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BarneyRubble

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Posts posted by BarneyRubble

  1. Oh, I have an interesting one. As I'm sure you know, there are many enemies and entities that aren't visible in the codex but can still be scanned just the same. They even turn green and/or have 'codex entry complete' message when viewed through the regular scanner. That usually happens after the default 20 scans, it seems.
    Some time ago I was trying to track down all of these but there is just so many. Different syndicate operatives and rescue targets, a number of different defense terminals, several varieties of gratings each with a unique scan counter and a million other small doodads in all the mission types. And because they aren't in the codex it's ultimately impossible to check if I finished everything or not.
    With deeper access to the game's data I imagine you might be able to compile a list of these scannable non-entries, perhaps for an article on the wiki as you mentioned.
    I don't know if this is really something that can be made entertaining for a stream but it fits all the other criteria and it's certainly not available on the wiki right now.

  2. I hope you'll look back on the Ambulas event, ideally along with some stats. That's my question actually, I'd like to request some specific stats. I'll highlight the main question in bold but if you can find the time to go through the second part of this post in the stream as well I'd only be happy.

    In particular, I am interested in mission completion times, which I believe you do track, correct? Specifically the node Sao (sabotage mission on Neptune) as that was probably the best non-endless node to run during the event for rapid beacon farming because it allowed very quick extractions. Anyway, onto the actual question:

    Would you be willing to tell us what the fastest completion time of Sao, Neptune during the duration of the event was?

    Or going further, would you publish leaderboards? I'll be honest, the reason that I'm asking is that I ran the node a fair amount of time during the event so I'd be very curious how my own best time stacks up to the overall best.

    To expand on that, have you ever considered making a mission type specifically centered on finishing as fast as possible? There are some occasional timers that require you to get somewhere within a time limit but those are almost always secondary to another objective. The only exceptions are in archwing (which is an entirely different movement system) and Maroo's ayatan missions (you can only do those once a week). I feel that a full-on mission type and event centered wholly around speedrunning would be a fantastic addition considering the speed of the parkour we perform. In fact, I'll plug how I envisioned implementing such a mission last year when you asked for ideas:

     

  3. How would the devs feel about allowing the upcoming PVE Arcata to gain Conclave standing in PVE content?

    Lately you've been trying to give most newly released weapons special quirks. This could be another, very fitting, quirk, since by using the PVE Arcata you ARE essentially training the same skills you would be in PVP.
    If you're concerned about losing the sense of progression by going through the PVP ranks you could have it as an augment (or a permanent upgrade akin to widgets from Simaris) sold by Teshin at a high rank for a high amount of standing - that way you still have to make the trek through the ranks in Conclave and only then can you get a boost from the PVE weapon.
    Lastly, the PVP would still remain relevant for gaining standing as you would still have the daily and weekly tasks available only through Conclave itself - PVE would only help with the daily pool of standing.

  4. How would the devs feel about allowing the upcoming PVE Arcata to gain Conclave standing in PVE content?

    Before you just immediately dismiss the idea, hear me out here. Lately you've been trying to give weapons (and melee in particular) special quirks - Inaros' mutalist gear, Stradavar, Dark Split-Sword, Heliocor, syndicate melee and more. This could be another, very fitting quirk, since by using the PVE Arcata you ARE essentially training the same skills you would be in PVP.
    If you're concerned about losing the sense of progression by going through the PVP ranks you could have it as an augment (or a permanent upgrade akin to widgets from Simaris) sold by Teshin at a high rank for a high amount of standing - that way you still have to make the trek through the ranks in Conclave and only then can you get a boost from the PVE weapon.
    Lastly, the PVP would still remain relevant for gaining standing as you would still have the daily and weekly tasks available only through Conclave itself - and I always felt doing those is fine but having another 20 thousand standing to grind out daily after that is a pretty tall order, which I imagine most people don't bother with.

  5. How would the devs feel about allowing the upcoming PVE Arcata to gain Conclave standing in PVE content?

    Before you just immediately dismiss the idea, hear me out here. Lately you've been trying to give weapons (and melee in particular) special quirks - Inaros' mutalist gear, Stradavar, Dark Split-Sword, Heliocor, syndicate melee (probably more I'm forgetting). This could be another, very fitting quirk, since by using the PVE Arcata you ARE essentially training the same skills you would be in PVP.
    If you're concerned about losing the sense of progression by going through the PVP ranks you could have it as an augment (or a permanent upgrade akin to widgets from Simaris) sold by Teshin at a high rank for a high amount of standing - that way you still have to make the trek through the ranks in Conclave and only then can you get a boost from the PVE weapon.
    Lastly, the PVP would still remain relevant for gaining standing as you would still have the daily and weekly tasks available only through Conclave itself - and I always felt doing those is fine but having another 20 thousand standing to grind out daily after that is a pretty tall order, which I imagine most people don't bother with.

