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(PSN)BlitzKeir

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Posts posted by (PSN)BlitzKeir

  1. Now that you've experimented with integrating Events into generic missions, will you consider doing the same with older mission objectives? It would be exciting and save time if I could do a Nightmare Fissure Flood Alert.

    Invasions would need some changes to be included. Syndicate missions would have to remain separate because medals don't fit into the pace of other objectives. But there are lots of objectives that would work well together.

  2. 1 hour ago, NovusNova said:

    Not sure why people are so surprised by that, especially when DE said they weren't going to tweak Chroma.

    Can you source this? I recall them saying Chroma--along with other frames like Nyx and Trinity--was still on the chopping block for kit changes, after the changes earlier this year. But I could be remembering things out of order.

  3. Have you tried deleting your save file? To find it:

    Settings > Storage > Saved Data > Warframe

    It's basically an .ini file. You won't lose any game progress, this is only saved settings and profile info (if you had any custom settings, you will have to change those again). Should be around 3MB. Delete that, then launch Warframe again, and a new file will automatically be created. Depending on what's causing your problem, this may not resolve it, but I have seen it fix similar binding issues. Good luck.

  4. Just realized I misspoke in my first paragraph there: disabling the Orient Melee To Camera setting (or whatever it's called) takes effect in all circumstances. However, blocking continues to be locked to camera facing unless sprinting, in which case it is unhinged and you can block in any direction. If you stand still (with sprint toggle enabled) block is reoriented to the camera again. It's functionally terrible and invokes Uncanny Valley, so you always want to toggle sprint off when you need to block.

    The setting can be awkward for blocking, but as someone who doesn't despise archwing, I've grown accustomed to some functions being sprint-dependent. Being able to melee and slide attack in any direction is useful. You can even change the trajectory of slide attacks. I use this a lot to quickly get behind enemies. It gets around the peskiness of having to use the right-stick to land melee (the "Melee Auto-Targeting" and "Camera Tracks Melee Target" settings would solve this, if they didn't cause attacks to miss enemies moving directly away from you).

    Controls are one of the most important aspects of an action game. DE has ignored the piling little flaws for too long, and now there is a huge mess to clean up before they can make major overhauls. I'm confident DE can find a solution that is comfortable on K&M and gamepads, but they will need to hear feedback and beat their brains against it for a bit.

  5. Block-zoom would feel awfully strange for those of us who disable the setting that locks melee to camera facing. Especially since it resumes when not sprinting. I get what you’re going for, though.

    Man, Warframe’s controls have become a real mess over the years. I still gripe at them to fix the power menu for controllers. Puts most of the controller into an alternate input mode where inputs do nothing; locks out nearly all actions but casting; screws up toggles, gliding and sliding; gets stuck on the first cast of every mission; glitches operator switching due to latency and slide conflict, especially on first use per mission; and cancels/forbids zoom... It’s been three years and that laggy nonsense still barely functions.

    ...Sorry, I know that’s not directly relevant to the present discussion.

  6. Your team has workshopped several solutions, including an overhaul of status effects, and overhauling the function of armor. Those are both interesting routes, I'd like to see what you've been working on since the proposed changes last year. But see if you like this idea. It's very clean and controllable, in my opinion.

    Let's get rid of the current resistance/weakness system (which is hard to memorize and can't be communicated to the player on-the-fly) and instead make everything follow a rule: extra health types can only resist a certain percentage of vulnerable damage types (where "extra health types" are armor, shields, and any new similar mechanic).

    Shields absorb all damage until depleted. A small portion of vulnerable damage types bypasses shields, and damages health directly. (All damage-over-time status effects bypass shields, with reviewed conversion rates.)
    Example: You deal 100 fire damage to a Corpus Crewman. The shields take all of it, and are reduced by 100 damage. Next, you deal 100 electric damage. The shields absorb 85% of that, and are reduced by 85, but 15% of the damage pierces the shields and damages health.

