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nokturnihs

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Posts posted by nokturnihs

  1. 5 hours ago, RAZORLIGHT said:

    Mapping the same old stances (remember, not a single stance has changed!) doesnt take them more than a year.

    I agree there. I know they're working hard on a lot of stuff (old war, railjack, etc) and new warframe and stuff, but from a certain perspective it's kind of frustrating to see big changes in things like lighting, shadows, emission, etc and a "rough" of melee that they've been talking about for a long time. It seems really weird in that regard.

    I guess I'll append here that I don't have a problem making the game a little tougher - my problems with melee changes aren't difficulty related - I like the option of being able to build a melee build that can compete with a solid gunner build (I can't do gunner builds well myself but still) - I like the freedom of options and feel like the systemwide nerf really removed most of those options. 

     

  2. Notes:

    I'm a melee main. I have always been a melee main because of my disabilities. That said I was never a spin to win (hard for me to do the slide attack atterax thing consistently). So my opinions might be biased. I'm also trying to provide positive feedback as well as negative.

    Pros:

    Some of the weapons feel better. For example the dual weapons

    Melee feels faster (attack speed)

    Some of the stance simplification is fine I guess

    Cons:

    I am not a fan of the DmC "lift and juggle" thing. I won't use it to be honest and it makes jump-slamming more difficult. I don't care if it stays or goes but it's just something I don't care for.

    Heavy attacks are USELESS.

    Combo now only serves one purpose - blood rush and boosting khora (maybe). That makes it pointless.

    Damage was nerfed across the board for Melee despite the bigger basic numbers. Also condition overload and any status melee is now mostly useless. 

    There's still some issues with glaives and gunblades

    Although damage was nerfed across the board enemies were left unchanged so the damage nerf has a significantly higher impact on melee mains.

    I could go for other cons but instead propose these changes-

    Proposed changes:

    Revert combo to increase melee damage and it's growth speed to pre-2.0 levels.

    Revert SOME of the damage buffs. Frankly some of the weapons received buffs that finally makes them something just above MR garbage and those should keep some of their improvements.

    Keep the new stance simplification. Keep the lift/juggling anime fandom crap if you want to. Don't care.

    Revert Condition overload to it's original functionality. 

    Change Maiming strike to "MAIM" enemies rather than guaranteeing crits. Reduce damage output, reduce mobility, increase vulnerability, etc instead.

     

    Thanks in advance to those that read it - also if you disagree just state you disagree. No need to call names, belittle or be rude. Love intelligent conversation and these are just my OPINIONS, they're not worth any kind of nastiness here. We have a great community and let's keep it that way.

    Thanks again.

  3. 20 minutes ago, Famecans said:

    show me your melee weapon killing lvl160 in the simulacrum

    I wonder if anyone is managing to kill lvl160 (heavy gunners, bombards, nox, etc ..) as easy as it was before the update, without any arcane or warframe influencing death
    I would like to believe that the damage efficiency remains the same and only the mechanics that changed the game

    i'm not asking for your mods configuration just a proof that there is a way

    If there is, it's gonna be one hack of a Riven or a bug. I have a riven for one of my zaws that gives it a 96% crit chance with 5x crit damage and it was previously pretty powerful (oddly not as good as my dokrahm) - the same zaw untouched now does better than my dokrahm but it still doesn't touch the old damage either one would do. Unless you're running a chroma or other frame to significantly bump melee damage I'm not sure it's gonna be as easy as it was at all. Damage efficiency is WAY down in my experimentation.

  4. 1 minute ago, Andele3025 said:

    How can you say these 2 conflicting things in the same post? Tempo Royale got gutted in its combo smoothness (it had no animation lock or mobility alteration other than the gap closer parts of moves, with the horizontal spin being same as movement speed and notably steerable while the slide spin uppercut before slam was the actual gap close) AND In its animation quality (since the old attacks just got cut apart and restitched back wrong).

    Well - I didn't test JUST tempo Royale and my comment was on the animations in general - also, I was trying to say SOMETHING positive about the melee changes even though I pretty much feel like the whole PHASE 2 changes are pretty much not my cup of tea. And it was fun for like 2min I was able to spam the living crap out of exodia hunt while standing there like a nerd just continually slam-attacking. It was likely a bug but it was about the most entertaining thing I've come across in the melee changes so felt like I could offer something positive..... 

