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Eldnari

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Posts posted by Eldnari

  1. Bringing this back since I last posted about it in November when waistbands were first an issue. The team is up to their eyeballs in work at the moment, but as your operator is a key point in the story, I'd like to readdress some proposals for a glow up for Operator Fashion.

     

    Some proposals/feedback:

    Operator Fashion as a whole right now is suffering because of current clipping and seam issues. Faces require a little more depth and (customizability?).

    Operator Faces:

    The state of faces right now is the strive to be original with your face, or making your operator look like your real self! The 2 face selection and slider offers some good customization, but the faces themselves require a bit more poly I'd summarize? A slight lack of facial definition is the only thing that's really pulling away from Operators, with recent texture and visual upgrades, small nuances will make a world of difference.

    Head/Face: Show Face and Secondary Face side by side as the image of that face, assign numbers or names to them to remember what faces we're using. Face slider to combine is okay. 

    Eyebrows and Eyelashes need some love. Sliders or preset options? Bushy brows, angled brows, luscious or thin lashes? Lips and ears could use some more definition.

    Hairstyles: The recent releases are great! A bit scary on the scalp for a few.  Keep fighting the good fight. Hyped for the male hair!

    Markings: Somatics and Facial Somatic Scarring need to be separate selections. I love Somatic REV-16 but I wouldn't want the somatic implant on the nose or chin. Small nuances! Some interactions between the metal parts of the somatic implants result in some pixelation.

    Eyes are perfect! The new shaders yaaaaas.

    Voice Deepen/Lighten sliders? To add versatility to the current 4 voice types? With limits of course.

     

    Operator Clothing:

    Big picture idea:
    Each Article of Clothing/Facial Accessory have it's own color customization.
    Currently the issue a lot of people are having with operator fashion is inconsistent shading or inability to color match when blending outfit pieces together. One part of your cuirass might be dyed the color you want, but the entirety of your pants might be one color. (Ex: Vahd Cuirass/Manduka Leggings) (Ex: Vahd Cuirass/Vahd Greaves without waistband). Keep existing dye channels on all the pieces and just make them changeable per suit portion! This would solve a lot of fashion frame woes. I know this is a large feat but you'd be doing the fashion framers proud!

    Facial Accessories:

    1. Have 2 or 3 Facial Accessories slots.

    I have seen multiple Tennogen items already being created that fit into one another, but requires taking up different slots to complete the look.

    2. Maybe Head/(Hat??) (Ex: Star Child Diadem), Brow (Ex: Cognitive Relay <3), Eye, and Ear and Mouth (Ex: Atmos Mask) sections for the operator Facial Accessories?

    Transferrence Suit

    Individual Color Channel control would fix the majority if the issues I would list here! Mainly just unwanted colors on certain parts of armor or color inconsistency when mix and matching!

    Body Suit:

    Each body suit currently has a seam at the bottom that doesn't act nicely with the pants that are equipped below it. The mesh at the ends needs to be addressed to flow more nicely into the pants . This seam occurs even when equipping a body suit and pants from the same set(assuming the seam is not hidden beneath a waistband).

    Waistbands:
    Oh lord waistbands. The biggest issues right now with them is that their scaling is inconsistent, and some waistbands have very visible seams with other outfit parts, even if they're from the same set! The meshes do not fit nicely to the contours of the body or armorset they're going over. Each waistband needs to be addressed in regards to size and behavior. 

    Outfit Tweaks:

    • Zariman Bodysuit is visible under Varida Suit, Zauba Cuirass, Manduka Suit, and Kopra Suit (you can see it going up the neck to under the chin). Introduce something in their art to hide this (like you've done with the Vahd Cuirass and the new Fortuna clothing) This would also eliminate some strange behaviors when looking from behind (like the strange, lack of armor gap, between the Zauba Cuirass and Mask) Small nuances!
    • Manduka Leggings need to revert to where the leggings were separate from the pants, allow coloring of the leggings separate from the pants.
    • Ceno helmet when unopened dims the light underneath it except for the operators face.
    • Manduka Hood when unopened seems to be defying gravity too much.
    • Small tweaks and seams when mix and matching pauldrons.

     

    Thank you very much for reading! I tried to keep it as constructive as possible!

    Respectfully,

    Eldnari

     

    Very large thread highlighting more of these issues and original post can be found:

    They were condensed into a megathread for an unknown reason and lots of information was lost here.

