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(PSN)L-B-H-100

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Posts posted by (PSN)L-B-H-100

  1. 3 hours ago, Cyborg-Rox said:

    I've really been thinking of getting a new account just for the sake of playing through the new starchart, replaying all the quests I haven't played in years, for the sake of challenge, a brand new perspective, and a different way to play through the game, be it alone or with more brand new players.

     

    3 hours ago, FLSH_BNG said:

    I've been thinking about doing the same at some point, starting a new account to play through the game from the start again.

    so, basically disregarding everything you have paid for such as cosmetics and skins?

    also disregarding all of your best gear?

    all of your potatoed warframes and weapons?

    all for the sake of playing back all mission nodes that you may or may not finish without paying a cent or farming for your favorite gear all over again?

     

    im not just talking about every quest people, im talking about the entire star chart.

    im talking about progressing through those missions with your preferred gear.

     

    sure you have your original account available, but in the end you would go back to that account anyway once the next high valued alert is available.

     

    EDIT:

    is this a bad idea? which would you prefer? to keep all of your gear and replay quests with that gear, or to just completely dismantle all the time you have placed for something you may or may not complete without spending any real currency, or spending time on one weapon/mod you need in order to progress efficiently?

    the concept is a good trade-off. all mission and quests for a progressive experience.

    you still get to participate in alert nodes even if you have not completed them, so your not losing that either.

  2.  

    the new star chart system may have some flaws to it but really did add more than what some were expecting.

    new planet pattern, a mission level overhaul, and above all, Junctions, which give you a more sensible pattern to obtaining main quests.

    of all that was added to the new star chart, what really stuck out to me is the new mission pattern. giving players different tasks besides just doing the mission. these tasks mostly included collection, elimination, and the assassination of the planets boss, then turning in those tasks via junctions. rewarding players with new quests, weapons, and of course the access to a new planet.

     

    after completing these new tasks on each planet and unlocking new nodes, i realized that i have missed something that i can no longer experience. the pattern. i am not going from earth to mars, i am going from whatever planet to whatever planet i desire in order to complete another junction pass. i am not experiencing the new progressive pattern the devs have offered.

     

    so here is my proposal

     

    a Star Chart reset option

    the system

    there would be a specific worth-while reward for completing all mission nodes.

    after completing all nodes and junctions players would receive only half of the reward.

    players can obtain the rest of the reward by resetting all nodes, junctions, and quests. it would also be required for the player to have three available weapon slots and one unranked warframe equipped (weather it had been recently formaed or not) and spend a sum of 60,000 credits. why?

    players would start the Vor's prize with the unranked warframe they have equipped. during the Vor's Prize quest, players would need to pick out their MK1 weapons again, hence the three available weapon slots required and a 60,000 credit toll.

    nothing else will be taken away. after completing the first mission and the player has successfully escaped with their liset, they would have lost nothing within it.

    players who do this would still be able to participate in alerts, syndicate mission, void fishers, and sorties.

     

    this will rejuvenate the players feeling of progression if he or she had already unlocked all nodes and quests. it will help those who wish to fully experience the new mission pattern of the new Star Chart.

     

    if you like this concept, support it by clicking the bottom right green arrow on the concept itself.

    if you have any opinions or questions, please write them in the comments below.

    thank you for visiting

    Fight on, Tenno!

  3. 3 hours ago, Omega-Shadowblade said:

    *whistles* 

    That does look pretty darn impressive. Nice work.

    and that's only the grandest hall.

    yes, all of the major dojo rooms i have, including all of the dojos halls, have reached their decoration limit and have their own unique layout.

    my grand hall, or my "battle" hall, is complete with small tables, 4 dueling rooms, and a trading post and vault upstairs. beyond that is a few hallways leading to the barracks of my dojo and an elevator that leads downward to the obstacle course. its meant to look like a warriors hangout; like a pub were you can place bets on racing and fighting.

    my great hall is a flag and trophy room with statues lined up on each side of the hall and over 32 flags covering it hanged on the ceiling walls and pillars. (32 neurodes in total)

    come to think of it, why did not just feature my entire dojo?

  4.  

