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PROteinxstack

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Posts posted by PROteinxstack

  1. Only that it makes little to no sense at all. Even if that alloy would cause air to become more dense, it would float down and be replaced by thinner air, causing a perpetual cycle. That entire process requires energy, which would have to be provided by the metal - and either cool it down or eat it up, until it's inert or gone.

    Is physics still mandatory in school?

     

    This is the closest I've seen anyone come to figuring it out.  All transformations require energy of some sort.  The Oxium BECOMES lighter than air when energy is applied to the alloy.  Think of the windows that become tinted when electricity is added.  We also now have those invisibility cloaks that by running electricity through them they bend light.  If the warframe was made of an alloy that was always lighter than air, it would be like it had low grav on ALL THE TIME.  Imagine getting shot by a rocket in a frame that was lighter than air, YOU WOULD BE BOUNCING AROUND LIKE ONE OF DEM SUPER BALLS U GET FROM DA SUPERMARKET.

     

    /thread

  2. HideorEscape, your idea in theory is great, and I hope we can have some heavyweight matches vs other factions. 

     

    In order for it to work, we also need to have different enemy types/ai.  I'm sure this is on DE's plate, it has been brought up many times in the past that we require enemies to challenge us not merely with brute force.  I would think heavyweights would be stalker and harvester.  I think those guys are the heavyweights, imagine having a gametype where you fought "miniboss" type characters all the time.

     

    Hey, taking the step further, why not have arena style gametypes with said minibosses.  Capture the flag, deathmatch, team deathmatch... sounds familiar, doesn't it? :)

  3. At 500 m/s, enemy AI would have no problem hitting you from any distance. The effect is the same as it is now, only latency becomes even more of an issue.

    I don't think that the game needs hitscan to be removed. I think that enemy AI simply needs to be tweaked.

     

    Lower-leveled enemies should have poorer accuracy on moving targets (although they can hit stationary targets perfectly fine, just as the easiest of bots in any shooting game can headshot you with ease if you stand still), with their accuracy against moving targets scaling up as the levels progress.

    For example, in Mercury, strafing and wallrunning will cause bullets to almost always hit where you just were, whereas at around Saturn, enemies become much better at leading their shots and nailing predictably-moving targets (as they are now). Enemies shouldn't be able to see through jerky, erratic motions, though, which our current Grineer are notoriously good at.

    this!!!

  4. At least until you got a handful of em. Then you wouldn't touch it again.

     

    Exactly.  Its nice they added the bonus credits into the Nightmare rewards since latest update.  What else can we think of as an incentive for players to continue to choose nightmare over regular?  I guess as a frame of reference all I can think of is how I play games.  I choose the hardest difficulty and beat my head over it until I get it right, figuring I'll either beat it or get better trying.

     

    Just thinking out loud here:  How can nightmare challenge a player and yet help them get better?

     

    Here is a thought:  Have nightmare missions be STATIC missions based on time trials / set groups of enemies.  Allow the nightmare tile to not change enemy location or amounts.  It can also be timed based on the # of tiles that are between the start and end of the map (completing all objectives).  There might be an estimate that can be given based on how many tiles are created and how long the average completion time for a tile is.

     

    This would allow for greater competition between players (completion time for nightmare tiles etc.), and would allow players to continue to replay a mission over and over again until they feel they have mastered it, getting the best time they could with all the difficulty modifiers created via nightmare.  Think of it like a gauntlet of sorts.

     

    One of the main limiters of nightmare is that since the game is so focused on procedural events, there is no way to anticipate how adding an extra layer of difficulty will make or break the player experience.  Making the mission static will allow a controlled environment where DE can call the shots with more precision.  Thoughts?

