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Padomay

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Posts posted by Padomay

  1. Just now, BlackBard- said:

    Там больше челендж не устать за этот час. Что из названия и следует :clem: 

    Опять-же, в чем заключается хардкор? Лично для меня, стояние на одном месте по несколько часов таковым не является.

    А я не говорю, что это хардкор. Я просто уточняю, что челлендж все еще есть, что мобы в нем идут до 500 уровня спокойно (тут госопдин Seality как раз говорил про уровни - чисто к слову пришлось), и что его тоже делают, да без восторга, ибо ни профита, ни экстренного веселья.

    Сложность может быть повяшенной за счет новых тактик и оборудования врага, и как раз тут идея с отдельными частями вражеских фракций заполучающими новые технологии и может помочь. Скажем, Гринир, по провале таких вот алертов, на эти миссии получает переносной (ставится так же, как Блант) генератор поля подавления, отключающий абилки как Скрамбус; Корпус может "угнать" стационарные укрепления типа Рампартов; и так далее.

  2. 52 minutes ago, kylaksqw123 said:

    Индекс не тоже самое. Там все мобы уникальные и обладают способностями которые нацелены на нейтрализацию варфреймов. Кроме того там есть и собственные ограничения а так же замкнутое пространство. Мало энергии(Так еще и откачка) и штрафа к характеристикам. То есть ДЕ прекрасно понимают что у игрока куча возможностей и сковывают как могут. Я уже молчу о том что уровень там был не далеко 150

    Чисто уточнить. Челлендж все еще есть - т.н. Endurance Run, продержаться 1 час в любом из трех режимов. Как только проходит полный час игры, спаунится уникальная версия Сержанта (мем про Джона Продмана слыхали?), являющийся полноценным боссом во всех смыслах (в т.ч., игнор краудконтроля), дропающий при убийстве уникальное украшение для корабля. По уровням - когда я проходил его, в момент спауна Продмана, бойцы Нефа Аньо имели что-то около ур.460-480, на момент завершения миссии - около 500.

    По основной же идее поста, в целом, весьма интересно; были предложения, но сейчас на работе, нет времени оформить встречную простыню текста. С излишней "исключительностью" таких уровней согласен - лучше бы иметь несколько возможных сложностей миссии с разными уровнями - от, скажем, 40 для игроков с МР4+ до, к примеру, 100-120 для людей с хорошим снаряжением (и высоким ограничением по МР); и те, и другие способствуют продвижению "результатов" алерта (выигрывающая сторона и т.п., но, скажем, по разному, и получают разные награды).

  3. We already have the throwable melees mixing in with one-handed sidearms. Adding Sword-and-Shield type melees (Ack & Brunt, Silva & Aegis [Prime], Sigma & Octantis) to the list of things you can 'pair' with sidearms would be great, if you ask me.

    As for how their damage reduction should work - I suggest simply making it so that the shield is automatically raised when you aim, working the same way it does when using Block feature with the melee in your hands, netting the same damage and knockback resistance. Additionally, as an option, having a melee shield equipped alongside a sidearm could probably reduce its zoom by a small factor (such ax x0.8), just to make it a bit more manageable. 

  4. It's typically all about efficiency, sometimes with a grain of uninformedness (I hope that is a word) and reliance of meta without understanding of what part of meta makes it, well, meta.

    People want to kill things faster, get less damage, get healed more, gain more energy and so on, and they don't always have access to frames that can provide that, or don't know how to use them effectively - or just don't like playing them, preferring to play something they like instead. It's sort of understandable - but at the same time, may feel unfair at times, yeah.

    But the 'chat example' you gave truly is a terrible thing. After all - don't like this person's frame - don't invite him to the group, or re-host, but apparently, being rude is just that much more fun to some people. Never really understood that mindset that just swearing at someone would somehow fix the situation.

    ¯\_:clem:_/¯

  5. 16 minutes ago, Marvelous_A said:

    Every weapon that has an alt-fire should be with toggle mode. Or even better, let us do the setting for every weapon in option page.

    Separate Settings per weapon might be a tad problematic, especially considering there's a whole lot of weapons that have secondary fire, but have a single toggle option 'toggle alternative fire' is possible, even if I'd still prefer them simply adjusting this particular weapon, and all guns with that mechanic they'll release in the future.

