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-YoRHa-

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Posts posted by -YoRHa-

  1. 13 hours ago, ant99999 said:

    No, it's really not. That would be the cooldown system, simply because of how cheap and overused it is. Cooldowns are everywhere: Titanfall, Overwatch, Destiny, Borderlands, Doom - you name it.

    They are quite a crude mechanic though. Like the game uses a manual switch to cut you off your powers.

    Warframe on the other hand stepped in a different direction - it took the mana system from RPGs and implemented it in a shooter - a decision clever enough to at least be respected.

    The implementation though is another story. I'm personally ok with it. The only two things I distaste are energy pizzas, which shouldn't be added to begin with as they are the most unimaginative way of converting your resourse pile into energy; and Energizing Dash being exclusive to Zenurik for obvious reasons.

    Other than that energy system is very flexible and allows for much more build diversity than any other I can think of.

    To be fair, RPGs nowadays tend to have a system that combines mana/alternative resource + cooldowns. Sometimes it's a soft cooldown in which you still get to use your skills during the cooldown, but the effects of them are drastically reduced and mana/resource cost is higher.

    Whether or not that would work for Warframe, i don't know at all. I think it would need extensive testing from DE + players perhaps, in all kinds of scenarios of the game, to get a feel of how it impacts mission flow, in both solo and team play.

  2. I don't miss this type of 'gameplay' at all, if it can even be called that. This kind of farming has to easily be the most mind-numbing experience in anything ever. Some people even set up macros to fully automate it, so they can watch shows on a second monitor or w/e. It really does highlight some of the major problems Warframe still currently deals with.

  3. 31 minutes ago, (PS4)Crixus044 said:

    I get where you're coming from, but you're confusing the power of the weapon for the power of the mechanic. This is where PC could learn a little bit from consoles. Slide Attacks with keyboards and more specifically, sliding macros have been an issue in-game for a very long time. I made a post that slide attacks should not be spammed and thus a delay or cooldown between slide attacks of .5 seconds would be good for the game. On console, it takes a LOT of effort to get at least 3 slide attacks per second. Considering how slide attacks deal 2x damage average for melee, this is 6x dps of a melee weapon, which is more than almost every stance in game in terms of dps boost. On PC, 8 to 9 slide attacks is very possible, dealing almost 20x dps of normal attacks vs. stance combos giving you 5x at most. This is just ridiculous. Thus, on console, we don't do this kind of cheese and at most, we do 2 per second so as to not get carpel tunnel. When I made that post with an idea for limiting slide attacks to 2 per second, I INSTANTLY got salt mail from the people like the guy in the video, cheeser crybabies that lose their minds over their broken tactics being taken away from them. I guarantee you, if slide attacks get a rework, you'll see a LOT less whip and polearm spammers. Also, endgame runs would become a LOT less cheesy. A team of 4 went 10 hours in an ODS. You'd think they're really good right? Nah they just create a barricade with Mantis Landing Craft Pods and spammed slide attacks into a wall. Thus, in my opinion, the true longest ODS run belongs to Orlando01 (Life of Rio) and his squad going 7 hours, and for solo, my 5 1/2 hour run ODS did not use any kind of cheese and I did it Pre-Second Dream, thus, I believe this deserves mechanic needs to go, but the weapon is fine.

    Also, this is a captain vor assasination lol

    I agree that slide attacks need a delay and/or a stagger at the end of 3 consecutive slide attack spams, like the Cleaving Whirlwind spinning combo.

    That is a Captain Vor Assassination Sortie(or Kuva Flood) by the way, since enemies are like lv80+.

  4. 3 minutes ago, Krazzie said:

    I'd figured you'll say this, even if Player1, doesn't wipe the room.  The other 3 will Control the game.  Therefore you'll always have a Player who is controlling the Game.  So in your case, when is player not controlling the game?  At that point I guess they all just don't do anything, so in a way none of them are controlling the game.  Every time a player deviates, then that player is controlling the game.  It just doesn't make sense.