  5. Before the bulk of the thread begins, I just want you guys to know I'm greatly impressed by your work thus far and enjoy your game very much.  This has been a longstanding problem for me (I'm a spoiled fps player), and would like to give my feedback on the recent changes made to improve draw-damage number generation since patch 11.6 specifically the below change from the log:

     

    -Now continuous fire weapons now limit the frequency of damage numbers by using a minimum time between impacts, regardless of how much damage has accumulated. This gives us a lot more control and should make things more obvious for players who are applying damage mods (it's easier to notice that numbers are 5% larger in magnitude vs being generated 5% faster). 

     

    I would like to first start off with this first image:

    http://cloud-4.steampowered.com/ugc/504702189321060914/D0992A99E0780F161B182E1511EC3C9B9D5C7E80/

     

    The damage numbers look fine when enemies are close-range and low level, it seems small compared to the overall proximity of the enemy.  Notice here that at medium to long-range with high level enemies, draw damage and the subsequent effects cause the player to lose sight of the target especially when multiple enemies are being hit.  I understand the need for the visual effect and feedback but the current method is obstructive and creates a very cluttered UI.  

     

    http://cloud-4.steampowered.com/ugc/504702189321063735/AA80E1E6C021EF5B5F7B8EB60F43F8FBDCEF6182/

    http://cloud-3.steampowered.com/ugc/504702189321064606/BFABA2EDFD7D376A765962E078D473DAD0646C66/
    http://cloud-4.steampowered.com/ugc/504702189321062781/92B2DAB036B34D5349961CC3D110AB9895D2FE1C/

     

      In these last images (taken from Natural Selection 2, first is shooting at the hydra second just destroyed a cyst), you'll notice the draw damage floats around the object and crosshair to the bottom left rather than on top of it, allowing clear line of sight and proper feedback simultaneously.  If you look up more gameplay from NS2, you'll see that the draw damage moves with the object you are shooting and also does not spawn multiple numbers but constantly increases the same number to provide one condensed figure for the player to visually process.  One other property worth mentioning is that the number pulses when a bullet impacts an enemy and then quickly shrinks and floats away.  In Warframe, the more damage you do per shot, the larger the number gets (critical hits are especially large).  Thus, when engaging high level enemies with a high level continuous fire weapon, you get a very large mess of numbers.

     

    http://cloud-3.steampowered.com/ugc/504702189321205040/062ADAEA67DB6FA09BB188FBBA1D14AD4AA1F35C/
    http://cloud-4.steampowered.com/ugc/504702189321203798/5ED3673A07F15727B5209583F414EE2BF486D57D/

     

    If UI 2.0 already has these features implemented, great!  If not, please consider making changes to increase visibility for the player concerning the HUD.  As of right now, it makes the gameplay cluttered and difficult to wade through the on-screen notifications, making kills difficult to visually confirm until the numbers disappear, slowing down the player.
    I have some suggestions to quickly fix this problem:

     

           -Move the experience/affinity number from appearing on top of an enemy after they are defeated to the upper right corner of the screen where the affinity bar is (you can just put a decaying counter to the left of that box).

           -Integrate an option to disable draw damage
           -Float draw damage numbers around the target rather than in front of.
           -Condense the draw damage numbers into one figure that acts as a counter up.(multishot, shred, and elemental mods further exacerbate the problem of too many numbers/symbols appearing at once).

        

     

    I hope this clears up my request.  Thank you so much for reading!

  6. Just means you have to flank 'em, aim more carefully (a lot of the time, you can hit shoulders, arms, or feet), or have some punch through and laugh at their silly attempt at seeking cover.

     

     

    Its true, having the ubiquitous FPS headshot overreach every faction would be a detriment to Warframe.  The varying weak-point method is a far superior way to include fresh, challenging gameplay to Warframe.

     

    Support weakpoints!

  7. I understand what you mean, and I AM ALL UP FOR IT. But I just don't see it working in the game as you stated it. however what I can see is a skill line of passives, the more you kill the more you activate these passives, so 200 kills will grant you the first passive (eg. regenerative health +2 or something) and you have options to choose between an offensive skill line or a defensive one or a swift one and a squad skill line or a personal one, get bonuses for each (squad one means more points at end). Kind of like Auras YES but there are more benefits and they have to be unlocked in the game itself, therefore balancing it out. What do you think? (if the idea is good I will make another post, we can both work on it :)

     

    Ok I took a little nappy from the forums, but I'm back and ready to work!

