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Oates_

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Posts posted by Oates_

  1. Killed my first lich last night. The initial grind for requiem mods was pretty rough, but for future liches I don’t foresee it being nearly as difficult as this first time. The murmur grind is questionable, but I don’t think it is a big enough issue to merit changes.

    The main issue I had was with the forced interaction with the lich. Mercy killing the lich with the wrong mod is just such a binary win/lose. So much so that it discourages interaction until you’ve already farmed murmur progress.

    I see a couple of directions you could take to fix that:

    1. Lich doesn’t level up on failed mercy/requiem attempt. Lich instead levels up if they down you during the ‘fight’ phase of the encounter. I can see why this could be an issue with unkillable warframes being reinforced as meta, so might not be favored option.

    2. On failed mercy kill, Lich still levels up, but they drop a requiem relic that contains the chance for the corresponding requiem mod that should have been used. Each requiem relic contains two possible mods, so acquiring this relic doesn’t tell you exactly which one on its own. However, it does narrow the possibilities from 7 to only 2 for that slot on the lich. Combined with murmur progress, it should be easy to deduce the correct requiem mod. Also, it creates another vector from which to acquire requiem relics.

    It does bother me that currently the only way to discover the order of requiem is trial and error. I do not have any ideas for that issue at this time.

    thank you for your time!

  2. The more I play onslaught, the more I am convinced that it's just survival with faster enemy scaling and different rewards. I believe I would enjoy it quite a bit more if we had a flat 1% efficiency restored per enemy killed on all rounds. You must engage the content to progress, but your engagement is rewarded very consistently. The strength of this mode is its variety, but that strength only becomes apparent over long sessions. I can easily play any of the available survival missions solo to 40 minutes, but it can become dull because I'm killing the same enemies in the same tileset. Just let me run the intentionally endless mode endlessly instead of getting kicked from fighting a percentage bar!

  3. First impressions:

    There's some potential for a good gamemode here, but because everyone wants something different, it's likely to stay as uncompelling as it is now.

    I only played it solo because warframe is not a team game, and I had the problem that many have highlighted in this thread. I ran out of stuff to kill. I was still dropping everything in one hit, but TTK doesn't take into account spawn rates and distances. I thought the whole point of the efficiency was to make sure the player was engaging the enemies, not to limit the player's ability to continue killing. Enemy scaling should take care of the 'endless' problem.

    I don't really care about the rewards, so I'm not going to give feedback on them.

  4. I quite like the progress that has been made on the nexus app. It has matured into a convenient way to perform menial tasks like claiming crafted items and rotate extractors.

    I’m sure that the developers of the app have plenty of ideas for additional features, but I would like to offer up some in hopes that they would gain priority.

    The first, and most obvious to me, would be the ability to edit builds. We can already view builds, which is nice, but extending the functionality would really make that feature shine.

    Second, access to octavia’s mandachord. This might seem strange on this list, but I think the mandachord UI could be compatible with mobile functionality. I think this would add some variety to the app’s capabilities without reaching outside feasibility. (An infeasible feature, imo, would be editing warframe cosmetics within the app.)

    Third, and finally, Focus school access! Pretty straightforward, it would be nice to view your progress in various Focus trees. Nodes that you have unlocked, unspent points, and nodes that you have yet to acquire.

    It may be that some of my request is already being worked on, to which I say, great! Mobile development is hard work, and far less glamorous than making new warframes or game systems or environments. It’s more likely that bugfixing is the priority right now, which I completely understand.

    I hope that this is some encouragement as work continues on the nexus app. Thank you for your time. :heart:

  5. My Razer Deathadder 2013 has two thumb inputs, labeled mouse5 and mouse4. I normally use these inputs for my melee. Within the past week/few days, these inputs have ceased to register within Warframe. This not only applies to usage in mission, but also when I go to bind them in the options menu.