     

    Just want to add my 2 cents, but i think it is more about which player is controlling another player's gaming experience by a large margin, when the only thing that should control the gaming experience is the developers mechanics and difficulties.

    Warframe unfortunately does not have any enemy-side mechanics that discourage lone wolfing, and lacks true co-op enforcing/encouraging mechanics. The Left 4 Dead franchise has enemies like this called Special Infected, and other games have similar mechanics as well. Warframe used to have something like this i think, but instead of balancing the enemy and polishing the mechanics, they removed it.

  5. 1 minute ago, Talonflight said:

    Regardless of if he's still around. The Sentients at this point in time do not engage in open warfare. Their scounts might interfere with grineer incursions on the moon, but aside from that they do not involve themselves; they do not try to win planets, they do not try to take out enemy leaders, etc. 

    Assume the Sentients are only interested in murdering Tenno, and now that the Tenno are sleeping the Sentients go back home. Who is left to win the Origin System?

    The Infested would eventually win. Without the Tenno, the other factions would have no effective help to call for Infested Invasions. Sending their own troops would incur heavy losses, and potentially feed the Infested's numbers. Thanks to Alad, some Corpus technology can be Infested just as quickly as a human, so MOAs and the other common proxies would be fuel. Corpus could send their better proxies, but they would be stuck trying to figure out a way to keep the battle cost effective, while running the risk of giving the Infested a new form by Infesting the high-end Corpus proxies. The Grineer would suffer the same fate, but would probably hold out better, since they use Kavats and have a LOT of soldiers.

  6. 9 hours ago, BrazilianJoe said:

    I think that changing the game from not having cooldowns to suddenly having cooldowns would be too jarring, so the solution should be a different thing. 

    What I think could be viable to reduce ability spam would be to have penalties applied to the ability on consecutive casts for instants, and reduced effectiveness for abilities which switch on/off.

    There would be a soft cooldown introduced, but the soft cooldown would not prevent the ability to be recast. It would merely accumulate a penalty to the next cast of that ability. It would wear off simply by not using the ability. The exact penalty would be dependant on the exact nature of the ability. 

    The penalty % would wear off at 1% per second until it completely wanes.

    ^This would retain the current power envelope for instant hits, but prevent spamming or keeping powers on all the time.

     

    Examples: 

    World on Fire - would slow down tick rate over time, to the point that it would take too long between hits to be worth keeping it on all the time. After WoF is turned off, it cools down removing 1 second of "tick lag" per second. 

    Snow Globe - Being able to quickly set up a barrier is critical, and reducing its strength would be too detrimental. It is also limited to 4 snow globes. As such, the best course of action would be to reduce the ability's efficiency by a large % margin each time it is cast. 

    Some abilities largely have this kind of setup already, with the exception that they can be recast with no penalty after turned off. Those abilities only require small tweaks. Examples:

    Mesa's Peacemaker - already increases energy cost and reduces radius over time. Could just take time for the radius to regenerate even after the power is turned off. 

    Banshee's Earthquake - also has scaling costs over time. Could retain the high energy cost after ability is turned off, and cool down the increased cost over time. 

     

    I think this would work well. Black Desert has a similar mechanic on certain skills.

  7. 1 hour ago, Imaru said:

    So the important thing to remember is that Dark Sector is not canon to Warframe. The events of Dark Sector's story and the events of Warframe's story do not occur in the same universe. Because of this, we can assume that things like skins that pay homage to Dark Sector (Proto-skin for Excalibur and the Glaives, Nyx's Nemesis skin, etc) are simply nods to the game, not ties to the game's lore. 

    The devs have said that DS is about 40% canon, but I think that was The Second Dream, so that is probably even less now.

    TL:DR Warframe will almost definitely never have a questline dedicated to the events of Dark Sector because they do not occur in the same universe.

    This is incorrect as far as i'm concerned. DE has implied that the events are within the same universe, and that they are separated by a massive amount of time, to the point of Dark Sector playing no significant relevance to Warframe's plot and events.

