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Birdframe_Prime

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Everything posted by Birdframe_Prime

  1. Okay, information for you, because it's really important that threads like these have the background and info on the topic, since they really do crop up a lot: DE did actually listen to feedback on Volt's Speed ability. There were several months where they test implemented and DevStreamed some footage of further internal tests for things like an Opt In, alternative methods for Opt Out, and so on. There were two specific statements that came out of it, from DE. First, that Volt's Speed is considered a buff, and they want players to be granted it, so they will not ever do a toggle in the menu that you can use to turn off your ability to receive it. Second, the current situation, with the backflip Opt Out method, is the lesser of all the evils they found. I know it doesn't seem fair. I'm with you. But this is what they did and said about it. It has been a few years and a change in leadership. This may, and I do mean that as a massive outlier, be a tiny chance that this decision could be revisited. My advice is to not hold out hope. DE consider the matter concluded.
  2. I think I saw that on the list of 'known bugs'. And because it's on DE's list of known bugs, it's on the agenda to fix. That's all we know.
  3. I fail to see how comprehensive and repeated threads and questions on the topic of implementing "a" / "any" / "some form of" / "an option for" or any other variant on the them of 'First Person Camera' is just a similar keyword. This is literally the same thing. And far from dismissing it, I'm trying to save you time and effort. You can genuinely just... not keep trying to argue the point. Because DE have already heard your request. Multiple times in the past. They've already given their answer to it, and you can now just... wait for when they decide to announce it. It's not off the table. They didn't say no. They just said 'If we do it, we'll tell you.' So... yeah, when it comes to it, you'll know as soon as we do.
  4. So... out of the frames that I think need a touch-up the most, there's two levels of what I would see as a Rework. I feel that some frames need the Inaros form of rework, where they have all the right functions, but need them to be better defined. While others need actual functional shifts to make them more applicable to the current and potential future of the game. Banshee, for example, does need a bit of a more intensive rework. Her 1 is... only even slightly applicable these days with the Augment. Her 2 and 3 are powerful in their specifics, but you have to really play around specifically those to make them really shine, while her 4th is genuinely the wrong kind of ability in today's and future Warframe. Caliban, on the other hand, needs a basic Combo tweak to his kit to make him more viable, because his 4 is great (slow, but great), his Lethal Progeny are a great summoning function and can really help with area control, but should definitely interact with his kit more than just 'regen shields and spin at things', his Sentient Wrath is absolutely great for what it does, with damage vulnerability, lifting and even low level damage... but his 1? Is just... so lacking. So why not have them interact a bit better? Just the simple tweak of his Lethal Progeny clustering up whenever he cast 1 and multiplying the damage of it based on how many of them were summoned, combo'd with Sentient Wrath and maybe having a bonus effect on enemies that were stripped by his 4. Just a little kit interaction would make it sing. Valkyr is an odd one, as she might need more of an in-depth rework. I mean... the very first thing would be to fix the Animations on her 4. That's one of the worst things about using her Claws... the Hysteria move set... But. A Berserker theme actually could really work well here, if you take it as implied by the kit; a grapnel was a common thing for Vikings, because of ship-to-shore or ship-to-ship combat, a war cry was an effective bolster for them and others, flinging off their clothing at the enemy was an intimidation tactic that would stun enemies and intimidate them, and the mythical Berserker ability to ignore pain and injuries, sustaining themselves on anger alone, is an amazing 4th. But. It could be tied together way better. Maybe instead of Valkyr's 4 draining Energy it drained Health. She's invulnerable, it's not like she needs it and Claws regens Health anyway for sustain. and if you max out her Health you gain Overguard instead. Why? Because we could make her 3 use Shields at base, but use Overguard instead if that's available, and we could massively scale the damage and effects of Paralysis based on whether she sacrificed Shields or Overguard to do it. Have Warcry lose its armour boost in favour of taking the enemy Slow and the team buff with her as a full-duration radius, and then add effects to her 1 that make it possible to really get some use out of the down-attack on her 4. The biggest one is Trinity. I mean... Trinity... Seriously... That frame has only ever had a buff when she got an Augment or when her 1 became a Helminth. That's it. Every other change to Trin has been to nerf some function that DE didn't intend to happen. Hell, something you can't convince me otherwise about is that a substantial part of the reason that Self Damage was taken out of the game was because of how it combo'd with Trin's Link. Trin would need something massive. Like... Blessing stopped being a full team heal and DR and instead became a team Buff, leaving her healing to be dealt with using her 1, her EV on 2, and then fundamentally changing Link to do something with all enemies in range instead of just a few. And then there's Equinox, who is getting a lot of bad press because of Dante, because apparently he does what Equinox does... sort of. And Equinox definitely needs something more in-depth, because instead of focusing on doing just one side of her kit at a time, Equinox should be able... no, she should be encouraged to bounce back and forth, playing both Day and Night sides off each other and having effects specifically that happen when you switch forms with them active. With active and consistent switching, Equinox should be able to maintain all her buffs, and consistently apply CC and Debuffs to the enemy over and over to make her 4 do something more than just 'radial damage' and 'radial heal'. But... As to who comes first? No clue. ^^
