[QUOTE=krail9;44531345]geez it really is a cult of drasar[/QUOTE]
It's not even about Drasar. He's a cool dude and all, but the important factor was that he made the dojo interesting. Right now it's beyond boring. When I first joined I could actually see myself wandering around the dojo to see what had been added and just enjoy it. Now I don't even give half a fuck about it unless I need to buy a blueprint or use the post. If you're so against making it look decent, just say so. Just don't give us that shit about it being a choice between looks or efficiency, because that's a complete load.
all hail drasar
[QUOTE=Ax3l;44531070]What needs to be contributed to? I can contribute with resources. But I do not know how.
I got tons of stuff.[/QUOTE]
Nothing? :(
[QUOTE=Ax3l;44531413]Nothing? :([/QUOTE]
I think we've just about built everything that needed to be built.
[QUOTE=DBFT;44531231]What's Dread like? Is it any good? I haven't played since they added dojos (A couple of months I guess) and this thing's been laying around in my foundry.
Just need to know if it's worth grinding my life away for plastids and morphics.[/QUOTE]
Dread is one of my favourite weapons, it is a bit worse for Grineer than Paris Prime and slightly better for Corpus and Infested, it cuts stuff and it's arrows have faster travel time than these of other bows plus they look funky. And yeah, 100% crit chance without maxing the crit chance mod and comes with 2 V slots.
Problems with the dojo , from someone who's never and probably will never be in power;
Main room, where we span, is realy, realy boring. I mean you've got the one dog spirit statue and... well it comes with a circle to stand on. We need far more decoration in this space. More statues, some holograms, a bigger room; whatever we can do.
Dueling ring is also realy boring. I never realy thought that the buddha statue added to anything... but now it's just so barren. Maybe this'd be a nice place to put the drums. Put something down though
On the plus side i find it easier to find the labs than previous versions. But as a realy minor thing; I'm a rebel who ignores the paths and wants to go from door to door. There's this big rock that i wasted half a second of climbing animations on when i tried to sprint kick over (traditional tenno movement) Yeah. get rid of that rock.
I'd rather just have a simple dojo. Rather than wasting resources on all sorts of various things to make it look nice, just save the resources for things that actually matter like research, solar rails, etc. There's really no point in making the dojo look nice when the only reason people (outside of the clan) ever come to it is to trade. Even in the clan, the only thing people go into the dojo for is the dueling room or research, which usually don't even matter unless there's an update. I also don't understand how people can say ours is complicated (especially compared to what it use to be) when you can see the trading hub when you spawn, and you can see the research rooms on your minimap without even enlarging it. Why would you need signs for that when everything is immediately visible?
Like sure some banners or something can be nice, but I feel like the amount of things some people want is basically like turning it into some kind of house-builder-developer sims/second-life type of thing where people want to create their dream house/dojo. Why not just keep it simple (as it is now), but add a few things to make it look "nice"? I think it's fine as is.
[QUOTE=Ripper Roo;44531420]Dread is one of my favourite weapons, it is a bit worse for Grineer than Paris Prime and slightly better for Corpus and Infested, it cuts stuff and it's arrows have faster travel time than these of other bows plus they look funky. And yeah, 100% crit chance without maxing the crit chance mod and comes with 2 V slots.[/QUOTE]
Dread also has innate puncture on full charge shots.
[QUOTE=The Jack;44531605]Main room, where we span, is realy, realy boring.[/QUOTE]
I agree, but due to its size you can't put much in without it getting cluttered
I posted this before but it might not have been clear what I actually wanted to do
we can now change where everyone spawns, so that we can use the grand hall as the spawn room:
[img]http://puu.sh/86wmd.png[/img]
in case it's not clear, this room is twice the size of the great hall where the drums are currently, and it has six doorways, so we could put the labs or other stuff directly off it, like so:
[img]http://puu.sh/86wBK.png[/img]
thoughts?
It turns out that if you unequip your secondary weapon and go down, you use your primary instead.
And if you pickup a datamass you just absorb it inside you and carry on with your primary.
Pretty much our #1 criticism for our last Dojo was that it was too big and too easy to get lost in. Now that we've made pretty much all the important bits very accessible you guys complain that it's too utilitarian.
That is fine, it's a legitimate criticism, I'm my ego isn't fragile so I can accept you guys being unhappy with the current design. The problem we haven't been able to fix is finding a way to make the dojo look less utilitarian without it returning to the old mess of "it take 30 seconds to reach all the labs and they're all spread out".
If you guys can find a way to make all the labs very accessible in the same area (and to a lesser extent the dueling room and parkour course) all the while making the dojo look interesting and less utilitarian, I beg of you to come forward with your plan.
So, what's this?
[t]http://cloud-4.steampowered.com/ugc/3334096533627305787/EAE44CA3BC81C1C4B30D5D6B12894C0870E905A6/[/t]
[QUOTE=krail9;44531692]
[img]http://puu.sh/86wmd.png[/img]
[img]http://puu.sh/86wBK.png[/img]
[/QUOTE]
We could make a very efficient clan building with that layout.
South of hall we have the hallways that hold the energy supply rooms.
north of hall we have a garden.
duelling ring,obstacle course and all the labs are set around garden and hall.
[QUOTE=StrawberryClock;44531807]Pretty much our #1 criticism for our last Dojo was that it was too big and too easy to get lost in. Now that we've made pretty much all the important bits very accessible you guys complain that it's too utilitarian.
