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blazinvire

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Posts posted by blazinvire

  1. DE could seriously just remove the energy system entirely.  What would it change?  Honestly?
    What does the energy system actually add in terms of gameplay, anyway?
    People already have infinite energy.  They already spam their abilities as much as they want.  The game has already been warped to compensate for this.

    If they tossed the energy system out and committed, they could properly balance their game around the idea of people always casting abilities.
    Like having damage abilities comparable with weapons, or having diminishing returns on Crowd Control, or adding a kryptonite system to invincibility, or improving the AI against Invisibility.

    With diminish returns on CC, you can wind down enemy damage since their damage will have a higher uptime than 0.05 seconds that it takes for someone to perma-CC the entire room.
    And since you're expecting players with big AoEs to always blast their AoEs, you can balance damage and enemy health so they die at an appropriate speed that is greater than 0.05 seconds so they actually have a chance to interact with the player.
    Better AI against invisibility means Invisibility is now about strategy and positioning, so it's a different way to play the game and isn't just purely a survival mechanic against absurd enemy damage; enemies have more chance to apply damage, so their damage can be wound down yet again.
    Kryptonite-style invincibility turns the ability into a mode-switch, where instead of managing your Health you're managing some gameplay element or resource that fuels/enables your invincibility, making it a different way to play the game and isn't purely a survival mechanic against absurd enemy damage; can introduce more enemy gimmicks that target invincibility and not everyone.

    Makes everything a lot more predictable, and if you can predict what's going to happen, you can fine-tune the player's experience and foster the fun elements.
    Instead of just waiting for players to break something and then slathering it in band-aids 'til it stands up on its own.

  2. Aye, I had similar thoughts, slightly different angle of approach.

    A heavily simplified breakdown of Time vs Effort Required, providing you can quantify Difficulty, which was another thing I was working on.

    If it took 10 seconds to kill 1 enemy, and you got rewarded 100 credits per enemy killed, you could also phrase it as
    1 second to kill 1 enemy, and you get rewarded 10 credits per enemy killed, it's the same rate of reward-to-time, but individual enemies must be much weaker since you're killing them in 1 second.

    So then you can sort of have a breakdown like:

    10 Seconds to kill 1 Enemy rewarding 100 credits
    1 Second to kill each of 10 Enemies rewarding 10 credits each
    20 Seconds to kill 1 Enemy rewarding 200 credits.
    This could all be done under the assumption that any combination of enemies will result in the same Time-To-Kill-The-Player
    10 Seconds to kill 1 Enemy (With 5 second Player-TTK) rewarding 100 credits
    10 Seconds to kill 1 Enemy (With 2.5 second Player-TTK) rewarding 200 credits

    It's the kind of thing you can make an algorithm out of, to make the game play at your preferred speed and attention-requirement, so people who want to spend less time for the same rewards have to invest proportionally more effort

  3. So many of Warframe's systems are tangled together in this mess, I feel like a rehash of the entire foundation is going to be needed for any balance change to stick longer than until the next update.
    I think focusing on any given thing's Purpose would help in figuring out what to do with it, but there'd probably be a lot of things needing to be changed.

    Because I was just thinking about how often I end up using an Ignis, because enemies are both equally uninteresting and die equally fast, right up until about level 70 where the Ignis becomes pretty much useless even on trash-tier enemies.  I realized that was kind of stupid.
    A flamethrower's purpose in a game is for trash-clearing, you're meant to use it on swarms of weak enemies that aren't worth spending bullets on because of the excessive overkill and you don't normally have infinite ammo.
    The fact my flamethrower was equally effective, and then suddenly equally useless, tells me that either enemy variation is bad, enemy scaling is bad, or weapon design is bad.
    And it's probably all three.

    Then I looked at my Warframe choices, and discovered I preferred Warframes that could turn flat-out invincible/untouchable, just so I can keep playing when enemies level up too high and start one-shotting me.  The fact I can be literally permanently invincible, and enemies can one-shot me in a blink, tells me either ability design is bad, energy economy is bad, or enemy design is bad.
    And it's probably all three.

