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AVSManfred

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Posts posted by AVSManfred

  1. 1 minute ago, (PS4)Shelneroth said:

    I've seen a semi-serious thread complaining about the bullet jump challenge.

    Same, but honestly would reduce the number cuz bullet jumping for like 3 min before going further on mission feels silly, and just remembering to do it every once in a while when doing something else is also not so convenient, it's useful move for traversing but not so much for combat really

  2. On 2019-10-09 at 4:28 PM, Valgaarv said:

    In my opinion conservation is by far the most boring, tedious and useless filler activity on warframe, and begin to be forced to do it in order to progress nigthwave is awfull. Please delete it.

    Well as long as you're not a codex coalitionist like me here are some ways to make conservation very easy:
    - so always do it at free roam, higher level of map won't affect any chances for rare variants etc.

    - use pheromone, if you get some spare standing you can afford it, you have 7 different spices on Orb Vallis so for  perfect different conversations you need to run 3 of them 2 times once with pheromone and once without it so you will most likely get rares variant on run with pheromone and common on no pheromone run

    - here are some Warframe that can help you a lot so if you got them use them
    * Ivara - her invisibility make it very hard for animals to detect her, maybe outside ones that sniff for player and it's toggle not on timer so you can turn it on and don't worry about it ending before you capture animal, as long as you have energy, also her sleep arrow from Quiver can replace the tranq rifle and ensure one shot sleep  on all spices (recently kubrodons started to resist it but i think it's bug not feature)  best pick possible

    *Equino - her night form 2 can do the same as Ivaras sleep arrow

    *Rhino - iron skin allows to endure charges of Kubrodons or Stovers without getting knocked down

    It's really not that hard you just need to know what you're doing

  3. On 2019-09-30 at 7:28 AM, (PS4)Onder6099 said:

    Both Crewmen: I use Rescue instead of Interception, trigger alarms ASAP > find Eximus > rinse and repeat, Radar Mods recommended, can’t confirm that low Conclave rating counts. Vapos Dropships: they spawn in few Tiles but you can’t scan them. Found 1Tile but before I enter it the Dropship is gone, I’m to slow so I can’t tell it’s possible to Scan it. 

    Might try it myself, hate fact the are 2 tiers of enemies so increasing levels ruins the chance to meet these eximuses

  4. Well rewards like this are one part of the problem with this game but honestly not exclusive to just endgame(let me say that this game has no groundwork for endgame to even implement anything resembling it, but its a discussion for the whole separate topic) which is at this point non-existent really this is just bad design of reward pool that DE seems to be deliberately implementing to make grind harsher and longer to cover the fact they don't deliver much content lately, and as much as duplicates of such mod can hold some value in platinum, they will keep declining as more and more players will reach the ability to obtain them themselves or just buy them and won't need a double. But on the other hand, as much as I would like more rewarding  drop pools I would prefer them not to be part of some sort mandatory meta, even if at what I usually do meta builds aren't even necessary

    • Like 1
  5. So as the new Gas City update is soon to roll out there are some things I could suggest to do alongside it to improve the overall consistency of tests in general,

    - don't scrap old gas city tileset, instead, it needs a small change in ambient lighting and a new skybox (that could be based on skybox for Saturn Six captura scene) and can be turned into standard "on-surface" tileset for Neptune, as it would make way more sense there than  regular Corpus bases or Europas glacier tilesets

    - make tilesets choice by game more consistent, for e.g. don't let game use Europas for locations outside this planet, already seen these show up on Neptune (where they don't make sense) or on Mars (where they would need to be strongly changed to fit, so regular corpus bases would work better)

     

    not sure how much of a work these tweaks could take but I think they would be a nice way to make tileset consistency better, and prevent some out of blue uses of tilesets that don't fit the location at all

  6. So the Wolf of saturnSix and fight with him was out since quite a while, and it evolved over time into... something that ppl tend to even quit from, a hybrid an assassin showing up on missions randomly with all the damage reduction and immunities that would rather qualify him as a full-fledged boss that could have its own node for a fight. And this design is quite problematic because it's really hard to deal with Wolf without a high DPS Warframe/weapons but at the same time fact he appears randomly as assassin means he can show up at any occasion what means it forces to have such gear equipped all the time, what isn't really a pleasant perspective, especially that fact how tedious and needles long fight with him is because of his damage reduction, makes players quit once he one of my friends said it happened to his party, and I've seen this happen on my own, this is just bad design being a perfect display why simple "damage sponge" enemy isn't  entertaining enemy to fight against, especially with under-rewarding drop table giving us really weak chances for any valuable drops .

