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Tenderdm

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  1. I think it is part of my problem to not mention it at the beginning that it would not apply to all, but certain portion of the enemies (may be 30 to 10%). And I agree with what you said about 3rd person looter shooter, and the balance on how to implement unit with attack immunity will need to balance carefully. Again to have the ability to just there shoot down everything in survivial is one of the most boring thing, it feel a "over power" fantasy, where you will restrict yourself to enjoy. And as for defense mission there is definitely something wrong with the design, becuase it feel like you either are so power that you 1 shoot everyone or you will immediately get over run because there is no cover or place you can run to. Defense should be like a trench line warfare, where you can hide behind covers to fight and fall back to difference defense lines, and the enemy need to be the same if not more powerful then you in terms of attacking power.
  2. I mean it really depends on how you see a suggestion no? Like you can have 30% of the enemy which is 90% (or even 100%) immune to ability (which stop ability cc), or a they only appear when you spam ability repeatedly, or instead of 30% it could be elite unit that hunt you down.... the possibility is endless, and at the end it really depend on how dev want to implement it. or say you can have a stack of elite shield lancers that will push together your location when you are using too much projectile, and they will also be 90% immune to explosive. They will only attack when they get close...obivously this will change the dynamic of the current game, so how often and where they should implement it really depends on the dev and their testing. so instead of using 1 sec the nuke the entire room with explosive, now you require you to use 5 to even 10 sec to do so, but you can still nuke the whole room but with melee or other means, wouldn't that incentivize the player to do so? Say it is ability that you need now and you are running out of energy, wouldn't that kind force you to hunt down the weak enemies first to togather the energy to nuke the rest, but... I totally agree what you said above, but if I am to mention we need to nerf this and that (which like this suggestion, is just my opinion and may be wrong, and bound to have more meaningless arugment), and discussion and suggestion will never get anywhere. I mean even with my suggestion written clearly here, there are people complain what I suggest is too harsh, while other complain it make no difference, but the point is how we going to solve the issue we are facing? It is like at work, there is a sales problem, instead of attack other's solution, why dont we all come up with our own solution (or contribute to other's solution if you think the direction is correct) l, as long as it doesn't cost anything? Again it really depends how dev implement it, and if they do the nerfing first (which is actually more like a balancing in most of the game), without "nerfing", they could do something like a shield gating, but for hp, where you can't just nuke the entire map with on ability.
  3. So all of the suddent unit like burser, thrax, void ange, and boss is no a "bop it" anymore? Last I check they have the simliar attribute if not more then what I suggested, may be we are talking about some reading comprehension imcomptency here? You find it engaging, very well, so does that mean people can't give other option without being harassed? You don't see me go around and say people like you are boring yes? Because that's what I hearing when I giving my opinion. And FYI, incase you haven't realise, there are plenty of case people speed run or idle farming in game, it is not a me problem, it is a thing at least 70% of the players are doing.
  4. Well then we should also remove burser, thrax, void angel, and all the bosses? (what frequency we are even discussing here?) And this is the first time I heard people saying having a more engaging game play is more boring then sitting there shooting and occaionally casting some spell. If some one make a post about we should making the game more automatic, I would have just leave it alone, I really wonder why all this hostilies are coming from and why.
  5. Well the idea is just to make people actually play the game, a mission may take abit longer (probably 12 min for most mission, where right now is around 3 to 8 min) but much more engaging. So the dev don't need to dilute the drop and we spend more time doing boring farm. Like once a mission you have to stop parkour and look what inside a room and do a take down or sneaking, or twice in a mission there is mini boss kind of enemy that take 1 min to take down if you know what you are doing. As for missinon type, I halfly agree, because I feel they definitely should do more, but at the same time there is only so much dev can do. Like with the latest Duviri they just force random frame and weapon to bug us...I would much rather what I suggested, once a while you need to use melee/projectile/ ability/ correct aimming/ dodging to finish the mission. I guess just like anything people say, you can interpet it in a good way or in a bad way, I understand your concern, and above is my answer.
  6. finally someone get the joke? Well just expressing the thought on the matter as a player.
  7. Read again, it is not totally immune, but I suggest 90%, one may say probably too much, may 60% would be better? But would you rather having a unit that have 90% immunitiy of certain attack or a eximus unit that you have to tank it all the way with no other option? And how are we going to address the problem I mentioned? Right now we don't have enemy with different weapons or ability (for non boss), we have thrax which you have to turn to operator form for a sec to kill it, and we have burser which you need to shoot from the back, and it almost never appear, and eximus ability you have to dodge (or don't most of the time) the rest of the enemies you just sit there and shoot. Again I can't believe people just out right ignore it, how often do you have to move surivial? 99% of the people just site there and shoot, that's it.
