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Goarza

Grand Master
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Posts posted by Goarza

  1. I think a bunch of people would be into that and there is a good chance it will come up in the upcoming devstreams. Id be ok with it being only ship vs ship and with the ability to send AI enemies that would sabotage and would need to be fought off. Kinda like a MOBA I guess but without direct Tenno vs Tenno gameplay which wouldn't require limiting loadouts to PvP specific mods.

    If you play games on PC you may like Angels Fall First. It isn't as over the top but it is pretty much PvP Railjack.

     

  2. On 2018-07-15 at 6:33 AM, Pyromaniaque said:

    No man's sky ? Like, really ? Isn't it the game where you mine, wait in your ship, mine, look at random generated monsters, and mine ?

    Dude, and the main flaw of the game is IN THE TITLE...

    Still, I will try to see the other ones. And I also have to mention Star Conflict ; a WarThunder-like but... in space, obviously. And while the progression system is awful and veeeeery slow, it's fun for little, quick games if you don't know what to do.

    I thought its worth mentioning mainly because many people already own it. I know some who do and never revisited it so it may be a nice surprise to hear that it actually is getting updated with new features like multiplayer. Also while overall steam reviews of it are "mostly negative" the recent ones are "mostly positive" so it may an indicator that it's actually better now.

    Had a look at Star Conflict and not counting the menus it seems quite cool, especially the ship designs, a lot of concept art for them.

  3. If the new reveal got you in the mood for space combat and Archwing isn't enough, here are some space games you may want to check out.

     

    Angels Fall First

    Platforms: Steam

    This game is very close to what was shown of Railjack. Capital ships can be piloted by players and at the same time they can be fully explored, have separate gunner seats and can launch various smaller ships used for dogfighting or boarding enemy ships. The game also features customisation for characters as well as ships and ground combat with vehicles like mechs. Can be played with AI or with up to 64 players.

    https://store.steampowered.com/app/367270/Angels_Fall_First/

     

    Elite: Dangerous

    Platforms: PC, Xbox One, PS4

    In this one there is no boarding however there are multicrew ships where player can be a gunner controlling turrets or a fighter piloting smaller ships launched from fighter bay. However it is a space sim so I wouldn't recommend it unless you want exactly that. There is no hand-holding or linear "story" you can follow instead it is what you make it through various player interactions and activities. The progression is generally slow however there are several guides on how to speed it up significantly as well as PvE groups(basically MMO-style servers) like Mobius if you are looking for people to cooperate with.

    https://store.steampowered.com/app/359320/Elite_Dangerous/

    https://www.elitedangerous.com/

     

    Galak-Z

    Platforms: Steam, PS4, Switch(Free)

    This game is more arcadey and may look like a shmup but it actually doesn't play like one. It is a rogue-like, side view space shooter where you control a small agile ship/mech generally fighting groups of enemies or enemies that are bigger and sometimes groups of bigger enemies. The main appeal for me is similar to Warframe, in some ways you are an underdog, smaller, outnumbered but faster, more versatile and smarter. For example in ship mode you can easily outmanoeuvre enemies by strafing with vertical/lateral thrusters and in mech mode you can block attacks, grab objects or smaller enemies and use them as a shield or throw them.

    https://store.steampowered.com/app/300580/GALAKZ/

     

    No Man's Sky

    Platforms: PC, PS4, Xbox One

    This is a game I actually never got but I've heard multiple times that it is being updated with more features like using space freighters as mobile bases and apparently multiplayer at the end of July. I imagine many people got it when it first released so maybe it is worth revisiting.

    https://store.steampowered.com/app/275850/No_Mans_Sky/

     

    That's all, feel free to reply with more space games.

  4. The change to Ember's 1st power feels pretty good. Charging a fireball is a classic and it fits that ability well. After playing around with it I thought maybe Volt's Speed and Ash's Bladestorm could benefit from charging:

    -Speed could be tapped in order to apply it to just yourself and held for a second to give it to the whole squad.

