Jump to content

KazeNoKoe

Hunter
  • Posts

    131
  • Joined

  • Last visited

Posts posted by KazeNoKoe

  1. As an alternative to the Cyngas you can use a bow, I suggest the Daikyu:

    gRTrLco.jpg

     

    With the next minor update (after several hotfixes though, so it might be a while) they're going to release a new archwing that should provide an alternative to the Amesha in a similar way:

    em9euRE.jpg

     

    • Like 1
  2. Hey OP, as always when talking about Linux you can ignore any and all comments about fragmentation and market share. Answering those is a waste of your time because it won't get you any closer to running Warframe on Linux. In order to get it done you just need to widen your perspective a bit and look at what other solutions have been proposed since you last set it up. In addition to xaverius666's solution (which looks correct to me but I haven't tried yet) you can also use Lutris and the Warframe install script published on its website:

    https://lutris.net/games/warframe/

    This solution will set up a wine prefix with most of the things xaverius666 is telling you to install. It worked for me once, but I reverted back to the Windows installation due to unrelated needs and restrictions. I thought it was worth pointing it out here.

    P.S. the other commenters are right when they say you won't get Linux supported with a forum post. Do keep an eye on Valve's project Proton for a more official solution, but it doesn't work with Warframe yet.

  3. Just joking, I mostly like melee 2.0. Still.

     

    Anybody else playing Dark Souls 2? Some things I like better than DS1, others I like worse, but I'm just loving it. The harder it smacks me down, the harder I swing back (and, often, miss). Would you like Warframe to be somewhat more punishing and to demand more skill from the player?

     

    The Pursuer. Defeated without any armor. I kept going at it until I won - I died 42 times. I consider it a positive experience. Maybe I'm just a masochist.

     

    (This isn't anywhere near to other challenges other players completed like doing the whole game at SL1 or fighting barehanded but I'm not that good yet :) )

     

    http://youtu.be/mTLd_XntThQ

  4. I never understood what's the point of having 4 beacons when one of them has like 0.000001% drop rate and the others are common. Just keep the rare one and remove the others. Or just mark the whole thing as unobtainable and be done with this farce.

  5. Well without the stance mods it sucks (2-3 blows looped indefinitely, extremely boring). I don't know how good it becomes with the stances since I have found only 2:

     - One is for the Machete, which I don't have and is unobtainable.

     - The other one is for Furax & Co., which I don't have but can at least be obtained. Should be out of the oven soon.

     

    Of course DE saw fit to make it almost impossible to obtain stances for the most common weapon types. I don't even know how long it will take for me to get them since I have a job and can't play 6 hours everyday.

     

    As for the fighting system itself, there's an obvious problem with mobility; you can't get near the enemies soon enough, unless you're playing against infested. And against infested it's kinda stupid to use melee in the first place since you're playing to their strengths instead of yours; just use ranged.

     

    So what melee 2.0 did for me was making me go from loving DE to hating it in about 3 days or so, which must be some kind of record.

  6. I understand your point but the key distinction is this. DE wants us to run different content.

     

    So what would stop you from running Pluto forever, stacking up X hard mission tokens and then using those to buy Hydroid. Every vet would have had hydroid last night bc we'd be overflowing with hard mission tokens.

     

    They could instead make more specific tokens, which would essentially be what my suggestion equates to. You could essentially say I'm proposing Vay Hek Tokens.

     

    Well if they do want that then I guess your system is what we need. It's a strange thing to want, it's not what every other F2P maker is doing. Usually they're fine with vets always running the highest level content.

  7. The point is, they want you to perform an action X times before you get a reward.

     

    You know when you play a game and it says "kill 10 snakes to get a reward"?

     

    Same thing. Except "kill Vay Hek 3 times to get Hydroid". And times = parts.

     

    Sure, I understand what you're saying. I just don't see the value of such a convoluted system when all it boils down to is that you get what you want rather than what the RNG gods want. If that's the direction we need to go (which is what we're agreeing on), then a system like DOA2 (small monetary income + monetary mission reward, then buy whatever you want) or something similar (easy mission tokens, normal mission tokens, hard mission tokens having different value and being used to buy stuff) is much simpler, much less prone to bugs and more to the point. I'm not really disagreeing with you.

     

    edit: what I'm sure about is that the current system needs to die in a fire.

  8. Um...

     

    The part will be a different reward for each person.

     

    If you have systems, you don't get systems. Once you have a complete frame, the cycle starts again.

     

    If the game has to look at my inventory to decide what it should give me then there's no point having such a system at all. Give me money and let me buy what I want. Make the monetary reward predictable and make it scale with risk. They'll still get platinum, they even manage to sell skanas ffs

  9.  

