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Zeuol

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Posts posted by Zeuol

  1. Last devstream, one of the demoed concepts for Parkour 2.0 was enemy vaulting. What will be the extent of warframe-on-enemy interaction? Can enemy vaulting be chained or is there something limiting the ability? Can I jump then grapple an enemy? Can I jump, grapple then throw an enemy?

  2. Saying "so long!" to Stamina

     

    The only time it's been important for me is when I'm traversing large distances. Even at full stamina, it's only possible to run part ways up a wall. Shouldn't stamina represent how far up the wall I can run? Same thing could be said for melee, stamina represents how long I can maintain my combo. Those mechanics are already built into the game since wall running and melee combos are finite.

     

    I'm not saying stamina should go away; I like the concept of having a finite resource to get from 'point a' to 'point b', but it's hard to say how stamina should change, when existing concepts like wall running just limit my usage of stamina anyway. "Vanilla" actions, like sprinting or rolling shouldn't use stamina, but Parkour 2.0 should definitely utilize a stamina resource to limit maneuvers. I want to be able to do something totally awesome, but I should only be able to maintain it for a limited amount of time.

     

    Wish Upon a Star Chart

     

    I don't think that reducing the number of nodes will solve the problem where a majority of nodes are ghost towns. Veteran players will farm the missions that give the best rewards. To get veteran players to run beginner missions, earlier missions have to up the rewards. I think it's definitely possible to accomplish that with the existing Star Chart and without spending the development time to change that UI aspect.

     

    The best idea I can think of is balancing missions via population. The more people running a node, the less of a reward that node gives. That way, the player base would be evenly spread across every node. Once you agree to a mission, your reward should be constant, regardless of how many other sessions are created after you have started. You could even go so far as to make an algorithm to calculate rewards based on how popular a mission is over time. Missions that are very popular for long periods of time will have poor rewards.

     

    Trials

     

    I haven't run a Trial yet, but I've seen videos. They definitely look sweet, but the objective of the mission should be pretty clear. That being said, a little trial and error should be expected. No team should expect to walk in on their first try, and clear it with absolutely no issues.

     

    Warframe after 30

     

    This could be a lot of fun. I've never understood why there are multiple Mk1 weapons in the game. All of them will never see late game play, yet all of them are needed at some point for Mastery. It would be fun to offer a progression system that could (with TONS of work) turn a Mk1 weapon into a death machine. Obviously the big concern would be, if you could do it for weaker weapons, then it would just make good weapons even better, thus continuing the imbalance.

     

    Perhaps adding a way to modify two stats on a weapon. Once I complete some objective (kill 30000 corpus with this weapon), I could for example increase fire rate while decreasing magazine size (both stat changes are specified prior to agreeing to the objective). I would be able to customize the weapon exactly to the specifications that I wanted, but usually at some sort of sacrifice, that way powerful weapons just don't get infinitely more powerful. Same could happen for Warframes (increase Power Max, decrease Armor).

     

    My only concern is players maxing out preferred stats. Perhaps only certain stats can be modified, like armor, speed, and power max.

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