    This kept happening.
    I have no idea how you'd fix this fustercluck without a shotgun approach to troubleshooting.

    In short, we need something like:

    • Weapons need identities cleanly hedged out, it shouldn't be preferable to use flamethrowers on heavy units or pistols on APCs without DAMN good reason.
      • Means Status needs a rework, and enemy variety needs an upgrade to differentiate the 'swarm' from the 'specialist', and damage needs the right adjustment to facilitate.
    • Regardless of Scaling, TTK for players or enemies needs a limit, because players and enemies both need to be alive long enough to be allowed to do SOMETHING.
      • Feels like the best way to handle this is have a good baseline, then scale only accuracy, frequency of enemy spawns or sophistication of AI
    • Powers need SOME kind of regulation, preferably of the 'self' variety so it doesn't feel like dragging a ball-n-chain around
      • Had an intriguing idea about removing Energy entirely, and imposing handicaps on all the powers that'd be problematic if left permanently on, eg. Invincibility.
        Like Limbo's Rift, you're invincible, but so are your enemies.  Valkyr's health might drain while she's not hitting enemies or something.
        Enemies get better at zeroing in on invisible people who don't put effort into repositioning and tactics.
        Crowd control has diminishing returns on not-swarm enemies, so spamming the same type of CC is wasteful -could even have commander-type enemies bolster CC diminishing returns on their allies and killing them resets it.

    And probably a bunch of other things I'm overlooking because good god this game is enormous.

    • Like 1
  4. The Nerf War again...

    Starting to get PTSD.

    "Nerf this one thing!"
    "No, buff everything else so it's on par."
    "I'm tired of killing everything in one hit."
    "Well I don't want bullet sponges."
    "Clearly the only option is one of two extremes."
    "Buff Enemy AI!"
    "Our abilities just turn off enemy AI or kill them instantly, we need to be nerfed."
    "No! Buff everything else so it's on par."

    The size of the numbers aren't the issue, it's the disparity between.
    It doesn't matter that Chroma has a 4000% damage bonus, it just matters that it's 4000% more than everyone else.
    Feel free to scale everything up to 3900% damage bonus.  But had you scaled just Chroma down to 100%, he'd be the only one needed changing, and the impact on the game as a whole would be exactly the same.

    There's this thing called Time-To-Kill.  How long it takes to kill something, pretty simple.
    If you deal 1 billion damage per second, and an enemy has 10 billion health, it'll take 10 seconds to kill them.
    That's 10 seconds for them to do stuff like shoot their gun and use abilities, have a meaning impact on the game, provide content and engagement.
    If the enemy deals 1 billion damage per second, and the player has 10 billion health, it'll take 10 seconds for them to kill you.
    That's 10 seconds for you to save your own life, find cover, knock them over, use abilities and hit harder.
    Just like that, you can estimate roughly how difficult a fight is going to be just by comparing TTK.
    If TTK Player is lower than TTK Enemy, that means the fight requires work to survive.
    If TTK Enemy is lower than TTK Player, that means the player has their power fantasy.

    Now I'd like someone to try and estimate TTK variables when we have the ability to utterly prevent enemies from engaging with us, either because we're permanently invincible with no cracks in our armour, permanently invisible and enemies are utter buffoons and can't ever figure out where you are, permanently crowd-controlling them, or icing-on-the-cake: Endless Instant full-health heals.
    It's quite literally impossible to threaten someone if their TTK is Infinite because you literally can't engage them, or the Window of Opportunity to kill them is less than 1 second before they've either completely restored all their health or they've already killed you.
    Or how about, if one Warframe has 10 billion health and another Warframe has 1 billion health.  How do you challenge one and not crush the other?  Give them both 10 billion health!  Or both have 1 billion health.  Achieves literally the same result, the TTK disparity remains the same, you're able to customize an enemy to provide a challenge to both.

