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(PSN)L-B-H-100

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Posts posted by (PSN)L-B-H-100

  1. it is very appreciated to bring back endless mission types back to farming void items, but what the devs offered seems to require the player to use even more keys, or relics than they did before void 2.0.

    basically, players would need to use one relic per wave, which seems unfair considering each wave would be tougher than the last.

    this will potentially cause players to quit on the first wave/round, then play it again because of the small amount of effort.

    this could be resolved if the difficulty of each round after another allows the relic's drop chances to increase.

    or the simple use of one relic, or the first relic picked, at the beginning of the mission, then presuming to use that same relic per round without using other completely different or similar relics.

    hope the devs take this to mind.

  2. 3 hours ago, --Q--Voltage said:

    you mean wall hopping, the downgrade and waste of time that replaced wall running. bullet jump, slide and copter thrusting are the way around these days. If they re added wall RUNNING, then yes i support this 

     

    5 hours ago, Torhque said:

    I miss the old wall-run

    The new hopping variant sucks for gamepads

     

    a lot can be said about the new wall running in negetive ways.

    over all of them, all i think in my head every time it is mentioned is...

     

     

    Spoiler

    I miss the wall launching bug. :(

    so much momentum. so little time.

     

     

  3. the new wall running system in warframe is very limited due to the smallest textures of each map layout.

    there should be a system where the hit-box for the map textures smooth out when the warframe enters a wall running state. of course, this would only work for a horizontal perspective.

    a vertical perspective may need to flatten some hit-boxes in order for the player to achieve an uninterrupted climb.

    i like to wall run on void based maps because the walls of the void have a lot less textures that require their own hit box.

     

  4. 22 hours ago, harvie89 said:

    I like the idea as everything going to be in the cosmetics and I understand about the balancing issues when each animation have different status effect, but it can make the game versatile.

    My opinion about the Noble that it might not be a good cosmetic for me because it might be easier to hit due to the wide hit-boxes. People would still use it because its FABULOUS! (if only you get a knockdown resistance around 15% whenever a dodge/bullet jump is used)

    My question is, does each give different distances and speed?

    If I ever give a suggestion, it would be about have more versatility:

    Swift - both dodges and bullet jumps travel faster but on short distances.
    Beastly - dodges are normal like the original; bullet jumps can travel further, but a bit slower.
    Noble - same as the original
    Acrobat - dodges can travel longer but slower; bullet jumps are normal like the original

     

    But hey, this is your Idea and this is my suggestive Idea. Feel free to add it or not. DE notice me~

    the original concept for the parkour animations is meant to be completely cosmetic with no advancement in stats.

    in the future, if it be from popular demand, i would not mind if the animations presented some form of statistical advantage.

    however, since the animations themselves are consider mostly cosmetic, the developers would most likely charge players for the animations, meaning that you would need to pay platinum for a boost in stats if the animations where to have additional features.

  5. On 8/21/2016 at 9:50 PM, Sibericus said:

    Huh, I had a similar idea back before Parkour 2.0 came around.  It was about making the idle stances affect movement animations.  

    Edit: I feel a more fitting name for the beast stance would be Primal.

    for now, the names arent really the official names of the animations themselves. they are more like an example defining the exact style of the animation: for example Swift is a literal swift movement that features the animations that make the character model looked more relaxed and bent over.

    i suck at tenno speak so it may be a challenge for me to make Tenno based names that fit their style.

    the concept of the stances affecting movement animations is not a bad one. actually, it still has some potential to fit with this concept because this concept does not effect the sprinting and running animations.

  6. 2 hours ago, AuroraSonicBoom said:

    Kestrel and Attica seem like the best bet considering Banshee's signature weapons Glaive and Paris have already a prime version, seeing as they're the same weapon classes and fit her theme.

    i was placing the kestrel on the list as this was posted. not sure if you had seen it or not, but the list was updated as a reminder.