  8. Instead of getting extraction credits I think there should be an extraction multiplier that affect all the credits and resources we collected during the mission. Of course the multiplier should be directly related to enemy level, but it would be increased further by random events (like frozen map), alerts (as it would replace the credit reward), nightmare debuffs, Orokin Tower, etc. 

     

    This wouldn't affect other extraction rewards like the mods, keys, bp, etc, but it would at least give a reason to go higher level missions besides affinity.

    It would also make it worth checking the lockers on some missions, since the stuff they drop would actually scale at the extraction.

     

    Edit: of course stuff could actually drop more abundantly during the harder mission, but DE has failed to implement this obvious thing in a noteworthy way; the extraction multiplier would at least be clear, unequivocal and easy to give feedback on.

     

    This still doesn't solve the Nightmare reward issue, you can say the same for any high level mission.  How does nightmare change warframe aside from difficulty and mods?  What is the point of playing nightmare after said mods are obtained?

  9. I was helping out a buddy the other day because he is fairly new to the game.

     

    We went to a survival mission that was normally a tier 1 mission, but it was on nightmare mode so the enemies were harder as well as the health drain being applied.

     

    I was fine with this and we ended up with a Shred mod which is nice, but the incremental rewards for surviving were trash. We got some random mod, a couple credits, but we stayed for the key which was only a T1 Capture.

     

    Not many people I know play Nightmare mode for the fun of it. (I may be wrong on that) The people I have ever played with wanted to get the mission done as quickly as possible for the sole reason of getting the Nightmare mod reward (which only depends on mission completion).

     

    There needs to be more incentive for playing these missions (playing, not running). Give us a reward for choosing harder content.

     

    Better loot tables, slight increase on Affinity gain, something worth while because as it stands now, once you have nightmare mods, why you ever run the missions again.

     

     

    I have not ran a single nightmare mission since I received all the mods I needed.  If I wanted to use higher level enemies to gain affinity faster, I would just choose a non-nightmare mission to do so, why incur the extra penalty?  I agree nightmare isn't what it should be right now, I think DE knows that amongst other things that could use tweaking.

     

    When I used to play Doom on nightmare, I did it purely for the insanity of it and to see how fast I could get through a level because well... the monsters always respawned.

     

    One thing Doom did do right on nightmare was an increase in ammo.  Every ammo drop had double the ammo you used to.  Perhaps there should be more modifiers to the ammo/health drops to offset the detriment of a nightmare mission.

     

    Also, there should be something else... perhaps a hardcore status given to players that play the majority of the time in nightmare...

     

    Ok, here is an idea that is very rudimentary but could develop into something substantial:

     

    EVERY NIGHTMARE MISSION YOU COMPLETE GRANTS YOU A SKULL BADGE WITH A COUNTER ON IT.

     

    For example:  I play 5 nightmare missions last week, my badge has a skull with an x 5 next to it.  This counter resets every week.  The more nightmare missions you complete, the badge gets meaner and the number goes up... at 10 you begin to get corrupted, the badge hologram spreads like a disease and infects your warframe's armor, covering you in nightmare... stuff until you become... A NIGHTMARE!!!! bwahahahha

     

    I mean really, what is the difference between someone that plays nightmare over normal?  Competition? Skill level?  Masochism? A Death Wish?  All of these point to the player's personality and motive so why not give a reward that mimics that?

     

    I dunno, someone go with this.

  10. Bump.  This is something I have been thinking about for a long time but couldn't put it into words yet.  Thanks so much OP for writing all of this out.  I did read all of the post and agree with it 100%.  Hopefully DE can muster the strength to create said content.  It is quite a deep request, but the truth in it is undeniable.  At this point I know DE is working on the Melee 2.0 system (hopefully integrating your ideas), as for the rest of the OP I can only hope they are listening and making such changes.  Thanks again!

