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Ignaetious

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Posts posted by Ignaetious

  1. I think the answer is having frames installed with lenses obtain a few nodes where you can fuse their augments into their skill trees. For eg: My excalibur installed with madurai lens would obtain one or two nodes on the madurai focus tree for him exclusively to fuse his augments into. This limits power creep by making it harder to just slap it on all frames, and requires you to invest time and effort into said frame to get the benefit out, as befits an endgame system.

     

    It's not a very polished idea but with a few tweaks it could be good.

     

    This actually sounds really good.  If I am reading you right, this would also still have them as mods so it wouldn't take it away from syndicates.  In fact it would give much more incentive to actually get them from syndicates.

  2. Alright so I remember them saying the augment mods were originally part of the focus system, I think?  Is it just me or does it seem like that might actually be a better way to utilize them than in the mod form?

     

    I mean there are definitely some really good augment mods, and I have no way of knowing exactly how many people use them.  I just know that I almost NEVER use them, there are a few that I do on occasion (chilling globe, perpetual vortex, eternal war, etc.)  but overall I don't use most of them.  And by and large it seems like every augment mod set has one that just totally outshines the others.

     

    In the focus system they could put all the augment mods in as lower cost nodes, and it wouldn't take that valuable mod slot or they could just go ahead and make them exilus compatible, ahem.  I for one know I would be much more prone to turn them on if they were just a focus node.  It would also add some more interesting choices to your focus build, although I am sure in time there will be plenty.

     

    Now, I could see how it could cause some problems, if they split them into different trees (such as Rhino only being in Unairu.)  It would kind of limit diversity a little, or they could just leave them in as both mods and in the focus tree.

     

    I'm sure I am not thinking of something that could be wrong with this, but the thought just struck me and I wanted to see how people felt about it.

  3. I personally am ok with the difficulty of sorties for the most part.  They are random, so there will obviously be some fluctuation.

     

    I would however love to see some additions to them.  I think it would be awesome if after you completed the initial set of sorties, if you had the option to do it again at higher diffculty and double up on rewards, like 2 modifiers instead of one.  And if you die or fail in any of the missions, you fail the sortie. You also lose the season rewards you would have gotten, but keep xp and money.

     

    I would like to see some push your luck style gameplay, risk vs reward.  Wouldn't be for everyone, but it would be optional.

  4. I have thought this needs to be done almost since I started playing the game.

     

    What I would like to see is a system that also allows us more progression and specialization with the weapons that we prefer.

     

    I would like to see them make all the weapons have 10 ranks that you can achieve once it is 30, like leveling up a mod.  Forma would not reset the rank, just the level.  It would be based off of usage, like when used past level 30 you gain "Focus xp" just to use something that they are already trying to work into the game.  It should be fairly time consuming and they can even make it cost you money and cores to go from rank to rank to replace the sink they have in the game for serration, split chamber, whatever.  Each rank of "Focus" could give the weapon specific things that you wouldn't have to mod for anymore, like for example some shotguns could get innate multishot, so you wouldn't need to use hells chamber anymore once you capped it.

     

    They could even leave the mods in the game, and just make the effects not stack, this would just be a way you could essentially remove the need for a specific mod.  They could even make it to where whenever you rank 10 a weapon (should be pretty difficult to achieve) it gets a catalyst automatically.

     

    There would be still be the power creep issue due to the elemental damage +% mods.  But what I would like to see if something like this is implemented would be that they make those mods instead convert a percentage of damage on the gun to that damage type instead of adding it.

     

    Just my thoughts on it.

  5. I'd say more void boss drops like Corrupted Vor or maybe Corrupted Nef for some of the ones they want common but not in the rotation, either staples like Primed Point Blank or the less desirable ones like Primed Slip Magazine or Primed Disruptor.

    Yeah, I would really be down with more bosses in void that can randomly pop in as well.  It would be a good rare drop for them.

  6. Why would anyone waste time to farm them if its rare? if the void trader will still bring them and it will be in rotation still would just wait for that guy.

