SaidTheRogue
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Posts posted by SaidTheRogue
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i have noticed this on the forums of MANY online games in recent times.
the kind of people that work in the gaming industry, in general, seem to be a liiiiiiiiittle on the liberal side. or whatever you wanna call it. they often lock down any negative feedback even though simply saying you don't like something and why = perfectly legit feedback.
its been getting pretty bad lately in game communities like warcraft, destiny, star citizen, etc.
hey devs; we pay your damn bills.
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23 hours ago, (PSN)Madurai-Prime said:
High end, badahh players don't complain about enemies.
you're more or less correct, we generally don't. we're allowed to complain about something being clunky, though.
its almost like some ppl have reading comprehension/attention issues. jesus.
i admit i probly did a poor job of explaining/wording some things. but this is about the bigger picture here, not just one certain ability. not any ability in particular. not about armor or even damage throughput. its about something in a game being clunky and therefore being inherently un-fun. they added a small amount of jank factor just to serve as artificial strength. but all it does is negatively impact MY actions without changing the enemy itself in any meaningful way. the more-correct way should have been to just make the enemy offensively stronger and quit adding all these layers of jank/clunk to the gameplay, imo =D
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1 hour ago, ReddyDisco said:
are you upset about having to use guns in a shooter?
what im upset about is this forums INability to stay on topic. to look at the bigger picture.
its not about mag or any particular ability in the game.
and, it looks like some of you suck at reading, i SPECIFICALLY said the performance thing isnt an issue, most of you are fighting lv100 enemies and my survival runs go into the thousands. get on my level, noobs =D so no, i dont object to occasionally needing to stop to pewpew just for the sake of doing so just because mY gUnZ R 2 wEaK, reading comprehension is hard. mods, lock the thread i guess.
if anything, needing to throw X amount of dmg on an enemy just to get "through" yet another layer of janky mechanic is the opposite of flow, at least for me. it was not needed. things were fine. enemies themselves just needed a little more offensive juice.
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3 minutes ago, ReddyDisco said:
I was with you until this, Mag's bubble is among the few that affects eximus. couple shots from a strong enough weapon into the bubble removes overguard and it's business as usual. You can also subsume breach surge which blinds eximus. Some abilities affect overguard and some don't, it's inconsistent.
you must be playing a diff game then, they walk right out of the bubble even on high strength builds. then again, there could be something else going on there which has nothing to do with either mag bubbles or with the particular enemy. also, if you uh are um fighting low level enemies, they are a diff story from lv200+ xD
to be clear, this is about the concept behind overguard, not any individual application. in other words not about Ability X, because who cares. its about the logic behind overguard. its just more shiz that makes me wait to play the game, basically. if overguard *EFFECTIVELY* makes you have to just stop and pewpew with a gun for a few moments before you are then able to do (whatever) then lets all log and play COD instead? haha.
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disclosure-
PC player / high end gaming rig / badass in this game having little problem with steel path or whatever else / etc soooooo, lets refrain from the usual stupid remarks and basic/vanilla responses..
on topic; is overguard anti-fun? there's an enemy in front of you. how many isn't the point. enemy X = overguard so, many things in your toolbox don't immediately work. you have to just whip out a gun and pewpew for X seconds literally before you can (whatever) them. so this is basically waiting to play the game? some frames are hardly affected at all, others like mag makes ya wanna log off.
granted, not all enemies have overguard, duh. but its not just about what happens moment by moment, its more the principle of the matter! why add things to the game which implement some form of "cant" ...? what the heck? online games are for fun, eh? they really need more intelligent ways to nerf us.. or just make the enemies stronger which i wouldn't mind.
frankly, your enemies are too weak as far as their offense goes. they simply don't do enough dmg to be punishing where player missteps are concerned. when facing (as example) an exterm or survival mission which obviously implies having 234234234324 enemies around, seems like making a make a wrong move more than a couple times should be automatic death.
instead of implementing all this funky, overdone, un-fun mechanic stuff just buff the enemies, eh? feature and powercreep is practically a signature of this game but are we perhaps going down a rabbit hole of screwy logic and janky game features?
overall, great game and thank you for the awesomeness.
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8 hours ago, Birdframe_Prime said:
That's just a blatant misunderstanding of what Warframe is.
