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NoLife

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Posts posted by NoLife

  1. 2 hours ago, [DE]Sam said:

    Next week, Nightwave will return to form with the three new permanent Weeklies replacing three of the five regular Weeklies per rotation. The intended design for the following rotations has three permanent Weekly Acts and two regular Weekly Acts, culminating in the full five Weekly Acts (plus your usual amount of Dailies and Elite Weekly Acts).

    However, while the additional Acts are unintended, we’re letting it roll for the rest of this rotation! Enjoy the extra Acts!

    Think we'd prefer the permanents remain as additional weeklies, so as to still have the same amount of recoverable weeklies for late joiners to Nightwave.

    Making the permanents recoverable would be a nice mid-way, but would mean less variety overall, imo.

    glhf with whichever way you go, but I'd recommend revisiting if they're recoverable or additionals, as I think as it shipped this week on accident is neat for the less involved playerbase or late joiners.

    • Like 2
  2. On 2021-03-26 at 5:40 PM, [DE]Megan said:

    Railjack Changes & Fixes:

     

    • Fixed inability to Mod your Plexus until you own a Railjack.

      • The intended flow here is when you complete The Archwing Quest and are awarded your Plexus, you can Mod it and join others on their Railjack missions to help out until you get yourself a Railjack. You’ll now be able to Mod it, but won't be able to see Railjack stats unless you actually own one, as the Plexus doesn’t have any Railjack data to pull from yet.

    From 2 people whom just completed their Archwing Quests and one person whom retook it, this fix did not work. They cannot mod their Plexus.

  3. 10 hours ago, cam0l9 said:

    Hello. Returning player here, although I didn't play much the the first time around. Never joined a clan before in this game and thought it would nice experience to learn from/help other people along my journey this time around. I have read the rules and I am really interested in joining the CMC!

    Invitation sent ingame. Recommend joining the Discord via link above, in case you want to ask questions/for help/or just converse when fewer people are ingame at the time.

  4. There is no Extraction post-hotfix for Railjack missions. So people are told to stay in their missions and cannot recover their resources since they cannot Dock post-hotfix.

     

    Replication: Be in Railjack Mission. Complete Mission. Gather resources. Hotfix says stay in mission. Stay in mission. Hotfix done. Try to dock. Cannot dock, counts as new mission. Cannot Extract because Free Roam/Drydock are 'New Missions'. Lose Resources.

  5. 4 minutes ago, RWBY-WhiteRose said:

    May I ask why exalted weapons didn’t get buffed up to scratch with the rest?

    Because, with Condition Overload being nerfed threefold, we want Wukong's 4 to be bad again. Seriously. Without CO and inability to use Blood Rush... Wukong's 4 is bad again compared to other exhalted weapons.... the more things change the more they stay the same.

  6. 4 hours ago, Ulvra said:

     switch the prompt back to E so it fits with the regular flow of combat? It is a melee attack still after all.

    Disagree. Regular Melee in most cases is enough to kill and flows faster in combat. Excal for example benefits greatly from Finishers being a different button, as his blind damage boost can be properly taken advantage of with regular melee attacks without needing to micromanage your distance from the enemy to avoid a slow finisher animation wasting your time.

  7. I preempt this with saying I am trying to be honest and positive about this, but closest to positive I can be with any of the 4 main additions from this update is mildly less irritated over the rest of it. I have no intention of dev-bashing. Nobody makes a system hoping it will be received negatively. Everybody makes a system, applies their chemistry, hoping for it to be enjoyed by their community.

     

    GRENDEL: You have to have completed every node on the solar chart and played Arbitrations for a minimum of 25 Vitus Essence or maximum of 75 to get the capability of playing these boring mod-less missions. No gear, no mods, no operator, Augments are allowed and I don't know if that's even intentional, and no enjoyment. 15minute survival, 20wave defense, 800cryotic excav. The missions are LONG. And a Long time investment with no benefit from your gear to-date. After watching a few streams go through the entirety of it, I have no intention of approaching it. I am not buying Grendal with my wealth of plat. I am not going to put time into getting the Vitus. I am not going to waste my time on those Long missions of trying to abuse game mechanics to get by to get BLUEPRINTS. You did every node on the map, played Arbitrations for a not-negligible amount of time, and played these Long Mod-less Operator-less Focus-less missions to get BLUEPRINTS for Grendal rather than the parts themselves. Cool.

    My opinion: That's alot of my time with not alot of incentive to go for it. Getting a blueprint piece at the end rather than the part itself seems a bit insulting considering the mission length for the part after considering the leadup required. Just like Baruuk, but made me feel like saying something due to severity of it. "It's challenging to keep playing"

    MELEE CHANGES PHASE 2: Flow is good. Animations cool. Alot of things in motion, play, and conformity FEELS BETTER... Until you start using it for what it's meant for.

