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Ignaetious

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Posts posted by Ignaetious

  1. I don't know about anyone else, but when I saw the Orokin Tower outside of Cetus I thought "That would be a cool place to go."

    I think it would be pretty interesting if at some point while harvesting this tower the Ostron some how accidentally activate the tower, and it causes some havoc.

    Which requires us to go to fight our way to the top of the tower, maybe in the style of a roguelike tower/dungeon crawl style game.  Have save points every 10 floors, after a boss, if you die you return to the last save point.  As we ascend the tower it slowly gets more and more twisted, as we find what exactly all of that flesh in the walls is attached to on the final floor (50? 100?)  Maybe a neural sentry?  Ballas?  Who knows?

    At any rate, they probably already have plans for the thing, but just figured I would share.

  2. It has been pretty apparent for a while now that the damage mods weren't going anywhere, I think the riven system pretty much cemented that fact for me.  If enemy mechanics are going to be improved to be more skill based, I am also fine with this.

    However, I think it is time for people to start talking again about them adding in a "Tactical/Exilius" slot for primaries and secondaries, to offset the fact that there is very little use for utility mods on most weapon builds.
     

  3. Makes a lot of sense, I like it.  Maybe with unairu, since it is about defence, the "empty" warframe could act as a turret, staying still and firing at anything that gets close.  Call it combat transference or something, that the operator can maintain some control over the warframe while acting on their own.

  4. I personally like the system, I have thought that the game needed something like this as a long term incentive for a long time..

    This seems to indicate that the "damage 3.0" that was in talks (the removal of serration, etc.) isn't going to happen as well.  One thing that I think could potentially make this more balanced, as well as more fun, would be if you couldn't use a mod of the same base type if your riven has that stat.  Such as, if you have +damage%, you can't use serration, or electrical damage% and you can't use stormbringer.  Maybe make the system more about mod consolidation than about adding even more power, and would let you use some of the less used utility mods.  And make it to where the upper level rolls on the less used weapons can be higher than what serration could give.

    I think this would also be a pretty decent opportunity to create a resource sink, maybe let us convert some of the easier to find resources to kuva.  1500 nanospores for one kuva, hell I would do it.

  5. Overall I enjoy the whole tileset. 

    Defence however was a stand out for me.  I feel like all defence nodes need random hazards like this to keep things interesting.  Maybe even make it to where we can turn some of the hazards on the enemies when some special conditions are met.  Also I agree with one of the posters above, when I went into the defence mission I thought maybe it would award some kuva.
     

  6. Is it safe to say with the introduction of these new riven mods that damage 3.0 will not be happening?  Or at the very least be very different that originally planned?

    I mean does anyone think that maybe they will still remove serration and nerf multishot, and just leave those stats up to getting a random riven mod with it?

    Or maybe are these mods meant to be a replacements for those mods so that you can use more utility.  Just kind of curious as to what everyone thinks.

  7. 10 minutes ago, Aimop95 said:

    That being said DE will eventually have to create an actual endgame that does not consist of endless missions.

    They really do need something, and I for one have never thought that static raids fit well in this game.  Since I started playing I have always though that something like Fractals of the Mist from Guild Wars 2 would be a good way to do "raids" in this game.  A big dungeon that has loads of permutations, for maximum variety since you will be doing it a lot.

  8. I agree with a lot of what you said.  That being said I have played the game about as long as you have, and I am starting to come to the conclusion that beyond anything else warframe is mostly about about collection and cosmetics.  After you have reached the ridiculous heights of power that you can achieve, there really isn't much in the game left to challenge you.  Most of the challenges that they put in the game are fairly temporary usually, such as the lunar puzzles and rathuum (these can also be cheesed pretty readily.)  Sorties can be tough, but overall I agree with the fact that the enemies need to have more tactics and be more intelligent and also the mission types need work (which they have said they are working on.)

    HOWEVER, things like the rathuum do give me hope, and things such as giving the grineer ballista's a laser sight that you can dodge before you get shot.  I really do think they are probably working on stuff that will reward skillful play.  And hey if not, the game will remain a fantastic blend of unreal tournament/dynasty warriors/pokemon, and a lot of people like that.  I like you will probably end up moving on, because I would like to see more interesting mechanics and variations to game modes, tiles and enemies.  I can hardly complain though, I have spent a fun couple of years with the game and I am still going to check it out from time to time.

    In the meantime, if you haven't ever played monster hunter there is a new one coming out tomorrow.  It is a awesome and complex good kind of challenging rpg game, I would really like to see a monster hunter like boss in warframe.

  9. Hey everyone, I am not really a huge fan of the new void fissure system, I think it has the makings of a really good idea though.  I thought we could maybe brainstorm up some ideas to make it a little better.

