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Post by delephantz on Apr 24, 2014 23:05:36 GMT -5
lmk if theres a cold weapon yet
also how is hydroid
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Blueshift
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Post by Blueshift on Apr 26, 2014 20:51:46 GMT -5
It's dead, jim. :coffee:
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Ryozo Ito
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Post by Ryozo Ito on Apr 28, 2014 19:52:30 GMT -5
Does anyone still play this game?
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Blueshift
Lower-High Tier Otter
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Post by Blueshift on Apr 29, 2014 6:21:52 GMT -5
I'm on and off the game every now and then, but usually play more of PSO2.
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Post by Noble Cactus on Apr 29, 2014 6:54:33 GMT -5
Hydroid is p good, tentacles are like Tornadoes but they don't fling loot up to the ceiling. Instead they keep it at ground level where every corpse is having a seizure. Puddle allows you to cheese out Infested Defense but you're still better off using Tentacles against them or getting a Vauban. Good emergency move though.
Still no cold weapon.
Game still kinda sucks.
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Jin
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Post by Jin on Apr 29, 2014 7:12:26 GMT -5
Melee 2.0 is literally press EEEEEEEEEEEEEEEEE. A bunch of timed combos suck because they have lower DPS, a bunch of combos have moves where you do multiple swings but they divide the weapon's base damage among all those swings so you kill slower as well.
:nah:
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Post by delephantz on Apr 29, 2014 10:52:32 GMT -5
hah. gj de
is phage still king actually that game doesn't have any progression so i doubt i'll play it again hm
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Post by Noble Cactus on Apr 29, 2014 14:13:15 GMT -5
Some moves in combos actually give a damage multiplier, but their appeal wears off after a while and then you realize that melee as a whole didn't go anywhere
Channeling is useless in the long run because the bonus provided by a combo chain potentially outperforms it, good luck getting a long combo with one of the painfully slow heavy weapons
Synapse is better than Phage if you land all headshots
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I have a feeling that a lot of this game's flaws lie in the marketing team. The devs have a lot of cool ideas, but the final product feels like a chain of loosely-connected compromises between creative vision and the need to make a profit.
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Post by delephantz on May 1, 2014 14:30:56 GMT -5
wtf is a specter
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Post by delephantz on May 1, 2014 18:01:15 GMT -5
update; specter blueprint is 50000 creds and common materials for 5x usage of a specter
meh
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Post by Noble Cactus on May 1, 2014 18:19:19 GMT -5
Specters seem dumb and pointless. Until Dark Sectors become more than just glorified solar map missions, I won't bother with them.
I'll try the new mode later, although you can just slap a Hush mod on a Soma or whatever and blaze through the mission anyway. Likewise, abilities are completely silent. Yes, that includes Rhino Stomp.
Ogris/Penta are also silent.
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Blueshift
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Post by Blueshift on May 2, 2014 1:06:22 GMT -5
Grenade and rocket launchers considered silent... What kind of logic is that?
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Post by Noble Cactus on May 2, 2014 1:32:30 GMT -5
Oversight, likely.
New mode feels out of place because they forgot to do the thing where they actually put stealth mechanics in the game.If you do it solo, there's no way to tell that your threat level is back down other than the music wearing off. Hostage is dumb, of course, but you don't fail the mission instantly if he goes down (you have to rez him). And when in multiplayer, the only part you have to actually be sneaky on is the Warden segment so you can get points for a stealth rescue (alerting one of them will start a countdown sequence that fails the mission if it runs out). Otherwise, you can still rush the level.
Overall still feels like very early concept demo.
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Post by delephantz on May 2, 2014 3:18:15 GMT -5
overall the game sucks and combat is not cool enuf
every shooter has been a cover based shooter (halo! gears! ) and this one doesn't really do that cuz it's an rpg and the focus is DPS
not flow of combat
rpg combat never feels nice it always feels grindy
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Post by delephantz on May 2, 2014 3:23:50 GMT -5
i think with the way melee weapons are implemented now, they should just let players equip any 3 weapons in any 3 slots.
