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Llyssa

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Posts posted by Llyssa

  1. Who used blocking anyway? I ran Chroma and Excal against >50 enemies and never used it.

    Players who use melee regularly. It is not plausible to use melee on a frame with 500 total health+shields if you don't block.

     

    They didn't state how much damage was being blocked i'd say give it a chance before hating it for all you know it could be better melee is meant to be fast paced so if you're taking so long to get to your target that you die along the way then youu can probably utilize some of the new mechanics from Parkour 2.0 to get to them they stated that enemies would have a hard time hitting you when you're moving around like that so try to actually manuver instead of walking right up to an enemy in a straight line and you probably wont even have a problem with this

    Enemy damage scales infinitely as enemy level scales infinitely. Even if a weapon blocks 99% of damage, 1% of infinity is still instant death. It is impossible to cross 50m of open terrain to stab an alerted enemy without them shooting at you. At high levels, somewhere in that 50m, they *do not miss*. It takes a combination of movement skills and blocking to ensure you get from 50m to melee range without dying. Even with added dodge potential, there's still a *chance* you'll be hit by scan-hit, auto-aim enemies, and at some level, that random luck equates to death, unless you can mitigate the shot. If they can hit you at all, they will hit you eventually. If the hit can damage you at all, it will kill you eventually.

  2. The blocking change sounds awful. Please reconsider how this would be done. Being able to prevent damage on your way to a target is imperative for melee users, and having blocking allow SOME damage effectively negates the usefulness of it--as is, it is ALWAYS useful, as it gives at least one additional hit(often more if you've chosen your weapon right) against any enemy.

    However, if blocking is merely damage reduction, there will be a point where you are still 1-hit-killed, despite blocking.

    This change is perhaps less-interesting for players who crutch heavily on health and shield mods, but for players that do not, it is absolutely devastating, and removes a huge element of skill from the game--being able to path your way to advance on an enemy without getting hit is an involved process of seeking cover and calculating distances, but allows melee weapons to, currently, scale infinitely.

    Without this, there will be a clear, definitive point where they become completely worthless, as it will be impossible to close the gap to strike opponents.

    While yes, you've mentioned the decreased enemy accuracy for parkouring, there's already some semblance of that in-game, and it doesn't change the fact that there's still *some* chance to be hit, which, with the proposed change to blocking, translates, at some point, having *some* chance to instantly-die before you can get in range of the enemy.

    In short, this way, melee weapons would be completely worthless in end-game content.

    Now, obviously, blocking forever is, likewise, gamebreaking.

    However, in the brave, new, stamina-free world, wall-sitting will be a thing, and it will have an "energy that drains" while you're doing said wall-sitting, which isn't quite stamina, but is somewhat similar to it.

    It would make FAR more sense if melee weapons still blocked damage entirely, as they do now, but were subject to the same "energy that drains". During this time, blocking should work as it does now--when you deflect a bullet deftly, it doesn't hurt you. However, keeping the mechanic proposed, with weapons having various rates and whatnot, would also make sense with this--once you've exhausted your "energy that drains", you can still keep blocking, but it will be physically painful to do so--the damage reduction would then kick in, as intended.

    The "energy that drains" would be replenished the same for blocking as it is for wall-sitting: when your run ends. For wall-sitting, that entails landing--once your feet hit the ground, it refills. For blocking, that would entail safety--once nothing's hitting/trying-to-hit you, it refills. For wall-sitting, that requires you to stop wall-sitting, and for blocking, that would require you to stop blocking.

    So, the proposed mechanic is thus:

    -You can, as now, block incoming damage completely, until your "energy that drains" runs out.

    -You can continue blocking once "energy that drains" is gone, but you will take damage, at a rate reduced by your weapon.

    -If you stop blocking, and are not actively being hit, your "energy that drains" refills.


    This allows utility of mechanics that will be in the game at that time; allows melee weapons to be useful in high-end content; still requires skill, strategy, and tactics to get utility out of blocking; and does not fully negate nor fundamentally alter planned changes to blocking as a whole.












     

  3. 1. How goes genetic foundry 2.0?

     

    2. "Shrino" has been in the hubs(er, "relays") for quite a while now. The original plans for "each relay matches the planet" are silly now, because of how few are left, but, given that all relays have the same statue, it seems like the statue should still be "relevant". Have you guys considered putting the model of the current statue in there? That is, there's almost always a statue for sale in the warframe.com store. Making that change official, right now, would work, because Rhino is the current statue for sale, so it makes sense that he's in the hubs. It would just require a change of statues when the next statue comes out. You already have the model you used for the statue, so you'd just need to pop it into the game, and then everyone would have more incentive to buy it--it'd be kind of cool to have the same statue that all of the hubs do. Can this happen?