    • Like 1
  7. So i've noticed these some time after Fortuna came out, but now with Remastered Plains it's getting more serious than before, so the issue is that game seems ot have problem handling switching from Open world tilesets to regular ones and reverse, after longer time spent playing on one of these specificly.

     

    Ok to put it more clear, i hade in the past several sessions when i was often loading into Orb Vallis and out of it during famr for Vox Solaris standing figthing Profit-Taker, but after going out of Fortuna even to orbiter there were a preformance drops, and they were getting even bigger if i went on a mission on regular tilesets

     

    Right now something similarr happened when after long session of void fissues missions i've went to plains to try and get rarer variants thrumpers, and the performnce drop was quite bad

    I really don't know what is causing these issues but i'm sure it should be tessted, and adressed before it truns into a game breaking problem

     

  8. Well further into this sytem and more startign to question if old controls wouldn't be better basis for Melee 3.0 that this wierd stuff, with one of the most recent hotfixes using valkyrs hysteria and then de-casting it causes to be stuck in the animation of holding melee, no other weapon can be used and for some reason also sprinting/rolling is locked too, and it happened twice during one mission, with good latency (below 100) so not fault of lag, i really think that if theese changes will be pushed fowards we can as well scrap exalted melee as thye will be unusable in this new system

  9. ugh 3 formas and guilding a modular feels like forcefull waste of recources, ppl usually do these things when thye need to but now DE decided to force us to do such stuff and it's jsut bad looking move for me, hope it won't show up anymore

  10. I personally don't like the direction where these changes go, I don't mind the smoother transition between melee and gunplay but there are some things that feel way more awkward than comfortable

    So 1st of, the fact that quick melee automatically equips melee is decent but has a bit clunky aspect to it, as before quick melee acted mostly as failsafe if we had to reload the gun, but now having to go back to gunplay manually is quite awkward

    Another thing is the fact that we need more buttons to control melee weapons now before when we had this separate mode for melee we could simply map all actions for the same buttons all gun actions but now we need more buttons included  and it's not really comfortable to map it out and  honestly unnecessarily complicated, and this going to be a problem if the channeling going to remain, even if it'll change it's natural form what it is now to what it's planned to be in full 3.0

    Next thing is that several exalted melees freak out with new system, the bug with Excals blade, or fact that when we put out Valkyrs claws  we lose immunity even if it still channels energy, these show that removing this separation of 2 types of combat has a negative impact on abilities that were build based on it.

     

    Well what I would like to see isn't exactly just revert to 2 types of combat from the previous version but some sort of middle ground, with separation still in place but keeping much smoother way to switch between them like that we need more than just single quick melee strike to switch to the fully equipped melee weapon, but not much more, maybe like one full base combo or like holding quick melee button after 1st strike, so far I have a lot of concerns about current direction and for most of the time it rather than upgrade to 3.0 feels more like return to 1.0 with keeping stances

  11. So Heist added 3 niew spicies for Conservation each with 3 variants, as long as hunting them down for floofs shouldn't be a problem something that is problem for me (and bet i'm not the only codex completitionist like that) is that we have no entries in codex for them and no clue how many scans they demand for full entry, so far tried to get full Sawgaws scanning but still don't seem like i have them fully scanned, and can't chechk how many scans i need for it.