  5. Do you ever wonder why we can't Bullet Jump or even Sprint when we're scoped in? Or how about in a movement mode that's genuinely stabilised and already has controls that allow for a first person view like Archwing (because the camera for that is the same as the one for Decoration and the free cam in Captura)? I mean... there has to be a reason for that, right? In this case, though, I'm just the messenger. DE said this, as an answer to the actual question asked, and that's kind of the end of it. They'll announce when they're going to do it, and all feedback on the matter is just repeating the same things they've already heard and acknowledged. You won't be able to make a more compelling argument than the previous 200 or so threads on the topic. Not because these are bad arguments, not because you're not inventive and problem solvers, but because the ones who came before were just as good arguments and good at potential problem solving and the answer was still that they're not looking into doing it. So... yeah, just letting you guys know. I'm not any more informed on the actual functions involved than any of us here. I'm reporting the answer to the question to make sure we're all on the same page. Feedback is great and all that, but if it's just a repeat of previous feedback that already has an answer... you're kind of wasting your time.
  6. This did come up and DE basically said that implementing this would take too much time and be too disorienting for the majority of players. The Evolution Engine is currently not able to provide a first-person mode that is to a standard DE are willing to try using. ::Edit:: (And this is from the company that introduced a rogue-lite mode that's so janky that people are complaining about it ever since. So you know that it's mega-jank beyond comprehension.) As much as we might want this, DE aren't prepared to do the work as-yet. They will announce if they're going to try it. Other than that, though, the answer is 'we've heard your feedback and we're not going to be doing that'.
  7. Because it (currently) doesn't affect anything. Some of the interviews DE went through in the past actually made points that the yin-yang balance would have effects on the Quests, with the outcome of things like The New War (with the Lotus) having your previous choices and current balance state decide the final choice for you. But DE backed out of that, because they absolutely knew that people would be upset that their agency was being taken away. That... and content creators would be out there within moments giving players 'advice' on how to get 'choice' they wanted at the end of New War by making these other choices in the quests before it. DE are known to back off from decisions they make early on based on the feedback, especially when they haven't released any information about what the later thing will be.
  8. To be clear; These videos are not skippable when you're playing with other people because they're hiding other loading screens behind the scenes. You can skip most of these scenes when playing solo or doing something like entering a player hub. But that's the sad thing. You have your own loading screens, where you see the actual loading bar in the top corner. The unskippable videos are all the other players getting their loading screens, too, and the game is allowing time for them to have different loading times. Heck, let's play Devil's Advocate and suggest that maybe it's your connection. Maybe you can't skip all these videos because you're the one that everyone else is waiting on. I honestly don't care what kind of internet connection you have, I'm suggesting that it could be you just as easily as it could be the other players. Game's been going 11 years. Some things are still in the game for a good reason. Some things are still in the game for entirely unknown reasons. This one, at least, we know the reason for.
  9. I want to question the base logic of this whole proposal... Frost has Snowglobe. You literally can cast his 4 over and over and over again to build up his Overguard as much as you like, because you have an instant 'I'm invulnerable for multiple seconds and then you have to get through a charged-up shield' button while he's also freezing enemies with his 4, stripping armour with his 4, and only the things completely immune to CC are even a consideration. It's... weird. Played in a reasonable style, you can basically never lose your Overguard, even if you only have 600 or so. And even then if you lose Overguard you have the 'gate' from it breaking to enable you to cast his Snowglobe and be invulnerable more reliably than mods like Rolling Guard, because there's literally no cooldown. Helminth off his Ice Wave, play around Globe and Avalanche, pop the snowglobe with his 1 if you mis-place it. If you add something like Ensnare to him for grouping enemies up, you can even play the 'Snow Plough' Frost build, where you abuse the Physics Damage from the Snowglobe's casting on top of a grouped up bunch of frozen enemies to basically smash them into the floor and walls over and over until they die. If you're struggling to do it, prime them with Viral first and they evaporate on contact with geometry after this trick. Or you can add something to keep his energy up, something to make his weapons deal more damage... Frost isn't an amazing frame, not at the moment, but people are sleeping on his tech.