  6. How would the devs feel about allowing the upcoming PVE Arcata to gain Conclave standing in PVE content?

    Before you just immediately dismiss the idea, hear me out here. Lately you've been trying to give weapons (and melee in particular) special quirks - Inaros' mutalist gear, Stradavar, Dark Split-Sword, Heliocor, syndicate melee (probably more I'm forgetting). This could be another, very fitting quirk, since by using the PVE Arcata you ARE essentially training the same skills you would be in PVP.
    If you're concerned about losing the sense of progression by going through the PVP ranks you could have it as an augment (or a permanent upgrade akin to widgets from Simaris) sold by Teshin at a high rank for a high amount of standing - that way you still have to make the trek through the ranks in Conclave and only then can you get a boost from the PVE weapon.
    Lastly, the PVP would still remain relevant for gaining standing as you would still have the daily and weekly tasks available only through Conclave itself - and I always felt doing those is fine but having another 20 thousand standing to grind out daily after that is a pretty tall order, which I imagine most people don't bother with.

  7. How would the devs feel about allowing the upcoming PVE Arcata to gain Conclave standing in PVE content?

    Before you just immediately dismiss the idea, hear me out here. Lately you've been trying to give weapons (and melee in particular) special quirks - Inaros' mutalist gear, Stradavar, Dark Split-Sword, Heliocor, syndicate melee (probably more I'm forgetting). This could be another, very fitting quirk, since by using the PVE Arcata you ARE essentially training the same skills you would be in PVP.
    If you're concerned about losing the sense of progression by going through the PVP ranks you could have it as an augment (or a permanent upgrade akin to widgets from Simaris) sold by Teshin at a high rank for a high amount of standing - that way you still have to make the trek through the ranks in Conclave and only then can you get a boost from the PVE weapon.
    Lastly, the PVP would still remain relevant for gaining standing as you would still have the daily and weekly tasks available only through Conclave itself - and I always felt doing those is fine but having another 20 thousand standing to grind out daily after that is a pretty tall order, which I imagine most people don't bother with.

  8. I skimmed the thread and someone already posted an idea similar to mine earlier in the thread but I suppose that's only good because it shows there is interest in that kind of gameplay. Please don't get discouraged by my post count (or the length of this post for that matter, I'm sorry, it grew a bit out of control), I am a longtime player so I'd like to think I know what I'm talking about at least a little bit, I just don't really post on the forums.

    Anyway, I'd like to see a mission type that has a gameplay focus on speedrunning, parkour and clearing obstacles. There is a little bit of "race against the clock" in Warframe but it's generally supplemental to the main objectives. The sole exception is located in archwing and while I'm grateful for that mission, I'd like an opportunity to flex the same muscle on the ground.

    I take heavy inspiration from spy missions. Basically, this new mission type would be an attempt to do for speedrunning what spy did for stealth. The basic idea is that you're recovering data on the location of the rewards (like in spy) but this time the data is so well protected that you can't avoid tripping the alarms. On your run back to extraction, the enemies set up security checkpoints as a countermeasure and want to wipe your data with an EMP weapon which takes some time to charge. This means you have an opportunity to run past their checkpoints before they are charged up.

     

    MISSION FLOW: I'm now going to try and describe the mission in more detail. I'll also add Lotus quotes to show that the basic mission ideas aren't complicated and you can guide the player the same way current missions do.

    So, players drop down into the mission and are told to retrieve the mission objective, a data cache.

    Lotus: Deep inside this facility/ship lies intel on valuable suplies. I need you to retrieve that data.

    Players proceed to the objective marker and at the objective pick up the data. You could just reuse the good old datamass, or make a new object for it or just have the player acquire the data like they do in soy, where they obtain the data but it's not actually visible. That's simply up to the devs to decide what the best implementation would be. After picking up the objective, all hell breaks loose, alarms start ringing everywhere and the player must hurry to extraction.

    Lotus: Tenno, RUN! You need to get to extraction, right now. The enemy is willing to sacrifice their data as long as it's out of our hands. They're charging up a security checkpoint to wipe your data device, hurry.

    To spice up the run back, the players will also encounter capacitors along the way. Destroying these capacitors gives them extra time on the clock so it becomes a balancing act where you need to gauge your ability to locate and destroy these things fast enough or outrun the timer. The Lotus would give you a hint as soon as you see the first capacitor, similarly to how you get a hint about personal life support capsules in survival when you first see them.

    Lotus: I am getting an energy reading near you, it must be a capacitor charging up the checkpoint. Destroy it to give yourself some leeway but don't waste too much time.

    The rest is simple, timer is ticking down, reach the checkpoint before the timer runs out. If you do, you succeed and secure yourself one of the rewards.

    Lotus: Good job, the security was unable to respond to your incursion in time but don't let up, there are two more checkpoints in your way.

    Same deal with the next two checkpoints. If the timer does run out, the checkpoint door will have a big fancy flashing laser over it and you'll have to bite the bullet and pass through it. This will zap you, maybe knock you down, and most importantly, it will delete one of your data entries, therefore slashing one of your rewards at the end of the mission.

    Lotus: Oh no, the security checkpoint is at full power! You'll have to pass through regardless. Your frame can withstand it but the data we collected will suffer.