That is fine, it's a legitimate criticism, I'm my ego isn't fragile so I can accept you guys being unhappy with the current design. The problem we haven't been able to fix is finding a way to make the dojo look less utilitarian without it returning to the old mess of "it take 30 seconds to reach all the labs and they're all spread out".
If you guys can find a way to make all the labs very accessible in the same area (and to a lesser extent the dueling room and parkour course) all the while making the dojo look interesting and less utilitarian, I beg of you to come forward with your plan.[/QUOTE]
I'm no architect, but wouldn't going along with what Krail mentioned be a good first step? We can have a big, nice looking spawn connected to all the labs for easy access, and branch off a separate path that leads to the utility rooms and whatever cosmetic rooms people wanted. So if you just want to get to the labs you can reach them right away, but the pretty things are still there.
[QUOTE=Excalibuurr;44531865]I think it would be a better idea to connect the pretty rooms to labs to people actually see some stuff.
[/QUOTE]
But we're already doing that, and it doesn't seem like everyone's satisfied with that. If we keep attaching tons of rooms in-between the spawn and the lab, it'll just make getting to the labs more of a pain. I'm not necessarily against the idea of putting a garden between spawn and labs, but i think the priority for utility rooms like that should be convenience, not cosmetics.
Gardens aren't that pretty and they get tiresome on repeat visits.
We could realy have all the rooms that people would want to visit (labs,course, dueling) around one garden and one grand hall (leaving one spare door to lead to generators and elevators). We should do that.
Then put all our effort into making that one hall, one garden and one dueling arena look realy good. Practical and pretty.
[QUOTE=NikoChekhov;44531817]So, what's this?
[t]http://cloud-4.steampowered.com/ugc/3334096533627305787/EAE44CA3BC81C1C4B30D5D6B12894C0870E905A6/[/t][/QUOTE]
What it is, is coming for you
[QUOTE=Excalibuurr;44531814]Is it not your job to come up with a plan? We don't exactly know how the procedure for building a dojo works you know. Just come up with some options and ask us what to pick.[/QUOTE]
Ok well this conversation got me thinking and I'm coming up with something I think you guys will like.
[QUOTE=Excalibuurr;44531914]I thought the general consensus with the current dojo was that it looked "bland". There would be no reason for players to go to the the gardens if they were not connected to the labs in some way, other than just eye candy, which is hardly a reason at all. It's not like there's an event where you would require [U]immediate[/U] access to the labs.
No, we're leaving the great hall on the middle floor, do not confuse great hall with grand hall. The grand hall WILL be connected to the elevator, which leads to energy reactors, there's no avoiding that. And we can't have all the rooms that people regularly visit around one garden because one garden can only connect to four rooms.[/QUOTE]
Sorry, grand hall.
There are four labs, plus one if you count the new tower/solar rail building one. That's five doors.
One dueling room. That's six doors.
One obstacle course. That's seven doors.
The grand hall has six doors
A garden has four doors. Put these together and you've got Eight doors.
We'd also need one door to lead to systems. So we've got seven doors.
We have seven doors and we need seven doors.
Therefore, One grand hall and a single garden attached would give us easy access to all rooms.
Have a garden on each end then. That's another two doors.
[QUOTE=The Jack;44532042]Sorry, grand hall.
There are four labs, plus one if you count the new tower/solar rail building one. That's five doors.
One dueling room. That's six doors.
One obstacle course. That's seven doors.
The grand hall has six doors
A garden has four doors. Put these together and you've got Eight doors.
We'd also need one door to lead to systems. So we've got seven doors.
We have seven doors and we need seven doors.
Therefore, One grand hall and a single garden attached would give us easy access to all rooms.[/QUOTE]
there's also observation deck
Anyone know the best place to farm tranquil cleave and crossing snakes?
[QUOTE=CaptainHijacks;44532071]Anyone know the best place to farm tranquil cleave and crossing snakes?[/QUOTE]
Earth survival or defence. Expect many, many runs.
Just got complimented on my Nova's color combo :>
[QUOTE=NikoChekhov;44531817]So, what's this?
[t]http://cloud-4.steampowered.com/ugc/3334096533627305787/EAE44CA3BC81C1C4B30D5D6B12894C0870E905A6/[/t][/QUOTE]
WB Datamined some shit and it seems Dark Sectors have/will have tenno clones.
Yo, apparently the guys who own both Pluto rails are just a ghost clan: [url]https://forums.warframe.com/index.php?/topic/212237-clans-whove-deployed-solar-rails-post-here-forum-experiment/?p=2478980[/url]
I say we take it from them.
[QUOTE=Fayez;44532103]Just got complimented on my Nova's color combo :>[/QUOTE]
People keep thinking I have an Oberon Prime with the colour combo (and alt helmet) I have :v:
Here's my Dojo proposal:
[t]http://puu.sh/86G5W.png[/t]
Thanks to Drasar for the template.
[B]OKAY GUYS, SO WE'RE GONNA TRY TO TAKE OVER HIERACON ON PLUTO IN 5 MINUTES, GET READY.
READY FOR WHAT? I DON'T KNOW BUT GET READY NONETHELESS![/B]
So are the solar rails going to be the go to place for farming resources because of the buffs they give?
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