maybe only 2 weapons if picking 2 primaries idk
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Post by Noble Cactus on May 2, 2014 4:02:43 GMT -5
There is not enough flow in combat because of the RPG aspects, but I think it still could be implemented better without completely detaching the two. Pulling out a melee weapon or switching to my secondary always feels like a chore, and that once I do it I have to commit myself to using that weapon. It'd be much better if they brought back quickblocking, and if you parried a melee attack correctly you could instantly switch to your guns or melee and back again. But that would only solve part of the melee problem. The big problem is that combos are pretty much the same still like Jin said. Adding Heavy attacks to combos would have helped that a lot, as would making the attacks feel much more weighty. Channeling is likely the result of "Well, we would like to make these combos more complex with heavies and lights [this was implied to have been the original plan on one of the devstreams iirc], but we don't have enough time. So reuse the Nova disintegration assets, put the existing melee sound effects through a filter, add some glowies to the weapon, make it just boost the damage of the attack. Done." Then there is the problem of abilities. The best abilities are all radial nukes/disables. Somebody posted a thread in which he attempted to rework existing abilities to require more thoughtful use on the part of the player, and people shat on it. It was disappointing, though it was also to be expected. I disagreed with many of his changes but agreed with the general conceit. But if abilities themselves were to be "fixed," there still remains the problem that there is no endgame to use them in, no final arena where we can show off the fruits of wasting our time. All the game has are means to ends, not ends in themselves. And the means to those nonexistant ends are boring. I see new weapons I'd like to try out, but then I remember I have to build them, wait a day to use them, clear out inventory to put them in or trade rare mods for platinum to buy that space, then level the weapon three times over for it to actually be decent (five times for it to carry me past Lv30 enemies). Then I and exit the game. - Overall, yeah, you're right in that RPG elements do dilute the shooter aspects of the game. RPG elements like crit rolls, altered attack speeds, and other variables add an element of unpredictability that shooter conventions just can't account for. I still think it's possible to mix the two into a coherent whole, but nobody's doing it right now, and to my knowledge nobody has done it. And people will likely stop attempting to do it because Borderlands has kind of a monopoly on it right now and thus is the metric by which all shooter-RPGs will be based on. I can't really think of many more genres that deliberately blend two types of games that are almost completely opposed, so I can't say much about past examples. Except, of course, Massive Effect. Which is the most direct comparison to WF. Never played 3 but I've heard it has its own share of great successes and failures that ultimately led to its demise. And I think that's the other big problem. WF is trying to separate itself from ME by trying all sorts of different things but they're all just very basic concepts that never get fleshed out. So the end result is a tower of junk that just keeps adding onto itself and getting taller, without the foundations to ground it. It's trying to not be an MMO, yet it has all the characteristics of being an MMO. And I think a lot of those concepts never get fleshed out because there just simply isn't enough time; whoever's in charge of marketing wants that money. (By this, I mean shooters with RPG elements. There are plenty of RPGs with some shooter elements. I guess the key is finding a balance between the two, that balance lying in very minimal interference from the RPG side. Or rather, RPG elements providing the very basic framework in which the shooter is positioned.) - On another note, female Grineer got new voices and they actually fit.
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Blueshift
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Post by Blueshift on May 2, 2014 9:35:50 GMT -5
They just have to adjust the AI so that there is a proper challenge to stealth instead of having some sort of cryptic pathway for them to follow. The fact that there are a few Frames that can utilize invisibility without having a sentinel kinda makes stealth a lopsided element to implement in the game.
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Post by delephantz on May 2, 2014 10:55:45 GMT -5
the drop system is awful
i could run Crimson Fastness in borderlands 1 for an hour, i could run armory for 2 hours, try to solo crawmerax for an hour+
kinda could do it with that big guy in borderlands 2 until they nerfed my stuff, but there was never something as fun despite being repetitive as running crimson fastness or armory
warframe had that for me when i was building up to master rank 6 or w/e, once i got the soma/penta i was basically done, once i got phage and almost optimal blessing trinity (missing a better fleeting for better duration, and i haven't forma'd so no energy siphon) i was done
the combat is just not paced right in borderlands i can switch between launchers shotties and smgs also pistols can be really good
in warframe i can switch between a broken laser beam and . . . a pistol. . . honestly if acrid was better the game would feel better probably
the drops screw with a lot of stuff, in borderlands im interested in what the big boys drop, in warframe, i don't care in warframe i barely get any IN GAME CREDITS for killing a mob, whereas in borderlands i can grab a bad weapon drop and sell it for maybe 10% of what i need in game money for. after maybe an hour of gameplay i should have enough to function
in warframe, the credits are balanced horribly. the only thing with decent payout is void, and i can't get into those games easily
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Post by delephantz on May 2, 2014 18:18:51 GMT -5
might look into conclaves
watched some youtube vids, nah
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Post by Noble Cactus on May 2, 2014 21:08:08 GMT -5
Conclaves are even more broken now since you can equip max Reflex Guard/that other parry mod that reflects damage back at the enemy, then just block and reflect all the damage back at the enemy. You just have to have a max reflex guard to do it Don't think that's been fixed either
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Blueshift
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Post by Blueshift on May 3, 2014 8:45:05 GMT -5
Will a mass uninstallation be in order?
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Post by delephantz on May 3, 2014 9:52:26 GMT -5
they are starting to ask community for enemy additions
right now the game would benefit from this a lot
i think more enemies should drop blueprints right now there aren't any interesting drops they need more reason to kill enemies
mods are too bad of a system, i'm not interested in any mods except maybe getting another fleeting expertise
the melee 2.0 system is a step in the right direction but it suffers from the same RNG problems as the rest of the game; hunting for a specific mod because you need it for a specific weapon type
whenever there is a rare drop i should feel excited , too bad a lot of rares suck or i already have them or i do not need them and the rares that i do need i can just buy with plat from another player there's nothing i can pick up and be like oh this could be fun to use
i have to buy the blueprint for the weapon
if random weapon blueprints could be dropped, the game would benefit from that a bit better
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finally, weapon/warframe slots being limited to plat purchases is probably what made me stop playing i guess this is better for DE because i stopped wanting to spend money on their game but if i could get warframe slot for like 1 million creds i might have kept playing just to get all the frames
i am keeping the game on my computer because i think the game will continue to improve, it's just not something i can play for a long time right now. the game may get a serious story implemented and then i can finish that. i might be able to get more warframes/weapons without paying money and i might try to get more. they might add a warframe i really want or something, but i already have zephyr for movement (and the maps and flow of the game are lame so she's not even useful) and trinity/nova/mag for being top tier.
