Jump to content

Kinperor

Master
  • Posts

    2,449
  • Joined

  • Last visited

Posts posted by Kinperor

  1. What about the Stalker? He is/has a warframe too, should the guardians entrust Stalker on the basis that he is an (ex-)Tenno? You're exaggerating the knowledge and thinking capacity of the automaton I speak of, they can't determine if one intruder has any better intentions than the others, especially if they come through killing and pillaging everything in their way (like most Tennos do). Again with my example in modern setting, the first thought of a security seeing an unstable or aggressive man running and gunning people wouldn't be to determine whether the man is an ally or not, he would gun him down if possible.

     

    I agree, giant enemy/trap mobs would be great, but I do think the idea can be applied to the void however.

  2. I wasn't hostile, just stating I don't have a clue about Tenno/Orokin relations. Sorry if you got it the wrong way. And yeah, I do think DE has some limitation right now on resources, that much we agree. 

     

    As for the presence of large enemies in the void, it makes sense if you think of them as automaton made by the Orokin. As far as they're concerned, their goal is to protect item X (an artifact, a weapon, an energy cell, or even a dormant warframe). Now, if any automaton has for goal to protect any object under their responsabilities, it would make sense that Tennos trying to steal such an item would be fair game for the automaton to attack, the Tenno is absolutely intruding on its territory and threatening the security of the item X. 

     

    Now, if item X is a dormant warframe (prime or otherwise), it will just protect it, it's his item (or person) to be protected. That doesn't mean that another warframe has free reign to serve himself.

     

    It's kinda like if an american man tried to steal a quantum computer owned by the government of the US. Sure, technically he would be allied with the government, but he has no business stealing that quantum computer. 

  3. I think that's gameplay/story segregation, you can notice that Lotus outright states that the ship where Golem is is actually millennia old, despite being only a Corpus ship with some infestation pod. So maybe in the future, we will get new units that better reflects what the corrupted are (maybe some Grineer's ancestors, maybe the clones of some Grineer's ancestor). 

     

    As for the relations between Tennos and Orokins, bite me. I'm guessing the Prime Warframe were used by the warriors of the Orokin to defend them from their enemies, while modern Tennos are an imitation by a race that inherited some fragments of the Orokin's knowledge and copied the primes as well as they could. 

  4. But we are Tenno. Either we are Orokin, or we worked for them, or created by them. Any being native to the void that isn't corrupted would be on our side, not against us.

    I love the idea, but I don't see it being lore-friendly the way it is presented. Now, the concept of large beings being dormant until the players activate them (accidentally or deliberately) would be awesome for the Infested. Why not have some classification between and ancient and the J3-Golem that exists in the later planets and if provoked will chase the players around?

     

    I see your point, but I'm pretty sure that corrupted actually fought FOR the Orokins (as in, the Orokin corrupted their enemies so they fought for them), before they disappeared and left the suckers behind without any goal, which makes them "rabid" or "feral" if you will. That was my personal interpretation at any rate.

     

    You could also justify the back lash of guardian statues by making them guard the artifacts, and really, if you stole anything from an ally or superior, you would get kicked in the &#! for it. 

  5. Ok. Let's say Rhino is NOT a tank for a moment and pretend that his beefyness, and original skills (with invincibility) don't matter. Let's also say that Ember and Trinity are real Tanks (like... seriously?). It's all good to this point... somehow... But then why do I need Iron Skin on Rhino? To tank damage I don't really care about anyways?  Seems legit good sirs. To survive while dishing out tons of damage? Sorry. There are other frames for that (ember, excalibur). I don't dislike IS as it is, although I do see problems for high-end players. 

     

    My answer- apply armor mods to IS. This way you get % damage reduction on BONUS 1200 HP. Isn't that great? You don't have to remake the skill, you simply mark is at HP.

     

    And make it look badass... since I'm going to run like that through levels why not add some spikes to that? After all who wants to run covered in tin foil...

     

    I agree a whole lot (I actually posted the same idea on page 2), and really it makes sense for Rhino to benefits from his armor as well as making the power better. 

     

    With a mere 90% armor bonus mod, you get 4615 effective hit points from 1200 capped hit points. Even then, IS might use some more help tho. 

  6. While I like all the buffs for Rhino, I say his IS needs to get the damage reduction Rhino gets from his armor. That makes sense thematically and it would make the ability much stronger.

     

    I am looking forward to using Rhino roar tho.  

  7. Thanks Ethyr, it's nice to see some updates to let me know I'm not working for naught.  

     

    At any rate, can you tell me if the "square light" bug is being looked into? If it is, I can just forget about it, because right now this stuff is maddening, I see it everywhere.

