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-SMG-Demiroach

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Posts posted by -SMG-Demiroach

  1. 21 minutes ago, Dopekoke said:

    This would work on consoles for their lack of buttons but I don't know if they already have it or not cause I don't play on them.  If you're having trouble pressing 1-4 then just re-bind them to a different key.  The notion of pressing 2 keys instead of one doesn't make sense.  Plus if you already made a thread about this why make another one?  Just because YOU think its a good idea doesn't mean you should keep posting it.

    Well, people gave it criticism without trying it, besides, it frees up 3 buttons. The criticism i received was adding it into the game, this way it uses ahk, for choice so people who don't want to don't have to, the idea was to add it as a toggleable feature, this way, if you have gripes with the idea, you can try it, and then give me constructive criticism, before shooting it down. It's a suggestion that doesn't require DE to do anything, nor obstructs the player, what i do hope to get out of this is to see if people who try it and like it will go for the idea of seeing it in game as a toggled option, especially for those that don't use ahk, and console players. So try it and feel free to give me feedback

  2. So i posted a topic about ability buttons a few months ago, it was met with some criticism but as i thought it was still a good idea, i just thought i'd make a mini AHK script for it at least for those that might find the idea good, maybe it will gain support for the idea or not, it is as such:

    abilitybutton & ~LButton::1
    abilitybutton & Lshift::2
    abilitybutton & Lcontrol::3
    abilitybutton & v::4

    The ability button can be any button you feel is easiest to use and get to, for instance middle mouse or mouse5, so pressing mouse 5 and left click will use ability 1, for instance if you are firing your weapon, and then press mouse 5 (Ability button) you would use ur first ability
     

  3. 1 minute ago, Maicael said:

    If something like this were to be done, then it should be made to where mods that affect the same stat (i.e. Intensify, Blind Rage, Transient Fortitude) are limited to only allowing one to be chosen, similar to how you can't put the regular version and primed version of a mod on at the same time.

    Really I think preventing stat stacking should have been put into place a long time ago. I think Corrupted mods were their idea of doing this without actually preventing a mod from being added, but it doesn't seem to work all that well.

    That may be a good idea and prevention of power creep, where all ability mods could have negative stats aswell

     


  4.  

    3 minutes ago, peterc3 said:

    How does this change the meta? This isn't forcing people to change anything but adding more slots. People still aren't going to use every ability, even though you've given them the means to maximize the effectiveness of all of them.

    The unintended consequence of doing something like this is that you would absolutely need 4 copies of every ability affecting mod. That would go over well. Same with needing way more Forma.

    Here's the ultimate issue: there will always be a metagame. There will always be the best set of mods to put on all the new slots you've added. You didn't propose any sort of counterbalance. You said the Augments would be like Stances. Doesn't much have to do with Melee, but they do add mod capacity, which is rather telling. This requires no more creativity than the level you find lacking now.

    It made sense for them. It was not a signal that they were going to throw out any sort of balance and have every ability modded separately.

    It's about diversity of meta, and i did mention the syncing of abilities, we are now seeing more players use different abilities instead of casting one over and over again, i mentioned stances as an examples, and like the exalted blade have its own stance that adds nothing to the mod pool i never expected abilities to add either, the idea is that they are interchangeable with other augments that may arize, so i don't think that the idea being telling would be a accurate description. There will always be a meta, but now there can be an increased type of meta per frame, with more frame types being used for multiple situations instead of sticking to frame type per mission type.

    We also do not use 2 of the same types of mods for exalted weapons, why would we need two for abilities, though it could be considered a limiting factor if people would want to approach it that way though i do not see it as such. 

    I also do not see a reason why forma is an issue, there are people that have formaed their frames over and over again and it's not too time consuming to do it for abilities

    I also think that it may have made sense for them to make exalteds separate, but i don't see the reason for it, there was no need to do it, but since they have done it, doesn't mean they can't do it for other abilities either, i have always thought that chromatic blade should have at least showed up as a stance instead of still showing exalted blade



     

  5. 8 minutes ago, Azamagon said:

    So, if I understand you, what you're suggesting is for us to mod 5 things on each Warframe; The Warframe itself, and each of the 4 seperate abilities?

    Could work, but I'd suggest that we then only have 6 slots for each of those setups (+1 when you account for aura/augment, and +1 more when accounting for Exilus). Otherwise, we'd see a whole new level of powercreep. I mean, even with me suggesting it to just 6 slots per "page", it'd STILL be a massive amount of slots regained.

