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Cubewano

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Posts posted by Cubewano

  1. Zenistar is fine, the disc's time now scales with the combo counter so you just have to be a bit more active before you can fling it out to idle with, which is no surprise to have happened since DE have expressly never been fond of a set and forget playstyle, which was entirely what the Zenistar Disc was. 

    The melee rework came with a lot of changes, just gotta give yourself time to adjust and learn about how things work now. If you like the Zenistar for more than just its afk'ing properties then you'll come to find it is still a dandy weapon, there's just a bit of a learning/activity curve to it now to overcome. 

  2. 9 hours ago, (NSW)Sk0rp1on said:

    Me too. The old Tenno seeing the younger Tenno leave him a weapon suggests alternate timelines, not time travel to me. i hope I’m right!

    It seems the most likely route, after all Warframe already acknowledged the existence of alternates realities after the introduction of the Quills, and the original title for the Duviri Paradox was the Planes of Duviri, emphasis on Planes. Steve seems pretty interested in toying with the notion divergent realities and it does seem the Duviri paradox will be an expansion on just that which is super exciting.

    Not sure why anyone would think at this point the Duviri Paradox is just going to be some cookie cutter time travelling when it's never been much of touched upon theme in the game. 

  3. 15 hours ago, BabaPambazuka said:

    You seem to be deliberately missing the point that often nukes nuking with others supporting or just cleaning up loot can be precisely the cooperative playstyle most or all of a squad is satisfied with.  Co-op itself can be expressed in multiple disparate playstyles and squad structures (sometimes within successive waves of the same mission):  Who are you to micromanage precisely what forms it can/cannot take for every squad and every player?

    Let players form/join sympathetic clans to develop their own preferred squad tactics.
    Let them be specific about LF squadmates in recruit chat.

    Let them friend randoms of comparable ability they enjoyed playing with for future missions.

    Let them abort whenever they aren't getting what they want from a given random squad whose equally-valid mission priorities are <GASP> different from their own.
    Let them SOLO missions whose content they feel they aren't personally experiencing enough of.
    Oh wait, every one of the above solutions* is already readily available and abundantly effective.
    *to a problem which nukers are demonstrably Not the root of

    For someone who decries "asserting a level of dominance that is just ousting other players from play" why is it your solution which requires crippling the sheer scale (and breadth of ludicrous potential) of the entire game itself while denying a significant player population their preferred "range and option of engagement" in certain specific contexts which can be easily avoided?
    Do Tell Us More about how one person (or any minority faction, for that matter) should not have full sway over the entire playerbase in such matters...

    Then they aren't "nuking" to the level of dominance I'm pointing out to be an issue, aka the kind of mass coverage instant slaughter that makes aid irrelevant, and you can't pretend that is a present reality because we have the entire CC category dead and beaten because of it.

    Again my only conflict is to stages of power where a single player can full well make others entirely irrelevant to stages of play and not able to engage with the content, even when it may not be their intention. As a co-op game that kind of design shouldn't be around, and nobody should be casually running into instances where a single person is quite easily turning off combat for everyone else involved with no level of collaboration or opportunity for others to be involved.

    That the current solution as you see requires a concerted effort to avoid casual play and build yourself around specific groups and isolate yourself from the overall play to make co-op healthy just expresses how poor its current state is. You shouldn't have to jump through half a dozen loops, constantly, to assure yourself you're co-op experience in a co-op game won't be completely null and void. And no just placing the burden on players for expecting co-op to actually function well in a co-op game is not a genuine solution, which I hope you realize is effectively what you're trying to push.

    In regards to any of this crippling this games potential, please feel free to elaborate on what potential is to had by being able to turn off aspects of gameplay in an instant with ease. So far as I've seen it DE have been making constant compromises and game design sacrifices as a result of nukes presence in the game, not evolutions/expansions.   

     

  4. All for it, make the motes interactable or something and when you interact with them it can toggle on and off whether her buff activates on you when you step into their range. Anything less probably wouldn't be super effective given the unique way the motes work compared to most other buffs. 

  5. 14 minutes ago, BabaPambazuka said:

    Agreed.  Do you still respect that principle when the 'one person' is the complainer and the other 3 (nuke and support/wingmen) are happy enough with their roles and rewards that synergy provides?  Especially considering that literally anybody can opt out of that situation at literally any time?

    DE already created/coded this entire surreal universe for players to explore and experience however they (in all their vast player/power-level/playstyle variety) choose to, and all these variously-structured experiences are available FOR FREE:  That's more than enough from any developer.  Any player who doesn't use all the tools already available to curate their own particular preferred experience of it isn't being denied gameplay so much as they are refusing to play the whole game.

    There's still a guaranteed way to experience all the content and be the primo-protagonist leaderboard-hero of any/every mission, and nukeframe builds aren't keeping anybody from it.  Maybe stop trying to ban one viable/valued playstyle of many just b/c some players (of indeterminate population) can't be bothered to decline it.

    Yes, so long as no player in that group is asserting a level of dominance that is just ousting other players from play that's all fine and dandy, if they're all playing and active and able to engage that what co-op is meant to be about. Again the whole focus is allowing everyone to have a reasonable range, and the option of, engagement. One person having full sway over that shouldn't be. 

