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Tzolkat

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Posts posted by Tzolkat

  1. 20 minutes ago, BeardyKyle said:

    The way it was implemented sure. This would be much less restrictive. 

    I've read all of your posts and I'm still not entirely clear about the specifics of what you are suggesting, let alone how it would be less restrictive. If you wanted to convince people, shouldn't those have been written down in your OP?

    The way I see it is like this. I play a frame that depends on mobility to survive. If I start to bullet jump as part of a parkour combo to evade and kill (or CC) a group of enemies, and the bullet jump doesn't happen because of some modified stamina bar being empty, I get gunned down. Then end. What you're proposing is a straight-up nerf to anyone with a mobile playstyle. It does not matter how much you try to downplay that fact. It's also an additional item (out of several for some frames) to manage in the heat of battle, which would slow the pace of combat even more. Think about it; you'd have to try and guess whether you'd be able to pull off a maneuver, taking your head out of the game and breaking the 'I am a space ninja' feel. And for what, exactly? What does it add to the experience?

    • Like 2
  2. 1 hour ago, hazerddex said:

    raids were still very unpopular comparing it to conclave is like comparing a 0/10 to a 1/10

     

    the reason raids died was 

     

    1. the amount of elitism that were in raids.

    "You can't bring that frame only bring what I want. you modded it wrong, you didn't bring x weapon or x mod."

    playing with other frames was discouraged to the point of it being annoying, because you couldn't start raids and took ages for it to set up.

    the vast majority of players avoided raids, because of how toxic they could get.

    2. Bugs raids were constantly buggy. many of the people who played raids refused to report bugs and got mad at people on the forums when they reported a bug people were exploiting in raids.

    3.  not very entertaining. raids were more frustrating then fun. not because of difficuty, but because of   setting up and waiting for button pressing to finish.

    I participated in exactly one raid. It was the opposite of fun. We did not complete it. The only person using voice in the group was the one of the most toxic people I have ever seen in Warframe. Only one instance with some rando in Mot was moreso. His yelling and screaming was so bad that I blocked him after the raid was over, and never wanted to pick up the content again. For the most part Eidolon groups have not been like that.

  3. 5 hours ago, Corvid said:

    I must admit, having a gunspear scream in terror as I fling it at my enemy would be enough to earn a chuckle.

    Perhaps this could be a Peculiar effect? Seems like the kind of frivolous stuff that those mods are meant to add.

    Heh, now -that- is something I'd actually want to see. The only talking weapons I remember from Borderlands were so annoying I couldn't bear to use them.
     

    Spoiler

     

    "Operator? Operator what are you -- Waaaaaaaah!"

    *gunspear impales three Grineer*

    "Well done, Operator! Perfect aim!"

     

     

  4. 4 hours ago, hazerddex said:

    such as?

    Nuilifiers have been nerf so hard i forget they are even a threat anymore. DE needs to stop babying people with them

    you ask for  stronger enemies then ask for cheese like valkyr being immune to energy drain and dsirupters while at the same time invurable to all damage. PICK ONE

    that is actually something i can agree on and hopefully will be addressed when wolf of Saturn comes out with the new none time based alert system.

    that would be nice, but DE has dragged there feet on that because some of the community still hate operators for existing. (for some unknown reason.)

    looks enjoyable enough to me.

     such as?

    Such as literally anything they could dream up that isn't just another bullet sponge or bubble-carrier. Pre-nerf manics were on the right track.

    Nullifiers have not been nerfed. They added limited countermeasures that sometimes don't work, then buffed them such that among other things, that Snowglobe you've been building up over the last 20 minutes just got wiped by a spawning nully you can't even see yet. Then they just randomly decided to let multiple enemy types in Fortuna have nully bubbles without any countermeasures at all. I'm left wondering, did DE run out of actual good ideas or are they being passive-aggressive?

    First of all, DO NOT YELL. Second, you need to go back and read my post again. It's a specific case where Valkyr gets completely shut down by normal infested mobs. The Disruptor could be in the next room, behind a wall, and this will still occur. Tell me, what other frame has to put up with that? It might have been fine before the hysteria rework, to keep people from easy perma-hysteria, but now I feel it doesn't really have any business staying the way it is. It just stacks the odds against her, punishes those of us who still bother with her instead of going all-in for the cheese of the month. That what you want? Punish players who don't play what and how you like?