     

    Also related to the light bugs, if you guys are having trouble replicating any "weird shadows" bug I report, could it be because of my lighting settings? I know I removed some of the bloom that I found aggravating most of the time and other stuff like that. So if that matters, let me know. 

  8. I think at this point we would be at 3 killed birds (Stagger resist, stamina tweak, blocking tweak). 

     

    As far as I'm concerned, I don't care much for blocking, but I can see why it would be a good addition to the game if well made. Again, stamina can be the base factor for resisting to stagger, but blocking may be another stagger resist stapled on top of that. For example, Mag can't (hypothetically) resist the stagger of a heavy bash (not radial blast, a butt stock bash), but while blocking, she can by expanding a great deal of stamina.

     

    As I said, there are lots of way to do something to fix both problem (stamina tweaks and stagger resists), I really just want DE to take any that works well and go with it. 

  9. You're not. You can either avoid getting staggered entirely by not getting into those situations or you can take a weapon that's able to resist stagger. Which you would be using in the most common case of being staggered; the infested. If you find yourself getting overwhelmed by staggering effects you're doing something wrong. You've either become overrun and need to reposition, or are not taking advantage of cover and objects. The only real staggering nuisance in the game are rollers, mostly due to their size and speed.

     

     

     

    The current stamina system is fine because it is used for all the things stamina should be used for; wall run, jumping, swinging melee, blocking, and running. Its simple, intuitive, and nothing is actually wrong with it. The fact you don't notice it too much is a good thing, as it helps the game maintain smooth fluid game-play. It's seamless.

     

    About the first point: My biggest gripe about the lack of resist right now is that Rhino or Frost have the same weakness to stun as say Mag or Volt, and that doesn't really make sense. A grineer butt stocking Rhino shouldn't stun him like he was a DPS frame. That isn't as much an argument for the system I suggested in OP as much as it is for any kind of stagger resist at all. And again, there are the railgun MOA that can stagger you (even through walls or Frost's globe), so it's not just a problem with infested. Without mentioning the other enemies that can be added in the future.  

     

    As for the stamina system, why does it exist at all if it isn't noticeable? Right now, I feel no limit from my stamina bar whatsoever, so really, what is the point if it's just another gauge in the HUD that you don't need to worry about at all? 

     

    I feel stamina either needs a noticeable use or needs to be shown the door along with it's mods. Either way really, just something else than a stat that at best can be described as "un-noticeable", if not "useless". Another poster brought up the example of Dark Souls, which has a stamina system that works really well, and that the player needs to actually worry about. Monster Hunter has a stamina system as well, where you need to monitor it in order to perform actions and there is a point to upgrading stamina at all.

     

    Right now, we have mindless running (which is by far the biggest use of stamina), and you get no consequence whatsoever from depleting your stamina bar. Even wallrunning isn't as reliant on stamina as it looks, the biggest factor when wallrunning is not how long you run, but how fast you do. 

  10. Aaaaaaaaaaaand even more fun.

     

     

    #46 TBC: Teleport-free pit and head clipping.

     

    1372806094-terrain-design-teleport-free-            Dunno, the pit is fairly shallow, so you can just leave it like that I guess, but it doesn't have much to see at any rate. On the same tile:

     

    1372806116-terrain-glitch-head-clipping-                         Head-clipping ensue when running into the highlighted part.

     

     

    #47 TBF: Wallrun-less wall.

     

    1372806105-terrain-design-messed-up-wall            I couldn't wallrun up this column at all. It would be great if the platform above (with containers goodies) could be reached that way (in addition to the other ways). At any rate, the space between the column and the handrail can be walked on, so the lower part of the red rectangle has a problem of floating ninja.

     

     

    #49 TBF: Clipping rock. (yet another tile)

     

    1372806104-terrain-glitch-clip-through-r            Disregard the waypoint, the highlighted jutting rock can be walked through.

     

     

    #51 TBF: Decoy going through the floor.

     

    1372806120-terrain-glitch-decoy-sinking-            About one feet in front of the highlighted decoy, my decoys will start falling through the floor. Dunno what's causing the problem honestly. It's really minor as far as I'm concerned, but on a long friday afternoon someone can work on that.

  11. More fun.

     

    #38 TBF: Camera spawn.

     

    1372705579-camera-placement-corpus-colon            It's hard to see, but the camera only have it's lower half sticking out of the ceiling. Problem is clear here

     

     

    #39 TBF: Weird lighting caused by Amphis.

