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(PSN)Siruta

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Posts posted by (PSN)Siruta

  1. 1 minute ago, TARINunit9 said:

    There is no simple fix that can magically activate what you are suggesting, because what you want from Warframe is a huge fundamental difference compared to what Warframe is

    Let's get out my old thesis: Warframe rewards preparation, and does not reward skill. In Dark Souls you can beat the whole game with a torch. In Half Life 2 you can beat almost every level with just the Gravity Gun and (a couple grenades to kill plot-mandated snipers). By contrast, you cannot, cannot go into Sorties or Arbitrations with just a Mag, Skana or Mk1Braton, and no mods, and expect to win on skill alone. You just can't. Enemies are not designed to be killed with skillful headshots and positioning and ammo management like they are in Doom and Quake. They're designed to be killed by passing a gear check

    Could you theoretically turn Warframe into a skill-based game? Yes. Thanks to enemy balance (Troopers, Lancers, Scorpions and Powerfists, Noxes, etc. Etc.) already show what could be done. But there is no "simple fix", you would have to rebuild the AI and the player's modding system each from the ground up

    I get what you mean, and I'm not trying to be like those people that say if DE does this and that the game will be perfect. I know that "simple" fix is very complicated and complex to do from a developer perspective. I don't want the game to be skill based like the ones you referenced, but I do want Warframe to be more interactive with missions. There are a lot of stuff that are extremely fun, but I personally miss diverse enemy mechanics that really pull you in instead of looking at a model and deciding where the head is. I know that if such an idea was actually proposed and implemented, it would take a long time, and I'm willing to wait for that. I'm less of trying to give immediate changes, but ones I hope to see in the future.

    (And for your last part, I think the player preparation and how Warframe is currently styled as a game is great! However, the changes I want to be [at least] looked at is less of what can the player do to enemies and more of what can enemies do to players.)

  2. When I saw some new Jackal promo, I was excited seeing someone actually use blocking and trying to dodge mechanics. I know it's fake, but I was thinking what if. I've been playing Warframe for a few years, and I see the biggest skills needed in the game is to aim and to move. That's all (and anyone else that knows what I mean can understand that apart from knowing what to do in the game, the hardest part for newer players is aiming correctly, and learning how to move).

    In my eyes, the idea of a hard mode should be to challenge players. Make players actually have to dodge and block attacks. Make players have to actually watch enemies and learn patterns. A "simple" fix is to test and try different mechanics. How much more annoying it would be if majority of the lancers actually had ways to dodge and move out of the way for certain things? We actually have to chase down Liches and their thralls. It should be harder to kill enemies, without having them turn into giant sponges.

    I'm not trying to say DE has to do this or has to do that. I'm just saying that it would be fun as a player to experience different mechanics with different enemies. Especially with bosses, like having to actually block certain attacks that could follow you, or having to dodge and hide from an instakill.

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  3. (I hope this is in the right place.)

    But here are my thoughts about IPS proc changes, specifically for Puncture and Impact. Keeping Slash the same, what do you guys think about this:

    Impact: reveals "chinks in the enemy's defences," showing weak spots that deal X% more damage (ie. 25%) on it, while making the normal stagger do more/less depending on the actual Impact damage.

    Puncture: "pierces through enemy defenses," dealing X% more damage (less than Impact, ie. 10%) to the enemy for the duration of the proc and weakens their attack (same as usual).

  4. (Yeah I'm on PS4. I don't have the update yet. Shoot me about it.) From all that I've seen, it seems like the combos seem really basic and mindless after a while. Yeah, they may be fun but it all seems a bit too simple. What if we have branching combos and/or repeatable attacks in the "more advanced" stances for a little more 'umph' or power. I feel like adding repeatable attacks on some of the smaller weapons (swords, daggers, whatnot) might help and make them feel a little more fun, while branching combos could help heavy weapons or complex weapons feel a little more powerful and intricate. What do you guys think?

  5. On ‎9‎/‎1‎/‎2016 at 1:00 AM, CelsiusPrime said:

     

    again, I feel like the thing you guys are all looking for is called warframe augments. these are mods that change the behavior of certain abilities which causes them to make the way the frame is played different than the base model.  this adds a flexibility and flow that a customization tree would not allow is the way that warframe is set up. with augment mods you can have 1 on your set up or 2 or 3,  and you can also have different ones on different loadout presets so you can quickly change to adapt for the mission at hand.

     

    a customization tree would lock you into a change for an ability and you would have no way to get the previous versions of that skill back. this also helps with making sure the augments are side-grades and not just straight up or down-grades, there by leaving you the freedom to not feel locked into the "higher dps" customization choice because you want to still be good.

     

    augment mods

    -can apply all or part or none to a frame

    -are side grades adding more depth and uniqueness to each new augment

    customization tree

    -once selected the upgrade is locked into the warframe forever changing that ability

    -lend themselves to straight upgrades, not doing much to change the ability just adding extra damage (add slash/fire/toxin proc,  make ability explode for x damage)

    Not exactly true, because the Focus System features not just a customization tree, but customization rocks, oceans, and other stuff. DE has already implemented a customization tree that you can go forward or back on and including certain abilities while you can unequip others. And augments are very specific and situational. Venom Dose, the augment for Spore, is very situational where you have to cast it on an ally. I usually play solo or like playing solo or I play with my 1 friend that doesn't need the viral or toxin damage on his weapon because he already has it or he doesn't need it. My idea is to have customization trees for the abilities themselves that allow them to be more versatile. This wouldn't even cut out the need for augments because augments are useful and they usually give abilities different utilities that they wouldn't have with a single or even a few customizations. All augments are geared towards certain goals designed to let an ability be used in a different way from what's intended, not giving it a more versatile use for it's original intention.

  6. I find it weird that our lovely Saryn Prime is the "Toxic Queen" but despite her versatility with toxic, her abilities are focused on a specific set. I kinda find it troubling that Spores are only viral damage. I know how useful it is, but imagine going against the Grineer or Sentients or highly armored enemies and instead of having Spores do viral damage, they use corrosive damage instead and practically eliminate their armor. Wouldn't that be useful if you could use it for gas too against the millions of Infested that never seem to stop spawning? We don't have to stop at Saryn, as it could also work for other Warframes, or at least certain ones like Volt who could work with corrosive and magnetic. We already have the ability list and we could make a small, maybe 2x2 or 2x3 upgrade table for it. I would love to be able to enhance customization and versatility for our Waframes and their specific abilities.

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