...except your statement is rather ignorant. people are allowed to like or dislike whatever they want. warframe like any online game has a certain theme, certain thematic elements but its not either guaranteed or required that someone likes 100% of it.
you must be fun at parties.
meanwhile, us normal human beings will enjoy the game as we see fit, since games are mainly for fun =D and to be honest, i would like to see their storylines have a little less jerry springer to them. the cliche super tacky family/relationship stuff is like something from a bad romcom. i thought this was like, outer space and stuff yo?! meanwhile these seemingly celestial-powered possibly immortal entities (such as ballas) are instead mired in their own petty goings-on, forever staying worked up over he-said she-said type stuff?
i mean yeah man, one could see how MOST players would place the greatest value in the gun wielding sword swinging space-ninja part of it all, ya know?
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14 hours ago, ShadowStarx1 said:
do the quests to unlock Field Zones (Deimos, Vallis)
oh, star chart is done and steel path is something like half done.
hmm i dont have vallis full rep yet i dont think, does that affect things later on? ive done a few solo profit takers, mostly with mesa/zephyr/one more that i dont remember..
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i am/was a higher end player but quit before railjack and mech and so on.
if they were trying to use railjack to bring a little star citizen flavor into the game, all well and good i guess but the railjack content just never grabbed me. i admit i know little about it so maybe thats it, but whatever.
i have a few things subsumed, got various kuva weapons and a ton of frames and im MR twenty-something.. dont even remember right this second.
taking all this into account, what should i do first? =D
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It's free stuff, what are you complaining about? Stop being an entitled millennial?
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I want the engine changed so that as you turn your camera, even friggin circles don't turn into ovals. Cant stand that oldskewl S#&$. What is this, 2004?
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Blade storm is clunky because you can mark the same target multiple times. Added kludge to get what you should get for just one. So, make it do the same damage or similar for just one mark.
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You guys seem to forget all your arguments apparently revolve around low level enemies.
Yes I'm sure some random Mesa on your squad is just DESTROYING those lv60 sortie enemies.
Mesa is fairly well balanced because she's high risk high reward. Once enemy level gets higher she can get her ass blown off just fine. Nothing Mesa has helps against aoe/splash damage for example. Her firepower is her theme and it comes at the cost of mobility.
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On 2020-04-09 at 3:10 AM, (PS4)Crixus044 said:
I am going to preference by saying it isn't an "S-Curve". An S curve is a sigmoid function that has no part in games. What you ACTUALLY have here is a minimum function with two different formulas. You've ALWAYS had this when it came to level scaling, a formula who have never realised.
Here is the issue with the changes. I am 100% fine to infinite scaling armor. It is an attribute FAR too overused, and if you asked me, I'd have it being a set percentage and focus on health scaling.
Shields? Sure. Not a big issue
Health. This is where you messed up DE. Back in Damage 1.0 days, you had the formula where damage outscaled health. This was how builds like link trin became so popular way back when the Tenn Os where the king of endurance. Well, we're back to that and Trinity isn't even the best frame for this anymore. We got Octavia now, who's even better. But that's not the main issue.
Health is not like other attributes. There is no work-around for health like there is for armor and shields. All other attributes are either multipliers or additives ti health and an enemy is only considered dead when his health reaches 0. Thus, the most linear and consistent way to affect enemies is through their health scaling. Our power as players is UNIVERSALLY stronger than any enemy in the game. So much so that you have to implement negation of player abilities to bring in some balance, but this is the wrong attitude. It isn't like there are outliers for you to nerf, it's everything. Sure there are things better than the other, but if you try to nerf them all, you fall into the whack-a-mole issue. You nerf one, the players find another. You nerf that, players find another, round n round we go and this only causes hatred and conflict between devs and players, who feel directly attacked, but never seems to get the job done.
What you needed to do is UP the health scaling formula. With the changes to armor, overall EHp is the same up to early sortie levels. Anyone will tell you that these levels are very easy and an increase to enemy health will not be noticeable,but after that, enemy EHp drops dramatically. This is due to the new changes. If you would change for formula to be a little stronger, then enemy EHp would've been compensated to match the old levels, which players can rightfully tell you was not too hard at all. THEN, you can bring in HARDER enemies to challenge those that want to go beyond.
This is where players can find an indirect limit. Instead of "noping" them out of their own mechanics, give them an area that their abilities don't work simply because the enemy is too strong. This entices players to go back to the drawing board, improve their builds, improve their aim, etc. and get better. This is replayable content. Stuff that you can always come back to and get better.