    I have tested the mouse on other applications and it appears to be functioning nominally. I recently updated the razer software, and therefore I think it might be a communication issue between the programs. I have not tested rebinding the thumb buttons to unused keyboard inputs as a workaround yet, although I think that is likely to work given what I have seen. EDIT: I have tested rebinding quick melee to default and binding mouse5 to 'e', and it does indeed function normally.

    It seems oddly specific, no other controls are acting strangely.

    Thank you for your time.

  6. Quest was ok. Trying to make a horror story is kinda difficult, since the perspective is set back from the character. The messages on the walls and floors was probably the most convincing part. I liked the zombies. Wasn't really scared of the Rell manifestations, they were just a little annoying because they teleport in the path of movement, so you get weird physical collisions.

    The final fight. The issue here is that we have absolutely no customization of the fighting capabilities of our tenno. It feels completely detached from how I have chosen to invest my time in the game. If you're going to force operator combat, then make sure we've got some way of forging our mechanical identity like we already do with our warframes and weapons through the mod system. Maybe that's the focus rework, maybe something entirely new. It just comes across as disrespectful of our time. Credit where credit is due, you didn't punish death in that segment. While that doesn't make up for the lack of choice, I appreciate the gesture.

  7. On 5/25/2017 at 5:50 PM, Navarchus said:

    For your Tempest Barrage idea.. I really don't understand it and can't give input. I hope you can rephrase it I just wasn't able to wrap my head around it.

    Think of it like carpet bombing. It is still somewhat randomly placed attacks, but they proceed in a definite direction over the duration of the ability. Would cast similar to Nidus' 1st ability, hitting a relatively narrow strip where Hydroid aims.

  8. I think they could get away with taking the radial procs from the weapons and putting them as an aura mod for warframes. So every 2k affinity on the warframe you get the damage proc in radius around yourself and your whole team gets the 25% health or energy restore.

  9. Encountered this interesting interaction. If you kill the Trinity Spectre on the Ceres Juntion on Mars while her link is active and connected to you, you can kill both her and yourself in one shot. In this case it just stuck me in this infinite death state where it did not respawn me. I still had access to the escape menu where I could leave the junction. Eventually I think the AFK timer kicked in and ended the mission in a failure.

    FC3IFWi.jpg

  10. So for a long time the electric proc has had no effect on Tenno, and as such is just an annoying little bit of damage easily mitigated by the warframe's shield that no one pays attention to. I've heard many suggestions about what effect the electric proc should have on Warframes since a stun-lock doesn't seem like a lucrative option. My suggestion is that the electric proc prevents shield regeneration for the duration of the proc. Essentially, the player's regular shields turn purple like overshields, and then resume normal characteristics once the proc wears off. That is all, thank you for your time.

  11. Near as I can tell, the system is working as intended. 1 kavat dna in 30 scans. (I took pictures, but wasn't bothered enough to post them here.) That's a 3.34% rate for a sizable time investment to the task. My farming method probably isn't as fast as most people, since a duration radial blind build would probably work fastest. I used atlas with Ore Gaze so that I could at least get extra rolls for mods while I farmed scans. I don't think that it is broken, 3.34% is small, but it is a rate. Maybe I just got unlucky and I'm in a minority, but that's the biggest problem with RNG. I'm not guaranteed to have any drops. With as many people as play the game and roll the hypothetical dice, you guarantee that someone will have a bad time. While you also guarantee that someone will have a good time, and that most will have an average time, the idea is to let everyone have at least an average time so that you don't fatigue individuals. I don't really want a higher drop rate, I want a baseline rate. A guarantee that after x number of times you will get at least 1. The intent is to chop off the low end of the bell curve. Thank you for your time.

  12.  

    I have to ask: How much good is procedural generation actually doing for this game, at this point?

     

    So here's the thing about DE's procedural generation: It's unnecessary.

     

    Well let's dive into that nasty can of worms. What is procedural generation doing?

     

    Well, so far, it has kept the game afloat. It does denotatively 'work.' It may have a few issues in terms of gameplay, but it's not keeping the game from being playable.

     

    I think we all acknowledge at least that. Warframe has had surprising success over the past 3 years.

