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RhythmScript

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About RhythmScript

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  1. Any news about the next phase of the melee rework? Ever since instant switch dropped it’s been radio silence, and I’m worried that the bigger part of the stances, mods, and mechanics rework is just gonna get forgotten about as every plows ahead into all the new content.
  2. I know Ordis can skip it, I assume that will be fixed in future iterations (along with certain spawn-in problems). It’s also a little wonky because the map chain is inconsistent; sometimes it’s 10 rooms, sometimes it’s 2 rooms. Would be better to have a fixed number of these mandatory encounters per-mission (hard coded based on difficulty) and then have the locations be randomized along with the tileset. That way the pacing is more consistent. Demo it in Capture missions, as a way of making them worth literally anything. But it would also provide a nice augment to Rescue missions. And more generally it would be a nice thing to have in addition to / in lieu of “hack the console!” when alarms are triggered on optional stealth missions.
  3. It’s like one final miserable FOMO shot from the Wolf. What a perfect way to cap off the first Nightwave sequence experience; a 3-day only time-limited chance to grind an ultra-rare boss for ultra-rare drops before he becomes less common than Stalker. The upshot is, I actually like the new mission format of “kill all the enemies to advance”. This is the first time in a very long time that I haven’t just sped past every single enemy on the map on my way to the target. These sort of enemy-kill gates should be incorporated into more mission types. They’re more fun to run than friendship doors but provide a decent pooling-up effect that allows slower and newer players to catch up to a fast group.
  4. I have a better idea: give back the old quick-melee animations if you melee while SPRINTING. A lot of the complaints about melee stances since Chimera have been that the root motion changes cause you to lock-in-place; this is more palatable if you also give players a “quick cycling melee loop for a full-speed run” and frankly, the only people who are missing quick melee right now seem to be players who relied on these loops (polearm and nunchaku come to mind). Nobody seems to mind the loss of quick melee on bullet dance gunblades, for instance. So, if sprinting, you get the old full-speed run quick-melee, and if walking/standing, you get the existing stance combos. For weapons/stances where the quick melee is overridden by the main combo (e.g. Tempo Royale) have sprint-melee not do anything.
  5. Some notes, in no particular order: - Of all the new FX, the screenshake on hits is probably the most satisfying. I really enjoy it, it makes melee feel better in a game where hitstop can't be implemented because of netcode - I miss manually blocking. The advantage of being able to draw my gun from a melee stance without firing is minimal, and the few times I do want to do it, weapon-switch button still works. I feel like fun additions like parrying, blocking incrementing combo counter, etc., will have to die to make way for auto-blocking, and I don't like it - Aimed ground slams feel good, but they make exiting Archwing on the Plains/Fortuna feel clunky because you don't always keep that momentum. - When you're carrying something (datamass, therma can, whatever) with a melee weapon equipped, the game does NOT switch your "remembered" gun to your secondary. This caused a lot of irritation as I would pick up an excavator power cell, run to the excavator, trigger an aim-glide while moving there, and immediately drop the power cell. Again, this wouldn't happen if I could block-glide instead of only aim-glide, but if you're married to the death of blocking at least consider making my pistol "backup-equip" so when I use my gun from melee it doesn't drop things. Also, I've already discovered a couple of really interesting "broken" synergies that can happen as a result of instant-switch that I don't want to go into here (for fear of nerfs), but it brings me to a point I think bears making: -Do not be afraid of bugs and "exploits" Melee 3.0 is flirting with attempts at stylish action (DMC-inspired, blah blah blah). If it's executed well, it will get the attention of that crowd of players; I am one of them. And I can say one thing for sure: we like to figure out ways to break expected behavior when it comes to player actions in order to accomplish things. If you look at high-level gameplay of DMC, Bayonetta, etc., it's full of tricks that exploit quirks of frame timing and animation cancels to do things that the developers never intended. Figuring out how those things work and training your fingers to make them happen in a combat situation is part of the magic. I know DE likes to monitor the game for unintended behavior and patch it out; please don't. At least not yet. If players figure out a combination of actions that lets them do a thing you didn't intend, let it ride. I understand stuff like patching out the Venari exploit, where it was allowing players to "cheat"... I'm saying "if we see the birth of another Coptering, don't kill it". Let Warframe have some kind of skill ceiling, please.
