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PaleMinerva

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Posts posted by PaleMinerva

  1. A mode with multiple, simultaneous objectives has much more depth and potential for teamplay than what we have now, especially given the level of enemy AI. 

     

    I've been chatting back and forth with xhris about this for the past several minutes, and I think we have a pretty good thing going here. It should fit well with the AI, it has risk vs reward, it's fairly deep and has some interesting mechanics.

     

    I call it Assault. I dunno what xhris calls it. It's something like Sanctum's take on tower defense, with some elements from UT2K4's Assault mode.

     

    In this mode, the goal is to prevent enemies from moving Object A (a bomb, a superweapon, whatever), to Object B (a cryopod, a loading platform, whatever) through a randomized maze of tiles. Each tile has emplacements for turrets that apply various types of damage to enemies that travel through it - these emplacements are randomized, much like the maze itself. The turrets cost energy to build, upgrade, and refill.

     

    Here's the kicker. Enemies don't single-mindedly push A to B. Some will demonstrate such behavior, yes. Others will dedicate themselves to harassing players, and still others will themselves try to rush to B to destroy or take control of it. Once either all the players are annihilated, B has been destroyed or taken over, or A reaches B, the mode ends in failure.

     

    Furthermore, A never resets on its own. A concerted effort must be made by the team if they want to return A to its starting position. There are two options for this: players stand in front of A and push it back - it leaves them defenseless, drains their energy, and is extremely slow, but can be utilized in between waves - and as long as they're pushing, enemies can't move it forward. When a player runs out of energy, however, they can no longer push. The more players that help, the faster it moves. Meanwhile, enemies will attack the players and Object B.

     

    Of course, the alternative is faster. This other effort will temporarily separate the team from each other and the objectives. For example, maybe there's four separate hackable consoles in four different tiles that must all be activated at once in order to move a crane. Once all four players have hacked their consoles within, say, 10 seconds of each other, the crane will begin to move and drag A back to its starting position.

     

    Even as this is happening enemies are still pushing A or attacking B. And on top of that, they have a new target: the crane. If that crane is destroyed, players must repair it before it can be used again, much the same way players would push Object A back.

     

    Obviously, this is a wave-based sort of thing, and there will be significant time in between series of waves for squads to plan out their actions. The more waves a squad lasts, the harder it gets, the better the reward, etc.

  2. I thought this was addressed in the livestream. The whole 'story of Mercury' and the coming stories of the other planets give a sort of storyline for which you fight. 

    Lore's fantastic and great, and it runs out. Lore doesn't last, and it does nothing for player retention.

     

    The wasn't intended towards you, it was quoting the livestream about grinding and RNG, they are reducing it further, meaning even more pointless gameplay :(

    Fair enough.

     

    Your survival idea would make an awesome random event also!

     

    Extraction is unable to pick you up. The spacecraft got toasted or whatever. Your squad is trapped in the hangar and needs to hold out at the extraction point until pickup arrives. Only a few waves of enemies to reduce frustration with being so close to obtaining your rewards.

     

    Or alternatively, the hangar is inaccessible and your squad needs to backtrack and bust one of the Corpus ship windows and jump out into space where the spacecraft picks you up.

    I should mention, emphasis on "endless" and "horde." Less emphasis on survival. I'm talking Serious Sam numbers of buff-as-hell baddies that you fight until you're dead.

  3. Or did I misunderstand?

     

    As things stand, the game is nothing but grind. Grind bosses for blueprints and resources, grind mobile defense for experience, grind Xini for modules, grind the Void for Forma to continue grinding, and what's at the end of it? To trivialize the already-easy combat even further?

     

    inb4 b-b-b-but it's a beta

     

    The point of it being beta is so that things like this get ironed out (though this is the sort of thing you figure out in alpha, not beta). It's not an excuse to leave things as they stand. I understand that you're winging it, but that's half the problem - you don't seem to have a direction in mind for this game, so it just keeps expanding and getting new tilesets and weapons every now and again, and it's all leading to nowhere in particular. What goal do you have in mind? Is there a goal in mind?