  7. 5 hours ago, cookieknife said:

    they're gonna go stealth and most likely do kestrel prime

    i've forgotten about the availability of the Glaive prime.

    yes, like the reaper prime, the availability of a primed glaive type melee is similar and could present the potential for a new glaive type throwing prime weapon.

    it is likely that the Kestrel would receive the upgrade as opposed to its other variations.

    ill add this to the list.

     

  8. with all of the Prime weapons added in the game, these are the weapons, or weapon types, that will most likely receive a primed upgrade.

    Sparring

    we have not had a primed sparring weapon yet in warframe despite their time with the game. this makes the Sparring type the most likely to be receiving a primed upgrade.

    The Kogake is a Tenno-based weapon style, so it is most likely that if the Developers were to make a sparring based prime weapon, it would be a Kogake Prime. 

    Tonfa

    the Tonfa style has also not received a prime upgrade and the Kronen is probably the weapon most likely to receive the upgrade.

    Claws

    another style that does not have a primed version. if it were to have one, the weapon upgraded would obviously be the Venka.

    Spear

    the spear type is a basic polearm type weapon, but still presents its own unique pole and blade type style. it would either be the Tonbo or the Tipedo that would receive the upgrade.

    Rope and Blade.

    though i really want a primed version of the Mios, i must say that the Tenno based version, the Lacera, would most likely be receiving the upgrade.

    their popularity of a unique style may also increase this weapons chances to become the next prime type.

    Gunblade

    another popular and unique weapon style. the developers appear to show some working progress of this weapon style including the creation of the recently new gunblade weapon. both the Redeemer and the Sarpa have equal rights to be the gun-blade to be upgraded, but leans more toward the Redeemer for simply being here first.

    Dagger

    we do have the duel dagger version, but if the new primed weapon depended on the weapon type, it is likely that the Dagger style may receive the upgrade. as for the weapon, it would probably the ceramic dagger; there is the Karyst, but the ceramic dagger has been in the game longer than the Karyst.

    Duel swords

    this weapon style has also not received a primed upgrade, though its not necessarily the style that had not received the upgrade. the existence of the Duel Kamas Prime places this weapon at this point of the list. i guess it depends on if the community is satisfied with having duel scythes to represent the duel swords category.

    Rapier

    another weapon type that has not received a prime upgrade but least likely to have one anytime soon. if there were one, it would of course be a variation of the Destreza.

    (moved to a lower level due to the Destreza being the only rapier in the game)

    Archwing.

    we still have not received a primed archwing weapon in general as of yet. it is also hard to tell which weapon will receive the upgrade since their are multiple Tenno styled arch melee weapons, but i suppose it falls under the Veritux for being one of the first arch melee weapons in the game and the first that the player acquires.

    Scythe

    a new scythe weapon has the potential to be the next primed weapon due to the reaper prime's unavailability. however, because of the Reaper prime's existence, it is still controversial whether or not we will get another Scythe style.

    the scythe itself would most likely be the Anku for its Tenno Style.

    Glaive/throwing type

    like the reaper prime, the availability of a primed glaive type melee is similar and could present the potential for a new glaive type throwing prime weapon.

    it is likely that the Kestrel would receive the upgrade.

    shield and blade

    there is currently no Tenno based, non-elemental, shield and blade style. for its elemental value, the Silva and Aegis is not likely to be receiving a primed upgrade due to most primed melee weapons focused on pure damage and no elemental value. the devs would need to either make a Tenno version of the style, or let the Silva and Aegis be the first elemental based primed melee weapon.

  9. 3 hours ago, Kenshin98 said:

    agreed, but there won't be enough nodes to support all of these tilesets 

    they could always make more, that is always an option.

    currently, there are 7 nodes with the original forest tileset, and i have listed up to 7 different tilesets above including the two debatable environment additions. not including the corpus sky themed tileset style and replacing it with the forest themed style would fill up all seven nodes, each with their own environment.

    however, i would like at least two nodes dedicated to each environment. each with different missions so that, for example, an exterminate mission is exclusive for the dessert style environment. the devs would need to actually move the nodes anyway to have it make more sense with the mapping and layout of the planets model.