  11. That's it. I mean in the actual mission.

    It's easy to lose account of which and how many mods, components etc you got so far; speciall when you're using a Carrier.

     

    Great Idea, I've thought about this too.  The only way right now to see if you have all the right mods equipped is by the damage numbers, which shouldn't be so.  Plus, the damage numbers are so obstructive!

  12. Well 200 was off the top of my head. Sounded like I came off a bit aggressive, no offence intended! :O

     

    But, maybe we can boost these skill lines, so if you want stronger bonuses you have to get more kills, this way it balances it out for new players and veterans. We made a great idea here!

    One last thing: Don't you just want the redeemer in warframe? ;)

     

     

    haha yea it could be like those cheesy Power Rangers group attacks where all our warframes hold hands and a giant missle comes out of the host's nose to cause a massive tile wiping explosion (that doesn't hurt us or damage any of the ship's structures or anything).  ooh, I'm getting a bit silly, need to step away from the forums for a bit.

  13. I understand what you mean, and I AM ALL UP FOR IT. But I just don't see it working in the game as you stated it. however what I can see is a skill line of passives, the more you kill the more you activate these passives, so 200 kills will grant you the first passive (eg. regenerative health +2 or something) and you have options to choose between an offensive skill line or a defensive one or a swift one and a squad skill line or a personal one, get bonuses for each (squad one means more points at end). Kind of like Auras YES but there are more benefits and they have to be unlocked in the game itself, therefore balancing it out. What do you think? (if the idea is good I will make another post, we can both work on it :)

     

    Yea man, fo sho.  My idea was just a concept so w/e.  I really don't care if our guns even start spewing out puppies when we get a multiplier, just something fun in return for doing something skillful/risky.

     

    The only thing is the threshold for when these abilities or what have you get activated.  200 is a bit steep for a regular extermination mission or something cuz yea itt has to stay realistic compared to how many enemies are in a mission.

     

    Ch-ch-ch-chia!

  14. I think this would work for a very well thought out PvP arena. When we get community made content people will be making these kind of stuff, hopefully if we can. I don't like it for the usual gameplay because it is too UT-esque but for a PvP arena it works great because thats what UT is known for, PvP (I didn't like the "campaign" mode)

     

    Theres a great FPS on IOS that is out now called Neon Shadow, its a Doom style FPS shooter that actually has kill multipliers and it works well.  Since it is a small game with no RPG elements they give double/triple etc damage.  BUT, for warframe, as stated in the OP, marginal gains could be made to enhance gameplay rather than double damage which would absolute wreck balance.  I would say 1.01x damage all the way up to 1.05x damage or something like that.

     

    It would barely be noticeable from a conceptual standpoint, but racking up the kills and multipliers is soooo much fun.

     

    Plus, it serves as a counter as well and bragging rights (kill multiplier could be seen in stats at the end of the game).

     

    This has been done in many arcade style RPGs (diablo 3, eternity warriors, Borderlands 2, Dead Rising 3, etc) and it works very well for mob based enemies.

  15. I think someone already posted about a similar system or somesuch.

     

    The best application would be a "Flow", "Momentum" or "Style" gauge or something like that. Charges with using variety in your moves and continuous damage while using your Warframe to it's full capability. Kind of like a combo counter which tallies up depending on your variety.

     

    For example, shooting at enemies constantly with your main weapon would rack up a counter but no multiplier.

     

    Headshotting an enemy, slide-cutting another then blasting a third with a power would rack up the counter and add a multiplier to the amount of gauge gained. 

     

    As the gauge fills, you slowly gain bonuses like reload time reduction, melee charge speed increased, slightly reduced cast time on abilities. Things that keeps you going, not some things that actually boosts damage outright but rather allows you to keep the momentum going.

