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Trentiel

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Posts posted by Trentiel

  1. Shield gating is basically... applying a gate between damage to shields and damage to health. Preventing overflow from shields to health from a single attack.

    Most of us saw the devstream recently, where it was asked about a proposed shield gating system. So that damage to shields couldn't overflow into health. Seems like from the developers reactions, this is probably coming down the line. Now that this an idea in circulation, I got to thinking...

    What if shield gating was a modifiable property. Basically, using mods, you could divide your shields into segments. Adding gates at intervals. I don't know how much additional gating would wind up falling into OP territory. Honestly the only way is for it to be tested. But I think that this could be a way to add more value to shields, that is also inherently unique. Health has armor, Shields have gates.

    You could have a mod that gives a gate at half shields, or maybe based on a certain integer, rather than a fraction. So "gates every 200 shields." This way having more shields would mean more. Fractional shield gating (a gate at every half, third, or fourth) would be useful for frames with lower shields, but integer shield gating would be insane for frames with larger shield pools or overshield based abilities. This is where I start thinking "oh this is going to be heavily exploitable." As if Overshield Trinity wasn't OP enough already.

    I don't know, but what I do know is that this idea is worth putting out there, and if adopted could add to more build diversity.

    Other ideas, feedback?

  2. I have yet to confirm it, but I had a disconnect at extraction that cost me my rewards, and that I believe is repeatable.

    At the end of a long Hieracon run, 3 of us were waiting at extraction.

    -So I opened up the mission progress summary screen. Not by pressing tab, but by opening the ESC menu, then opening mission progress.

    -A second later the last guy shows up. Team extracts, but I'm still looking at the mission progress screen, Not the mission success: summary screen. It's showing me only the pick-ups, and none of the excavation rewards.

    -Drop ship and my frame is pulling away like normal, and I hit ESC. It closes the mission progress summary screen... but that's it. I'm looking at chat, and the drop ship flying away... then it goes black.

    -I hear the sound of me falling out of the world... death. I get a message. One of those "disconnected from the host, you will now be returned to your ship" messages.

    -Return to ship, I'm looking a mission success: summary screen. And then it asks if I want to rejoin the group I just disconnected from. I rejoin.

    -I start telling them what happened, relieved I got the rewards after all. Until one of them suggests running the Nekros BP relic we just got.

    -I look, I don't have it.

    -I check the mission success: summary screen again. It's from the previous Hieracon run I did before that one.

    I haven't tested it a second time yet, but I believe you can glitch the game by opening the mission progress: summary screen at extraction, and then close it while extracting.

  3. While we're requesting things regarding Glyphs and Profile Icons....

    Actually can we just de-link profile icons and glyphs Please? Showing a profile icon during missions makes zero sense to me, and always has.

    -The last piece of information that I want to know about a player during a mission is what their favorite frame / character / enemy is. Especially now that Glyphs can do that in a much more fun interactive way.
    -Being able to match a frame icon on the map to a frame icon next to the team health would be VERY useful for public play.
    -Use the current profile icons strictly as Glyphs and forum profile icons does not meaningfully decrease their value to me. But maybe a poll would be a good idea to get a feel to the larger communities opinion on that.

  4. 12 minutes ago, Weidro said:

    this would be the first time that a game rewards players for NOT playing and for NOT supporting the game

    for not playing in the early days and for not helping to kickstart the game (founder etc.)

    oh and for not playing events at all since sortie rewards are tradable there is no reason left to play at all for this

    and on top of that it will punish the founders for spening something on the game since they now have to lvl weapons that dont give anything (stats are the same and no mr points)

    do u seriously belive that this is a good idea ?

    Yes. I do believe this is a good idea.

    I'll make myself very clear.

    1. You would get this reward for playing the game. Sorties is playing the game. Arguably... higher end content.

    2. This is not the same reward as what the original players got. The only thing that's the same is the mastery value. In fact, I pitched it in exactly a way that would preserve the original players exclusive version of a weapon, while giving the newer players a functionally identical, but aesthetically different replacement.