    Armor adds scaling damage resistance, which is ignored by a portion of vulnerable damage types.
    Example: You deal 100 fire damage to a Grineer Heavy Gunner with 5000 armor. The damage is reduced to the expected 1 or 2. Next, you deal 100 radiation damage. 60% of the damage is affected by the armor, reducing it to 1 or 2. But 40% of that radiation damage ignores the armor, and inflicts 40 damage to health.

    The resistance values can be hammered out at your discretion. But this system makes damage types matter greatly beyond their status effects, and encourages diversifying your loadout. The amount of unresisted damage can vary by damage type, to avoid having only a few damage types overshadow the others. New "extra health types", all color-coded, can be introduced to existing enemies to further increase the value of different damage types.

     

    Anyway, something to think about. The main enemy scaling factor partially shifts from "extra health types" to health itself, so enemy health/shield/armor values would need reviewing. Might necessitate reviewing some powers, too.

  7. This is why I say Warframe is a deeply flawed game. Many of the tools available to you are cosmetic; you could simply kill the target. The obscene power difference means that individual enemies are never a threat unless they can one-shot you. Although enemies have light coordination that you won't notice most of the time, they lack the awareness to move in proper formation (partly by design; if they all fired at once, you'd be liquefied). The combat as intended... isn't very exciting, after the novelty expires.

    Boss duels like the one you're showing must be enforced by special restrictions, similar to sorties. The "community" hates those. I doubt DE would ever go for it.

    But hey, they did introduce Teralysts. And the "Sentient exosuit" enemy shown at the first TennoCon was implied to be a melee unit. Looks awfully similar to the Lotus' new getup. Maybe they'll surprise me?

  8. This is a decent foundation, but there are a lot of problems that make the virtual cursor severely awkward. The existing UI is a horrible match for virtual cursor. I support the plan to clean up UI and all the bugs and performance issues resulting from overlapping control schemes, but I think this should have been held until a bit closer to the total UI overhaul so gamepad/console users wouldn't be stuck with this hella awkward transition for months.

    In any case, here are some specific problems, and suggestions to improve general usability.

    PROBLEMS

    • Mods inflate too much for cursor size, making equip awkward.
    • Cursor sometimes defaults to bottom-right of screen, obscured by border. Very disorienting. Should remember last position or default highlight specified item in each menu. (Ex.: Arsenal defaults to frame; main menu defaults to Navigation (or otherwise first item).)
    • Double-clicking to equip is gross on any platform. Remove double-clicking from all equip menus, it is inconsistent and adds no functionality. Change to "click to view > click to equip" where applicable cases.
    • Rollout when clicking players in chat is too small.
    • Arsenal "Equip/Upgrade/Appearance" rollout is too small. (This and above merit short-term solution until full UI overhaul is ready. These are constant interactions and shouldn't feel this clumsy.)
    • Cursor prioritizes node name over planet for zooming, meaning luna can't be focused because of earth.
    • Zooming in Navigation centers on screen position instead of cursor position.
    • Dpad non-functional in World State menu. (Also minor gripe, however World State tiles snapping open instead of swiftly rolling-out makes aiming feel clumsy.)
    • When interacting with chat, selection ignores Dpad, instead interacting with whatever cursor is centered on. This results in accidentally closing DMs since the cursor will be resting on the player's name. (Also, option to chat-link player should be in rollout.)

    SUGGESTED IMPROVEMENTS

    • Button that, when held, switches cursor to alternate custom sensitivity. I cannot stress enough that this is NOT OPTIONAL. You need to do this. The sooner, the better.
    • Cursor sensitivity should dynamically reduce a small amount (10% or so) when hovering over small menu elements, such as player names/player rollout. This will help with accuracy, and can be rolled back if it's a hassle with the future UI.

    I am assuming the new UI is being designed from the ground up with virtual cursor in mind, so I'm not up-in-arms about the current problems. Many of them can be fixed with minor adjustments to UI or cursor function. Still, this should not have been rushed to consoles. We are stuck with it for at least a couple months, since the UI overhaul is confirmed not to be included in The Sacrifice.

    I'll add more feedback here as I encounter more issues with the virtual cursor. I'm confident you guys can make virtual cursor good with the UI overhaul.