    Keeping all of these things is going to require some seriously whack mechanics to try and bandaid your way around the Damage system to the point it's completely irrelevant, OR you can just fix the system so you have more than 0.0005 seconds to save your own life, and enemies have more than 0.005 seconds to do literally anything.
    You don't even need the enemies to be alive for very long, just long enough for their impact to be felt, and you can keep your power fantasy of being a lawn mower.
    And as long as players have an average TTK of around 5-10 seconds depending on defenses and abilities, people aren't going to need blisteringly overpowered things simply just to survive long enough to do ANYTHING.

    • Like 1
  5. 1 hour ago, keikogi said:

    Energy is a bit a two part problem,first energy system have to generate gameplay. For example, Nidus 1 is a energy souce that generates a gameplay work , another example is titania 1 augument. What we have right now is the pointless zenurik dance , energy orbs given by rngesus and energy pads. 

    I'm thinking you don't even need Energy, all of the resource systems Warframes like Nidus and Gauss can basically replace whatever they thought Energy might achieve; and honestly, if all they did was remove the energy system, the only thing that would actually change in the game's current state is that new players would be using more abilities, less people would use Zenurik, and there'd be less grinding for resources for energy pads.  The actual number of abilities being used wouldn't change, it would just reduce the pointless and rigid faff leading up to the endless ability use.

    You could then customize each Warframe's kit so their resource system adds gameplay, like how Gauss's battery strongly encourages players to never ever ever sit still like they're a caffeinated squirrel, which fits perfectly with Gauss's theme.

    53 minutes ago, keikogi said:

    had an idead for an enemy type to deal with that. a enemy that can see invisble warframe but always show where it is looking at with a laser dot. This enemy also has a ink granade to reveal warframe.

    As long as the enemy is reasonably easy to pick out of a crowd it'd work, though it's movement would need to be adjusted so they're easier to predict where they're looking, rather than a spasmodic flailing of a vision cone; also be kind of cool if the vision cone was tilted down slightly so it favours wall-clinging as a method of escaping them -and if wall-clinging didn't randomly have an expiration on it so you can just loom there like batman for awhile.
    Maybe instead of ink grenades they have the Nox's gun that glues those annoying blobs on you that slow you down, which would also give away your position until you knock the blobs off.
    Enemy AI could also get an update, that they'd get quicker at figuring out where you are the less you moved and the more you attacked, so it incentivizes repositioning and picking your shots.
    Could also have different grades of invisibility, where some are like the Predator's invisibility, so you're easier to spot the faster you're moving, and completely invisible while perfectly still.

    • Like 3
  6. Good difficulty is going to need quite the overhaul, since difficulty typically boils down to a tug-of-war competition with the Time-To-Kill variable.

    If it takes you 5 seconds to kill an enemy, and it takes them 5 seconds to kill you, that means you have 5 seconds to do something to buy yourself another second, which could be as simple as finding cover.
    1 second to kill one enemy, and it takes 10 enemies 5 seconds to kill you, you still have 5 seconds to do something, but now you need to earn yourself 5 more seconds.
    You can boil this whole thing down to maths pretty easily and get a nice TTK algorithm going, and even factor in variables like Movement Speed and how often you change direction to alter their accuracy and all kinds of fun stuff to ensure a steady TTK is maintained, and enable ways for the player to save themselves by capping variables.
    The numbers are entirely irrelevant as long as the algorithm balances out and leaves the TTK somewhere agreeable.
    Warframe's current TTK for both players and enemies is somewhere between 0.0005 seconds and 84 years.

    So the energy system is gonna need an overhaul in some form to make ability use reliable/predictable.
    Again, how often abilities are used is entirely irrelevant, as long as their impact on the TTK is managed appropriately, so you could theoretically strip Energy entirely and completely unrestrain ability use, as long as Crowd-Controls get Diminishing Returns, and there are viable counter strategies to Invisibility and Invincibility available to the enemy in not-obnoxious methods.