     

    Next thing is the amount of scans requierd for the codex entries, soeaking it mainly of my expiriance with previous spiecies but 20 feels like overkill, this is way more encounters than we need for floofs and emblem, and with Kubrodons and Bolarolas gettign alarmed by sniffing us out and canceling the hidden scan bonus, at some point i was more concernd aobut scanning them and letting them run away, instead for really catching them, my proposition is to reduce the amount of scans for full entry to 5 or 10, for all old and new spicies, but not beyond 2nd option

  12. So being one of many players wanting to get all achievements possible I would really like to try and get the Race Ace but I see plenty of issues with the races, most notable being serious lack of information for players, we don't know when to start looking for races and in many cases where also often we don't know if we already did a certain race or not, this info should be somehow accessible for players trough game, so here are few solutions:

    - add a different mark for races that players already did like add a ✓(check) symbol to it or something similar that would be noticeable

    -make race start points always visible, and if the race is not currently active add timer showing time left for it to be active again

    -add a race list at Vent-Kids place in Fortuna, could be accessible through talk with Boon(after all he is the one who lets us start them) list should let us see which races we've done, and see which races are active or not and how much time we need to wait for a specific race to get active, it should also allow us to choose one of the races and then mark it on our map once we get to Orb Vallis, and if it's not active then give us a timer like for mission and once the race is active inform us about it with some sort of voice line or something that wouldn't be easy to ignore.

    So these are all ideas for improvements I got, for now, hope these or similar solutions will make their way to game

    • Like 1
  13. 1 minute ago, EthanOP said:

    well either way an Orokin based open world can be Unable to exist there can be something they can do they are the creator and I sure think every planet and the void will have and OWorld they will push through I believe in them HIP HIP DE!! xp

    well 1st i woudl liek them to figure out how to push such projects witohut holding back other types of content form being developed

  14. 4 minutes ago, EthanOP said:

    hey imagine how a Lua Open world would look like or a open wolrd in void oh darn im so pumped for that even when it sounds difficult 

    Lua... this could be not as intresting as it osunds, i mean wee saw the landscapes of it, a devastated ancient orokin base also not sure if there is even enought surface that isn't devastated for such open map, speaking of Void... well considerign it;s mainly empty space filled with energy it owuld be similar scenario like jupitetr gas city open map but with flying between orokin towers isntead of floating Corpus bases

  15. 6 hours ago, Foefaller said:

    I see Mars as being the most likely candidate for the next Grineer open world.

    I can see us befriending a faction of treasure hunters and/or archeologists; Nearly every space-traveling sci-fi has Mars as one of the first off-world colonies and I suspect it's no different in Warframe. Could he lots of ancient Orokin artifacts (and older) buried under that sand.

    Plus, after get a chain gang song with the Solaris, it would be a great excuse to do a shanty next 😛

    Honestly speaking of Mars i would rather expet the desert people we learnd about form "Sands of Inaros" quest to be a faction that has to deal with Grineer there and decideds to team up with tenno

  16. 13 minutes ago, Heatnix. said:

    This under baked pitch only reminds me on how much of a let down the scenery of Fortuna and Cetus are to me.

    I've been hoping to see glimpses of the future and majestic technology fueling cities of these new races and the colonies of "humans", but all we got were filthy people that remind me of a certain third world country and filthier people enslaved to do manual work which, if you ask me, sounds very unprofitable when a machine could do as much work and without whining.

    I still long to see a beautiful city like the Citadel in the original Mass Effect where we can meet all these cool characters that have actual lives in space rather than scrapping by in the gutter. Don't get me wrong, I understand the fad gaming has with post apocalyptic and sad environments these days, but I don't seem to ever find a game where something more akin to Star Trek is shown and society looks to be advanced and pristine, no... It's always Star War's Tatooine. Always. Everywhere. In every game.

    Well city like Citadel sounds more like something we ocudl expect form age of Orokin which is... long gone, Origin System is past its days of glory thats whyboth Fortuna and Cetus look like "start from scratch scenario" like maybe would expect soemthing more in this style if we woudl find a capital/central of Corpus, but going there would mean that we could be automatically chased by probably most advanced Corpus security to date, maybe something we haven't even seen yet

     

    Also speaking of Solaris slavory, well i bet that Corpus owuld send there machines if they wanted to, but considerign thye basically have there slaves and can save up on them, pushing their machinery mostly for military purposes, bit of an attempt on dumbing down Solaris to level of jsut workers who will simply do their job and will be to busy to complain (and fact it don't work is beocuse Corpus are to blinded with profit to see that this set up is just asking fro rebelion, thy're so fixed on numbers thye forgot that things liek emotions exist)

