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Sunset_Thief

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Posts posted by Sunset_Thief

  1. As it stand, limbo is completely useless, probably the most useless frame in the game. Eximus and scarlet spear completely ruined him. What's the point of having 50+ frames in the game when half of them are CC frames that have been completely invalidated by the eximus rework making them almost unplayable and in limbos case quite literally unplayable.

    • Like 4
  2. On 2019-07-27 at 1:01 AM, Maka.Bones said:

    No, he doesn't.

    You haven't even played him yet, you don't know what the numbers look like, you haven't used his kit, and you're ignoring all of the CC benefits his 3 has. 

    His 3 actually seems pretty great to me.... But why don't we wait for him to be released, before we go on saying something is good or bad?

    i played him i made a perfect build for him, his 3rd ability dmg wise is good against lvl 40 and lower, his cc with freeze is good, his 2nd ability is trash imo, his ults overdrive is almost impossible to reach, he needs some tweaks

  3. the boss fight is absolute garbage, u have to pick specific frames to do it, limbos passive is completly negated, lokis invis too, all of the squishy frames dont stand a chance, the grab insta kill is the most annoying thing about this bossfight, genuenly the entire boss fight is poorly made, with none of my squadmates knowing wtf was going or what was up with the light show that the enemy had, not to mention how the enemy just becomes a bullet sponge at times, its boring, and theres a bug in wich u cannot get on the lines

  4. whenever i apply stance to my dark split sword no matter if its for heavy blade or dual swords whenever i close the modding for dark split sword it does not apply the stance, in fact in bounces it back into my inventory and it wont let me use the stance at all

  5. my pc reseted itself for an update, since then i cant play the quest properly because every time i come to the part where i choose the answer for e.g. they lost their minds answer, it bugs for me now showing me the answers and just being pitch black screen with just my characters head... i cant play the game whats so ever it immidatley puts me in to the quest

  6. On 9/2/2016 at 5:06 PM, Sebrent said:

    @(PS4)Final_Dragon01 That's fine. Continue to claim strawman where there isn't. Your lack of content/fact won't be missed. Enjoy the new threads that I see you've started on this topic ... again.

    @CroFreeRunner I agree with fixing the nullifier bubble clipping through walls. tI think that would stop several of the complaints about nullifiers. My only concern is how much work that would be for the developers to have the bubble not clip the walls that separate rooms but not be impeded by other terrain the litters rooms.

    @(PS4)shadowwraith_666 Would you mind clarifying why you think these things? Merely stating that you think they should go isn't helpful to the discussion.

    @(PS4) Crixus044 I think what things "should" or "shouldn't" do is debatable given differing perspectives on how things are "supposed to be".

    Could you please clarify what you mean by "intangible magnetic field". Does this mean it would no longer be visible? Would it no longer affect ranged weapons?

    Personally, I'm not sure how good/bad it would be for gameplay for differing sets of players if the nullifier bubble no longer removed abilities instantly on touch. I have seen some other suggestions from players such as:

    • Bubble works same as it does now except the removal of abilities is a "pulse" inside the bubble so that players can time when they dash into the bubble to melee so that their buffs aren't always removed ... promotes dashing in "more intelligently".
    • The bubble doesn't remove the buffs, but it removes their benefits while inside the bubble. For example: You have Iron Skin on you. It works until you run into the bubble. Inside the bubble, Iron Skin is still on you, but you're not receiving any of the benefits of it. Once you are back outside the bubble, Iron Skin is still on you and you're again receiving the benefits of it.

    Would either of those two options work for you?

    @Chewarette

    I didn't think the jackals were that bad either. However, I would have preferred to have a bit more of a telegraph to the attack.

    This is why I would be quicker to complain about the Corpus Comba than about the nullifier as you never see their field coming. But, hey, that might be a design decision, it does make me have to quickly react. I still have options :-)

    too much work for devs? man they are supposed to do this game is still in development, we are palying this game so they know what is wrong with it :P, nullys are a big problem to a frame like ivara or loki u feelin me?

  7. On 8/21/2015 at 5:28 PM, Extraxi said:

    This is a master post for all things of a current poor quality that need an improvement, not pertaining to any type of balance or Warframe skills and etc. Small things that improve the general streamline and quality of the game, its immersion, and most importantly, the user experience.

    This ranges from adjustments of the UI, additional mechanics to certain elements or gameplay or the customization of, to overhauls of such areas like, formerly, the Market.

    You can find my other work here.

    ---------- Login Rewards

      Reveal hidden contents

    Remove X experience bonus and replace them with Experience Tokens. These can be applied to the frame or weapon of your choice.

    Experience Tokens range: Small, Medium, Large and are given based on login chain. The more you log in, the larger, of course.

    Experience Tokens will vanish after a day to prevent stockpiling, so players cannot immediately level up new gear with a massive stockpile. Experience Tokens may also be sold for credits if you have nothing to actually level, so your reward wasn't useless. Larger sell for more.

    I feel as though this is a very useful exchange, and acceptable, as there are medallions for reputation already in game. Mostly success!

    -

    Remove Blueprints from the login rewards. Right now, Gorgon and Glaive may be harder to get, and they're a pleasent the first time. However, repeatedly getting them means they're just a lousy credit reward. Getting Warframe BPs seems entirely pointless, as they all eventually become something to simply sell.

    Being able to sell Experience Tokens is of the same convenience of getting credits indirectly, but can also be more useful, avoiding the dilution of login rewards.

    Alternatively, detect if the user has a Gorgon Blueprint already, and remove it from the rewards if the player does as to not get piles of copies. Mostly success!