    After the third checkpoint, you're home free and you'll have three, two or one discovered reward as you leave, just like in a spy mission.

    Lotus: The data we collected will lead us to valuable resources. Good work, Tenno.

    If, on the other hand, you messed up and all three checkpoints zapped you, it's game over.

    Lotus: All the data is gone, Tenno, mission failed.

     

    MAP GENERATION: I should also mention the map generation. The objective-based missions generally boil down to A-B-C - start at A, go to objective B and do your thing, then run off to extraction at C. I believe it would be best to change that formula a bit for this mission type. My proposal is A-B-A - start at A, go to objective B and retrieve the data, then backtrack the way you came to extract at A or near it. Knowing the track you'll be running is pretty essential in speedrunning and having players run through it first at a relative leisure gives them the knowledge they'll need on the timed run back. Sure, you could argue the players often already know the tiles by heart but I think it wouldn't be that hard to tweak the map generator to put insertion and extraction point next to one another and I believe it would greatly enhance the experience.

     

    TIME: You guys already did the corpus archwing rush where the map generator has to accommodate for a timer so that tech could presumably be reused. I think somewhere around 2 minutes per checkpoint is good, double that and add a bit for the first run through - people probably won't rush through the first section as fast because there is not as much pressure the first time. You end up with about 12-14 minutes, which is somewhere around the time of a longer exterminate mission. If you want to pad out the mission a bit more, the portion where you pick up the data could be more complicated than just picking it up.

     

    ASSETS: Two big things - capacitors and the retrieved data. As discussed, there is several approaches to take with the data. The capacitors, similarly, could reuse old art or have new assets created for them.

    A note on these capacitors - gameplay-wise they're based on a similar mechanic from the archwing corpus rush, just in reverse. In AW Rush, there are freeze mines that slow you down. You might consider simply reusing those instead of the capacitors and while it is certainly an option, I strongly believe the capacitor idea would feel better. Consider, would you rather have an impossibly low initial timer that you then increase by efficiently dispatching enemy devices or would you rather have a very generous initial timer but then get bogged down by freeze rays mid-mission? Both achieve the same effect but one feels like it rewards your achievements, the other feels like it's an extra punishment for mistakes and causes frustration.

     

    MAPS: I believe all the tilesets should work for this mission type. Since the premise is similar to spy missions and all tilesets/factions feature spy missions, there's no reason they couldn't feature this mission type as well.

    The checkpoints themselves could either be entirely new tiles or just repurposed regular tiles, either way works and it's just up to how much time the development team would have.

    Then there is the room with the data and once again, that could be its own, unique tile or it could just use repurposed old tiles. On that note, I would like to bring up some old memories. Those who played a long time ago, when void was introduced, may remember raid, an old retired mission type. The one on void, specifically, had a unique tile with a giant pyramid that you scaled to reach the artifact that was the objective of the mission. I found an old video and included it in the spoiler below to jog your memory. When you get to implementing that next mission type you're planning, I beg you, please please please reintroduce that old tile, I loved it and wish I could see it again.

    Spoiler

    If the embed isn't working properly, it's at around 7 minutes in.

    Watching this also reminded me of a few more old places. Corpus ships used to have a fairly large tile for capture targets with a small cabin up top that was overlooking the whole place. Grineer galleon used to have this nice room with several floors and a bunch of catwalks. There were some more retired tiles but these three are the ones that really stuck in my mind and I fondly remember them (well, maybe not so fondly in the case of that galleon tile, navigating that place was a nightmare because the waypoint marker in there had some serious issues). I seriously would love to revisit those places again so please consider bringing them back in some fashion.

     

    REWARD STRUCTURE: Same as spy, could even be the same tables. Perhaps the sabotage caches could make an appearance as well, adding another layer of decision-making - is it worth the risk to stop and open the cache or should I keep running?

     

    MULTIPLAYER CONSIDERATION: Question is whether everyone gets their own personal cache of data (and therefore everyone needs to get out quickly) or if there will be one carrier. I don't know how technically feasible it is to have people extract from the same mission with different end of mission rewards but if it's possible, then everyone can get their own data. If it's not, there would have to be only one carrier. Others would in that case have to mainly focus on clearing the way for him and helping by destroying the capacitors. If there were to be only one carrier, the biggest responsibility of the mission lies on him and he can mess up the mission for the whole squad so that's something to look out for. Then again, I've been drawing parallels to spy all the time and this issue of one player having the ability to sabotage his squad is present in spy as well.

     

    BALANCE: This is really up to the devs but I feel the time limits should probably be balanced somewhere around a normal 1.0 speed frame, maybe a normal speed frame with rush installed at most. If it's balanced around all the possible speed effects stacked on top of each other, it would just be frustrating for the slower frames.

    Ultimately, it's normal that frames have an advantage in certain missions. Vauban or Frost are fantastic in defense but not so much in this speedrun. Nezha or Volt, on the other hand, will naturally be well suited for this mission and I think that's perfectly fine, no need to punish the others just because they and some others are extra fast.

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