  8. I find it hard to believe you don't know that how often those units appear, and lets be honest, how often do you have to go around and frank elite shield lancer from behind? And you know you for some reason (I know exactly what it is) you have to such disingenuous argument like this to vent you angry on peoeple trying to improve the gameplay. Tell me, are we having good game play? oh wait nevemind, you are delusional, go and ask around, if we actually playing a thrid person shooter or farming. tldr rest of you arugment, you act like childern and keep "so you are saying" and then make up something on how it could be reall bad I mean look at this mess, did I say it needed to be all level? Did I said you can avoid them by not getting detected? And am I a dev and said this is set in stone? You know full well how a sensor regulator work, why you act like this? And the reason you are mad is because you just want to sit at one spot pressing 1 or 2 buttons and clear a mission, I mean you do you, all i suggesting is that you should at least dodge and use different arsenal to finish a mission, and you are mad. You know if you have time for this non-sense, I suggest you create your own post and peach your own idea, instead of making a scene here, I see enough bad blood like you in this communility. Please go away, I don't have time for non-sense like this.
  9. yes, but the player need to use different strategy in different situation.
  10. Just something from the top of my head, 90% probably too much, may 70 to 50 would be better... but in the end it really depends how it feel when implemented. I am sure dev would have a more elegant end result if they implement it. And I agree subtle and refine is the way to go. edit: yeah sniper that actually huge damage, but can counter by say rolling like with in certain period of time would be great. Again I would leave that open to the dev...may be for tanky frame like Inaors, it would take 3 to 4 shot total to take it down. The damage have to be meaningful big to 80% of the frame.....probably instead of fix number, it would be precentage + fix health (30% +100hp may be), or there can be a slow debuff/ no hp regen for couple of sec....at then end the player will need to dodge it for most cases. Yes unit like this need to be used sparingly.....what I want it to address tho is that in many mission, player can just walk pass every enemies with 0 concern if they actually run head on to to them or will be harmmed. For now traveling the map is so casual it is like someone moving really fast on the street and get pass pedestrian while saying "excuse me, excuse me"
  11. I really don't appreicate the gaslighting here. Did you not already have to use operator form to kill Thrax? All I am asking is more varity that actually require people to use their brain to play, but I guess that's too much for some people. Don't looking forward for your reply.
  12. First of all, English is not my primary language so bear with me. Other than the Eximus and nullifer, you can always AOE all enemies with blunt force....no wait actually you can do that to them too, mod you weapon or ability correctly and you can senseless smash the button to clear the mission. As of now, enemies are just all cannon fodders with different hp, what weapon they are carrying? Doesn't matter. How do they behave? No one cares. Many "player" is not actually playing a third-person shooter, but a Mario with guns (exterminate mission, primed surefooted + explosive), or idle farming (survival mission, with macro) I think there are innate problems with Warframe that make it really hard to incorporate diversify enemies with engaging gameplay, when warframes are so powerful. But I think there are easier way to fix it that dev never considered, here are some suggestions: 1, Avoid player spam AOE (ie actually play the game): 1a, Enemies that are 90% immune to projectile but take extra melee damage, and vice versa (they could have colour marking on their should pad to indicate that). 1b, Enemies that are 90% immune to ability, but take extra damage from melee or projectile, and vice versa. 1c, Elite units that are 90% immune to all kind of attack, but take extra damage on head shot (obivously this unit will only spawn sparingly) 1d, Nullifer would not disable your ability, instead it stops you from casting and existing ability to affect the nullifed area, and it would use aura instead of a physical bubble, so you need to kill the enemy to disable it. (it could have properties same as point 1) * de don't have to create new unit for the above: 1a can be the shield unit, 1b can be the melee unit, 1c can be the heave 2, Avoid idle farming with macro (ie being tactical when fighting): 2a, Shield unit that is actually 100% immune to projectile on the front (even with punch through, it should be 80% immune ), so you can't just shoot your way through. 2b, Unit like Heavy Gunner/ Napalm will produce an attack in line/circle area(s) in front of them that will knock down and inflict heavy damage (that would take off half of the health at least), they will use it periodically and there will be warning indicator, so you know when you have to dodge 3, Avoid player parkour through the map senselessly (ie actually move with tactic, like a ninja) 3a, Trigger alarm 2 times will result in spawning of hunter squad which is 2~4 times the level of the mission you are playing. 3b, I call this unit Guardian, basically a male version of Kuva Guardian with slow movment and huge amount of hp and multiple shield gating to avoid being killed quickly, spawn randomly in each area. Act as similiar to sensor regulator, where if they detect you they will lock down the area immediately and will call in a large number of units, you will have to defeat the guardian to move forward. You can either avoid the detection or kill it with a sneak attack 3 times. And for anyone that think having what I consider actual gameplay will slow down the farming, know that with faster farming, dev will need to decrease the drop, so it is just a vicious circle. But without good gameplay, dev are forced to create more and more content, and players are force to endure boring farming.
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