    Phase 1 wasn't bad. Phase 2, nope. Don't really care about channeling but at least it was useful on occasion with life strike, etc (heavy attacks sadly are not).

    Invested a lot of money and time into this game. The Developers are good people and deserve some positivity, despite the fact that this was a horrible change and most people knew it would be. So yeah.... TLDR version - to be nice I guess? 🙂

  5. A lot of hard work surely went into this update and congrats on that. 

    New lighting looks good.

    Vampire Kavat - cool I guess.

    Haven't played w/ Grendel.

    Not looking at Kuva Lich system until melee is fixed/reverted.

    Melee: looks pretty, renders the whole melee weapon class mostly useless. Needs either massive work or other changes.

    For me personally, as a melee main, your hard nerf of all-things melee is unfortunately forcing me to take a break from warframe until remedied. 

    Still - good work for most of it DE.

  6. Did more testing (solo'd Sortie 1 - infested survival) and Sortie 2 (exterminate - infested, armor enhanced) - and here's what I've noticed:

    The Weapon I used to test was a dok Heavy Blade Zaw. It's a Crit Viral/Slash build:

    Riven (+107% Crit Chance/ +74 Attack speed / -65% puncture)/Blood Rush/Primed Pressure Point/Primed Reach/Drifting Contact/Organ Shatter/Vicious Frost/Primed Fever Strike

    Before: 3x combo multiplier in first 2 min of mission, tripling damage before crit

    After: Double damage max. period before crit

    Before: Exodia Hunt was a little harder to pull off, animations were a little slower. using Tempo Royale BTW

    After: Exodia Hunt easier to pull off (in fact you can effectively spam slam attacks if you're willing to move almost nowhere), animations certainly faster, range is slightly smaller but not terrible.

    Before: Sortie 1 Enemies would die just by glancing their way. Period. Any attack would decimate anything in my attack arc. doesn't matter what kind of eximus or ancients were around. For that matter Sortie 3 enemies or 1hr+ Kuva Survival Enemies would die in 1-2 hits unless buffed by quite a lot or I was debuffed by an extinguished dragon key or something like that.

    After: at about the 8minute mark enemies were able to survive 2-4 hits easily.

    Overall:

    I'm not sure WHY a category-wide nerf was needed to implement these stylistic changes to stances/combo animations/etc - but it has made melee gameplay -almost- unusable, and for melee mains that means that warframe has become -almost unplayable-.

    I would suggest returning combo-damage boosting and growth rates to their previous functions, significantly increasing ALL MELEE WEAPON damage by at least 2x-3x what it's new value is or instead reducing primary/secondary/ability damage by half/two-thirds. 

     

    Melee was already balanced against the games other killing methods - you must get much closer to a combatant to kill them. It's like the two-handed sword vs. the .50 caliber - you can cut a man in half with either one but the rifle you can stay a long distance from them. If DE wants to keep melee a useful and fun part of Warframe they need to balance their melee weapons with the notion that they should be doing just as much or more than the strongest firearms in the game. 

    Either way, will be watching the forums for updates and see if they fix this new massive imbalance issue. I'll be back when they do, or not if they don't.

     

    SIDE NOTE: Good work on a lot of the update changes - I won't be investing time in the Kuva Lich stuff until you address the melee issues but looks good. The Animations and feel of the melee weapons I tried out does seem a little prettier and more entertaining if you ignore the poor performance. 

     

     

    • Like 2
  7. Mathematically (before animation clumsiness added in this update) melee weapons are significantly now much less capable of competing with primaries and secondaries. This effectively eliminates most melee from the competitive gameplay balance. So either DE needs to also nerf primary and secondary damage to a third of what it is now, restore the global damage bonus from combo or triple the damage of all melee weapons from the scaled base damage of their new values or some combination therein. Taking melee well below the efficacy of gunplay also kind of defeats the whole "space ninja" thing overall.