    -After marking enemies with Bladestorm tapping it again would make the afterimages attack as it is now, holding it would make the player's character engage right away and tapping 4 another time while attack is in progress would make the player join.

  5. On 1/18/2018 at 8:30 AM, Suncake said:

    I think that it would be better if we had separate categories for Squad and Alliance threads while having all Clan recruitment threads under one category.

    I agree, last wednesday I started a thread looking for a squad and the next day it was already on the third page behind many old clan threads. I did propose a niche activity but I expected the thread to stay visible for a bit longer, by now it was viewed only 34 times and I dont think that this number will change much if at all.

  6. Going into melee stance from secondary has character sheath gun with the right hand and then take out glaive again while only secondary needs to be put away.

    I think there is no reason for new charge attack to be usable only in the thrown+secondary stance, it could just be an option to use old or new one.

    Detonating the glaive by hitting melee button a second time could work with normal charge attack.

    17 hours ago, Cryssoberyl said:

    I'm not seeing any option to disable this functionality. If there isn't one, please add one as soon as possible. I just want to use my weapons in the old way with the old animations. The new animations remove a lot of personality from the frames since it overrides their animation sets, it looks and feels extremely awkward with some guns, and I am not a fan of the "unique combos", as I thought we would be able to use our stance combos. I'm incredibly grateful for the weapon buffs, but please either tell me there's a way to turn dual-wielding off, or that one will soon be added.

    And this^ + quick drawing your melee and pistol is much more stylish.

    giphy.gif

  7. 32 minutes ago, AlphaPHENIX said:

    Sure you make a point, but it doesn't look as cool and fashionframe is endgame, that means styleframe is too.

    Besides it's nostalgic to see that system again for people who have played Dark Sector.

    As for the bugs, well we all agree on those.

    Quickdrawing at the speed of light is much more stylish. Look at the DMC video, much style points for that. Style meter that can say "Smokin' Sick Style!!!" cant be wrong.

  8. I recently heard about “multi-wielding” and I was really surprised something like that is being developed because it seems like it wouldn't add anything to the game. The main feature of that seems to be being able to quickly alternate between shooting and melee attacks but that is already possible in the game.

    giphy.gifgiphy.gif

    One way I can imagine it not being redundant is if there are new combos for that but that could be done by just making combos usable with quick melee. Another is if some moves will get locked behind that stance to make it worth using just like some things are locked behind “equipping” melee since Melee 2.0. That is something I would rather not see happen again. Currently it takes hitting “quick melee” to take out your melee weapon instantly but you can’t block, combo or have melee multiplier unless you "equip" it which is silly.

    Could also argue that this would add more realism or immersion but I doubt anyone expects that from this game since it never really tried to do that.

    To sum it up I think that “multi-wield” would make no difference and/or will make the game needlessly more complicated like melee 2.0 did and there are better things that could be done to improve the core gameplay. Some suggestions:

    -Seamless and instant switch into having melee weapon “equipped” when hitting “equip melee” during a quick melee attack. For over 2 years now if you use quick melee and equip melee right after this happens:

    giphy.gif

    It would look better and make it possible to quickly transition into block or combo from quick melee which would make more sense.

    -Stances adding separate moves instead of preset sequences so that we can actually do effective combos. When melee 2.0 was being released I heard Devil May Cry being mentioned but it turned out to be nothing like that.

    Every move here can be done independently; a combo is created by combining moves to keep hitting the enemies even as the situation changes. Currently most of the time when doing a “combo” enemies can easily stay out of reach and get more hits on us than we on them. Simulation:

    Fo7wq64.gif

    -if charge attack doesn't get fully charged then normal attack is used instead of the character snapping to idle pose.

    -An option to use single version of a weapon when owning only dual version. Single version could also be equipped when holding a datamass instead of merging two guns into one.