     

    this is what happens when you dedicate so much of your resources to your Dojo's decorations. the result is a satisfying work of art.

    after many days of solo building and farming, i was finally able to meet the limit of the Grandest Hall decoration limit. i managed to fit everything together around the room as well, successfully making a centerpiece, roundabout, and paths to other rooms.

    you dont want to know how much plastids and neurodes there are in this one room.

    hope you like it!

  5. if you think that is bad, try PVP on console!

    but yeah, its starting to get really bad especially if the toxic player is using a easy kill loadout that takes absolutely no skill.

  6. 4 hours ago, (PS4)L-B-H-100 said:

    dojo decoration clipping limit. (elaborated)

      Hide contents

    the space (not numerical limit) that some dojo decorations are very limited (as is literal space around the decoration), especially if the decoration itself cannot pass through the smallest detail of a dojo room such as a blade of grass or a simple tile in each room.

    i for one would think that being able to clip some decorations together would have a lot of potential in creativity.

    got a lot of misunderstood negative feedback from this. i elaborated. hope this helps.

  7. 3 hours ago, achromos said:

    Dojo's really need to be overhauled personally especially reguarding room construction, so I'll agree with you on the decoration limit but also disagree because they need to make sure that this game is friendly to even low end pc's which I respect.

    well not decoration limit as in the cost of the decoration. that can stay.

    what i mean is decorations being to sensitive to the area around them, disallowing players from placing the decorations just because of one detail in the dojo room. such as a blade of grass or simple flooring tiles. this is also the case in terms of simply placing a decoration near another.

  8. 3 hours ago, FLSH_BNG said:

    The auto doors are necessary to maintain the speed of gameplay, removing those would ruin the game entirely.

    The friendship doors ensure that when multiple players are in the same session, they don't become too separated to be unable to work together.

    Ciphers are a tool that a player can choose or not to help with hacking if they have difficulty with it or just don't want to. (doesn't work in sortie's though)

    Blocking stuns results in a necessary recovery time. if you didn't block it, the result would be the same regardless of it being a 'weak' stun or not. You're still stunned.

    Reflecting damage in melee is a perfectly acceptable option that players have, just because you don't like it doesn't mean that players shouldn't have the option altogether.

    Elevators are fine, there is nothing wrong with using them. They can function as another friendship door of sorts to keep the group together. There is not good reason to remove an aspect of the game that potentially facilitates teamplay.

    With the exception of sniper scopes, the game is entirely in 3rd person; if you're having difficulty aiming on a wall-latch because your warframe is in the way, you can switch which shoulder the camera looks over just by pressing a single button so that's not an issue either.

     

    3 hours ago, (PS4)L-B-H-100 said:

    this list includes concepts that could be removed or slightly edited in the game for the benefit of Warframes gameplay

    i have included most of what you have mentioned in the hidden text.

  9. why are these concepts still in the game despite their out-dated value?

    none actually.

    most of these concepts have no reason to stay in the game or just overshadowed by others.

    this is not targeting any fan concepts by the community, but concepts by the developers themselves.

    this list includes concepts that could be removed or slightly edited in the game for the benefit of Warframes gameplay.

    i am also open to any additional concepts that do not make sense to keep. i will be on constant watch in the comments below.

     

    doors that open when an NPC or player is close (basically including every door)

    Spoiler

    as much as i really like to have the classic auto door open sci-fi thing in warframe, this concept actually holding back potential of one playstyle.

    the reason why the concept would be better off gone (or edited) is mostly for the benefit of a long range marksman role. the marksman sniper rifles have a tone of range and special scopes to improve aiming. however, with doors permanently shut unless a player or NPC is near, snipers only have one room at a time to work with. i would have included the zoom mods to this list of useless concepts, but i believe that the mods would be useful if these doors where to be open throughout the mission.

    i can tell that a lot of people would miss the concept if it where to simply be removed, so if there were a way for the player to interact with the doors in order to permenently open them, it would be a win-win moment for sniper roles and fans of this concept.

    elevators

    Spoiler

    these serve the purpose of motivating players to stay with their squad. it also fits with the verticallity that corpus maps have to offer.

    but do they have to be so slow?

    there is one elevator tileset that has a vent that goes directly to the room above or below; a much more faster route. why not just make that tile-set the default elevator for corpus?

    doors that require two players to open

    Spoiler

    another concept that motivates players to stick together with their squad.

