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SaiaNeko

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Posts posted by SaiaNeko

  1. Just an idea for a new mode.

    === COMMANDER MODE ===

    One player takes control of enemy units like Grineer, Corpus, Infested etc to lead them in a RTS top down view against 1-4 Warframe players.
    This mode could either be a twist on normal missions or a dedicated pvp mode.

    Players
    1 commander player (player controlling enemy units) vs 1-4 Warframe players (regular players)

    For normal missions
    The commander player queues up into a special queue on the navigation map that assigns him into a mission that a group of Warframe players is about to start. They will get a notification that an enemy commander is leading the enemies.

    For PvP
    Five people queuing up with one being assigned the commander role, possibly giving an option to wanting to play as commander.

     

    COMMANDER PLAYER

    Gameplay

    The commander player controls all enemy units (like Grineer) from a typical RTS top down view. The goal is to inflict as much damage (on either shields or health) as possible and as many Warframe downs and deaths as possible to get a high score (not defeating the Warframe players in general, which would interrupt normal missions too much). By doing so points are accumulated that can be spent on spawning new units. Points will also be accumulated by time passing and increase over time (more time passed = more points = more enemies), as well as when the Waframe players are close to finishing the mission. The rating of Warframe gear could also influence point gain.

    Spawning in units can be done anywhere where a Warframe doesn't have vision. The commander player decides what kind of units he wants to spawn and when. Possibly points could also be spent on raising the global unit level or unlocking enemy types to be available to spawn. Usually in Warframe the game decides when to start spawning stronger units. In this case the commander player could prioritize unlocking a stronger unit earlier. Another possibility is to lock stronger units behind a timer that can be skipped by spending the points and surprise the Warframe players. With a lot of points or special actions such as downing/killing a Warframe the option to spawn a small boss unit or special force could become availble. Yet another possibility would be to use the points to upgrade units with physical/elemental attack/defense, better shields/armor and similar effects.

     

    Controls

    Units can be selected and controlled like in a RTS, including control groups, select units by type and hotkeys to quickly switch behaviour between, for example, regular AI behaviour, hold position, attack move. Because of the speed Warframes move around, the enemy Warframes could simply be portraits at the side of the screen to select them as target. Another option would be attack moving/clicking close to them with a line indicating the closest Warframe and confirming him as target.

    The commander player could also take control of any unit, fighting the Warframes in the normal third person view as Grineer/Corpus/Infested etc. Units close by could then focus the target the commander player is shooting at with his "mind-controlled" unit. This is a trade off when controlling very strong units to try to focus down a Warframe player, because the commander player temporarily gives up his view of the top down map and the ability to spawn or control other units.

     

    Rewards

    I'm assuming the commander player will lose the fight in most cases. This is why the goal is getting a high score, not defeating the Warframes. For every 5 minutes in the mission, the commander becomes one reward drop, similar to defense missions. To make up for Warframe players collecting loot, all loot of Warframe players gets added together and divided by the amount of Warframe players, then given to the commander. That means he would get the average of what each Warframe player collected. Depending on how many points the commander player collected AND used it could be determined how much Affinity he is getting. Finishing the mission could also give an extra reward depending on points and difficulty for the commander. These are just some quick thoughts tho and I imagine rewards need serious tweaks.

     

    WARFRAME PLAYER

    There is no difference to the Warframe player beside of more unexpected enemy movement, composition and upgrades because that is in the hands of the commander player. And a unit that behaves more like a player, because the commander player directly possesses it.

    Rewards

    Similar to the commander player the Warframe players get an extra reward, depending on their performance, at the end of the mission no matter if they won or lost.

     

    EXAMPLES/PROBLEMS

    Thinking of Natural Selection (switch between FPS and RTS) and Dungeon Keeper (switch between RTS and FPS) I'm thinking this mode would work in general. Warframe is a much faster game tho, if Warframe players play it fast. It would have to be tested in a prototype if this kind of mode works with the speed. The RTS camera would need some great controls to be slow/fast and zoom in and out properly to find the units and action.