    I'm pretty sure that, ever since they've successfully applied the concept with Stradavar, their whole plan is to have every new two-mode weapon capable of switching modes; it's that, they've either decided against it, or simply forgot to retroactively apply it to, say, Hind. I wouldn't say Tenora neds it, since its primary and secondary are different enough, but with all three things I've mentioned so far - Hind, Stradavar, Argonak - their 'alt' fire is almost exactly the same as primary, with certain stat tweaks.

  6. 18 hours ago, rapt0rman said:

    Honestly I'd recommend a secondary binding of your main fire to mouse scroll too if you already haven't, it gives a lot of control to a lot of different weapons

    Yeah, I had primary fire bound to mouse scroll as well for quite a while - even if I did it exclusively for my Lato Vandal, as it makes such a massive impact on its performance that becomes rather viable on stage-3 Sortie mission, as opposed to, well, being a tad weak for that. Hind, on the other hand, has a fairly low firerate, negating at least half of the potential benefit of binding it to mousewheel. I agree that it is a makeshift, player-side solution, but in my opinion, it's still less convenient than simply having a modeswitch feature on it.

  7. Heyo! Quick suggestion.

    We all know and love (okay, some of us do) the Hind burstfire rifle. I'm pretty sure I'll voice the common opinion of all those three or four people (me included) who like it that it'd be great if its SEMI-AUTO fire mode was changed from how it currently works (requiring you to press [MMB] /secondary_fire_btn for every shot you want to take) to instead be toggleable like on Stradavar/Argonak. It doesn't sound like it's going to be a whole ton of work, and while maybe not the most demanded feature ever, would still make it, at least, more consistent to the newer weapons - and significantly less awkward to use.

    Pretty please..?

  8. Yeah, thanks guys.

    On 06.08.2016 at 0:33 AM, fr4gb4ll said:

    just copy pasting my thoughts about it from steam here too:

    "i sure would prefer unwilling players to be able to leave the mission, to those unwilling players to be forced to stay and just keeping disrupting the mission (either with verbal curses or due to dying, not helping downed teammates or letting the excavators getting destoyed).
    but for the sake of farming, i would suggest that DE would then put some kind of hotseat-mode into it where other players can join in regardless of how long the mission is already going. in fact, i had some occurances where people DID joined in very late - far beyond the point where it should be possible. i don't know for sure (for they never confessed it) that they were staff of DE, mods or "special" tester.
    for the addition of 5 secs for everyone who changes from stay to leave, i would say a system of being only able to switch around for half of the timers max (10s?) would be enough for one to "change" his mind about it (also, no more "stay-in-the-middle" - the default option should either be leave or stay)."

    so yeah, there is some room for improvement here and i give it my +1  ;)

    And fr4gb4ll, I've seen people joining in quite late in the game, after quite a few waves of Def or Interception. Rarely, but happens.

  9. Greetings!

    We've all been in these situations, haven't we? We enter some particular "infinite" mission type - say, Survival or Defence - and at some point, you or some other player decides he wants to leave. But the trick is, you'd need to bring at least 50% of the group to the Evac zone for that to happen, and you might not want to spoil everyone else's fun by asking them to leave the mission with you. Other times, you'd join a random group of three players running a Defence mission. You'd agree to their suggestion to stay 'till wave 20, but as soon as the wave 15 Evac timer counts down its last milliseconds, they all flip over to Evac instead of Stay, leaving you to face the hungry for your flesh Infested hordes alone.

     

    Here are two suggestions that may turn both issues on their head.

    • When a player reaches the evac zone, he should start the one-minute timer even if he's there alone, but not for the entire team - only for those standing at the Evac right now. Others should be able to see that timer and a list of players already on the evac zone, and by pressing, say, [F1] should be able to "agree" to evac themselves, regardless of where they are on the map (or [F2], if they've "agreed" but later changed their mind). That way, you'd be able to evacuate alone if you really want or need to, but you'd also keep an option for a "group evac" in the game the way it works now.
    • Speaking about defence - every time someone'd leave the mission, the "evac or stay" countdown for everyone else should go up another 5 seconds. In that case, even if one of the four players hits "leave" at the last second, he gets booted out (once the timer ends), and another 5 (better yet, 10) second timer pops up for everyone else, with a note that "Player *player_name* [*MR*] (*Warframe_name*) left the mission. Evacuate or proceed with the mission?".

    I'm pretty sure that, if you've ever been in those situations, you'd consider these changes to be useful ones.

