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(PSN)Schobii564

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Posts posted by (PSN)Schobii564

  1. 14 minutes ago, Steel_Rook said:

    In a word, yes. The current melee system already allows seamless, non-animated switching between melee weapons and guns, using the "weapon teleportation" visual effect previously used when weapons were set to not show on your person. In my vision of this system, your character would instantly swap to their melee weapon when auto-blocking, then either instantly swap back when they stop blocking, or continue holding the melee weapon until you trigger either a Shoot or an Aim command. I've no opinion on which is better.

    And to reiterate, blocking should NOT be able to interrupt anything whatsoever. If you're shooting, aiming, swinging, charging a melee strike or double-jumping, autoblock would simply be suppressed. It wouldn't happen. If you're auto-blocking continuous damage and you trigger any of the above actions, auto-blocking would instantly stop and be interrupted with your requested action. I might even propose a slight (0.1-0.5s) cooldown after ending a block-interrupting action before auto-block can occur, to prevent it from feeling jarring. Essentially, auto-block would only work when standing, moving on the ground, jumping or double-jumping and gliding, if you happen to be looking towards the source of damage.

    I'm well aware of the issues autoblock is causing now, and have run into them myself. I'm not trying to pretend they don't exist, but rather that they can be fixed. The current melee system is a patchwork mess of old and new implementations. It has crippling technical issues well beyond auto-block, some of which can leave you unable to swap weapons or even entirely lock you out of your weapons altogether. It interacts REALLY badly with Archguns and water an quite often drops me into a "false state" holding an invisible unreloadable weapon, holding the wrong weapon or switching to the wrong Gear item. All of these, however, are technical issues which can and should be ironed out. We need to fix them, rather than designing game systems around them.

    Autoblock IS pretty bad right now, because it's not a proper autoblock implementation. It's the stitched together leftovers from an automatically-triggering manual blocking system designed to work under very specific circumstances. That's the reason why you're forced into a hover when you block in the air - not because a designer made that decision, but because the old manual block system bound "block" and "glide" to the same action. Now, when your block triggers automatically in the air, it forces a glide because the two are linked when they shouldn't be. But again - these are fixable technical issues, not design shortcomings. If this game had a Test Server, this build of Melee 3.0 would have stayed there this entire time, because it's simply was not ready to go Live.

    Sorry but i dont like blocking on guns, especially with the animations, for me blocking should be for melee what aiming is for guns

     

    And i would greatly prefer to do either of those things manually

  2. 7 minutes ago, Gurpgork said:

    Perhaps you missed when they said this:

    ^^

    Yes, blocking does interrupt things it shouldn't. But this is something that can be fixed, and it doesn't make autoblock conceptually bad. 

    I am of the opinion that blocking should be nowhere near gunplay

    Would you block with your gun?

    Would you block with melee and instantaneously switch back to gun in a single animation? I do not know how they would handle that animation wise and i dont want to imagine it

  3. 1 hour ago, Steel_Rook said:

    That's not even remotely how automatic blocking works. Though the block is triggered in response to incoming fire, the player still needs to be in a state capable of blocking. Even if we clone auto-blocking with a gun out, the player would still need to not be aiming and not be attacking in order to block, and must face whatever they're trying to block. Automatic blocking is as automatic as automatic reload on a dry magazine - it's automatic, but not autonomous. It triggers automatically, but only in situations that the player manually sets up.

    In other words, the slippery slope argument doesn't apply here. Automatic blocking isn't an example of the game playing itself, but rather an example of mechanic that the player controls indirectly.

    None of this is novel in either technology or design. The old Bungie game Oni already has an auto-block mechanic without an active block button, and that's predominantly a melee fighting game. Combat mechanics allow you to block as long as you're facing your enemy and not currently attacking. Some attacks even need to be blocked low, by crouching while again not putting any other inputs. Autoblocking is not a new concept and it can work just fine as long as it's done well. Warframe's autoblock isn't done particularly well yet, obviously, as it's inconsistent to trigger and interrupts things it shouldn't be interrupting, but those are fixable problems which don't require a rollback.