    Another problem are multiple floors. A solution could be quick-switching up and down between floors with two hotkeys. I could also imagine F1-F4 being dedicated to the enemy Warframes to quickly switch to them and find them. Holding down F1 could let the camera quickly find the first Warframe and following him until the key is released. Double tapping F1 would permanently follow him (till another action is taken). And pressing F1 once would select the Warframe without moving the camera to target him for attack commands and other actions.

    The commander player would need a new minimap that is more compressed than the regular minimap. He doesn't need the regular one tho, because he will see the map zoomed out anyways. What the commander player needs to see on his minimap are rooms that he can click to move there, the enemy Warframes and some way of telling how many units are in the room, maybe with a counter in each room indicating the amount of units stationed there.

    Here are some screenshots of Natural Selection 2, which would be too zoomed in still for the commander player in Warframe (but he would be able to zoom more in and out as well).

    NS2 - RTS mode #1 NS2 - RTS mode #2 NS2 - FPS #1

    Dungeon Keeper 2 - RTS Dungeon Keeper 2 - FPS

     

     

  2. 8 hours ago, Chirke said:

    Really surprised at some of the positive reactions in this thread. I'll try to sum up why I think that's misguided based on the info in the OP.

    1. You now have to wait for a matching tear to show up to even get a chance to use your projection, as opposed to using your void key whenever you feel like. This adds an extra timewall element.
    2. Your projections do not allow you to get the rare rewards until you charge them up with a seemingly rare unique currency (2 for a bonus seems very low when it takes 100 to fully charge a single lowly T1 projection,) as opposed to the current system where your void key needs no charging and has access to the full loot table from the moment you get it. Even if the currency is not rare like I assume, it still adds an extra layer of grind.
    3. You can see that apart from having T1-4 tiers, they are planning to have at least 9 types of projections per tier, making it much more work to acquire all the projections to have access to the full loot table of the tiers.
    4. If you have four projections in a team, all of them get used up, as opposed to only the host's key getting used up, and everyone gets 1 reward as opposed to the current system where using 4 keys across your party gets you 4 rewards.
    5. You can invite people without keys, but they do not get to pick rewards, as opposed to everyone participating getting rewards.
    6. Another necessary evil this system brings is that getting ducats will be much more difficult since "prime junk" won't be as readily available as it used to be for all of the reasons above.
    7. You might think the upside to all this is that now you get to select your reward at the end of the mission and that is just so great. However, please understand that this most likely does not increase the chance of getting that individual reward any more than the current system's chances. You just have 4 tries at the RNG roulette to get it, which is in no way different than what you get right now if you share keys with 3 other people. You get 4 tries that way just the same, without all the punishing hoops you have to jump through that were listed above, and you walk away with 4 rewards at the end instead of 1.

    tl,dr This system is very restrictive and even more grind-heavy than what we have now, based on the OP it sounds bad for every type of player, and it's straight up draconian for newer or returning players who have yet to acquire any ducats and prime items. They are just in for a hellish ride. It just makes the already extensive grind multiple times worse. And this does not even account for unknown factors like what happens to multi-reward performance-based mission types like survival or defense that at least alleviated some of the current system's terrible grindiness.

    Amen. I thought of almost all the points you listed, but you brought even more to the table that I'm fearing will make the grind even worse.

    [edit] Oh. And better get those Dragon Keys. Otherwise you'll end up farming Luminous just to build a Dragon Key...

  3. It's beyond me why anyone would think rolling or backwards rolling or whatever would be a good way to handle removing a buff.  
      
    How about a radial menu (to think of the consoles) like the item selection screen in which the buffs get listed and you can deactivate and activate them there. Deactivating a buff will prevent it from being applied for the full run.