    -Fixing some bugs that are present for years. Couple examples:

    giphy.gifgiphy.gif

    If enemy or player gets interrupted while using a power it still goes off and the character finishes their animation after they recover from CC.

    giphy.gifgiphy.gif

    If you let go crouch button when crawling under something then the character will get stuck in crouch until you hit the button again.

  9. Weapon(s) used: Sword, Dual Swords, Polearm, Scythe, Machete, Katana

     

    Faction(s) fought: Grineer, Corpus, Infested, Corrupted

     

    Mods equipped/Stance used:  Stances(Iron Phoenix, Swirling Tiger, Shimmering Blight, Reaping Spiral, Sundering Weave)

     

    Thoughts & Experiences:

    Combos from stances completely impractical since most of them limit movement and require more time to perform leaving open to damage. Combining regular melee attacks, slide attack, flying kick etc still more effective way to deal with enemies while meleeing because of the ability to crowd control and avoid damage while also dealing it.

    Melee attacks seem to stagger enemies again which brings back it's ability to crowd control and makes those attacks have bigger impact like pre-Damage 2.0. Often when staggered, enemies still manage to retaliate with melee attacks and knockdowns even though they clearly look like they should be unable to do so.

    Improved blocking useful but rarely practical since it requires equipping melee weapon every time one needs it. 

    Equipping/unequipping melee weapon takes too long requiring opening oneself to damage or stopping and breaking flow of combat.

    Transition from melee attack and block seems longer guaranteeing a time where player is open to damage.

    Melee attacks seem more trivial when having guns equipped since the regular attack chain is now locked behind melee equip.

    Channeling is easy to use and while a nice alternative to charge attack isn't making much impact with just increased damage.

    Finishers often get in the way by taking control from the player who might have triggered them accidentally just trying to use regular melee attack.

    More flashy special effects distracting and covering the view in heat of combat.

     

    Summary:  No real improvements, melee is still more practical to use like before and combining it with guns rather than equipping it and using combos that open players for damage and cripple their movement ability. While making block more useful is a good thing, making it unusable when holding a gun makes players less flexible in combat. A common bug where player has to wait for character to finish sheathing animation before they can use melee attack again which is triggered by various action transitions still not fixed.

     

    Approx. Time Spent: 30 hours (various mission types)

     

    Supplementary info: Mouse and Keyboard, Solo, Co-op.

  10. People enough. Clearly none of you bother to at least ask what I mean by comparing for example DMC and Warframe.

    It is highly annoying that you rant about them without considering what exactly is the point.

    And the point is that Warframe is NOT a game about landing combos so its a wrong concept and doesnt belong to this game while it works and belongs in games like DMC. So lets end the DMC/Tekken discussion here and focus strictly on Warframe.

    I got a bit sidetracked in my first post but that's essentially what I meant. I believe that combos don't work in a game like WF and we'd be better off having just different kinds of moves not tied to some sequence that would be more convenient to use in different situations, kinda like it was before.

     

    Not to say https://www.youtube.com/watch?v=GodHuDstTDQ but I believe old system worked and it could be improved just not in the Melee 2.0 Combo way. For example your suggestion on how to change stances sounds pretty good, reminds me of one of the Jedi Knight games where similar thing worked and it was also a shooter.

  11. 3)Melee combat feels artificial, im not feeling like using my sword to slash through enemies, i feel like im cutting through air and sometimes flesh gets in the way and dies in consequence. I see no impact of my melee strikes, i swing and things die, thats it, boring, not interesting at all.

    I completely agree with this, while animations are decent there is nothing that would make it feel like we are actually doing any impact, even sounds swords make lack the punch and seem to be like "...slash, I guess...". Enemies dont react properly to getting hit and often don't even get their actions interrupted when we hit them. If not for the health bar going down and that red outline flash I wouldn't know if I'm even doing anything by swinging. 

