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nipsen

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Posts posted by nipsen

  1. Again, I've stated over and over again that I'm happy for DE to add as many new and fantastic effects as they like. However, they have to be well optimised to ensure that they're unlikely to crash the game out in normal circumstances on the average PC. Almost all of the effects that have been removed weren't removed because they required high-end PCs to use, they were removed because they didn't perform in a way that DE felt was acceptable. There isn't some conspiracy afoot where DE wants the game to look like crap, they're simply being a responsible and deliberate developer who made a decision to cut features that they clearly felt weren't adequate.

    hehehe. Gods.

     

    So a "responsible developer" doesn't just put a standard feature set in a default settings package. And for example put "experimental effects" on the ones they haven't optimized well yet. Instead a responsible developer remove the effects completely, because just having them in the game entices stupid kids to make their computer run more sluggish. And a responsible developer treat their player base as if they are at best simplistic in the way they think. Because anything else is going to give them bad press, because users are superficial and dim, and easily influenced.

     

    No offence, guy - but do people normally become extremely impressed with anything you say, so you've never had to actually think about what you're arguing before? Or do you simply get praised as a rule when underestimating groups of people, in this case "normal users", to the point where you insult them for being compete idiots?

     

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    To op: you can add movement animation sets and tileset complexity to the list as well. They streamlined the tileset traversal logic a while back (parkour 2.0), and reduced the number of combinations for tilesets, etc (making things easier to test, and easier to develop .. which they then answered by putting enough frills on each tileset slot in the Moon tilset so it'll slow down any computer anyway, etc. ....*shrug*).

     

    And the movement animations for each frame is something that takes a lot of time to develop, and I think removing some of the traversal jumping and leaping, along with the wallrun, etc., could (read: making the wall-hold generic, so you don't have to account for frame height or arm size, etc., makes tweaking it easier) have been a way to shorten the amount of assembly line hold-ups for new frames.

     

    Of course, choices like that are generally irreversible, since adding new animations again later would mean going through all the animations again from start to finish, for all old and new content. I.e., you always simplify when you start making "effectiveness" choices like this. And you never reverse them, even if for example the total amount of work time for the more streamlined model is still high, and gives you less impressive output compared to before.

  2.  

    Long story short, the only effect the investment deal has on the International version of the game is that it gives DE more money/resources to use for future development. Complaining, panicking and being afraid of the deal is more or less complaining, panicking and being afraid of DE having more resources for content development purposes. It's a ridiculous and silly thing to be afraid of.

    I.. guess you could have put up something about what it means for you as a company and a developer, though. How much of that money is going to be spent on new projects, what you've planned, etc. What we're reading in plain text is that Sumpo Chicken paid 70 million dollars to acquire the majority of shares in DE, after taking an interest in F2P games in terms of how steady and long-term the profits of specific projects seem to be.

     

    And while.. people don't seem to be very open to listening around here... we're sort of interested in whether the agreements you've signed with Leyou suggests you're going to for example own your own content and control it to market (except for in China, and so on). And whether or not it's likely that there's going to be a long string of curious attempts to make the games you've created steadily more profitable by squeezing the existing player-base in the short term, etc.

     

    Or, for example, if the approach to f2p in the Chinese market should appear to generate a more steady income, that there will be irreversible demands to make changes to the international version if the board should think that's a good idea. Along with whether DE is prepared in any way to resist that with more than "we don't think it's suitable for our market", or something like that. Perhaps you have a good dialogue with Multi Dynamic Games, and they are completely on board with running the game for a steady and long burn, like obviously it looks like. And that there's absolutely no risk that someone is going to push for a little bit of extra boosters and real money content just before a report, and things like that.

     

    Because we've all seen a lot of very bad examples, either as players or someone involved with developers directly, when a good game and a talented studio is suddenly completely dominated by demands for arbitrary milestones, are pushed into spending time on mapping metrics for progress than actually produce content, and also are literally forced to ruin their games by "market demand" from focus-group testing that is as expensive as it is completely useless.