     

    • Like 2
  8. Forgot to mention this earlier too - one of the big problems with ember that resulted in nerds was she made it boring to play her and play with her when it was a WoF build. That said, I dislike the saryn rework for the same reason. Before anyone dealing toxin would spread spores. Now it's a race and she's more frustrating to play/play with than before. I can't tell you how many times me and my friends kitted out with toxin weapons and all had fun just wiping the world away in a team effort. All of us felt like we were contributing. I realize she's more powerful and the molt turret is thankfully gone but I have a hard time with that kind of "team competitiveness" - it's counter-intuitive to co-operative gameplay. So the 4 ability, while it will kill a screen full of mobs, can't just be fire and forget and then wander around watching stuff die at the edge of your line of sight (or now-a-days watching it not).

  9. Sure. And thanks for realizing the bluntness. 🙂

    So in regards to her passive, moving is just a thing. I'd imagined she gains heat CONSTANTLY, regardless of movement (but since AFK penalties are a thing and just standing there typically pauses all the pros of things...)

    I can understand the personal dislike of cold/radiation but the big takeaway mechanic (no matter how it's implemented) would be a risk/reward proposition - playing with fire so to speak. Having tanking be on one side of that risk while high DPS on the other makes for a lot of variety in builds and interesting mechanics that can keep her gameplay fresh longer. I wasn't sold on any of that, just wanted a way to get the pendulum mechanic in place with two different incentives to play her. 

    I also look at her "polar opposite" as Frost and he's got some amazing tank+DPS options (although I don't typically play him either) - I feel like if she's at least as versatile (or even solid for 60min Kuva for example) - that'd be great. 

    she was a frame I played a TON early on, and several works (see nerfs) ago. I enjoyed her. But I also don't think, even with umbral investment, she can light a candle to any of the just "ok" frames more recently released (pardon the pun). That's sad.

    anyway will watch for your feedback bud.

  10. 1 hour ago, Blexander said:

    Gain heat level by moving? No.

    Giving her armor? No.

    DE already stated elemental immunity won't happen for their respective frames.

    Taking damage to deal damage? On Ember? No.

    Why does she need an exalted weapon?

    A whip as an exalted weapon, but it's not for Khora? No.

    Radiation damage on Ember? No.

    So another WoF-esque ability? Pass.

    Cold status on Ember? No.

    Again, radiation damage on Ember is a big no.

    Damaging your team? Another big no.

    So, it's WoF back when it sucked because it was duration based, but worse? Pass.

    Debuffing yourself as Ember? No.

    Once more, radiation doesn't fit Ember's design.

     

    I only commented on things I don't find very fitting to Ember's design (gameplay and theme). I don't think I have an issue with everything else. I'll explain my reasoning later, if you want.

    Yeah, so your feedback in a nutshell was "no". Well... thanks for the feedback. No need to explain later. I don't see you feeling it, and that's fine. Was just a suggestion for DE. Maybe it'll give them some ideas and maybe others will have a different opinion too... either way, felt like throwing the idea out there in the wind. I haven't really played her since I got bored enough to take my second ember Prime and make her umbral so I'm not exactly an ember " main". Seemed like fun to me.

  11. For your consideration:

    Brief Overview:

    Reworks ember with a new mechanic that offers a risk/reward mechanic. Adds some utility and a tiny bit of support, some tankiness while maintaining her role as a nuker. Should offer fun an versatile gameplay while not driving your team mates nuts. Also has a flaming whip exalted weapon, did I mention that? Yeah. So could be fun DE. Give it a look.

    EMBER

    Passive:

    Thermal Core

    Ember gains heat levels (1-10) by moving, being exposed to heat and using her Flame Tongue. When she's in her cold and cool states (1-3) she has 2000 armor but loses 200 Armor per stage. As her Heat Levels increase beyond cold and cool she gains immunity to fire (3-10), cold (5-10) and radiation (8-10) status effects. The higher her Heat Level the more damage her abilities do. Beyond 10 (overflow) Ember's abilities deal incredible damage but she suffers continual fire damage over time until she's cooled off.

    Ability 1: 

    Flame Tongue

    A Flaming Whip Exalted Weapon. Deals basic IPS damage and Fire damage. In it's cold state, it deals more critical damage on hits, which declines as her heat increases. The higher her heat level, she deals more fire damage with each hit and an increased status chance, and at high heat levels (8-10) it deals radiation damage as well. Short press to summon. While summoned, Long-pressing will throw the whip like a bola, entangling and burning everyone caught in it's wake. after a short period the whip will return to her for re-summoning.

