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LtKeirebuFishburne

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Posts posted by LtKeirebuFishburne

  1. Something I want to do with my clan members is give them a personal room within the dojo that they can edit but no one else can. Something to make a dojo seem more like a home.

    "Here is a your room" would be a cool thing to say to a new comer.

  2. 1 hour ago, PrivateRiem said:

    Onslaught Elite is more stale than regular onslaught because the map rotation is static.

    The reason it's static is because there's a leaderboard.

    The reason there's a leaderboard is to let 10 random people stroke their e-peen and have their name visible for a couple of weeks.

     

    It only takes a day to achieve a nearly unbeatable high score, as such the map rotation should at least change every day. Let the guys that want their names visible keep their highscore for a week, but don't punish those of us that play the mode for fun, not competition. In 3 days since I've screencapped the leaderboard, 9 out of the 10 names are still there with the very same score.

    I don't think you're wrong.

    I do however want there to be a reward for maintaining the highscore. Otherwise there isn't a point. Its just rewarding those who try, not discouraging those who don't.

  3. 7 minutes ago, peterc3 said:

    What can you buy in-game with a high score?

    But they also don't want to make people think that they need to stay for really long periods of time. If you pick up a game and everyone is playing a single mission for an hour+, how many people do you think would drop it then and there and not look back?

    Its called a niche. Every bit of the game that has "endless" attached to it has their own cult following.

    Also, have you ever touched an arcade cabnet? You don't buy anything with a highscore. You just get one. It would be nice to have a "trophy" that shows that you did it.

  4. 2 minutes ago, KochDerFrettchen said:

    (I thought it would reset each week along with the set-rotation for the week.)

    This would be a nice short-term leaderboard for people to compete over.  Though I can't help but feel that there will be a set of people who make it every week just because the nature of the scoring means only endurance runners are going to enjoy doing this consistently.  Attaching a reward to it, I imagine, would only be met with an instant backlash relating to how it's effectively impossible to obtain by the vast majority of the playerbase.  Of course, that would be the point, but that's not really this game's style outside of the odd not-yet-reintroduced event item and of course the founder's pack.

    I could maybe see people biting on this idea if the rewards were also purchasable (the top tier PvP armor set for instance), or if it were at a score threshold and the top spaces got some kind of bonus generic loot (orokin, forma, etc.). 

    I wonder what sort of theme they would go for on this sort of skin, I'm sure it would be a general pattern that they would glue onto different gear if there was going to be a lot of them.  Cephalon-like straight edge divisions, some sort of disjointed hybridization between different faction styles (a glitch in the simulacrum? :p), some mostly plain thing with a logo?

    I see what you mean how there would be this outcry from the more casual audience, but I want to put a lot of emphasis on highscores. Highscores have always been about Endurance. The casual onslaught player would be able get something out of onslaught itself, but this is for people that want the challenge and be rewarded for it. Competition is healthy, and friendly competition is how communities are made.

  5. 23 minutes ago, peterc3 said:

    Aesthetic.

    They do not want to incentivize staying in missions beyond the first C rotation. If your solution means one person sitting in the mission for an hour is way ahead of someone who ran 3 missions for 20 min each, the idea is a non-starter.

    If they didn't want to incentivize staying longer why is there a highscore that is meant to be beaten?

  6. 9 minutes ago, peterc3 said:

    Hard pass.

    This has toxic meta garbage written all over it.

    What is toxic about having an everchanging competitve meta? No matter what, player's are going to fail. They know this. This is meant to something similar to Raid Nights in FF14, where the mentalitu is, "We failed, but we will try again later." Until we have dedicated raids again that have that level of difficulty and complexity, this is the best we're going to get.

  7. I've been playing a bit of Elite Onslaught, and I started to think about ways to improve the high score incentive. About every week, month, or what ever time frame chose, there would be a new high score listing. After the amount of time, a unique, non-tradeable reward would be given to the top percentage of players. Preferably cosmetics for this, but something like a Champion Skin, which would be gold plated and have interesting visual effects. Of course this would change with each week, month or what ever time frame given.

    What I want is that there needs to be an incentive for high scores. People go for so long then leave because they maxed out their Focus or Rotation C passed. But a prize for those who want to actually go the extra mile and achieve leaderboard standing, they should be given something as a token of appreciation. This would require a dedicated team, but forge an "Onslaught Meta" in the same way PVP is balanced. A hand picked meta that doesn't last very long, but to see what the players can do with what is "powerful". This can encourage a subculture dedicated to Onslaught Maximization and can create the feeling of Raid Nights from other popular MMORPGs. Rewards could be based on popular weapons or warframes for that meta, keeping the rewards fresh and creating a purpose to keep coming back. The reason why I used Conclave for the tags is to emphasize that the High Score should be a PVP element similar to how old arcade machines were competitive. This could be tied to clans, where the highest winning clan has their dojo take up that middle door on the second floor of the relays. Or an ever expanding trophy room showing the teams that have had the absolute highest score and what they used. Make the player feel like they left a mark in the world.

  8. 8 hours ago, Firetempest said:

    The problem will always be Slash being superior because a dead enemy is always better than a weakened enemy. As long as slash stays the same and always bypasses damage reduction and makes loot frames more efficient. You cant make the other two equal options. 