    On the hypothesis that you don't mod all slots for abilities right now, but also some survivability, we have 10 slots to use (8 normal + aura + exilus). With this, also assuming that each ability is modded the same way in each page (just for the sake of the argument, as seperate modding of abilities might not change much how we'd mod each individually), even with just 6 modslots per page, we'd have...

    15 modslots!

    6 warframe modslots + 1 aura slot + 1 exilus slot + 6 ability modslots (on each ability) + 1 augment slot (on each ability page).

    But if you count each of those pages individually (as some Warframes would greatly benefit from having seperated modding for each ability), you'd get...

    36 modslots! And that's WITH a reduction in modslots. As per your original suggestion with 8 basic modslots on each page, that'd go up to a total of 46(!) modslots.

    So... I hardly think anything like this would happen. Even if it actually would be interesting from a design PoV.

    It's a suggestion, but we already added this feature for exhalted weapons, it's not a stretch to see it applied for the other abilities

     

  6. 10 minutes ago, AndouRaiton said:

    I can understand your reasoning, and it does sound interesting. However, there is one problem; power creep. If i am able to mod each ability individually without having repercussions on other abilities then it will lead to every ability i have being min-maxed, which will lead to me be even more powerful than what i can currently become.

    Image this on someone like Atlas; max strength on landslide, max duration or max range on petrify, max strength on tectonics and a mix of strength and duration for rumblers. Now i'm able to freeze large groups of enemies or freeze a small group for a long time with petrify, smash them to bits with landslide, block corridors with tectonics for quite a while and have rumblers doing there thing. With NO downsides.

    I'm not discounting power creep, it is a overhaul after all. But this is a thing that may eventually be called for if we start getting multiple augments for one ability. In the end it's also to get away from meta as well as putting certain mods to actual use

     

  7. 2 minutes ago, peterc3 said:

    Dump any sort of concept of limiting power and give and take with having to increase one stat at the expense of increasing or even decreasing another stat.

    This is an absurd amount of power creep for no particular reason. This is, in effect, 36 more mod slots, including dedicated Augment slots.

    There is nothing in this game that requires current levels of power, let alone your proposal.

    Understandable, and i have thought about it myself, but the game and gameplay itself has been limited to meta, creativity has come to a standstill when it comes to particular gameplay, this is why i called it an overhaul, and a big step into changing the way we deal with abilities and diversity of builds and creativity

  8. So we get reworks of certain abilities allot of the time, warframe back in the day did a big change to frames and abilities by changing it from tree to a mod system, not much has changed since then but has slowly evolved, this i my suggestion for for a big step in evolution for frames and abilities, especially concerning some mods that are considered virtually useless (Might make people take a big step back from stepping on prime sure footed) It also leaves more leway for new mods and increased diversity of builds

    Warframes lose the use of certain mods that affect abilities, and only mods that affect warframe stats themselves work on it, meaning mods like diamond skin and primed sure footed will be in much more use:

    https://imgur.com/gallery/JfznEhB



    But in exchange, each ability will be able to be modded separately with augments acting as stances, so it can be used with or without a augment, but mods like continuity and stretch can affect each ability separately, this means that you can stop building single ability meta builds, and use more abilities on the frame, and if DE adds more augments for the same abilities, it will allow for even more increases in build diversity:

    https://imgur.com/gallery/A3mZq0s

    all in all, it makes more sense that frame only mods should be directed at frames instead of abilities, and it allows to get away from the meta, aswell as turning abilities into the new format of syncing of abilities which most if not all people on warframers have come to love

  9. 38 minutes ago, Atsia said:

    I'm with the the others on this, this feels a completely unnecessary drastic change to solve one issue. I think there are much better ways to fix the issue than reworking the mapping and activation of abilities to involve the movement, even if you could acclimate to it. It's much more clear as it is now with one button press than needing a specific movement or prerequisite to then activate the ability.

    Well, we have 4 buttons to do this with, and my reasoning is for the evolution of the way we use abilities, technically, we have a few abilities that really integrate with the frames, and they feel forced and disjointed especially with the energy system. Energy, health and ammo pickups are a mechanic that comes from a game before Warframe, with they way this game is evolving, I feel that there is a need to revamp that system. Besides, the playstyle, movement and way we play could be majorly benefitted from the ability button.