     

    1372806069-lighting-glitch-amphis-light-1372806063-lighting-glitch-amphis-light-            Normally, rocks aren't purple like that. I think the glow affected the environment in a weird way. Actually, the more I think about it, the more I think there is a problem with the light engine or how the light is handled, I have been seeing a LOT of square of lights everywhere, and you can actually see one on the second pic: The yellow square shows a rock that is perfectly split in half by the edge of a light square.

     

    Go talk with the guys who handle lighting, there's a problem and it's generalized. I'll withdraw the shots I have of such phenomenon unless you guys think it would help you investigate. Because really, at this point every tile set I've visited had that problem in some form or another.

     

     

    #40 TBF: Random prompt out of nowhere.

     

    1372806066-objective-glitch-prompt-corpu            Speaks for itself I believe. There is a prompt for no reason floating in the middle of a room.

     

    Perspective shot:http://image.noelshack.com/fichiers/2013/27/1372806095-perspective-objective-glitch-prompt-corpus-colony.jpg

     

     

    #41 TBF: Clipping props.

     

    1372806089-props-glitch-clipping-props-c            I dunno what those are called, but they can be walked though. I also derped and took a picture where my Loki's horn where hiding half the object in question. Equivalent of a finger in front of the camera I guess. At any rate, the yellow square highlights a identical post that is on it's side.

  12. Stagger resistance? Swing a heavy weapon, problem solved.

     

    Honestly the only issues someone should have with stagger at the moment is if you overextend into a pool of infested. The current stamina system is fine.

     

    I beg to differ on both point: resisting stagger effect shouldn't be done by using a specific class of weapon, especially when it doesn't help against every type of stagger in the game (I.E rollers, Railgun, melee attacks from scorpions blindsiding you, and whichever other I am forgetting right now).

     

    As for the stamina system, it is indeed fine if you consider "useless and un-noticeable" as fine. As of now, there is no reasons whatsoever to use any of the stamina mods, because they aren't as useful as any other mods you can equip instead. The resistance mods have the same problem ATM.

     

     

    1. Mobs need more crowd control, more damage, and more armor piercing.

     

    2. Tanks need the ability to overcome #1 and the ability to help teammates overcome #1.

     

    3. Trinity abilities need to be updated to heal over time and energy over time when marked enemies are killed.

     

    4. DPS warframes need to avoid crowds that do not have a tank or get stun / sleep locked.

     

    I'm not sure why you're adding point 3 and 4, but point 1 and 2 I can agree with. 

     

    The system I suggested (with some of the good ideas other posters added to it) would certainly help carve a difference between squishier frames and tankier frames (admitting we change the base stamina that frames have to better reflect their position). 

  13. Just remake the stamina system to be more like Dark Souls: blocking damages it, blocking with 0 or less stamina staggers you, getting hit with 0 or less stamina knocks you down, and it's possible to have negative stamina which translates into more time until your stamina regenerates back to positive values (when it starts working again). Then make blocking more useful by allowing it to circumvent knockdowns and reduce damage from all (normal) attacks, not just bullets. That means including melee

     

    Then make armor affect the stamina drain from blocking and voila! Two useless things made into two useful things. Game depth increased, some frustration removed. Awesome idea, why haven't they implemented it yet.

     

    I've yet to see any point to blocking personally, and while I wouldn't exactly copy-paste Dark Souls' stamina system (great game btw), we can indeed get some inspiration from it. Poise would be indeed a nice thing to have.

     

    Also, U9, as you may have heard, will be an update of polishing, so we can expect a lot of QOL buffs in the future, as well as some tweaking. 

  14. Alternatively, make armour more useful:

     

    https://forums.warframe.com/index.php?/topic/68889-suggestion-armour-staggerknockdown-reduction/

     

     

    Because tbh, you talk about making tanks more viable... but the "tank" Warframes don't have any kind of innate stamina bonus. In fact, their slow speed results in them using more stamina for sprinting than any lighter warframe.

     

    What they do have, is higher armour.

     

    True, tanks don't have more innate stamina, but that can be changed. But what the tanks do have right now is defensive (D) polarities, and the mods that give more stamina or more stamina recovery are branded defensive mods, so tanks already have the polarities to equip those without using forma or a potato. 

     

    As for armour, I am all for making it more viable if it needs it, but right now I'm talking about stamina. Of course, there is more options than what I suggested, but I still think it would be a viable use for stamina. And as I said in OP, stamina could always be just the base factor of stagger resist, armor could be another factor, or even health for example. 