  2. Happy Halloween everyone! Squeaking in at the last minute here with my poster submission for the art side 😄I was a little inspired by Nosferatu.

    My first official fanart for Warframe! Thanks for the opportunity DE!

    Your past has caught up with you Alad V, she's found you, and it's time for...

    REVENGE.

    _fanart__warframe_movie_poster__revenge_

     

    Full 11x17 Size can be found:

    https://www.deviantart.com/silverfang-00/art/FanArt-Warframe-Movie-Poster-REVENGE-770655425?ga_submit_new=10%3A1541012891

    • Like 3
  3. At the completion of The Sacrifice, you receive some lovely items in the mail for your efforts. Among them are the Agile and Noble animation sets for Umbra, however they cannot currently be equipped on any other frames. I dunno about you but I'd die to have the animation sets usable across all Warframes. I understand for lore purposes it might only be Umbra exclusive, but it would be amazing to be usable by all Warframes to show the noble beast inside!

    ~Eldnari

  4. I've loved every prime release since launch, but I am disappointed in how Oberon was approached. He's no longer the fairy king he's supposed to be, instead he's some kind of Taurus/Bull. As always I appreciate the effort that is always put in, but I believe this was a very poor design choice. I'll be reskinning him immediately, but this wont keep me from using him, I'm enjoying the rework quite a bit.

  5. I am currently trying to redo our Dojo, and am running into a few issues. I know the order of Clan Hall's is important here for what I want to do, (Clan Hall - Great Hall - Greater Hall - Grand Hall - Grandest Hall) so I'll get straight to the issue.

    The Grandest Hall, is currently between two sets of halls that require it. The Grandest Hall is currently in the mid level of our tri tier Dojo, with the Clan Hall/Great Hall being on the bottom level, and the Greater Hall and Grand Hall being on the top level. I want to clear the top level entirely and make the Dojo simply 2 floor, but for that to happen I have to delete the Grandest Hall, which is presenting the main problem. In order to delete the Greatest Hall, i have to delete the Greater and Grand halls, which are connected in a dead wing on the top floor of the Dojo. I'm not even sure how the Grandest hall got located to where it is in the first place between the four. I cannot queue the Grandest hall for destruction because the lesser halls are it's 'children'. How am I to go about this? My clan Admiral is MIA and I am the stand-in, so I cant ask him how he even did it in the first place. Images attached to get a sense of what's going on.

    The ONLY thought I had that might fix this, is to try to relocate the first two halls (Clan/Great) to the top level (but again the prereq issue).

    Currently the 'base' of what I'm working on. Clan Hall and Great Hall are exhibited here. I plan for this level to house the Oracle, Clan Hall/Great Hall, and Reactors, with an Elevator going up to the next level. This base work is pretty much complete, the next parts are what's confusing me.

    http://sta.sh/017j9mfn3yi0

    The Middle level and main area of our Dojo, the Greatest Hall is shown here, with the elevator going up to the 'dead wing' with the Greater and Grand Halls.

    http://sta.sh/0sp6wg654qs

    The Top Level with the Greater and Grand Hall, which I want to eradicate. However I'm not sure how to delete these halls, because they are Children of the Grandest Hall at this point.

    http://sta.sh/017s43qf8uv8

    Any help would be appreciated. I honestly wish there was a nuke button and you could just start over with the resources left from the explosion. What am I missing here?

    ~Eldnari

  6. I am currently trying to redo our Dojo, and am running into a few issues. I know the order of Clan Hall's is important here for what I want to do, (Clan Hall - Great Hall - Greater Hall - Grand Hall - Grandest Hall) so I'll get straight to the issue.

    The Grandest Hall, is currently between two sets of halls that require it. The Grandest Hall is currently in the mid level of our tri tier Dojo, with the Clan Hall/Great Hall being on the bottom level, and the Greater Hall and Grand Hall being on the top level. I want to clear the top level entirely and make the Dojo simply 2 floor, but for that to happen I have to delete the Grandest Hall, which is presenting the main problem. In order to delete the Greatest Hall, i have to delete the Greater and Grand halls, which are connected in a dead wing on the top floor of the Dojo. I'm not even sure how the Grandest hall got located to where it is in the first place between the four. I cannot queue the Grandest hall for destruction because the lesser halls are it's 'children'. How am I to go about this? My clan Admiral is MIA and I am the stand-in, so I cant ask him how he even did it in the first place. Images attached to get a sense of what's going on.

    The ONLY thought I had that might fix this, is to try to relocate the first two halls (Clan/Great) to the top level (but again the prereq issue).