    Ability 2:

    Accelerant

    Ember expends some of her built up heat to increase her movement speed and radiate heat all around her. Anyone coming close is set ablaze, and while she's venting this heat from her body, she also restores a small portion of health. Single press for a short lived burst of speed, long press to "toggle" the ability, losing heat and energy continually but healing for a smaller amount. the movement speed and radial damage/status is most effective at high heat levels. Higher heat levels increase the chances for enemies ignited by this igniting their nearby friends like a spreading wildfire. If Ember fully Expends her heat levels this way she suffers a cold status effect for a brief period after the ability expires.

    Ability 3:

    Fireball

    Ember unleashes concentrated fire at a target, Which explodes on impact. At high heat levels this does radiation as well as heat damage (8-10 heat). Targets killed by this ability leave behind puddles of molten ferrite armor which Ember or allies can run over to increase their armor (but also taking fire damage on the initial application). This ability expends heat.

    Ability 4:

    World on Fire

    Ember Radiates fire in a huge radius around her, dealing fire and radiation (heat levels 8-10) as well as stripping armor. Single press to expend 2 levels of heat as a nova or long press to expend all her heat for massive damage and a short lived duration as an aura. Enemies are hit are set ablaze, and may lose their minds (radiation status effect at 8-10) as well as their armor melting on their bodies. Any enemies ignited but not killed have a high chance to ignite targets of their attacks. If Ember fully Expends her heat levels this way she suffers a cold status effect for a brief period after the ability expires.

  12. 48 minutes ago, Sajochi said:

    Yeah, you just derailed your own thread right here. The moment you start going for insults, your point is already lost.

    Also, convince me I'm wrong. I don't see much from your post history to convince me and you don't seem to be reticent at all about your behavior but if you can contribute in some kind of positive manner, feel welcome. Effective discussion is far more preferential, I assure you.

    • Like 1
  13. 54 minutes ago, Sajochi said:

    Yeah, you just derailed your own thread right here. The moment you start going for insults, your point is already lost.

    Didn't you set the precedence there? As far as my thread is concerned, I significantly doubt anyone from DE will actually read it or consider it so...

    Edit: they may actually read it, but it's unlikely considering it derailed much earlier than this.

    • Like 1
  14. 35 minutes ago, Sajochi said:

    You put an ultimatum in your post. You essentially said "Cater to me or I'm out." That doesn't bring any grounds for discussion. I'll give you props for editing your post to try and get some semblance of discussion going, but that's not going to happen with your new opening

    Yeah, that says "I'm open to discussing things in a level headed way." You set the precedent, if that's how you're going to do it then you might as well take that attitude elsewhere.

    Yeah, which I changed. Speaking of setting precedence, I spent some time reading your comments in other threads and topics and it's clear to me you must have a low self esteem or get some kind of kick out of cyberbullying because you certainly do treat most people badly here. Which leads me to realize you don't matter. Your opinion doesn't matter. You already said earlier you don't represent the community, so go be abusive elsewhere please. You are the one unwelcome.

    • Like 1
  15. 40 minutes ago, Genitive said:

    How is being able to chose from all the challenges more balanced than what we have now? You'll just keep repeating the same challenges over and over until you're bored. That is why DE changed the bounty act – people kept running a single bounty 5 times.

    I'd love the choice is the thing. I like enough of warframe in general too be able to mix that up. It would alter the perspective of the grind to something more manageable. I like most game modes (not a big conclave fan or lunar) - I don't get tired of survival or defense or any of them.

    • Like 2
  16. 1 hour ago, Sajochi said:

    Glad you got so triggered by my response. You haven't said anything new that other nightwave whiners have said. And yes, it is whining.

    Also, what I say is not a reflection of the community. It is merely my own opinion about your garbage post. 

    I edited my post to be more precise and less "whining" but it's the kind of disenfranchising comments you make that do reflect badly on the community. It's a FEEDBACK post - the OP wasn't meant for you - it was meant for DE.