     

    Yours truly,

    Padomay

  10. Greets!

     

    After seemingly getting the hang of the new parkour system most people were so hyped about, I decided to write a small suggestion. And while some people may argue it's not as good as the old system, I'd say it's nice and fluent, and gives us more freedom of movement. But there's still a few things that can be done.
     

    On one hand, Im glad you took away coptering - personally, for me it was more annoying than useful. Never actually liked it - not because of inability to use it properly or not bothering to get the weapons that are more suited for it, but because it looked way too nonsensical. The new John Woo-thing with bullettime and all, in its turn, is... let's say, interesting. On one hand, I do like that I can now get from one place of any open map to the other without touching the ground - you can time it so you'll literally fly over 100+ meters before going down (or about 350+ ft if you're one of those people) - and I DO now play most missions flying through the air like a big dumb goblin. But... 
     
    I'm playing as a freakin' RHINO.
     
    A FRIGGIN' FLYING GOLDEN TRAIN OF PAIN.
    And that looks as awesome and ridiculous as it sounds.
     
    And the new wall-jumping ability does look a bit out of place, too. The wallrun was good, and wasn't that dire for a rework.
     
    I think that's what could be done:
    All this new parkour 2.0 thing is very fit for lighter frames like, say, Zephyr or Ash. But you could make the heavier ones use less of this system and more of the old with only able to wallrun and not walljump (seriously, why does my spellcheck even recognize that as a word?), and make theese matrix-jumping stunts somewhat less effective - for the fatties, at least. Or, you may be able to add back the wallruns without removing anything - just hit the [spacebar] to jump on/from a wall or hold it to run along or up the wall.
     
    Then again, I'm not that anti-progress, and I don't think this new movement style is going to be any sort of a dealbreaker to me. As it is, it's still decent (well, walljump animations could certainly use some more work) and makes the movement in this game an awesome (albeit a bit "stupid kind of awesome") experience.
     
    And thanks for reading to anyone who made it to that part. See ya. ;-)
  11. Or they can employ some more elaborate tactics - for example, the game spawns a group of Eximus Lancers and Napalm grenadiers ahead of the players, and a group of Ballistae and Bombards behind. Might at least spice things up a bit.

  12. Hello there!

     

    I've been playing the game for about two years now, and am actually glad to see it receiving constant updates and getting more and more content - unlike many other projects that seem to die relatively fast and without leaving the "early beta" stage. I also greatly appreciate that Devs are actually listening to community – something that’s (for some reason) is not that common nowadays. With that said, I’m posting this little suggestion about a few in-game things that could give WF – the Clan Dojo in particular, that is – some more diversity.

     

    And yes, before you’ll start reading – there’s literally a wall of text beyond this line.

     

     

    So, let's get this party started...

     

    First of all, despite the current Dojo building system as it is is cool and all, in my opinion, it lacks some - how do I put it? Personality, I guess. For example, it might happen that you and most your clanmates do like and support some particular syndicate/faction (at least, it's true for my clan – and I doubt we’re the only ones). Why won't there be any syndicate- or faction-specific decorations available for construction? Here’s what could be done:

     

    First - The building Themes. After you’ve built a particular room of the shape you want (e.g. a long corridor, a big 6-entrance hallway, etc.), you can open an additional menu under [ESC] -> Room Decoration -> Themes, where you can change – for some additional resources – the way the room looks: spacious and sterile Corpus-styled corridors versus monumental, organic-looking utilitarian Grineer halls – or even glittering and rich Orokin galleries… Whether you like being surrounded by high-tech laboratories, shining elegant arcades of a civilization long lost, or can only feel safe amidst enormous bulkheads and hulking blast doors – these Themes would be there for you to exploit.

     

    Second – Syndicate/Faction-specific Decorations. Sure, we already have “classic” Dojo decor – all those wooden bridges and arches, banners, drums, small gardens and even trees – yet, there are way more possibilities for new objects. Said objects may include both the regular Faction objects like Containers, Terminals, various obstacles big and small – akin to those we see on regular missions as a part of a simple generated level – or Syndicate-exclusive objects, like holographic syndicate Sigils, containment cages with Cephalon Simaris’s captured “trophies”, Conclave’s training dummies and Steel Meridian weapon racks, New Loka’s plant-infused modern day appliances – the list can go on and on forever…

     

    Third – new interactive and organization Rooms. Sure, we do have different rooms for our Dojos, but there are only two different kinds – utilitarian Interactive Rooms which are essentially research stations and generators (ok, we DO have a duel room and one fixed obstacle course, but that’s it) and the Organization Rooms – corridors and hubs. This can be greatly expanded – again,  by adding some of the rooms available as a part of Faction’s  tileset and making them build-able in our very own little fortresses. Aside from giving us more variety, this may also come in handy when you’ll get to the Fourth part of my “suggestions” post. The aforementioned rooms may be either just remade tiles from regular PvE, or be entirely new rooms with some more interesting and unusual shapes and sizes (squares and boxes are fine, too, yet they hardly add much to Dojo’s variety and unique design as of now), and then made into the four default Themes from First pt.