     

    4) also with all chaos going on on screen i would like some indication of what i did, let it be even keys popping up, i press e with melee i see "e" icon above my head, this will make doing combos easier.

    IMO we shouldn't need to have some special indications of what we are doing, we should be able to see it ourselves. The chaos on screen is one of the bigger problems with gameplay atm. Even during solo mission with less enemies there is too much going on, when enemies die there is blood spraying+smoke clouds+optional elemental effects, when bodies disappear there is some special effect, when heavy enemies use their ground slam there is million particles appearing, there are huge sparks for almost no reason, screen flashes in million different ways for various reasons, huge explosions, huge smoke clouds and my favourite huge power farts whenever we pick up a mod or rank up. I'm surprised no one got a seizure from Warframe yet.

  12. I agree with most of ur post and mainly with that old melee system was fine, it needed some tweaks but what happened with melee 2.0 just doesnt fit in here.

     

    in a game like DMC combos worked cause it was designed for that kind of combat, most enemies attack in close range and telegraph their attacks so its always possible to stop a combo and avoid getting damage. In Warframe you get shot at pretty much all the time from every side and if you try to do a combo or swing at your enemy while standing in place you'll get damage especially since enemies don't react consistently to getting hit themselves and just keep attacking. You cant control what's happening around you enough to be able to effectively use combos, its better to just use a quick slide attack and if enemy still stands finish him with another swing or maybe a shotgun round, a homemade combo which is unlikely to get u damaged. I think Metal Gear Rising is a bit closer to Warframe with that you also get shot at but there you get abilities that let you move fast, avoid damage and control enemies around to make yourself an opportunity to use combos. 

     

    When I started with WF I believe there was reliable stagger on some weapons, so when you were hitting an enemy it wouldn't hit you back. That was scrapped in Damage 2.0 with staggers and knockbacks becoming a chance on hit. I hoped it will be back in Melee 2.0 and it kinda is but it's not reliable no more. Sometimes enemy gets staggered, sometimes it doesnt, and when it doesnt you better have melee weapon out cause you cant use block if u hold a gun anymore for some reason. 

     

    The minimum that would make melee better in my opinion would be just having stagger back, reliable block and maybe have charge attack stun the enemies or be turned into heavy attack that would stun them. Combos would come out on their own without having some programmed sequences we need to input.

  13. Hmmm. Are elemental effects worth the consumption of an additional slot? I have some elemental mods equipped, and with the new system I see infrequent, very inconsequential elemental activity. Perhaps my mods just aren`t ranked up enough?

     

    I still find myself not having fun with this new melee system.

    Elemental mods still increase damage on every hit. On your weapon stats i believe "STATUS" is the chance for the effects to happen.

  14. I love the Mag skin, but I am a bit disappointed that they don't change the helmets like in the concept art for them. I was looking forward to that decal on her visor.

    I assume that there would have to be new patterns for alt helmets also so that they fit in with the rest, so maybe we will just have to wait for those to be created and then the skins will apply to whole thing.

  15. Hmmm.

     

    I used to rely quite heavily and reliably on melee weapons versus low and mid-level Infested or Corpus. Especially the two-handed weapons; almost all weaponry had some degree of stunning/interrupt capability. Now... there seems not to be such. And I rarely notice elemental effects. I wonder if such effects are worth the devotion of a slot to boosting such chances of.

    With addition of Status Effects combat moved more towards being an average MMORPG fight where 2 characters stand in front of each other and roll dice for damage and other effects. I was pretty sure that with time we will get more options and more ways to apply skill in combat especially after hearing about melee overhaul but removing the little CC ability we had and making it and new effects triggered only by proc is a step in opposite direction.

  16. I agree that status effects could give us more utility but they shouldn't be a chance proc. Even if we get ability to stun or apply some debuff there is only a chance that it will trigger which isn't much of a utility since it may not proc when we need it. It would be better if those effects didn't involve dice rolls and were just triggered by certain things, for example dagger charge attack could proc a bleed or poison if it had toxic damage on it, shotguns could stagger when hitting target in close range etc. Atm procs are just a small annoying extra and IMO they don't fit in an action game that should be about skill not chance.

