Insidiatorii Posted August 17, 2014 Share Posted August 17, 2014 I'd love something to the effect of a "HUB" area where people could gather and just goof off instead of being stuck in their ship most of the time. Something like the Clan Dojo, but open to all. And quite bigger too. Could even have vendors and other neat things. Lot's of areas to parkour on as well? Link to comment Share on other sites More sharing options...
Insidiatorii Posted August 17, 2014 Share Posted August 17, 2014 I think this may have already been suggested, but: it would be awesome to implement some kind of safe point system, what I mean is: crashes happen, and will happen all the time, but when doing survivals or defenses for long times, it is frustrating to get a crash and lose all xp and all items farmed. If possible, for example in survivals every 5 minutes account information get updated, and even if you crash you at least get everything earned up to that 5,10,15...30,35 minute mark. or in defense same way only for 5 waves, in this case to minimize consciously made crashes you can take out wave rewards leaving only earned in session items and xp. Made a post on this happening https://forums.warframe.com/index.php?/topic/292212-error-1101-and-random-host-migrations/#entry3340280 Link to comment Share on other sites More sharing options...
HatchetHaro Posted August 18, 2014 Share Posted August 18, 2014 I've got a small suggestion. "Revert to default animation set in player ships" https://forums.warframe.com/index.php?/topic/292203-animation-sets-in-player-ships/ Link to comment Share on other sites More sharing options...
Seaberry Posted August 18, 2014 Share Posted August 18, 2014 PLEASE FOR THE LOVE OF GOD, GIVE MELEE WEAPONS THEIR PROPER CATEGORIES IN THE MARKET. PLEASE DIFFERENTIATE 'FISTS' FROM 'HANDS AND FEET' Link to comment Share on other sites More sharing options...
Tentonshadow Posted August 18, 2014 Share Posted August 18, 2014 Hi, There are so many suggestions, I don't know if I am not repeating, but my 2 cent: Foundry rush production cost. The cost to rush anything should be proportional to the completion level of the item. You can use linear or logarythmic scale for this or any other calculation method, but make those two correlated - rush cost and completion level. Now, we have 50 pt at the beginning of the project, for example, and 50 pt even if it is 75% completed. Hope that gets accepted :) Thank you Link to comment Share on other sites More sharing options...
Agentcheese Posted August 18, 2014 Share Posted August 18, 2014 A little notification basically saying "hey dum dum!. you've got a dragon key equipped outside a derelict." Link to comment Share on other sites More sharing options...
MaxiTB Posted August 18, 2014 Share Posted August 18, 2014 Two small things: a) A "Play as host" button. b) A "Ban player from future games" button. Link to comment Share on other sites More sharing options...
M0RN1NG Posted August 20, 2014 Share Posted August 20, 2014 I started this game 'bout a week ago and now that I've seen most of the common stuff I must tell these things that, in my opinion as a gamer who likes to test a lot games, are ruining some of the best parts of the game itself. I think most of this is just changing something that's already ther just a bit so it would make the game A LOT better. I'm not sure how "little" this thing would be, but in my opinion; 2 starting slots for warframes is just.. to put it bluntly... stupid! I get the idea that it may cause some problems with exp or something and that's maybe why it's limited..? But for real, there should be at least one slot for every warframe in the game or there just is no point in gathering each, witch is somewhat the point of the whole game besides ranking up and beating hard missions. Using this as an example weapon slots are way too limiting too, but not so ridiculous than 2 warframe slots.. Also me and many in my clan are having problems with inviting others. "Session not found" and other messages that say that joining to the game didn't succeed are displayed way too often. This game is ment to be co-op, isn't it? If something could be done to this that would be great. Failed Rank up tests having 24 hour cooldowns is just plain mean, even 12 hours would be better. Also other over 6 hour timers for crafting and research and such could be taken down by a notch, like halving 3 days to 1 days and 12 hours and 12 hours to 6 hours or something like that. It would be just a simple quality of life change that would let us enjoy the game more frequently than waiting that 3 days to finally get a new warframe or complete the research so you can wait more. It is possible to live with these timers we have now but it may make the game boring if you don't have any real goals but that warframe after 3 days.. These are based on 5 - 6 days of "experiments" in the game and personally I would like to hear every and all corrections, opinions and such about the matter. Thank you Link to comment Share on other sites More sharing options...
(PSN)JDeire Posted August 21, 2014 Share Posted August 21, 2014 Can there be a mention for an option to hide damage numbers?I love the game but the damage numbers of other players drives me nuts Link to comment Share on other sites More sharing options...
