have consistent "rule of cool" physics (which is how everything in the game works) and full control over my movements than poor janky attempts at imitating actual physics with locking player into animations you can't get out of even when you apply thousand times the force that was applied to you to send you flying in that direction until animation ends (which isn't issue exclusive to archwings btw).

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