    Despite what you think, It's actually okay to express a response to a game mechanic - it actually makes/saves companies a lot of money. I read the reactions and re-read my post and realized I was being dramatic and probably did sound like I was whining. My opinion however is valid - to some people it's changing our perception of the game and making it less enjoyable. Because you don't agree with it and think we're whining because of it doesn't make it a valid point and thus a viable, useful form of feedback.

    Yeah I was triggered by your comment - it discouraged actual discussion, was disenfranchising and was dismissive of others (regardless of the validity or invalidity of the feedback). Plain and simple it was an attempt to make yourself feel better (maybe look better to your peers) by trying to alienate me and make me feel bad. It's also sadly typical of forums and it's a great example of why as gamers we get pinned with false "toxic entitled Gamers" label. Because your right, your behavior isn't representative of the community as a whole, and most gamers aren't either, just people. But from an outsiders perspective your commentary would absolutely sell that label - just an FYI

    • Like 1
  17. 57 minutes ago, Vethalon said:

    1. Like others have said, Gilding is gone, forma is still there, but with new stuff coming out I can't fathom anyone every beeing dona formaing, we just got Gauss and two weapons, Acceltra can easily use 2 forma and I bet there are still a lot of weapons in your collection, that could use another one.

    2. So, I haven't done every challange, none this week for that matter and am at Rank 40 (30 + 10 prestige) with 2 more weeks to go. I have done the math in another thread and you can completely ignore the dailies and about half the weeklies and still reach rank 30 easy. I haven't taken the Zealots into account yet which seem to spawn every second mission and give 500 standing.

    3. With most weeks I could complete the entire list of challanges for that week in under 2h.

    Also catchup mechanics are really lenient this time and you can basically complete the entire nightwave on one weekend (a few things like Simaris targets are timegated but like I said you can skip alot)

    I think the biggest hurdle for players who don't like the system is that they feel to pressured by it, the feeling you have to do everything or you'll miss out. In the end it's a way less annoying grind than many other things in the game.

    Also remember there are no more exclusive things in the game, everything will come back eventually, I'm kinda sad that I missed the first Nightwave season, especially the Wolf mask, but I'm 100% certain it will be obtainable again.

     

    Throwing forma in anything new takes me like 10min per. It's not really hard but whenever new content comes - that's like an hour of entertainment and then it's done. No need for spending forma when all my crap is done. 

    I understand the catchup mechanics are better and it's not incredibly bad - you're right about the pressured feeling though - it's a perception issue. Before NightWave and it's exclusive rewards there wasn't too much outside of events that you couldn't farm at some point in the future, or at 2AM by yourself or whatever. But NightWave made it hard to see those things as anything other than chores, and that's not so fun. Also I realize not everyone is gonna feel this way. Some people love NightWave. It helps other players. Cool. Makes me happy. But some of us don't enjoy the fun-killing reminders and my WHOLE CLAN went inactive after NW came out, and all for the same reasons.

    I would be fine with ignoring NightWave altogether too if Umbral Forma wasn't locked exclusively behind that time-wall. It should be in the sortie or arbitration or one other way of acquisition. Do I need it? No. But I like umbral builds. Meanwhile Arbitration which I do enjoy is getting a bunch of "meh" auras - when it could be a virus offering. Or baro. Or whatever. A single Umbral Forma is never going to outshine a decent Riven and yet it's harder to acquire than Rivens as the time investment is staggering per-item in comparison.

     

    • Like 1
  18. 2 hours ago, (PS4)Quantaminum said:

    Unless the challenge requires some daily content, like sorties, it barely takes 5 hours to complete all the challenges for the week. No need to exaggerate.

    This is Warframe. The game is all about farming and grinding, so grind mechanics are expected.

    Yes grind mechanics are expected - but just like all other grind games when you play them you want to enjoy the grind - things like hunting floofs or fighting eidolons for the billionth time got old a long time ago, so I don't enjoy them. And why would I spend forma when MOST guns/melees/frames in the game have at least 2-3 forma each in my account? Etc. Just want some choice man. I used to spend hours playing warframe, doing stupid crap like hitting hydron just to help people level faster and enjoyed it. The Chores List thing created a perception change that reminds me of how much grind there is for minimal reward and it makes it a lot harder to enjoy.