     

    The switch is (or should be, by design) purely cosmetic, reflecting only what weapon your character visually holds. It doesn't need to (and I'd argue shouldn't) have any impact on what your controls do. If I click my Aim button, my gun should aim regardless of whether I'm holding it or I'm holding my sword. If you want a manual block mechanic, it must similarly allow me to press a button and begin blocking regardless of which weapon my Warframe happens to be holding at the time. That means an extra keybind.

    None of this is novel in either technology or design. The old Relic game WH40K: Space Marine already does exactly this, with a melee button which always melees and a gun button which always shoots (and another melee pushback button which always does that). Weapon switching is instant and whether your character's holding onto a Bolter, a Thunder Hammer or a Chainsward + Bolt Pistol is irrelevant. Shoot always shoots, melee always melees, push always pushes. Even when playing a gun-only class who doesn't have access to a melee weapon at all, the melee key still does a kick and the push button still does a stomp. There's nothing experimental, innovative or strange about this system.

    Do you use melee frequently?

    Have you read a single post about how auto block interrupts gunblade or any other melee weapon's charged attack?

  4. 50 minutes ago, Steel_Rook said:

    The design goal is that you don't "switch" to anything when pressing the melee key. You have both your gun and your melee weapon equipped at all times, with different keybinds for each.

     

    It's also a decrease in complexity. Channelling is going away, weapon switching is already mostly gone, manual blocking is already gone, combo timing is going away, etc. And yes, that does have a knock-on effect on mods, combos and existing ways to play the game, but there really aren't a lot of good ways to do major structural changes without leaving an impact. Melee 3.0 isn't just an attempt to tune up melee slightly. It's a whole new melee combat system.

    Channeling is not going completely away tho, it will simply turn into something else

    Reducing complexity by reducing functionality is not the way to go, especially with automated blocking, otherwise we could start making everything automated and let the game play itself, then we really wouldnt have to care about what button has which function and if gun or melee is currently active

     

    The currently active thing is important btw, as you only ever have either gun or melee active, you will always "switch" to either gun or melee, with the exception of dual wielding which is right inbetween and hasnt really been inplemented yet

    But it has aim not blocking so its more on the gun side of things

     

    Something automated should never be in active gameplay, maybe passive

  5. 7 minutes ago, Steel_Rook said:

    Blocking has no business interrupting anything. It does currently, but that's a solvable issue rather than a show-stopper. And I wouldn't be opposed to getting rid of blocking, but making it automatic in this way effectively does that.

     

    Again, the point of Melee 3.0 is that it doesn't matter what is equipped. Melee key always swings your melee weapon, Shoot and Aim keys always shoot and aim your gun. That the job is only half-way done is no reason to not finish it. They got rid of manual switching to your melee weapon deliberately and I don't see that being rolled back.

    Guns get 2 buttons dedicated to it while melee gets 1, despite the fact that manual switching to your guns is still a thing

     

    They dont have to roll back manual switching to melee

    Besides you still manually switch to melee by pressing melee dont you

    There might be the need for a button that does different things depending on what is equipped and aim/block would be a prime candidate as it would also function as an universal glide button

     

    As far as i know the point of melee 3.0 is the improvement of combat flow not a downgrade in functionality

  6. No, it would be even better if they got rid of block alltogether, if it works on guns aswell it will literally interrupt everything you're trying to do,

    they also got rid of manual block gliding which was arguably the best form of gliding,

    aim and block should simply be the same button and the action depends on what is equipped

  7. 4 minutes ago, Walkampf said:

    I can telle you, that I prefer the new system over the old one by a huge margin.

    And maybe that's the reason it was removed?

    Stacking defenses on defenses on defenses basically made block-gliding an on demand invincibility.

    Also, not that DE never talked about 'blockgliding', they always talked about Aim gliding, so it might very well be that block gliding was an unintended sideffect, similar to coptering.

    Omfg, my god, the block part isnt even the important part of block gliding, its that it is gliding without the bothersome zoom of gun aiming

     

    If it was an unintended sideeffect then why the fk does auto block exist which is not manual on demand block but permanent "i'll interrupt whatever you're doing so you'll block everything", which also blocks while in the air causing an unwanted glide to happen

    • Like 2
  8. 35 minutes ago, Walkampf said:

    This is hillariously wrong.