     

    Could also come up with a comment or two about how it affects the design of for example Warframe, and if, I don't know, Steve or someone would talk about whether or not he's going to spend more time on design, and coordination of different tech. Or if it's going to be more production in bits and pieces that will be left up to a second layer to put out in some way or other that they have no stake in.

     

    Because as open as DE are about this, like with other news you report :D a bit randomly, we can't read anything about what it means for what DE's games are going to look like, and whether they're going to be worth spending time to even try.

     

    Along with that, I mean, there are so few games-studios nowadays that do anything remotely creative, usually by top-down design of the whole company structure involved, that you could really score some impossibly easy PR points with a lot of independent reporters if you could present a just.. an inkling of a probability that the studio is going to have long-term - years - to figure out whether something pays off or not, and how the approach is working. As opposed to being dogged about falloff in plat sales every month in Warframe, etc. And that this involves careful design and planning from the bottom up, which DE may perhaps be as ecstatic about as some of the players of the games would be.

     

    And things of that sort. As opposed to "we're pretty certain that our new corporate masters will understand that they shouldn't do anything stupid". Because that's not how things work.

  3. When developers do something like this outside a specific project, or a particular timeframe, it's usually from need to invest in some other future, unspecific project, or to cover running expenses over time, securing payments for a set number of positions, etc.

     

    So it's absolutely possible that this has nothing to do with Warframe, but that it's a way for DE to engage a bigger part of the studio on other tasks while they're not stuck working on Warframe. Like a new game, or motion capture tasks, animation, sound production, small design jobs, engine tech development, things like that. Going by memory now, but I think DE was made on partnership deals like that with developing third party tech. And there are a few opportunities to control what is being done if they don't need to work for other game-devs, that then typically have a huge publisher on their backs.

     

    Of course, it could also mean that all DE games, also existing ones, will turn into serial-produced p2w mmo fodder. But you sort of wonder how that would actually happen, or be beneficial to anyone.

     

    btw: small print stuff - my guess is this is a hugely convenient thing for DE, and that that has been the motivation from the beginning. They don't have to file their own accounting, but don't give up ownership rights or are locked out of propositions, they will have easier access to loans. And likely would only give up publishing responsibility for the console versions. Which requires annoying and careful attention to MS and Sony processes. If they're clever about this, and there's little reason to think veterans like this wouldn't be, then this probably just is a huge weight off their shoulders.

  4. Mm. There's some weirdness going on if you get two "overlays" in the screen at the same time, at least. Like, one Lotus commentary and one hacking panel.

     

    And I know that if I try to run Warframe in "borderless windowed mode", then I get a similar problem on my laptop - because even if it has a perfectly good nvidia card, the driver insists on writing a double-instance of some sort so the buffer on the intel graphics card can render the screen. So when the bandwidth to that memory area is too slow, things croak completely. It's the same effect you see in the game when you get too many overlays. In the same way, a worse or a better dedicated card (on the desktop) with it's own pipeline doesn't have that problem.

     

    So likely they've been a bit careless with the direct addressing on the overlays in WF. But you shouldn't see these extreme slowdowns if you run the game in a full-screen mode, even on an intel graphics card.

  5. Your user isn't allowed to write to the install-folder.. likely under "program files" or something like that. Usually happens if you install from a different user, or elevate privileges during install, that sort of thing. It's sort of a design flaw in Windows that likely will never go away, thanks to the superiority of a Microsoft University education over a real one on the "job market".

  6. WTB a Vectis Prime receiver

     

    Can buy for plat - pm me a reasonable offer. Sweeten the deal for a Rhino p helmet sacrifice on top.

     

    Also want to sell:

    Latron p set

    Scindo p set

    Orthos p set

    Lex p set

     

    edit: bought a receiver

  7. Aaand this is why I don't play competitive online games any more. 

     

    "Lag is part of the game, git gud". Also, "I'm not going to bother my precious brain with information I don't understand".

