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holdenagincourt

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Posts posted by holdenagincourt

  1. 11 hours ago, thejoedude said:

    This is something I have always wondered why warframe does not do. If you look at an old MMORPG like guild wars 2, they had a very similar issue with CC a few years before warframe. The bosses and special enemies were either CC immune (generally not good game design, overguard being a perfect example) or let parties put bosses in permanent knockdown/stun state where the boss fight mechanics never occur.

    The solution that guild wars 2 reached, and what warframe should heavily consider, is they added a system called the "breakbar" to all enemies that had some form of CC immunity or reduction mechanic. The breakbar made enemies immune or heavily resistant to CC but knockdowns/stuns would reduce the breakbar in chunks and status effects like guild wars 2's cripple, chill, and immobilize (things like cold/radiation/electric damage in warframe) would slowly reduce the breakbar over time. Once the breakbar reaches 0, the enemy becomes stunned (duration depending on the strength of the breakbar), takes significantly increased damage while stunned, and the breakbar regenerates during the stun which prevents perma stun from players. In guild wars 2, the breakbar would generally only appear during special phases during boss fights when it was charging up a party-wiping attack or something, this doesn't work in warframe since warframe doesn't have mmorpg style boss fights but it still works to just apply to special enemies 24/7.

    So, why is it relevant to eximus units and why is it better than what other games do? Of course players will still be able to burst DPS bosses and special units with your choice of weapon or frame just like we do right now, but having a breakbar and a vulnerability period afterwards adds a place for CC abilities/status effects and a reason to build around them. That being said, I would argue for enemies like demolists to get a breakbar and for eximus units to get more tanky (not with status immunity, but flat damage reduction or something) to add incentives to use the mechanic. Of course you would need to add a breakbar attack tick rate for things like Vauban's Bastille, Limbo's rift, etc but that can be adjusted on a frame by frame basis. Bringing CC back into relevance re-opens a huge number of doors in game development so DE isn't stuck in the cycle of "how do we build a new nuke frame and not make it feel identical to the last 10 nuke frames"

    I've always thought that this was the obvious, and most elegant, solution. Apply a damage conversion to crown control effects that depletes overguard at some rate commensurate to the relative power of the ability (e.g. Vortex should strip overguard faster than Wisp mote). Especially dire cases like Limbo could be special cased to do bonus damage to overguard with their CC. In fact, that could become a new power lever to pull as well as part of the identity of certain frames...which might be something for players to optimize for in the game modes with boosted eximus spawn rates that have been proliferating in the past couple years.

    While I'm here I'll just say hell no to any proposal to add damage attenuation against warframe abilities to overguarded enemies. That's a knee-jerk reaction to current meta which would only compound the problems you intend to address with CC, shift the burden to an entirely new batch of warframes, and introduce all sorts of unintended consequences (like further tunneling Warframe into a very narrow self-buffing weapons platform meta). More importantly, it would simply feel tedious and annoying to deal with for the median player (i.e. not the ones who post on the official forums).

    • Like 3
  2. Still a problem in April 2024. Went to the elevator and tried extracting by holding down the interact key on the console. The circle filled up, yet when I released it just emptied again. I got to experience 5 minutes of getting killed by respawning mobs outside the elevator while completely silenced--no Warframe abilities or transition to operator--as the last remaining other person in the cell farmed trash mobs for some reason, until the Void Cascade failstate timer ran out. There wasn't even the normal 1 minute extraction timer.

    Completely unacceptable for this to be a thing. Still.

    • Like 1
  3. Enemy magnetic procs are pretty overloaded even after the changes to the amount of energy drained. Also, they're more common than ever. It's fine that they're high impact, but other statuses pale in comparison just due to the sheer number of discrete effects piled onto magnetic.

    I think a good step towards evening out the statuses a bit would be moving the UI-scrambling effect from magnetic procs to radiation procs. The benefits of this are many:

    1. It would slightly weaken magnetic, which is by far the highest-impact status effect against players.
    2. It would buff radiation, a proc that rarely has much impact.
    3. It would improve the clarity and feedback of the radiation status, informing players that they are irradiated and at risk of damaging other members of the cell or being damaged by the same in a more easily visible way than one of a dozen+ tiny icons in the top right of the screen.
    4. It would match a UI effect to radiation's gameplay impact. I.e. "my HUD is scrambled, so my warframe's no longer differentiating between friend and foe."
    • Like 3
  4. On 2023-09-05 at 12:18 PM, (PSN)jaggerwanderer said:

    The debuff only last for 3 seconds. It's only a visual effect. Doesn't make the warframe perform worse like cold procs. You will live.