     

    I think the difference in our conclusions comes from the understanding that procedural generation is very much 'part' of Warframe now. Some people have even come to define it as a 'first-person dungeon crawler shooter'. If we get rid of procedural generation, we might give identity to the levels, but we actually destroy part of the identity of Warframe itself.

     

    It's true, identity can change, but I don't think the community would react well to fully static maps after all the praise that's been given to the potential diversity inherent in procedural generation.

     

    That's why I tried very hard to find a moderating solution. Something that keeps the procedural generation, but gets rid of the annoying linearity and frequently disorienting layout of the maps. Don't throw the baby out with the bathwater.

     

    And in finding that solution, I was surprised to find that my initial conclusion that procedural generation was the problem was incorrect. It's the implementation, not the concept that is at fault.

     

    I don't want to come across as antagonistic, because that will get all of us nowhere. Just give some more thought to why you are frustrated with the current system. Write down the specifics as you play, then trace those problems back and look at potential solutions, or even combinations of solutions.

     

    I was thinking of suggesting that we voxelize doors so that they could spawn anywhere they are needed since rooms are not necessarily aligned within the meta-structure. That's three different systems in one solution!  :P  (I thought that might not be a very good idea because it would be terribly hard to implement, so I left it out of the original post).

     

    I appreciate your input. Thank you for your time.

  13. I'm not going to rant. I'm not going to rant. I'm not going to rant...

     

    Ok, so. I ran Tower 3 Exterminate 26 times. There are six items that could drop. Of those, I only got 4 of the possibilities. A little miffed. More miffed because it's still possible and this RNG stuff has been going on for a very long time. I like the solution presented by the sortie reward checklist system.

     

    Really what is needed is a solution that puts a hard limit on the worst possible scenario instead of leaving it up to the law of large numbers. There is a hard limit on the best possible scenario. You run it once and you get the drop. Worst possible scenario currently is that you never get the item to drop. Would be nice if you could only get the same drop 3 times before it was 'taken off the list' until you got a full roll of the entire table. That way with six items, the worst possible is capped at 16th run getting you the full table. (3 + 3 + 3 + 3 + 3 + 1)

     

    Once you get every possible drop, it resets. Simple for single player. Question is multiplayer. If two people have only one possible drop and it's a different drop, what does the game do? Hard to answer. Possibly some science magic to make drops not common between all players in the squad in that edge case. Thank you for your time.

  14. But perhaps there are multiple static versions, asteroid a, asteroid b, asteroid c. Galleon a, galleon b, etc.

     

    Providing different models could also assist with newer players not being overwhelmed by the size of a map. If you start on a full sized grineer galleon, newbies could get lost very easily in the web of rooms. If there were smaller size classes like a frigate, you could provide a more focused, but still generic level that would be easier to learn from. I like your train of thought.

  15. This would work if tiles took very specific spaces and doors tended to fall within very specific points on those spaces.

     

    Yes, the design would require a significant tile rework. Implementing this design, while not technically my concern, was something I considered. Best option IMO is to take an older tile set, say the corpus ship set, and recycle the artistic elements to build a new set.

     

    If you make the meta-structure loose enough, then you don't 'need' to fill in all the gaps like I did in the illustrations. There can be empty space, but you can't exceed certain bounds. You could even make doors that spawn at different locations in a room instead of having absolute locations. Moving a door by a few meters down a wall isn't the hardest thing to do.

     

    Would this take a lot of work? Yes, It's a 2.0 revision.

     

    Is it worth considering? DE has shown that they're not afraid to go back and make significant changes to seemingly concrete systems. "We have the source code." So I don't think that they are unwilling to revise Maps & Levels. It's a question of priorities. There's a lot to program, and not many people to do it. If the community decided that this was a priority, then I think the devs would respond.

     

    Is this likely to happen? No. People don't think about level design and maps much outside of what they see right in front of them. Because the art is stellar, people think that the levels are fine the way they are. Perhaps the court of public opinion is correct. Maps are 'good enough' as they are, and it is better to focus on re-balancing relative weapon and warframe power.