    Across the board, it feels melee is weaker. This isn't "My meta/favorites no longer do what they used to" this is genuine "Hey, I spent 3 hours in Simulacrum doing things I've been doing for years and, in my opinion with years of play and experience using this system, the majority of melee weapons feel weaker after the update,".

    And heavy attacks. I say this not to insult or berate the developers, but to express my opinion correctly: Hell no.

    Combo Counter. Useless by association outside of Blood Rush, which is currently the strongest melee mod in our arsenal. There is no reason for this combo counter to exist currently if not for Blood Rush. Why does it not increase our damage as it used to? Why does consuming it waste so much of my time?

    I am expected to empty ALL of the CAPPED Combo count for a Single attack that Will Not Kill the new hefty enemy entering the room (Being what I assume the scenario would be that you would even consider emptying your combo for) and leave you open to interruption from ALL enemy influences and not affect those outside your 15degree of your front. Why is the range not exceptionally larger for a Heavy Attack? Why is the Single Lvl80 Gunner of the current purview not DEAD after a dump of a CAPPED Combo Count? Why, in most melee weapon cases outside of Glaive and Gunblades, is More Light Attacks by far more effective in all cases than utilizing the Heavy Attack system? Why is there a dedicated button to something that make me weaker, with so many lack of beneficial effects to the battlefield?

    I do not want to spend several pages finding new ways to say "Why in hell would I use a Heavy Attack over Blood Rush" so I am forcing myself to stop.

    Why do some of the Lifted effects make it more difficult to finish enemies? Dual daggers is the most obvious I can point to for this. Gnashing Payara.

    Reach. Bump both mods up a meter.

    Condition Overload. Dead. Not usable in most cases. You nerfed it 3 times in one update. Why? Cap it. Sure, fine. Not exponential, now linear. Okay, that's okay, fine. Also, we changed the damage calculation, now additive with Pressure Point. Okay... I will now unequip it from 90% of my melee weaponry that used it, not use status-melee weapons anymore, and have my melee weapon variation TANK. That last part removed the biggest reason I used it.

    Suggestion: Don't empty the entirety of the combo count for a single heavy attack, as members of the community had already hoped you wouldn't do from the first dev workshop mentioning it. Lifted could be adjusted to attempt to maintain the enemy's current position rather than utilize existing Ragdoll mechanics. Keep CO Linear, cap it as you originally intended, re-institute the previous method it calculated into damage.

    VAUBAN & EMBER REWORK: They're better. I've few complaints and one wish, Ember's 4 get a bit more damage. I've more incentive to use 3 and guns rather than 4 for clearing crowds.

    KUVA LICHES: So.... No. No. Just no. I have no intention of delving into this system. No. If someone tried forcing me to, I'd prefer to uninstall, god no. This was, by far, the thing I most looked forward to this update... and now that I've seen it realized it is what I want to avoid the most. No. Let me see if I can articulate why.

    I have to play Kuva Siphon/Flood(TIME GATED) missions for a 7.5%-25% chance to get a Requiem Relic I need for an 11-20% chance to get a mod that has a 3/8 chance to be potentially necessary to be one of the three CONSUMABLE mods I need for the Lich whom has a chance to have a weapon I either want for personal use or need for MR collection which has a chance to have the elemental I want which has a chance to be a decent bonus numerically.

    Six layers of RNG on a layer of Time Gated missions with a layer of YOU ARE REQUIRED TO REPEAT PROCESS FROM BASE LEVEL due to the mods having 'three charges'.

    I hope I articulated my annoyance properly. I say this with no intention of personally assailing the hardworking people who put several weeks of work into developing, testing, and implementing these systems... but my brain sees this before it and my immediate response isn't "I look forward to trying this new system", my immediate response is: Hell no. I have better things to do. I have better things to do than go beyond that and learn about Thralls, Territorial Control, or what happens when they steal things from you (Which can include your Requiem Relics). I am honestly.. genuinely... afraid to learn about those things because of the low low precedent I've seen from this update so far.

    If the Requiem Relics rewarded a Requiem mod with every Relic, with addition of something else from its current loot table, that'd be a step closer to Not Terrible. Or if the Requiem Mods were infinite use, and repeat rolls on that mod from the relics would give a different reward would do the same.

    Why, in the love of all that is holy to each individual on this planet, is there a layer of RNG on the amount of elemental bonus for the weapon from the Lich? I'm expected to roll the Lich for the right Weapon for the right Amount of the right Element if I want to reach parity with other players? The only way it would be worse is if we could trade them and poison the market more than your Rivens did. I thought I was here to play a game, not simulate a casino.

