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Doraz_

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Posts posted by Doraz_

  1. Rework K-Dive v.2 (With combos)

    Gameplay in short:
    -Player uses MOST trick and combos to build up score, 
    -‎score generate charges that are spent by dong SPECIFIC tricks (right click mostly)

    _________

    W/A/S/D + Ctrl = Ground Spin 
    Blades of Slashing energy (360 Degrees).

    S + Left Click + Right Click
    Granade is launched in front of board.
    Cold Damage. (Replace Cold Mod)

    W + Left Click + Right Click
    Double jump. (This Replaces the duble jump mod giving us the ability tro trigger it at will.)

    A/D + Left Click + Right Click (hold)
    Charges Explosion to release when succesfully landing the trick, muliplied by time pose is kept mid-air (Replaces Blast Mod.

    W/A/S/D + Left Click + Space Bar
    Rope trapping closest enemy and dragging at along the ground. (New Mod)

    Grinding 
    Generate  Electic Aura Repelling projectiles. (Replaces Electric Mod)

    W/A/S/D + Left Click + Ctrl
    Grind Terrain. Generates fire Trails lingering for [duration]. (Replacea Fire Mod)
    ... bunnyhopping to change direction (solves fire being behind board)

    Any Collison
    Procs Slash and impact on Target. (Replaces Slash mod). Damage multiplied by combo meter ... incentivizes jumping on enemies 😉 ...

  2. 10 hours ago, Kainosh said:

    Dunno about you, but i see K-dive as a wasted chance to add proper Sprint move.

    Imagine if you could accelerate your Sprint to K-drive speeds and grind rails with your feet?

    Ventkids? Keep em.  K-Drives will be for Operator...  And Warframes will run instead.     To use K-drive as Operator you just tap Sprint 2 times...it will be like a built in "ability" that you get on Fortuna. Much better than gear wheer, no?

    Gauss? Still relevant. His 1st is MUCH faster than K-drive speed and also deals damage/kd and sht.  

    Volt? Volt is volt. Buff and Sprint even Faster. There is nothing

     

    That would bring :  

    1) Better zipline/ rail grind animations

    2) New aerial dodge animations (serving as "stunts") ...Coz we do not have aerial dodge animations now...we roll midair instead. We still foken roll midair, man.

    3) Less clunky gameplay...coz you can stop and shoot anytime without any mounting/dismounting....

    4) Will work in every mission. Coz its not a "vehicle".

     

    IMO that would be best.

    And yes, K-drives do need more mods and polish, no matter if they become Operator tools or remain as is.

     

    Well, Sunset Overdrive already did it succesfully and WF has yet to copy it ... so why not xD

    The mixing of driving and shooting sounds fun.

    if k-drives are to stay, maybe the "secondary attack" key can enable the control of guns on the k-drive while restricting you in combos as mouse-click combos cannot be performed. 

    (I still would prefer the k-drive itself to become a weapon.)

    All guns can work, melees will need a swing animationthat depends on camera orientation when swinging ( imo the air-attack sweep upper-body only might already work xD).

     

    being able to use this k-sprint everywhere in game is such a nice idea🙂

     

    9 hours ago, CopperBezel said:

    I genuinely don't think that combining tricks and combat can possibly work. I think K-Drives were a fun, silly little extra with no intent to expand from there. There isn't a point at which they were better for transportation than archwing or anything like that. They're just kinda there. 

    as they are locked in open world, completing bounties only using the k-drive would be a good incentive for me to go back to them.

     

    my original idea was to implement stances for k-drives even, with each trick having an effect like:

    -backflip launches an energy granade in front of you

    -copter creating rotating blades of slashing energy

    -after a trick you can grind with no rail for a short time, sorta creating your own grind of damaging electric energy

    - trick combos leave a trail of bombs that float mid air, detonating togheter when the trick is landed, damage multiplied by trick score

    - some tricks doing CC or DR

     

    but it can get too big and non-justifiable for DE to create, and i would like to customize all parts of my board.

     

    on the other hand, we could have builds with different stances for differentsituations, like speed, damage or cc ... maybe coming from 3 different vent-kids having different styles competing with one another xD (sorta like tenno schools)

     

    Make us play the shawzin on the k-drive too with notes dealing damage and really ...

    what are we waiting for? xD 

     

  3.  

