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elleto

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Posts posted by elleto

  1. player skill aside, im trying to get a discussion about the mechanics of the skill in a feedback thread. I would appreciate it if Azawarau keep the discussion civil and not insult everyone who you think is not as good a player as you. thank you.

     

    As a side note, the game cant be balanced around the vets who are very familiar with game mechanics and enemy AI.

    Most of the vets have such well modded weapons that most mobs die in a fraction of a second.

    their higher skill level that makes the game easy in their opinion.

     

    What is going to happen to new players who don't have that skill level?

  2. the issue with a toggle ability and having it give 100% DR is that it can be seriously abused. if the person mods for energy efficiency and spams team energy restore with a party that has energy siphon, its going to have a near 100% up time.

     

    if u raise the cost to prevent that, then with the base energy available to rhino, energy will be sucked dry in a few sec.

  3. im sorry that numbers I pulled out of the air is upsetting you but nothing is set in stone.

     

    ultimately the %damage reduction and duration is up to the devs to decide after they look thru their tools and spreadsheets.

     

    btw Im not against having the ironskin slow movement speed when activated, a tradeoff is nice too, makes ppl think more. 

  4. im not suggesting a speed buff.

     

    having a lot of new players using rhino is quite understandable.

    it is the next frame available , its strong due to iron skin being op at low lvls and new players without the necessary mods would place higher survivability as a need since they take too long to kill anything.

     

    but that is a different problem altogether.

     

    the issue im trying to put thru is that the ability is unbalanced between high lvl and low lvl play.

    having it do percentage damage reduction would balance it more so that in low lvl areas they arnt just walking thru the missions with ironskin on like they own the place since they would take dmg. (makes it better for training new players too to learn to run and take cover)

  5. the current iron skin makes low lvl content a joke since nothing can cut into it, and doesn't scale well into high lvl content with mobs removing it almost instantly.

     

    I suggest something along the lines of % damage reduction. Say rank 0 giving 15% damage reduction and max rank giving

    60% damage reduction on a timer of say 1min to 2min ?

     

    this would balance out as its a percentage damage reduction and it would be more viable in high lvl areas.

     

    discuss.

     

  6. that or its just simpler to pick grineer as corpus is a lot easier to kill compared to a room full of heavies.

    (100 missions is boring so the faster way out is preferred)

  7. 1) since this is a beta , shouldn't you focus more on fixing bugs and less on more stuff for people to grind?

     

    2) what about a tutorial for beginners? the basic tutorial is not sufficient, many do not know about many ingame features like wall running.

     

    please be more beginner friendly as a game like this thrives on a large gaming community. ( FTP games with a cash shop requires a very very large base community so even if only <10% are paying customers, the finance department will be happy to hire more help to grow the game)

    if the game turns the new players off right at the beginning With that load of UI bugs and that that steep learning curve, its going to be hard to continue this game even if the vets in this game swears to god and everyone that its a good game.

  8. More random mods?

     

    As for the research lab suggestion, what about people who are not in any clans? wouldn't it be useless to them?

     

    Btw this  is an idea to incentivize exploration. How would more super rare mods (more RNG) help with getting people to explore?

  9. im not saying rushing is not a valid way to play , some ppl like to play that way

     

    and im not saying that it has to reward rare mods each time.

     

    i was referring it to random loot. it can be crafting mats blueprints(forma , potato , weapons) mods

     

    an incentive for ppl to explore is all that im suggesting

     

    after all its better to provide an incentive to alternative play then to insert some limit to restrict another type of play ( in this case its rushing that some ppl want to hinder)

  10. to promote exploration,

     

    how about containers and lockers contain a rare navi coordinate piece that allows you to create a key to say a treasure vault/hidden stash ?

     

    need a few of these navi coordinate to craft one key.

     

    the vault giving a varity of random treasure eg( credits , mods , rarely - blueprints )

     

    make the vault a small explorable area.

     

    discuss

  11. I think you will have to explain that a little because its not that obvious to me.

     

    How does keeping the game repetitive and bore the heck out of your players instead of diverse make them money?

     

    Maybe it was the last part where I stated "opportunities you offer your players have to be more rewarding than killing the endless sponge streams of boringness" that could make you think that our suggestions make them lose money.

    But we could archieve our goal when reducing the amount of loot we gain through defeating enemies and move that amount to other loot opportunities instead.

    well I guess that's because if u bore the hack out of your players then they well go to the plat market and that makes the DE dough?

  12. I just started playing warframe one week ago ( still on mercury) and I play solo sometimes.

     

    I noticed that sometimes there are room where there are no mobs only to be followed by the next room with so many mobs that I cant seem to ever finish killing.(provided I don't  run out of ammo first, which usually happens)

     

    are there any spawn caps to the rooms ?

     

    should I always clear the room first before moving on to the next room ?

     

    or should I just move quickly to objective and after that quickly move to extraction cos mob spawns are unlimited (zerg)?

     

    thanks

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