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OxygenR

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Posts posted by OxygenR

  1. Thank you all for replying.

    As I said, this is only 1 of the possible solution of content drought. I also want DE to give out something fun and creative, but we all need to admit that there is a cap for the workload of devs. Also, you do not need to rely on your own brain. your friends or anyone can share their challenge like they share their build on Warframe builder, so you don't necessarily need to set the challenge though you can set your own if you like to.

    As for rewards, it is complicated. when i played in my simulacrum, there is no reward but I still enjoyed it. As long as the challenge itself is fun, the rewards should not be a only motivation otherwise it will just be another grind. besides, for endgame content targeting players that already have all the stuff they want, the experience of having fun with the game and the friends is the major concern; reward is just something bonus, like a dessert.

  2. Dear fellows,

    I am a long time on-and-off player witnessing the development of Warframe from the beginning. I do not have all the primed mods, riven mods, yet I can see and feel the grind-for-faster-grind loop.

    Lately, I have found myself online mainly staying in the simulacrum mixing various enemies together for a challenge and I actually enjoyed it, like way more satisfying than playing mission and grinding.

    So I thought can this be one of the endgame?

    The idea is simple, challenge yourselves. Instead of all the endless defense, survival mission, 1 life alert, boring and tedious riven challenge that is designed by the devs, set your own challenge. Choose the size of your arena, design your arena, select your enemy, and perhaps even choose your rewards.

    For example, mix all factions together or even stalker, sentients, add conditions like no shield, no gravity, etc. Then, fight them in a randomly generated, or sandbox, arena by yourselves or a team.

    The arena does not need to be too fancy, it can be as simple as the area in your master rank test and the current simulacrum with few colors and simple, basic obstacles.

    At the end, the players can challenge themselves, share the challenge with friend and play together or even held as a tournament or sports of some sort and the challengers actually get rewards for their effort, perhaps through syndicates like the conclave.

    Of course, enemy AI, reward system, damage system and other 'old problems' needed to be addressed, but this is a possible game mode for endgame that I think is both sustainable and fun.

    What are your thoughts? Please feel free to comment. Thanks!

    • Like 1
  3. Thx for ur reply. Basically, the main idea is just that status effect would only proc on enemies with specific surface (e.g. slash would not proc on armored or shielded enemies but only on naked enemies) rather then proc on all enemies like currently do. 

    No need to go too deep about that vulnerability & resistance table, it's only some accessory thing I think of and think it would be more comprehensive if I post it also.

  4. Hello guys, it’s been some time since DE mention damage 3.0. I’m sure everyone has some thoughts about this. Here are some of my thoughts about how I think damage 3.0 should look like with the intention to the gameplay fun to play with and less bullet sponge.

    I tried to balance but that really need test runs which I cannot provide so whatever.

     

    Major changes

    1) Regroup surfaces (Cloned flesh, flesh, machinery, robotic, armor, alloy armor, shield, proto shield, infested, infested flesh and fossil) to 3 major groups,

    • Body (Cloned flesh, flesh, machinery and robotic),
    • Protection (armor, alloy armor, shield and proto shield), and
    • Infested (infested, infested flesh and fossil)

    2) Enemies may have [Protection] on top of [body]. Enemy can be either

    • body + protection, e.g. most Grineer and Corpus, or
    • only body (naked) e.g. infested

    3) No damage goes to body if armor or shield present, except some status effect.

    4) Vulnerability and resistance changed.

    5) Status effect only proc on specific surfaces.

    6) Status effect changed.

     

    Vulnerability & Resistance

    Remark: For simplicity and ease of balance, similar surfaces, e.g. machinery & robot, ferrite armor & alloy armor, shield & proto shield and infested & I. flesh, are grouped together. Flesh and C. flesh is not group because of their popularity in enemy and to highlight vulnerability differences.

    1. Vulnerability and resistance is not done for sinew since it consists of only 1 enemy, Jordas golem.
    2. Vulnerability/ Resistance summary:
    • Body, especially flesh, vulnerable to almost all types of damage.
    • Armor is generally resistant to elemental damage, but more vulnerable to physical damage.
    • Shield is generally resistant to physical damage, but more vulnerable to elemental damage.
    • Since infested units are naked, lack protection surfaces, they are generally much more resistant than body, with fossil having similar resistance level to protection. Again, only crude ideas.