    And understand none of what I'm saying is to discredit the work DE has done in this game, or to say it is a bad game overall, but that doesn't negate the state of parts of the games balance being flawed, or remove the co-op complications I've been noting, even good games can have shortcomings and complications, and I'd like to image DE would prefer to recognize and improve on those things rather than to just be satisfied with what is and never move further. 

    As for being a primo protagonist whatever you call it, I'm sure you can, but I'm not sure any of that is relevant to my points on the co-op experience and how nukes can be harmful to it. 

  6. 27 minutes ago, Vyra said:

    The Solution can not be to nerf everything just to make 1 person happy.

    Coop means both... why would you want to force other to play "your style" when you can avoid them easily?

    It's to make a healthy co-op experience overall, it's not about a single person in the whole game. 

    You can't have a healthy co-op experience that is entirely centered around one single person being able to do everything with no room for others. 

    edit: at most this is saying the experiences of one person should not be able to trump that of three others in a group

  7. 8 minutes ago, Vyra said:

    What exactly is the problem in here?

    v

    8 minutes ago, Vyra said:

    I myself find it boring if i can't shoot things because everything is dead by the time i aimed at them...sure.

    v

    9 minutes ago, Vyra said:

    Sometime is just feel useless then

    that is the problem, and no it isn't some default state of life that co-op has to be the way it is in warframe, it can change and it can improve. this is a co-op game, the standard experience of a co-op mission should be a good one, not one where you feel often useless, or are forced into idle behavior as one person hard carries the group through content with no regard for your experience, it shouldn't be some all or nothing experience based on any single person you match with and so easily tipped over. 

  8. 3 minutes ago, (PS4)CrazyBeaTzu said:

    Isn't providing an experience for the entire group? Most group makeups are a mix of players with vastly different skill levels. You're never really gonna find a solution for that. Was DE supposed to just give me a Certus lol? How am I supposed to let 2 people with mote amps and no void strike contribute? They need the shards to get a better amp. 

    You're essentially saying every person should play according the slowest/newest/trolliest player.

    "Hey guys, this player wants to open every locker and crate, I think that all 3 of us need to just follow him around so we dont taint his experience. "

     

     

    If they are able to actively play they are contributing, again it isn't about the numbers, its about the experience. If they get to engage with the content that's what matters, not if they are the most optimal or strongest person playing in the group, and that's an entirely feasible barrier to work towards, and its one most games multiplayer games achieve perfectly fine, including Warframe to a finer point until nukes became increasingly meta. 

    That doesn't mean you have to be on their exact power scale or pacing, it just means you shouldn't be on a scale that can outright deny them any involvement. And that said, combat is a more primary aspect to Warframe than opening lockers so I'm not sure how you think that is a balanced comparison to make on the issue, but we also don't have a nuke for opening lockers so it's not even a real conflict. If a person in a team wants to open lockers and crates right now odds are they can since there's enough space/locations and enough response time for everyone to have the opportunity to find some. Is that a present issue for you with the game? Being able to open lockers in groups? 

    • Like 1
  9. 9 hours ago, (PS4)CrazyBeaTzu said:

    It's a co-OP game because you and 3 other people are beating an objective.....you know all those missions we're doing....together?

    Last time I checked, I was fighting Hydrolysts, not my team members damage. I actually want to be outdpsed, because that means my teammates are strong and capable. Instead of wasting my shard.

    and you should in such instances have the opportunity to contribute and to feel involved, if one person can smear that piece of content out of existence before you have a chance to react that's a poor co-op design, as it isn't providing an experience for the entire co-op. 

    this isn't about having the highest numbers, numbers aren't even wholly relevant to the matter, it's about an adequate gameplay experience for the whole team. 

  10. 1 hour ago, NotGustavoM said:

    So...we've reached a point where even dealing damage.... is now a problem.

    I...I don't know if I should laugh or cry about this.

    Dealing too much damage, certainly, but that's never not been a cause for concern in gaming in general. Game balance matters, go figure. 

    Being able to beat up enemies is well and fine, being able to beat enemies so hard nobody else has anything to fight in a co-op game, not so much. 

  11. 1 minute ago, Hyperion5182 said:

     

    Or are they going to actually do it? I mean... has DE been playing coy the entire time? Is this thing ready to rock and they're getting things started?

     

    I've seen stranger things happen. I get the skepticism but i'm going to point out once again that the official Warframe twitter posted the video specifying the lotus cameo. That has purpose behind it. 

    it's de, they aren't

    edit: but i'd be glad to be proven wrong

  12. 4 minutes ago, Limbo_Darkness said:

    They also plan to launch New War as the final winter mainline apparently, so idk how they are gonna manage.

    de plans a lot of things, de planned for the new war to be before tennocon once even, odds are they aren't going to manage and it will be delayed once more. it was too premature of a release date to trust in anyways given de's history, one would have thought they'd learn to just stop giving dates at this point until they learn how to safeguard against potential delays. 

    3 minutes ago, Aldain said:

    Technically winter ends around March, so that is still a possible timeframe to work with...albeit a tight one.

    yeah, but they said christmas 2019 so they screwed the pooch on that one. 

  13. 2 minutes ago, (PS4)thegarada said:

    When I hear "nuker" problem, I am like: why do people keep insisting to balance the game around level 30 content?!

    if you need a nuke to handle anything above level 30 you are doing something terribly wrong

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