  10. Hah! This is not what you asked for, and a 'slider' is 100% not what the function you're describing is. You said a 'slider', like a setting slider for something like a 'Field of View Slider'. A 'charge mechanic' is something entirely different, and also a functional change to one of his abilities, which is still not what you asked for because you just said you think that Gauss is too slow and should be faster. You just suggested that Mach Rush gets faster and faster, for no tangible reason, just because he's not fast enough in your opinion. pisces13 suggested a change which is couched in a good reason for the change; that the Redline Ability is a comprehensive buff to his Abilities and Stats, and should arguably buff Speed as well because it's pretty much the only stat it doesn't affect that is completely on theme for the Ability to affect. That's a reasonable ask. That has something behind it that you could push the Devs with to make a change.
  11. See? Now this is a reasoned request for change. Why does Redline, a buff to all of his abilities, not make something like Sprint Speed faster when above the Redline? It buffs everything else, this is arguably an oversight in the ability, and we could get an update to include it on the buffed functions. Rather than OP's 'eh, I think it would be good to go faster', this is a point you can raise as: 'I think that there's been an oversight in Gauss' 4th ability and it should also buff Sprint Speed as part of the ability. To make it fair, it could be limited to when he's above the Redline, or even only buff his speed based on the Battery charge, with 0 Battery not providing any buff while the Ability is active. But I feel that a frame based around raising his own functions with his Speed Abilities, should have the option to self-buff his own speed with his self-buff Ability.'
  12. Yeah, DE actually did bring this one up. The reason that Operators (specifically) don't is because of the rigging skeletons being wrong. But also because Operators take fall damage while Warframes do not. Warframes can crash out at a hundred miles per hour and not die. Operators would immediately revert to their Warframe, which is probably back by the spawn point, and you'll have to travel that whole distance again. Drifters might be able to operate K-drives, they have the right animation rigging. But again... they take fall damage.
  13. You gave plenty of opinions. 1. Supremely impressed how you reacted like that, despite the very next sentence being a full explanation that they do listen to feedback, but that they don't listen to all feedback and they don't have to. 2. Frame reworks are par for the course, the least used frames get reworks over time. Gauss is one of the most used frames, with one of the most cohesive kits in the game. Yes it is. Because DE don't do 'speed sliders'. They don't do anything sliders when it comes to modded stats. Sprint speed is a modded stat, and that's what mods are for; affecting the stat in question. The only two ways that DE would increase Gauss' speed is either to increase his base sprint speed, so it can be modded higher and affect his Mach Rush better, or they would tweak Mach Rush itself to be faster. That's it. The change you actually want (the slider) is not how DE buffs or changes frames. Not in their entire history. And they have actually said why they don't do changes like that for individual Warframes too; it's because they want to ensure, as in completely ensure, that two players can go into a mission with the same mod setup on their frames and have exactly the same performance with that frame. No case of there being some setting in the menu where you can suddenly make Gauss go faster without adding extra mods, just as there's no case of a slider that would allow Armour to scale higher. Again, I'm just waiting on you finding an actual reason to make this change. 'Wouldn't it be cool if' is a great opinion. It's not a reason for change.