    that is true, but it also motivates players to yell at their sluggish teammates who are just trying to absorb the game instead of just rushing objectives.

    i say just let the speed runners do what they want, and let them know the consequences for separating with your team.

    unfinished dojo rooms need to be removed before decreasing clan tier

    Spoiler

    i consider dojo rooms to be just decorations, and unfinished decorations are not required to be deleted in order to decrease a dojo's clan tier.

    it is annoying, especially if it requires the player to go through a loading screen for every room blueprint placed and every room blueprint destroyed. even more annoying if the clan members have constructed multiple rooms in order to set up an outline for the rest of their members.

    dojo decoration clipping limit. (elaborated)

    Spoiler

    the space (not numerical limit) that some dojo decorations have are very limited (as is literal space around the decoration), especially if the decoration itself cannot pass through the smallest detail of a dojo room such as a blade of grass or a simple tile in each room.

    i for one would think that being able to clip some decorations together would have a lot of potential in creativity.

    deciphers (maybe not)

    Spoiler

    so, deciphers are very handy in tough situations

    however, at the same time, the deciphers are taking away a players motivation to take each mission slowly and carefully. in rescue missions, if a player has a decipher, he or she is more motivated to simply rush through enemy lines, decipher the console quickly, enter the prison, and use a decipher on the prison cells in order to get the hostage, go to extraction, and get the reward in a matter of seconds.

    can we do this every time? no. take sortie missions for example.

    too many times have i seen players loose their minds because their decipher does not work on the consoles. its because they relied so much on the deciphers, that they have no knowledge of what to do with the hack itself. hell, even the three players that i was with let me go in and hack every console there simply because i did not depend so much on the deciphers.

    a good concept to prevent the deciphers from being removed is to simply add time between when the decipher is installed and when the console is hacked. this would motivate players to take a faster option and hack the console themselves instead of waiting for the decipher to hack the console.

    reflective damage from melee

    Spoiler

    let it be known that i am specifically talking about the damage itself. not the status.

    the damage reflected is useless. it is only able to kill something if the player is motivated enough to sit there for a long period of time.

    it is also a massive waste of energy for what little damage it can do.

    however, i do see that players cleverly use the reflection to stun enemies with their own status chance. this of course only depends on the players luck.

    third person aiming down site on wall latch

    Spoiler

    your warframes latest flamboyant cosmetics will place you at a disadvantage if you are trying to find a vantage point.

    perhaps simply haveing the weapon zoom in like a sniper scope, keeping your warframe out of the HUD, would fix this issue.

    Rollers

    Spoiler

    by the Lotus, Orokin, and even Hunhow, why do these enemies still exist?!

    they are not even annoying anymore; they are just plain pathetic. their only purpose is to stun you, and that is it. that is their only combat advantage. most of the grineer army can do the same and more.

    may i also say that these enemies make no sense whatsoever to be in the grineer empire. unless there is an actual biological being inside of these things, the Rollers do not make sense to be with the biological clone army of the grineer as and have a combat role.

    Blocking a stun

    Spoiler

    blocking a knockdown attack will result in your warframe feeling the impact, and attempting to recover from such a powerful attack.

    what happens when a weak stun attack is blocked?

    the same.

    that just speaks for itself.

     

    what do you agree with and what dont you agree with? let me know in the comments!

    support this topic by clicking on the bottom right green arrow on the topic itself.

    thank you for visiting this topic

    Fight on, Tenno!

  10. On 8/8/2016 at 6:43 AM, CY13ERPUNK said:

    obviously the animations would need to be tweaked, but the general concept is sound

    of course this would be a lot of work for the animation team, but cosmetic movement/parkour animations for plat would be a HUGE goldmine for DE, so i think this is a good idea and worth the manhours

    +1 OP

    of course, but for now the animations stand as examples of what theme the developers should go with while developing the animations.

    i do believe that the animations would be worth developing, especially if the animations themselves would require currency in order to receive them. though i myself would like the animations to be obtainable through gameplay, it is all up to the developers to figure out how we would be receiving these animations.

  11. 13 hours ago, Xzorn said:

    I'm confused. None of these enemies give my Loki trouble with stealth besides the Scrambus.

    I still stealth farm my daily Focus and these are the least of my worries.

    The biggest nuisance to stealth is the Ambient Spawning Script.