    At risk of flying off on a tangent, totally unrestrained ability use is actually kind of fascinating, since CC would demand more self-restraint and tactics due to diminishing returns slowly invalidating it, Invisibility would require more stealth rather than an alternative to Invincibility, and Invincibility kind of flips the game on its side since now your job is negotiating the counter strategies.
    As long as an algorithm is keeping TTK balanced by measuring your effective damage output against effective enemy health and such, whether or not you focused on gunplay or spamming abilities it'd only change the details, not the outcome.

    • Like 3
  7. Requiem mods break...?

    Yanno, I was just debating jumping into the Kuva Lich hamster wheel and seeing what the fuss was about, but I burned out on grinding requiem relics, and now I hear I'm going to be running the relic RNG hamster wheel exponentially more?  On top of all the shenanigans I've heard about Liches with the auto-kills, the RNG and the guessing game?

    So...
    RNG to get the right Relic
    RNG to get the right Mod
    RNG to get the right Lich?
    RNG to kill the Lich
    For each weapon.  Potentially multiple times to Fuse and stuff.

    ...

    I'm going to give this whole Lich thing a miss.  I don't care how shiny the carrot is.

    • Like 4
  8. Yeeeah.... my Octavia experience has been:

    1,2,3,4,Crouch,Crouch,Dance.
    Wait 60 seconds.
    Second Verse Same as the First.

    Followed by slowly going insane from listening to the same ringtone-track playing nonstop for 30 minutes, eventually muting it and wondering why I bother.

    It'd be kind of cool if Octavia could get that sonic weakpoint thing Banshee has, except in the environment instead and hitting them triggers sounds or adds to the melody, causes explosions/heals/buffs.  Like Mirage's ability to turn ammo drops and lockers into bombs.
    Like she can see music in the acoustics of the environment and can draw them forth with the right actions, and enemies might also have the resonance so you're trying to strike them in order or something fun.  Different stuff happens if you melee them, shoot them, heavy attack, slam attack, bulletjump off them or into them?  Collect different notes and build up an attack?
    ...Kind of sounds like a Monster Hunter Hunting Horn now that I think about where this is going...

    • Like 3
  9. I was also trying to get at the point that we have an Obstacle Course we can customize the crap out of, coupled with the plentitude of decorations in the Dojo, the Simulacrum already provides a bit of control over enemies, and they must have their own tools for making missions.

    I don't know how many bugs the Obstacle Course created, or the Simulacrum, but the amount of work required to setup a good toolkit, compared to the unfathomable amount of custom missions players will make and thereby content, I'd wager it's a pretty good investment if DE actually sat down and thought about it for a bit.

    Once the infrastructure is setup, they reap twice the benefits whenever they release new content, and then multiply that by the hundreds and thousands of players committing their creativity.
    It'll be a lot of work in the beginning to get it all ironed out, but it'll end up being a gift that keeps on giving, so I don't think we should shoot the idea down before it can make it to DE.
    Give the best chance we got by showing we're here to support such a decision.

  10. I'm totally on board with the idea of letting players make content for other players, since this is a pve-focused game, they don't have the easy way out for content that is pvp where other players are directly providing content with their input.

    I think a mission creator would need to be very robust, break each of the tilesets down into bite-sized pieces for people to mix and match, make it like the Obstacle Course in the Dojo.
    Dojos in general, I've seen SO many clans making the craziest stuff in their dojos and ALL they have is decoration.  If you handed these kinds of people fragments of tilesets to plug together like Lego, gave them access to enemy stats and some powers to give them like those guys in that Grineer Arena that I've forgotten the name of, or the Index.

    You could easily get people creating entire mini-stories, playtesting entire swathes of enemy compositions and features.

    Could even just be a Simulacrum extension of the Dojo, like an upgrade or a second floor to the Obstacle Course, and the best rated missions DE might be able to hijack or use in some way.