  15. So running doesn't consume stamina, but being staggered takes stamina (instead of forcing a stagger) and maneuvers such as blocking, wallrunning, dodging, and so on, consume stamina?

     

    Would work way better than the current system, yes.

     

    Actually I think running should still consume stamina, so that people can't just run in front of a grineer and resist his buttstock stagger because he didn't use any stamina to run in range, and then he just runs back to safety. 

     

    I wouldn't mind if stamina wasn't consumed for sprint, but I think it would be more balanced to keep sprinting as it is right now.

  16. I hate all these threads titled: "a fix" for whatever. And everything in the thread is stated as fact when it is opinion based.

     

    OP, you talk about how "tanks" only function being "beaten to a pulp while 3 or 4 chargers bash him and stun-lock him for hours on end."

     

    Well as far as i know the only "tanks" are trinity and rhino (and possibly frost).

     

    Trinity and Rhino both have stagger immunity skills - Link and Iron Skin. In other words if you are getting stun locked, then you are playing wrong.

     

    If using your abilities is too hard for you, equip a heavy melee weapon and get swinging (normal swings provide stagger immunity on heavy melee weapons)

     

    Well now, look who is talking as if his opinion was a fact.

     

    I was suggesting a solution to both make stamina useful while fixing the stagger that annoys a lot of people (myself included), not just fixing the stagger. And while Rhino AND Trin do have anti-staggers built in, Loki doesn't, neither does Ash or Excal which are all expected to go in neck-deep. Beside, adding that property to stamina would make other kind of tanks viable, without forcing a "press X, become immovable" button in their kit.

     

    In addition to all that, it would actually make the "trade-offs" of "less stamina for X stat" significant, instead of the jokes they are now. With that change, they would actually become more vulnerable, as opposed to running for a shorter amount of time. Heck, Ash would also get more out of his helmet than some some stamina that doesn't help him so much right now.

     

    @ other posters: Thanks for supporting. 

  17. I was thinking about Stamina lately and how it's mainly un-noticeable, the only thing it does is slow you down a little by forcing you to stop sprinting, and yet all the mods made to enhance stamina (quicker recovery, more stamina, etc) are defensive, probably to allow tanks to keep up with faster frames, but even then it's not that helpful.

     

    Either the faster frames will be slowed down by meanies to beat, or they'll run right pass them and the tanks will be left scrambling to outrun the enemies where a larger pool of stamina won't be as useful as Rush.

     

    My suggestion to fix that is to make stamina the stat that determines how well you resist to staggers effect: The more stamina you have when you're hit, the better you resist staggers. That way, tanks have a way to do more than just being beaten to a pulp while 3 or 4 chargers bash him and stun-lock him for hours on end. That also gives more choices when deciding which defensive mods to use, as opposed to using more shield/health/armor. 

     

    At the very least, stamina could be the "base" stagger resist, while you can get more resist from other specialized mods. 

  18. Title says it all. I've been noticing that sometimes, you won't actually switch place with your target and just teleport inside them. 

     

    I don't know how to replicate at 100%, but I think that when you teleport from an object that isn't the ground (containers, boxes, lamp post, fences) the game has no idea where to put the decoy/enemy/ally and decide to not move it there. That's the best theory I can up with, I have no clue what causes the problem otherwise. 

     

    Please fix, to avoid awkward moments inside an ally, an ancient toxic or a heavy grineer. 

  19. Ok, I went ahead and overhauled my lists across all my "Explorafun" thread, including the "Void run fun ride", so that we have handy and convenient numbers in the future. There's also the names too, so whatever fits you. I know I prefer ctrl+f with numbers.

     

    About the "And some green squares, yaaaaay positivity. Yaay. Okay it's just two, but still.", there isn't actually any pics, I just added that to separate the pics, I guess it was confusing for little reasons. About the sunken container, I added the picture, feel free to recheck #7. Also, # 33 (walk through rock) seem to have been fixed as of today, there is a slight  floating part, but that's kinda expected by parts, and seems minor really.

     

    And finally, some more reports: 

     

    EDIT: All reports from this post has been cleansed. 

  20. The wiki says "Alternatively, armor can be thought of in terms of its equivalent benefit in health. Each point of armor is equivalent to +1% total Health." 

     

    That doesn't sound right, I thought armor had diminishing return in term of damage reduction? Or is my frost really getting 380% bonus total health?

     

    The other way I thought about calculating it is by using the wiki formula of (armor)/(armor+100) and then multiply health by that number and finally adding health to that last result, but that doesn't sound right either, Aurora Frost ends up with (slightly) less effective health than regular frost. 

×
×
  • Create New...