  14. No, the legitimate reason is usually something like 'If you push this stat higher, we can now achieve X' or 'It would be logical if we could push it higher because we could then add this other buff.' Not being satisfied that a stat isn't higher is not a legitimate reason for it to be changed. Because that's an opinion, countered by the first person who thinks it's fine. And how many people are agreeing with you versus disagreeing with you? I'm doing it for the sake of an argument that I can then say 'Sure, that's a good reason, let me join you in asking for it'. It is. Without something to say why it should change, beyond a complaint that it isn't that way already. They do. That's a no-brainer, they would rather release new content than fix old content, and they're currently pushing for their next content release before June. It is. And, as asked before, what if more people enjoy him as he is now? Then they don't even have to do anything at all. That's patently false. They have literally refused changes that were requested despite players asking for those changes since the release of the system the requests are based on, and have re-iterated their refusals over and over. An example is the 'give Warframes a dedicated slot for Augments', which they have outright said 'no' to over and over, despite it being asked for on a level that's actually had the topic brought up on DevStreams and in their live appearances. DE do not have to listen to feedback. They do listen, a lot, and many changes have been made pre-emptively to upcoming releases based on player feedback on their previews. But they don't have to. It's a reasonable opinion. It's not always a reasonable request. You see the difference? Opinions are things like 'it would be cool if' and 'I feel this isn't good enough'. Requests are things that need to be 'reasonable', as in, having actual reasons behind them. Even one as simple as 'I think Gauss should have bonuses to his abilities based on his Sprint Speed, just like Inaros has bonus to his 4's damage based on how high his Maximum Health is, so let's make Gauss have a better Sprint Speed.' That would work. That would be a reason, a legitimate reason to ask for the change. The opinion of 'I think he's too slow' is just... asking for them to say 'And?' or 'So?' Because the very next person could say the opposite.
  15. So... why complicate Blast? I also want to update it. But why over-complicate the status? Just make a Blast proc deal the damage the enemy receives radially over the equivalent distance of a Gas proc, stacking the proc multiple times causes the damage to be dealt in a wider radius. For balance, make the radius not combine with the AoE of damage that already has a radial damage component. Donezo. You now have a way to make single-target weapons apply damage radially and can build the lesser-used single-shot weapons like Snipers to be able to apply their higher damage on multiple enemies. We've seen how effective this is with the recently released Augment for the Sporothrix, players were really impressed with how much it improved that weapon. Being able to deal Sniper damage radially is not to be overlooked. Next, Radiation is used a lot. It really is. Radiation is both super-effective against the new Murmur enemies, so the highest base-level content in the game (Netracells and Deep Archimedia) is better with Radiation damage and at the same time the Status is one of the few things that can aggro Eximus enemies, as it's not a direct CC. So it's being used more since the Eximus Overguard changes and the more recent changes to make less things affect Eximus enemies, on top of being useful at the current high level content. And finally, while Magnetic is currently not used as much, there are some good higher end builds for things like Melee Vortex or Primary Obstruct that can provide some great gameplay. As an additional note, there are literally so few status effects that can actually adversely affect players. I don't think that removing the actual detrimental thing in favour of something players can actively use in place of Melee Vortex or Magus Anomaly will fly with DE. You came up with a decent idea with adding some more detriment to Radiation, but not enough to make the change, and then you remove the detriment here... The lack of ability cast is not a penalty, the result is free CC that players can use for Melee builds. Overall, good intent, but not a lot of good follow-through.
  16. Please point where I said that the one outlier was the current average time? I said the current average is weeks, based on the feedback of the average amount of players. And that the outlier was the 'longest recorded'. Please. DE can't even keep the usernames and custom renamed gun names under control. They regularly have 'purges' of player names and custom gun renames, and content creators even note when it happens, because DE have to actually go and review them as the automatic system is incredibly unreliable. Think. If they didn't even notice Rebecca's own 'Crumb Guzzler' on her public account until it was on a DevStream, then how are they going to police everyone's custom glyphs? It's not going to be possible to automate it when even the Algorithm driven 'intelligent' detection systems can mis-identify sand dunes, somebody's curled elbow, or ceiling lamps as something not safe for display.
  17. Reporting does something, but only after repeat offenses and reports from multiple players. You can get players warned or even temporarily banned from the game for playing in a way that damages other players' experience repeatedly. Once is not a pattern and there are reasons for that happening for all of us. An important point is that truly AFK players, ones not moving at all, are genuinely not benefiting from the process, the AFK timer kicks in and will prevent them from getting drops, Affinity and I believe it can even prevent them from getting end-of-mission rewards if it goes on long enough in places like The Index. Players that have managed to put in an anti-AFK-system method, like automating a move, shoot, interact, cast input that can fool the auto-detect system, those are the ones that reporting can deal with because they are easy to detect and easy to moderate.
  18. The current turn-around time for Clan emblems is multiple weeks, current recorded longest time by one guy complaining on here because their emblem took multiple months, because it's not currently possible to review the large quantity of Emblem submissions in any reasonable time. DE would have to double the staff in that section and have those new people dedicated to only ever reviewing new Glyphs if this was to even hope to work. So... I'm going to guess that's a 'no' to that plan.