     

    Pleasure is found not in getting exactly what we wanted, but rather getting the genuine creativity given to us by others. If there were a revision of Maps and Levels, then I wouldn't really want my exact idea to be used. I'd rather see what they chose to make.

     

    That's why I don't address certain concerns in my original post like the cost of implementation. I don't need to make a plan for every edge case. The overall idea is that we can use shape language to give identity to levels.

  16. TL;DR Oh look! pictures!

     

    It seems that the warm and fuzzy feelings granted by the novelty of The Second Dream have worn off and now comes the backlash. The devs are caught a little on the back foot warming up from the holiday break, the players have ground out last years stuff for the most part, and a whole slew of new recruits and returning veterans has followed a small surge in popularity. Warframe is ripe for something, but no one is certain what it will be just yet.

     

    Yet I am not here to discuss the trends in an MMO community, but rather the title of my post. Maps & Levels 2.0!

     

    Why Maps & Levels 2.0 and not missions 2.0, or star chart 2.0, or some other facet? Because the maps & levels are a piece of the puzzle that, I believe, most needs a substantial revision for the continuing growth of warframe. If Movement was considered in need of a 2.0, and indeed it is much improved now, then the areas upon which we move are also in need of an equally dramatic and dynamic improvement. Hard to wall-run without walls, if you get my meaning.

     

    But let's not focus on walls for now, for moving or removing single walls is not the point of a 2.0 scale revision. Instead, let's talk about doors. If you have played warframe for any length of time, then you are well acquainted with doors. Doors are the atomic unit of navigation in warframe. They also happen to be the atomic unit of map generation. A door is functionally just a node, which can either be connected to a room, or it cannot. The levels essentially just roll the dice to see which room gets attached to which door, with some modifiers based on mission type. This is good in the sense that no two levels are ever exactly the same, because even if all the rooms were the same, the odds of the rooms connecting at the exact same door are quite astronomical.

     

    However, despite the improbability of identical levels, the levels lack identity in and of themselves. All the levels are built upon doors. Doesn't matter if it's a Grineer, Corpus, or Orokin door. A door is a door. Thus the burden of identity rests with the art style. And indeed, there has been significant improvement to the layout and diversification of art styles within the tilesets. But the novelty will always wear off, and thus the sameness of the levels bleeds through in the long run.

     

    How then do we preserve the good bits of maps & levels, while providing a more robust and more unique set of environments?

     

    I considered first the idea of static maps. Static levels would give the identity that we want levels to have, but lose the novelty and mystery of learning a level as we proceed through it. Warframe still needs procedural generation.

     

    I considered second, and only briefly, the idea of voxel maps. Where we have really small parts that come together to form our maps. While this gives great freedom, it also does not provide a consistently rewarding gameplay experience for this game. Warframe is not a sandbox.

     

    The solution that I finally came to was a sort of hybrid between the current system and static maps. The independent rooms are assigned randomly, but the placement of the rooms is not relative to doorways, but rather it is relative to a larger meta-structure that gives identity to the level via shape.

     

    To help you understand, here is a poorly drawn two dimensional example. (I'm a philosopher, not an artist.)

     

    2-D horizontal cutout of an incredibly small grineer galleon. A 'meta-structure' on which to place rooms. (Fish-bones prime)

    7EtwkH1.png

     

    Rooms placed onto the skeleton, creating the level in the shape of a galleon, but with complete freedom on the orientation and interaction of the rooms. (Fish prime)

    LkltPDA.png

     

    The beauty of this is that the player never sees the static meta-structure, they only see its effect on the level. Hopefully this means that the good parts of random are preserved from the old system, but navigation can now be oriented on the larger map. Our galleon-fish in the example has a definite front, back, and sides. This can provide much needed clarity for new-player navigation.

     

    The other improvement which I hope to demonstrate with my next poorly drawn example is identity. Because the meta-structure is static, we can define different structures for different locations.