    ---------- Chat

      Reveal hidden contents

    Remove autokick and autosuspend specific phrases.

    Have Kickbot issue a warning for saying an inappropriate word via whisper, specifying which word, and remove the post. A second attempt to post the bad word or phrase in question kicks the user, and informs them why they were kicked. A third attempt upon returning to chat suspends the player from chat for a day, and informs them that they had attempted to say X too many times and can resume chatting the next day.

    If a different word is said after receiving a warning from the first word, a warning is issued for that word as well. This way, players can learn what words are unacceptable without a trial by fire.

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    Two rows of tabs for each chat window, the top row being all whisper tabs. This allows players to see if a new whisper has come in all scenarios, as in Relay/Orbiter, you are not given pink whisper text. Sorta success! We just got pink text instead.

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    The ability to leave an offline player a message via whisper or mail.

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    The ability to highlight and copy text.

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    When clicking the name of someone in chat while the chat window is at the bottom of the screen, have the dropdown menu instead go up so part of it isn't completely off screen and unusuable. Complete success!

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    More fonts and font sizes. One half success!

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    The ability to save adjusted sizes and location of the chat window. Success!

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    Choose your default chat tab, which chat tab you're looking at when you exit a mission, or even enter one.

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    Middle click on a name to immediately open a chat tab.

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    An option to disable switching chat tabs with Tab, with default on Off. Most people use Steam, you know.The suggestion wasn't taken, but it was instead fixed, so kinda success! (We are now able to shift+tab without switching chat tabs.)

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    When creating a long post, prevent entering further characters after reaching the possible posting limit. As it is now, it's very easy to lose track of how long your post has gotten, and it will all vanish completely upon pushing enter which is very disorienting.


    ---------- Friends, Clan, and Recent Players

      Reveal hidden contents

    Sort Recent Players by players you've played most recently with, without them being a friend or in clan impacting the order. Complete success!


    ---------- Squads

      Reveal hidden contents

    Allow the ability to change from Public to Friends Only to Invite Only to Public while already in a group in the Orbiter or mission, as to stop disbanding the group just to change it. Complete success!

    -

    The option to restart a mission while still in mission, instead of aborting or failing.

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    Disable AFK punishments for private games. Perhaps a friend had to go to the bathroom and is gone for at least five minutes, players with their friends will understand and still want them to get rewards.

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    Upon selecting a mission when alone, do not disband the squad when standing up to allow players to access their arsenal so players can simply open up their menu and accept the mission, instead of returning to navigation to either invite more people or start the mission.

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    Allow players to leave a Survival at any time they want after extraction opens. Defense gives you the option to leave every five waves, without your squad, but Survival does not.


    ---------- HUD

      Reveal hidden contents

    Allow the ability to adjust the Radar's size, such as how much is on screen at a time as well as how zoomed in it is.

    Add in a hotkey to adjust the Radar's zoom on the fly, holding this key while using your scroll wheel.

    -

    Update enemy icons: small squares/circles for minor enemies, diamonds for heavy units, diamonds with circles around them for Nullifiers. Different colors for different factions as well, to view enemy combat on your radar.

    Awareness of enemy types from behind allows you to react more appropriately. If a heavy unit is approaching, and there's nothing in front of you, you're given more reason to turn around to deal with them.

    (This is from a discussion involving the punishment of knockdowns. Being more aware of your surroundings allows you to actively take more prevention in dodging anything that would ultimately get you killed, rather than being the given to option of recovering from a mistake. In other words, a more 'ninja' thing to do.)

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    Update loot icons: hollow squares for containers, an X for a dead body in fire environments, small white circles for resources, something for Excavation Batteries, and Syndicate symbols for Medallions/Seeds/etc.

    Modules and Life Support Drops already have their own icons, which has been very beneficial. It lets you focus on what you want, and ignore the rest.

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    View certain powers, and the range of them, on the radar. Such as, see how much distance Maim is covering on the map, or where a Snowglobe is at and how big it is.

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    Provide multiple options for how to present shields, health, and energy to the player. A very popular option is to have it surrounding the aiming reticule in some way, much like Global Agenda. This allows players to focus forward while also being aware of how much damage they are taking.

    -

    More options for crosshairs. Perhaps even advanced, more dynamic ones, such as one that reads the distance of targets, for plat?

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    View the energy of your teammates under their health and shields. This helps people know when to cast Energy Vampire, or to drop Energy Restores. Complete success!

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    Display the number of Medallions left in a Syndicate mission on the side. Also acceptable, having the number in the escape menu.


    ---------- Maps

      Reveal hidden contents

    Remove friendship doors. Seriously. These only exist in older tiles and serve to slow down faster players, or even hinder slower players trying to explore.

    -

    Remove Moon friendship doors. If one player goes beyond it, and another just looks back for a moment, the latter will be left unable to progress at all unless the first player comes back.


    ---------- Gameplay

      Reveal hidden contents

    Allow players to swap weapons while sprinting. Success!

    -

    Dynamic Reloads. I will use Lex Prime and its eight round magazine to explain this.

    As it is now, without expending Lex Prime's full magazine and then reloading, the Tenno will eject the magazine, and slide in a new one, and then pull the slide back, ejecting the chambered bullet, despite the fact the Tenno does not need to pull the slide back.

    In reality, if Lex Prime's chamber still has a bullet, the Tenno only needs to replace the magazine. Skipping on pulling back the slide by performing a preemptive reload allows for a faster reload, and provides the extra chambered bullet, bringing the total amount of shots up to nine.