    3. Steve doesn't like the idea of these exclusives. And if you watched Prime Time Episode #126, you'd see his reservations about these kinds of exclusives now that the game has grown so much. So my pitch was a kind of middle ground between Rebecca and Steve.

    4. Sortie rewards are tradable, but that doesn't mean they're very available. Sortie rewards are limited, one set per player.

    5. Punish? I disagree. I've obtained 3 Wraith Twin Vipers, several copies the Dex weapons (a set for each anniversary) and I don't feel "PUNISHED" by these new copies of equipment that don't give me new mastery. What I'm proposing is a Mk2 re-release of some guns. That clearly indicates that the newer players were late to the party, without limiting newer players in terms of their maximum potential Mastery Rank.

    Sorry I want to take away our exclusive Mastery Rank lead. :-/ But when players join and hear that there's a level cap based on when you joined the game, even if you and I both know it's a marginal lead. It's still a major turn off for those ignorant people. Our personal Mastery Rank lead is less important than keeping new players.

  5. I had this idea while watching the discussion between Rebecca and Steve during the last Prime Time (episode 126)

    Why not release a Mk2 version of the Braton Vandal / Lato Vandal. Make them a Sortie reward. Stamp their skin with a big ol' Mk2 on them. So they're visual distinguishable. So we all know the legit version versus the Mk2. Since it was based on a "meta event" in the lifespan of Warframe, I think this would be fair to both newer players and the older players.

    Make them occupy the same mastery rank reward. So the old players who have the original won't get new mastery from the the Mk2, and the new players who didn't have the old version, will get the mastery.

    Personally, as a player who wasn't around for those older weapons, and as a complete Obsessive who tracks the Mastery gain off of every new piece of equipment, I'd just like to have a definite "got everything" mastery level that is universally available to all players. I wouldn't even mind if they added that Mk2 with all the re-released event vandals, wraith, dex... etc.

    This would make the mastery availability universally fair to all active players, while still distinguishing the veterans.

    As for Primes... I've resigned myself to never being able to get the Lato / Skana Prime. But maybe there could some sort of mastery substitute for these items? A quest or goal of some kind?

  6. Every time I play Hydroid, an idea crosses my mind. Water has such interesting qualities when combined with other elements.

    Always think how his water power would work in combination with other frames, like Frost or Volt. So a cool passive for him, would be his powers giving a special "wet" status effect that makes effected enemies extra susceptible to ice and electricity element attacks (and possibly their derivative elemental combos). It would create all kinds of cool synergy with other frames and weapons. Incentivizing using Glaxion, Synapse, Amprex, Nukor... etc.

    The slam tentacle is okay... but he already has tentacles. I just feel like Hydroid's water not getting stuff wet, is more disappointing.

  7. I've had trouble with Napalms. After two years of play, they still give me trouble. I know how they attack, and I know what to do when they show up.

    The problem that I have is that the AOE scales up as they level, but isn't clearly defined. In fact, the explosion radius isn't defined at all. To the point of being entirely invisible.

    This is still a poorly designed obstacle to overcome. I'm okay with explosive attacks, with a wide radius. But expecting us to dodge it with no sound or visual cue to indicate what's happening is frustrating as a player.

  8. This is so elegant I love it.

     

    I have a thought that should make most people happy:

    Warframes pick up materials, mods, credits, and blueprints within x range.

    Carrier increases the pickup range to y, and also picks up orbs and ammo.

    The vaccum precept makes ammo, health, and energy pickups 10-60% more efficient.

     

    People get sane pickup rates on the things that they want (and don't affect combat), Carrier is better, but remains best in slot if you want to bring a bullet hose.

    It doesn't replace Carrier's purpose in combat, but also gives it a bit of a buff in the wake of not having a monopoly on sucking up items.

    Doesn't add pointless complications, like new mods. Or requiring reworking anything, outside of a slight tweak to Carrier.