    [ sorry in advance for vague names, i'll replace them with the actual names of the in-game mods when i have the time. ]


    WHY DO THIS
    -It would add an incentive to visit the open world and roam around on the k-drive from time to time, to have fun
    -‎It would give an option other than grind to level up K-drives
    -‎It would incentivize people to invest in their k-drives, maybe formas and potato ( if they didn't buy one immediately to skip the grind that is -_-)


    SCALING
    2 Options:

    1) Multiply damage by K-Drive speed. 
    Self-Explanatory, to maximize damage the best methods ( as it's difficult to make fast turns at top speed) would be to engage boost only when ramming enemies or jump and fall on them at high speed thanks to gravity.

    To make it more reliable tho, i suggest simpifying damage output by just doubling the damage dealt while boosting.

    2) ‎Multiply damage by enemy level. 
    DE, u gave us no way to boost the damage (unlike normal weapons) so it's only fair (and a good experiment) that damage is dealt by "stat"+percentage of max health.

    This way, the k drive experience remains roughly the same across enemy levels.


    BAD MODS
    There are mods that incentivize bad behaviour and hurt player experience.

    The slash mod and the freeze mod are horrible design-wise at the moment because:
    - they are made the most reliable and effective way to deal damage, slash bypasses armor and cold damage brings even a Crowd Control (thing that would be useful ... were we ON the board -_-)
    - ‎they incentivize not using the combo system and spamming going on and off the board

    It's a shame to reward the player when NOT USING the tools u have spent time building. 


    SUGGESTIONS

    (Slash Mod)
    Now the board procs slash anytime it touches an enemy when above a set speed. Damage is Double when boosting. Current Speed can play a role but risk becoming unreliable.

     

    (Fire Mod)
    Same as now but also leaves a trail of flames as well. Useful to deal damage but also lock enemies in place to ram them.


    (Blast Mod)
    Implementing a new charge mechanic!

    Now at every 500 points (example) of combo a charge is gained (stacks up to three maximum). When doing any trick touching the board with the hand (mouse click) the board lights up and when touching the ground spends one charge, generating an AOE explosion.

    Damage might even be multiplied by how much time you hold the pose before landing, to add a risk/reward mechanic in the form of how much are you willing to keep the pose, risking to lose it all if you touch the ground too early.

    (electric mod)
    Now grinding builds a damaging electric Aura (bubble) around the k-drive that slowly fades in intensity when not grinding (visual and damage wise). It functions similar to Zephir wind as it repels projectiles and bullets but also damages enemies inside or touching the bubble every second, proccing electric status as well.

    Think of this as the tenno equivalent of those magnetic lights for bicycles, slowly fading away, holding the charge for a while and increasing in brightness with speed.


    NEW MODS?

    (lazzo mod)
    I remember Tribouros ( hope i'm not butchering his name xD) talking about a "lazzo mod" and it's a pretty neat idea.

    When doing a copter manouver (spacebar, ground or air) up to 2 enemies in range are trapped with a rope of energy and dragged along taking damage over time.

    Cool it would be if collisions actually dealt True damage, but i suspect the physics of WF can't handle it very well ... but it works with valkyr, so who knows.

     

    Well i have written enough for now, i might add something later.

     

    • Like 1
  4.  

    # 2-3 "spots" on the ground are downstairs for anti-boarding and repair, maybe one is a solaris that just repairs.

    Although if that is the case, those squares seems only in the lower room, no companions in foundry or guns.

    # upstairs a third gun manned by a lich would be nice. Seems like it would fit.

    # more factions outside of kuva liches can be recruited, like cetus and syndicates

    the last one DE plz listen that it has the chance to be hillarious

     

    imagine these picks as crew

    - cetus citizen, inexplicably fixes everything even if he never trained, like " well tenno, I ididn't know half of the things in front of me even existed and this bit came out, but i think the engines seems to be doing allright" ...

    Lovely it would be if he/she uses a fish as a sword.

     

    -Ancient healer specter, friendly of course, it just screams "hryaaaa" with a message on screen like any npc every time when fixing breaches and fighting boarders. Cy comments afterwards to try and translate, but it ends up being all confusing.

     

    -Clem ... need o say more?