    Dynamic reloading would not only apply to most automatic and semi-automatic weapons, but shell loaded weapons as well. As it is now, Tigris can be shot once, but both shells need to be loaded back in when the Tenno only needs to load one shell. While the change won't have reload time, it will shorten it still enough to make a difference.

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    Reviving Sentinels of some kind. After they've exploded, they automatically return after one minute, or use a special Gear item to have Ordis send in a replacement.

    Having to die intentionally just to regain Carrier or Helios isn't the most pleasant of experiences.

    -

    Reduce the spread of hipfire with Snipers. We're hyper advanced space ninjas, we can at least hold a barrel in a general direction of something. A bullet shouldn't go flying off to the side.

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    Two melee button support, one for basic attacks, and the other for charge and finisher attacks.

    This is has been an ongoing issue for a long time, and is exacerbated by Inaros: his design is melee oriented, and such, he'll use Pocket Sand quite often. However, a finisher attack can only hit one enemy, and you might have a weapon that does far more damage outside of finishers.. and can hit multiple enemies at once, but accidentally meleeing too close results in a finisher attack instead of any combo.

    -

    A clear indication that a player is able to leave the Rift by rolling, or drop Volt's Speed by backflipping, perhaps a large popup when entering their first mission with a Limbo or Volt.

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    The ability to disable screenshake. (I don't get motion sick but others do.)

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    When selecting Relic Rewards, give players more time than 15 seconds to select which item they want, or need. For instance, give players a full minute to choose. Once everyone has selected their reward, the timer is cut short. If a player fails to select, the full minute plays out and he gets his relic's output.

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    When selecting Relic Rewards, display if a prime part or blueprint is already owned or not.

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    When selecting Relic Rewards, display the Ducat value of an item, so people after ducats know what they want.

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    When selecting Relic Rewards, display the rarity of a blueprint/part. Someone might not realize just how hard it is to get that Vauban Prime part. Success!

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    Special waypoint markers for Cephalon Fragments, like Kuria get. A recent update made it so only the Host can mark it, but anyone should be able to.

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    For Nekros, when he kills an eximus, allow the player to revive the non-eximus version of the enemy. When in an Eximus only situation, Nekros is given nothing to resurrect which severely hurts his survivability.

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    For Nekros, have Shadows take more of your energy color, much like how Nullifier bubbles take on the energy color. It is currently impossible to distinguish a Shockwave Moa's shockwave from allied or enemy.


    ---------- Graphics

      Reveal hidden contents

    Bloom requires a slider. Instead of turning it off completely like usual, players can instead opt for softer bloom. Complete success!

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    Perform a quality pass on each Tennogen item that had been accepted for the game. Many people will vote on an item, but because we can't actually see it in game, it may not actually be up to part.

    For instance, each one of Excalibur's Steam helmets are far too large for his body, they're very awkward. Volt's Arrester Helmet is completely glossy, which is in complete contrast so his more fabric, or matte, body parts that it connects to.

    While it was made by someone else, DE should still take responsibility for the content they put in the game and refine it if necessary.


    ---------- Archwing

      Reveal hidden contents

    Do not fade out the red enemy icons from the screen upon zooming. It's hard to see things in space, and zooming shouldn't make it harder. Success!

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    Remove Vertical Mouselook Lock from space Arcwhing missions. Moving in space is about freedom, not restriction. Finally, total success!

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    Change Archwing's radar to work more like the radar of space navigation: spherical, not circular, based on the direction you're looking. Success!

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    Improved Controller support: allow players to set up seperate keybindings for Archwing from on foot gameplay. Success!

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    Do not place the player at the center of the screen anymore, such as when sprinting, this blocks the view of where you're going and what's in front of you completely. Success!

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    Move the player's camera back further from the Archwing for an improved FOV, as there can be a lot in space. This also alleviates the issue of getting in too close to enemies blocking off the entire screen upon melee.

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    3D Radar. I think you know why by now.

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    Roll buttons, preferrably on Q and E by default. Because there's no reload in Archwing, R can be used for melee instead.

    Alternatively, have R be the Roll button, and while holding it, the mouse will adjust the player's orientation.


    ---------- Navigation

      Reveal hidden contents

    For Extractors; when not focused on a planet, a small panel that shows what each one has gotten, as well as a button to claim all Extractors and deploy new, undamaged ones to the same planets previously selected, without having to go to each one every time.

    This was half done: extractors can be collected in the overview of Navigation, but you still need to select each planet and an Extractor again, as well as remember which planets you want to put Extractors on as well. A Redeploy button is still beneficial, automatically using undamaged Extractors of the same type for deployment.

    -

    Quick Switch Window, always visible in Navigation or the Esc menu to the right. Shows syndicate sigils, only with the highest payout to minimize cluttering, and each Focus tree to immediately swap between them.

    When choosing a mission, you can make sure your proper sigil is on, and the right focus for your warframe is on as well. No running back down to the arsenal, or your star child, to swap things out.

    -

    Prominently display what resources are dropped from a planet.

    Currently, with Starchart 3, they are hidden via an Extractor wall. You must build an Extractor first, then know to hover over the icon on the bottom right while focused on a planet to see what resources drop from the planet.

    This is not okay, as it becomes less transparent of where a new player needs to go to get something, and will plague Region chat with more questions of where X is more than ever.

    -

    Clearly label alerts whether they are Archwing or not in the solar state menu. Having to check the planet to see if an alert is archwing or not, rather than just starting from the menu, is somewhat inconvenient.

    -

    Dragon Keys treated like Void Relics. No longer accidentally leave a key on or forget one. Select a Derelict Mission, and get presented with a choice of keys to equip.. or not to equip.