  19. Yeah, you were. DE are as well. And they decided to take away Flawed mods to replace them with full mods. The only one example on this thread that's come up with a reason to have Flawed mods over a regular mod on a beginner build is Flow, which gives more for the Flawed at the same point cost. And that's not enough of a reason to make the change. The only reason they're still in the game at all is because of nostalgia. Nothing more. DE are leaving them in for old time's sake. Not because DE want new players to have them. This is a nothing argument. This is a nothing request. DE don't want new players having Flawed mods. It's not a matter of options. DE don't want flawed mods in the game. Pablo put in the flawed mods vendor in Iron Wake for nostalgia and the others thought it was funny enough to keep. That's it.
  20. Oh no, if it isn't the consequences of your actions... You got a slap on the wrist for saying something stupid. That's normal. Those other people do actually get slaps on the wrist too. You are not targeted. A wise person once said 'It's better say nothing and have people think you're a fool, than to open your mouth and prove them right.' This post? This is proving them right.
  21. Sadly, it isn't a matter of whether these are good or not for progression. DE removed them from the opening quest and replaced them with the regular versions. In the same place that you pick up Flawed Serration as a new player, you now pick up regular Serration, and so on. It's not a matter of granting new players access to them, it's a matter of DE outright changing the game so that new players do not have access to them, and the entire rest of the player base has to voluntarily find where these are and go out of their way to purchase the mods if they want to.
  22. Log a support ticket, Forums can't help.
  23. Yeah... which is like saying 'Miasma's only use is radial damage and a Viral Proc' or 'Landslide's only use is punching enemies'. It's kind of... stating the obvious, rather than making a point to the negative, which is what you've been trying to do.
  24. On topic, this came up a while back, and I still hold by this all the way through; Casting Metamorphosis should cause effects based on what other abilities you have active, and carrying over the charge from her 4 with the Augment should be an actual trade-off from the effect you would get by using Metamorphosis. For example, having Rest or Rage active should instantly reverse the effect when you transform, but with a bonus effect that makes it practical to do so, like Raged enemies would instantly Rest while still taking the bonus damage for a short duration, while Rested enemies would instantly be Raged, but suffer from a stun animation for a short duration (like a 'rude awakening' debuff). So you can't get the effects from both sides together, but you can get them for short times after transforming, which makes it worth jumping back and forth. Same with Pacify and Provoke, so enemies slowed by Pacify should stay slowed for a duration while Provoked allies maintain their buff for a short duration. Bouncing back and forth should give you the ability to self-buff your Night casts, while also benefiting from the CC of the Night cast after getting the Day buffs. In a limited way, but the combo should be possible. Mend and Maim should discharge when transforming, but the effect should buff the other cast based on a capped amount you can build up (encouraging players to use it, not hoard it) and therefore give you their individual effects while gaining the effects of the other cast. And finally, a buff to her would be that she doesn't get fall-off from her abilities. Not Pacify with its silly 'less slow and less DR the further away the enemy is' and also not Metamorphosis with its 'transformation buff decays over time'. I mean... it's kind of sensible that a transforming frame would actually get better when actively transforming, not just awkwardly cut off... Off topic: I think you're misunderstanding their point. It's not ignoring your comment of 'it's useless unless you build for the explosion', it's calling your point into question by saying 'the point of Maim is the explosion, the aura damage is a way to build up the explosion, why are you even suggesting to build around a part of the ability that's objectively not what you're supposed to build around?' To put it another way... That's kind of... like saying 'Dante's Dark Verse is useless unless you're using Tragedy to detonate all those procs'. See? Of course you can get use out of Dark Verse on its own, especially at lower levels, but that's the same exact thing, because what you're actually doing is priming for the explosion on Tragedy. Same with Maim except it's within the same ability and is much more limited now by comparison. Anyway, getting a little further off topic here. I definitely want buffs to Equinox, in light of Dante. I feel the real way to go is to play into her transformation more than into any one of her individual abilities.
  25. Literally a tile set called 'Grineer Asteroid' both in the game files and in the official release of it back in around the closed beta after the game stopped running every mission on Corpus Ships. Also actual asteroid bases in Railjack for the last few years where we can jump out of the Railjack into our Archwings and approach them from the outside... I don't know what game you've been playing if you can make that statement unironically...
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