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LolenderVx2

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Posts posted by LolenderVx2

  1. -Randomly, some effects blink on the screen when they are not active. This includes:

    Harrrow Penace

    Convergence Orb

    Shield/damage (visual effects)

    -Some enemies (specially robots) when they get corrupted, they stay on a perpetual animation (the ones that they do when getting corrupted) that only ends when you harm them

    -You cant use channeling when running

    -Arbitration drones are affected by enemy auras (specially annoying when they are on pair whit an Ancient healer)

  2. Its, literaly, one of the best scaling-aoe-damage powers, that deals insane numbers of damage. It cant be perfect, Warframes need to have a downside on their powers. You can still refilling you energy pool whit Rage, Energy Orbs or Arcane Energize.

    DE dont want again another "Press(number of the ability)to win" (Like the old Mesa). The insane drain its pretty necesary, even considering how powerful it is.

    • Like 2
  3. Hi. As we all know, Raids are being removed of the game. This has generated some... discontent, over the raiders who daily do them. Whit that in mind, i was reading the constructive feedback of some users, whit the intention to bring a coherent suggestion that will (i hope) make everyone happy. 

    First of all: Totally changing the concept of "Raid":

    Instead of being a big mission that can only can be accesed by a key, revamp it to be a weekly event: Everey week, every people (whit a mastery rank of 4 or more) can acces to raids, to put themselfs on a global score board, divided on Leagues. Per week, every user has 3 attemps to do the raid (If you fail the 3, you have to wait to the other week to play raids again) and 1 victory that register you score. At the end of the week, players are rewarded based on their perfomance on the raids:

    Type of (possible) rewards and leagues:

    -Standard league: The league for those who have winned the raid. They gain a decent amount of credits and some crafting resources

    -Bronze: The league for the 50% to the 35% of the best scores on the score 

    -Silver: The league of the 20% to 15% of the best scores on the score 

    -Gold: The final league: On it, we have the better scores from the 10% to the 1%

    Rewards for those leagues can be credits, unique weekly-rotatory skins, sigils, etc. The rewards are randomly selected from a unique pool dedicated to this. 

    Also, raids score its not only based on time: The score of the raid is a summatory of the following concepts:

    A) Time: In less time you do the raid, the more score you gain 

    B) Deaths: Every incapacitation or death on the raids remove points from the score 

    C) Victory: Winning the raid adds a minimun amount of points 

    D) Power use ratio: The quantity of powers used affects the score: More powers are used, less score this give 

    Second: Quality of life changes:

    Its not a secret that Raids on Warframe are one of the biggest game modes avalible (Also, one of the more buggy). First of all, making Raids an unique, big map, whill be more useful rather than being 3 separated missions (People being dissconected on the loading screens is a very common issue). Whit a system like this, also, matchmaking is important: My suggestion? Improving the squad searcher for raids (Or make it):

    -Whit a new squad searcher, people can search specific people whit specific roles they want (Crowd control, Dammage dealer, Healer, Tank, etc) or put they on a searching file, searching for a availe raid whit the desired roles (You can select what role you do on this interface)

    Also, a "practice" mode for raids (For those that want to play them for fun). On this mode, victorys dont count for the global ladder. This mode gave, for rewards, rare resoruces and decent amounts of credits.

    Third: Difficulty:

    Raids dont are the same every week: They always rotate on the avalible ones (Actually, 2) and they have unique modifiers to make them harder. My ideas for modifiers are the following:

    -Second nightmare: At certain and random times during the raid, the squad is ambushed by 2 to 4 members of the Stalker acolyts. This acolyts are stronger, spawn 25 levels higher than the mission level, and can apper when you least expect it. This acolyts dont drop any mod 

    -Sentient revenge: During the raid, the weather is more violent (Random thunders fall from the sky, fog that ofuscates view, acid rain that corrode armor, radiation levels higher than normal creating winds filled whit radioactive particles, etc) 

    -Blood debts: During the raid, the team can be ambushed at random times by 3 to 6 members of the Anyo Index trops 

    -Eternal Ranthum: During the raid, the team can be ambushed at random times by 3 to 6 members of the Ranthum Grinner troops 

    -Hydra: Killing an enemy makes it to duplicate into 2 weaker versions. This can happen 1 time only per unit (cloned units dont emit clones when killed) and some special enemys (Like bosses) cannot be cloned

    -Infested: Random clods of infested spores swarm over the map, spawning infested units or turning enemys into infected units

    Also, at base, raids are harder than now: Nightmare raids are deleted, but the mechanic of the normal ones and the nightmare ones are fused in one. 

