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Sitchrea

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Posts posted by Sitchrea

  1. 11 hours ago, Kaian-a-coel said:

    Hey, that's my game! I'm really glad it's getting this much attention. As many people said, it's not perfect, but it's an improvement.

    Yes, you can kill your lich extremely quickly and minmax the game still. I started with the assumption that there was no real way for me to prevent a determined tenno from efficiently offing their lich in a short time. Rather, I tried to create incentives not to.

    You get Intel and kuva weapon progression (cheaper unlock cost. Currently 10% per encounter, will probably rebalance) just for playing in occupied nodes. Fissures, syndicates, nightmare, arbitrations, doesn't matter. Lich presence means you get thralls and lich spawns. So there's less reasons to turbo-farm liches at the exclusion of everything else.

    Then, you get kuva weapons and rewards without permakilling your lich, and they get better the longer the lich is alive, so you shouldn't rush to kill the lich.

    Of course now I have run into the opposite problem, where there is no more reason to actually finish off the lich, so this will be the next thing I solve... My current thinking is that syndicates (including ostrons and solaris) would put a growing bounty on the lich's head, to be collected upon permakill. So while you won't want to kill it fast, there still will be a time where you go "okay, time to collect now."

    I am open to feedback, suggestions, and bug reports. Thank you so much for caring. The kuva liches have a great potential, and I truly hope that DE realises it.

    Props to you, man. Let's hope DE sees this and doesn't just shrug off our mountains of feedback like they did this last devstream.

  2. 23 minutes ago, GruntBlender said:

    There wasn't even a vague promise, just an "it's fine as is, it's the players who are wrong" and the instant damage control of "we sometimes rework old content, so it might change eventually".

    This isn't a matter of having other things on their plate, this is intended to stay this way despite feedback.

    When put that way, I think I actually agree with you. They didn't really address the mountain of feedback, did they?

  3. 4 minutes ago, GruntBlender said:

    A lot of the suggestions would have been quick to implement, and fixing live content should take priority over unreleased content since that's what the users are interacting with.

    There's only two work weeks left in the year for DE. They're not going to commit to anything they can't make happen. It's why they said they will think about it next year so they can actually plan their time around it.

  4. 6 hours ago, Laveillon said:

    I might have been a bit lucky, but after some time invested into this minigame, i am most certain that the way it works is what most of us (probably) want. Way more engaging, way less Lich, way more thing to make the Liches unique.

    79938379_2669305556449629_89736696562418

    I agree, it might be a lot of effort to rework the current system, others may rage and be displeased, but on the long run, this system provides a much a more engaging and replayable content.

    I don't think it'd be that much work, as most of the assets are already in the game. This would all be coding architecture instead of art assets.

    • Like 1
  5. 2 minutes ago, Paradoxity said:

    Good on them, then. And you for bringing it here. I like how it explicitly notes "Your parazon wasn't enough to undo their immortality" not, ya know "They broke your spine cos you guessed wrong." It made the guessing game a lot less irritating. 

    If there was a single mechanic from the current system I would remove, it would be the "die because you guessed wrong."

    What part of that is difficult? There's no difficulty in guessing a random combination incorrectly. It's just needlessly punishing and actually quite annoying. I love the Kuva Lich system but my goodness it could have been executed so much better. The promise of the Tennocon gameplay was far better than the shipped product.

  6. Just now, Paradoxity said:

    Man. If the system was like this I think I'd have actually played it. 

    Like, no. This is actually good and engaging. I imagine in game it'd be even more infuriating to lose and watch the lich wear a helmet torn from your warframe around, and even as just a simple webgame, it was kinda satisfying to off the thing after about 2 weeks of effort. 

    Hope DE takes some notes. Great work OP. 

    All credit to the original programmer who posted on Reddit - I am just the messenger!

  7. Just now, Hypernaut1 said:

    Far far more than assets. Without even getting into the technical side, theory about how players will do something bathes greatly from how they actually play when they get their hands on it. 

    I'm not saying this idea isn't possibly better in some ways, but it's far too premature to sing it's praises and bag on devs that an almost armchair programmer outdid a whole team.

    I'm sure it's much harder than you think to balance and mode for min/maxers and players that go at the average pace. Those min/maxers also tend to be the most vocal and blow things out of proportion . 

    This game wasn't made to discuss min/maxing, the author even addresses that in his OP.

    The purpose of this game was to show how the current Kuva Lich system has almost zero interactivity. It's just fill a bar, kill the lich, repeat. There is so, SO much more that can be done with the Kuva Liches that it's almost tragic DE didn't go the full mile.

    This also isn't bashing DE. This is constructive criticism at its finest - the dude made a whole game to prove his point.

    • Like 4
  8. 20 minutes ago, Kenmei said:

    Lol, didn't think much about it but I spent a while just clicking trying to kill the lich. Pretty fun lol

    I will have to agree that I would rather play this system in game, than to just farm murmurs for 2 hours while poking every few times just to check combinations.

    Edit: Man I just read about the various types of missions like recon, plunder, and especially purge, and they are the icing on the cake. Damn...

    This wouldn't require that much work to implement, so far as I'm aware. Half the work is already in-game, this would just include:

    1. A new resource (intel)
    2. Hooking up mission interactions (Recon, Purge, Plunder, Etc.)
    3. New mission modifiers related to Lich Assets.

    Am I missing anything? This really sounds like not too much work for a massively improved system.

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