    I don't really think very many people would try to farm them, it would be more for the sake of an exciting moment, also just an alternate means of aquiring it.  I mean just imagine you are running your umteenth run of whatever and all the sudden the sky opens up and a huge beam of white light it shines down on a mod, and you can hear the energy thrumming off of it as you get closer to it.  Then you pick it up and either you got an awesome mod, or you got something rare enough that you just got a good chunk of plat.

     

    Just an idea, I don't really expect it to happen.  I think it would be a fun.

  7. Even as a void mission reward, they would still be dangerous to put into the game.

    Yeah, you are definitely right.  I am thinking pretty far down the road, like a year or more from now when there are loads of different primed mods.  Also I am talking extremely low drop chance, it would be something most people would never even see happen.  If it ever did it would be a nice freakout moment.

  8. As the title says, I think it would be cool if later on when there are lots of new primed mods in the game from the void trader, that there is a VERY small chance that when a mod of its type drops that it could be a primed version. 

     

    Don't get me wrong I think they should still be fairly hard to come by, it should be a lottery winning moment when you get one in this way.  I think it would spice up the grind a little if there is some small chance of coming across them while farming higher level content, maybe even just the raids.  And of course still leave them in Baro's rotations as well.

     

    I just think it would be something to give the game that diablo style unique drop feeling, except for way more rare than that.

  9. I wish they would do this.  It would make it to where the current state of augments would be ok, in that most of them aren't worth using.  If there was a specified slot for them it would become a why not sort of scenario.

     

    Or they could just try and buff the less used augements and make them more desirable, and maybe allow them to be equipped in the aura slot as an option if you want to run without an aura, which would be kinda wierd but it's an idea.

  10. Yeah, this would be fantastic.  Of course I am a fan of extremely complex game systems.  I think that the ability fusion would be awesome, and could maybe be boiled down into just a bunch of new mods that add different effects to current abilities.  But ultimately I like everything you said, I would love to see something like this if they ever revamp the mod system.

  11. I would like to see some sort of a weapon experimentation lab, and what you would do there is permenantly fuse mods into weapons.  Now I haven't been playing the game very long, but right now I am seeing something that could hurt the games longevity, which is having loads of resources/mods, and nothing to spend them on.  This idea is basically seeking to address that problem.

     

    The general idea would be that you take a weapon, resources depending on the weapon, and then you take 2 to 4 different mods and put them in the blender.  Depending on the rarity of the mods there is a lesser or greater chance of it "sticking" to the weapon.  When the experiment is done, the machine outputs a blueprint that is your weapon + one of the mods that you used in the process.  Your original weapon is intact, but the mods are destroyed like in transmutation.  This should only be able to be done once, and there should be a small chance that it just completely doesn't work.

     

    Examples.

     

    Parts going into experiment

     

    Base component-Hek

    Mod1-Hells chamber, rare 10% fusion chance (it would apply the lowest level multishot to the resulting hek)

    Mod2-chilling grasp 25% fusion (this would add base cold damage, or change the actual damage type to cold maybe?)

    Resources-I think possibly the resource amount should be variable, the more you add the better chance of sucess.

    Time-Just like with everything else it should take 1 to 3 days to complete, (rush for plat?).

     

    Output- Chilling grasp Hek blueprint, takes the same stuff to make as a normal hek (+forma maybe?) you retain the original gun

     

    And you could still use the same type of fused mod in the resulting gun.  I realize this could be pretty OP, but this is just a rough idea, maybe depending on what you put in have some sort of drawback also.

     

    The whole point of this is that it would give people a reason to continue to tinker with weapons.  While also providing a reason to continue to hunt for mods and resources.  It may even allow us to turn a weapon that is not so great into something servicable.  I would like to see something like this in the future, I'm sure it won't be anything like this, but I think we need a reason to build the same guns over.  It would keep things from being a one and done type deal, and extend the gearing process for those that want to do it.

     

     

     

  12. just have a prefix added to an otherwise low-tier weapon to give it a nifty new trick that you can recognize without having to craft it first.

     

    Yeah you got it.  The entier premise isn't really that I want the gear to be extremely randomized. Just maybe one thing that is different, in this game that one thing could add a lot of potential, with mods and such.

     

    I really love the penta, It is one of my favorites.  I would love to have a reason to continue making them until I had one that had the "cannibal" attribute I exampled. All that would essentially do is make it to where I don't need to use the mod, and free it up for something else if I was even going to use it.