    56 minutes ago, Imaru said:

    Yes, but lore we've seen in Warframe has directly contradicted what was seen in Dark Sector. In Warframe the Warframes were created by the Orokin Empire, in Dark Sector Excalibur (or something similar looking anyway) was created by accident by a bio-weapon. And that's just the beginning. I could keep going.

    Suffice to say, if they tweaked the lore of Dark Sector to fit into Warframe's existing story, it wouldn't still be Dark Sector. It would be Warframe: Origins. And I don't think that we need flashback quests in Warframe. I'd prefer we move the plot forward and explore the plot through new interactions than rehash old stories that happened long before the game starts.

    That is not a contradiction. For it to be a contradiction, Hayden's power armor suit would have to be confirmed to be an actual Warframe. We all know Warframes are infested-based golems, that are controlled via Transference, not literal suits. Nothing about how the suit was created was mentioned. Since its appearance didn't match the appearance of the infection, and that it was symmetrical before Hayden removed the right arm, it was probably engineered for a purpose and not an accident.

    Just playing devil's advocate here.

  8. 6 hours ago, BrazilianJoe said:

    That's why my idea is to have Stalker's lockdown also lock plain mods, and replace their effect with the PvP mods while Stalker is bobbing around. PvP is a completely different power envelope. 

    I think a simpler approach would be to add something that makes us only deal PVP weapon/power damage to Stalker, then remove PVE scaling from Stalker, giving him above average conclave stats. That way our damage remains unchanged against regular enemies, but for Stalker we're on a slightly more level playing field. Quite a few games make PVE skills/powers/abilities/weapons do reduced damage against other players or special enemies to limit their effectiveness without massively affecting everything else.

    For example:

    "Damage reduced in PVP." Meaning it will do less against a player, but remains unchanged against regular enemies.

    zuECYXk.png

  9. On 9/22/2017 at 11:50 AM, BornWithTeeth said:

    These are all good suggestions, but there is one more which I would like to add:

     

    - Can you program a dialogue wheel, something with about ten or twelve entries, and allow players to decide which of the voiceover lines go into the wheel and which do not, as this would go a long way towards removing the presentation of the Tenno as naive children who don't understand what's going on.

    I was mostly focusing on gameplay mechanics for them in this thread, but your idea is sound. I plan to make another thread for a dialogue wheel to suggest ideas.

  10. 19 minutes ago, (PS4)thegodofwar12345 said:

    I feel i would more ok with it if it wasnt called "proto" i know its supposed to be from dark sector but dark sector's aesthetic is very very very different from warframe's

    Proto basically means first version or primitive. Those are Old Earth weapons, stuff/designs that were dug up from Earth's past, so proto fits well.

  11. Toggle Sprint setting looks to be broken and has weird interactions in the game. After doing some testing, this is what i found:

    Actions that do cancel Toggle Sprint

    - Firing a gun.

    - Using any Context Actions.

    - All forms of aiming(aim glide/wall latch/crouched aim, will also disable the crouch).

    - Using Cloud Walker(Wukong), Spectral Scream(Chroma), Undertow(Hydroid), Sandstorm(Inaros), Petrify(Atlas), and Absorb Assimilate augment(Nyx). These are listed because there are other powers that change movement, such as Ivara's Prowl, that return the player back to their sprint state upon deactivation.

    - Using the 5th power, the Focus power.

    - Using Transference(only affects the Operator's Sprint state)


    Actions that do not cancel Toggle Sprint

    - Firing a gun while sliding.

    - Aiming while sliding.

    - Using Context Actions while sliding(will cancel the slide though).

    - Using Transference(The Warframe's Sprint state remains on)

     

     

  12. The Orokin most likely used the Cascade Bomb from the Once Awake quest on Sentients that were completely immune to anything but Void energy. The bomb literally uses Void energy to purge all life in the area. The Warframes were most likely used because they are agile, powerful, have a wide array of powers, and used multiple weapons with ease in combat to circumvent the adaptation as best they can.

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