    This script spawns enemies around your location outside of a particular radius. (Which in U19 has been reduced even further in size). Mixed with the 5 sec spawn Alerted Gimmick there's just about nothing you can do to keep your stealth bonus going through the entire mission. Nothing.

    This very same script was the culprit of Exterminate missions not being "streamline" and often requiring the player to wait or run back from the exit as it finally decides to spawn the last few enemies. It was blamed on the map lying to the player or something.

    This script was also involved in the old Sab Stealth farming where enemies spawned endlessly without the alarm being on. A year later it was called an exploit.

    most of the enemies here are listed mostly because they are scripted to stay near other enemy targets. this allows them to be placed in a cautionary state if either of them where to be eliminated. ospreys, but mostly the shield ospreys, follow enemy units in close proximity because they need to. the same goes for Hyekkas and Drahks with the additional reasoning that they can instantly sense you, while not invisible, when you enter a room. kill them while they are attacking, and you loose your stealth kill streak. ignore them, and they are likely to distract and annoy you, eventually causing you to slip up.

  12. 3 hours ago, DatDarkOne said:

    Here's the sure way to get high Stealth Kill streaks.  

    1. get Ivara.  

    2. go into Prowl.

    3 Use Noise Arrow to gather enemies into one spot.

    4. Sleep Arrow to put all those enemies to sleep.

    5. Use whatever silenced weapon you like to kill all the enemies that are sleeping. 

    You can kill them one by one using a Bow, rifle, melee, etc.  Or you can use a silenced Tonkor or Artemis Bow to kill them all in one shot.   

    are we limited to only using ivara?

    is this a suggestion that i should take ivara out of the first sentence?

  13. if i may elaborate to what you are going for...

    you dont like new enemies that limit warframe effectiveness, defenses, and strength especially when these are the type of enemies added every update.

    if this is the case, then i highly agree.

    we have too many enemies in each faction that limit the full potential of a warframe, even though the devs say that using energy is necessity for the game.

    the subject is not just limited to powers, but melee combat as well; there are many enemies that can knock the player down, stun them, or limit their options and force them to use ranged weapons. but that is just my own added opinion.

    with the addition of Scrambuses, there are now even more AOE enemies next to nullifier crewmen and eximuses. 

  14. I like the channeling mods because they give the player bonus damage. Furthermore, I like the corrupted damage mods that boost the player’s melee stats like range while channeling for more channeling cost.

    However, there is a small amount of people that would result to channeling builds due to the energy cost of these mods.

    The tradeoff of channeling efficiency for more status effects is fairly punishing. But let us not forget that with the mod in place, we are also giving up a mod slot. Two slots if the player wants to actually increase the base potential of the effect.

     For example, if the player wants to increase their range (channeling build perspective), they would place a channeling range mod for the cost of more efficiency. But why would they do that if there is another mod that mainly focuses on range to a better amount? So, they place both. But why would they do that when they can just simply take away the channeling mod entirely and place a damage mod to increase the damage of the weapon while channeling without effecting its channeling cost?

    So even when a player dedicates their mod slots to a channeling build, the reward is limited and due to the cost for power and the cost of their mod slots.

    I do not think there is anything wrong with channeling due to lack of reward, but the lack of channeling efficiency mods.

    While only more channeling efficiency mods added to the weapon would just lead to more wasted mod slots, why not just make the power efficiency mods added to the Warframe effect the channeling cost of the melee weapon.

    Does this sound over-powered? It does, but it really isn’t. You can never be at your full potential in Warframe unless you spend a fair amount of energy. Currently, the channeling cost for more stats is not fair.

    Take a Valkyr Hysteria build or a Excalibur Exalted Blade build for example. Both have much more effect on the enemy than any channeling build, and a channeling build costs a lot more than any of them. Doing this would also cost one mod slot on the warframe for the sake of a channeling build, just like it is for the sake of a ULT build. so saying that this concept is over-powered is like saying that Excalibur's exalted blade needs a nerf.

    something needs to be done with the channeling system in order to give players a reason to result to such builds as they would result to using ULT builds.

  15. 9 hours ago, Golmihr said:

    Ospreys, Rollers and Grineer pets have never been an issue when I have been in stealth though. I dunno what to say to them being an issue other than maybe learn to step out of their way or pay attention to stuff getting close? If mobs get alerted then just kill them.