     

    -Syndicate trio, they would be simple humans with the respective vest of the syndicate, but they are 3 per station (to compensate for their weakness compared to liches ... totally not  a pillar man reference) and the syndicate leaders will be the one to give them orders and motivate them. they can respond with " aye ae sir" but uniqe for all syndicates.

     

    -animals of cetus or orb vallis, imagine pobbers running around dixing the engines or eagles stunning enemies, it would be amazing

     

    sorry for typos and broke english, i'm in a bit of a hurry

    • Like 3
  5. 1 hour ago, Corvid said:

    Nope, it's a separate structure. Two asteroids connected by large struts with a hackable panel at each end.

    yep, that's that 🙂

     

    Plus ... 2 separate space rocks, connected with metal bars, with engines put at random ... WAT?? ...

     

    if it is "grineer architecture" i guess it's fine, but at least give it meaning ... like IT being a movable cheaply made base to store resources momentarely.

     

    It's a stupidly small thing that no one tenno cares ... but put some good resources and maybe we can talk.

     

  6. tL4Vkd7.jpg

     

    This spawns most of the times, has a door but is not accessible to us.

    I fear it will stay like this even in future updates, so to correct this, make this a zone where grineer have deposited a lot of resources and we have to fight our way in to loot it.

    They can even be the saturn equivalent of veil derelicts, with a rare avionic as a drop.

    It should be relatively small, using already existent tile sets.

    For the issue of loot not being shared when boarding platforms, let it be an incentive to change it so that loot is always shared.

    • Like 1
  7. mmmm :clem: .....

     

    All this concern for objects getting in the way, when the solution (in multiple form) might be already present IN-GAME RIGHT NOW:

    (1) Portals can be assigned priority in draw_call order when using turrets for instance so that they are drawn above the decorations.

     

    (2) Decorations' texture can fade-out when closer to the camera or even become semi-transparent when aiming down sights and using turrets  regardless of distance. This preserves the decorations visibility, what's the point if they disappear 😕

     

    (3) specific entities can be given priority (different from portal method) so that they are drawn above specific geometry ... u can see that in captura scene, where the warframe is visible behind terrain when aiming and things become gigantic when aiming up and close to the target.

     

    Again, i don't care about lag or trolling, they were here before and they are here to stay ... but i'd be happy to see creative people being given the tools to show off.

  8. 9 minutes ago, Awazx said:

    I agree with this 100% and for a very simple reason:

    DE would earn so much money with the Railjack decorations that, reasonably, he would no longer need the aggressive and controversial monetization campaigns he is using for the monetization of Empyrean.

    I see we are of like mind hunter:clem:

    *grofit intensifies*

    14 minutes ago, Miser_able said:

    I'd rather not. People would always fine a way to abuse it. Such as covering the windows. 

    I was about to write that as well .... but no, it's not a good reason.

    Block and abort mission always exist and i'd rather see one amazing player's ship (like the dojos) at the cost of the one that spams cheap stuff floating in the air  ... no to a limited decoration system that barely changes anything, do duviri and new war ... or fix railjack bugs xD

     

    Plus, in 2 occasions now i was lucky enough to depart from 2 really cool dojos, and the animation of the camera flying-by the decorations was really cool.

     

    Now we all skip that but i'd like to take in a fellow tenno's work from time to time.

  9. Just a quick thought ...

     

    I'm thinking about making the stats really reflectt the theme of the warframe.

    So, even if it goes agains my usual build, i propose this:

     

    (Standard version)

    Armor 100

    Health 225

    Shield 950

    Speed 1.2

    Energy 225

     

    (Prime Version)

    Armor 125

    Health 250

    Shield 975

    Speed 1.2

    Energy 250

     

    So:

    -Stats should incentivize building for shields, as it plays in her theme of keeping things (in this case enemies) at a distance, and preferring not to get shot dirrctly. Plus, all those AOE toxin damage that usually are a death sentence to squishy frames are "solved" as she can deal with enemies at a distance.

     

    -Prime version can be a 25 buff, just for lols. A frame shouldn't wait for it's prime to be competitive at high level (looking at u atlas -_-).

     

    -My only fear is that stats like that are NOT good for a melee frame ... and her ultimate is a giant sword xD.

    Given, i gave her waves to do damage at a distance and increased range in general, a mechanic to regenerate shields/overshields would be really cool. 

    While health can be regenerated on player choice with life-steal or arcanes, the sword can grant overshields on kill or percentage of damage dealt (capped ... of course xD, no 1 million overshields per hit sorry).