     

    They have so many great weapons in the game.  The idea is basically to allow us to continue to construct our favorites until we get one that we really like, or hell get 5 that we really like.  And maybe in the process take some of the weapons that are generally considered useless and give them some potential.

  13. Why would you want to add an extra layer of RNG? First they are "extremly rare" and then their stats are also randomized.

    Also there's some thought behind mod polarities, "mod polarity should be totally random" destroys that.

     

    Well keep in mind this is all just my opinion.  I am one of those people that like knowing that there is some super rare mod or weapon that I could possibly get out there, even if I will probably never get it.  That is basically the idea behind it, and you are right about the mod polarity.  It was just me trying to make the perfect mod hard to obtain.  I know if was to get an awesome mod that had a really nonsense polarity I would probably forma the weapon for it.  But that same thing also makes it kinda pointless too.

     

    But again this is just me, I love random loot.

  14. This kind of goes along with my other topic here.

    https://forums.warframe.com/index.php?/topic/310506-ideas-for-traps-hazards-and-random-events/

     

    As I said there, I feel that in a game that is as centered around repeatable content as warframe is, randomization helps keep things feeling interesting and fresh.  So I thought we could share some ideas about randomization in gear, I have no idea if this has been discussed before, or if DE has flat out said no to this as I am new to the game.

     

    Random blueprints

    I am trying to keep these ideas somewhat within current design.  With that, I think that it would add a lot of dept to the item hunt if there were randomized blueprints.  What I mean by that is that say you have a small chance of seeing a blueprint drop off of certain enemies (maybe even the ones that use them.)  And these blueprints would have random affixes, suffixes or whatever.  Some examples.

     

    Scorching Lex- A lex that has it's innate damage type changed to fire.

     

    Auto Lex- A lex that has it's innate fire rate increased and its mag size increased.

     

    Cannibal Viper- A viper that has the effect of the pistol ammo mutator mod on it at all times.

     

    Gorgon Leech- A gorgon that heals you for X amount every hit.

     

    Now, I understand a lot of this could be very broken.  So I think they should evaluate the potential damage for certain weapons and only give this treatment to ones that don't do well in the endgame.  Or have it to where it is a weighted system, yeah I just got a "Soma Leech" but it has -10 capacity, etc.

     

    Random Mods

    I think it would be very interesting if there was another type of mod.  It would be in the same vein as nightmare mods and corrupted mods.  They should also be extremely rare.  They would have no ranks, and they could not exceed the values of a maxed out mod.  In fact I would say that they should cap out at around rank 7 values.  You should only be able to use one of them at a time.

     

    I think there should be 4 potential variables to these mods, 2 possible stats, and then polarity and capacity.  And the affix and suffix combination should reflect the stats on it, some things can only be one or the other.  Examples.

     

    Fleeting Fortification- X% increase to dash speed, X% increase to armor.

     

    Unstoppable Pain- X% increase to knockdown resist X% decrease to health.

     

    Just stuff like this.  And the mod polarity should be totally random, and the capacity should be weighted to the stats given.  So in the above examples "Fleeting Fortification"  since they are both positive attributes, it would increase the capacity in accordance to what % it rolls with.  But with the second one "Unstoppable Pain" it would decrease the capacity in accordance to the percentage on the negative modifier.

     

    I think these should be legendary mods, and be very hard to obtain.

     

    But yeah, I would love to hear if this has all been suggested before, or if this is all total horse pucky.  I just think the game is fantastic and the developers are too.  And I think things like this could have people playing the game for many years to come.  I know I would anyway.

  15. Yeah these are some good ideas, like the survival stuff.  I got another one.

     

    Double agent- There is a small chance upon starting a spy mission that one player will be contacted by corpus/grineer and tell them they will double/triple the cash reward if they bring the intel to them. Once all the data caches have been retrieved, if the double agent accepted the contract, they will become killable by the rest of the team.  Then if they don't have the data cache they have to kill the person with it and take it, when they do have it they either have to fight their way out or escape.  If they get to the extraction they suceed and all the other players still get out, but they only get to keep their resources and mods and get no creds, while the double agent gets the agreed upon amount of creds.

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