    --

    I was thinking of something along the lines of operator-only alerts.. missions designed for/balanced around the operator, with rewards that are useful mainly to operator mode. You don't have a warframe in-level, so if you 'die', the mission is over for you. People who hate the operator don't have to bother with it, since they wouldn't be missing out on anything useful to them, and it could even make for a good sandbox for a difficulty/damage rework (though they'd have to add more operator content to test the latter).

    I haven't seen much about melee 3.0 yet, and I usually like to avoid forming an opinion until I've played with something myself. If they do it right though, I agree it could prove enjoyable.

    I was intentionally vague on this one, because there are a lot of directions DE could go in. Mainly, I'd hope things wouldn't backslide to anything resembling damage 1.0. The demise of "you can only kill a corpus by shooting it in the knees, unless you're one of the lucky few who has a special mod" is what kept me from deleting this game and forgetting about it. When I play Warframe, I should rightly feel like a mysterious and powerful space ninja. That's what it advertises on the tin, so to speak. Any rework to the core gameplay systems needs to be careful about maintaining that feeling for a majority of players.

  5. Is the Umbra helping you win?

    • If yes, enjoy the carry.
    • If no, ignore until you win the round, then extract.

    Think of it this way. That Umbra is basically a specter. If the player hadn't joined, you'd have a much weaker specter filling his place. One who isn't being actively managed by a (presumably) competent operator, and would likely cause you to lose points to the Corpus.

  6. People probably get more heated about sortie than other content because it's high level and also a fairly lengthy, all-or-nothing affair.

    I will usually break squad between sortie missions and only do spy missions with friends specifically to avoid having to deal with the toxicity from other players.

    • Like 1
  7. I already kind of have an idea of what's coming, but I have hopes some things can be talked about and possibly addressed by other things on Steve's whiteboard.

    1. A challenging enemy type that doesn't just project a bubble.
    2. Related to 2, rework/replace/remove/reduce Nullifiers, because they're honestly just annoying at this point.
    3. Restore Valkyr's immunity to energy drain from attacks by enemies affected by a Disruptor aura while channeling Hysteria.
    4. Earth day/night cycle adjustments/alternative, because some of us have lives that don't fit neatly on Warframe's schedule.
    5. More interesting stuff to do with Operators.
    6. That Melee 3.0 will be fun to use.
    7. That Damage/Difficulty will be properly addressed in a way that doesn't make the game feel unsatisfying to play.
    • Like 1
  8. Yes, my operator has his own backstory, and his own personality, hopes, dreams, and interests.
     

    Spoiler

     

    He has... seen things. Things he cannot speak of. But he searches for truth, attempting to unlock the secrets buried deep within his mind. He favors his personal Valkyr, who once saved him from the Stalker, despite all that has been done by the enemy to counter her power. His inner fire mirrors her outward fury. He wishes at times she could fight alongside him as Umbra does; he has even quested within the labs of the Zanuka project, trying to find a way to make it possible.

    He did not take it well when the Lotus left. I would not say he mourned, but the sentiment was close enough. He changed his appearance from the regal garb of his younger self to a more armored, Vent-Kids inspired look. One could say he somewhat identifies with their plight. He follows Ordis' synthesized directives just for the sense of familiarity that accompanies them. He seeks a renewed purpose, a difficult task for one for whom trust does not come easily.

    The recent Nora Night broadcasts have been intriguing for him. He wants to know more about her, and sometimes sits by the scanner waiting to see if it will pick up a new transmission. Is there more to know? Only time will tell.

     

     

  9. Okay, so a lot of my response has indirect spoilers, so read at your own risk if you haven't completed all of the story quests.
     

    Spoiler

     

    We prolong the faction war both at the direction of the Lotus and to prevent one particular side from filling the power vacuum left by the Orokin. The Grineer hate everything that isn't Grineer, and would wipe out the surviving colonies, then likely attempt to move beyond the solar system. The Corpus only care about profit, and if allowed would enslave the entire system in pursuit of limitless wealth and power. Not to mention the threat their reckless tampering with Orokin technology might pose. Clearly, neither side can be allowed to prevail if what's left of humanity is to survive, and not even the Tenno have the power to wipe them out completely. Nor would they want to, as there are pockets even within these factions who are friendly to the Tenno cause. On the Lotus' side, it's likely the Sentient do not want either faction amassing enough power to leave the solar system. In short, it's complicated.

