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Alseiker

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Posts posted by Alseiker

  1. I think that maybe Endo and Kuva need a tweak in the reward table, since some of the parts of the game that offers kuva gives at least 10k, so maybe 10k of kuva and 7k or 6k of endo would make it more of a reward. I think that maybe adding weapon slots in the table too would make it more interesting too.

  2. 1 hour ago, Pr1A said:

    Video games are all about interactivity and QTEs are literally the bare minimum.

    The problem itself is the lack of options you have to work into "competent IA", you will never get a IA enough competent to make the player feel rewarding in a long term, kind of a problem i used to feel when playing musou games, punching a punching hordes of enemies that don't make a bare minimum of countermeasure around what i do is just a let down. The game right now focus more in login a doing X thing to get X thing without any inherent good reason to do it (except for the sake of looking at nice red crits).

    Then, you get the problem of having not way of counter or avoid some actions that happens so often when playing, You get into this situation where you are in a post-wave 30 arbitration where you get those guy that can hook you, venom around you when you are against infested, and ton things that can knockdown you and you literally can't do anything to play around them. Don't get me wrong, obviously there should be some stage in a mission where you should be thinking that maybe you must extract, or you gonna get killed since is hard, but the thing is that in reality you aren't playing around a situation where you are getting some difficulty, you are just playing into a situation where you can't deal anything with all the things that can lock you down without some visual indication or counter.

    Big scenes like God of War boss that you just press buttons to advance to a cutscene isn't the prompts that i'm thinking.

    2 hours ago, Pr1A said:

     "Tap a button when prompted" is just a cop-out solution when the developer can't come up with any actually interesting combat mechanics.

     

    I was thinking more about a combination of 2 or 3 keys random (arrow key would work) as a prompt instead to tapping a key, and not as a mandatory action.

  3. 7 minutes ago, (NSW)Greybones said:

    I see, so it was mainly the hook that was a problem, and the cinematic aspect came later?

    Technically, but the main driven was the question about how to approach complexity in the enemies making them more interactive without relying in big IA changes (that's why i pointed the reaction mechanic when melee'd by a enemy),

    I saw these cinematic scenes with thralls that came with the kuva liches patch and was thinking about how would make the enemies less plain some mechanics around interacting more with them with quick events and puzzles than relying in stats changes or obligate the player to take the initiative to make those. I found really interesting the idea of this quick finisher they implemented in game to give the game a better stylish way to play (if that count as a quick event). It was a good idea, but Warframe plays too much fast paced game that triggering those actions is almost impossible, maybe those actions fit more the enemies as a way to make the player react to them (obviously not every enemy melee need to trigger those, would be a nightmare to be countering too much stuffs).

    28 minutes ago, (NSW)Greybones said:

    I’d love to find out what the DE game designers thought about the hooking mechanics. What problem were they looking to solve? What alternatives did they think of before settling on the hook? The game’s changed since the hooking mechanic was introduced; is it still solving the original problem effectively? Were they even happy with the solution?

    I think that (i'm guessing in this one), that they implemented this as a way to deal with players using ceiling bugs, camping in frost bubble or gara wall in high terrains, camping in high terrain as a way to be inmune againts infested enemies (since they don't shoot) or guys playing to get through 40+ waves tanking and running.

    32 minutes ago, (NSW)Greybones said:

    Perhaps a big ol’ indicator on the screen that can be seen even when looking away from the attacker, showing when someone’s about to wind up for a hook. The wind up animations themselves often don’t cut it in the midst of a hectic fight.

    Thinking about a Big ol 'indicator pointing enemies grenades.

  4. 19 minutes ago, DeccanTraps said:

    No thank you, some of you may be in those halycon days of youth, the sun of your years still undimed and rising, synapses a swift running cateract of electrochemical relay in miraculous aclarity. Can cope with sudden and urgent interjection of a novel input.

    I and others like me are old, those connections in our brains clutterd with a cruft of old growth, at the weghty age of 39 I depend as much on muscle memory as reaction time to muddle through the game, with reactions more zimmer frame than warframe. I don't need another mechanic to make me feel old and slow.

    Well, one option to deal with it is better than not option, and doesn't have to be a fast tap to avoid.

  5. 3 minutes ago, (NSW)Greybones said:

    This is sort of funny cause I was earlier wishing there was something similar when I got hookilled by a scorpion.

    That was the main trigger for this idea. I really like Quick Time Events in games (as (NSW)Greybones said they are called) and they would make some much parts of the game less about tapping E and running to hordes to being targeted by a action that you don't have any way of reacting to avoid.

    I get why scorpions were made in game (Those guy using high terrain as a way to farm afk) but the way they works is the same as kuva liches mod combinations but with them you just always fail and get a knockdown, people just don't care much about them because they are not the direct cause of them being deleted from existence.

  6. Something i have been always wanting to see in Warframe and i always thought it would suit this game is puzzle mechanics relying in button combination to some interactions. I'm in a place where i don't have anything to sketch my thoughts with detail so i guess i would need to describe them with words:

    1. Random button combination to avoid knowdown: I have always think that some kind of prompt with a random button combination to evade a knockdown would be amazing, making it more interactive to play around it, since is kind of awful how you have to play with the idea of evade by yourself being knockdown from some units and when you get grabbed by one you just have no way of avoid being one-shotted. I think something like: [Get grabbed] => [Prompt Popup with combination] => [If you fail it, you get a knockdown] would be the simplest description.

    2. Random button press to Counter Melee Attack: It would be kind of amazing to get a fast prompt with a random button to press to counter some melee attacks of enemies and when you press this button correctly you trigger those new finishers that you do to kuva thralls as the counter.