I propose changing the formula to health ONLY. Making it follow this path
Health = Base*(1+.00075(Current-Base level)^2.7)
Let's go over how this change will affect gameplay
This is a calculator I made to represent enemy EHp over a certain level period.
https://www.desmos.com/calculator/b8fnnsh94o
I'll post a picture of it to better give an understanding.Purple line is current health scaling
Lower Green line is My health scaling formula
Blue line is current EHp scaling
Upper Green line is original EHp scaling
Black line is my proposed EHp scalingWhat this does is bring the enemy EHp back to roughly what we had before, utilizing the new scaling for armor and shields. Because it is focused towards health, it won't encounter the issues we had before of armor bypass and reduction turning the game into chucky cheese. Enemies 70 and below will have less heath, sitting at half the current health for level 30 and below, but scaling upwards to only 20% less for level 60. Health is equal to current function at level 80 with health being +45% higher for level 100, scaling up to double the current health formula at level 116. This increase exponentially into the sky, with the current armor scaling maintaining EHp also exactly as it was before for normal high end missions.
My formula has EHp being slightly higher than before this change from level 70-120, at which point the old formula take off way more drastically, soaring into the clouds.
My formula has enemies reach integer cap of health at 3637, WAY beyond what the normal game levels would be, providing an indirect cap to the game where enemies simply become too hard for players.This is my strong suggestion
EDIT: I've added a suggestion to also increase base enemy health by ~70%
This will be the list for enemy health classesGadget Class: 10 to 10
Fly Class: 35 to 60
Light Class 50: 50 to 85
Light Class 60: 60 to 105
Normal Class 100: 100 to 170
Specialist Class: 120 to 205
Elite Class 150: 150 to 255
Elite Class 200: 200 to 340
Elite Class 250: 250 to 425
Light Heavy Class: 300 to 515
Specialist Heacy Class: 350 to 600
400 Class: 400 to 685
Heavy Class 500: 500 to 855
Heavy Class 600: 600 to 1030
Heavier Class 650: 650 to 1115
Super Heavy Class 700: 700 to 1200
Super Heavy Class 750: 750 to 1285
Ultra Class 800: 800 to 1370
Ultra Class 900: 900 to 1545
Ultra Class 1000: 1000 to 1700
Ultra Class 1100: 1100 to 1885
Ultra Class 1200: 1200 to 2060
Ultra Class 1500: 1500 to 2550
Ultra Class 1700: 1700 to 2915
Boss Class 2000: 2000 to 3430
Boss Class 3000: 3000 to 5150
Boss Class 4000: 4000 to 6860
Hemocyte: 2200 to 3770
Juggernaut: 3500 to 6000
Juggernaut Behemoth: 4500 to 6000
Ropalyst: 5000 to 8550
Razorback: 6000 to 10300
Kela de Thaym: 7250 to 12430
Eidolon: 9000 to 15500
Profit-Taker Orb: 7000 to 12000
Zealoid Prelate: 11000 to 18850
Exploiter Orb: 12000 to 20570
Jordas Golem: 20000 to 34000Now, you might think that this change is a bit steep, especially on a eidolon, but it really isn't. I'll explain why.
Eidolon Hydrolyst at level 60 Hp goes from 638,580 to 718,076. That's a difference of +13% more Hp/EHp. Exploiter orb has a difference of +32%.The reasoning for this is to remove the decrease in overall enemy health in star chart levels.
https://www.desmos.com/calculator/2xwlk34ihy
Here's an updated charti hate it when ppl quote some bigass post but i think its warranted in this case. the above is solid and id like to see this or similar implemented soon.
DE; in recent times what happens to new players is this-
enemy levels 5-15 = no problem, learning movement
enemies 20-25 = player notices that mods, or lack of, are (not) contributing to time-to-kill
enemies 30-40 = player is learning to ask clan mates/etc for spare copies of mods, starting to hit a wall against field bosses if player lacks mods/frames
...therefore, the quoted system where lower level enemies are actually somewhat lower of HP and then the curve steepens but more broadly addresses both new players falling on their face as they outpace their gear, and established players who dont wanna wait 2 hours into a survival for truly tough enemies.
i'm not scared of your precious grineer, give me the lv300s, or 500s, or whathaveyou.
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Hmm. Now it looks like the only thing that strips armor completely are frame abilities, so maybe fracturing crush deserves a second look? But doesn't frequent use of her 4 imply a high efficiency build? That could be a drag as it would affect duration a bit..
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weak enemies die fast, yes. some of us go higher.
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...now that some of you are playing that frame again, you fairweather haters =D
but but, shield gating?!#$ NOW i see many people dusting off one of the most powerful frames in the game.. well, if any of you fakers come up with an interesting build, post it here. i gotta step out atm but later tonight i'll post mine. for now, happy bubbling haha.