    Alongside these organization rooms, it might also be a good idea to add different non-essential interactive rooms – like the engineering bay, the Liset hangar in a single and giant multiple landing pad variants, showing “parked” Lisets of clan members currently in the Dojo; boarding and gunnery decks with decorative (better yet – interactive) cannons and the like; trophy rooms, that can be decorated with event trophies, sigils and customizable statues (or at least, statues of random high-ranked officers or valuable members of your clan) to one’s heart’s content, and so on.

     

    Fourth – interactive Stations  on your Dojo – rooms and/or decoratives-based (like the Trade Depot) stations that would serve the same purpose as stations inside one’s Liset or even aboard the Relays  – a room that functions like a Factory; a decorative terminal that can be used to install Mods, and the Armory room, that would be showing random equipment sets of clan’s members on special armor stands along the walls; terminals for Codex access; separate rooms for hatching Kubrows (bonus points for showing not-sleeping Kubrows of this clan’s members), and separate rooms for interaction with different syndicates – and even “mission control” rooms, that would allow one to host a mission directly from his Dojo and allowing to even create lobbies without leaving said Dojo.

     

    Fifth – quite simple and straightforward, and only is required if the previous suggestions will be implemented – ability to set your Dojo as your default spawn instead of Liset.

     

    Sixth – Clan – Faction and Clan – Syndicate relations. For example, just like you as a lone Tenno, your clan may have connections with particular game Factions and Syndicates. That means, this clan’s higher-ups can declare their support for a particular Syndicate, thus unlocking some special clan-oriented Missions and even Events for that particular Syndicate. Said missions may even be 8-player – oriented like “The Law of Retribution” or featuring only on Nightmare difficulty, thus also posing some challenge to already top-ranked players and making them truly clan-only events promoting teamwork and concentration on the set target. Completion of these missions may also net the clan some Standing Points with selected Syndicate, giving access to unique Sigils for players, other warframe attachments, trophies to put in your for everyone else to see, even some of the top-tier weapon schematics and mods, unlocking them for purchase for all clan members. All the aforementioned Themes and Decorations might also be “unlocked” by gaining a certain clan level with particular Syndicate.

     

    Seventh – more diverse “Training Rooms”, allowing one to start a training against some particular enemies for a small synergy bonus – like, half the amount rewarded for the real thing and no resources, obviously (for example, those enemies that were fully scanned by clan with the Cephalon Simaris). Furthermore, player may also start a simulation battle between those enemies – just for his “studies” (and yes, we will be able to finally tell if the Grustrag Three or the Hyenas would win should they engage each other in combat). It would also be interesting if the clan leader could set rewards for completing challenges in these rooms by, for example, setting a particular amount of credits from Clan’s resources as a Victory Pay for the first time each player has been successful with defeating all enemies in this room.

     

    Eight – faction and syndicate Sieges. If your whole clan gets on a bad side of a Syndicate, there is a chance that your Dojo will be found and assaulted by a varying amount of hostiles from this Syndicate, thus creating a new Alert for the whole clan. Loss in such a Siege might have little to no penalty on your clan, while victory may award participants with some new “defender” sigils or badge. The whole affair could be made even more “tactical” by allowing players to build Traps – turrets, lasers, forcefields and so on, that appear deactivated outside of a siege and can be powered up and used against enemy hordes during a siege.

     

    If you’d like, I can throw in a few sketches of how some of the aforementioned Sigils/Badges may look like.

    I could also elaborate some more about what decorations and what rooms might be useful/interesting, but this post already is too long for comfort.

     

     

    So there you go, eight ideas on (probably) improving and expanding the Clan Dojo feature and even adding some late-game content.

     
    Thanks for your time.
     

     

    Was there anything you’d like to see in the game? You can share your opinion or similar ideas here so that we all could discuss it!

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