  10. Earth is a Grineer inhabited planet that is overgrown with wildlife and forestry. but is it like that entirely?

    we can clearly see that the model of earth itself via star chart seems to have signs of frozen, dessert, and ocean environments.

    Mariana is the only node with a different theme, the underwater map style of Uranus and the law of retribution earth trial also features a dessert like environment as well as the Ceres environment. why is it that not all nodes have different environment styles?

    i propose a concept that gives earth more environments.

    the concepts main purpose is to place more environments on Earth to make it seem as if the planet is more than just oversize plants and ocean. the earth trial may already do this, but limit the diversity of environments to only one game mode.

    these environments include Ocean (Uranus), Dessert (Mars), mountain (ceres), and asteroid mining plant (yes, even this).

    why these environments?

    first things first, they are all grineer inhabited environments. which would not harm the grineer inhabited planet of earth.

    secondly, they all have their own unique environment. though the Mountain themed environments of Ceres may be debatable, but it is as close as a mountain themed grineer environment as it can get.

    but why an asteroid themed environment? the theme could be both an asteroid mining plant and an underground mining cave.

    debatable suggestion: corpus arctic and mountain environments.

    i am simply talking about the Arctic environment style of Europa and the mountain environment style of Venus/Pluto.

    the problem is that these environment styles are inhabited by Corpus, the opposite of the grineer.

    however, we can make sense of it by simply implying that the corpus would need to set up bases near Lua to continue their conflict against the grineer.

    extremely debatable suggestion: corpus themed sky environment

    the closest sky themed environment i can think of is the environment of Jupiter, taking place above Jupiter's toxic clouds.

    no, it does not make sense for the corpus to harvest the clouds of Earth, especially if the grineer threat is near. though it would be nice to have a sky themed environment added to Earth.

    __________________________________________________________________________________

    if you like this concept, please support by clicking the bottom right green arrow on this topic.

    let me know what you think of the concept itself in the comments down below.

    thank you for visiting

    Fight on, Tenno!

     

  11. Sony has really let down those whom have placed their trust in them.

    their free games offered to PS4 plus members so far have all been indie games, while PS3 plus members have been receiving last gen games.

    some PS4 exclusives have decreased in value over time, such as "Infamous: Second Son" and "Destiny".

    other PS4 exclusives where extremely over-hyped, then became disappointments after the games release.

    on top of all this, there had been rumors of another PlayStation console in development already.

    now, Sony is getting even more greedy than they are now, and this time they are being very straight forward about it.

  12. 3 hours ago, Rehtael7 said:

    Mesa can be CC or DPS, trinity can be healer or tank, saryn can be status spread, unkillable or miasma melter or melee clouds, and then there are roles that fall places in between, like Atlas, who's damage, cc and tankiness, but not good at any one of those things.

    CC would also fall under the catagory of and assault like role; to make sure the number of enemies do not negatively effect the mission (as mentioned in the concept).

    some healers can be like tanks, but not because they can take the hit, mostly because they can heal themselves; i consider trinity as primarily a healer.

    saryn can mostly dish out a lot of damage, so i would consider her as a damage dealer.

    atlas can also resist a lot of damage, so i do consider him to be primarily a tank (another thing i have forgot to mention about the basic concept of tanks, is that they can draw a lot of attention from the enemy; Atlas's rumblers do just that.), the same can be said for Valkyr, but she is mostly used for dealing damage and weakening the enemy.

     

     

     

  13. 2 hours ago, Rehtael7 said:

    Many of the warframes don't really fall into those categories. I think this would be a net negative for pigeonholing frames into certain playstyles.

    i do agree that some warframes have roles specifically for controlling and even weakening enemies.

    either way, some of these roles do fall under the category of the four roles presented in the concept.

    what warframes do you have in mind?

  14. 3 hours ago, Rehtael7 said:

    Roleplay being a term more aimed at pretending to be someone else. In other words, playing the role of a character, which is what traditional role-playing-games were more about, but the genre saw a bit of a divide over the years, creating class-role-playing-games and character-role-playing-games, both of which end up with the title RPG.