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answer to your question is as above: i said 'and' while you said 'or' *sigh* but, where do you and other ppl get this notion, a myth really, that DE doesn't balance for high level content?
there's a reason they allow enemies to reach level 10000. if they really wanted to keep things down low, they'd just make the max enemy level far, far lower. to be clear, i'm not proposing that they anywhere near balance for enemies THAT high, but saying that all their decisions and numbers are somehow only for stuff below lv50 or whatever simply isn't supported by things like all the power creep, min maxing, etc... and beyond that basically amounts to hubris.
only the devs can say what the devs do, and for what reasons. in other words, you cant. and much of your argument seems based on "well the devs intended XYZ" lets just stick with the practical applications.
corrosive having a duration suddenly, kinda sucks. impact causing mobs to go through all sorts of gymnastics sucks.
corrosive procs having a duration at low stages sucks because at that stage of the game, a player who'd generally be newer doesn't have the horsepower to kill off mobs quickly, so the advantage enjoyed by corrosive is time gated. time to kill and duration of engagement aren't the same thing. as previously mentioned, at lower and higher stages of the game, there's too much difference between player horsepower and enemy toughness, and the time gating effect provided by corrosive stacks falling off just serves as a proxy enemy in itself.
this has little or nothing to do with time-to-kill. no, it doesn't take long to kill an enemy for which you're appropriately geared. but do you just go from one enemy, to the next, to the next, perfectly in order without reversing, never deviating? i know that game, its called duck hunt. furthermore, does nothing ever go 'wrong' in your missions? do you never fat finger the wrong key? do you never get some unlucky RNG? do you never have an oh-S#&$ moment where you gotta bail and take cover or otherwise do whatever for a few moments to recover? meanwhile, your precious corrosive stacks just fell off. mechanical changes to an opponent shouldn't disappear not nearly so quickly.. meanwhile something like a radiation proc does/should (even nyx mind control has a modest duration for largely same reasons) since crowd control is one thing that shouldn't last long.
i'm starting to think you never go over lv60 or thereabout. what frames do you play? what are your rivens like? can you kill a lv300 target before it kills you? i mean if you don't understand yet (granted, i'm no poet) then i dunno what to tell ya. the problem relates to time, not raw throughput.
the issue with impact is obvious. they want more skillful play then make it hard or impossible in some cases to headshot due to the drunken dancing or being laid out on the floor etcetc? OK DE... and sure, just cuz something is moving around alot = skill needed, shuddup and take the shot, either hit or miss, right? but the point is that the movement from the procs is a BIT much and often results in a situation where you CANT get a headshot at all.
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Someone needs to go outside a little more..
o_O
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Your argument falls apart basically at very low and very high stages of the game. All this is fixed by just putting corrosive back to unlimited duration.
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Have you guys done content with enemies of about level 1 thousand? Sometimes, shiz happens. You're attacking enemy A, at SOME point a dangerous enemy gets a good shot on you, or you notice your life support just reached 6 percent, or this or that, so you have to stop and deal with more pressing matters. Come back to enemy A and the armor is back?
It's literally having to partially do the same thing again, as some of the damage that gets eaten by armor, wouldn't have been, the first time around. My objections partly pertain to time. Meanwhile some of you making jokes about logic seem to argue based on what you think Tony Stark would dream up.
Balance decisions should take into account actual gameplay and dealing with armor, repeatedly cuz it has a goddamned duration now, just doesn't feel OK.
And yes I SUPPOSE that the universally hated impact procs (best thing ever, distant target laid flat on its back) can sorta be dealt with by workarounds such as bullet jumping upward to get a better top-down angle.
But we shouldn't have to. Surely there could be something else..
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Biological Vs mechanical..
But actually let's not get into that. If someone is gonna start down the road of logic in game design based on suspension of disbelief blah blah you may as well just uninstall every game from your PC.
This is about day in day out gameplay applications relating to changes made to something that was fine already. You guys with your comments based on drawing false equivalencies aren't doing any good.
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As much as I'd like to use Mag as an example, the answer is.. Not really. Her armor strip was always a flat amount which never did much. Now, since the total amount of armor on an enemy is less, Mag does a little better but only slightly.
If you guys are looking at the frame angle, I'd say Nyx is tops. Hardly any strength required to max out the ability, instant cast, affects multiple targets, removes shields also.
And yet a duration on corrosive is still dumb, the armor magically grows back haha. Also, impact procs being so bothersome are the ONLY reason for the rise of negative IPS rivens.
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The reasons for corrosive not having a duration has to do with playing at higher levels. Those who never go higher than sortie probly think corrosive is fine, yes..
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Observational negativity isn't automatically a Forums violation for non-constructive or unproductive discussion
in General Discussion
Posted
i read the thread, yes. apparently my big-picture view of things, albeit constrained to this game for the purpose of my post, didnt meet your approval which i do not require and which means nothing. peace be unto you, citizen.