    Currently the 'base' of what I'm working on. Clan Hall and Great Hall are exhibited here. I plan for this level to house the Oracle, Clan Hall/Great Hall, and Reactors, with an Elevator going up to the next level. This base work is pretty much complete, the next parts are what's confusing me.

    http://sta.sh/017j9mfn3yi0

    The Middle level and main area of our Dojo, the Greatest Hall is shown here, with the elevator going up to the 'dead wing' with the Greater and Grand Halls.

    http://sta.sh/0sp6wg654qs

    The Top Level with the Greater and Grand Hall, which I want to eradicate. However I'm not sure how to delete these halls, because they are Children of the Grandest Hall at this point.

    http://sta.sh/017s43qf8uv8

    Any help would be appreciated. I honestly wish there was a nuke button and you could just start over with the resources left from the explosion. What am I missing here?

    ~Eldnari

  7. Hey everyone, kindof the first time posting on the forums, but I'd like to take a moment to talk about the new UI interface. Primarily in the upgrading aspect in your arsenal on the topic of mods.

     

    Positives!

     

    * Very easy to read white text on gunmetal grey information on top left. This was a step in the right direction! Also loving the green highlights when changes to equipment mods are made, making it very easy to tell what influences your warframe in the right way.

    * Polarity sections! I had no idea the polarities had a name until I started using the filters. This is also very helpful for advanced users that have lots of mods, but know what polarity they're after.

    * 3D Mod card look with rollover. This adds an interesting 'sci fi' effect as a further upgrade to the old design. Being able to see a 3D effect is a small visual upgrade, though a tad 'busy'. Be careful making the cards tilt to the side 'too' much.

     

     

    Negatives..

     

    *Mods are harder to read and their abilities are not clearly stated off the bat. This makes it difficult for new users to both learn and utilize the UI properly, and slows down what should be a quick change between missions.

         - Fonts on cards appear cluttered, and some of the titles are hard to read at a glance with the card background images.

         - With the mods being 'collapsed', it is harder to appreciate the card art (I'm weird I know).

         - Sometimes mods clip on the screen where you only see half of them due to the side scrolling. (Perhaps putting them in a bounding box with a set amount of columns would work?) It looks weird side scrolling as more normal if this occured during vertical scrolling.

    * Rarity system is seemingly unknown.

    * Unknown card coloring system.

    * Too much 'white space' (empty space) around the active mods area and below the UI

    * No ability to 'search' for mods in Arsenal UI when upgrading. This makes it difficult to find that 'one' mod you need. (this is somewhat combatted by the idea of sorting by "name").

    *Sorting mods by polarity in the dropdown menu is a bit redundant with the option to sort by polarty being already on the quickbar.

    *After missions, only 2 mods are visable, perhaps uncollapsing the cards while using the old idea could fuse together old and new into something more functional?

    *Nested actions menu. There is plenty of available space to utilize the functions without going into a menu (thought the interface that comes up by using the actions menu is promising). I'm torn on this one, but many more advanced users are not liking it.

     

     

    Suggested Changes

     

    * Potentially switch the configurations with the current loadout being on tht bottom instead of cramped in the top.

    * Utilize the extra white space by putting the mod list up where the current loadout is instead with a vertical scroll instead of side scrolling. This might help the clipping issue.

    * I'm kindof iffy with the mod card collapsing idea, but if it stays..

         - Make a more apparent coloring system to figure out rarity or have it stated on teh card.

    Perhaps:

    Damaged - Red.

    Common - White.

    Uncommon - Blue.

    Rare - Gold.

         - Current colorations of cards are difficult to differentiate for the colorblind.

    * https://forums.warframe.com/index.php?/topic/299373-new-mod-ui-with-pictures/

    OfPowerOfWant's suggestions are much easier on the eyes and easier to read while including rarity and important on the fly information. I support this 100%! Showing duplicates is also a very nice touch (however this wouldn't work with different ranked cards)

    *https://forums.warframe.com/index.php?/topic/299892-new-mod-ui-makes-my-eyes-bleed/

    Despite the approach, these are very helpful tips as well and deserves notice.

    * In the foundary, switch the top section of options to the bottom to allow more space to process the mods and then decide what to do with them.

     

     

    That's all the thoughts for now, I might add more later perhaps. If anyone else has anything to contribute please do as well! Apologies for no pictoral aids, my tablet went to blah.

     

    -Eldnari

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