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czcbibliothekar

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Posts posted by czcbibliothekar

  1. 2 minutes ago, bubbabenali said:

    Sorry mate, but getting the newest dojo addition or a taxi to a med level planet shouldn't be the first maingoal of a new player.

    It shouldn't, no. But that's not going to stop them from wanting that stuff.

    Also, Derelict missions are level 25 upwards. That's Uranus. Eris is even higher. So by the time you can start to go there and get Mutagen Samples for all the stuff in the bio lab, you've probably done all the Corpus and Grineer research twice. Bio lab also offers access to Medium Team Heal Restores, and that's something new-ish players can definitely use (before they get the big version from a syndicate).

  2. I think everyone agrees that resource drops - and even more drop locations - are in dire need of a rework. This has been shown exceptionally well by the Hema debacle. However, until that rework comes, I'd like to propose at least a small fix to the problem.

    Since SotR, half of Mercury is controlled by the Infestation. However, the resources don't represent this change, they're still the same as before. As a small improvement, I'd suggest that Mutagen Samples replace Detonite Ampules as research resource on Mercury. This would allow new players to have access to all three clan resources (Detonite Ampule on Earth, Fieldron Sample on Venus, Mutagen Sample on Mercury) early on without having to craft Derelict keys or needing a taxi to Eris.

  3. With resource nodes being a thing now, I can definitely see enemies to stop dropping resources. You'd still get more then enough resources from nodes, lockers, boxes and alerts to build everything you need. This would also allow DE to better adjust how much resources you can get from a single mission, as you won't leave with thousands of an uncommon resource after 40min of Nekros survival any more.

  4. I don't care if I have to confirm three popup after clicking a checkbox or whatever, but please give me an option to set my keybindings without any checks from the game. And if it breaks my game because I have multiple (supposedly) conflicting actions bound to the same key, then so be it. But I'm trying to come up with a new keybinding scheme at the moment after discovering that archwing has to keys for roll (left/right) now and it seriously bugs me that each key can only be bound to a single action.

    Best thing is, that those checks don't even work properly. If I bind Roll Right to E, it removes both the keybindings for Quick Melee and Melee Channel - but if I bind those back to E, it doesn't remove the keybinding for Roll Right. You gotta be kidding me ...

  5. 10 hours ago, CarrotSalad said:

    Thats strange, i havent checked lately but i know they have existed in the last 6 months because i've rebinded them as recently as 3 weeks ago after a format.

    Ah, sorry, my bad, I just missed them. But they're not bound by default, it seems. And because Archwing doesn't have it's own completely separate keybindings (like Lunaro does), I can't put them on Q/E like I would, because those are already weapon swap and melee ... Ain't that great.

    /e: Oh, and they're not in the controller keybindings. Just when I thought that I might try and play Archwing with controller to see how it goes.

  6. 4 hours ago, JalakBali said:

    So the difference is a weapon hitting for 1 damage on a 5,000 EHP enemy and a weapon hitting for 1,000 on a 5,000,000 EHP enemy?

    Although mathematically it's the same, at least for me there's a psychological difference (which stems from showing damage numbers in the first place). That 1dps could as well be a 0, because it tells me "you're not doing any damage", like I'm throwing cotton balls at the guy. Seeing 100dps (or 1,000 - I think the sweet spot for me is around 40/50) however, even if it barely chips at his health bar, still feels like "okay, I can do this, I can kill him" no matter how long it might take in the end.

    /e: Take Mass Effect for comparison. They don't show damage numbers, you don't even know how powerful your weapon is except in comparison to other weapons of the same class. But the enemies have segmented bars for health/shield/armor/barrier instead of a solid one - and at higher difficulties, it can take quite a bit of damage to take out one of segments. But even if I just filled a thermal clip on that enemy, as long as at least one segment goes dark, I'll feel like I can take him down and will continue to throw whatever I got at him.

  7. 1 minute ago, CarrotSalad said:

    We actually do have those keys, theres a huge problem with it though in that you need to come to a complete stop for those keys to actually work.

    We do? I checked the keybindings yesterday when I played an Archwing alert and found nothing in that regard.

  8. I'm perfectly fine with Archwing coming to Sorties, if there's a few changes before that:

    • 6DoF goes for enemies as well
    • "lazy" camera makes its comeback (I don't know why they decided to nail the camera to the crosshair again)
    • we get keybindings to roll and orient ourself "upwards"
    • the Corpus ship tileset needs a rework for more square corridors, so orientation doesn't matter
    • we need a better minimap

    If that is done - yeah, bring it on. Maybe I'll play Sortie again.

  9. On 19.1.2017 at 4:19 PM, JalakBali said:

    Yea, sure so with your system you can now kill level 100 Butcher much easier than before. And then you get to level 500 Butcher, with the infinite scaling health increase, and you're exactly at the same spot with the old system with level 100 Butcher.

    However, your weapon will still do the same amount of damage per shot and not be reduced to 1dps because that Butcher carries a metric sh*tton of invisible armour steel.

  10. 1 hour ago, Jin_Kazama said:

    If i saw it i'd be like Oh snap better not bring a caster frame, lets bring someone who can take out crowds but has decent stats and can harm from a safe distance.

    You've said it yourself, Nullifiers basically removed half of the frames from Corpus missions, not to mention a large number of weapons (because of how the bubble takes damage). Now please tell me how that's supposed to be something good.