    Fourth: Conclussions:

    Personally, i am not onto raids so much. In my total game time, probably i have do 10 raids (Both LOR and JV). But i know that they are a content that veterans love. I know that this suggestion inst perfect: Probably, its very elityst (and i hate it), now, its you turn: I will like to read our feedback whit suggestions and improvement to this. Spread the word, so DE can take a look at this post. Thanks you, the player, for reading this.

     

    Also, sorry for my terrible english v.v its not my native language.

  4. Games FPS drop on an INSANE form when i am leaving the Plains. It crash so many times, but i see a relation. More time you are on the plains = More probability of crashing when you leave they 

    Another bug is that on lowers resolutions, the Plains map wont show (M)

  5. I will totally revamp WOF on this way:

    World on fire: Ember unleash a stream of hot air and molten magma for her body. World on fire have 2 "instances" actives at certain cirnscunstances:

    - The first: Hot wave: The air is overheated by the presence of Ember. Enemies whitin 15 meters or less take heath dammage per second whit a very low chance to proc Fire. More close they are to Ember, more dammage their take and more proc chance they suffer. This instance is always active, and drains 1 energy per second 

    - The second: Molten floor (a.k.a The floor is lava): The floor below Ember is so hot that it starts to molten into deadly lava. 5 meters arround Ember, the floor is covered whit lava. It have very high dammage per second, whit a moderate status chance, and every second an enemy its on the floor, they lost a part of their total armor (5% or something like that). This instance is only active when Ember touchs the floor, and drains 5 energy per second when active. When this instance is active, the next bullet-jump of Ember will impulse she furter 

  6. Well, after reading the topic, i have so much things to say:

    -First of all, I congratulate you and all those who have contributed to this topic for mading Warframe a more aswesome game. The ideas are amazing!

    -And second, the thing that i have to say:

    If someone ask me "Hey, how is that game of spaces ninjas that you play?", i will answer "Well, Warframe its a pseudo-perfect game"

    I dont have any real problem whit grinding. Some frames/weapons/companions/game sistems/etc need from small to large adjustments or total reworks, but in essence, the game has that magic thing that nevers bores me: But, that's not what makes Warframe a pseudo-perfect game

    The only real thing that really, really, REALLY bothers me of Warframe, are the enemies, and their IA: On a game like Warframe, whit very complex and varied ways and sistems, its really annoying that enemies are so dumb: Simple attack patterns, endless scaling (To "slow down" or stop the killing potential of the Frames), and no real variety on them (All the factions, at some point, works in the same swarm-attack patterns). Whit that on mind, this are my gameplay suggestion to improve enemies, making them more hard to chesse, whit this particular objetives:

    -Make enemies a real challange to player, that require to show their real skills vs them 

    -Make more interesing, dinamic and balanced battles 

    -Make them more unique: You will have to learn how enemies work for survive 

    First of all, the enemy scalling:

    Its not a secret that enemies needs a way to counter player power. Actually, enemies count whit the infinite scalling to counter the Godlike-powers and weapons of the Warframes (Whic its fine, because frames needs to feel powerful), but, in my opinion, the endless scalling its not a real solution to this problem

    First of all, i will cap enemy level (Something like 60. Sorties are the exception: Here, enemy levels can go further the cap), whit their health/dammage/shield/armor scalling adjusted. How will enemies try to stop us so?