  9. There is a toggle setting for decoupling melee from camera facing, but I understand why you wouldn't use it. It makes combos with directional input clunky as hell. Still executable, but feels unnatural. I rarely use them so it's never been a problem for me. The ability to slide/aerial attack in any direction is more valuable to me than those combos anyway.

    What I would really like to see is special attacks, movement options, canceling, and better transitions.

    Quickstep replacing roll while melee is drawn would help with a lot of the difficulty melee faces. It retains roll's 75% damage reduction. Holding directional input would cancel quickstep ending lag and transition into full-speed sprint. Quickstep also cancels many actions such as the charge phase of charged attacks, long combo attacks, the ending lag on ground slams, etc. Melee would feel a lot smoother.

    Unique slide/charged attacks. Currently, all slide attacks are identical. Different weapon classes could have their own unique slide attacks. For instance, polearm slide attacks could have a no-DI moving hitbox that holds the weapon over your head and helicopters until you release melee or lose momentum. For instance, greatsword charged attack could perform a lunging swing, while hammers could perform a stationary ground slam with a huge AOE impact proc.

    Crouched attacks as closers. When combo'd from, replaces the first attack in the combo string. Not all weapon types would have this, as many don't benefit from it. Scythes could have a lunging decapitation swing. Sparring could perform a rolling lunge which passes through enemies. (This has the added bonus of preserving existing unique slide attacks, like sparring flipkick.) Fists could uppercut, launching enemies, with a followup input causing you to chase into the air, allowing smooth combo into aerials (I know that sounds stupid af but hear me out, see air-dash and aerial juggling for details).

    Recoveries and techs. I recognize that DE is attached to the Dynasty Warriors-style button-mashing, so I won't waste my breath advocating against it. But traditional brawler/fighter mechanics like techs and recoveries should come into play. Quickstep input with perfect timing could recover from a knockdown (currently, this exists as a mod which forces the action). When knocked down, but not landing within 1.3sec, quickstep cancels that wonky aerial stand-up animation and kills downward momentum.

    Guard-dash, performed by quickstepping during a guard, performs a shortened quickstep. The animation confers status immunity and ignores environmental/status damage, but has ending lag (without dropping guard) and can't transition into sprint. It can't be combo'd into or out-of. When performed in the air, it does not stop downward momentum, so it can be used to skip heavy-landing (although slide already serves this purpose). If guard-dash strikes an enemy, it forces an impact proc, so it doubles as a safe closer.

    Parrying. Please make it not gross.

    Air-dash is probably the most important change I would like to see. Chases and juggling would leave you too vulnerable, but an air-dash would help. Specifically, a lateral air-dash executable in any direction without stealing bullet jump (inheriting and preserving momentum to preserve bullet>jump>roll launch). Unlike ground quickstep, this would have true i-frames, balanced by two-second cooldown. Bullet jumping would remove this cooldown, allowing you to jump>dash>bullet upward>dash.

    Aerial juggling would not be practical currently, but air-dash shenanigans would fix that. Button-mashing in the air performs three momentum-canceling attacks that lock both player and targets in place, with the third hit ragdolling targets away and returning the player's bullet jump. This, combined with bullet jump canceling air-dash cooldown, allows for extreme aerial freedom. (Aerials as they exist currently would be relegated to hold melee input.) Certain abilities could be combo'd into from basic aerials, such as Nezha's Blazing Chakram.

    Charged aerials with melee drawn. C'mon, guys. It's too cool not to. Imagine greatswords charging that aerial swing with extra momentum from the charge. You know you want it.

    Aimable slams attacks would be great, too. When not charged, slam attacks can be guided up to 30° from straight down by reticule facing. Charging will force them to go straight down.

    Note that all of these changes (except aimable slams) are only available with drawn melee. With guns drawn, nothing changes. These changes preserve all the current melee behaviors in some form, while greatly expanding basic melee gameplay and skill-based survivability.

    Don't mean to hijack your thread, OP. I like some of those suggestions a lot. Just throwing my ideas in there. Been thinking about this for a couple years.

    1 hour ago, peterc3 said:

    Wouldn't this completely invalidate every ability or Augment that had a Disarm component? There are enemies that are only threats because of the guns they use, if this were implemented, they would basically have a timer until they could be dealt with without danger.