    Ok, if that's the magic number, make it the magic number. Let us farm 33 missions, collecting an item that drops every time we kill the Protector with the right element (skill/plan based!), and then guarantee a part of Hydroid that we don't have as a Vay Hek drop.

     

     

    This is impossible. Four players will generally need different parts, so someone is going to get a duplicate. I'm surprised by how often I see this kind of request, considering how obvious it is that it can't be implemented.

     

    There is no way to make the current system better, it needs to be scrapped. Either they let us unlock the mods, weapons, frames and mission keys with a randomness-free system (spending coins, doing a fixed amount of work... anything that scales with effort and risk and is predictable) or we'll keep grinding for nothing. Even a 50% chance can fail 10 times straight. Indeed we know for sure it WILL happen since the player base is so big. Why should that unlucky player experiment that amount of grief? There's no way to defend this garbage.

  10. This is not what I was talking about (I do support your request though). Since I was quoted out of context (no harm in that) I'll add my original post within spoilers. I was pointing out problems with other, non lore-related things (mobility and RNG).

     

     
    The animations, the blocking and the channeling are great. I expect some more balancing will be needed but the new melee system is good.
     
    Not being able to use mouse 1 for melee attacks is just wrong. This will be fixed for sure, I'm not worried.
     
    There are no melee enemies that I could see that can use melee effectively. All of them can be dealt with normally, so I don't now what DE was talking about during the livestreams. We have rifles, they don't. Also, they're not very fast - I'm pretty sure they can't outrun bullets. Maybe they should be able to BLOCK like we do now? So we actually have to engage them in melee? I don't know what to think, I expected changes to scorpions, butchers etc. Well, maybe I misunderstood.
     
     
    Now here's why Melee 2.0, while being good, makes everything else worse.
     
     
    While the damage has been buffed and blocking works, the mobility of our warframes is an issue. I had enemies shooting in my back constantly while dealing with the ones in front of me, but there was no way to position myself so that it wouldn't happen other than walking somewhere else while being shot at from both directions. Zorencoptering is out because it doesn't necessarily take you to the enemy (it either under or overshoots), it's only good for rushing; parkouring is imprecise like zorencoptering and unreliable since you can't count on having a big box nearby every time you need a boost.
     
    If melee must be viable then we need a way to close the distance faster before engaging and then zip from one enemy to the next while fighting. Some games let you do that, see the Arkham games. Others, like DMC, have special moves designed for mobility over damage. As it is now, melee feels like you're always trying to catch up and failing; it makes you want to just switch back to the rifle and bomb everything.
     
    This, of course, is not a problem with melee 2.0 itself. It has always been there, but the new melee makes it WAY more obvious.
     
     
    I'm disappointed by the fact that DE increased the grind even more by not providing basic combos when not using stance mods. Until now DE hid only weapons, warframes and high level missions behind grind walls; now they're making us grind for basic gameplay features.
     
    I'm also told the drop rate for stances is low. I understand this. Once you have a stance you're done; any copies you find are useless. Making them more common would frustrate players like the warframe power mods do (drop table dilution, yadda yadda). DE would never hear the end of it. This just goes to show how bad the reward system DE chose is: rewards become useless after the first time you find them but you do keep finding them and they don't scale with the effort you make (you can play for a month and never see the mod you're looking for while another player will get it on his first try). This reward system isn't a path we can walk; it's something that just happens to us, with almost no relation to our actions. Melee 2.0 has pointed yet another spotlight on this problem (as if it needed any more attention).
     
     
    TL;DR:
    All in all melee 2.0 shows promise in the sense that it's a foundation on which DE can build something that works. The old system couldn't be improved, it was just dead. I'm glad it was implemented and I'd like to thank the devs for all their hard work. However, it's also the worse thing that happened to the game not because it was badly implemented or badly animated, but because it showcases all of Warframe's bad parts:
     - The most advanced movement warframes can use consistently for the purpose of fighting, as opposed to rushing, is running.
     - Basic game features are now hidden behind grind walls (that are, apparently, quite high).
     - A frustrating and unreliable reward system takes away our motivation and makes the above worse.
     
    We did need a new melee, but it wasn't what we needed most.

  11. The problem with this whole mess is that it's not just about grinding but also randomness.

     

    Grinding is like, here's the goal: do this thing 100 times. Fine, I can do that, maybe alternate between grinding for a few different mods / weapons / frames. Let's do a couple missions to get Nekros, then a couple for a Galatine. As you keep working you see a percentage increase. 10%, 20%, 30%.... You make it go up faster if you work on riskier, higher level missions. And, most importantly it's guaranteed to END. This is grind.

     

    But this mess isn't JUST grind. You have to do the same thing 100 times and then the percentage may or may not increase. Sometimes it does, sometimes it doesn't. It's something that happens to you, not something that you're doing yourself.