    It's four seconds, not three, which is an eternity by the standards of Warframe gameplay. And it's sophistry to state that it "doesn't make the warframe perform worse" when the entire point of it is to disrupt the player instead, which in turn affects the performance of the warframe. Finally, if your standard for designing and balancing this game is "you will live," then really none of your opinions mean much, since literally everything can be endured in a video game.

    • Like 4
  5. He is so heavily deprecated now and there's very little reason to play him. He once had a clear niche and fantasy but in the intervening years so many things have been stuffed into the game that punish his design disproportionately that using him means lots of annoyance for very little reward. Things like melee zerg Nullifiers, nullification spam in general, overguard on nearly every non-trivial enemy, and eximus AOE DDR inside Cataclysm or Riftwalk on a frame with one of the lowest EHPs mean I'd rather play Mesa, Saryn, Mirage, or other nukers in game modes he's supposed to be well tailored to.

    Needs a rework more urgently than Hydroid in my opinion. At least Hydroid has a niche in a farming cell.

    • Like 3
  6. I've been thinking that it would be nice to have another "Sort By:" option in the arsenal: Riven Owned. There are so many weapons in my inventory I rarely use and often when I'm thinking about trying something new, I'd like to use something I have a riven for. The way to do this now is to leave the arsenal, walk to the mod bench, go to the riven tab, change the sorting to type, then look through my 100 or so rivens to find one for the weapon class I'm interested in. And on top of the occasional network lag involved in all these steps, this process is kind of clumsy because you can't see the weapon's stats right there like you can in the arsenal. You have to click on the cycle option (which is greyed out if you don't have enough kuva), and in the screen that comes up you can't compare the weapon stats to other weapons.

    I think a sort option for the arsenal that would send all your weapons with owned rivens to the top for easy selection and comparison would be a great QOL improvement.

  7. I support this! There are multiple things that annoy me visually about this ability.

    1. It's a way more intrusive overlay than it needs to be for clarity. >50% of your character is covered in completely opaque slime. Compare that to the visual effects of similar self-buff skills like Eclipse, Elemental Ward, Roar, Shooting Gallery, Toxic Lash, Vex Armor...all so much less aggressive on the model. Even "shell" type powers (which Xata's Whisper is not, but let's make the comparison for the sake of argument) are nearly all less intrusive than XW. Kinetic Plating, Scarab Swarm, Shatter Shield, Splinter Storm, Warding Halo, all subtle and in some cases even beautiful. The only one remotely comparable is Iron Skin and people have been complaining about the visuals of that one forever.
    2. It's completely uncolorable for some reason. It's an ability; why doesn't it inherit energy colors? If it did it would at least clash slightly less with whatever it's painted onto. But instead it's just this immutable gray with pink spots. A gray that doesn't even look good on predominantly gray warframe color schemes like default Mesa Prime.
    3. The textures just look really leaden and low-quality. Warframe textures and powers are so heavy on eye candy that the heavy, flat, droopy monochrome of XW obtrudes in all the wrong ways. And no, this isn't an inherent feature of infestation. Boilers and all three ancients, for instance, have intricately detailed, colorful, in some places almost delicate textures, almost with a unique beauty. I can't say the same of XW.

    As for the lore justification for all of this, I don't think it's very convincing (and that's putting it kindly). This is a game where you can dress up Rhino as a giant beetle or cosplay Ash as a Ubisoft protagonist or turn Zephyr into Voltron. "But lore" is clearly not an obstacle to better visual clarity, fidelity, beauty, or customization.

    • Like 2
  8. In two recent missions of mine, the Sister of Parvos candidate I spawned was instantly killed by my on-call crew member, bypassing bleedout state entirely and preventing me from mercying or even seeing which Tenet weapon had been yielded. Parvos Granum then did the normal voiceover he performs when you elect not to mercy the candidate.