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    Display more prominently what Relic or Dragon Key was equipped by your squad. It's important to see if someone's not taken one at all.


    ---------- Foundry

      Reveal hidden contents

    The ability to set how many of an item you'd like to start building. This should take all resources for the total. The items are not all built at once, but instead a chain of building the one item type is started.

    Everytime the build of one item is complete, it's automatically placed in a pool of retrievable items from the Foundry without ceasing construction of the next.

    For example, you have 47 Forma Blueprints, the Foundry gives you the option to build anywhere from 1 to 47. It would require 47 Orokin Cells plus the other resources to set the maximum build amount, and would take 47 days to build. Everyday, one more Forma will be retrievable from your Foundry, and ultimately returns more Forma over time, as there's no downtime between building.

    Bonus Points: the ability to add more to the total building without interrupting or waiting for the build to finish.

    -

    The ability to cancel building, and return all resources not yet built into a full item. Maybe you built the wrong thing?

    If you're using the group building feature for keys, maybe you used too many of the wrong key type and need to stop it.

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    Be able to see how many blueprints you have of something in the Foundry, rather than just the Inventory.

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    Seperate Components into Resources and Components. Also, remove Nav Segments, Ducats, DNA Stabilizers, Nai-Zhen Collar, Genetic Code Templates, and Exilus Adapters, as they're not used in crafting anwyay.

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    Dynamic platinum rushing: much like a Dojo, a room or decoration costs less platinum to complete the closer it is to being done. Simply apply this to foundry items as well. Partial success.

    Currently, after half of a build time has passed, over the course of the second half, the plat cost will slowly decay from 100% to only 50%. While waiting to start to count until half the time has past, the platinum cost should decay from 100% down to 1%. The fact it still costs twenty something platinum to rush it with only a minute left seems a bit absurd.


    ---------- Arsenal

      Reveal hidden contents

    Remove the Arcane Enhancement's dependancy on cosmetics. Previously, DE had decided that cosmetics should not affect gameplay. This is true, a player should be allowed to look how he feels without impacting gameplay. Why they went back on this is confusing.

    A more in depth look in replacing the current system can be found right in this link, as Steve had said he doesn't want it to simply be like mods and requires a fancier explanation.

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    Remove the requirement of sigils to gain standing for Syndicates, including PvP. Have a non-cosmetic GLOBAL slot for an item that dictate which Syndicate you're going to be playing floor and the amount of bonus. The second slot is exclusively for PvP Standing, so you can always keep it on without punishment. This way, players can equip whatver sigils they want based on looks, and won't forget to equip a specific sigil on a specific frame's specific loadout.

    A good location for this slot would be the Gear screen, as it is global as well.

    See: Dark Souls 3 covenant items, easy to change and does not affect you visually (unless you are a phantom).

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    For melee weapons, display the damage percentage blocked per weapon, energy cost per bullet of channeled blocking and the reach of the weapon.

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    For guns, display if it is hitscan or not, the amount of recoil, and the total ammo.

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    For shotguns, display the base pellet count of the shotgun and how it's effected by multishot.

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    For archguns, display a more proper reload rate, such as Reload/sec meaning how many shots are restored per second.

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    While viewing Abilities of a Warframe with mods equipped that alter said abilities, show the stats of the abilities effected by the mods as well as the base stats. Complete success!

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    The ability to favorite a color set to apply to an item instantly, not just singular colors.

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    An undo button appearing once any changes have been made cosmetically to a frame.

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    Favoriting warframes, cosmetics, weapons, mods, gear, and even color palettes. That's right. Get to what you like to use ASAP. The more that's added to the game, the more you have to sort through to find what it is you enjoy when swapping.

    While search bar was added, a favoriting system would be superior.

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    When clicking and dragging a mod, use the mouse wheel to adjust the level of the mod if maxed. This way, players won't need two of Fleeting Expertise, or will be able to fit more mods on a frame while leveling it. They'll also be encouraged to max a mod still, in order to get this level control.

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    Enhanced Legacy Color support: when looking at a palette, have an option to switch back and forth between saturated and unsaturated. Don't hide it in Options.

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    While coloring a weapon or Warframe, improve presentation of the item to either be the weapon alone, or the Warframe holding said weapon as if he were presenting it to the fourth wall, or the Warframe alone with no weapons at all.

    Melee weapons are often held awkwardly, and it's not that easy to know what it is you're changing on something like Sheev. Handles on guns and melee are also always hard to see, with the hand always wrapped around it until you back out. And when coloring a Warframe, it can be annoying to need to unequip everything to see it better.

    Bonus Immersion Points: if presented by a Warframe, rotating the weapon is actively done by the Warframe itself, spinning it around for the camera.

    Super Bonus Points: Let us see the Nikana's blade while we're coloring it.

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    Display the equipped item's mod loadout letter label in the overview, as to skip opening up the mod loadouts to see which is on.

    For example, Loki Prime A is your invisiblity loadout, and Dakra Prime B is specialized for Corpus. So at one glance, you're aware if you need to change your mods.

    Bonus: Renamable Configurations: Loki Disarm, Trinity EV, Oberon Trash, Rhino Stomp.

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    Display a small, unintrusive potato/jiggy icon over weapons/warframes that have a potato/jiggies in them in the Equip menu (when you push Equip in the arsenal), for players to quickly identify which weapons that are more up to par in their loadout. Good for players who don't play as often, or are forgetful. Half success but really good enough! Why would you be jiggying something you haven't potato'd, anyway?

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    After applying Forma to a weapon or Warframe, leave all mods slotted on the item in question. As the item levels, mods unlock in the order as the capacity for them becomes available.