  6. There is a solution, though it's not fun to implement it WILL make the game playable until DE fixes this. 1) in both your Melee and Game profile tabs, change the "aim" and "fire" commands from the in-game commands to standard controller or KB/M messages (LT/RT, LMB/RMB) using Start to access "Legacy Commands" 2) in your Game profile tab (meaning gun mode), for both the triggers, add an Activator with a "release press" for the same as above So, in Melee tab, Left Trigger should be bound to "LT", and in Game tab, Left Trigger should be bound with an activator to "LT - Regular Press" AND "LT - Release Press". What this will do is, when you press LT or RT, the game will switch modes, and then on release it will quick-tap either aim or fire; this happens so fast, the game doesn't recognize it as a unique command (so it won't zoom in and out quickly, or fire one extra bullet; I've tried this) but it will "unstick" the binding that was held down when the mode changed. 3) for both Game and Melee profile tabs, change the "quick melee" and "melee" commands to be the controller face button you've got bound to melee Note that you can still use the rebinder to control unique commands like Channeling or Alt Fire, you simply have to use "generic messages" for the 3 commands that are now "universal" to both modes and enable toggling. You'll also need to do the special stuff for "hold and release" commands like the triggers... weirdly enough for charging melee attacks it seems to work fine.
  7. With a controller, and using Steam, it's literally unplayable because of the way the "Melee Mode" configuration system exists. Half the commands just stop working. With enough messing around I was able to get it to a place where shooting and aiming worked while in melee mode, but because it changes "sets" it just leaves them pressed and it's like toggling on "fire" which I have to press again to stop.
  8. I don't engage in Riven Trading at all. That said, what is being offered here is simply information. Information on the most recent actual completed trades, which is backed by concrete data. Anyone who stands against the dissemination of accurate information is up to something, and should not be trusted.
  9. The Hydrolyst leeching was unreal. I was a part of that negative wave, because I was not at all ready to run a Hydrolyst (with my mote amp) but I was damn sure not missing out. I re-ran Sortie 2 a few days back about 5 times, because it was an Eximus stronghold. It was also a Spy. Here’s me and someone else in a room just slaughtering enemies while the other 2 ran and did all 3 vaults. I and others blitzed to the end of Syndicate missions, forcing the timer before all the medallions were found because (unlike the typical players of these missions) we weren’t there for Steel Meridian standing, we have no need of it. The one pub that did, well, sorry for him. Better luck next week when every Syndicate mission isn’t flooded with people like me. The game is encouraging me to do this. By setting up these tasks with a timer on them, it is telling me “it is in your best interest to do the following things as fast as you can”. Why should anyone be surprised when I do? When you have certain members of a squad with essentially a different objective than the mission itself, you’re setting up friction from people working toward different ends.
  10. Let’s just say it: Nightwave is not a replacement for Alerts. It’s being treated as one because it swallowed the Alerts reward pool, but it’s functionally just an overhaul of the mission Challenges (e.g. use your first ability 5 times). As that, it’s a fine thing, but it doesn’t offer any of what Alerts offered. If Alerts are going to die for this, it needs to be able to actually replace them. The “Shop” is a great idea. Grinding up some currency to spend on my choice of rewards is superior to waiting for a given reward alert to pop up. I think if I was given a choice to grind Alerts for alert-standing and then buy Nitain, I would be happy. But being told instead that I have to deploy a glyph, do 10 Syndicate missions, complete a Sortie, kill 100 enemies with heat damage, crack 3 relics, kill 10 enemies while sliding, and then do a 1 hour Kuva Survival, etc JUST FOR ONE PAYOUT OF ALERT STANDING makes me unhappy. The thing that kills me is, you already have a competently-designed Syndicate/Standing system in place. Why not use it? Kill Wolf Creds and just let me spend my standing directly on the shop, just like the way every single other thing involving “standing” works in Warframe. Give me random time-limited “Nightwave Syndicate” missions for quick, routine standing gain, in addition to the special challenges. Instead of emulating the Battle Pass to a T, use the design sensibilities you already have in Warframe to create a similar system that makes sense. If I were to re-design Nightwave, I would do it like a normal Syndicate: -replace “daily challenges” with “daily missions”, which work like Syndicate missions/old Alerts (for 1k standing) -keep “weekly challenges” as they are, major standing rewards basically required to really “max out” -use the Warframe standard “accelerating tiers” structure of standing to make it progressively harder to rank up. Rank 1 stuff (available without “sacrifice”) should be the basic Alert rewards. Higher tier offerings should be locked behind higher tiers, with stuff like Umbral Forma requiring Rank 5 to purchase. Purchase prices would be set so that reaching Rank 5 and buying every unique item would require roughly the 300k standing it currently requires to “prestige”, with allowances made for both “couldn’t complete X challenge” and “spent 1k standing on Nitain”. -Rank up “sacrifices” would be increasing numbers of some item dropped by Fugitives, etc., which would no longer reward standing. this would keep much of the existing structure (especially the FOMO aspect, which I know is something the dev team is likely very keen on) while leaving something similar enough to “Alerts” as they existed to make it accessible to new players. It would also help tie the logic and mechanics of Nightwave to the existing Standing/Syndicate system, which helps promote a cohesive concept of Warframe’s core gameplay systems and ties stuff like Ostron/Solaris standing and Syndicate standing into an immediately-visible system that new players will see and learn about right away.