     

    In short, as most would want:

    Grendal farm is terrible.

    I am actively de-incentivized to utilize Heavy Attacks.

    Condition Overload was overnerfed. I will not be using it or weapons that could make use of it.

    Kuva Liches remind me more of the Gambling in Video Games topic rather than Warframe Content. And that's enough to deter me from touching the system if I can help it... and potentially makes me want to uninstall if it's not addressed on principle. I joined Warframe April 8th, 2013... 6 layers of RNG behind time gates with planned obsolescence on the mods for good measure makes me want an end date to my time here. Please address the Kuva Lich system. Remove the Numeric RNG to the elemental bonus. Make the mods either more obtainable(Guaranteed drops) or less demanding(Infinite/Extended Usage).

    • Like 11
  8. 2 hours ago, Teridax68 said:

    I think Warframe could stand to have automatic transparency applied to anything in front of the player's reticle: this tech already exists in the game with Mirage's Hall of Mirrors, where her duplicates just have their visuals disappear completely around a well-defined geometric area, and I think should be applied to any cosmetic accessories getting in the player's way when in ADS, along with other minions like Nekros's Shadows of the Dead. Similarly, graphical effects from buffs and whatnot should also have that kind of transparency applied in the same situations, so that they don't get in the way of the player's aim.

    This already exists for certain armors and regalia, wherein you aim and they cease to exist on your frame. But this is only certain attachments and regalia.
    Expand it out to everything to save my eyes ❤️

    • Like 1
  9. I'd like the ability to manipulate, translate, and otherwise modify the placement, size, colors, and prominence of UI Elements. Coming off playing alot of Vermintide 2 with the UI Tweaks mod, it has spoiled me. I personally prefer most of the important UI Information towards the center of my screen with low opacity so I don't have to avert my eyes away from the crosshair to keep all the important information in mind. Currently, to my knowledge, the best I can manipulate currently is Hud Scale as a whole rather than the UI Elements themselves.

    But, this is a lot of time to apply id's, manipulation variables, create an accessible ui to make changes to the variables, etc. and is generally just a pipe dream for me. Figured I would put the suggestion out there for the sake of saying I did so.

  10. This has bugged me more and more over the last 6 years. All of this Negative Space on the screen being an obstacle to my ability to aim and shoot a thing. 

    https://steamcommunity.com/sharedfiles/filedetails/?id=1884961422

     

    I'd like a % slider in Gameplay/Display of "Transparency/Alpha/Opacity of Warframe when Aiming" so I can make use of the other half of my screen. Everytime I play another game a few months and return to Warframe it bugs me more and more. So much space taken and providing me useless information, getting in the way of finding and shooting enemies.

    I've been here since Closed Beta, and to me... this would be the biggest quality of life improvement to the base gameplay since the proper fix to Toggle Sprint.

    • Like 3
  11. Mods are more important than level. Level of gear increases capacity of mods you can bring. The mods you equip are important. Upgrade the useful ones. Don't focus on slotting every opening, focus on putting in what will actually help.

     

    Come back to Fortuna a little later, post-Mars. Your weaponry is not only Mk-1, but Puncture based, which is very poor against shielded enemies. Spread out your arsenal as it becomes available to you. Versatility. Don't sell old weapons till it's level 30. Don't sell frames till you fully understand what that means.

  12. LUNARO!

     

    As for @Gabbynaru's worry about "Oh yeah, I can ignore it, but then guess what, I lose out on standing, which means I may not get the high rank rewards"
    I add to this suggestion that a daily/weekly can have two completion possibilities when including Conclave opportunities.
    Example: You gain 3,000 standing for 15 Lunaro Scores OR 8 Bounties on Orb Vallis. Make it one reward with two paths to complete it.

    • Like 3
  13. I appreciate the civility of this, not dev-bashing. As the user above states, so much time in a day and the balancing act of putting work towards fixing a bug vs. producing new content is one that DE has to stay centered on. We, the oldest, have seen it go too far both ways. I believe this bit where Rebecca talks on the subject is most powerful in getting this across. In regards to " If users aren't making a big noise, we can move on from it " I would say it's a "If it's a big issue it needs to be fixed now, if it's a small issue, we have higher priorities atm but will try to get to it".

    This video shows Rebecca's opinions on Bugs vs. New Content and Steve's opinion and facts on improving new player experience.

     

     

     

    My own point being, don't believe they are being neglectful of you or the community, they continue to maintain and build this for us as well as their own livelihoods. Never attribute to malice what could be attributed to any other factor.

    Edit: Additionally, please please do not draw this as Players vs. DE, as that is not what this is.

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