    Mission node was Roche, Phobos. On-call crew member was using Kuva Zarr. I was using Mirage Prime.

  9. I feel like half of the people who want auction houses have never taken economics..... -.-

     

    You give 5+ million people a infinite source to gain a product to sell. The only thing limited is platinum O wait that isn't limited unless someone buys it. Though lets get to the point, at a set point their is going to be way more supply then demand because something is only rare until everyone has it.

     

    So If player X has it then its worth 2000 plat, though in a day when 5000 more players have it its now worth 500 plat next day 500000 players have it its now worth 20 plat. This keeps going until everyone has it because guess what INFINITE DROPS BABY.

     

    When you have a system where a item can't be limited then the only thing that won't eventually go down to 1 plat is EVENT MODS. Which will sell for THOUSANDS OF PLAT because it is the only limited resource. 

     

    Auction houses can't work because items aren't rare enough and aren't limited enough to make the infinite supply of that item. Something is only as valuable as its quantity boys and girls. How hard it is to get something is how you charge something, since you can get everything in this game for free guess what, their is no cost to produce which in the real world is the only thing keeping us from having such a problem. So it all comes down to quantity of the item. Which guess what goes down REAL fast when you have 5+million players.

     

    The most that is needed is a UI change to make it easier to use. A auction house cannot work without some restriction on drops or trading to flush out all the fodder and keep the DE's profit. So boys and girls do you want 0.0001% drop chances. Cause from the sound of it. YOU DO.

     

    For someone who excoriates others' knowledge of economics, your own argument is not especially sound. A good's value is not "only as valuable as its quantity" because the utility (and relatedly, demand) of the item are the second half of the relationship. Your example of something only being rare until everyone has it is a tautology, but also basically unrelated to the larger question of what determines the value of a good or service, which is not simply its scarcity as you say.

     

    In Guild Wars 2, for instance, plenty of items are infinitely and easily gatherable and still sell for a price that encourages many players to put in the effort to bring those goods to market. Different types of logs and ore, and to some extent cloth and special crafting items like blood vials or claws being the most obvious examples. These items are common (i.e., their scarcity is low), yet the demand for them is fairly consistent, while they have high utility due to being required for finished items from basic leveling equipment  to legendary weapons.

     

    A separate issue for Warframe though is the number of things that are excluded from the economy that would have a relatively stable value underpinning the fluctuations in things like prime parts, the value of which changes based on the tedium of the missions  in which they currently appear and their drop rarity within the aforementioned. But this is something that could be managed on DE's end and would presumably, in combination with the introduction of more credit and resource sinks (e.g. exclusive skins that require 100,000 Neural Sensors, 1,000,000,000 Nanospores and the like), raise the lifeblood of the economy.

  10. As a general rule I don't care what other people are doing. Probably 90% of my time spent in Warframe is solo or with my partner.

     

    In the case of Draco, my concern is essentially the following.

     

    1. Interception farming on Draco as it is most commonly practiced is on its face a violation of Steve's "drinking bird" standard for gameplay, and more generally does not fit the devs' vision for how they want Warframe to be played.

     

    2. Following this, the Grineer faction or the Interception mission type (or both) will be altered to combat this behavior sooner or later.

     

    3. Actions taken in this regard will almost certainly have unintended consequences.

     

    (Bonus) 4. It is unlikely that the true problem, easy access to Warframe energy and especially the Trinity frame's design, will be directly addressed. This would be ripping off the band-aid in unimaginably painful fashion for players and Scott is already on record as not considering adding cooldowns.

     

    Therefore, once the corrective action is taken, the unintended consequences will follow. Things that I enjoy playing with and which are perfectly serviceable in the present could be negatively affected. The drumbeat of "rework" for everything that doesn't respond well to these cascading changes will grow louder, while the root problem simply persists because of the reluctance to address it on the part of DE and the community.

     

    Item: I don't want to feel like a pile of dung while playing as Limbo against the Grineer too, after the Corpus and Corrupted became power nullification city in an effort to put a stop to Viver and Void survival farming. And I don't want Limbo to be "reworked" and become unrecognizable (he could be buffed a bit, perhaps even making his powers supersede enemy power nullification as sort of an "apex" manipulator of Void energy). I want Energy Vampire, energy pads and any other energy source that makes energy a nigh-meaningless mechanic to finally be addressed. And I want some more decision-making and interactive gameplay added to many Warframe powers and enemy designs.