    I agree. Pronounced enemy reload times would be a better solution, with more dramatic stand-out firing and reload animations so you can more easily track individual behaviors in a crowd. I've been saying enemies need clearer animation for ages.

  10. Just gonna leave this here. Much requested change. I have a super old thread on it, as well.

    I would also like the Vault to not be an ethereal concept. Make it a storage system. Dojo construction UI will be a menu listing rooms and objects that can be crafted. Construction can be queued, but next item in queue will not begin building unless vault contains enough resources to complete it. Treasurers can reorder queue and cancel items for full refund. Any player with the appropriate privilege can contribute resources directly to the vault to fund construction. Items in vault can be viewed by anyone, and dismantled by Treasurers. These changes, combined with the room placement overhaul in that thread, will make dojos exactly what they were born to be.

    Edit: Clarification: under my suggestion, items will be crafted to the vault directly, whereupon they can be placed. The current placement>construction system would still exist, but be rebranded as a "preview". Construction of items in this manner would move the items to the end of the construction queue. Further clarification: all items in the queue can be crafting simultaneously, similarly to the foundry. The advantage of a queue is constructing multiples of the same item simultaneously.

  11. First half of your post sounds like the backstory of Overlord.

    The inevitable reality is that there's a limit to how much you can play a game before it stops being enjoyable. Especially when it comes to MMOs, the primary draw of which is the social element. There's no great sorcery here. Your friends left, and now you're playing a brainless grinding game by yourself. Might be time to move on so you remember your time here fondly, rather than milking a dead cow long past dry.

  12. I wouldn't mind how long it takes to level equipment if defense/interception maps weren't so dull. Draco was an extremely well-designed map that forced players to move between towers and work together, and posed a serious threat because of all the scorches. This was a happy accident on DE's part which they've never come close to replicating. Every other interception map's towers are too spread out for players to assist each other, and defense maps are just a 30-40min campfest to wave 20 and repeat.

    If leveling is going to be boring af, it at least shouldn't take a full evening to level one loadout for someone who's invested the time to reach MR20+. I've made similar complaints, but receive similar criticisms to what the OP has received - people defending something they don't even like, on the grounds that games aren't required to be fun or enjoyable. "Use the lootcave" is an argument DE set out to silence when they killed Draco, but they failed to acknowledge that nearly everyone dislikes WF's leveling pace. Minimum capacity eases the process, but does nothing to shorten the time requirement. Their main reason for killing Draco doesn't even apply now. DE needs to be convinced that leveling is a chore.

  13. 4 minutes ago, Tsukinoki said:

    -Only play solo (otherwise shared affinity will be converted into focus0

    Maybe I should have been more clear. I'm proposing Convergence give an affinity multiplier, in addition to its Focus multiplier (probably with a reduction to the Focus multiplier since the affinity multiplier would be amping it further). There's no reason to choose between the two under my suggestion, and incentive to play with others because shared affinity gives even more. It is a direct increase in the amount of affinity you are earning in all situations with Convergence active.

    Spending plat is not a gameplay mechanic. Yet it is becoming increasingly necessary to prevent the mechanics from being unenjoyable. I am unlikely to return to Warframe if the player chores keep piling up, no matter what new mechanics DE adds.

  14. I'm very happy with almost everything in the weapon balance announcement. Even okay with the nerfs. The promise of changes to beam weapons excites me. I'm also surprised to learn there is an internal, statistical logic behind MR assignment. I figured it was based on how powerful a weapon feels, or otherwise arbitrary.

    But the changes also exaggerate an old problem in Warframe. The same thing that pushed players into Draco, and later Hydron/Akkad. Leveling takes a very long time, even once leveling becomes your primary objective. The weapon count is growing faster than ever with Zaws. The primary activity in WF shouldn't feel like such a chore.

    So I propose adding an affinity multiplier to Convergence. It won't disrupt early game, since it requires access to Focus and an active lens, and it will make Convergence feel valuable beyond Focus farming. (I'll leave the orb debate alone. This is really all I wanted to say.)