    If anything, the overall gameplay got the long stick, since the gameplay of using both, melee and range to cmpliment each other.

    If you are limiting yourself to either option, it's your personal fault.

    I dont limit myself to one option, i use them all, melee got simply kicked in the shins, you cannot tell me that there is balance between melee and gunplay, melee got fked over both animation wise and block gliding wise, which is arguably better than aim gliding

     

    Removing manual block also cripples melee a significant amount

    Auto block literally hinders you performing certain actions or forces you into block gliding when its not wanted for example

     

  9. 5 minutes ago, Walkampf said:

    This whould screw sniper users, forcing them to hipfire once before they could actually aim, as well as everyone using a weapon with a small magazin.

    Boohooo as there is still a perfectly fine primary/secondary weapon swap button, that doesnt shoot, when you press melee it also instantly attacks, some people might dislike that aswell as it ignores melee holster animations

     

    Basically guns got the long end of the stick now instead of it being balanced

  10. 1 hour ago, Walkampf said:

    Yes there is...

    You are aware that you can let go of the Aim button, during the part of the combos where it's not needed?

     

    Because consoles don't have as many buttons as PC.

    I prefer to use melee and I prefer the new system.

     

    You read this in your alphabet soup, or you are simply making words up.

    Why is is that guns get 2 buttons but melee only gets one? Aim button should be both aim/block, when you hit melee you equip your melee and when you shoot you equip your guns, simple as that, if aim/block are the same button then it would also function as universal glide button regardless of what you have equipped currently

    • Like 1
  11. 1 hour ago, AirMaskNinja said:

    This is how you activate block combos these days: aim with your gun, attack with Melee weapon

    Which is still a really dumb way as you actively switch away from your melee to perform a melee combo

    • Like 1
  12. On 2019-05-14 at 12:53 AM, Fabpsi said:

    a77bd51a6b.jpg

      Reveal hidden contents

    111 runs on hard and "I honestly lost count after 300"-runs on easy...no mask for me.
    Maybe next time. You know. When he will normally just spawn somewhere in a mission. That will happen very often too, right? right? ;A;

    (that joke aside: I really liked the tac-alert and got a lot of Wolfhammer-sets and tempo royal mods and even nitain from him^^' So it wasn't a waste of time.

     

    Have fun fashionframing around! 😄❤️ 
    Cheers
    ~Fabpsi

     

    I'll repost this for the meme

  13. 16 minutes ago, (PS4)chibitonka said:

    it doesn't really fit with Wukong either. Impulsive, arrogant, rash. Almost the complete opposite of Baruuk. Giving him a restraint like meter is disgusting. 

    We've just been told he gets a meter, not that it's baruuks restraint meter, that makes not much sense on him

  14. 14 hours ago, Orsome said:

    None of which I read/look at. I don't play games to read. I play the games to play the games. I skim read the notes on the game, that's it. This change was forced in the game by restricting game content! And that is the first time in 6 years that's happened!

    Well you are a special kind aren't you, if you are unable to read the information provided to you that is entirely your mistake

     

    The information was provided ingame after all, in the INGAME patchnotes?

  15. 18 hours ago, Sonicbullitt said:

    Your phone number, is what they usually use for 2FA and do not like giving that away without good reason. That is unless DE uses a different kind of 2FA that does not require a phone number, nevertheless It makes logging in more complicated and I do not like that. Even if only slightly more annoying it is still an extra step I need to do, before logging in. It is unnecessary in my opinion, it should be made optional regardless.

    As for how 2FA can make hacking an account easier, if the 2FA requires a phone number, it means all the hacker needs to do is find that phone number on an account somewhere on a website, like facebook for example. A phone number is a lot more common and public than a password, so it makes the account a lot more likely to be hacked with 2FA than than without 2FA.

    How does finding your phone number help them whatsoever when they also need your physical phone then?

  16. 19 hours ago, Knight_Ex said:

    I think its to stop bots and player scams, makes things easier to track their end, I'm ok with it if it means it can cut down on scammers. Its only an email and confirmation, nothing major, hell I'd even be ok with them doing like a credit card check to make sure someones an adult before playing their game, since Warframe is a mature rated game and all that, this stuff doesn't really phase an old guy like myself

    No credit card please, i do not have a credit card

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