    • Like 1
  19. 2 hours ago, Genitive said:

    How about you provide a few ideas instead of asking for "something other"?

    I've provided ideas in the past - let us pick from the total list of weekly NightWave possible " challenges" would be Enough to balance out the "chores list effect". I've contributed ideas for new game modes. I've suggested a lot over Twitter or here over the years and in the OP - so how about you read it again?

    • Like 1
  20. So my original post was is more detailed (and more dramatic apparently) and really got some fanboi's panties all in a bunch. So... I'll only say this after editing:

    NightWave creates a perception change in the grind inherent to Warframe. It makes the game hard to enjoy and my ENTIRE CLAN found the change only served to remind us of the grind, while reducing enjoyment. They are inactive and I only login once every few weeks now instead of the hours daily prior to nightwave (literally prior). 

    Offering us more individual choice to pick tasks might change that perspective. Changing the reward structure to be more "story" oriented and new-player friendly might help. I am not a new player. I wait through content drought all the time. Before NW I'd wait playing Warframe. Now I don't.

    • Like 2
  21. 57 minutes ago, HIGHDAMAGE said:

    if the only purpose of team play is to hold down enemy lv by reducing the mission time then no ty 

    but i like it as raid concept if coop is key (in order to progress not to avoid harder enemies)

    Maybe I explained it badly - in my head enemies would progress automatically like endless missions. Team play would be versatile - working separately earlier and (likely) working together as the ship gets closer to zero. The more objectives that failed, the longer the mission takes, the tougher the enemies. I'd say having a high and low starting point would be good as it would allow for lower MR players to participate. Likely newer players will need to work together for most the mission while "vets" may opt to work separately to complete the mission faster. I imagine it being a long mission to actually get the ship to zero, especially if DE did something like 1-2% for a normal completed objective and maybe 2-3% for a "hard" objective. If you figure a good group clearing say 3-4 objectives every five minutes you're still looking at only 5-10% per five minutes so maybe hour+ long missions to the ship destruction. If enemies also got scaled per objective complete it would make them even tougher and encourage co-operative team play.

  22. Brief Description:

    Players enter a capital ship and slowly wear down it's functionality from 100% to 0% completing objectives from all other mission types with rewards intervals like an endless mission and chances to extract every 10-25% of the ships functionality or extracting at "mission completion" when the ship reaches 0 and will be destroyed

    Detailed Description:

    Similar to PoE missions the players enter the mission area and are presented with objectives - however using icons the squad can move to different objective areas as a group or invidividually and complete objectives from the mission types like: Spy (hacking a secure vault), Mobile Defense, Disruption, Survival (map-wide for limited duration where oxygen depletes), Kuva Survival(?), Exterminate, Sabotage, Capture, etc. Squad members can divide and conquer, with each completed objective reducing ship integrity by a certain amount or work as a time on a single objective. The longer the mission goes, the more the enemies scale (just like endless missions).

    Field Bosses (like Jackal, Vor, Stalker, etc) can appear to inhibit the players progress as well as other enemies can appear based on completed objectives (Example, hacking a spy objective could send a message to the corpus to come to the ship and try and take advantage of the strike underway - working to kill the grineer but stop players because they want to capture the ship).

    If an objective fails (don't hack in time, capture target escapes, not enough kills in X time) the ship integrity is restored by a certain amount and upon reaching 100% functionality once more, the strike is a failure and the mission fails. Other forms of failure could include the squad dying and reaching zero oxygen in a "survival segment".  Also if the squad fails to escape the ship at the end of the mission or fails to enter the ship in the alloted time during mission start they can fail either individually or as a whole.

    The mission start could be a brief archwing segment where they breach the ship (similar to what we've been seeing with Rail-Jack previews). When the ship reaches 0% integrity then the squad needs to find the exit and escape minimum safe distance before the ship explodes.

    If the squad completely reduces the ship to 0% and extracts successfully they can be presented with larger rewards, while extracting early at X% integrity remaining could work similar to most endless modes in regards to rewards.