  10. 2 minutes ago, PoisonHD said:

    I did, and they make no sense, and still feels like they're completely interfering with movement.

    Black Desert Online does sort of the same thing, and you feel like you're railroaded, not free to move. 

    You can't say feels like if it is not implemented yet, I play black desert aswell so I understand, but if you read, I explained that they do not interfere, the only problem is the initial implementation where people will need to adapt, but in my opinion as a person that played Warframe for 5-6 years almost without fail, going through all the changes of the movement system, from the minor almost unnoticed changes, to developing my own acrobatic style through each iteration through nuance not easily achieved, the current system breaks some of extended ability acrobatics, if I don't use a 8 buttoned mouse, or if I have to use octopus fingers to get those abilities. In the end the only way I see this go wrong is with failed execution. Let's take volt, and while holding down left click, to fire your weapon you tap your ability button to fire your first, you let go and your firing of weapon doesn't break either, so now, the only difference is you tapping the ability button instead of pressing 1. Or the second ability, you are holding shift to run, you tap the ability button to activate speed, instead of pressing 2, or activate shield press ctrl and press ability button. Now, one button easily mapped, Vs 4, which give you greater freedom, you assume that there is a break in flow, but there is none.

  11. 14 minutes ago, PoisonHD said:

    Honestly, I've seen some terrible suggestions here, but this is among the worst. This would completely break the movement system by having to hold movement keys and an action key in order to cast abilities. If holding the ability activator, and the one or two other cast buttons overrides movement, that interrupts the entire flow of combat. If it does both, it makes it so you can't precisely aim your skills because they will be conflicting with each other. Having the ability triggers being separate from movement buttons would just be the same as now with an extra button, so there's no point in arguing that.

    Right now, there is a freedom of movement while casting abilities, especially if they're one handed.

    Maybe read some of my responses to comments similar to this.

  12. Just now, peterc3 said:

    You've thought through removing the only limiting factor in spamming abilities in the game? Ignoring that melee already has charge moves in favor of having basic mechanics work differently on certain frames?

    Doing something is not sufficient a cost for having access to abilities, at least not at the power level they are currently at. You're describing a fundamentally different gameplay and flow.

    I'm not thinking of limiting spamming abilities, but integrating abilities in combat to avoid single ability focus, attaching them to animations, charge and other mechanisms means that instead of spamming slash dash, you'd charge to dash, and what I'm describing is not a slowdown of the game but an increase in the synchronization with abilities towards Warframe, and I doubt it will change the flow, but gameplay change is essentially what I'm after. You are also forgetting that melee will be changed, and the fact that even charge attacks will be changed, while even channeling may or may not be taken out completely. If you are saying that you don't want the game to be changed, you should be aware how much everything has already changed in terms of mechanics to gameplay, my initial idea is what I think would be a good way to synchronise abilities, what we are talking about now is how I think about what Warframe can be in the future.

  13. 7 minutes ago, peterc3 said:

    Wait, what?

    Limbo's entire schtick is the Rift. Given the properties of the Rift, it makes sense to replace his roll with it, serving as damage reduction. How do you do this to nearly any other ability on any other frame?

    The idea that your ability to set up macros to replace energy is a good goal for the game is laughable.

    I think you misread something, I never said anything about macros, the end game I see for instance in eliminating  energy using skills for instance is a charge attack that does a slash dash move. I'm not sure why you find it laughable when you only need a little bit of creativity, afterall DE and the community are quite creative in this regard. I could think up tons of different, practical ways this would work, and the idea I put forward is not just on a whim, I have thought it through.

  14. 28 minutes ago, Modeaus said:

    I actually forgot that we have the ability to preselect a power and then use it with a quick key. You know why I forgot about that? Because I've never used it. You need to scroll your mouse wheel, check the UI to see what's selected, then press whatever the key is. Or you could just hit 1-4 and do what you need with a single key press.   

    Pressing Q is different from pressing 1 because with your suggestion I would also need to hit another key to activate the skill. When I press 1 my skill fires. Immediately. Not to mention that if the extra key I need is shift and I'm already sprinting I need to stop sprinting to cast. And then because I use the combi sprint/roll option will I roll or cast or both? 

    We haven't even got into ghosting for people who don't have a good keyboard. I remember before I bought this G710+ I couldn't cast when doing certain actions. That would be worse the more keys you need to press.  