     

    It's time to face the fact that while DE has great developers and artists, it doesn't have good game designers. They go against all game design theory. In the meantime virtually every other company is making F2P games that have zero randomness (you earn money and spend it, hell you actually have an income in some of them). This is stupid and ridiculous and it needs to stop now.

  12. In general:

     

    Being able to block while using the guns would go a long way toward making shotguns more usable. Not that they're particularly bad as they are now, but blocking would let me get near my target so that the damage falloff is lessened while still being vulnerable from behind, therefore maintaining an element of tactics. Use your tools properly, be nuanced in the way you fight.

  13. Thank God this evening I'm staying out of the house. If I started on the farming as the game is now I'd go insane instantly. I wanted to jump into the new content as soon as possible but it's becoming obvious that this time around I have to wait until they revert this silly decisions they made.

  14. Minmaxed Rhino, Dakra Prime, no stance, basic pressure point + rainbow build. Played for a while, didn't time it.

     

    Thoughts & Experiences:

     

    The animations, the blocking and the channeling are great. I expect some more balancing will be needed but the new melee system is good.

     

    Not being able to use mouse 1 for melee attacks is just wrong. This will be fixed for sure, I'm not worried.

     

    There are no melee enemies that I could see that can use melee effectively. All of them can be dealt with normally, so I don't now what DE was talking about during the livestreams. We have rifles, they don't. Also, they're not very fast - I'm pretty sure they can't outrun bullets. Maybe they should be able to BLOCK like we do now? So we actually have to engage them in melee? I don't know what to think, I expected changes to scorpions, butchers etc. Well, maybe I misunderstood.

     
     
    Now here's why Melee 2.0, while being good, makes everything else worse.
     
     

    While the damage has been buffed and blocking works, the mobility of our warframes is an issue. I had enemies shooting in my back constantly while dealing with the ones in front of me, but there was no way to position myself so that it wouldn't happen other than walking somewhere else while being shot at from both directions. Zorencoptering is out because it doesn't necessarily take you to the enemy (it either under or overshoots), it's only good for rushing; parkouring is imprecise like zorencoptering and unreliable since you can't count on having a big box nearby every time you need a boost.

     

    If melee must be viable then we need a way to close the distance faster before engaging and then zip from one enemy to the next while fighting. Some games let you do that, see the Arkham games. Others, like DMC, have special moves designed for mobility over damage. As it is now, melee feels like you're always trying to catch up and failing; it makes you want to just switch back to the rifle and bomb everything.

     

    This, of course, is not a problem with melee 2.0 itself. It has always been there, but the new melee makes it WAY more obvious.

     

     

    I'm disappointed by the fact that DE increased the grind even more by not providing basic combos when not using stance mods. Until now DE hid only weapons, warframes and high level missions behind grind walls; now they're making us grind for basic gameplay features.

     

    I'm also told the drop rate for stances is low. I understand this. Once you have a stance you're done; any copies you find are useless. Making them more common would frustrate players like the warframe power mods do (drop table dilution, yadda yadda). DE would never hear the end of it. This just goes to show how bad the reward system DE chose is: rewards become useless after the first time you find them but you do keep finding them and they don't scale with the effort you make (you can play for a month and never see the mod you're looking for while another player will get it on his first try). This reward system isn't a path we can walk; it's something that just happens to us, with almost no relation to our actions. Melee 2.0 has pointed yet another spotlight on this problem (as if it needed any more attention).

     

     

    TL;DR:

    All in all melee 2.0 shows promise in the sense that it's a foundation on which DE can build something that works. The old system couldn't be improved, it was just dead. I'm glad it was implemented and I'd like to thank the devs for all their hard work. However, it's also the worse thing that happened to the game not because it was badly implemented or badly animated, but because it showcases all of Warframe's bad parts:

     - The most advanced movement warframes can use consistently for the purpose of fighting, as opposed to rushing, is running.

     - Basic game features are now hidden behind grind walls (that are, apparently, quite high).

     - A frustrating and unreliable reward system takes away our motivation and makes the above worse.

     

    We did need a new melee, but it wasn't what we needed most.

  15. This was a little short-sighted on DE's part but I think we can forgive them since they worked their butts off to implement such a huge change.

     

    The next hotfix should let us bind the quick strike to any key without affecting the normal melee strike, basically creating a new binding. That would let us bind it to something like "P" so we can just forget it since quick striking is useless anyway.

     

    Since that's just a bandaid, they should then make a proper patch:

     

    1 - Create a group of keybindings for melee and another one for ranged

    2 - The two groups are independent so that the same keys can be assigned to different bindings (E both for quick strike in ranged mode and channeling in melee mode)

    3 - Long "F" press switches to melee AND to the melee keybinding group.

     

    This would let us use E for quick strikes when using a ranged weapon and for channeling when using a melee weapon.

×
×
  • Create New...