    For example, I can play the role of Commander Shepard, or I can play the role of DPS on my dungeon team.

    the same goes for playing a healer, tank, assault, and assassin role.

    its the same concept, just in a different perspective and presentation.

    any way to look past that an give an opinion on the concept itself? i would really appreciate it.

  15. role playing is presented in many games. some of these roles have a specified rewards for the players long term goal.

    The concept of a role is to play a part of the mission and receiving rewards for doing so. These specific areas are separated by up to four roles; the healer, the tank, the assassin, and the assault.

    Let’s explaining each common role.

    The healer is meant to keep players on the field of battle. His or her role is to provide fellow teammates with health buffs, resistances, or additional stats.

    The concept of a tank is to not only “take the hit” but to also take the hit for others.

    The assassin is meant to take out any enemy of strong influence. The role is not only just meant to kill any enemy in a stealthy manor. The game, “Assassins creed” has a right to claim the title, since most of its missions are based around killing specific enemies of strong influence over other enemies.

    The assault is to make sure that enemy numbers do not increase the mission’s difficulty. They are to take out many numbers of enemies in a short amount of time.

    How the game currently presents these roles.

    Healer based warframes give players a great advantage over survivability during the mission, or a short term goal. The reason we do not see a lot of these players is because they provide less reward and satisfaction to a player’s long term goal, taking place beyond the current mission.

    The warframe tanks have strengths that allows players to “take the hit”. But what about taking the hit “for” players other than themselves. Some tank warframes are not able to due to the lack of the ability. The only reason players do use these tank warframes is because their strengths give them enough time to take out a large amount of enemies. the other use of a tank warframe is to give themselves enough time to pick up allies if the battle gets too complicated due to the amount of enemies. rather than a warframe tank taking the hit for allies, it is mostly just for benefit of the player using the tank.

    Assassin based warframes can give players a lot of reward during solo play. I myself run Loki spy missions, and receive plenty of affinity points every hour or so. Even so, they barely have a place on long term co-op missions such as survival and defense; unless that player is willing to target enemies of influence and ignore normal grunts. Plus, they receive less reward and a lot less survivalbility due to their low health. speed seems to increase the chance of them surviving, but once the enemies accuracy is ranked to an extent, agility based warframes are punished.

    Assault, or crowd control based warframes, are among the most popular. They are the warframes that focus on the player’s long term goal of gaining more affinity for their gear. This is a bad thing. Due to their high reward, players are abusing the role and receiving more reward; not paying attention to the short term goal of the missions. As mentioned before, even tank frames are being used as assault frames. The basic way to gain a lot of long term affinity reward is to get the most kills, and the assault based frames due just that. It’s because of this, that players would rather make crowd control builds instead of other roles.

    It really comes down to the abuse of assault based roles. Players prefer more reward for their efforts in video games and it seems that getting the most kills seems to be more appreciated than healing or protecting allies.

    The developers seem to prefer to focus on the player’s current objective instead of the long term reward when playing a specific role. I do admit that keeping players on the field is a reward of itself, but how does that effect the player’s long term goal? Receiving shared affinity for keeping players up and running is rewarding, just not as rewarding as the players actually getting the kills.

    The assassin role is mostly rewarding for solo based missions where enemies are unaware due to the player’s effort. However, they are not as effective or rewarding during co-op. naturally, assassin roles would rather take mission were they can control the attention of the enemy; going solo and avoiding wave based missions.

    Tanks are meant to take the hit for other and not just for themselves.

    The assault role gains enough if not too much reward. So the role does not require change at all.

     

    I recommend a role playing system.

    The goal of this concept is to give more reward to warframes built specifically for either healing, taking a hit, remaining undiscovered by the enemy. This along with passive perks to further help these warframes play their specified roles.

     

    PERKS AND AFFINITY REWARDS

     

    Healers

    Spoiler

     

    Rewards

    Healers will receive a constant flow of affinity if they are able to keep all other teammates above 30% health and only if they are around other teammates. If one teammate is below 30% health or is not around the healer, that healer’s affinity gain will be decreased by -25% (-12.5% during trials) until that teammate is healed above 30% health once again.