     

    2-D vertical cutout of a grineer asteroid mine. Of note, the meta-structure of the mine is very different from that of the galleon, giving identity to the level outside of the visible aesthetics.

    S1w8jmT.png

     

    A control center, docking area, central shaft, and mined areas. Looks like the grineer have only mined about a third of this asteroid.

    Vsa8kgG.png

     

    I also see great potential in this system for the enhancement of our current mission types. Want to capture a high-value target in a secure area? You could, 1) go in stealthily, preventing a security lockdown. 2) Find an alternate route. There can easily be more than one path to the goal. 3) Destroy the reactor! By cutting power, you can disable high-level security systems and prevent map-wide alerts.

     

    Another aspect of this system has to do with the spawn and extraction mechanics. There isn't a definite "start and end" to these maps like the current system. I think a fun way to approach this would be to allow players to choose/vote on a starting location. A closer position might decrease the time it takes to get to the objective, but the ship might be alerted to your presence when you start. (Perhaps a stealthier liset would be more useful for getting in undetected.)

     

    I think this could also touch on the new-player experience. How will a new player know how to get from point A to point B with so many options? Enter the Lotus. Lotus can provide mission direction to players that want it, while veterans can opt out and forge their own path through missions. Perhaps even forgoing the traditional idea of objectives altogether and "living off the land" by hacking and discovering potential objectives on the fly.

     

    Archwing integration could potentially occur. Perhaps a section of the ship has been severely damaged such that navigating via archwing provides an alternate and fast route. The Archwing sets are rooms like any other. Such was proved with the Uranus tileset.

     

    So in final, I just want to reiterate that my proposition of Maps & Levels 2.0 is not so much for the system itself as it is a foundation for the expansion of other systems. Get the foundation right, and the house will stand. Thank you for your time.

  17. There are few things as satisfying in warframe as watching your skana slice a Grineer Lancer clean in half for the first time. This novelty, however, quickly wears off, and the melee for the rest of the game becomes more or less a specialty option for a very hardcore subset of the community.

     

    For those chosen few, there are generally two ways of reliably using melee. Massive on-hit damage from weapons like a Scindo Prime that kill almost everything from raw strength, and crit based weapons like Prisma Dual Cleavers that shred through things thanks to massive attack speed.

     

    What many people before me have noted is that channeling on any weapon is used sparingly due to the costs of energy consumption that are generally better used in Warframe abilities.

     

    My personal recommendation is similar to others, essentially asking for melee that could use channeling more often, however, I would like to be more specific with my feedback.

     

    I would much prefer if the "Tenno crafted" weapons such as the Skana, Ankyros, and Bo staff had reduced base damage from their current stats, but had drastically improved channeling efficiency and base channeling multiplier.

     

    So for the Skana, lets say that instead of 35 base physical, it was moved down to 30. But the channeling cost was moved from 5 down to 2, and the base channeling multiplier was 200% instead of 150%.

     

    The idea behind this would be to both make channeling a more lucrative playstyle, and also to differentiate Tenno weapons from Grineer and Corpus weapons. Weapons crafted by Tenno would be almost useless to anyone except a Tenno not only due to the reduced physical damage, but also because only Tenno can channel energy through their warframe and melee.

     

    Switching gears, The syndicate weapon mods created some very specific melee options that have proved very useful in their own right. I would like to see more of these mods, but in a different slot.

     

    Syndicate melee stances would allow for more than one weapon to be given special procs, while also reducing the spike effect that a "+100% damage" mod creates on the balance side of things.

     

    Also, having a source of mods that is not RNG is always a plus. :P

     

    I hope that melee in warframe continues to be iterated upon so that there are many supported styles of play. If you have read this post, I hope that you can agree with my feedback, and thank you for your time.

  18. I wonder if the Hydroid change is preemptive. Perhaps Baro Ki'Teer brings Primed Intensify to us tomorrow, and they didn't want to make this change after that happened. It could be a change because of Equinox, or it might not. We will see.

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