    Optional Modifiers:

    Either chosen automatically after an objective is completed or failed or as an optional mechanic that the squad can activate to "increase risk for increased reward (increase integrity loss)" new short or long term modifiers to the mission can be added into the mix. Examples would be in a spy objective if the player activates a secondary console before hacking the main objective, the ship could suddenly dump it's coolant system into the ship (adding the cold modifier from sorties) for a short period of time (player-chosen) or when a capture target escapes they activate a shield disruption system (adding the nightmare no-shield modifier) until the players can complete an objective that negates it (consequence of failure or system chosen). These types of modifiers can be both system assigned as a price of failure, a player optioned risk/reward gambit or a system-response to completion as a reaction to the completion of an objective. 

    The Missing Mission Type: K-Drive Races (added mission type).

    I really enjoy k-drives and feel like this "buffet" of mission types could benefit from them so as a way of including them I propose a multi-stage objective similar to a K-Drive race where k-drives could be encouraged to be used in a mission like this. The player collects an "unstable isotope" from a mobile defense or sabotage objective and has a chance to take that isotope to a [Insert big machine that's important] and insert the isotope into it to destroy it. The catch is this - it's radioactive and so holding it is gonna hurt a little, causing radiation procs and a little damage. It's also going to explode after a short period of time - and it'll kill anything/everything in the room it explodes in. The Machine is at the end of a series of large pipes (think the big corpus ice tunnels but bigger and metal with junk and enemies inside.) - so one of the team mates needs to take it through those tunnels before it explodes and insert it into the system then GTFO of the area or not pick it up and start the objective then run away from the room it's in or get blown up when it's timer expires. Could be done just with your warframe/operator too but the k-drive could also be used to skate it in too. being effected by radiation while holding it does discourage shooting though (friendly fire) - and regardless of whether you allow k-drives or not this could be a nice tweak to sabotage that could also be used as an option to increase difficulty or setup "traps" - hacking a console could cause one of the isotopes to eject nearby or in a nearby room and if the players don't notice it...

    Conclusion:

    Why you might ask? Because this is something that doesn't require re-inventing the wheel, adds variety, allows squads to work together separately or in a group and gives players new choices and challenges at each new objective completion or failure. It offers veterans a high-level challenge if they want to stay the whole way and is a nice showcase of all that Warframe has to offer. It's diverse enough that it won't get old and stale quite as quickly, fills (some) of the hole left by raids, and offers a (not quite) endless mission type that isn't one of the usual suspects. It can easily be adapted to provide a wide range of rewards commonly only found in specific mission types (cryotic, kuva, relics, spy rewards, cache rewards, etc) and is easy enough to setup in tiers similar to ESO to accomodate both low-level players and veterans. It's a different kind of sandbox with a lot of things we've done for years, just mixed up into a jambalaya that offers a different experience each time and encourages the use of whatever warframe and weapons loadout you want because ultimately the variety of objectives will encourage variety in play style. No "min-maxed" groups required (like Kuva survival or ESO). It's friendly to all types and stays fresh longer.

     

    Hope you like the idea. It's just a suggestion and I know it'd take some work but hopefully not as much as another open world. Should be able to reuse existing tile-sets (on a larger scale) and a lot of scripts snatched from the other game types. 

     

    -Thanks for reading it (those who do)-

    Nokturnihs

    • Like 3
  23. Issue: 

    When playing as a client in a mission (not Host) - if my internet drops for even a few seconds (which it does frequently as it's summer and it's comcast - I experience 0-1 minute drops multiple times each day) - I get kicked to the login screen, losing all acquired loot, all earned MR, all completed objectives, etc. This makes the game UNPLAYABLE. One could argue that I need a better ISP and I agree, but in my area it's Comcast or the dark ages of DSL (which would also make the game unplayable as the only other provider offers piss poor connection speeds). I know my situation is not unique in this.

    If I'm HOST it drops me to a solo instance, which is fine because I can usually wait out the short drop, finish the mission and extract. But I can't control whether I am host or client so we need some kind of solution for this. Either a network option to prefer host, some kind of caching to cover 1-2 minute disruptions or a change in how the game handles disconnects. I can re-join the team but any loot, objectives and MR/focus earned is gone when I rejoin. 

    Can this please get a look? When Comcast is behaving I'm fine, but it won't be behaving for months as summer usually leads to poor internet for my whole city all summer.

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