  11. Currently in a weird place, as I've been aboard some maxed out Railjacks and the hardest mission felt effortless to the point my brain was switching off; enemies were so high level they'd one-shot me if not for the shield gate, so I instead get two-shotted, which results in me relying on cheese and just ignoring enemies and gunning the objective because the alternative isn't particularly fun.

    Wasn't long before we'd turn the whole thing into a brainless grind, they'd drop me off, I'd solo the platforms, they'd sweep up the ships like an oldschool WoF Ember jogging through Survival.

    Motivation to engage the enemies on the platforms rather than ignore them, motivation to even bother targeting the platforms until you've cleared out the ships, difficulty that doesn't rely on enemies killing me in one hit to provide a challenge.  I think these are my main problems.
    When you've got a maxed Railjack, it actually feels a little more fun and engaging when you don't have a full party, since you don't really need more than the pilot to look after the ships, which leaves a lot of idle hands.  I feel more stuff needs to happen in the harder missions, more stuff to keep track of and more decisions needing to be made; maxed Railjacks make a mockery of enemy fleets, and that's alright as long as you can still provide pressure.
    Like what if the Shipkiller didn't have a range limit?  Forcing you to hide behind asteroids or deal with the platform first, under fire from all the other ships.
    Or the Pulse Turbine actually motivated an endless source of reinforcements to swarm and outmaneuver/outgun your Railjack.

    I know this would make soloing things a bit awkward, so if this sort of thing could be a Raid mission type, letting you stack objectives and obstacles and amp the pressure to give some challenge back, without relying on stat-padding which inevitably ends in cheese.

    • Like 2
  12. Might be less of an issue if they got rid of that weird Refine mechanic from the Forge, so the resources in the Forge were always used to reload the guns and such.

    It'd at least make sure there was a communal resource pile allotted to Railjack resupply, rather than people pillaging the stocks before you can forge new ammo.

    • Like 1
  13. 9 hours ago, zhellon said:

    In mythology, the fairies had problems with the corners of buildings, since they could not normally go around them. In any case, you just need to give up razorwing blitz and fly more carefully or use spellbind.

    This was without Razorwing Blitz -I can never properly use that augment anyways, too energy hungry- and I'm not a huge fan of having to 'enable' smooth gameplay using an ability.

    It's like how Excalibur's Exalted Blade was the only way you could effectively melee in the past, so whenever someone wanted to get stuck in, everyone would tell them to use Excalibur instead, when melee really should've been viable for everyone in some form.

    If I have to constantly maintain Spellbind just to use Razorwing properly, I'd start questioning why those two abilities aren't either combined into one skill or feed off one another.

    • Like 2
  14. Titania's been my new favourite for awhile now, and she feels a bit awkward currently.

    Spellbind self-targeting option is pretty nifty, though it always felt a touch out of place, since Tribute was the go-to for buffs and Spellbind is somehow a CC and a buff depending on who it hits.  I'm not quite sure how to handle it, her spread of abilities has some strange overlaps which confuses things.
    Targeting with Spellbind also feels like using Banish with Limbo, in that precision casting is awkward and ensuring you hit the area you wanted in order to apply it to the most number of people -more often than not you hit the first one in a group and they're just far enough away that the radius doesn't reach the next, but had you struck from above at the ground you'd get a bunch more -like firing a rocket launcher -except this isn't a rocket launcher it's pixie dust.

    Tribute's change has made me not want to use more than 1 buff at a time, since cycling between each one and targeting each time feels like a chore, where before I'd be intentionally seeking out specific targets to get the buffs I wanted which made gameplay kind of interesting and dynamic, since your damage and strategy would change depending on the buffs you tracked down.  Not quite sure how to fix this and keep it unique to Titania.