    Adaptative IA:

    This its part of the news ways of the enemy to counter the player: Enemies are now aware of player tactics. They see, learn and make decisions to counter all kind of tactics that player can do to kill them (Subtle, brute force, "slow death" by DOT, etc, all the ways to kill), but every faction do it at their own way

    There is some kind of "Global enemy IA" that make the enemies "connected". Every enemy now have an "Skill tree", which its the Hearth of the Adaptative IA. How this works? Every enemy has their own and unique Skill tree: Every 15 levels, enemy get one "point" to aplly on their Trees (They start whit a point from levels 1 to 15, and get another at 30, etc). Every point of this tree have 2 functions: Make enemies more unique whit some special perks, and counter player tactics. Every enemy is designed to counter a specific playstyle. This is an example of how the tree will work on the Hyekka master:

    Hyekka Master: Specialized on countering stealth enemies, and hordes

    Natural abilities: Hyekka summoning, they can see invisible enemies, Firebomb

    First options (From level 1 to 15):

    -Extension: Increases the range of the Hyekka Master Ignis by a 40%

    -Horde power: Increase Hyekka Master reload and fire rate by an 4% by every near Hyekka Kavat (12 mts of the Hyekka Master)

    -Napalm: On impact, the Firebomb covers enemies near the impact point whit some volatile and viscous liquid, that make they recibe additional dammage for fire element and status proc, reducing their movility on the process. This effect last 12 seconds

    Enemies can only take 1 option for every "tier" of Skills options (Tiers are divided every 3 or more skill options every 15 levels). However, the skill evolve, and go more and more complex every time the level increase. In an additional way, enemies skill trees arent static. Based on player tactics, the tree can be reseted on spawn to adapt a different counter-style.

    Every faction Skill tree tactics are based on the enemy faction:

    -The Grinner: Brute force, arcaic weapons, etc. The fearless Grinners attacks the enemy whit no mercy. Even if they know they are going to lose, they will not leave without first doing as much damage as possible

    -The Corpus: Advanced tecnology, the contrast between light human units, and the strong robot units, etc. The Corpus preffer to take cover to shoot whit more secutiry, behind they machines, using tecnology to take all the adventaje possible

    -The Infested: Swarm based tactics, evolving disease, etc. The Infestation have only on thing on mind: Consume every possible form of life, and trample anyone who gets in his way by their strange mutations, growing ever more destructive

    In compensation to the lower level cap, enemies now are more smart, and spawn on bigger quantities than before. For example, the Grinner Scorpions can use their Hooks as an offensive tool (Atracting enemies) or as a movility tool (Climbing, jumping, etc)

    Random tweaks and suggestions:

    -Enemies have different weapons based on their level: On lower levels, they start whit low tier weapons, on medium levels, they have medium tier weapons, and on high tier, enemies have high tier weapons

    -On the same way, all enemies got 2 weapons: One for ranged combat, and other for close combat. Some units only have 1 weapon (Like Scorpions, Butchers, generally, the close-combat based units)

    -Enemies are divided on 3 groups:

    1)Light: They do the smallest amount of dammage, and are generally close-combat based. To compensate this, their are the fastest and most agile of the 3 enemies types, having the ability to do things like dodging, doing some little parkour maneuvers, etc. Generally, this are the less resistant enemies 

    2)Medium: Their deal decent dammage, and are more resistent. But their arent not as agile and fast like the light units. 

    3)Heavy: A.k.a the f***** tanks. The deal a lot of dammage, and have extreme resistences, however, they dammage needs to be "heated up" on some way, and they cannot excecute maneuvers. This is compensated whit a total inmunity to stuns and ragdolls, and a progressive CC resistance. They cannot run, and are by far the slowest unitys of the group. Now, they dont have the "radial stun" at all time, its an ability that can be obtanied trought their skills

    -Because all this changes, probably, so much things will change: From how each enemy works (For balance reasons, for example: A)The Bomber have to reload every time it shoots. The proyectali that they shots starts slowly and weak, but as they travel more distance, their AOE, speed and damage grows up B)The heavy gunners cannot move when they fire. Their weapons gains more fire rate and precision at more time they hold the trigger. Every unit on the game will probably need changes to adapt this sistem. Eximus will recibe changes soo), how much stats give the mods to the Warframes weapons, etc

    -On players, every status effect should do something to make players worry about them. 