     

    Table of Vulnerability & resistance between damage and surfaces.

    Damage Body     Protection   Infested
      Grineer Corpus Grineer/ Corpus Grineer Corpus Infested
      C. flesh Flesh Machinery/ Robotic Armor (Ferrit & Alloy) Shield (Shield & Proto shield) Infested/ Infested flesh Fossil Sinew
    Impact 3+ 2+ + 0 2+ 0 +  
    Puncture 3+ 3+ 0 2+ 2- 0 -  
    Slash 3+ 3+ 0 0 2- + -  
    Cold + 0 + 0 + - -  
    Electric + + 2+ 0 2+ 0 Immune  
    Heat + + + 0 2+ 0 -  
    Toxic 2+ 2+ Immune Immune Immune + +  
    Blast 3+ 3+ 2+ 2- 2+ + 3+  
    Corrosive 3+ 3+ 3+ 3+ - 3+ 2+  
    Gas 2+ 2+ Immune Immune Immune + +  
    Magnetic - - 2+ Immune 3+ Immune Immune  
    Radiation 3+ 3+ 0 Immune + 2+ 3+  
    Viral 3+ 3+ Immune Immune Immune 3+ 3+  

     

    Rank

    Vulnerability/ Resistance to damage

    3+

    Greatly vulnerable

    2+

    Moderately vulnerable

    +

    Vulnerable

    0

    Normal

    -

    Resistant

    2-

    Very Resistant

    Immune

    Surface completely immune to such damage

     

    Status effects & requirement

    Damage

    Status effect

    Surface required to proc

    Description

    Impact

    Armor shredding

    Armor

    Permanently reducing enemy max armor. Amount of armor shredded scale with damage.

    Puncture

    Penetration

    Armor, shield

    Damage ignore certain amount of enemy armor and shield. Allow status effect targeting Body to be triggered even when protected by armor/ shield

    Slash

    Hemorrhagic tear

    Body, infested, I. flesh

    Deals amplified damage in an instance, greatly damage enemy and leave them bleed for a while. Multiple proc stacks.

    Cold

    Freeze

    All

    Slows enemy movement, increasing vulnerability to physial damage. Multiple proc stacks.

    Electric

    Overload

    Shield

    Shield explodes, takes damage but not completely removed from enemy, dealing blast damage to surrounding. Nearby enemies taking blast damage suffered from 'tesla chain' proc. Blast damage scales with the amount of shield when proc.

    Tesla chain

    Body, infested, I. flesh

    The original electric proc 'tesla chain', proc emits electrical surge, paralyzing surrounding enemies.

    Heat

    Devour

    Body, all infested

    Enemy devoured by fire, permanently reducing max health over time. Multiple proc do not stack.

    Toxic

    Intoxication

    All flesh and all infested

    Deals toxic damage over time. Multiple proc stacks.

    Blast

    Shockwave

    All

    Emits a shockwave that deals AOE blast damage to surrounding. Enemies damaged by shockwave are blown away and suffer knockdown. Blast of shockwave do not proc.

    Corrosive

    Corrosion

    All

    Corrosive substances latches on surface dealing corrosive damgae over time. Multiple proc stacks.

    Gas

    Poison gas

    All

    Emits a toxic gas cloud that constantly deals toxic damage to everything inside. Toxic damage from gas cloud bypasses armor. Multiple gas cloud stacks. Toxic damage dealt do not proc.

    Magnetic

    Magnetize

    Armor, shield, fossil

    Mangetizes shield, and metal on armor and fossil. Magnetized surface attracts nearby bullets and other projectiles, excluding beam. Area of bullet attraction scales with health of affected armor, shield or fossil. Multiple proc do not increase area.

    Radiation

    Heat zone

    All

    Creates a radiation field that constanly deals heat damage to everything inside and confuses them. Confused enemies randomly fire at nearby people. Size of radiation field fixed. Multiple overlapping field increases heat damage. Heat damage dealt do not proc.

    Viral

    Viral infection

    All flesh and all infested

    No change. Viral proc reduces enemy max health for a period of time

     

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