    This is inspired by the original Dark Sector mod system and can ease pain relating to using forma on anything, making the item in question grow stronger as it levels.

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    Replace 'Select Mode' button with two large buttons, one on either side of the screen while in the Arsenal, the right labeled Archwing and the left labeled Conclave. Clicking either will rotate into the other, appropriate Arsenal.

    While in the Archwing Arsenal, the left button will be Cooperative, and the right will be Conclave. And then in Conclave, right will be Cooperative, and left will be Archwing. Basically, a rotation around the three different arsenals.

    This stems from the issue of the question 'how do I mod archwing' always popping up in Region or Council Chat; people just don't notice the Select Mode button, and large labeled buttons on the edge of the screen should draw more attention.

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    Revert this change: http://imgur.com/a/rZ9oM

    In 18.5, the Arsenal UI was shrunk down to improve the visual of the Arsenal overall. It was a very welcome change, as it reduced clutter significantly and made the viewing of your personal equipment much more appealing, and UI overlap was no longer an issue. 18.6.3 undoes the change, and makes the UI once again much too fat to be at all appealing.

    It needs to be shrunk down again, or given the option to allow players to shrink the needlessly oversized Arsenal buttons.

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    Category sorting, such as weapons by type and sigils by Syndicates/bosses/assassins/specials.

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    Click and drag color swaps: your primary is white, and your secondary is black. Click on primary, drag it down over secondary, and release. Now your primary is black, and your secondary is white.

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    An additonal slot in the Gear radial, at the center.

    Every slot is always filled with something. We have a lot of gear in the game. First, one of every type of restore; you never know when you'll need them. That's already four slots taken up. Then, you've got scanners, ciphers, and kinetic traps, good to always have on you. That leaves one slot open.

    If you've done Jordas Verdict, you tend to leave the Antiserum Injector on at all times, just to avoid ever forgetting to put it on. It's also the slot people use to generally switch out for Dragon Keys, quest specific gear, spectres, remote observers, antitoxin, fireworks, air support charges, corruptors...

    An additional slot, even one at the center, offers just a bit more customization for what you bring to the fight that you can leave on all the time.

    If you're like me, you also use the Numpad for your gear radial, so that nice little 5 at the center can get some use too.


    ---------- Mastery

      Reveal hidden contents

    An edit of the newly implimented Mastery bonus to give us extra mod capacity at level 0:

    When obtaining a new weapon for the first time, it is level 0, and has 0 mod capacity. Upon leveling it to 30, and using Forma on it, it is reset to your Mastery Rank in its level. In other words, an MR20 player will have their weapon reset back to level 20 with the new polarity.

    As it stands now, when leveling a weapon, for the first twenty levels, you gain nothing but levels that do nothing themselves. If damage mods are ever removed, and leveling defines the damage, using forma would still be a chore. This doesn't at all discourage the use of an affinity farm or encourage alternate methods of leveling, either.

    Rather than have players still need to fully relevel the weapon, having forma reset it to your Mastery Rank far more heavily encourages increasing the player's Mastery Rank, gives far more benefit in working to improve a weapon, cuts down on farming time significantly, and players aren't left leveling a weapon for 20 something levels for no benefit.


    ---------- Focus

      Reveal hidden contents

    Change all lenses to no longer be branch specific. Either give us the ability to attune lenses to specific branches and change them at the Operator, or instead let us gain just general Focus to apply where we see fit.

    This stems from the large issue of the inability to use certain frames or weapons if you can't update their lenses to a new focus branch you've worked on. If you use them, you'd gain focus towards a branch you no longer want, from the limited cap of focus you have per day. In example, you can't use Excalibur because it has Madurai on it, because you really want to gain Naramon instead, until you finish a focus farm. If you instead play passively to gain focus, you may never play Excalibur again outside of replacing his lens, which may just be a luxury to some players.

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    Set Focus Primaries based on Warframes; while Trinity and Vauban are great with Zenurik, Excalibur and Valkyr better with Naramon. Instead of going down to the Operator each time to change focus branches, just allow players to bind a branch to each Warframe instead.

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    Dynamic Weekly Caps for Focus and Syndicate Standing.

    For example, each day you get 100k focus you can gain. If you skip a day, that 100k will move on to the next day. You can earn 200k in that day, so you don't fall behind because you had to do something.

    This would stack up to 700k, so people who only can play once a week aren't punished.


    ---------- Mod Station/Codex

      Reveal hidden contents

    Add a filter for Shotgun mods and PvP mods. Half success! We need that shotgun filter, though!

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    Shrink the Actions buttons some, they're very large for what they need to do just because of the graphics on them. Shrinking them will allow for another row, or two, for mods which will reduce scrolling significantly.

    Shrinking them will also provide more space for filter options.

    With the addition of the Dissolve action, there isn't much room to shrink them down anymore without comprimising the graphic. C'est la vie.

    -

    Allow players to view mods with either horizontal OR vertical scrolling at the table. Vertical will allow players to see more at once because of the mod's collapsing nature.

    -

    Like unranked mods, allow multiple of a maxed mod to stack. If there is ever a conflict, say of two Point Blanks, it would automatically equip the one not already equipped when applying to a weapon.

    -

    Remove Auras from the Warframe filter, as they already have their own filter.


    ---------- Inventory

      Reveal hidden contents

    Expand the inventory to more than just two horizontal rows. Being able to take in more of what you have at a time, rather than scrolling a lot, is beneficial.

    This should expand to the Ducat Kiosk.

    -

    A list view of the names of all items and their prices, without the icon, for people who are more interested in seeing as much as possible at once, trying to quickly sort through things.