  15. If you use the power menu, you can bind normal Dpad functions to the touchpad, freeing up a few inputs. After playing around with various configs, I ended up with camera swap on D-right. Not ideal, but at least it's there.

    Part of the problem is WF has several mutually-exclusive functions on separate inputs. This could be solved by allowing players complete control over input layout, including multiple functions on the same binding.

    Fat chance they will ever do this, though. People have been asking for years.

  16. Best synergy? I dunno about best. But there are some I really like.

    Nidus + Equinox + any frame with a squad damage buff (Mesa's 2, Rhino's 3, Ember's 2 aug, Titania's 3 aug, Harrow's entire kit, etc., lots of options here). Equinox buffs Nidus, Nidus buffs the other guy, and Equinox feeds on their kills.

    Frost + Saryn make an amazing DPS combo. Frost w/ IWI specced for corr/slash, Saryn specced for melee slash/gas. Saryn + Nova works similarly, but Nova doesn't have Snowglobe. Snowglobe is already the most powerful damage ability in the game, imagine what it does with Viral+DoT. It's one of the best means of countering armor that doesn't hinge on corrosive or slash.

    Nidus + Rhino has an additional synergy, apart from Link. Larva + Ironclad Charge is an extremely powerful survival boost, which Iron Shrapnel can turn into a nuke that would make Nova jealous. Without Parasitic Link, 5+ enemies can break 100k bonus health for Iron Skin at 200% strength, which becomes over 200k damage. Roar increases this further. Now add Link's strength bonus to Ironclad Charge, then Roar, then Iron Shrapnel. The numbers climb dramatically. Nidus only receives the benefit of a boosted Roar, and must sacrifice his Larva'd stacks for Rhino to get his buff. But it's a potent combo nonetheless.

    I can foresee many synergies between Khora and other frames, such as Mag, Nezha and Frost. She's the only frame apart from Nidus that has an effective grouping power, and the only one who leaves enemies on the ground while doing so.

  17. Let's start by expanding the number of weapons capable of dual-wield. This feature was shown with glaives, swords and machetes, with the promise of eventually expanding to all one-handed weapon classes, before finally being implemented for glaives only. So many substandard melee weapons would benefit from this.

    Also, charged aerials should be universal for all weapons while melee is drawn, and not an exclusive feature of dual-wield.

  18. Any change to WoF needs to preserve the augment effect, or else Ember will be too squishy. Accelerant+Firequake is the only thing keeping her alive once enemy damage cranks up.

    I like your changes to her 1 and 2 (minus Fireball charging), but I think Fireblast needs to be redesigned. The ring is ugly and unhelpful. Doesn't even affect enemies inside it. Maybe something more like Oberon's Hallowed Ground, but fire instead of radiation. She also needs some way to exploit her passive as the climax of a complex setup within her kit, I like that your suggestion does this.

    I wouldn't mind charging Fireball, but not just for bigger damage. Charging should add flight speed and multishot, starting with 3 projectiles at 100% strength, and adding 1 projectile for every +35% strength. Charging would increase the modded projectile count by 100% per second charged, capping at 2 seconds, turning Fireball into a widespread shotgun. The AOE damage and range would be unaffected; only contact damage of Fireball is changed by charging. This would have the added benefit of making the augment easier to aim.

  19. 25 minutes ago, BlackCoMerc said:

    Stalker and Hit Squads are terrible design choices. As OP rightly says, they're either one shot death dealers, or trivial. At no point do they ever offer honest challenge. They're so badly implemented it's fair to say they serve no purpose but to frustrate.

    Frankly, their only purpose us now gone, as it was to force play purchases of revives.

    I think you could make a case for that with Stalker, but the plat-for-revive system was removed just a few months after Syndicates were added. Voluntary demonetization is a big deal. There wasn't a huge backlash prompting demonetization, either. It clearly wasn't their intent.

    I like some of the hit squads. Especially healers. They're scary at high level, in a good way. Your argument about Bioware Difficulty applies to every enemy in the game prior to 2017, but I don't wanna get into that. That's a thread by itself and I have paragraphs, pages to say about it.

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