     

    Have fun selling the game to people like this, DE. 

  8. For example: Here's a real example of a policy by a major console production company, who they imposed on everyone who were to deploy software on their platform.

     

    Their reasoning went like this:

    1. If people who live out in the boonies (read: Greenland, Iraq, South Africa, Siberia, etc.). Then if they cannot play the game at all, then that's a disaster for the smaller regional offices.

     

    2. Therefore, the idea is to reduce matching limitations until they're practically inexistent. So that everyone will be able to get into a game.

     

    3. And therefore everyone is happy.

     

    4. And everyone will earn money on sales.

     

    Note that this is the existing narrative at for example Sony, EA, Activision, and Microsoft. This is how "the industry" demands that server matching schemas are done, because in "theory", having as many potential matches as possible will "increase customer satisfaction". Which basically means: "it lowers the time you have to wait before you play".

     

    What actually happens is this:

     

    1. The tiny region initially had, say, 1500 players active throughout the day. They could successfully connect to approximately 1/4th of the total amount of players worldwide throughout the day, if they stayed connected at all hours, with the previous matching limitations. However, there is a chance that if the player count drops far enough, there will be perhaps many times during a 24h period that the region has less than 100 active players, who only will see each other.

     

    If you lose a large amount of players all of a sudden as well, and the game isn't very popular -- there is definitely a chance that there are no games to match into at all (which is the horror-scenario for Sony). But, the players would know, with these very lenient restrictions, that if they connected to a game, then that game would flow well.

     

    2. But we launch the game, and we remove those matching limitations, and allow people to connect in from outer space, regardless of connection quality. And what happens now is that even if you had more than enough local players on - at all times of the day - to have full games non-stop. What happens is that they would already have connected to a laggy S#&$ty game on the other side of the globe, long before you were online. Because the game doesn't wait and expect there to be local matches turning up, if they are not already there when you log in.

     

    3. So instead of insuring that everyone can play, what we've made sure of is that everyone lags. We wanted to avoid the people in the boonies from not playing the game. But now that every game they play lag like crazy - even beyond what the lag-compensation can normally take care of - they're not playing the game anyway.

     

    4. They could have been playing with 1/4th of the player base just fine. But now they can play with everyone, and the game lags like S#&$. 

     

    5. Success!

     

     

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    I mean, I don't really have to explain why I'd rather not be matched into a game if it lags, instead of just playing the game for 5 minutes alone, instead of 12 seconds maximum, until the first person from Nepal logs on, right? You should normally just read that sentence, and say: "OOOH, THAT'S AWESOME BECAUSE IT'S YOUR WISH! IT SHOULD HAPPEN INSTANTLY IF IT DOES NOT INCONVENIENCE EVERYONE ELSE UNDULY!!.

     

    But now I've gone ahead and explained it anyway, so people will understand that there's a good reason for it as well. Not that I'd expect anyone to read it, or understand any of it. But there you go - definitely more fun writing bs here than playing the game at this point.

  9. And no, it doesn't make a difference to limit the ping in the options - when there's no "if you suddenly start lagging after you start uploading more than 1kb/s, then we will kick you as host" option in the game. You're stuck with these 33.6k modem guys, and they're always valid hosts that your client will connect to.

     

    Also, 300ms is actually a lot. This allows me to connect to most of the US, South Africa, half of China, and Japan. But if you jump through a proxy, and you can't actually get a stable stream over udp later - then that just isn't low enough, right?

     

    Or is that really difficult for people to wrap their heads around again?

     

    I mean, I'm just saying - if this is something you've never heard about before, then ask away!

  10. Well, you sound like you have no idea what this is about. But threatening with anything isn't going to work for either of us over the internet, so why not valiantly ignore my bad temper, and then shut up and listen?