     

    With Ivara against Scrambus I usually just use Sleep arrow if I can't get a good shoot lined up. Sleep arrow does work on a Null but it still cancels powers on you if you get within range. Against Fog Scrambus you got no excuse for not being able to stealth on Ivara as her #1 stealth still works there.

     

    The only mobs that stand out to me when stealthing are Nullifiers, Scrambus, and Napalms when they are engaged in combat. With a fast shooting secondary like an Akstiletto Nullifiers are dealt with in 2-3 seconds (Only annoying part is maybe having to swap weapons). Scrambus just get a sleep arrow as mentioned if they act funny(I usually play Ivara when stealthing). That just leaves Napalms slinging fireballs in close quarters as the remaining thing to watch out for.

    what is being aimed for is the ability keep a stealth kill streak without alerting the enemy for ridiculous reasons and waiting for them to settle down as punishment.

    the perspective here sounds as if the player is trying to remain unseen after the enemy is alerted, otherwise the player would not need to worry about avoiding napalm fire, because the napalm would not be shooting the player in the first place.

    it is already clear that these enemies are not a problem to deal with during normal combat. half of them are just difficult to avoid unless you have a stealth-based warframe. the other half are hard to not alert or avoid regardless of whether or not you do have a stealth-based warframe.

  16. 3 hours ago, Variatas said:

    Ospreys and Rollers are probably the two biggest offenders in the game right now for "seems like it hasn't seen as much dev time".  They don't rag-doll, they don't dismember, they barely animate, you can't stealth kill them, and when you do kill them often they just explode and then vanish.  Rollers are at least rare, but Ospreys really need some love if they're going to stay as ubiquitous as they are.  Rollers could probably just get removed or replaced and no one would notice they were gone for several days.

    you make a good point

    may i add that its not like rollers are annoying as some may say. they are just pathetic. they have low health even on Ceres and they give no sense to the grineer lore; grineer are an organic clone type. unless there is an actual person inside these things. all they do is disrupt the players pattern by a simple stun attack.

    i would also like to add that these enemies movements (due to their lack of animations) have unpredictable direction. this makes it hard to find a time to attack or just simply run past them.

     

  17. 20 hours ago, DrBorris said:

    It would be really cool to have stealthy gameplay be a thing, but before you start rewarding stealthy play you need to be able to, you know, stealth around (sans invisibility). Sure, you can sometimes sneak around corners but you quite often are put in the awkward situation where there is no way to kill an enemy without notifying their friends.

    So, yeah, I agree that this stuff would be great, but we need awareness 2.0 or AI 2.0 before it becomes more than just a gimmick.

    enemy patrol AI may be the only thing that breaks the stealth gameplay the devs try to offer. any mission, you can see enemy troops and crewmen grouping and awkwardly following each other from a inch away. AI movement is still very unpredictable, and the notoriety system does not help.

    the player either gets caught because some random AI decides to turn around while walking, or the player has no choice but to kill the AI next to another.

    is it also convenient that the time of which an AI turns calm from a cautionary state is close to the time available before your stealth kill streak resets?

  18. its a little hard to explain so please follow me on this

    as of now, when a warframe is at rank 1, its stats are fairly smaller than what they will be at rank 30.

    the new updates allowed mastery rank to influence the number of starter capacity.

    however, if a player has a MR of 19, the warframes stats do not increase as if the warframe is rank 19 when it is at any rank below 19.

     

    it could be for the sake of allowing the player to adjust and have a feeling of progression with the warframes abilities and strengths. but we who have high mastery ranks would consider this feeling already experienced from our total progression reflected by our mastery rank.

    my point is that players whom have high mastery ranks still need to rank up their warframes stats (not rank specifically) from its lowest point to its highest: unlocking new ability effectiveness and defenses from rank one to thirty.

    it would be nice if a warframes starter capacity and stats where to link with our current mastery rank.

  19. 7 hours ago, Nazrethim said:

    On a positive note about the Hyekka and Dhrak, they don't alert the whole planet when they see you or attack you (but still those a**holes like to trigger level alarms).