Thaumologist Posted August 25, 2014 Share Posted August 25, 2014 I've not read the thread, so I don't know if someone else has already mentioned it. But a "save/apply colour scheme" button would be nice. I know I had a colour scheme I used on my starting frame and all the weapons, but I can't remember it completely. So applying it to new weapons, frames, and sentinels can take a few minutes. Nothing too irritating, but a way of just applying the same colour scheme to everything would be nice, and saving a few minutes here and there would also be pretty cool. Link to comment Share on other sites More sharing options...
(PSN)WiiConquered Posted August 26, 2014 Share Posted August 26, 2014 This is a post I made earlier today about how the developers could change enemy spawning: Everyone's played that round of Survival where the enemies refuse to spawn and you, because you chose to be a player and not a farmer, didn't bring Nekros. Likely it was because of the spawning system, which was punishing you for being to close to enemy spawns, and as a result you had to bail out early. The spawning system is based on the premise of not letting the player see the enemies spawn. Obviously it would break immersion for players to watch enemies appear in front of them. But why do enemies have to just appear? What if spawns were designed to look like enemy troops being moved to your location? For example: The Void has spawn rooms that look like elevators, but enemies still have to be hidden from us. What if elevators dropped from the ceilings, carrying three or four Void enemies? It could happen right in front of the player, if s/he was close by, but would not be immersion-breaking. This same thing could be applied to the rest of the game's enemies, with some variations based on maps. On the Earth tileset, for example, enemies could be dropped in like paratroopers without chutes, or flown in by ships that hover near the ground, allowing them to jump out. Infested could just wall-climb/jump down from the ceiling. Grineer, because they seem to have a major technology issue for Space Marines, could slide down on ropes, or climb out of man-sized pods similar to Grineer lockers in design. The point is, this could be a way for spawning to be less dependent on player location. https://forums.warframe.com/index.php?/topic/297243-better-spawn-design-how-to-fix-enemy-spawning/ Link to comment Share on other sites More sharing options...
IndianCuisine Posted August 28, 2014 Share Posted August 28, 2014 I hope I'm not repeating anything, but here's my quick list: - "Stealth Attack" should be replaced with an always-available "Backstab", which prompts whenever behind an enemy, not just while the enemy is unaware. This makes tactics like flanking viable during combat, and abilities like Loki's invisibility to be useful outside of stealth. - During stealth there should be a slight 'pause' between an enemy seeing you and the enemy getting alerted. Too many times have I got a clean headshot with Paris but still got the whole room alerted because the dude saw me while the arrow was flying into his face. Also, it allows people to try to quickly kill an alerted enemy, giving them a chance to fix their mistake, rather than making everyone immediately try to murder you the second you bump into someone. - Enemy radar implementation, that can show you enemy positions. Seeing the enemy before they see you is the most basic Stealth rule. Just try an extermination mission and see how much easier stealth is because you know the nearest enemy's position. The radar can even have mods that increase its range or show which way the enemy is facing. - I'm not sure if this is actually a problem, or if I'm just underleveled, but: Melee should do more damage. The most fun moments are where I'm channeling my sword, charging some dude and slice him in half. But the fun is cut up when my ninja tactics have been reduced to mashing the E button while getting shot from all directions. If you and your enemy are the same level, melee should kill in 2 or 3 hits maximum. - Wall-runs should let you jump in the direction your facing by pressing/letting go of the spacebar during a wall-run. This'll make it easier to parkour to higher places by looking up, wall-jump across 2 parallel walls by jumping off each of them, and it'll let players wall-climb up a wall and jump to a catwalk out of reach, because those things are impossible to grab on to otherwise. - I don't know if it's true, but I feel as though more enemies spawn during co-op. Even if it's not, co-op missions should give enemies more health or do more damage, according to the number of players. This will (hopefully) make co-op missions about teamwork, focusing down tough targets, combining abilities for max dps, distracting and flanking for backstabs (if those are implemented), and basically make them feel less like a sprint through the level because all the enemies are pitifully reduced to nothing in seconds and people who fall behind have to play catch-up, because no matter what, that one guy with the best Warframe and weapons will completely decimate with or without you. Link to comment Share on other sites More sharing options...