     

    Important things to know:

     

    1. There is no "distributed server global wide network" thing. DE have their stats-servers in Canada, or addressed through some proxy in the US (presumably for an extra layer of security or maybe redundancy, I don't know). And nothing in the games when it comes to gameplay and flow and so on depends on the stat-servers. They allow you to sync very late to the stat-servers as well, to avoid basically getting disconnected and losing progress (which happens very rarely now).

     

    2. All "hosts" in Warframe are players. That works completely fine. Given that a host can upload to these three other clients/players.

     

    3. Normally, this requires something like 12kb/s at the most. A client player needs less than that for upload. And 12-16kb/s is actually the lowest possible upload speed you can get for any dsl worldwide. If you shop dsl out of the back of a truck in Jakarta, the upload speed on the copper-pair will be at least capable of 15kb/s.

     

    4. Nevertheless, hosts are chosen that clearly cannot upload consistently to three clients. 

     

    5. And this is new with the latest patches - as a result of that, clients don't disconnect from the hosts. And the hosts don't get booted from the game if they lose their connections to the stats-servers for a very, very long time.

     

    6. Meaning that you now have hosts that lag throughout the game, and still manage to play all the way through it.

     

    7. Since they now are valid hosts, and register as valid hosts - you get these weird connection sequences to the super-laggy hosts that break matchmaking. And if you get in, everything in the world lags like crazy. We're talking walk through laser-traps without triggering them type of lag - there's not enough information in a semi-smooth sequence that can be used to extrapolate what happens. So everything is stop-motion.

     

    8. And these hosts then stay in as valid hosts no matter what. Likely they time out and don't match into games as easily. But they stay as potential hosts indefinitely throughout the games.

     

    9. And note that you're never kicked in Warframe for lagging. You're "kicked" because you disconnected completely on your end, and were then unable to reconnect via DE's servers, to the same game-id you were connected to before (this isn't the "reconnect to game you disconnected from", etc., this can happen during the game several times).

     

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    So you might ask: why would DE consciously force people to play with people who lag like crazy, so everyone who play the game gets pissed off and leave. Including the laggers, who now have to play with people who lag, instead of playing alone with normal framerate and node-generation.

     

    The reason is that the intention always is to "help" people who complain about getting booted from the game into a game. See, in customer service, the worst problem in the world is to have people who "can't play the game at all". This is gruesome. Even if it's because someone cut their ethernet wire with a pair of scissors - these guys at customer service will note the user's concern. And then send requests to "coding" that says: "People cannot connect to the game - much gnashing of teeth, please fix".

     

    And this request keeps being sent - even if 99% of the people who play the game are completely happy - until, as is actually the case in WF, that they eventually allow lag that no one on Earth should technically be able to have to any other point on Earth, even on a bad route.

     

    Basically, DE - like any other company in the games-industry - will on principle never say: shut up and fix your bloody connection. And don't come back until you have fixed it, because you're RUINING THE GAMES FOR EVERYONE ELSE. AND THEY ARE MORE PEOPLE THAN YOU WHINING LAGGING BASTARD, SO I WILL NOT PRIORITIZE GETTING YOU INTO A GAME, IF THAT MEANS PISSING OFF AT LEAST THREE TIMES AS MANY PEOPLE. 

     

    So that's my problem with this. I don't want my own experience with the game ruined, because some rare moron insists it should be their privilege to host a game for their Sol-system wide clan members on their 33.6k modem. 

     

    Instead, I'm proposing that it's massively better for DE's business to tell these guys to F*** off. Because they are fewer than the people who get their games ruined because of this "unlimited ping to any connection point" bullS#&$.

  11. Can you please not let people who lag several seconds to the host join?

     

    It's been bad before, but when I have "Europe" as a region - why do I consistently get matched to some guy who lives on the opposite end of the planet?

     

    And if you have "matching" in the game at all - why will, invariably, the host be the guy on a 33.6k modem, connected to a sattelite uplink via Mars, down to Earth again, through a swamp by uninsulated ethernet cable, and then to a computer that NATs via a manual phone-switchboard, and consistently fragments udp-packets?