  11. I’ll second this and add that the easiest, most natural approach is to give a lifting launch to the bullet jump. Void Dash already works in sort of this way, it just displaces enemies with physics while void dash doesn’t impart momentum by default. Bullet Jumps are already something we’re comfortable doing, they already have a ground hitbox (that isn’t all that useful), it’d be cool to have bullet jumping next to an enemy fling them into the air along with you, leaving them right next to you in air when you go to perform your air attacks.
  12. Can you block with archmelee active? I honestly don’t remember but if so, it would technically mean she can auto-block with Diwata. More to the point, remember that currently, quick melee is instant, but there’s a holster anim to redraw the gun afterward. Melee 2.9 kills that; melee is instant, but gunfire after a melee strike is ALSO instant. That will be a buff even to archwing.
  13. The only change I’m super-reluctant about is killing blocking, and it’s mostly because I don’t see what it accomplishes. yes, it frees up the aim button to be used to draw your gun, in addition to the shoot button... but is that really necessary? What is the actual gain to the end-user there? In DE’s internal playtesting, was it a common enough occurrence to want to aim your gun WITHOUT also wanting to fire it, that blocking had to die? If so, were any middle-grounds attempted first? E.g. pressing shoot while blocking draws the gun into an aim, and pressing shoot again fires it? I can also see how aim-to-draw might have been dreamt up as a solution LMB-melee; now RMB can re-equip the gun, so LMB can have shared functionality. When faced with that problem, why not just let users bind a command for “melee/gun switch”? Tap E to quick-melee-into-melee-mode, tap it again to quick-shoot-into-gun-mode. The real problem with auto-blocking is now, blocking can’t be GOOD. We can’t have the old “blocking-is-channeling” plans with innate 100% damage reduction/reflection, or innate parries on well-timed blocks. We probably can’t have blocking increment combo counter either. These were cool ideas that were developed to make blocking more useful and viable; now that it’s an innate, automatic function, they become “imbalanced” and not worth pursuing, especially since it makes several Warframe Abilities that offer passive damage reduction redundant if it does. By taking out the skill/intention layer of pressing block and making it a passive, it basically mandates that it not be as useful or fun.
  14. Let's do some Riven slot math. It's 27 million registered Warframe users, right? I know they're not all active, but it's a nice base for the math. A unique riven contains a number of stats. I don't know exactly how the code is formatted on DE's end (I'll assume it's done to be easy to work with rather than with strict space minimization in mind) but let's just say a Riven must encode the following information: -Weapon it applies to (FLOAT value, assuming all weapons have a numerical position in the database and we want to be able to scale on into basically forever) -Polarity (INT? Rivens only appear for 3 polarities I think, but just in case) -MR requirement (INT) -4 stat assignments (4x INT, assuming these are ENUMs they won't exceed an INT's size on disk, there just aren't that many possible stats) -4 stat values (4x FLOAT) -Total rolls applied (INT) That's 6 INTs at 16 bits a piece, and 5 floats at 32 bits a piece. That's 256 bits per Riven, if I did my math right, or 0.032kb. If a Riven is a unique Object in code, there's object overhead which Google reveals to me is typically 0.016kb (in C++), for a total Riven size of 0.048kb. That means it takes about 1.3GB to give every registered user one Riven slot (again, this is assuming that it's structured as above; that could be refactored to be smaller, and it may be smaller than that, but it gives room for Rivens to grow as the number of weapons they can be applied to is increasing pretty constantly). For the current 90 riven cap, the theoretical maximum size-on-disk of the Big Master Riven List is just shy of 117GB, assuming a data structure similar to above. That means if one were to quadruple the size of the Riven database, meaning every player had access to 360 Rivens, it would mean allocating 468GB of HDD space. Let's just say 512GB for ease of the math, since HDDs come in sizes scaled in powers of 2. Presume the Warframe Master Database Server is configured in RAID 6, which requires 4 redundant copies of a given HDD to operate, and that means 4 512GB HDDs would be required to quadruple the Riven capacity. at about $70 USD per 512GB HDD, my back-of-napkin math puts the raw dollar cost of implementing such an upgrade at about $280 USD ($370 CAD or thereabouts), plus shipping and handling of course. Shall we start a GoFundMe? 😜
  15. If blocking is now “automatic” and implied when facing enemies in melee mode, what will happen to: 1) (currently) existing stances which use blocking as part of a combo string? 2) (after the stance rework) the command-gap-closing-lunge that was supposed to be bound to block+melee? Have we lost the ability to perform these actions?
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