     

    3. Everything seemed steaming along pretty well last we saw you guys. Is there anything unexpected going on with the next update, or any change of plans?

     

    4. Warframe China. Yes, this has been addressed, but it's much easier to point out "they said in dev stream" than to cite a forum post. People actually listen to the dev streams(not so much to the forum posts). Please elaborate?

     

    5. Beastmaster frame? With all of the push towards having new genetic foundry upgrades, and new kubrow types, and new felizard, it seems like there should be a way to have several pets out at once, and a beastmaster-themed frame would make perfect sense for that. Thoughts/ideas/reactions?

     

    6. For names for the felizard, what about something from the ojibwe language? Although diverse, the nomenclature in the game tends to be heavily euro-centric, and with an estimated 6,912 languages on earth, we could use some more rarity/diversity.

  4. I'm sorry, but this is a terrible idea. You're essentially suggesting something that would ruin any desire to host a game. It won't make people stockpile keys or stick with friends; it'll stop people from going in groups altogether, because it might ruin their chances.

     

    Overall your idea is basically complicating something that doesn't need to be complicated.

    You completely misunderstand.

     

    Going in groups would give you effectively the same chances as you have now. Going with the same host would improve your chances over what you have now. Hosting gives the benefit of keeping those improved chances with you.

     

    Every single objection you raise is the exact opposite of what this would accomplish.

     

    Please do not troll like this.

  5. Imagine if mission rewards were like a raffle, determined by the host.

    There's a set number of rewards inside the box, and completing it gets you one chance to take out an item. Once an item is out of the box, selecting again obviously cannot produce this item.

    So, for example, we have 5 red socks, 3 blue socks, and 1 white sock in a box. Red socks are common, blue socks are uncommon, and the white sock is rare.

    If you pick once, you have a 1/9 shot of getting the white sock. If you do not draw the white sock out, you'll have a 1/8 shot when you draw again, and a 1/7th chance if you draw a third time. As you continue drawing from the box, your chances change, becoming more favorable, and, eventually, if you've drawn 9 times, you will have all 9 socks, including the white one.

    Currently, every mission type has a drop table of rares and non-rares. This is what drives players forward. The problem is that, unlike our box of socks, we put all the socks back in, so the chance is always 1/9. This means that luck factors heavily into determinations of how many missions it can take to find the object we want, and the distribution curve means that it's not even unusual for players to take 10 or 20 or more missions to get that 1/9th chance.

    While that does help drive economy and drive sales, it also is demoralizing and defeats the "fun" of the game--nobody actually likes doing the same mission dozens and dozens of times in a row to get a rare drop. "The grind is real".

    What would make more sense would be to assign each player a "hatbox", and, like our socks, as they deplete the box by repeating the mission, rewards are removed from the drop table until all rewards are collected. After that point, a standard credit cache should be put in place of a typical reward(the box is empty, so there's nothing else to give from it).

    To make this work for both DE and players, this has a few implications and needed adjustments:

    Firstly, the box has to refill. It's cruel to refill it after every mission(the current system), but detrimental to everyone if it never refills(can't sell a spare part if you never get a spare!) So, instead, it would make sense if parts refilled, but on stacked tables, similar to argon--1/2 of something is refilled each sequence, but rounded up.The sequences should be spaced by expected rarity--common rewards have a sequence of 1 day, uncommon have 2 days, and rares have 3 days.

    So, in our sock example, you'd start off with 9 socks, 5 red, 3 blue, 1 white. If you do enough missions to reach the credit cache each day, you'd get:
    5 r, 3 b, 1 w on day 1.
    3 r on day 2.
    3 r, 2 b on day 3.
    3 r, 1 w on day 4.
    3 r, 2 b on day 5.
    3 r on day 6.
    3 r, 2 b, 1 w on day 7.

    So, a total week would get you 23 r, 9 b, and 3 w, and would require 35 runs. This seems reasonable by all measures--you get *some* reward for your efforts, but you don't get an unbalancing amount--the final tally isn't terribly different from the initial ratio(7.6:3:1 instead of 5:3:1) and is actually balanced *against* the farming of rares--note the number of bonus commons against the default ratio. Also note that the player is still encouraged to use up their runs on non-rare days, merely to keep the number of commons lower on the actual days rares appear.

    As a side bonus, the player is now encouraged, even if they're worn out after a number of runs on a single day, to play the next, as the number of non-rares, although replenished slightly, is lower--there's a higher chance of getting the reward they want as long as they keep at it. For example, a player only capable of 5 missions per day, who has the worst of luck:

    5 r, 3 b, 1 w on day 1.
    3 r, 3 b, 1 w on day 2.
    3 r, 1 b, 1 w on day 3.

    On day 3, after a mere 15 mission runs, they'd be guaranteed their rare white sock, and would come away with a total of 11 r, 3 b, and 1 w--again, more favorable to the common, yet, they still get what they want. So, clearly, this is a big win for the dedicated player.