    Lantern is... nice, but it doesn't quite feel like enough, for the energy expenditure, and part of me kind of wants to be able to shift my lanterns, maybe Spellbind can move them around?  I dunno, plenty of times I catch them around a corner and they're basically useless since part of the AoE effect seems to be Line-of-sight, which I get, but it's also limited to Radius, which makes it even harder to use.  If it didn't have a radius requirement and purely line of sight, and you could adjust its position somehow it'd be pretty awesome.
    I do feel like Spellbind and Lantern have overlaps that could be cleared up, since Titania technically has 2 abilities for Crowd Control and they achieve much the same outcome.
    Could potentially combine some of these effects and get her a whole new ability which could be fun.

    Razorwing is killing me, I travel so insanely fast it's inevitable I run into things, and the stagger lasts for a short eternity -she's tiny, she doesn't have the mass to brain herself like that, she should just bounce off like a bee trying to fly through a window.  And the melee, I feel like something was changed, since I appear to be auto-dashing into the enemy's feet whenever I swing which inevitably triggers the aforementioned stagger from colliding with the floor.
    Refreshing the butterflies could also be easier, like tapping the button again resummons them and sends them in for an attack, rather than having to stop a moment to pop in and pop out, and switching out of Razorwing mode could be Held.  Casting animation/time could be more fun too, like how Antman jarringly shrinks mid-jump and disappears like a bullet.

    • Like 2
  15. Is there any particular reason I can't fetch ALL the parts of the Railjack while I'm waiting for each one to be fixed?

    Several 6 hour speed bumps in the quest is kind of ruining any enjoyment I'm getting out of this because it feels like waiting for no valid reason other than to wait.
    Maybe give me something to speed up the repair process?  Does it take 6 hours to locate the next piece?  Can I go on scouting missions to find it and reduce that time?

    Currently I log in, get the next part, faff around for a couple of minutes, get bored and log off, then forget to log back in later that day to get the next piece going.

    If it was like crafting a Warframe it'd feel better, because there was no arbitrary pause between individual parts: grinding for all the parts, set them to go, come back tomorrow, set the Warframe to build and then forget about it for three days, be pleasantly surprised when you return.  It's a nice system.

    I'd really like to be able to just grind for each part, and set them all to be repaired like I'd have multiple projects going in the foundry.
    It feels like I just start to get the engine going and then I'm immediately faceplanting into an arbitrary time wall.

    • Like 1
  16. Number of squads isn't really as important as the number of people per squad, it'd be interesting if there was a more robust matchmaker that could queue people and distribute them, or a fluid drop-in/drop-out system that Warframe's been needing for years, which could help other missions and events.
    In the same way you can bamf back to the railjack from Murex if your railjack is being wrecked, there could be a bit more interconnectivity letting people pop out of their mission and go blitz the surface for a little while, and not have to worry too much about sacrificing progress.

    Could also have a bank showing the number of kill codes sent so you can time your attacks.

  17. Given that narratively speaking Warframe is sort of telling the tale of our operators 'growing up', and usually you become independent at some point and leave your parents' house, I'd wager we might not get Lotus back in the same capacity regardless of choices available.  Probably end up voicing their own mission dialogue replacing the Lotus, signifying them taking initiative.

    The operators have 'grown up', they don't need to hold onto their mother's hand any more; she'll probably end up in a role similar to Alad V, and any Light/Shadow/Dark choices will merely flavour interactions the same way the Tubemen event has.

  18. I think I'd add wall-sliding.  Like mag-lev sliding that warframes do, but since you're hooked up to an Archwing it'd be turned up to 13 and you could just glide along surfaces instead of smashing headlong into them.

    And maybe some better integration with the rest of the game so it's less of a gimmick, like you could land on surfaces and stick to them like false gravity, and have a variant of regular boots-on-the-ground gameplay interspersed with rocket propulsion and weaving between space.  Kinda so you can Archwing and Warframe interchangeably with almost zero transition.
    Running around with an archwing strapped to your back might inhibit certain options, make a bit clumsier, so people don't just use 'em all the time.

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