  11. Panthera Prime? I can see that happening. But Mire is an infested weapon. It can't be primed.

     

    I've always interpreted the Mire as being a Skana that's been overtaken by infestation, like the Paracyst. It has the exact same stats as a Skana in every respect other than marginally higher swing speed. But there are a number of melee weapons that aren't very good that could be primed instead I suppose.

     

    Anyway, in case you were wondering, the Mire Prime in my fantasy scenario will not accept the Red Veil mod, and all four of its parts will drop from T4 Mobile Defense. Limbo Prime's only change will be a doubled max energy capacity so he can do even more nothing against the power nullification being added to more parts of the game at every turn.

  12. There comes a point where some things that are good for gameplay are not going to make sense in terms of lore. This is something that all video games face. You just have to suspend your disbelief. 

     

    Lots of things in gameplay are never going to seem congruous with a logical/linear storyline. 

     

    People really need to just wrap their heads around this already. We're not interpreting Wittgenstein here people, video games sometimes have immersion and story inconsistencies.

     

    I want this to happen. Stalker killing us should remove all revives for the current mission.

     

    Yes, Warframe needs more ways to alienate and piss off new and casual players than it already has.

  13. Tons of other frames doing things way better than mag does outside of corpus. Bullet Attractor dealing moar damage to 1 enemy (mprime to all enemies while slowing) and redirecting all bullets into that target (can't we aim?). Decreasing armor when not needed and if needed, 4x corrosive should be a must have anyway. So yeah, it's useless.

     

    I think you're misinterpreting (or willfully ignoring) part of that poster's point about Bullet Attractor. They mention the damage amp to the target it's cast on, but they also mention that it absorbs all the bullets within its radius (when they say "maximizing its range...16 meters"), thus making it a defensive ability. Also of note, if the target dies prematurely,  a very large Blast explosion goes off, further accentuating its offensive and defensive capabilities.

     

    As for the rest of your post, just because Person Y can do some things better than Person X does not make Person X useless. "Uselessness" is not a relative term: it means precisely what it looks like, an utter void of use. A case for Mag's "uselessness" against Grineer and Infested, as opposed to simply being suboptimal, would have to provide evidence that her presence in a mission contributes nothing at all--and not in the opportunity cost sense of taking the place of another frame, as this is a relative judgment, but in an absolute sense. Such an extreme position can be instantly dismissed by noting that neither of those two factions have a source of power immunity, meaning Mag contributes permanent knockdown of an entire tile for 25 energy; that Mag contributes constant restoration of friendly shields for 50 energy (which is to say, Shield Polarize is a support ability with some use even without its offensive application); or that Mag contributes a damage type on three powers that is not resisted by any non-boss Infested unit (and one of which, Blast, has a ++ multiplier against the most important Infested health type, Fossilized).

     

    I don't know why people strain to hyperbole when a reasoned, less easily attacked argument would work much better. If you had simply argued that she is weaker against Grineer and Infested than Corpus and Corrupted then I would have agreed. But your argument really is not an astute one against the argument of the person you quoted.

  14. I was thinking about that stream today actually. The lack of any weapon at all (I haven't purchased quite a few of the older ones) was also not my favorite choice.

     

    Still not sure why he can't come every week or just be permanent with rotating stock. I'm never going to buy the gouging prices for his weapon exclusives on trade chat because I know that I eventually can get all of them without having to give other people my plat, but not bringing back his older stuff is a contradiction of the terms of the Void Trader that were set early on.

  15. Primed Intensify, of course~

    If he his gonna sell the same primed mods we have over the past 3 years... I would rip off his helmet and replace it with a corpus metal box helm. #MinimalismToItsFinest

     

    Seeing as he was apparently your private supplier for the first two of those three years, why are you holding out on us?

  16. I assume (hope?) this is a bug: Diriga's electrical pulse sometimes breaks the windows on Corpus Spaceship. I'm almost certain that it was either Arc Coil or Electric Pulse--likely the former--because I was solo, wasn't using any powers, had no syndicate augment equipped and had no sentinel weapon equipped. It would be nice if it didn't do this--maybe it's recognizing the reinforced glass as an enemy unit since it can be highlighted?