  9. Everyone has a different point of view on this. To be honest, I still think item sweeping is too useful to be locked to a Sentinel. But now I don't quite know what the solution is.

    Maybe it's more variety and control over Sentinel abilities.

    Maybe it's rethinking how drops work entirely.

    Maybe everything is fine, return to your homes, nothing to see here.

    Glad it's not my job.

  10. I know they've said that Carrier is fine as is.

    Seemed kind of dismissive is all. Dominant strategies should be addressed, especially if they hinder players from taking any interest in other features of the game. Other features that represent a potential platinum sink.

    Many players look at Kubrow and go "ugh, what a waste of time. They're not as useful as my carrier, and I have to maintain them."

    DE ought to be more concerned about a huge % of the playerbase giving a pass on several other sentinels and kubrow.

    What are the stats on that. Where does Carrier stand against the next most popular companion? Where does Excal stand against the next most popular Warframe? If it's not much of a difference, then... well I'd be on my way.

  11. You think Valkyr's boring? Try Trinity spamming Energy Vampire or Loki spamming Disarm.

    Breaking the game is pretty easy.

    Warframe's problem with balance is that the Player and the enemy AI are like dancing partners. The player has some really fantastic dance moves, and the Enemies are just plodding around with two left feet.

     

    We need more enemies whose abilities are tailor made to be obstacles to our specific skill sets. Modular Corpus and Nullifiers are counters that are too general, but also too specific to only Corpus.

    I'm looking forward to the new cat-lady Grineer.

  12. We all know it's OP. The statistics on sentinel usage show it. But what to do about it.

    I've heard a lot of people call for Vacuum to be a universal mod.

    But Vacuum is so useful, it'd just become a "mandatory mod." Which is a fair observation.

    Because of the way Warframe plays, especially these days. Running and gunning at extreme speeds means that any time spent to stop and pick up items means falling behind the group. Or running out of ammo during hectic survivals.

    I would argue that the need to be concerned with item pick-ups is a valid game play obstacle.

    The problem is Vacuum is too much of a loophole. It entirely closes off an entire complication of combat, and gives any player using it a massive lead. This is why Carrier is so heavily used. It frees the player to think about other things, because they know they WILL pick up all dropped ammo, energy, health orbs, resource etc.

    The nature of Vacuum and Fetch make them outstanding abilities. But the effect that they have on gameplay is too much of a dominant strategy. It removes complexity and obstacles from the game, they don't add to it. It makes many players think "why isn't this just a feature by default?" Maybe... it should be.


    The Solution:

     

    -Replace Vacuum with 3 mods that specialize in magnetizing particular drops to the player.

    -One mod for Mods & Resources, One mod for Ammo & Credits, One mod for Orbs of all stripes.

    -Make these three 3 magnet mods universal to all Sentinels & Kubrow, but mutually exclusive to each other.

    -Give Carrier the ability to "print extra ammo and orbs"
    -Give all Kubrow the ability to carry items in their mouths, and replace Chesa Kubrow's fetch with something else. (I don't know, suggestions anyone?)
     

    Alternatives:

    -Perhaps the three magnetic mods would be able to pick up any item, at a small range. But specialize in one item type, with a larger range? So it doesn't feel too much like a nerf.

    Another Solution:

    -Leave Vacuum on Carrier.

    -Give Carrier the ability to CARRY a cache of stored ammo and orbs. Dispensing as needed.
    -Add the 3 universal magnetic mods, so every other companion has a fighting chance, but don't tread too heavily on Carrier's domain.
    -Rework Chesa anyway, all Kubrow should fetch by default. (it's so darn cute when the wild kubrow fetch items) It would be actually effective, with a magnetic mod to scoop up items in their area.

    Feedback on my feedback? Is Carrier not actually OP? Are these ideas too far out there? I just want to push this idea out there, so it's known.

  13. 1- Give a storied progression system for each planet. So that each boss has some lead-up and introduction. Build up and show why they're villains, don't just tell us. Demonstrate their power and villainy before the story culminates in a final show-down assassination mission. Give us quest-specific context for unlocking each planet too.