    Instead of just having a void fissure in one place that you have to seal, and it is the same every time.  How about this.  When you come into the mission there is a golden hue to the map, the enemy type that is inherent to that map are slowly becoming corrupted.  So we see high level corrupted enemies and normal factional enemies fighting, co-operating etc.  If they are co-operating it can simply be explained as they are being influenced by the void.  This would make it to where you are actually doing the mission in order to get your prime stuff, instead of the mission just feeling like a side objective.

    There should be little void cracks all through the map, that you have to seal that are side objective and can be tracked with a scanner.  They should only take one or 2 of the items to seal them.  Maybe make each smaller void tear spawn a "boss" maybe something that uses acolyte or rathuum type AI.  There can be a little tracker at the top like the cache tracker that shows how many you need to seal in the map.  At the end of the mission you would still get to pick one of your rewards from whatever relic you had equipped.   Make endless missions roughly the same, except for every 5-10 minutes let a new void tear open that will randomly pick another one of your tier appropriate relics at random and give you an item.

    Just some ideas, thought it might be a little more constructive.

  10. They said augment mods were originally part of the focus system a while back.  I personally think they should put them back into it.  It would make the focus system feel a lot more rewarding.  It would also de-emphasize the fact that a large portion of augment mods are not great.  I would be much more inclined to use an augment if it was just activating it on my focus instead of using a mod slot, even if it wasn't particularly good.

  11. While I don't think they will stop making warframes anytime soon, I would like for them to maybe take a break for long enough to get the augment mods caught up.  That way maybe they can start releasing a frames augment mods alongside it.  And then at some point maybe take a break long enough to go back and make some of the less useful augments worth using.

  12. I really like the idea for forma, because it would make it simpler to do high range stuff to rank up your freshly forma'd gear.  I like the ideas for sigils and arcanes as well.  As an addition to the sydicate sigils, I wish they would allow us to wear them as badges on our shoulders in addition to sigils.  I feel like having the option to do that would alleviate that problem a little.

  13. Yeah, I think all of that would be great too Teridax.  I would love to see more mission parameters like the fire and ice ones, I think variety is the key word.  I would love anything that makes things feel more dynamic and dangerous.

    Also, with any side objectives they could potentially make some of the less rewarding mission types feel more rewarding, kind of like what they did with caches.   I think it would be pretty cool if caches were a random side objective in more mission types.

  14. 2 hours ago, SwiftPotato12 said:

    This would be cool. We have some elements of this at lower levels(as Dogefighter said), but I feel like there is so much they can expand on. Especially at higher level content in the starmap. Hopefully, if they give us mission crafting with the new starmap, we'll have some sort of elements like this.

    I had forgot about mission crafting.  Hopefully they do some stuff like this.

  15. This is pretty much just some proposed changes to overall mission structure.  I personally think that all of the mission types need some random side mission elements, that are totally optional.

    The main Idea is maybe just to roll capture missions into other mission types.  At the moment capture missions are just really fast, super simple mission types, they are kind of an afterthought.  I think it would be awesome to have capture targets appear in other mission types, as an optional side objective.  This would make them a lot more engaging, simply because it would add to the objective you already have.  And if you don't want to go after them, it can be an optional thing.  They can make the reward for capturing them a lot of different things, one thing would maybe be a fair chunk of focus for whatever lenses you have equipped.  Heck, they could even have syndicate specific capture targets that spawn and give you a good chunk of syndicate rep, or mods, credits, cores.

    They could do this with some of the other overly simple mission types too, such as deception.  Say the data mass spawns somewhere and you have to take it to a terminal elsewhere while doing whatever mission you are in.

    It just seems like that some of the mission types aren't fleshed out enough to be their own mission type, but as a side objective in the other missions I think it would make them a lot more fun and rewarding.

  16. I have been feeling pretty burned out too, so I am slowing down.  I feel like next year by this time they will have fleshed out some of these new features and made them more interesting, made sorties a little less tedious, make mastery have a point, who knows. I just really have always felt like that the gameplay of warframe is it's best feature, it is very easy to pick this game back up and get right back into it. 

     

    Honestly I hope this year they try to fix the mission types, and the enemy types/ai.   I feel like these are the biggest offender in making this game feel so grindy.  If the mission types had more random/dynamic components I think it would make the game feel a lot better, they are too predictable, and so is the enemy ai.  Getting burnt out has given me some perspective on why some of this stuff is just not fun, or just downright pointless. 

     

    In the end though, I enjoy the community of the game and watching it's development, so I will probably be around until it's over, just to see if they can achieve the games huge potential.

  17. The focus system says beta right on the tin, so I'm not about to give them grief about that.  However, in it's current state as a "sneak peak" if you will, it is really just another layer of unnecessary power, and I think that makes it feel kind of pointless.

     

    I made a thread talking about how I think they should put the augment mods back into the focus system somehow (since they were apparently once the same system.)  I think that would actually add more of a point to both of these systems, and would just feel better overall.

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