  17. Hi there. From the perspective of a founder who has been around since Update 7 and just recently returned after eight months or so away, I wanted to tell you how impressed I am with all the new content and additions to the game (especially, of course, the latest quest) and that I'm really proud of DE for meeting and exceeding some of the hopes I had for the game when I first began playing. I hope the game only continues to grow and flourish.

     

    There is already a lot to read through in this thread so I'll pose a few brief questions, mostly related to sound.

     

    1. I like that the Lotus has many more lines in missions now than she used to. Will she be getting more dialogue soon, whether in missions, quests, relays/hubs, or even a new physical location?

     

    2. Along the same lines, I love hearing the Operator (Owl has a vulnerable, old soul quality), but I wish he/she had more to say (and perhaps do). Are there plans to add more Operator dialogue to missions, or perhaps converse with Ordis back and forth?

     

    3. Would it be possible to add an independent slider for effects sounds that are ambient/environmental like water or the ringing of special containers, separate from the effects volume slider controlling things like Warframe abilities? I would love to hear background noises more distinctly but a lot of powers and actions (e.g. breaking crates) are very loud when you turn up that slider.

     

    Thanks and I'm looking forward to the stream.

  18. The QoL (actual QoL, like datamasses and all hacks, pickups debatably though it makes him more likely to get cursed with being a farm support) I agree with.

     

    Cleansing/nullification of eximus auras I also agree with, but wouldn't mind if it didn't change. Warframe powers are interplanar themselves, after all.

     

    The melee channel addition is great, I love it.

     

    Some of the buffs are unnecessary and could have unforeseen consequences (no to buffing allied movement speed in Rift Plane, it's unnecessary and would probably find the most use in people rushing content, leading to nerfs).

     

    Knockdown from Cataclysm and upon exiting either source of Rift Plane debuff would be a huge buff and probably a poor idea because it would shoehorn him into a staggerbot role, enough of which already exist, and would probably draw some nerfs or enemy buffs (i.e. more enemy power nullification mechanics added to the game). Same with the periodic Impact procs, although Impact is less dramatic than knockdown. Maybe a conservative change would be making the extant Impact damage enemies take upon transitioning have a guaranteed proc chance. This is a typical feature added to the newer frames that I think Scott might be likely to entertain.

     

    To me the most important thing to add is some way to make fighting in the Rift Plane feel more empowering and interactive for Limbo players. Right now the experience is very binary: either you instantly kill them, likely through some cheese involving Banish knockdown into ground finisher or shotgun blast; or you don't instantly kill them, and they kill you instead because Limbo's defensive stats are horrendous. I think he needs some kind of straight up buff to his performance within the Rift Plane that justifies how much of a weakling he is in the material plane. Rift Surge needs to just be inherent, which is IMHO obvious at this point. Some possibilities: he could gain some kind of phase buff that causes him to cleanse all statuses and gain 100% evasion that decays over 5 seconds (static) upon casting Rift Walk. Or, he could gain overshields, damage resistance, armor, or massive health and energy regeneration when in the Rift Plane, or some combination. Or, the emphasis could be on enemies instead, and enemies could suffer a high accuracy penalty while in the Rift Plane or receive stacking Puncture procs, reducing their damage heavily over time.

  19. They could maintain something close to their current level of power while being a bit less...binary if a couple changes were made. The first would be a very noticeable audio cue as it starts to spool up. The second would be requiring visual identification before it can begin to spool. Tracking people from an entirely different tile and instantly killing them the second they walk through the door is not an enjoyable, interactive challenge. Same with following invisible units. As a sidenote, I find it bemusing that several passionate defenders of ramparts in this thread seem to have been unaware that they even did this.

     

    It's a bit comical really, DE tried to introduce a highly threatening enemy object with some tactical value; yet it has moments that break normal gameplay (invisibility tracking, wallhacks, random immunity to penetration but only on some weapons) while being easily countered by the standard cheese the defenders in this thread are throwing in the face of others as a justification for ramparts' current level of power (invulnerability gimmicks, AOE power spam).

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