     

    2- Defense 2.0: Create unique defense maps, that have stages of defense. Rather than one point, with lots of health, have multiple points in a sequence. So when a stage becomes significantly compromised, the objective point changes and you have to fall back to defend a new point. Falling further and further back, until we eventually have just the core objective to guard. It'd be way more active and engaging. The health bar is an abstraction. I'd like to see where we stand against the enemy, with context. Shielding as a part of the level environment, armor plated walls that can be destroyed and open new attack paths for the enemy. Doors that can be hacked open, so you have to protect consoles. Special demolition enemies? Enemies try and set up battering rams? A kind of "push the cart" mechanic for the enemy forces? New enemy strategies for attack?

     

    3- Fix Carrier and Chesa. If one frame was favored over all other frames to the same degree that Carrier is favored over all other companions, you'd recognize that this was a balance problem.

    -Remove Vacuum from the game.
    -Give all Kubrow the ability to carry items back to you in their mouths.

    -Give Carrier the ability to generate orbs and ammo.Give Chesa Kubrow an additional ability to replace its item Fetch.

    -Replace Vacuum with three "magnetic" mods that let you sweep up only specific kinds of drops, equip-able universally on all sentinels and kubrow. These magnetic mods would let our sentinel or kubrow suck up any near by item at range, however each mod would specialize in picking up a particular drop at a much further range. Comparable to vacuum now. A magnetic mod favoring orbs. A magnetic mod favoring mods, resources, credits. A magnetic mod favoring Ammo.

    -Make them mutually exclusive. So you have to pick, but so there isn't a "mandatory single good one."

    -Push comes to shove. Create a primed magnetic mod that has reduced range, but can pick up all three types at equal range.

    Thank you Sarynta Claus, I hope you bring me many gifts next Excalmas.

  14. Sadly with the way enemies become aware you can be mid sweeping swing, cutting through enemies at which point your multiplier ends because you hit a target that became 'aware' during that very swing (despite it dying fraction's of a second later).  

    Sure if the group is large enough you may not notice the rebuild of the multiplier, however you still lose a good chunk of the affinity bonus you are meant to get for stealthy kills.

    This true, but only with slowly sweeping melee. Polearms do just fine. Try it. Or, mod your weapon with Fury. I've also heard that the Jet Kitten is just fine too.

  15. These are some interesting points. Not fallacies, but good points.

    You're falling for the following fallacies:

     

    1) Assuming enough people will keep running sorties.

    2) Assuming people will drive the price down instead of holding onto their parts for when the price rises again.

    3) Assuming the droprates aren't weighted to hell and back.


    1. People will keep running Sorties, even after they get the stuff they want. Just for the fun of it. Or to help fellow players. Or because they're driven for profit to get something to trade for plat.

    2. Yes, SOME will hang onto their parts for profit. But your friends won't. They'll help you out. Clan members will help each other out. Etc. The more people have it, the less demand, the less profit. So you can trade for 10-20p... like the karak wraith and dera vandal parts. There'll be people also trying to complete their set, who may have duplicates, who will trade 1:1. There's a lot of objectives people have in trading outside of pure profit.

    3. We'll see over time, what the weighting is on the drops. You don't know any more than I do. F2P players should be patient. We should all calmly and rationally observe the situation over time, rather than jumping up and throwing tantrum on the first day. I see people talking about how this is "an insult" and "stand up against abuse" and comparing a game developer to a tyrannical government. Cool your jets, wait and see.

  16. Nezha is tradable though.

    The right drops in the wrong hands, can make all the difference in the world. Tenno.

    I got systems on my first go. We'll see how the drops go, but seriously. The fact that as more and more players get Nezha, other players will have an easier time getting the parts from friends or trading... it just changes everything. It's actually a pretty generous system to the community in general. If I could share my extra Equinox parts.... awww jeez. Sure the farm is limited, but the sharing potential is beyond your imagination.