    The Orokin were by no means a good empire. From what we can gather in fact, they were a ruthless and oppressive aristocracy that committed brutal atrocities against 'lower' castes. Better to have their empire wiped out than allow them to continue doing the things they were. Never mind that the Tenno did this under the direction of the Lotus. The Orokin empire was already in pieces before it fell. In the immediate aftermath of the fall, infestation likely ran rampant. It would have taken much of the Tenno's strength to eradicate the plague, along with any remaining Sentient forces. After this, it is likely the Tenno were put into cryostasis, their memories of the Old War and before hidden away. Perhaps this was a calculated move by the Lotus, during which time the lesser evils of the Grineer and Corpus were allowed to fill the power vacuum over centuries. It was only when these factions threatened to reverse engineer advanced Orokin and Tenno technology, such as Warframes, that the Tenno were awoken.

    It is likely that the only thing keeping the Grineer from total domination of the solar system (and by extension, the extinction of the colonies) is the degeneration they face due to repeated cloning. If Tyl Regor could reverse that in the Tubemen, the breakthrough would quickly snowball and the Grineer might well become unstoppable. No matter which side we chose during that event, the Tubemen still needed to be dealt with for that reason.

    We know from Ballas that Helminth is a 'tame' strain of the infestation. It may only be able to directly spread to Warframes at this point, which themselves are infested flesh at their core. It could, of course, have an agenda that we are as of yet unaware of; hence the slight shift towards dark every time we allow Helminth to spread. Infested weapons we bring are likely also engineered to be unable to directly infect post-humans.

     

     

    • Like 1
  10. 11 hours ago, RX-3DR said:

    The question would be, how do you mechanically implement it? The general problem with creating enemies to counter a certain playstyle is that identifying and coming up with ideas is only a quarter of the solution. An example of this is how Nullifiers are designed to counter Ability spamming. Just look at the results of it, functionally, they do a pretty weak job because they're really only a good counter to a specific scenario, completely blind Ability spam, for only two factions. Meanwhile, their reception was treated as if Satan has summoned into a sheep's pen because people found out that sitting in a corner and pressing 4 wasn't in the design manifesto.

    Aggression doesn't mean anything if they are dead before the doors even open. They need to be resistant or immune to CC and ability nukes before aggression takes place.

    Mobility is hard to properly implement as it is very difficult to route enemies to hop from wall to wall to chase us down. The Manic is essentially the most viable mobile enemy to implement and improving it is either a coding and clipping nightmare as it flies through walls, floors and doors to chase you down, or is literally just running the enemy on a higher playback speed.

    High damage is what Ballistas are supposed to be. Problem is once again, having just damage alone doesn't mean anything as the enemy might not be able to use it. Making them deal that damage quickly and accurately would just create a frustrating experience while having a slow telegraphed melee charge will just result in the enemy dying before it gets to do anything or people just running past them with no ability for them to catch up. It's a very specific balance game to play and some enemies do it right but it's mostly the larger, semi-boss status enemies that do because the expectation on what they can do and the damage they can take is a lot higher.

    Bigger enemies doesn't really mean anything besides easier to hit and a corridor nightmare. Having a Butcher that is triple the size of a Bombard is still a Butcher. The only difference is that it would either have to clip his head through every ceiling or get completely stopped by a doorway because he's too tall to fit.

    The constant "improve enemy AI" idea is always a pointless one at this stage. Improving the AI will never amount to anything in the current state. Enemies need to do more against us in the first place before they can even devise ways to do it. Just put yourself in the shoes of the AI director for spawning and routing enemies, what would you do to take down a squad of 4 players? If it involves literally revolves around massive amounts 3 specific units, the problem is beyond AI.

    Ultimately, enemies need to be able to do things before any design elements can come into play rather than just dying or staying stuck in the other room.

    I just need to say that nullifiers don't really counter ability spamming, unless of course they drop on your head with the bubble already up. I've found them to be more of an issue for my mobile frames because they cancel abilities that have already been cast. This is particularly the case in the orb vallis, where at times multiple classes of enemy can seemingly generate nullifier bubbles. Combine that with conflicting visual effects and you've got virtually hidden nullifiers. Everywhere. That isn't fun, and for me, it actually discourages a mobile playstyle.

    What I think would be an interesting alternative is a much more agile class of enemies, similar to hyenas and manics, that are able to parkour, cling to walls, and shoot at us from unusual angles. Perhaps they would also be able to dispel warframe abilities with their melee attacks and/or certain telegraphed ranged attacks. I think that sort of thing would perform a lot better at keeping players on their toes than just giving enemies a big bubble.

    Mobility may be difficult to implement, but we already have enemy and ally types in the game that are highly mobile, so there is a solid foundation already in place for adding more.