  17. At the risk of merely bumping my own topic back to the front page, some new information on this subject has come to light in the advent of Update 11. I've noticed, from my brief time playing thus far, that adjustments have been made to the Infested. Runners no longer stagger you when they explode, and Toxic Ancients no longer leave a poison cloud on the ground when they die.

    I've mixed feelings about these changes. Before I would be quite happy but it seems to me that with Damage 2.0 DE is trying to turn this game more into an RPG. Weapons that used to stagger no longer do that in stead it's linked to procs same for poison AoE and DoT from ancients. I was all for having those things balanced somehow but removing them and having those procs added in place of them isn't at all what I hoped for. The game becomes even more about stats and luck with even regular damage having some chance to apply a CC or DoT on you. Some things that used CC attacks still do that like shield lancers and obviously chance for procs isnt that high but I would rather have all enemies and players get some moves with CC or debuffs and some effective ways to avoid/counter them than have normal attacks with x% chance to do those things and hoping they will/won't proc.

  18. I'm all for different types of damage being effective against different things but the whole "Status Effects" thing is silly. At the moment game looks like it can't decide if it wants to be a skill based action game or an RPG. We already have enemies that can CC or poison just by using certain moves and it's fine it just needs some balancing, we don't need enemies to have x% chance to do same things again using normal attacks.

     

    Im not 100% sure but It seems melee weapons that used to stagger aren't doing it anymore so instead it's all in procs. Those effects should be tied to combat moves like for enemies, for example dagger charge attack could apply bleed or blunt weapons charge attack could knockback or maybe shotguns could stun when they hit target at point blank range. It would add more strategy to combat in stead of making it more about stats and chance. 

     

    Thanks to 2.0 damage system seems to be deeper and I guess my screen won't be trashed by all the elemental effects but also now when I attack enemies won't react and there is a x% chance they will get stunned or w/e. 

  19. Oh, yes, I agree, there are different ways to challenge, the issue I had with using Dark Souls is that it's got really simplistic gameplay, no challenge in it, and it uses massive damage (just like Warframe, the enemy tactics don't change, just the type of units and amount of damage done increases) to mask that fact.  Worse, it punishes you for using it's learning tool (death) by resetting you back to a previous 'save' point and forces you back through to get to your original location, thereby artificially padding the game's length.

     

    Dark Souls, to me, is THE poster child for Fake Difficulty for it.  I'll be honest, I haven't completed DS yet, but it's not because it's hard, it's because I find it dull, repetitive and tedious.

     

    As for Vanquish, yes, I'd put that as a difficult game.

    How is "death" itself a learning tool? You are supposed to learn from your mistakes and if they caused you to die then that is your fault and you get punished for it, it's not a new concept. When you go through the area again you have more knowledge about what's in front of you and can plan better.
     
    You say DS isn't challenging but I don't see you consider level design, enemy placement etc anywhere while it is quite important since it helps to make every area a different thing. 
     
    Comparing enemies in DS to ones in Warframe is harsh. In Warframe enemies don't care about their lives, they are content just coming at you trying to deal you damage even if it's just a little and die doing it, in DS enemies actually react to what you are doing and make real attempts to kill you, they dont just swing at you while you swing at them while they swing at you and wait to see who took down HP of the other one faster.
  20. +1 Very good points

     

    About "Nightmare Mode", It was a joke from the beginning. "Nightmare" part could be replaced with "Badly Designed". At first it was just slightly more difficult but now it forces us to forget our preferences and pick mods that won't get disabled by it. Simply powering up and increasing number of enemies COULD work for a Nightmare Mode if the game was more about skill and not so much about our stats and equipment.