  17. Just now, (PS4)Zero_029 said:

    I'm talking about a open world (landscape) map for Uranus.

    oh yeah honestly i would like ti to to just a big open water with hub world being an underwater city under a dome, where we can explore the bottom and also move to surface and explore te minimal land we can find

  18. 5 minutes ago, (PS4)Zero_029 said:

    I would not mind a few nodes on Neptune having the recolor of the New Gas City. But as Neptune does have a liquid/icy/slush like interior we could (this is sci-fi) have some ground nodes too.

    As for a new flight craft...I'd rather just actually fly our Landing craft & use it in gameplay for once.

    I'd also love to see a Grineer themed Gas City/Platform/Factory in Saturn.

    I'm honestly quite excited for however they will make Uranus once they eventually get to it.

    Will it be a city that is constantly being bashed by violent waves/tsunamis? Underwater domes? Platforms/landmasses that rock & teeter? How much will Sharkwing be used? Etc.

    Well we already have uranus tileset whic is also used on few locations on earth, so called "sea lab" but yeah Grineer variant of Gas city on satrun would be great thig to see

    Also speaking of this flying craft, was thinking more of archwing as default one andm aybe something liek corpus vechicle thet would be analog for Grineer Dagruns, maybe jetpacks like what corpuus Rangers use

  19. 1 minute ago, EthanOP said:

    yea good point some must be infested to so we have to defend villagers for example of attacking infested waves of enemys

    closest to this could be an on-surface colony of Mycona, becouse so far Eris is only planet overrun by infestation(and honestly better if it stays this way)

  20. 2 minutes ago, EthanOP said:

    yes just becouz  IRL has no population doasent mean we cant use our warframes faction to populate the area right 

    well let me say it's more the matter of Corpus/Grineer usign their tech to colonize the planets not us Tenno and our warframes, still fact there is tech to overcome so many obstacles make me belive we can have soem rally crazy tilestes in future

  21. 1 minute ago, EthanOP said:

    they do need a lands scape mostly cuz Your mistake is you are comparing those planets with real life obviously there are more fanstasy in this game so thre could be lots of thing creature  other races that they could implament so each planets can be rly cool if executed correctly

    well you could make intresting planet "landscapes" staying ture to real life planets, like for e.g. Jupite gas city tileset, taking realistic approach to a planet but makign that Corpus foudn way to deal with main obstacle of lack of solid surface

  22. 2 minutes ago, (PS4)Zero_029 said:

    Well somehow in Warframe there is light & land on the gas planets too.

    Neptune in reality is gas and then once deep enough a giant ball of slush. Yet on Neptune we very clearly see Rocky Mountains.

    Honestly...I would accept Orb Vallis & Fortuna taking place on Neptune long before I will ever accept it on Venus.

    I respect DE's artistic independence but I also respectfully disagree with it being on Venus...

    Honestly, every planet they build a Landscape map on will need a Tile rework.

    But to be fair this entire game needs title reworks.

    Mars I feel will be next because it's a Desert. So they can go all Desert themed. Which probably means DE will make Mars a "Hot Desert" when it's actually a frigid cold desert...

    Sedna would be cool since it has reddish sands & rocks in reality. I'm guessing it'd have it's own light source or perhaps the Grineer have orbital solar arrays or Orokin Solar Generators in place?

    Mercury & Ceres are literal rocks...

    I admit DE could make Ceres a polluted factory world like something out of Warhammer 40k. But Mercury feels like a lost cause. Not sure if Mercury, Phobos, & Europa really need Landscape maps impo.

    Well speaking of Neptune i would like to see it having a recolor of gas city tileset used on Jupiter for its surface tileset, maybe de could actually use old gas city on neptune, with changed ambient form the flamy ornage of Jupiter to deep blue of Neptune, while rework of Jupiter Gas city would replace it on Jupiter, also would really liek to see one of these turned into liek an open area where we fly from one floating base to another on archwings or maybe new special vehicle made for it

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