  4. Yes, please. I was just trying it out and the zoom on it is ridiculous. Enemies you want to snipe are the size of 1-10 pixels on a 1920x1080 monitor. Zoom needs to be a lot better (double click zoom mechanic is a nice idea) and also the traveling bullet can make it very frustrating to hit targets, since sometimes you hit a couple targets perfectly and suddenly the range is way different and you cant estimate where to aim. Also I think the weapon is bugged, some shots do no damage or don't hit the target at all.

  5. I just came here to post the exact same. It's so necessary in this game. Not that the abilities have fixed variables, they even vary hardly depending on your mods. I'm also testing a lot with Valkyr and guess how often the time ran out while I just got knockdowned by some shield, rocket or similar. Everything with a timer or another down-counting value should be displayed till it's worn out.

     

    SkyUI is a good example:

     

    Instead of bars ofc a timer. Can be aligned to the left of the Warframe HP outside of that box and no Warframe will ever have more than 4 anyways, cause of the limit of abiltiies. You could use the symbols of the abilities (left ability symbol, right timer then) so the design of those is not wasted. Since nobody looks ever at those symbols anyways.

     

    @OP: The space below the Warframe HP etc. box is used for the new effects like bleeding etc.

     

    But on a sidenote. The ingame UI is not that great to begin with. Clumsy, unasthetical aligned and unpractical for the eye.

    The look of the new, huge, overlaying minimap was a step in the right direction.

  6. When my Hysteria on Valkyr was about to wear off a host migration happened (lags after that btw ~.~). I noticed then that I was able to use the claws with particle effects without having Hysteria turned on. It basically replaced my actual melee weapon. Even after I used Hysteria again and it was finished the bug was still there. Tho I just had the weapons, I was not invincible. Was pretty fun tbh.

    I missed to screenshot it, but at the extraction point the score screen showed me as melee weapon a lvl30 Furax.

     

    Vid: http://www.youtube.com/watch?v=FFYbXcf3PzM

  7. I say no to that. EV is a brilliant panic button if you find that some very large, angry enemy has run up inside your shield and is about to start wailing on the pod in a defence mission. Stun it with EV and your team will a) get energy to fight with and b) get some breathing room to kill it while it's stunned. If it's invincible, all you can do is keep it stunlocked there forever - the moment you let the EV wear off for your team-mates to kill it, it could nuke the pod.

     

    EDIT: Trinity is perfect right now. No changes to my favourite warframe, pl0x.

    I understand what you mean. But that's not even the point of the skill, so it's irrelevant anyways.

  8. Today I played a Survival mission with infested cause I needed Plastids anyway. After 20 minutes I trigger Hysteria and punch some enemies. Ancient hits me, all my 270 Energy gone - lol? I've expected that immune to damage and crowd control includes energy drain. I've expected wrong. The skill Iron Skin of Rhino prevents those Energy drains.

     

    And I think it's more crucial that Valkyr has this immunity. Near the end of Hysteria + energy drain + enemy crowd = dead. 

     

    Now in my case it wasn't too critical, energy balls anyways everywhere and my temporarily solution was to knock enemies down with a slam attack. But this also means I do nothing else in Infested crowds but to spam slam attacks, which gets boring fast. Paralysis seems to do nothing against Infested. The stun/knockback on Ancients is pretty much non-existing, on lower enemies relatively rare (not speaking of damage where numbers I tested on lower enemies was around 100 damage with 150 shields and a multiplier of 3,5 +25% from Focus). Also spamming knockdowns wasn't enough to keep all ancients from not energy-draining me from some corner.

     

    Is this intended to be a downside of the invincibility or just something that has been forgotten?

  9. The most ppl here don't understand the point in general.

     

    And if a post already starts with - translated -  "DE intended new players to have no fun when experiencing their Stalker encounters" it's not worth reading on that post. It's just flawed gamedesign in general. A new player has absolutely no chance to win versus the Stalker. He doesn't know the moves, he doesn't know when to hit or what to do. He doesn't even konw what the heck that thing is and why it appears. He knows absolutely nothing. So he will get invaded over and over again till after a long time he reaches the point where he gets his &#! carried by other people or collected hundreds of hours of experience (/farming stuff) to beat it - to get in the end absolutely nothing from it (besides of maybe the satisfaction that that thing is killed after dozens of wasted hours on failed missions).