    In other words, a Grid View, and a List View.

    -

    Removal of the word 'owned' from items in your inventory. Players only need to see the number, the fact its in our inventory means we own it already.


    ---------- Orbiters, Relays, and Dojos

      Reveal hidden contents

    Like the main six Syndicates, we should be able to redeem rewards not in person, but from the Orbiter as well for Simaris and Teshin.

    It's possible to combine all of these together into the one Syndicate console on the left, allowing us to view our current status among everyone, if not Teshin being kept to the right side console.

    -

    Arsenal access in the Simulacrum, or access to the Simulacrum from the Orbiter. Changing gear for testing is otherwise a chore, running through a Relay. Complete success! Bonus: Arsenal access in the Relay! Extra success!

    -

    In a relay, allow for teleporting, like to Navigation and Conclave, to Simaris and Darvo.

    -

    Remove seeing others' landing crafts outside of your Orbiter. Host Migrations in a 'lobby' is not ideal, and sometimes can randomly take much too long. Circumvented! You can now just quit out of a host migration.

    -

    Give music boxes to Orbiters, too, not just Dojos.

    -

    In a dojo, when using the Treasury post, allow players to also donate resources, such as Forma and Neurodes rather than only credits, so any kind of dojo production isn't slowed by players not being online at the right time.

    -

    Navigation, Foundry, and Inventory access from the dojo.

    -

    Add two buttons in the radial (Q) menu for decoration placement and decoration editing in the Orbiter and Dojo, as opposed to pushing Esc every single time, or even just allow a hotkey for it.

    -

    Environment simulation for the Orbiter, relays, and dojos: make it rain, snow, feel dry, or just look cold.

    This comes with the addition of music boxes for the dojo teased at Tennolive. Being in a spaceship or satellite 24/7 can be pretty terrible. Give players, for the orbiter and dojos, the ability to make it more like how they want their home.

    -

    When trading, you can't trade Special Weapons that've been used yet it shows them anyway. Instead, just don't show them, it adds clutter.


    ---------- Simulacrum

      Reveal hidden contents

    Freely equip any weapon, warframe or cosmetic available from the market for platinum while in the Simulacrum. This allows players to properly preview every aspect of something before purchasing, to appeal to the most frugal of players.

    -

    Enemies remaining counter.

    -

    Spawn Presets: Save your "favorite" encounter. Be it one Corrupted Heavy Bombard Eximi, or a slew of Healers, Disruptors, and Chargers. Rather than scrolling, each time, to select them out of the roster, just have the preset on deck for quick spawning.

    -

    Conclave Mode: Test out your Conclave mods in fights against bots or dummies, try out all those conclave only stances you're curious about, and see how much damage weapons do to what Warframes.


    ---------- Market

      Reveal hidden contents

    A Market Tutorial, showing players who first access it a quick 'try buying this Latron blueprint' to better show players how to buy weapons without Platinum. (This comes from the frequent questions in Region about how to buy weapons without platinum. It is apparently not clear enough for some people.) Indirect success! Market's now much more clear, woop woop.

    -

    Allow players to buy slots directly from the Market, and more importantly, allow players to gift slots to each other. You should be able to help out a newer friend without hurting his credits. Wonderful success!

    -

    Remove the two seperate sections for Blueprints and Prebuilt weapons and warframes. Instead, simply list all possible equipment that is purchaseable in their respective section.

    When clicking on the weapon, it will give you the option to buy the blueprint with credits, or the built weapon with platinum (or buy the built weapon for credits). In the list, it will also display the cost of credits and platinum at the same time, signifying if a blueprint is available, or the prebuilt version only costs credits, at first glance.

    This addresses the issue of weapons, such as Braton, hidden in the Prebuilt Weapons. Newer players don't immediately realize that they're able to straight up purchase certain weapons for just credits to better further their career. Total success!


    ---------- Baro ki'Teer

      Reveal hidden contents

    Add a Trader Status screen to News, or on the side of the Market console, or another part of the Orbiter. Region and Relay chats are frequently bombarded with 'Where is the Trader?' even when it's not the time he's meant to arrive, or 'What does the Trader have?' long after he'd already left. It can become exhausting directing players to Deathsnacks.com so frequently as well.

    -

    An upgrade to Baro's inventory: one new item, two old random items, PLUS the new item from two weeks ago. This allows players who have missed out, for whatever reason, to have another chance at gaining it, as not all items can be traded.

    This also heavily encourages players to clear the star map towards whatever relay that held the item they want in question, bringing up their efforts and maybe even get them to spend plat on new gear to level, if you aren't yet convinced, DE.


    Feel free to post suggestions you'd like added to OP or comment on individual parts.

    honestly, DE needs to do all of this after war within update, seriously u just made a guide for DE in all of our names, DE NEEDS to make ALL of these CHANGES, great thread man, hat off

  8. On 8/30/2016 at 8:06 PM, (PS4)DesecratedFlame said:

    Totally agree. Especially with the bubble thing being terrible. If you want them to cancel the bubble then at least make then have to hit frost instead.  Also make it so they stop clipping through the environment.

    yes, that needs to happen, make their bubble stop going through environment 

  9. 3 hours ago, SenorClipClop said:

    Sorties are supposed to be ridiculous and stacked against the player. Otherwise completing them would merely be a matter of stacking on yet more damage and success wouldn't mean nearly as much. These missions have special conditions meant to challenge players in specific ways and reward those players that complete the specific challenge. In most of these missions, only certain builds and styles will work, and the test is to see how well you can accomplish the tough mission by building around the problem. It's also a test of how well-rounded and experienced one is with multiple aspects of the gameplay. If there's a shotgun-only mission and you've never used a shotgun, you're probably gonna have a bad time. If you only play Ash, you're a little SOL in Radiation Hazard missions. The list goes on. These are built to see how a Tenno can handle a situation where only certain strategies will work. As opposed to the rest of the Starchart missions, where you can usually just show up with anything and wreck face as long as there's enough mod capacity on it.