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Blueshift
Lower-High Tier Otter
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Post by Blueshift on May 3, 2014 13:54:49 GMT -5
What i feel needs to drop from enemies are whole weapons or weapon parts instead of blueprints. Just give it to either powered up enemies or bosses. For example, Grineer enemies would drop their kinds of weapons, Corpus would drop theirs, Void would drop prime weapons(but only on higher tiered missions ala 2/3). The Infested could be the only race to drop weapon parts.
It may sound like a bad idea at first, but if it could be implemented properly, then it could make weapon building less of a hassle. And another thing would be resource breakdowns; turning all kinds of stuff into a set number of materials originally used to build it in the first place. So if you have an extra weapon or have a weapon you've maxed out but don't use anymore, you could break it apart into resources.
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Post by Noble Cactus on May 3, 2014 14:22:54 GMT -5
Yeah, people have asked for weapon de-constrcution in the past, and I think it's a good diea. That way people don't feel like they wasted their Cells/Plastids/Morphics/etc. if they don't end up liking a weapon. If people bought the weapon with plat, I don't think it should refund that plat, though, since that's their own fault for being a sucka and buying the weapon outright They definitely are making small - very, very small - steps in the right direction. Rescue 2.0 was the first time I've actually seen them straight out say that they want feedback... whether they take it into consideration and implement the best of that feedback or not remains to be seen. They really do love those damn Arc Traps though even if the community doesn't want them (and they've tweaked them more times than I can count). Like I said all we have are means to ends, but an actual story/bunch of little stories and campaigns would definitely ease the grind if we felt like we had a purpose. And they were planning that at some point. You can find bits and pieces of plot in the game data that they were working on but ultimately scrapped. You know how alerts have these weird titles that don't make any sense, like "Enemy labor camp found" or "Renegade scientist needs help" or whatever? Yeah, those were originally actual questlines. Some of the text states players were supposed to liberate some Grineer slave labor camp, hunt down an important operative that would lead us to finding where a bunch of cryopods were, solve a mystery surrounding the Infestation, etc. It's on Reddit somewhere and I linked it on the other site before it died. - I've been trying to think of how to make Survival more interesting instead of a chore for 30 minutes that suddenly hits a wall. Currently, to reach "endgame," you have to spend 1.5-2 hours in Survival. If you're one of the elite few who's reached the true event horizon, you keep going until enemies stop spawning altogether, which can take up to three or more hours. Long play sessions are, of course, not new to MMORPG endgames, but players shouldn't have to do the same thing over and over for hours on end to reach that point. It becomes a test of endurance, and all of the top clans have said exactly that. Many quit the game because of that. Same goes for Defense. I was thinking it could benefit by taking notes from stuff like RE4's Mercenaries, despite it not being able to emulate it outright due to WF being an RPG. If there were onuses that would spawn around the stage that multiplied exp gained if you killed enemies in a combo chain, damage boosts, or other fun and interesting powerups, they would help break up the monotony of an hour-long run (which is all I can stand before getting bored and extracting). EDIT: The one flaw with a combo system in this game would be that it would favor using Penta/Ogris/Nova/radial nukes more than it already does, so that'd have to be ironed out somehow. Elite enemies or minibosses could spawn occasionally as well, maybe every ten minutes or so. Ten minute mark, the Grustrag 3 could spawn in. 20 minutes, a bunch of Prosecutors with better AI. And so on. A Grineer heavy chainsaw unit that could break your shields and get you to 10 health in one hit if you let his/her slow ass catch up to you wouldn't be bad, just sayin'. These spawns would be hard, but beating them would drop a rare mod/weapon components/other meaningful things. Of course, enemies would need better AI as well, and no more giant walls of Napalms firing down range killing you in one hit even though you were nowhere near the explosion. You can run through the fireball itself unharmed though for some reason, but that's a topic of making the existing enemies more interesting. Which definitely needs to be taken into consideration. Or there's the old Raid mode, where you jump from ship to ship wiping out small squads of enemies. Add a boss onto the end of each 'ship' then give the option to either extract or hop to the next ship. - On another note, max ranked Vitalities were dropping the other day n Defense and I missed them. Oh well.
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Blueshift
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Post by Blueshift on May 3, 2014 14:32:32 GMT -5
It would be better if Defense missions after every 5 missions would not discard the rewards, but instead stack the rewards you pass by. That way Defense missions would actually push you to do more waves.
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