    Now, the second part, the cruel twist of fate to keep the economy and DE and the like going: Your box is your own, and only you can access it.

    So, if YOU host a mission(or, where applicable, provide the key), you get to draw from your box, and you can continue hosting to keep drawing from your box. However, if someone ELSE hosts a mission/key, you draw from THEIR box... which may or may not be more advantageous than your own.

    This promotes players to stockpile keys, for one, and to stick with a set group, for another--changing groups changes boxes, and completely removes any advantage you get from this system(but, notably, technically, lowers your chances back to the base 5:3:1 ratio). So there's still reason to buy things(stockpiling enough keys to take advantage of this is difficult otherwise), and there's still reason to trade(a player who has stockpiled keys will be more-likely to have the piece you want than just random luck), and still reason to fork cash over to DE(trying to actually organize this whole "dig to the bottom of every box" ordeal is far more taxing than just ponying up a prime access).

    As a side benefit, it also encourages some diversity--you can't get white socks every single day, so, technically speaking, your best bet(because of the common-shift thing) is to only farm a mission on days where the white sock has replenished, which means more variety in between.

    Obviously, the exact ratios and whatnot would need to be tweaked to what DE intends, but the basic principle would be fantastic, and would help everyone--white sock farmers, red sock farmers, the community at large.

  6. It is easier to argue that the Earth's moon is actually a planet in a binary orbit with the Earth than it is that Pluto is a planet.

     

    The Moon isn't classified as a planet because the combined center of mass of the Earth/Moon system is inside of the Earth, although it isn't all that far below the surface.

    Pluto features: An atmosphere, polar ice caps, and has several satellites orbiting it. The moon has: none of the above.

  7. 5. What's the view of future "proto" armors? The existing ones are all obviously lifted from Dark Sector, so, is there any future of others, or ones from outside of the realm of DS? Or will that be limited to ones where the design came from DS to begin with?

     

    6. Will there ever be "tennogen" immortal-style skins(repaints of the default model) for frames? Is that something you're willing to brave, or is that too sacred?

  8. 4. Is trinity's immortal skin really "done"? It's looks practically identical to the "original" one, and using various color schemes, there's no difference between the two at all. It seems like there should be a lot more art to it, instead of re-using the same exact color scheme and pattern for 80%+ of it. It's hugely disappointing, and there's a general community consensus that it feels like it isn't finished. Can we get it pimped out, please? It's kind of sad that other frames have several highly-differentiated skins, even newer ones like mirage, while trinity is sporting basically "default" and "default with a few scribbles on the trim".

  9. 1. Ash prime: Badass. This isn't really a question, but needs to be said to the art team.

     

    2. Regarding the upcoming parkour change, the last shown system has awkward hopping along the walls in lieu of the old wallrunning. Will the team be able to make this look less bizarre, and/or can you guys incorporate the multi-directional wallrunning that was shown before then into the system?

     

    3. What is up with energy colors? All of my frames and weapons use the same energy color, and before the "black energy fix' came out, they were stunning and beautiful, and highly consistent--I use the lower-right corner of infested palette, a shade of blue that came out effectively the same color and shading as the lightning in the Orokin research room. Ever since the black energy change, it tends to either be under saturated(being almost white) or over saturated(being a shockingly dark blue), and only in rare instances does it ever look right--it's both inconsistent between frames and weapons... some appear to be similar/close to what it used to be, while others are massively, wildly different from the way they used it formerly. Is there a way for you guys to regularize the color again? The fact it still, on some few pieces of gear, is Orokin-lightning-blue makes me certain it still works the way it should. It's just the fact that there's a whole host of weapons and warframes where it comes out bizarrely wrong that has me confused. I like orokin-lightning-blue, that's why I bought the palette to begin with. It's the same color across everything, and when lighting conditions of levels or powers shift things, it's clearly the same color across everything, just being changed for some reason under standard conditions. Is this something you guys can fix? I know that, theoretically, I could try and adjust to the changes by picking different colors to try and achieve uniformity across my gear, but I'm mastery rank 19(almost 20!) and I've kept all of the weapons and warframes I used to get there.... that's a LOT of colors to try and fix from my end... particularly since the amount of shift changes from time to time. Shouldn't it just, y'know, work?

  10. Thoughts:

    can we still have the old wall running done in some way too? The general thing is really cool, but the loss of mobility is a pain, and the current hopping along the wall looks extremely awkward.

    Could frost get a mod that allows him to keep the mid-air freezes?(perhaps create ice spikes up from the ground to support enemies frozen in mid-air?) The parkour potential of freezing mid-air enemies to use as jumping platforms is amazing.