  21. I agree that whole abilities (like dodging, knockdown recovery etc) should not be mods, but improving existing abilities with mods is perfectly acceptable - take Rush, for example. Only the 'Windmill' mod, out of all Xanesh's suggestions, added a new ability - and I agree that this should not be a mod, but rather an inbuilt ability if it is to exist. His other ideas, though, were all 'improvement' mods, and thus I'd say they were fine.

    I'm ok with mods improving abilities but not when they affect one specific thing in a specific way. Rush is alright cause it is basically a movement speed mod, it works for wall running as well as sprinting and it would make sense if it had some effect on dodge. I find mods that affect just one specific thing to be silly, for example Acrobat, decreases stamina cost of wall running, just how does that work? Why do I get tired less when I'm on a wall and is it really worth using 1 out of my 6 slots for it? Another example is melee and charge damage mods, why my sword's charged attack may be potentially weaker than normal swing? it's the same blade I'm hitting with and I even take my time to deliver a heavier blow.

     

    Mods affecting just one maneuver should do more than just increase one or two aspects of it by x% and I personally don't see being able to dodge roll further as an alternative to maxed redirection/ironskin/vitality. I seem to recall that in some Action RPG if you assigned skill points in a certain way you had an option to pick a passive ability that changed your dodge roll into a blink that's faster and also does a little damage to enemies you blink through. I don't know if a blink in particular is a good idea for warframe but with something like that I could see serious alternative to having my shield increased by 440%.

  22. +1 for a very well thought-out, detailed, and constructive post, Malus. Reading through it actually brought back some old ideas of mine, specifically relating to the "better dodge functionality" section.

     

    If I may add my own ideas:

     

    Core Gameplay changes:

    *Rework the dodge function (basically the way you said it) to be quicker, and more responsive at the start, but keep the short delay/recovery at the end. Still have it cost stamina, but increase the base invincibility frames just a little.

    *Add a "Recovery" move, where a timely press of the space bar during the knockdown animation will cancel it, and allow the player to get back on their feet immediately, costing stamina like a dodge roll. You must press the space bar at just the right time during the knockdown for it to work; panicking and pressing too soon, or hesitating and pressing too late will not activate the Recovery.

     

    Mod Rework:

    *Handspring - Instead of decreasing knockdown time, it turns your normal Recovery move into a Handspring that launches you a short distance in the direction the camera is facing. Fusion increases leap distance.

     

    New Mods (Names open to suggestion):

    *Shadow Slide - Increased invulnerability frames while dodging

    *Lithe - Decreased stamina cost on dodging

    *Tumbler - Increased dodge distance

    *Slither - Removes unit collision while dodging (allows you to dodge "through" enemies)

    *Windmill - Allows you to press the E button instead of space when knocked down to perform a Windmill, lashing out at nearby enemies with your melee weapon while recovering. Uses the weapon's Slide Attack damage. Costs an amount of stamina roughly equal to a melee attack and a recovery combined (unless modded).

    *Feline Grace - Increases the input window for Knockdown Recovery (you can press the space bar a little sooner/later than normal the higher it's ranked).

     

    What do you guys think?

    I like your ideas but In my opinion mods shouldn't make the basic abilities you are given more effective or add new ones. In game's current state I will not choose Handspring over Redirection or similar mod cause I know I am more likely to benefit from having my stats increased than decreasing my knock down recovery time when i may never get knocked down. The only way I see those mods being in the game is if we got separate slots for them and leave the old slots for mods that affect our basic stats but that starts to look like an MMORPG with old mod slots being for armor and new ones for skills/talents/traits we choose. If we just got the choice to recover faster/roll in a direction/do the "Windmill" when knocked down without needing a mod it would give us options and more Action Game feel instead of RPG where your performance depends more on your equipment and not so much on your skill. To sum it up I think we need more gameplay changes like your ideas, adding more moves and making old ones useful which would make skill and playstyles matter more in stead of having mods for everything.

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