    3. Random button press to avoid being knowdown from Robotic Units: I mean, the circle is really descriptive but some prompt would make it more cool.

    Those are the ones i have thought right now, I have based those ideas in some games that rely in this to make cool scenes with button smashing like God of War, Dragon Ball Budokai Tenkachi, Asura's Wrath.

  7. 10 hours ago, JackHargreav said:

    Since the devs seem to be kinda stubborn about self damage maybe we could get an indicator about the range of the explosions. Just some white circle or whatever. Maybe reuse the Lenz's effect. I don't know all that much about programming but at a little circle can't be that hard to add.

    Btw I'm usually using the explosive weapons from as far as the enemy as possible. But It can be kinda annoying when I aim up the weapon and seemingly nothing is in my way but then I blow up because a piece of grass or whatever caught my projectile.

    Or maybe replicate Accelta Explosion gimmicks.

  8. 51 minutes ago, (PS4)CrazyBeaTzu said:

    Do you have Tek Assault, link health shields and armor?

    My kavat doesnt die much. If it's an eidolons, yes, but not much else in regular missions.

    I have the link Mods, but he still get killed in kuva liches missions, sorties 2tier and 3tier, survival arbitrations post-10mins, defense arbitrations after 8 waves, since you mentioned eidolon i excluded it from my list. They usually he get stuck in some places and die (because is a AI, and AI doesn't just think of stop attacking a guy when is getting in a bad situation). Link Mods are totally dependable in your warframe stats, so it makes you focus in tanky warframe's as a way to go with kavats and moas if you want the most optimal stats for them. 

    Tek Assault seems like some hack to get around this problem, didn't know it exists, but it seems like isn't available to use in Moas or kubrows.

    • Like 1
  9. It kind of bother how much you have to revive those guys in a mission, you can't into a high level mission with them (excluding the usual inaros with link-heath or hidryn with link-shield), they almost instantly get one-shotted by the hordes of enemies you leave behind. Something i think would make them more viable in game would be:

    • Remove the usual revive option with them, instead would be amazing if when they get drowned they spam a zone (like the circle that makes the first ability of Wisp; If you get inside it they would start to revive. when they get up. The zone disappear: That would make less annoying to bring them to missions since you could at least move and do something (limited by the circle range) instead of being the entire mission spamming spoiler mode to revive them.
    • Add a Buff to them that when they are too far away from the owner that adds them more resistance to enemies damage: I don't have in my mind a number right now of how much resistance could be, but that would remove the burden of having to cut the flow in some missions (capture, exterminate and, etc), because you have to return where they are to revive them every time the get caught up with a horde of enemies you left behind. Since they are programmed to follow you and be close to you they would be more vulnerable to die when they are close to you (something that happens a lot in defense missions) and wouldn't be a burden when you are speedruning thought some maps.
  10. Today I got the chance to return to my account and play some warframe, something i realized today while i was playing, is the lack of hotkeys to access some of the most important menus of the game (friend list, clan page, inventory, arsenal), it kind of bothers me that i haven't realized that since the day i started playing. Would be awesome to be able to just press for Inventory,  for friend list and etc. Maybe i don't going to see that in the future, i guess.

  11. Things that comes into my mind when thinking into harder enemies:

    1. Some mechanic regarding the enemies where they would be capable of throwing a finisher into you if the come closer (instead of you being the one that make the finisher), then you would need to press a combination of keys (God of War Style) to counter this finisher (same with bosses, but instead of getting them counter-finished, you just retrieve).
    2. Adding to the shielded enemies some kind of mechanic where you need to shoot a point marked in their shield to break it (aiming become more intensive).
    3. Adding more Snipers enemies with a interaction that when they shoot you, you get some kind of slow-mo state where you could dodge the bullet with some combination of keys (God of War Style too).

    Making harder enemies is kind of difficult in this type of game without breaking the flow, i guess some mini games where coordination, aiming, using keys, would make the entire game more interactive and with that more fun.

  12. 9 hours ago, 98Octane said:

    if he is trying to stop him from stealing entire planet needs to be cleaned,

    Well, i didn't know that i would need to clear posibily 6 or 8 missions in the planet of my 3rd sortie mission if i don't handle my lich (thing that posibly would take me more than hour) just to clear my daily sorties. That seems like a great design.

  13. Just now, Keiyadan said:

    the reason why that wont be a good idea pre The war within players dont need the sortie tab at all

    if thats what you trying to hint

     

    I guess didn't give much context of what i was trying to show. 

    I tried to show how you need to look in the map to know if your sorties, kuva siphons, syndicate missions and arbitrations are marked as controlled zone by the lich that is currently hunting you, instead of having a more obvious way to know this (the yellow lines indicating that the location of the mission is controlled by the lich).

  14. Quote

    Had a similar idea when I was discussing ash "nerf" with friends, my idea was basically turn his 4th into an exalted dagger but keep the Blade Storm, instead of instantly jumping to another target, ash would remain in the air like if he was under rhinos stomp effect for a while (affected by duration mods) and you would need to aim and select your new target, each target consumes energy and/or the exalted dagger consumes energy per second. Something like that

    I really like the idea, but the problem is that is too slow paced to make fully use in a full squad enviroment (except solo play). The thing i had in my mind when i was thinking in this was a shifting of his kit without needing to design too much new ideas (because coding a entire new mechanic isn't easier) and make his kit faster without making him meta for clearning rooms.

  15. Quote

    This is basically a slick way of saying you don't like Teleport and so finding a way to adjust it to your flavor.... Others like it as-is just fine.

    Well, is literally a ripoff of Loki's Switch Teleport without the Zoom animation and with a finisher attached using a augment, that is only useful when you go augment+full efficiency and to get into the Blade storm animation, but i get your point.

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