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(NSW)Greybones

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Posts posted by (NSW)Greybones

  1. 1 minute ago, NorthernDarkIceSoul said:

    In that particular message I am not asking anything, those question marks are rhetorical.

    I don’t think this is the game you’re looking for if you can’t… stop yourself from doing the thing that the game is only designed around insofar as you can arrange the components on offer in a certain way to do it. There’s a whole other side, filled with variety and gameplay, that you probably never experienced while you’re acting like you’ve got something to prove despite already having proven it

  2. 41 minutes ago, NorthernDarkIceSoul said:

    Humans always strive for optimization. Even the most ordinary people won't look for the right page in the book by looking at every subsequent page number, they will open the book at random place and, depending on the page number, will advance in an appropriate direction; this called a binary search. So would I not use the best possible build? Why would I take a loss on purpose? For what sake? I cannot understand.

    Are you asking how you do something other than the boring thing?

  3. 33 minutes ago, NorthernDarkIceSoul said:

    Humans always strive for optimization. Even the most ordinary people won't look for the right page in the book by looking at every subsequent page number, they will open the book at random place and, depending on the page number, will advance in an appropriate direction; this called a binary search. So would I not use the best possible build? Why would I take a loss on purpose? For what sake? I cannot understand.

    Well what good is it doing you right now, dude? You’ve got a whole game to poke around in, and you’ve achieved your optimisation goals so now you don’t need to stress over them. The game doesn’t care what you do, it’s giving you every chance to do something different than what’s currently causing you distress. Optimisation is a journey and you did it, you’ve got nothing left unless you start exploring alternative varyingly-optimal routes, this is a thing that happens by the very nature of optimisation

  4. Just now, NorthernDarkIceSoul said:

    My goal has always been the same, that is to gain as much power as possible. At this point my battle strength had accumulated to a level where no PVE content poses a challenge to me.

    Sounds like you’ve achieved that as well. The game’s designed for more than just whatever minmaxing you’ve done though, and you had to sacrifice quite a few of the options you’ve earned along the way that may prove entertaining in alternative ways; have you considered trying something else?

    • Like 1
  5. Just a heads up; take what the community tells you to use with a grain of salt.

    It’s a buildcrafting game where you’re earning more ways to make more builds/loadouts and more places to take the result. It won’t change your build for you or dictate where to take what you’ve made, so it’ll be up to you to decide whether you want to change something and how you want to change it

  6. 1 minute ago, (XBOX)YoungGunn82 said:

    I mean being able to pop out with either a primary or secondary bang bang bang pop back into your warframe could create some really fun synergies. 

    I’m wondering what kind of synergies you have in mind that exceed what our current three weapons, Warframe, and Operator enable; I expect most players are just going to be blowing everything away anyways with no room for more fiddly synergy considerations.

    I’m kind of reminded of someone who wanted the gear wheel to access our arsenal so we could choose whatever weapons mid-mission instead of being locked into and making do with what we brought

  7. Annoying as it is, they don’t want anyone’s help, though. You might be better off trying to find like-minded players who are willing to combine builds and content in ways to let others in the squad have their moments, otherwise if some randoms who rely on their builds have to actually fight, they’ll most likely just suck and die and get angry at anyone else and then not play; the gamers who get mad at their own team tend to be the bad players in any game who don’t have enough situational awareness to actually identify who needs a hand and who doesn’t.

    I’d like to actually multiplay as well, but with players who are looking for the same thing, which this game already enables but your typical rando isn’t choosing the option for a reason

    • Like 2
  8. Just now, Traumtulpe said:

    That's precisely what the difference of neutral combo vs forward combo is for, is it not? The neutral ones can have big animations and big damage, while the forward ones can have lighter attacks that mostly involve the upper body.

    If you look at the combos and their multipliers (and the forced procs before most of them got deleted anyway), the forward combos were clearly meant to be weaker.

    I think that’d be fair, and would like to see some examples of separated legs and torso to see whether they would truely be as bad as I imagine. Attack speed is always going to mess with the feel of an animation (I often avoid too much attack speed because of the impact it has on the feel, if not downright equipping mods that reduce its speed to make them feel heavier), but the legs not sliding while using the attacks that are meant to be used while moving seems a good thing

    • Like 1
  9. 13 minutes ago, Traumtulpe said:

    -snip-

    🤔 Though I guess we do have the moving forward wildly swinging animations that could potentially be separated…?

    For animations like the standing or blocking or block-forward, complete body control of the animation is better. But we do have those ones where we just sort of move ourselves forward while attacking…

    Hm. That might be a case for separated torso, since usually those attacks aren’t trying to be too heavy-hitting or full of power and thus don’t need to lean into full body mechanics so heavily

  10. 1 minute ago, Traumtulpe said:

    I don't, unfortunately. However I can assure you that it looked much better than what we currently have. With enough attack speed, the legs just flail around in their attack animations during movement (where you are even allowed to move) - it would be vastly better if they just walked normally.

    You are correct with your "turret tank" analogy, that was basically how it worked. It might not have been perfect, but again, *vastly* better than what we have now.

    I dunno... Most of the melees feel decently grounded, and in order to sell some of those hits or get crazy with the movement, the whole body would need to be involved instead of just the legs moving around.

    I agree plenty of stances could do with an animation passover, and that sliding animations aren’t great, but I’ve seen seperated torso and legs and think that the freedom of animation involving the entire body is worth the small price of slide animations (which I wouldn’t mind seeing our momentum arrested to let the animation not slide; melee already has a “You better make sure you know how vulnerable you are while swinging” design, so it wouldn’t be out of place for us to be a lot more grounded and would help the animations look better and hit harder)

  11. 1 hour ago, Traumtulpe said:

    Furthermore, the animations of the legs and the upper body were seperate. You could have perfectly natural walking animation (even sideways, with the legs pointing to the side), while the upper body did its attack animations. It looked great.

    Did it really…?

    I’ve seen games with that sort of system, and it looked like an upper body flailing around while the legs moved like the torso was a tank turret. Do you have video of these old animations?

    • Like 2
  12. 15 minutes ago, _SYNTHDEMON_ said:

    ok, yeah i do get what you're saying. Came up with this idea additional to the earlier idea's of getting new type of bossevents ( though I didn't mention it obv). What I'm looking for are bosses that will give tremendously better rewards, but also get health that goes up and beyond of what we've seen till now (going towards a type of Zealot) 

    With that these bosses would be way bigger and get more combat interaction with our battle tactics. overal stat value of those bosses should be like 20x higher than normal, or even more. DMG cap should be taken away as well, So it will get purpose to get those higher stats. 

     

    BUT indeed it would be a waste to never be able to have the same amount of fun again as you did when you first started just because your hourly xp got in the way. So maybe implement an additional option to turn that additional hour xp on/off.

    That might actually be not a bad idea indeed. Should've thought about those that do actually like to get their hands a bit dirtyer on early mobs/bosses as well. Thanks for putting out the message <3

    I’m… not sure what the thinking is…?

    If the player stats don’t go higher, the boss stats wouldn’t need to either; the fight mechanics will still be present so long as the player stats don’t exceed the stat sweet spot that the boss is designed for.

    Warframe is already designed with fight mechanics and build variety in mind…? No need to turn off xp gain or anything or go out of my way to keep fighting, the builds being brought and level of content/type of content is the biggest factor

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