    Some players don't find Sorties fun. Many find them a complete headache and unnecessary stress. Others really enjoy Sorties, observing all the aspects of this stacked mission and executing a plan of attack that will lead a squad to victory. Eximus Stronghold missions are one of the wackier ones, since there's a giant mixed bag of powers that could be affecting you at any given time. Toss in those harassing Corpus units and you've got yourself quite the obstacle. But that's the obstacle, and calling it unfair gets you exactly nowhere closer to success. If you're going to beat the enemy, you have to learn from them, understand what they're doing and rise above it. If Sappers start playing "the floor is lava", touch the floor less. Use ziplines, cling to walls. If Nullies are giving you trouble, bring a high-RoF weapon, get in there and melee the jerks, or grab a squadmate that can do one of those first two things. If getting knocked down a lot is a problem, swap out Continuity for Constitution or Power Drift for Handspring. (Some Mods are seen as "more powerful" than others, but in the right situations, certain obscure mods can make the difference between you winning and losing. Sorties call for situational approaches.) If getting hit kills you, don't get hit. Move around more often, experiment with EMP Aura, or maybe bring a Warframe that doesn't die in one hit. It's all doable.

    If you can't beat it, tough, and complaining won't change that. Some missions may seem like BS, but they are all doable, even easy with proper prep and co-operation. Many, many Tenno complete them every day. Watch and learn from those who do well in the Sortie, listen and co-ordinate with your team, and maybe with some practice you can do the same. You might actually fail a Sortie mission once or twice before you succeed. It's shocking, but it can happen. Either give up on the mission type in favor of what you enjoy, or adapt to the situation and learn to conquer the ridiculous.

    no one enjoys sorties dude, no one, mby if ure crazy then yeah xD, but seriously were not talking just about sorties here, we are talking about the entire problem

  10. true, finally some one has said it, eximus are really annoying, energy drain, health drain and slow with their ice bubble, also nullys need to be removed form the game, i mean they need to be removed cuz us tenno are relying on energy and powers and nullys negate that completly, i dont rly see a logic with nullys they are just a fail, also nerfing frames and weapons next to enemies like those is pretty discouraging because u dont know what to do, ur weapons dont kill enemies quickly anymore ur warframe powers are useless cuz of nullys, so u know it is kinda well broken?

  11. true it is so stupid, us tenno rely on energy so much, taking that energy away form us is like insta kill, so what is the point of energy when DE puts guys with mag proc and takes it away same with nullys if u did not have any weps that shoot fast liek soma or boltor u can say goodbye to long runs in void and corpus maps

  12. ive bought dendra armor set and i keep getting my emblems wearing as my wrist band lol, it goes inside my wrist and its bugging me a lot, also hate and tonbo are going out side or inside of my warframe, anyways thats all for now, hope u all fix it , and really amazing update bed+sides the buggs ^^

  13. 17 hours ago, Crimwell said:

    This new update. Great? Hate it? Everyone has opinions on the matter, some people don't care about it. I, for one, care enough about this game to log into my account and post a forum thread about it. Not many games inspire such progressiveness in me.

     

    Specters of the Rail: What Happened To The Fun Of This Game?

     

    I like this update, but bad things have happened.

     

    Very. Bad. Things.

     

    I love the Void rework. It wasn't very fun farming rotation C survivals to get around a 20% chance at one item of 4 that you wanted. It's much better to pick your reward from the relics. Much better. I love the new star chart, it's a thousand times better to look at. The new content is fun and refreshing.

     

    Now for the part that has made this game dead to me.

     

    I've got close to 250 hours in this game, not much compared to some others, but quite a bit. I've invested money into this game because I want to see it grow. When it started growing into something that not only I, but many many others dislike, that's when things start dying. 

     

    1: The experience system.

     

    Experience towards weapons and warframes before the Specters of the Rail was sub-par at best. You could run missions all over the system and get very little experience for anything. This is why Draco was such a hotspot, people would go to level their weapons and frames there because there were no other viable alternatives.

     

    Enter Specters of the Rail update

     

    For some odd reason, the devs thought that taking away the player's only viable option to level their weapons was a good idea. Great idea. Let's do that. Draco is now dust and ashes, there is no place in the entire system, as of now, that is a good place to level your equipment. The devs have taken away Draco as some sort of "these guys are taking advantage of the system, we can't let this happen" sort of thing. Well, when the system is faulty, people will go to what actually works.

     

    Here's a counter argument I've heard and my response to it:

    -The devs want you to take your time leveling things, they don't want you to just plow through leveling and be done with it.

     

    I understand why someone would think this. Really, I do. I believe that weapons should take some time to level, along with frames.

     

    But not ten thousand years.

     

    The fun of this game doesn't come, for me at least, from leveling my equipment. That's a bit of a chore, and Draco was the best place to go and get rid of that chore so I could take my newly leveled equipment and go have fun farming prime parts or whatnot. Now, they've taken away any options to level your equipment faster. This small chore called leveling has now become a poisonous thorn in everyone's side. I don't want to waste my time and energy using a forma on my weapons or frames, something I wouldn't have thought twice about pre-update. I don't want to spend my entire adult life leveling one frame to level 30, only to forma it, reset it to 0, and spend the rest of eternity as a spirit leveling up my newly forma-d frame.