     

    And add a survival mode. No cryopod in need of defense, just players against an endless horde of progressively more difficult enemies for progressively better rewards. That alone will validate some portion of the grind.

  4. Is there any good reason to have super jump cause its not working for me if it had extra dash feature hell yeah to get out a creep crowd

    I can already tell that you don't have an Ogris.

  5. Or make a new mod that reduce the time to charge the arrow, this could work and its not everyone that is willing to sacrifice a mod slot therefor you will have two kind of bow users, the faster but lower damage and the slower but higher damage. Remember this is a game of customization, having the option to shoot arrows that deal lower damage but at a faster rate or shoot high damage arrow at a slower rate in my opinion should be in the game but I guess most weapon change have to be very carefully studied to not have something like that happen again (*cough* shotguns, gorgon *cough*)

    This is the absolute last thing that needs to happen. DE's habit of fixing things with mods needs to end.

  6. Simple, maybe, but clean? You have health, shields, stamina, skills, and energy all clumped together in one tiny corner of the screen while ammo count gets an entire corner to itself for no good reason. You have to constantly defocus from action to check if your shields will hold for another few hits, or see if you've stored up enough energy for whatever skill you want to cast. Even objectively, it's a damn poor layout.

  7. With the promise of addressing long-standing balance issues in Update 9, the coming revamp of the alert system, the increased Alloy Plate drop rate, and the new mission reward tables, DE's done a decent job of earning back my trust. For this, I give my thanks and continued support. Nevertheless, there are some caveats I have with the game.

     

    1. Barrier to entry remains a concern, in my opinion. This point is of particular importance as of the past weekend event, in which DE clearly catered more closely to long-term, experienced, well-geared players. If that intent of balancing around endgame is to continue, new players must have a straightforward, relatively easy path to endgame. As things stand, I suspect the current market prices remain faintly intimidating to beginners.

     

    2. Clan dueling is fine. Add a spectator mode if you must, but there's no need to touch it up for balance.

     

    3. Blocking and dodge-rolling are pointless maneuvers as they stand. Given that blocking is a continuous drain on stamina, the least it could offer is a significant increase in damage reduction. Anything less than 75% damage reduction on block is unlikely to be noticeable. Rolling, cartwheeling, and backflipping, should offer, if not a small number of invincibility frames around their start-up, then damage reduction and hyper armor (no stagger/knockdown). Damage reduction is debatable, hyper armor is a must-have. There's no reason to dodge at this point given that sliding is just as easy, has a faster animation, and can cover more ground.

     

    4. While the delay on jumps makes sense from an aesthetic point of view, practically it makes platforming an exercise in frustration. This is compounded by terrain glitches that tend to break jumping or classify the character model as in-air, locking out usage of certain skills. Remove it.

     

    5. Active reloading (interrupting reloads 3/4ths of the way through by blocking/meleeing/perfoming X action to shorten reload time) is a wonderful concept. I would like to see this turned into a full game mechanic.

     

    6. The community, and founders especially, have a responsibility to give good feedback. Those in the design council, especially, I expected to criticize DE most harshly, since they have somewhat of a say in the future progression of this game and are the first ones to preview coming content. I see very little in the way of critical comments from this portion of the community; at the very least, what critical comments do exist are largely drowned out by the standard cries of overwhelming support even when support is undeserved. I applaud that faith in DE. I ask that you temper it with careful scrutiny.

  8. I'm going to play until my platinum runs out, and then I will lay this game gently to rest.

     

    Though if you think a mass quit is enough to get their attention, sure, why not.

  9. Ya it's totally ruined now. Now you have more goals to work for, and reasons to run something other than xini. I mean how will new players cope with not being able to buy 6 new weapons in the first two days they play the game, they may have to pick one! He'll this outrageous change may even revalue credits by creating something to actually spend them on.

    Lets keep posting inflammatory bullS#&$ because obviously this is the end of the world.

    You missed the point, as well.

     

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