    I think an exclusive "shield-steal" mechanic can be very cool to play around with 🙂


    An effective build unique to her for melee frames could have have Adaptation, Shield recharge (finally not just a meme)vand shields, leaving all othrr slots to improve ability range strenght durstion or efficiency.

     

    Man, looking back at previous posts I really need to improve the overall presentation xD

     

    Ok, signing off for now ...

  10. 49 minutes ago, Diavoros said:

    We are still waiting on the Zephyr deluxe from 2015, then the Nova deluxe II, Khora deluxe and Garuda deluxe that were shown before tennocon.

    I'm waiting for zephir deluxe as well but can prime really be surpassed?

     

    If it happens it needs to change the skin drammatically ... not like all those valkyr and saryn skins which shape is just too similar imo ... still amazing, but ending up being a change of palette weight (as in how much of a warframe has that specific color)

  11. 15 minutes ago, (PS4)HollowMolloy said:

    It looks awesome,  but i still think this should be an Inaros skin. 

    lmao

    I use him in a bit of an un-orthodox way, but I'd be fine with this honestly.

     Where ash evades death by being invisible, Inaros evades death by being tanky.

     

    Where ash procs finishers by teleporting, Inaros procs finishers with his 1.

     

    Only thing, i DO mind as ash augments are simply wonderfull ... maybe even the reason i still play this mess of a game xD

     

    Take away armor, free combo counter and extended by 10 seconds, teleports behind you and delet ... 

    There is only so much i can take 🙂

     

  12. Which got me thinking that while quality of skins has gone up, the time and potential problems implementing a new one "may" have gone up as well.

     

    Texture, cloth physics, custom animations, spawnable objects and particles mid-animation, ecc.

     

    The problem for me is that as much as a skin looks impressive, i don't buy it if i'm not going to use it. 😞

     

    Harrow, Octavia, Loki were a no-brainer but ash and titania unfortunately i don't like their deluxe skins, i'm content with standard ones xD

  13. 1

    If you shoot shields of enemies spaceship it creates a crystal model

     

    it eats performance like crazy, just remove it we don't need it, we already have the fact that we do no damage as a message that they are blocking our bullets. Maybe put a short living particle effect instead, with a timer so it's not triggered every update by beam weapons in particular.

     

    2

    crashes seem so random but for sure it only happened when in battle, never when there were no enemies around.

     

    If i had to guess, it's the AI-agents themselves.

    Maybe some values are not cleared, or when either spawning new units or re-enabling part of of already spawned units when closing-in on the model, the system is not being granted permission to either read from file o modify in memory.

     

    3

    Portals are buggy, they either make the ship disappear, become black or show something different. re-entring railjack orvturret usually solves it but not always.

     

    4

    After boarding the secret ship in the mission on the hangar, the ship can't exit as it is spawned inside the geometry

     

    5

    Ui freezes sometimes when returning to dojo and accessing the consoles.

     

    6

    shield, engines and reactor are un-equipped when inspected, guns do not have this problem. On the other hand Guns' stats do not appear in the preview when selected unlike components that instead show correctly.

     

    7

    During Enter/Exit Archwing animations warframe's model can be swapped to another teammate one or become invisible.

     

    8

    CrewShips not Spawning at all or spawning either too far from ship or out of bounds.

     

    9

    Octavia custom songs is not used, it is instead used the standard one. This obvously makes the entire Railjack experience LITTERALLY UNPLAYABLE.

    Had six crashes so far.

    😞

  14. Well, after devstream, a more reasonable request would be to add landers or new smaller railjacks for those duo or solo tennos.

     

    it would have less guns and abilities, but they can be taken by the same pool as the railjack ones.

    A quest to re-discover the parts like railjack would be relatively easily to do, or Ordis could just go:

    "Hey tenno, i'm not mad that we don't do as many missions as before because of Cy ... but i have upgraded the landers while tou were away to combat ships status or (alternatively) here is a new ship ... for us to do missions ... among the stars ... all alone by ourselves .... no? Tenno where are you going?! 0_0"

     

    But if the community rexeives the multiplayer only requiremen/focus it's not necessary ... but for a solo tenno, a smaller ship would be better to manage, to go back and forth between piloting, fabbricator  and outer space.

     

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