     

    I mean, you do understand that I'd either rather not be matched into those "open" games. Or else not have these guys matched into my games?

     

    Or is this something completely new to you? That no one in the community team has ever heard about any of this "internet" "technology" thing before. If so, I can explain what you have to actually do.

  12. Question: can you make us a decent two-handed longsword? And a stance to go along with it as well. Not a martial arts movie dance, but something that will focus on cutting and stabbing properly.

     

    Oh, and suggestion: make the boss-fights into three-part quests, progressively more difficult, that you have to finish to get the rewards.

  13. I think maybe they should have the wallrun trigger if you hold sprint while you start a wall-hop. So you can release sprint halfway, skip and change wall on the fly. Or release sprint and hold aim to latch. And then continue the wallrun after another skip, etc.

     

    But yes, great suggestion.

  14. Derail much?

     

    Do you have any ideas to improve what you don't like, that are related to the topic?

    Point was that you had slide and jump block before u17, and it actually worked. I.. well.. literally haven't seen anyone else than me use it after playing 1000 hours. But I've had several successful builds based around melee that random people have asked about how in the world I managed to get to work. They were entertaining, and they were risky, and made the game interesting. Or, it was yet another weird way to change the way the game worked by building the frames differently than the standard builds, so you could play frames in different roles than what you would expect on the first try.

     

    So when they change melee to be more predictable and needing less.. knowledge about the different targets, how much damage they'd do normally, where you could possibly survive a rush, that sort of thing. While also making sure that melee is completely useless as a primary against level 40+ enemies. Then that is a bit disappointing, when it actually worked before. And I really don't think that adding more super-abilities or making blocking have more damage reduction is going to solve anything.

     

    Because it's still not going to have a risk from using it. It's just going to be more abilities and extra stuff you can do. And that remark turns up because all successful games are made with a risk element. You have to make the player feel there's a risk involved, and creating some sort of puzzle they can solve along the way to get out of danger, or whatever. If you don't have that, then you're just playing tic-tac-toe with four rows. It's never going to involve any sort of gamble or any kind of skill, it's just going to be like pressing a button very fast until you win. And then you simply stop playing and do something else.

     

    I'm just saying that if they want to rework the melee - fine, do that, I'm not a designer, I'm not the one setting up how this should work. Perhaps there are other ways to make melee have advantages and disadvantages, and maybe there's a way to do it with the current system as well. But it's not going to work with a flat damage reduction. That not only makes melee as comically overpowered on low-level as before, but also useless once you get to the high level enemies.

     

    I mean, that's the problem here - they've essentially forced a very badly modded frame setup on everyone, removed customisation options, and removed several of the techniques you could use to make melee interesting and fun. And I sort of want to get that out of the way, for example when the suggestion to fix it seems to have been an inadvertent suggestion to simply revert to pre u17 rules. Which I agree they should.

  15. Basically, she's only as good as the person playing her, and rarely ever the other way around like many frames.

     

    Mm. And it's kind of sad that DE seems to think frame setups like these are unpopular, or that we don't appreciate them. Because those weird and extremely different playstyles between the frames is basically the reason why I enjoy this game, at least.

  16. ...also, flow is sort of useful right away for several of the low max energy frames. And if you're the kind of warframe builder who rely on damage reduction abilities, rage and melee block... or relied, I guess, after u17.. then you don't want to waste the opportunity to stock up on energy. Some people just use flow so they can bank on being able to keep their duration based build going longer, without needing more than the random energy pickups and siphon.

     

    But yes, flow without energy efficiency doesn't make sense unless it's with quick thinking and 

  17. Yeah.. worked pretty good to go with range mods and the boom augment. Banshee isn't really about strength and casts, and is a bit underwhelming in general. But it can be very useful in a team if you go with high range.

     

    If that doesn't work for you, you could mod for duration and strength, and use the sonar augment + silence. And run around quietly pondering why not everyone playing solo is doing that.