     

     

    2: Credits System

     

    Credit rewards for missions were fine, possibly above average. I got a good amount of credits for most difficult missions I've run. I had boosters from various things applied to my account and got even more credits. Definitely worth it.

     

    Enter Specters of the Rail update

     

    Credits. It now seems that no missions give you any credits. I had almost 2 million credits chilling in my account a week ago. I'm now hanging around the 50k mark, always having to sell things to scrounge by. Why is this? Oh yes, they've taken away all the missions that give you good amounts of credits. Golly gee.

     

    3: Fusion Cores

     

    Fusion cores were always on hand if you kept running the missions that dropped them. Some mods can eat up your fusion cores, that's fine! Go out and get some more.

     

    Enter Specters of the Rail update

     

    Fusion cores....what were those again? I can't remember, I haven't seen one in a very long time.

     

    Now, I can't just sit here and rant away without giving what I personally think would be a better solution.

     

    Experience:

    Up it. Everywhere. People shouldn't have to repeat one mission multiple times to get experience for their weapons because everywhere else gives nothing. Increase the experience gained across the entire board. High level missions give you a lot, lower levels still give you a good amount. That way, people will be more apt to actually do missions on planets. I literally had no reason to go to a majority of the nodes on any planet unless I needed a specific thing. If this is implemented, I believe it will give people more incentive to actually do all of these nodes that have been created. Complete their star chart.

     

    Credits:

    Rather obvious one, give high level missions a greater credit drop

     

    Fusion cores:

    Another obvious one.

     

     

    The main concern, as I'm sure you've noticed, is experience. I have less will to play this game now because of the botched experience system. This was a wrong step in a wrong direction for the devs, and I truly hope they'll see this for the problem it is and attend to the mistake. This is a very great game, I love playing it. What I don't love is never getting experience, credits, and fusion cores for the multiple instances of 20 minutes of my life that I just used running a survival mission. 

    1 reason to keep draco alive: forma and more forma

  14. ive a bug where my screen is black and it shows the names of the missions while saying that everyone is quitting the squad, also its very hard to see the difference on wich missions player completed and wich not and the void fissures...we need increased drop rate of reactants another thing with drops from the fissures it seems even if one does upgrade the relic to radiant to increase the drop chance of rare items to the max it still seems like my chances did not increase at all of getting the desired items not to mention the thing u said simular to this: if we have all drops form 1 relic our chances will increase of getting the rare one? in that case it does not work for me, and 1 more thing about relics....i dont get the purpose of increasing the chances of getting the rare loot if players bring same keys by that i mean what is the point of letting players do that if players equip the different keys...it beats the purpose of the ''increased'' drop chance of rare items...try implementing something like: who first puts his relic into the fissure all players get loot from the players relic that has been use to seal the fissure, or something like that...never the less the update seems good on the paper, but in practice if u excuse me sucks and there is nothing really special about it...kinda disapointing for 4 gigabytes of download...try better next time

  15. i would like to reprot a bug where my emblem on right shoulder is showing on my lower arm of my warframe, and at E gate on earth there is a black part of the map wich is a bug i guess, also i did not received a reward upon completing a void fissure even thou i brought relic

  16. So probably a lot of people probably suggested this topic a lot of times before and i shall say it again...

    Fusion system needs rework, why u ask?

    Well because of the amount of R5 rare fusion cores are really bothering me and probably newer players as well, it would be really nice if mods were scaling with weapons for an e.g.-->

    a mod with max of 3 ranks should rank up every 10th rank of the weapon/companion or warframe, and if a mod has 5 ranks at max it should rank up on every 6th rank of the weapon/warframe/companion and for the mods that have 10 ranks in total they should rank up on every 3rd rank of the warframe/weapon/companion.

    So ive come up with this idea since ive heard that serration might be a part of the weapon scaling with it, but the point of my idea is the same with 1 exception that these type of mods scale with warframe/companion/weapon ranks but are not part of them.

    In conclusion this sounds really good in theory, but i dont know how it will play out in the end, anyways i really hope DE could take a peek at this idea the point of this idea is to reduce a farm just a li lbit and to ease up on the credit cost since maxing out 1 rankk 10 mod costs aporx 1.6 million credits wich is for newer players a pain, and 528 r5 rare cores to max out 1 rank 10 mdo aswell wich is again really bothersome.

    And I personally hope again that DE is going to take a look at this idea, its not probably the best idea but its worth a shot,i hope?

    P.S. by these mods i mean vitality etc. ( basically the mods u really need, and not the corrupted ones)

    and also for other mods that are not vital to ur builds it should be lowered amount of fusion cores needed to rank up a mod, and lowered credit cost of ranking up the mod...

  17. do u mind fixing the bug where if u are about to score the goal it bounces off even thou that was an enemies goal and a bug where when i launched teh ball in front of me i some hwo passed it to my teammate behind me and also a bug where enemy takes a ball when ive already laucnehd the ball but the enemy is 5 meters behind me so he has stretchy arm or something?? 

    P.S. also try to simplify the team colours and add a score tab for u to understand which players are within ur team

     

  18. On 5/3/2016 at 8:48 AM, Chipputer said:

    Let's not get super crazy with the weapons we're suggesting. People are already still mad enough about how Limbo doesn't fit in with the look of the game. Throwing cards wouldn't help anything.

    Throwing hammers and axes. Impact and slash based throwing weapons. That's what we're actually missing.

    dude throwign cards woudl be slash dmg ya dingus, logic ever heard of it? anyways who cares about limbo anymore?

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