  17. Hey guys.

    I just did some pretty standard 5x stealth kill combo chains, like the good ol' days. I walked away with 40k focus. *No affinity boosters, no greater lens. Just running back and forth through the map while talking on the phone. I don't know how much time I spent, but it wasn't a big deal. If you were doing Loki stealth kill focus farms before, they're still very feasible.

    I just learned the range they alert trigger, and murder whole groups in packs using sweeping melee attacks with long ranged heavy melee weapons. Ignore the ones that alert, and move on to kill the ones who are calm, on your second pass through the alerted enemies should be calmed down by then. You'll still lose your combo here and there, if you mess up. But this change to stealth mechanics is still negotiable if you just devise a slightly better strategy and play smarter.

  18. I play a lot of solo Loki. Stealth is something I enjoy, so when the lighting passes on the grineer ship tile set came through I got excited. Some warframe powers break lights, maybe soon our guns can break lights?

    Although there's a few places where I had to start cranking up my game's brightness. It's too dark and I stumble headlong into bombards. Perhaps these notably heavier units need a better silhouette. With all these flashy primes and the suddenly invisible grineer, I'm starting to wonder who are the real ninjas around here...

    Maybe the grineer should start carrying flashlights?

    I hope stealth gets expanded. I can understand why it's not a priority. Stealth in multiplayer requires cooperation and coordination that even raid players would have a hard time with.

  19. *Edit- Nevermind. The Sigil is only visible from the conclave arsenal. I didn't think to look there.*

    I joined the conclave syndicate and didn't get a conclave sigil. So I can't earn standing to get any of the conclave syndicate rewards.

    I'd love to play the PvP, but between this and people using unallowed frames / weapons... I think I'll avoid it. The maps look pretty cool though...

     

  20. I loved the relays. But they feel too much like a fancy space mall. As all the syndicates are within the same shopping mall with each other, it makes their rivalries feel really petty. Could each syndicate alliance get their own Relay? Hexis/Suda, Steel/Veil, Perrin/Loka. Maybe at some point, they can have a more dominate decorative theme over their respective relays?

  21. The Immersion element is something I wish I had mentioned in the opening post. Spatial chat does wonders for immersion. The alternative is that chat feels like everyone is on a hub wide intercom.

    I think there's an argument for a hub wide intercom chat, mostly the same argument for region chat to exist.

    But since region already exists, man oh man would it be great if we could organize conversations simply by walking around the station.

  22. We've all been to Region chat. It's great and serves a purpose, I hope it never goes away. However, it always has 5 threads of conversation at once, all of which die within minutes or seconds and compete with each other for screen space.

    It's like having all general forum threads at once in one thread.

    Now that hubs are on the horizon, a question comes to mind. How will chat be handled in this space?

    For example, in the Phantasy Star series, they innovated a spatial chat system. Where your text based communications could only reach so far, before not being heard at all. It complemented the word-bubble style communication well, but I don't think it's necessary to use the word-bubble system. I think that'd look a little awkward with frames. Although I do think it'd be funny if frames were silent, but could still use text based hologram communications. Ha ha.

    One of the practical aspects of a spatial chat system is that this means gathering places where people congregate actually matter. So you can walk up and join, and likewise walk away from, a conversation. Simply by your general proximity to others. In Phantasy Star, the range was quite large. So if you could see a player, you could hear them.

    So I think we could have a few tiers of chat logs.

    -Region chat for everyone in your region.

    -Spatially limited hub chat.

    -Squad chat.
     

    -Private Player to Player chat.

    How many of you played Phantasy Star Universe or Phantasy Star Online 2 and have first hand experience of the chat system? What would you guys think about a spatial chat system specifically for hubs?

    Keep in mind, I'm not just saying "do it like this game" but rather that this approach has a very specific practical functionality. The functionality is what is most important. I merely mention Phantasy Star since the dev's themselves compared the hubs to Phantasy Star and would hopefully be familiar with this mechanic.

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