  11. 5 minutes ago, Telluric said:

    at least just change our Dojo's themes in general

    That's something I'd like to see, too. But I guess that won't happen until the maps team is done reworking all tilesets and has time to make an Orokin, Grineer, Corpus and Infested version of (almost) every Dojo room. So basically never, unfortunately.

  12. 14 minutes ago, AshenHaze said:

    Well why not have a planet like Jupiter (that's basically 80% gas) to have platforms and stations that lead to one another where we gotta hop up and enter a secondary, transitory state from station to station?

    That would be a really nice thing to have, yes. Another thing I'd like to see: An area in the inner asteroid belt that works similarly to the void with 2-3 threads of missions with different enemy level, so we could have more "pure" archwing missions in general.

  13. 32 minutes ago, JalakBali said:

    Wait, so how is infinitely scaling health any different from infinitely scaling armor and health? You'll still be plinking away at the gigantic health pool.

    The current problem is, as I pointed out, that with armor scaling damage reduction goes through the roof. So not only are you trying to kill enemies with increasingly larger health pool, your weapon also deals less and less damage at the same time. Enemy health goes up and up, and at the same time their armor reduces the damage your weapon deals to that health pool from 1000 to 100 to 10 to 1 per shot.

    It's okay that a weapon that deals 100 damage to an unarmored target deals only 98 to a Butcher, 85 to a Lancer and 75 to a Mini Gunner (made those numbers up, but you get the point). But a weapon that deals 100 damage to a level 5 Butcher shouldn't deal only 10 damage to a level 100 Butcher when his health pool also increased hundredfold at the same time.

    38 minutes ago, JalakBali said:

    Then there's an enemy where you have to do a little alternative attack before you can kill them (fat guards). Do they get praises for enemies with alternative ways of fighting? All I can see are whinings about how "unfun" they are.

    In the case of Kuva Guardians, the problem (at least in my eyes) is not that the enemies aren't well designed - but operator mode is wonky as heck, you have barely enough energy to make one dash (and none at all, if there's an Energy Leech nearby) and the entire thing is badly explained. That's what's taking the fun out of those guys. Well, and the fact that three of those guards will jump you from across the room while you're struggling with the controls trying to deal with the fourth one and there's nothing you can do, because for some bloody stupid reason their staff also makes them immune to any kind of CC. Damage I can understand, but not even confusion or flinching when they get shocked?

    49 minutes ago, JalakBali said:

    Let's be honest for a second. When players say they wanted a "challenge", they don't mean they wanted something hard. They wanted something that made them feel triumphant against a strong adversary.

    Kuva Guardians during TWW were challenging (mostly because I had to figure out what to do in the first place because Teshin got no subtitles during the fight and the queen decided to yell at the guards whenever he spoke) because one hit of them was enough to send you back into your warframe and there were two of them out for your bacon - but getting swarmed by four Kuva Guardians plus whatever else enemies the mission decides to throw at you (and Hyekka Masters are just as broken as Scorches by now) plus trying to find and catch those clouds ... that's just ridiculous. And getting through the mission by having to resort to cheap cheese tactics because any other way will end up with you dead doesn't feel very triumphant to me.

  14. 21 minutes ago, (Xbox One)Aaptronym said:

    Destiny did the opposite of this and made it so level 3 enemies could kill you almost as fast as level 40 and thus you never really got the sense that you've actually made a difference or gotten stronger.

    Well, okay, that shouldn't happen, either. You could still make it so that scaled down players are slightly better than the level they're scaled to and thereby give that feel that you are more powerful now than when you first faced them. But having enemies die just because I coughed in their general direction isn't really fun for me, either.

  15. 26 minutes ago, (Xbox One)Aaptronym said:

    I'm just saying that it's alright if earlier content is trivialized to some extent because enemies can always scale higher and higher.

    That would be okay if you rarely had to go back to the early planets because you progress through the game's world as you level up, like WoW, Neverwinter or ESO do it. But that's not how Warframe works, you have to run Earth missions where you roflstomp everything that raises its head because you need Lith relics and fissures to get parts for the new Prime stuff and whatnot.

    And even then, ESO for example adjusts your level (and thus your health and damage output) to the level of an area now so that you don't have to make a fresh character when you want to play with friends who are new to the game. That's a facet of balancing, too.

    31 minutes ago, (Xbox One)Aaptronym said:

    No weapon is ever too strong when the enemy can always get stronger

    Here's another point I'd like DE to take into consideration: It's okay for enemy damage to scale almost indefinitely. But at some point, enemy health and - even more importantly - armor should stop. Fighting an enemy with 10,000 HP and 99.9% damage reduction from armor is neither fun nor challenging.

    Maybe armor should be a static value altogether, so a level 5 Heavy Gunner has the same amount of armor (and, as a result, damage reduction) as a level 50 or 500 Heavy Gunner and the only thing that makes a difference is the health pool under that armor (and the damage output of their Gorgon). This way, you could go up against insanity-level Grineer without having to rely on 4CP and "cheap" solutions like that.

  16. 25 minutes ago, (Xbox One)Aaptronym said:

    Did you ever play that game's multiplayer? Because that's exactly how it was and it was insanely challenging. 

    Matter of fact, I have been for the last days after discovering that there's still people playing. Still hanging around at Bronze, though, after I got my a$$ seriously kicked even by standard Cerberus Troopers on Silver, because I'm lacking gear.

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