  18. Anything, for the love of god, ANYTHING to make melee viable. Melee 2.0 did nothing but add more animations, melee still is not on par with gunplay and is suffering major weakness no matter what you use.

    *sigh* ...because blocking shots in the air or while sliding was so incredibly useless before the update... or something like that..? Were several ways to make melee primary work well pre u17, and very few options now. And what was missing was a way to direct the attacks up and down at an angle, to aim the slice with the viewport instead of with the jumping height.

     

    Other than that - breaking the block by expending stamina too fast, that was what made melee fun. That there was a risk, so you would create tension in the game. So removing that and replacing it with rote, boring routine isn't a good design-decision if you want to entertain people, is it?

  19. The thing about melee before u17 was that it was actually balanced really well with the stamina mechanic. Starter frames would get a decent buffer against low level enemies, just as a well-modded melee-frame with stamina upgrades would have a short grace-period against high-level enemies. But if you overextended yourself and depleted the stamina (by attacking - specially with heavy weapons), your guard would break and you would be vulnerable. That was the concept I had for several builds - transforming puny mobility based, non-armored frames with abilities typically used on range, modded into being more effective fired point blank. Faster casting, lowered range and duration, or efficiency to max at cost of duration and strength, etc. High-risk, high reward.

     

    And what we get now is a melee concept that perhaps has to buff shields and shield recharge instead of stamina. Which really makes melee block work exactly the same way as it did for low-level enemies - you're still mostly invulnerable while blocking. Or, you could simply not block, and still be mostly invulnerable. :p But where the incoming damage over a certain level is so high that it rips through the block and the shield on the first shot, and forcing you to either use guns, or jump around with the new head-skipping and bullet-jumping to avoid being hit altogether. At the same time, you would be shot to pieces on most missions if you didn't mod for stamina and block before u17 anyway.

     

    So any of those melee concepts simply don't work after u17 (either on low level with low level frames, or high level with high level modded frames). And I'm kind of reluctant to criticize as well, because I've been mostly on board with the changes DE have made so far, since you can kind of see where they're going. But here they're just removing customisation options (like they did with removing the power mod cards, before introducing the augments), and really removing melee as a primary altogether as well. Basically, they're creating rules that completely favor the annoying off-hand quick-melee use, by making the option to it useless. It's no different than just removing the option to have melee weapons as a primary for "simplicity".

     

    Not a good change, in other words. And I don't think it should be "fixed" by making block have higher damage reduction, or letting channeling be more energy efficient. Because then you're still missing the entire point with using melee as a primary - where you sacrifice attack for a usually very short time, and gamble everything on getting in a good hit (for example with channeling). Or where you're getting solid defense for a short time while retreating, if you didn't overextend yourself in a fight and ran out of stamina. Sliding and blocking when closing in, for example - also doesn't work now.

     

    What they could have done, was to let stamina stay, and have bunny-hopping, wall-climbing, etc., drain stamina fairly slowly. And that would have worked better than an invisible timer - that often sabotage you if you're hanging over a bottomless pit as well, when you actually need to know how long the timer has run, instead of when you're just skipping randomly on the walls in a hallway and you don't care about falling down, if you decide - for whatever reason - to start the countdown timer moves.

     

    Not well thought through, simple as that. I mean, they could have a block that has 100% damage reduction while the glide/hold/slow-down timer runs, that then drops down to normal half reduction afterwards. But that again would still not work as well as blocking through stamina did. Wouldn't be balanced to only work with high stamina frames either.

     

    So no, not seeing where they're going with this. Unless it was to annoy people who used the rules to actually make primary melee work better than guns, if you could deal with the risk, etc.

  20. That's a fair point. Specially after the horrible "let's get rid of stamina! That's a brilliant idea!" update. And all of those observations are based around how people in general seem to be playing, and the logic is undeniable in that sense.