    I accept what you're saying about us as players adapting and I'm sure we would. But why? What's the benefit of this suggested system over simply hitting a number key? Would you suggest this in any MMO with a skill bar? Or any shooter with weapons bound to number keys? Why is it appropriate or beneficial here?

    Well as I said it can be toggled, the aim as I mentioned is to have a system that integrates abilities in a way that will eventually allow us to get rid of energy as a meta in-game, in the same way limbo uses dash, I see this as a future evolution, but it will be difficult to implement. Remember that I suggest certain actions means certain applications of abilities, for instance, radial have and radial blind break movement, so applying the movement restriction as a excuse to say the whole ability change is broken is misunderstanding it and misleading it in a way, at the very least it's not looking at the implementation on warframes, not to mention most warframe abilities work in a similar fashion towards each other in terms of ability placement. Besides doing something like holding shift first then pressing the ability button does not detract from the movement dynamics. And u are correct, the reason we in general don't use the casting toggle, is because of speed, my suggestion only serves to make it easier for the guys that don't have the octopus fingers I do, the movement curve is high, ever try explaining to even other Mr 25 members all the ways to ju nost jump for range? Or dynamically using abilities reactionary, for movement and evasion? Besides, channeling might fall away, or can be integrated in many ways. How often have you either pressed the wrong numbered key, or failed to press an ability because fingers were just not nimble enough?

  15. 24 minutes ago, Modeaus said:

    So let's say your action key is Q, we'll remap the gear wheel. You're using EB which is 'hold Q + mash E' (or F maybe? I remap things). You're facing a hall of enemies and see fire coming straight at you. You need to dodge. But you're out of fingers! Unless you're crazy dexterous you can't get your middle finger to A or D while also pressing Q & E with your ring and index. So you need to release both EB & melee to roll or dodge instead of simply strafing.   

    Your idea may work for fire and forget skills but will be terrible for anything active. Also single hand casts which can be done while moving will break because you'll probably need a movement key for a cast. 

    There are games that this works well with as the skills are tied to the combat and the current movement. I've played a few MMOs that do this. I don't think it will work for WF tho. 

    Okay, let's ask how is pressing q different from pressing 1, but let's also say that instead of mapping 4 keys, we map 1 key, or how about the already built in alternative casting system we already have that holds abilities until cast? The only drawback is acclimatization. With Warframe players having high reaction and movement skills, it would be unfair to say that that we lack the ability to refrain from mistakes in general, which by the way I and many other veterans still do in the heat of the moment because of the current mapping.

  16. 2 minutes ago, Omega-Shadowblade said:

    Look I'm sorry but as a person who is interested in game development as a career, your suggestion makes me cringe because I can see the results of the overlap and its really bad, there is a lot of potential for wasted energy and unintended movement. Its jarring. Experience is NOT the issue here. Also I cannot see this as streamlined in any way. Current power use is streamlined.

    Well, as a guy that does coding and map design, not that it matters, since I gameplay and experience as a good origin to take ideas from. I see it differently, not to undermine you, but I see it as a evolution in ability use and movement dynamics. There are multiple ways to implement this, and my idea without having a whole Warframe ability 2.0 I see it as the easiest way to implement this. All in all, I'd prefer to see most ability use get reduced to a somewhat passive direction in the same way limbos dash works moving away slightly from energy use meta in game to a gameplay orientated abilities.

  17. 4 minutes ago, Omega-Shadowblade said:

    With all due respect, thats still arguably worse than the 1234 button system. Especially since most of those buttons have other uses. Such a design would be horribly entangling during combat. Not to mention you'd have to be holding down a new dedicated button which in turn means keeping your hands away from movement or aiming capability. With the current system all it takes is a split second to tap a button and return instead of attempting two buttons. In addition tying it to already used buttons may mean interference especially with the shooting button being involved. I'm sorry, but this idea just isn't practical.

    I think it's just a matter of perspective and acclimatization, much like the new UI, it may seem impractical to you but with enough experience, I think movement, reaction speed and ability use speed would not only be more engaging but streamlined and practical. Besides, as I said, a option to enable it or not would make transition easier. 

  18. 1 minute ago, Omega-Shadowblade said:

    I don't see how making another step to using abilities simplifies anything. Especially the idea of tying it to movement.