  11. Will we ever get pvp splitting for loadouts and coloration? It's very hard to try and balance a weapon when you need entirely different polarities for PvP and PvE, and it's annoying to have to use up your design slots to equip the conclave sigil. It would make more sense if we could assign polarities separately for pvp and pve, and it would be super useful if we had pvp-specific appearance slots.

  12. So, the only skill on rhino that actually needs to be changed is the only one that won't be touched.

     

    If iron skin could be made mitigation instead of negation, it would do wonders for rhino. Iron skin is worthless in high-level areas, and effectively invincibility in low level areas. This makes rhino a bad choice in general, and makes the frame detrimental to newer players--they fail to learn the game because they become some accustomed to immortality as they happily ignore the content that should be teaching them how to play.

     

    There is no point in revamping rhino if you're not going to touch iron skin. It is the most-broken, most-counter-productive skill in the entire game, and, worst of all, it's completely worthless to anyone playing any interesting content whatsoever.

  13. 1. What tilesets are next?

    2. What warframes are next?

     

    3. Currently, there are 3 relays per game iteration. The discussions about starchart 3.0 makes it sound like there would only need to be 1 relay. This would work against proposed relay upgrades(such as clans sponsoring relays and renting space on different planets and such). How is that shaping up?

  14. Why did you guys change filming location? I realize this has nothing to do with the game itself, but I've been wondering, and have never heard an explanation of it. The lunchroom had good natural lighting and the great giant excal statue. The current room is inherently smaller, and it has been noted there's people working nearby. This seems less-ideal for everyone, so why the move?

  15. For the star charts, a perhaps easier concept: Give each node a "bonus" multiplier that starts out at 100% and slowly drains away as players play it, similar to infestations--at 0%, a mission gives virtually nothing. Also have the bonus slowly refill when a node has low/no activity. 

     

    This would automatically spread players out across the star chart, as they try to chase the biggest bonuses, and would keep any one node from being overly-played, as players would ignore missions that give almost nothing. There would be observable cycles in the play as people migrate, but it would ultimately mean that no node is ever abandoned for long. The rest would just be tweaking the numbers to get the cycled behavior the way you want.

     

    This seems a lot easier than the whole "rewrite everything from the ground up", and if starchart 3.0 does go forward, the base concept could still be used to keep players from hitting stale gameplay.

  16. We currently have access to 100(one hundred!!) sigils. We also have access to exactly 2 sigil slots.

     

    Considering that there's tons of unused realestate on warframes--arms, "faces", legs, hands, feet, thighs, biceps... why not add a few more?

     

    It would be really awesome to bling out a tenno in glowing regalia, head to toe, giving them a fearsome appearance and allowing for extreme customization that shows off how well-traveled they really are. For those against it, they can merely not use the slots... for those in favor, it would allow players to finally make their individual tenno truly unique.

     

    Every time it's suggested, tons of people cheer for the concept. Is there any special reason it's not being done, or can we look forward to emblazoning our allegiances, achievements, and the heads of our enemies across our techno-organic skin sometime SOON?

  17. The current system with aerial melee gives the game an amazing feel and flow.

     

    It's been hinted at that the current plan is to nerf aerial melee to try and force parkour 2.0 down our throats.

     

    It's notable that, in the current system, aerial melee gives you some great degrees of freedom and mobility, but there's many things where you either need to use parkour in combination with it, or simply use parkour alone.

     

    Could it instead be considered to integrate the two, and design future plans around that?

     

    The game feels a lot more "natural" being able to make some of the jumps where you were formerly forced to stop and set up a very specific parkour scenarios, and combining the two (when it works... it's quite clear they were not designed with eachother in mind) looks downright epic/spectacular.

     

    Purposely integrating the two of them together, rather than just nerfing aerial melee to try and force parkour use, would make the game truly legendary in what movement can and should be for any ninja game ever made from here on out.

  18. Add "Team" chat, and just have it like all other chats: /t at the start of your send converts over.

     

    This should be an option, with standard procedure including "team 1 and team 2", with /team 1 and /team 2 assigning which "team" you're on in non-pvp.(In pvp, your team is obviously pre-selected for you).

     

    This would allow more organization in raids, to avoid confusing people.

     

    It probably needs in-line integration with squad, though, to make it sane.

  19. I've already thought about that. So I suggested(in another topic) to make you only able to roll so many times before having some sort of pause animation. Have you played DarkSiders 2? Or Kingdoms of Amalur? Both of those games do dodging very well. ESPECIALLY Darksiders. In Darksiders you are only able to dodge 2 times before the 3rd dodge having a long and cumbersome animation. That should stop those roll spammers. Kingdoms of Amalur makes it 1 dodge before the 2nd dodge having a cumbersome animation but the animation is toned down slightly and doesn't slow you down as much.

    Firstly, how would you control this, and secondly, how would this not make melee the only viable thing in pvp?

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