     

    But the truth is that if you play a bit differently, are a bit more circumspect, deliberately block while charging, triggering a defense boost before switching to offense, use the powers to disable or slow enemies on close range, exploit the knockback most weapons have, and the fact that you're difficult to shoot through an enemy, for example. Then you're much more difficult to kill than if you stand and wait until the AI one-shots you. And I'm not going to claim that my melee nova build is invulnerable - but because of the block (and marathon mod, until now), and that nova has two very solid powers she can use to avoid damage in cc, that was a solid build that actually worked in melee against very high level enemies. And yes, high MR people freaked out when that actually worked on the fifth t4 defense extraction, when the guns stopped doing enough damage.

     

    There are several other more solid builds as well - trinity melee towards duration, for example. Practically invulnerable if done right, even without maximization. And it's possible to occupy entire groups of level 50 crazies outside the objectives with that, in a way that isn't possible with guns. So when you can do that in the game - should you really change the mechanics and encourage a way to play melee that pans out and becomes useless after 10mins in t4 survival anyway? Because just like you say, even if you buffed melee to 11, it's not going to make a difference. Since melee, played that way, is always weaker than guns.

     

    I'm just saying that it's a curious that DE won't expand on the options to make the high risk melee builds potentially have higher rewards as well. Instead of gearing the melee towards how "most people" seem to play melee, with just mashing the melee button with an off-hand weapon. Specially since that's.. not really going to work in the end anyway, and the game already had some options for making melee very, very strong.

  21. Not really a fan of the tip-toe moves over the endlessly running wall-step. Even if the wall-run was already physically impossible, the tip-toeing just immediately breaks immersion.

     

    I guess I kind of see why it was picked over more fluid transitions, since triggering the jump to a different surface, and so on, is easier to control this way. That if you have one jump, you would need a delayed response of some sort that might be difficult for some players. It's the kind of thing I can vividly imagine game-testers would say is going to be a problem. And in a sense they'd be right - but it really should be possible to have the old wallrun, and then trigger a direction push with a controller indication, or a keypress, and just allow the wallrun to continue for as long as you hold the jump button down.

     

    Or alternatively -- combine wallrun with aiming right away, so it would be very easy to aim to the next surface you want to jump to, and the have the jump initiate when you release aim. That would have been a very simple and easy way to make it possible to string together wallruns at different heights and in up and down, into a vertical run, and things like that.

     

    Removing stamina as well -- not a huge fan. Imo, it should be reducing both parkour, sprint and endless melee block. So instead of removing it, the stamina mods should have been made more useful. Having abilities synergize with stamina more, etc. That's the reason why stamina is ignored, or for example not used in melee builds very often. But having it in the game made it possible to transform a fairly weak frame to a melee frame, if you invested in boosting stamina. So not a huge fan of how this turned out.

     

    Bullet-time -- cool effect, and might be fun. But it's a bit difficult to see how this would actually be useful in actual gameplay. So all in all - not really a huge fan of the update. Honestly, it's a bit difficult to see how it squares with the initial trailer for parkour 2.0 as well.

  22. ...nah, good melee builds still outmatch guns :) Or, a semi-competent melee build can easily be more effective than a rifle loki during stealth. Melee doesn't need a buff, the game just needs to encourage mid-level specialist melee builds more.

     

    Until then.. it's still fun when randoms freak out because you /put away/ the rifle on the 4th t4 defense extraction options, to do enough damage.

  23. Mm. Melee is extremely strong as it is. What might be useful would be a few corrupted mods similar to spoiled strike, that would increase critical chance at the cost of speed. Or increased critical damage at the cost of damage. And have those drop in places that are available a relatively short time into the game. Since you could be able to use those at the mid-level of the game without upgrading them to max. While also fitting them on certain weapons late in the game to create some specialist builds that synergize with suit powers, etc. Would make the "add elemental damage to weapons" augments more useful as well.. And rifles already have those mods (creeping bullseye and hollow point - which usually only works with a few specific weapons, or with volt's shield, and so on).

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