     

    The solution is to make this gameplay element NOT frustrating for new players. I.e. scale the abilities and AI, overall the difficulty, of the Stalker depending on the players: Mastery Ranks, levels of equipped weapons, amounts of Formas on weapons/warframe, rating of installed mods, etc. etc., DE has so much data to determine the skill of a player. Seriously, so much possibilities. Like that all the founder-pros can still be happy that their Stalker is still a challenge. If a group of lvl1-2 mastery ranks are getting invaded it's natural that they don't stand a chance. Oneshot all the way, coolio. "Let's use up our revives, cause we dont know better!" Coolio. "Well, 20 minutes Warframe for today, gotta be enough, since I'm a noob and high levels dont rezz me and I gotta disconnect in even the start area missions cause I have no revives." Coolio. It's the sad truth. You don't wanna believe it, cause you play this game since forever, But that's how it is. It's a F2P game after all. People check it out and leave if it wastes their time. And the Stalker does waste the time of new players.

     

    Hopefully some people see daylight now.

  10. - "Second, for security reasons? you have encrypted the drop tables?" (quote... how to manually add?)

    Have to say that, as a new player (started ages ago, months break, playing since 2 weeks "for real") the warframe wiki was perfect for me.

    The Warframe Codex might be a nice addition. But what kind of pain is it to unlock everything to see the drops on the enemies for a beginner? I have better things to do than sneaking around and wasting my time around every corner, besides once groups of enemies are running at me I can't scan them as beginner without dying. It's by no means a great tool, especially for beginner. Besides of that a ton of information is lacking in the game and beginners can be glad that the community created such a huge and informative wiki for the game. Shame on DE if it's for the editors not possible anymore to adjust the data values as they need. I know it's a beta (and that the Codex is new, even worse for ppl who were new) - but come on.

     

    The Stalker - I get oneshotted everytime I see him. And mostly 3/4 of my group. I've got some frames who are nicely equipped already. But that's not enough. Once I see that guy, I'm dead. It's no fun at all. What's the purpose of it, if somebody without uber mods can't fight him? It's boring as hell. Don't tell me you're supposed to look forward to beat him eventually. It's lame and annoying to get oneshotted in the middle of your mission. Just happened last night when I was leveling my new Warframe by unlocking new systems cause Survival mode is broken.

     

    I can't talk about QT + Rage, but reading the posts here make it quite clear that those mods are useless now.

    Damage 2.0 is kind of interesting, but I'm not too fond of changing my mods eveytime I fight another type of enemy. If I wanted to play a game with management, I would god damn play that.

     

    Oh yeah. Also it sucks hard that I can't put mods in my weapon that are in the weapon of my sentinel. Micro-Management without any support of the game at all, cause it doesn't tell you what mods are in which Warframe/Weapon/Sentinel. Lame. Easiest way is surely to avoid the same weapon type at all, but maybe I don't want that.

    Meh.

  11. Darvo specifically mentions the Stalker and thanks you for taking care of him as he was being followed by him (Stalker) for several months.

    Doesn't change that I had no Stalker, does it? He was just like "Yeah, well, good you're done and stuff and I have this from my back".

     

    [edit]

    What I wanna say: Maybe it was a bug or something, but my group didn't have a Stalker in that alert.

  12. The level scaling in survival is ridiculously fast. As somebody pointed out "Apollodorus lvl+35 at 8minutes". Makes me wonder if it's not buggy in general. Cause I was doing Cassini (9-17) and had lvl 35+ at the same time (maybe 1-2 minutes earlier @6min).

     

    - "edit: Also, what the hell DE? Why would you have the alert that is a Gift from Darvo force a Stalker spawn? Yeah it makes sense after Darvo says when you finish the terminals, but I can't imagine how rough any people fresh into the game would handle it."

    I had no stalker.

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