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[DE]Artarrwen

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Posts posted by [DE]Artarrwen

  1. Literally

    I was playing with my friend on an event mission. Halfway through, somewhere in the Corpus/Grineer transition tile, the game glitched like never before, bringing us to this. Yeah, it happened to both of us.

     

     

    (and don't ask me how did I get downed as a Loki in invisibility, things were frantic and the mouse controls got screwed up as well)

  2. Same here, I can't jump whatsoever, even when standing still. No wall running, no sprint jumps, no slide jumps, nothing. Rebinding doesn't work, the problem is with the jump command itself. Annoying as hell.

  3. Is it possible to re-program the RNG to pseudo-random, as in, implement pseudo-random distribution(PRD), the way some competitive games handle chance-based aspects?

    I mean, say, a rare item has a 5% drop rate, with RNG it always drops once out of twenty times without taking previous attempts into account, which leads to streaks or failures or streaks of success. With pseudo random it initially has 5% chance, then, after each consecutive failure, the chance will gradually grow so that by the 20th time it would reach 100% and, after acquiring the item, drop to initial 5%? To clarify:

    1st try - 5% chance

    2nd - 10%

    5th - 25%

    10th - 50%

    20th - 100%

    After and only after acquiring the item in question(although 20th will give you a 100% chance, it wouldn't be a guaranteed drop in co-op which I explain a tad later) it starts over from 5%.

     

    Or, say, if a 100% chance sounds like too much:

    1st try - 5%

    2nd - 10%

    3rd - 15%

    10th - 50%

    11th - 45%

    12th - 40%

    21st - 5%

    22nd - 10%

    and so on; again, after the item has dropped the counter resets to 1.

    So with this system, individual attempts will be calculated by RNG with percentage values calculated by PRD instead of constant ones.

     

    This looks solid for individual runs, but not in co-op sessions where the chance is the same for everyone. Host's PRD iteration may be taken into account, or an average from all players in the cell, like

    (45% + 15% + 5% + 50%)/4 = 28.75%

     

    I imagine this will bias players towards solo mode, but on the other hand, people with low PRD iteration might want to join someone with a higher chance level instead of doing several consecutive runs on their own.

  4. Was just starting a new topic with similar ideas when I stumbled upon this on the wiki. Damn you :3 

    Awesome ideas, strange the topic seem to got abandoned. I really hope some of it will make it into the game someday.

     

    Some input from me:

    Weather can be a bit reworked with some impact to actual gameplay, not just visibility.

     

     

    For instance, acid rains could occur on Grineer Settlement, and hails on Corpus Outpost. Both drain shields from everyone outdoors at a rapid rate, forcing Tenno to either wait indoors or run fast from cover to cover.

     

    Also, this cool idea:

     

    I've been itching for a ship-wide power failure. No lights, dark yellow/blue/green visual filter, enemies with night-vision equipment staging ambushes behind shields, behind doors which need to be manually wrenched open. Everything echoes.

    may be in the form of periodic interruptions which occasionally make lights go out for a few seconds; during blackouts, doors are also powered off, meaning that closed doors cannot be opened and opened ones won't shut; enemies loose sight of the Tenno and start searching; Corpus laser barriers, cameras and turrets are down; no hacking is possible during this and any hacking process underway will be interrupted; lock down may not be removed or engaged; alarms get disabled and may or may not resume after the blackout. Possibly, triggers low gravity effects as well.This (in  periodic or constant form) can also be added as a consequence of destruction of the power core in sabotage missions.

     

    And it would be cool to have a higher chance of environmental hazards on alert missions to the point of having at least one of them (with this variety they can be combined, right?), because they are, well, alert missions.

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