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Devstream #97 Overview

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Amidst all the Plains of Eidolon hype, the Devs took some time to talk about what is coming with the exciting new Landscape, as well as touch upon topics mentioned in previous Devstreams.

If you want to learn all about the new and improved Arcane system coming, Deluxe Skins, Glass Warframe, Plains of Eidolon, and more, get all the highlights in our Devstream 97 Overview. You can watch the full livestream down below. Have a nice weekend, Tenno!

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Have you guys seen the, in the Overview mentioned, Design Council Alert?

 

"Housekeeping:

· The Gift of the Lotus, and Design Council created Challenge Alert are live on all Platforms for 24 hours!"

....

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3 minutes ago, AizenIchi said:

Have you guys seen the, in the Overview mentioned, Design Council Alert?

 

"Housekeeping:

· The Gift of the Lotus, and Design Council created Challenge Alert are live on all Platforms for 24 hours!"

....

Yeah a little mistake - They will fix it.

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"In reference to the recent changes to Hydroid, there are no plans on changing the existing kit synergy or adding new Abilities. We’re still open to making tweaks and revisions, so please feel free to share any feedback you have with us!" 

In my opinion the rework solved none of the problems with Hydroid and focused on the gimmick of sitting in undertow. Unless I missed something, there is no kit synergy as none of the abilities behave differently when used in conjunction with each other, besides tentacle swarm which becomes un-targetable and pop's up in your pool. I accept DE's right to change Hydroid to suit their vision, but they have given me no new reason to play the frame over a more reliable frame like Necros.

 

 

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8 hours ago, Pyus said:

"In reference to the recent changes to Hydroid, there are no plans on changing the existing kit synergy or adding new Abilities. We’re still open to making tweaks and revisions, so please feel free to share any feedback you have with us!" 

In my opinion the rework solved none of the problems with Hydroid and focused on the gimmick of sitting in undertow. Unless I missed something, there is no kit synergy as none of the abilities behave differently when used in conjunction with each other, besides tentacle swarm which becomes un-targetable and pop's up in your pool. I accept DE's right to change Hydroid to suit their vision, but they have given me no new reason to play the frame over a more reliable frame like Necros.

 

 

I don't see synergy yet either but the dependencies are being termed as such. Still, while its not appealing to me, some are pleased about it; though I suffer to wager they didn't use him prior.

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Regarding loadout/appearance slots, why not hold two slots on the server and then allow any number of offline slots that are stored with the user's config files? You'd be able to increase loadout slots infinitely without affecting database size. So A and B would be server-side; C-Z would be stored on the user's computer, and uploaded only if selected. The database space formerly occupied by C loadouts would instead be reserved for uploaded offline loadouts.

For most players, the difference between online and offline slots would be completely invisible. The only players who would be inconvenienced at all by offline slots are players who frequently play Warframe on different machines (or who reinstall Warframe a lot, I guess). To make it easier for them, you would need to make loadout slots moveable (e.g. move C up to A, bumping A down to B and B down to C), so that you could move offline slots online and vice versa.

With this change, you could even justify cutting the number of online slots down to 1. That would reduced your database size by ~33% or more (figure most players won't be using an offline slot), possibly leaving room for additional cool stuff like positioning syandanas and primary/secondary holsters.

The only downside I can think of is that the offline loadouts would have to be uploaded and deleted really frequently when players switch back and forth between offline loadouts. But you can even reduce that, by only uploading the loadout when the player leaves the customization screen (until then, the layout is drawn from the player's temporary cache).

Edited by motorfirebox
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Maybe I'm just dense, but why is this thread here? If all it does is provide a link to the actual Devstream #97 Overview thread, what's the need for this one?

I don't mean to be snarky. Sometimes I can be a bear of very little brain. Does this thread provide additional visibility for that thread? Is there a purpose here that I'm missing?

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Mag deluxe skin... has code geass helmet lookalike and neck pistons from gundam? lol

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Just managed to find the time to watch the full stream...

To Steve in regards to Riven blender: Counter point. Rivens are already an rng mess. I literally have enough sentinel rivens and other useless rivens at this point that I could reroll at least 3x if we went with the 4:1 ratio. We're talking rivens that are literally unusable as they can't impact a weapon enough to make a difference and especially so for a MR requirement that ensures you'll have left it long gone for much better weapons. Like say, that Lato and Aklato riven. >.>

Suggestion for plains in regards to the loot question. : I know DE has... issues... with Destiny, but their are some aspects that they did get right strait out of the gate. Specifically, I'm looking at the beacons. That kind of system allows for an excellent stop point system to allow for that game/loot save system to get in. I wouldn't say use the beacons like they did as it was a bit excessive, but maybe some proper comm towers? Periodic saving when entering the given area for them and hand said quest in at them as that periodic hub? Attach the current marker system to guide players to the closest one in the same way as is done after a mission objective is finished. Insert loot save and rewards screen when they effectively "tag" the tower?

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