    I'm fine with slash being the overall generic best. Puncture was more for boss killing (Nox, Bombard, ect.). Slash will be best because we can't remove it. But if DE puts more emphasis on Impact and Puncture under this system it can be much better and viable, which is all I care about. Impact and Puncture procs right now don't do anything at all which is my problem with it. Would like a first step like this rather than changing it all later and keeping the damage stale.

  9. A few friends of mine and I were talking about interesting procs for Impact and Puncture. We have come up with thus:

    Impact: Procs cause enemies to be staggered, but after so many procs they go into a dizzy or concussive state. Dizzy would be them dropping their weapon(s) and stumble around, maybe have them lose the alertness. The idea comes from being hit in the head just a little too much. Head shot procs would make this process faster.

    Puncture: Procs cause enemies to lose maximum health % as damage. Each proc would stack deminishingly as to not be insanely overpowered. Say it starts with 5% max health, then an additional 4, additional 3, 2, and then 1. Maxing at 15% max health as damage over time.

     

    Just thoughts I wanted to share. Would like to discuss though.

  10. 6 hours ago, Naqel said:

    Mods with RNG stats were already removed from the game once, because they were correctly assessed as making the grind not fun, and too extreme, on top of being impossible to balance.

    We're seeing DE deliberately implement a feature they already evaluated as garbage. I used to say that DE's blunders was malice rather than incompetence, and Riven mods are some pretty solid evidence to that.

    Did you not read what my post at all?

    I don't think they should get rid of Riven mods but they should most definitely change them. jfc

  11. Just now, FieserMoep said:

    Your argument was about the Believe that the Devs will balance it out... sometime.

    My counter argument was that the Devs, to this day, have shown now evidence of being capable to balance the mod system and instead just have released a constant power curve upwards.

    Thats the nature of this type of game. Games where there is intense grind and constant updates, it is bound to happen.

    The best thing we can do is vote with our money and give them suggestions. Complaining to fix it doesn't do anything if you can't give suggestions.

  12. Just now, FieserMoep said:

    Balance... how do you imagine they balance something they introduce into a system they could not balance for SEVERAL years while this new thing is also the most powerful thing since ever?

    What do you think the forums are for?

  13. 1 minute ago, hazerddex said:

    umm ya we can complain people already spent plat on this system so unless you plan on returning everyones plat deleting this system is a terrible idea and the back lash will be extreme

    Its not DE's fault for someone purchasing something from another player. Thats the purchaser's fault.

  14. 2 minutes ago, Naqel said:

    The only proper solution would be to re-roll the servers to a state prior to their release.

    The entire mod system needs an overhaul(pretty much every system needs it), and introducing yet another thing that affects the Platinum based economy makes any future reworks harder to do.

    Getting rid of them is a terrible idea. Its a new mechanic that just needs to be worked on (like a lot of things in the game). If DE removes the stat RNG and makes it more player customizable I think that would be healthier.

     

    Also the people who spent money on them shouldn't complain because it isn't DE's fault for them doing something like that.

  15. I was talking to my friend about the possible "toxicity" and unbalancing with the Riven mods. We ended up coming up with an idea where riven mods are built from your single stat mods. Where it would provide a bonus of two then minus one. The rerolling and RNG element would be what weapon it would be for.

    Example: I have a blank riven mod that can be used for the Supra. I want to add damage, add crit chance, and remove crit damage (for some reason). I would add Serration, add Point Strike, and add Vital sense. Combine these and I would have a +Damage, +Crit chance, -Crit damage mod for the Supra. and I can still reroll it for a different weapon. Maybe either having a higher chance for weapons I own, or only making it for weapons I own. I don't know how that would work out.

    Of course this would consume the mods used, and I would assume that you can't put on Serration, Point Strike, and Vital Sense on because they are already on the mod. But this could be a good thing as you can use more mods for your weapon.

     

    Edit: This would make it a huge money sink, but you're getting the benefit of two mods on one.

  16. Hello forum people. So a little disclaimer, I am terrible at number crunching so if there are numbers that are super weird then just comment or something. Also amendments to what I have written here are welcome, just as long as you stay to the topic.

    Fire Ball- Adds a armor reduction for a duration.

    Armor reduction: 0.00112%/0.00122%/0.00132%/0.00142%

    Armor down Duration: 2/4/6/8 seconds

    Augment: Does the same thing.

    Mods: Stength (Damage, armor reduction%), Duration (Armor down duration)

    Accelerant- Have the damage multiplier be effected by enemy level.

    Fire Blast- Instead of leaving a ring, create a fire hazard on the ground that does DoT and increases materal drop chance of rare items when killed by the hazard. (Keep the fire wave. Isn't much of a blast without it.)

    Wave Damage: 100/150/200/250

    Hazard Damage (DoT): 50/100/150/200

    Hazard Duration: 9/12/15/20 seconds

    Augment: Only effects the fire wave.

    Mods: Range (Wave and hazard), Strength (Damage on wave and hazard, increases drop rate), Duration (Hazard)

    World on fire- Ember becomes immobalized. She taps into her Health (5/ sec) and Energy (3/ sec) surrounding her self with molten rock causing intense heat around her, increasing the damage dealt to enemies over time. (Togglable)

    Damage:100>400/200>500/300>600/400>700

    Range: 5/10/15/20

    Additional Armor: 400/600/800/1000

    Augment: Apply the fire pillars and the knockdown. Fire Pillars do an unmodable ammount of damage (50?)

    Effected by Range, Strength (Damage and Armor), Health, Efficiency (Also effects health)

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