  11. It would seem fair to get rewards (but not drops) up to the last one you successfully reached before you died, the same as if the arbitration failed. The mission type also seems like it would encourage dead teammates to spectate, since leaving forfeits everything.

    The AFK timer applying punishment to spectating teammates and revoking what they already earned just seems wrong somehow.

    • Like 1
  12. 47 minutes ago, (XB1)alchemPyro said:

    Well we've kinda already settled that bit. We've agreed armor should remain largely static relative to the specific unit. That way, be it level 1 or level 100, the enemy will always have the same damage reduction.

    That said, we've now got a couple more issues. Mainly we've pinned down that +damage mods, like Serration, are a leading culprit in our weapon's extreme scaling. So now we're fiddling with seeing how well builds can be without it. Overall I'm mostly satisfied with simply removing +damage mods, leaving the other mods alone, and tripling my initial linear scale rate.

    You could actually help with this. Mod your favorite weapons without +damage mods and fight enemies at these levels: 22, 27, and 36. From my math, these enemies would have effective health similar to levels 30,50, and 100 on my proposed linear scale. Then give feedback if this challenge was too hard or too easy.

    So you deny me a seat at the table in this discussion and then expect me to run errands for you? I'm not your secretary, go test it yourself.

  13. Heh, lots of people beat me to it.

    --

    The mods read 'Converts x% of damage on health to energy'. This means:

    Energy Gained = Damage Taken to Health * (x / 100)

    So if you are using Rage, and take 100 damage to health, you will get 100*(40/100)=40 energy.

    If you're using Hunter Adrenaline, for the same amount of damage you will get 100*(45/100)=45 energy.

    --

    Rage is a gold, rare mod because it was released into the game as such way before Hunter Adrenaline was added. Hunter Adrenaline is a (relatively) common drop, but from the Plague Star event, which only happens occasionally.

    • Like 1
  14. I'm not going to pretend to have fully read all 4 pages of debate on this, so it may have been addressed already.

    The most problematic enemy units in terms of scaling are armored. Currently, as far as I know, armor scales on an exponential curve, requiring weapons and powers to scale on a similar curve to be effective. At present most weapons will eventually fall off in damage and become ineffective, requiring us to directly counter the armor itself through repeated corrosive procs, auras, or some other means.

    But what if instead, armor scaling was logarithmic? Designed correctly, it would give you close to linear or a little faster scaling up to a point, then begin to suffer diminishing returns. I think this would better simulate the way armor works, since there is only so much an entity could don before it would become impractically heavy, large, or both, necessitating heavier classes of enemies if you wanted something tougher.

  15. The prevalence of plat prices in market and such over that of the credits-based blueprint doesn't bother me too much, though newbies might not realize those free options are there in some cases. I do, however, think that there needs to be some kind of visual dividing line in the arsenal between what is owned and what can be bought. Right now, those.. for lack of a better term.. ads.. start immediately after your last owned item. Unless DE is making most of their revenue by player misclicks, I don't think such a suggestion would be unreasonable.

  16. So you can PM the chat bot (I don't know why you would want to).. And it doesn't say much. But it will still ban you from chat if you trigger its blacklist. I'm guessing its the specific two words, not just the profane one, that it didn't like. It would probably ban you for saying it in general because it's considered abusive language.

    This experiment seems a bit like checking if a chemical is poisonous by drinking it.

    • Like 1
  17. 21 hours ago, DeMonkey said:
      Reveal hidden contents

     

    There appears to be a fault with the audio, don't know how nor am I particularly bothered by it, mute the vid if necessary.

    Main thing is the video works... hopefully.

    I finally got a chance to test this in the simulacrum last night. I built up a combo counter and then toggled hysteria on Valkyr. I tried 2 seconds, 5 seconds, 8 seconds, and 10 seconds. The combo counter does return, but there is a 1s delay in its appearance on the UI, which explains my confusion during onslaught. Out of necessity I was slashing through enemies so quickly I thought it had built up again from nothing in that one second of delay. It still decays in the background while you are using the exalted melee weapon, though, and the ability has its own combo counter that doesn't appear to be preserved in any way. Definitely far from optimal.

  18. It is confusing, yes. Promo plat can't be used to trade. Maybe there is another restriction for Tennogen because the skin's creator gets a cut. On PC, most Tennogen can't be bought with plat. It has to be bought through Steam. Maybe the purchased plat restriction is how they are working through the contract terms for them on consoles.

    I agree it would be nice to be able to clearly see somewhere what plat is restricted and to/from what.

    • Like 2
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