    It's not another step, it's elimination of the 1234 keys. It's the integration of using abilities in already established movement and combat keys. For example, let's take excal, we use ab shortened from ability button. Left mouse + ab = slash dash, shift+ ab = radial blind, ctrl+ ab = radial have, melee + ab = exhalted. At the minimum it doesn't have to change, a setting for alternate ability keys could be implemented, so very little coding is required. 

  19. I think that abilities use should be made to sync with movement controls, where you have a singular button to ready abilities, and execute them with the use of movement/combat controls, for instance using a 1st ability requires the ability ready button, and the left mouse, simplifies controls in my opinion.

    I think that we also need mod slots for ability augments, with multiple ability changes, we still suffer from meta builds, most builds are still centered around singular abilities, and those abilities become meta in game, and while there is always a rework of an ability that satisfies some players, it trouble's others, multiple augments of one ability can solve that, and having seperate mod slots, to change abilities will see a rise in less used frames or diverging builds. 

  20. 38 minutes ago, MithrilDragon said:

    Adding a "Change Garden" feature to the room options of gardens.  I'm sure I'm not the only one who placed a garden in a keystone spot of their dojo; only to regret putting 'that' garden in that spot and would prefer a different one in its place, without having to tear down the entire dojo (and decorations).

    I agree, but i think, if we can have a DIY room, aka blank room, that would also be a viable answer

     

  21. 2 hours ago, INight00 said:

    Also, a contribute-all auto-fill button for decorations and rooms.
    Moving obstacles for obstacle:architect. ...Not sure about having everything available for it though.
    Faction tabs for the general dojo decorations.
    A larger Duelling room.
    More dead-end rooms with use.
    The oracle room providing mass of detailed information about frames/ weapons etc, save people from alt-tabbing. (or for those on console, changing application)
    Simulacrum shortcut.
    Archwing rooms?

    The treasury is the "central point of donations". I haven't seen any other one.
    Unless you mean for resources and new bps. In which case you are trying to save time by not going to the respective labs.

    There are tabs for faction decorations, also you can't donate resources to the clan vault other than a looong runaround process not very friendly to many players. Some players have "Storage" rooms where they make a bunch of decorations clannies donate to then destroy it them to use the resources to decorate. Trust men when you have a mountain/moon clan, donating those large amounts are not very clan/player friendly.

     

  22. 34 minutes ago, (PS4)Herculxs said:

    I think it's be cool if there was one room restricted by rank.

    A way to show of fashion frames in the dojo would be kool too. By putting it on a blank slate statue or something like we have In the orbiter.

     

     

    It's why i mentioned large articula that could be snapshot 😉

     

  23. While DE keeps on trying to satisfy dojo builders every 6-12 months, with the least they can do, there are so many things they can do they have left half done, I'm making this post for a collection of ideas i think are usefull, and adding some of my own input to it

    - The displays are currently broken, i refuse to accept the newly added displays as anything but, something we have asked for since the dojo's inception
    - The decorations and tools in the obstacle course make it so limited. If just adding the ability to use all decorations currently avalable, they would surely be so much better
    - Point/corner/edge snapping will make many things workable, and in the case of the obstacle course much, much less horrendous
    - Make a central point of donations to either the treasury or some other interface, there are no practical reasons why this should not exist, the current system for donating to build anything so tedious
    - A new room for testing out weapon/ability damage with displays showing statistics
    - Blank room templates, that we can design roomsfrom the ground up with themes in mind
    - Interfaces for wyrmius and other mini games with top scores being able to be displayed
    - Sound systems for music in the dojo
    - Restricted doors only acessable by certain ranks of dojo members
    - fine controls for placing decorations, using directional keys to move them aswell as rotation controls, i can't stress enough how tedious it is to place objects
    - Large articula of warframe, preferably able to snapshot members
    - more light sources so we can actually add atmosphere to our own dojos, just this will add worlds of difference and creativity to each dojo
    - I think by now we should be able to use higher resolution emblems, if just for the flags and emblem displays, they look like we are living in 2006

    - We need some lore friendly rooms, like space port for landing craft, where we may research new orbiters, components, and whatever new contents may be added there, even separating arch-wing research and placing it there may work, though it would purely add as a lore function, and may not have function, it would be a welcome idea, there are many lore related rooms i think would have a interesting aspect on design even if they serve no function, after all we already have gardens.

     

    If you like these ideas, please upvote to make DE take notice

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