Daggerchild Posted August 28, 2014 Share Posted August 28, 2014 Can't see this mentioned so: - Remove opened crates and dead doghouses from the codex scanner's highlight vision. They are a huge hinderance with absolutely no redeeming purpose, in a scanner that already demonstrates it knows how to omit things it's finished with. It's unnecessary to see a world of blinky green useless things when trying to spot the distant slim shards of a jadeleaf or dragonlily or a missed crate. And then of course there's something obscured *behind* the dead doghouse... I'm looking at you threshcone! Link to comment Share on other sites More sharing options...
(PSN)flame876 Posted August 28, 2014 Share Posted August 28, 2014 i would like to see ps4 and pc intractable so i can play with my friends as they are on pc and i am on ps4 and this is not currently possible Link to comment Share on other sites More sharing options...
Ultomato Posted August 29, 2014 Share Posted August 29, 2014 Really need some sort of effect for when you're low on health, like red screen edges or a black and white filter, rather than just dying suddenly. Link to comment Share on other sites More sharing options...
taiiat Posted August 29, 2014 Share Posted August 29, 2014 Really need some sort of effect for when you're low on health, like red screen edges or a black and white filter, rather than just dying suddenly. only if you can turn it on and off. Link to comment Share on other sites More sharing options...
RIOT Posted August 30, 2014 Share Posted August 30, 2014 Hey DE (or anyone who looks at this).We have a bunch of stances in the game right?Each stance is unique and some of the combos do neat things. Some deal more damage, some activate a status effect, some even allow the use of a finisher.However... The stances don't tell us this.something I think should change.here are some examples of what I suggest should be done.example 1 example 2the highlighted combos already have those effects in game.all this change would do is give the player more info on the combos. Link to comment Share on other sites More sharing options...
NocturneOfSolace Posted August 30, 2014 Share Posted August 30, 2014 Give incentives to play in a stealthy manner Make stealth suck less...it's pretty boring as it is Link to comment Share on other sites More sharing options...
Gigatron-Prime Posted August 30, 2014 Share Posted August 30, 2014 I feel this game needs better animations. They seem stiff like a doll posed for each movement. There is no natural fluidity just artificial stiffness trying to emulate movement frame for frame. Link to comment Share on other sites More sharing options...
HellRisen Posted August 31, 2014 Share Posted August 31, 2014 (edited) Yo guys =) hope this topic is still active. I would like to ask if it would be possible to change sound of fire for Magnus/Ak Magnus. I like these two, looks badass, reminds me real magnums but serious that sound is just funny. Pew pew pew...Weapons like these should have also badass sound of fire. Sound which would arouse respect. For example I am using Ak vasto now and I gotta love them. They reminds me revolvers and they have just awsome sound of fire. Also I would like to ask if game managment is open for not only small suggestion but also big one? I mean are you open to ideas of new warframe? New weapons? P.S. For moderator: I am sorry I just noticed word "suggestion" in name of foulder and I post it >.> I think this should went to weapons section...Crap didnt realize it. Edited August 31, 2014 by HellRisen Link to comment Share on other sites More sharing options...
RIOT Posted September 1, 2014 Share Posted September 1, 2014 (edited) mods that increase slash damage should also increase bleed status damage.hell why not make all the base damage mods (impact / puncture / slash) increase the effectiveness of their status effects. Edited September 1, 2014 by RIOTx Link to comment Share on other sites More sharing options...
MaxImpact Posted September 1, 2014 Share Posted September 1, 2014 In the Cryotic event, there was a special enemy type that carried power cells. Why can't we have a special enemy type that carries oxygen tanks in survival? Link to comment Share on other sites More sharing options...
taiiat Posted September 1, 2014 Share Posted September 1, 2014 In the Cryotic event, there was a special enemy type that carried power cells. Why can't we have a special enemy type that carries oxygen tanks in survival? sounds good, however, it would seem a bit odd that only like, 1/10 Enemies gets Oxygen, and the rest are forced to suffocate :D Link to comment Share on other sites More sharing options...
CandyDragon Posted September 2, 2014 Share Posted September 2, 2014 Remove stamina drain for sprint. Seems redundant to support coptering to go fast, but kneecap people who just want to run parkour content. On that note. Include more level design to show off the parkour system again. Now its just walk and fly like a helicopter frame. Like coptering myself, but it only exists because Movement is so slow and chugged due to stamina drain on sprint. Link to comment Share on other sites More sharing options...
DptBear Posted September 2, 2014 Share Posted September 2, 2014 I just put this thread up! https://forums.warframe.com/index.php?/topic/302987-some-modding-ideas/ Link to comment Share on other sites More sharing options...
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