     

    Once you are out of combat, then the gauge slowly empties. Likewise, to maximize the gauge, you need variety as using a single kind of attack would mean you couldn't fill it up further than say, 40%... but varying everything would lead it to be able to reach 100%. Don't think it's necessary that a bonus is added for maxing the gauge except perhaps increasing Critical Hit Rate OR Damage for as long as it's kept at 100% (but again, the increased reload, charge and cast time, by themselves, would be bonus enough).

     

    Technically, it wouldn't even need to be displayed and instead just being passively tracked so that being agressive and varied would show by making your Warframe get in a combat high.

     

    But if such a feature would be implemented, it wouldn't be before a lot of other things make it first, including bug fixes.

     

    Meh, seems a little too complicated for open areas.  Lets keep it just kill based so location won't hinder bonus so much.  I like the idea of deteriorating % though! Keep It Simple Silly!

  16. Seeing as how we've been getting the whole UT theme coming up frequently on these forums, I'd like to suggest another great idea from UT 2003.

     

    Adrenaline pickups (taken from gamespy's site).

     

    Once your Adrenaline reaches 100 (you can get this either through collecting pills or murdering people, and Adrenaline is cumulative), you’ll hear a voice that says “Adrenaline!” and you can tap special power-up moves. Here’s what they are:

    Speed: forward, forward, forward, forward
    Regen: back, back, back, back
    Invisibility: straferight, straferight, strafeleft, strafeleft
    Berserk: forward, forward, back, back
    Camouflage: (Epic Bonus Pack, must be enabled by separate mutator) straferight, straferight, straferight, straferight
    Pint-Sized: (Epic Bonus Pack, must be enabled by separate mutator) strafeleft, strafeleft, strafeleft, strafeleft

     

    How would this look in Warframe?

     

    Everytime you kill an enemy/get a headshot/melee kill a counter goes up.  Once the counter reaches a certain mark, there could be slight gains in speed/credits/xp/damage/reload speed/magazine size, shield strength (virtually any stat that would balance well with gameplay) automatically given to the player with some audible/visual feedback to inform the player they have been powered up.

     

    This system could handle a variety of bonuses however DE/Community decides.  This works well in Capture/Sabotage/Deception/Spy etc missions but not necessarily in defense and survival.  Seeing as how many enemies are dispatched in a given survival/defense mission, the counter would have to scale with the frequency of enemy spawns OR be disabled for these types of games.

     

    Either way, in the name of FUN it would be nice to have marginal gains to allow a type of genuinely optional "high risk/low reward" gameplay.  For example, jump into a group of enemies and get 50 speed kills in a row?  You get an instant shield recharge, or maybe a small boost in damage (1% damage increase).  It might not be much to gawk at, but hey, at speed kill #40 why not take the extra risk to get some bonus damage or something.  Adds variety in gameplay AND entertainment value.  It also increases the pace of the game.

     

    I hope you guys get the idea.  This isn't some balance destroying addition I'm talking about, just a little performance driven addition that could enhance the fun and add variety.  I know there are players out there like me that enjoy recognition for style or skill, this is one way to keep us reaching higher and higher to get those multipliers!

  17.  after update 7 they stopped prioritizing Fun ,over profit . The profit makes the feeling go numb . 

     

     

    You guys don't understanding (I don't fully either) how their company and most other game development companies work.  They have different people working on guns than they do parkour.  They also have release schedules for all these guns, its not like they just sit down on their desk Monday morning and say to themselves "hmm, should I work on a gun today or parkour?".  They have documents detailing what guns/warframes/features get added and during what month/release etc.  Also, they have to have meetings to figure out how changing different systems will break the others (changing parkour might change level design etc.).  You can't take an art guy and tell him to program the parkour system, similarly, you can't take the guy working on the movement system and ask him to work on designing weapons.  Those responsibilities are fulfilled seperately by different people.

     

    In the last livestream Steve gave a mini-speech about how they can dig themselves into corners by taking a certain development path, and then have to start things all over again to change them.  Sounds frustrating, doesn't it.  Work on something for X amount of hours to find out you have to trash it and start all over.

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