    The only enemy I outright hate are the Ospreys, the spawn in swarms, they are glued to each other aparently and unless you are invisible they have like 300º LoS so if one goes "suspicious" they likely will spot you. Also, they are a burden to SwordAlone players because they fly just above the reach of the blades and aerial attacks are very lacking. I would like Ospreys replaced by Hyennas or MOAs or make them only spawn if you already triggered an alarm. Could be an interesting dinamic to make the Corpus only spawn crewman and comba/scrambus enemies but then spawn mostly robotics once the alarm is triggered.

    there had always been something different about the reaction time between the ospreys and the more humanoid enemies. they always seen to react a lot more quickly than the normal enemies.

    its another subject that may need looking into.

  20. it is true that a kick option would be abused by players who either want their online friends to join mid-game, or just satisfy anybody who wants to troll.

    at the same time, it would be fair to give players an option to report players for an unjustified kick.

    i would also image a system be added with the option, and record just how active the player has been during a certain amount of time. kick them if they had not revived themselves or just have not moved during the mission.

     

    there are many ways to approach the situation, but the best ways would be a lot of work for the developers.

  21. choose Loki, Ash, or any other stealth-based characters, but these are the enemies that will ruin your stealth streak. some of these enemies may not even see you during a stealth approach, but they will ruin your stealth kill streak do to ridiculous reasons.

    it would be better if these enemies were to appear only after the enemy is alerted for the sake of a stealthy approach.

    the ospreys

    to start off, lets talk about the enemy who has a stealth kill take-down animation in progress. their presence barely effects anything and they are very easy to kill with a simple silenced ranged weapon. however, there are so many varieties of them that they spawn way to often. swarms of them appear on each map and each one is near an enemy. close enough so that the enemy will be alerted if the player were to destroy the either the enemy osprey or the crewman. this is mostly a problem for shield ospreys.

    after that, you would need to either move on to the next enemy, or if there are no enemies in sight, you would need to wait for the cautionary enemy to settle down.

    Scrambus (Fog)

    a very agile enemy with the ability to disrupt powers. these enemies come in 4 types, but the main focus is the Fog Scrambus.

    the corpus already has a crewman that can disrupt Tenno abilities and with a very noticeable area of effect. the fog Scrambus is very difficult to avoid with its random mobility and undetectable area of effect. when the player is limited to warframe abilities in order to achieve the highest reward possible in a stealth approach, these enemies are the ones that catch them off guard. also, these enemies are often seen near other enemies, alerting other crewman if the Scrambus were to be killed.

    this enemy may be here for the sake of combat adaptation, but again, the corpus already has a crewman that can disrupt warframe abilities, and with a much more fair area of effect.

    Drahks and Hyekkas

    their masters can stay, and it would be fair if their masters only summon these beasts if the are in a cautionary state. but lets just not have them appear when the mission begins and everyone is unaware of tenno presence.

    now, when you enter the room, they can instantly sense you and go to your position with their masters. this does not make the enemy aware of your pressence, but if you kill them, then your stealth kill streak will end.

    a good concept would be for the masters to only summon their companions if they are in (or beyond) a cautionary state. then they will be able to hunt you down and track you, alerting enemies nearby.

    Rollers

    why do these things still exist?

    they are pathetic, but they are the only enemies with 360 degrees of view. this is a prime example of an enemy that limits the player to using stealth based warframes. i cant seem to rank up my other warframes in order to gain a lot of affinity with these things patrolling the halls. sure, you could hit them from a distance, but just like the ospreys, these enemies are usually seen in the space of another enemy.

     

    lets also mention that the higher levels make these enemies more difficult to encounter during a stealth approach.

    .................................................................................................................

    the point of this feedback is to persuade the devs and encourage them to do what is asked. just do not let these enemies spawn at the beginning of certain missions when stealth is options. let them spawn when the enemy is alerted or the alarms are set off.

    to be honest, a lot needs to be done with the enemy AI specifically in order to complete the stealth system Digital Extremes tries to offer. so lets start by crossing out the enemies that have an unfair advantage against those trying to use stealth during basic mission.

    if there are any other enemies you just want gone at the beginning of stealth available missions, please do not hesitate to share your experiences.

    Spoiler

    as you know, i am a console player. i do not know if the new star chart updates have fixed the AI in some way. if this is the case, do not be afraid to tell me so that no invalid subjects are brought up.

    thank you for the consideration.

    Fight on, Tenno!

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