    Healers will also gain additional affinity for reviving teammates.

    Passives

    Healers will have additional range to their revive, meaning that they can revive teammates from a distance instead of entering the fray.

     

    Tanks

    Spoiler

     

    Rewards

    Tanks will receive additional affinity while blocking damage with their melee weapon. (-25% for every teammate bleeding out; 12.5% in trials) -25% affinity if teammates are not around the player; -12.5 in trials.

    Passives

    Tanks will have an increased chance to be targeted by the enemy if that tank is blocking with his melee weapon near an ally.

     

    Assassins

    Spoiler

     

    Rewards

    Assassins will gain additional affinity for killing enemy eximus and heavy units if the assassin is near an ally. -25% if the assassin is not near an ally; -12.5 in trials.

    Passives

    Assassins will have an enemy radar that detects eximus and heavy units within the area.

    Assassins have a chance to not be detected, noticed by, or targeted by the enemy while in motion.

    assaults will not be receiving any kind of additional affinity. it may be harsh, but they have the ability to passively gain affinity due to the amount of enemies they kill, and they are able to increase their affinity while they are near allies as well already.

     

    the concept will allow players who like to play roles other than the damage dealer to gain a fair amount of affinity for simply playing their specified role depending on the warframe chosen.

     

    if you like this concept and wish to support, please click the bottom right green arrow on the concept.

    if you have any questions, comments, or anything you would change, do not hesitate to post them in the comments below.

    thank you for visiting this concept, Warframe Community!

    Fight on, Tenno!

  16. i admire the choice system at the end of the level.

    not because it gives players the freedom to choose what the want or need, but what they would prefer over the other options presented at the end of the mission.

    we may not get what we want or need at the end of these fishers, but at least we have a choice on what we would prefer to have.

    for example, if i see 3 void items i already have or find under valued and a forma blueprint, i would choose the forma blueprint; it is always good to have one. it may not be what i was aiming for in the beginning, but at least i can end the mission completely satisfied.

     

    this is a system i wish to be implemented to other mission types, so that we can have a choice of which item we would prefer over other choices.

  17. 10 hours ago, NinjaZeku said:

    This reminds me how desperately we need a token system for Sorties.
    Cores are nice, but getting those instead of that last part of the current season's weapon for ~10 days straight ... urgh :(

    yeah, i really do think that they need to implement this to sorties.

    sorties are much more tougher than any of the current fissure missions due to their conditions and requirements. acquiring just one thing out of the available choices does not seem fair anymore, even for a time and process game.

  18. 2 hours ago, FLSH_BNG said:

    Not completely disregarding it, I can still play my current account when I want. I just want to see how the game has changed from the beginning compared to when the open beta first became available.

    i have mentioned that

    8 hours ago, (PS4)L-B-H-100 said:

    sure you have your original account available, but in the end you would go back to that account anyway once the next high valued alert is available.

    same post too.

    why should players be limited to just the beginning of the game just to satisfy their curiosity in one mission? if it is only for the first few steps, players can still create a new account and do so, but i do not see why that makes this concept not neccessary.

    unlike before, the star chart gives us a specified progressive pattern to work with before we can move on from planet to planet; giving us quests depending on the junctions we have passed as well.

    this concept allows the player to go all the way through and make more sense of the pattern instead of just experiencing the first few steps.

  19. the new void item choice concept at the end of fissure missions really speaks to players who like a wide veriety of choices.

    before, at the end of void missions, we got one thing at the end and one thing only. sometimes it was what players wanted, sometimes it was the opposite of what they wanted. regardless, we had to except the piece of garbage and end the mission unsatisfied.

    now, players are given the option of what they want, even though it sometimes is not what they need or what they were aiming for.

    it more or less give players the option of what they would prefer to have over other options.

     

    this is a concept i hope that the developers would implement to other end of mission rewards; giving players different reward options to get what they would prefer over what they do not want entirely.

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