    -If you have completed all the nodes of a planet, you unlock a "Difficult selector" on that planet. The 4 Difficults are "Easy/Normal/Hard/True Ninja". The enemy lvls and rewards are based on the dificult of the mission 

    -Enemies have more diverse sounds: they dont recive any additional voice lines on so much time, and its weird hearing they say "Tenno Skoom!!" when they fight Corpus.

    What are the adventajes of a sistem like this?

    A) Players have to be more diverse on their tactics: Chessing the enemy whit the same tactic (Spamming Invisivility, for example) wont be possible

    B) Warframes can be so broken/op as they want: This doesnt means that their are free of nerfs or adjust, but whit a sistem like this, when every enemy have tactics to counters you, the mentality on balance at the time of making new frames or reworking the old ones its different

    But, there are some Disadvantages:

    -Community salt

    -Very hard to program

    That is all i have to say. Sorry if i gave you cancer when you readed this. English its not my Native language :(

    Good nights for everyone, Lolender

     

     

     

     

  7. Hi, and welcome to all the Tenno master. On this topic, i will talk about a thing that i think is one of the Warframe´s core problems: Enemies, and how their work 

    First of all, i apologize for my terrible English. I am Argentinian! 

    Actually, enemies dont offer a real challange for players: their are simple bullet sponges that scale to the infinite. Whit this changes, i want this objetives: 

    -Make enemies a real challange to player, that require to show their real skills vs them 

    -Make more interesing, dinamic and balanced battles 

    -Make them more unique: You will have to learn how enemies work for survive 

    -Make them very hard to chesse 

    Whit this objetives in mind, i will start this topic. I hope that you like it ^^

    wf_2.jpg

     

    1) Enemy scalling:

    First of all, putting a cap on enemy levels (I think that 100 will be the right number) adjusting to the low how their gain their scalling stats (Health/shield/armor/damage). However, sorties arent affected by this cap. On their, enemies can reach break the cap and reach very high levels, whit all the added things that i will suggest 

    Dont worry, i dont want a more easy Warframe: To compensate their infinite scalling, enemies will have unique modifications on all of their aspects: How they work, attack, etc. This is a "necessary nerf" for that the things that will come... *Evil laughs* 

    2) Enemy IA: Perks, weapons, and general things:

    First of all, enemies are now more smarter: A deep re.work of how their come and attack is necessary to make them fell more dangerous. Now, whit this changes, enemies adapt to you. What means that? 

    Enemies will become aware of you actions: Based on what yo do, they will change their spawn allgoritm, to make enemies able to counter you tactics. Based on you tactics, they gain certains "perks" to counter you, but this will be explained later 

    -Enemies have different weapons based on their level: On low levels, their will have low-tier weapons, on medium levels, they will have medium-tier weapons, and on high levels, they will have high-tier weapons. Simple as that 

    - - At the same time, enemy weapons will be modified whit a random buff on spawn. Every enemy will have a different "advantage" on their weapons. However, by this metod, they cannot gain additional dammage. They will gain random utility buffs to they weapons (less recharge, more maximun ammo, etc)

    - - - Also, enemies generally have a set of 2 weapons (1 Melee weapon, and 1 ranged weapon). Full close-combats enemies will recibe certain adventajes to compensate this 

    Enemies are dividen on 4 groups:

    -Light: They do the smallest amount of dammage, and are generally close-combat based. To compensate this, their are the fastest and most agile of the 3 enemies types, having the ability to do things like doing, doing some little parkour maneuvers, etc. Generally, this are the less resistant enemies 

    -Medium: Their deal decent dammage, and are more resistent. But their arent not as agile and fast like the light units. 

    -Heavy: A.k.a the f***** tanks. The deal a lot of dammage, and have extreme resistences, however, they dammage needs to be "heated up" on some way, and they cannot excecute maneuvers. This is compensated whit a total inmunity to stuns and ragdolls, and a progressive CC resistance. They cannot run, and are by far the slowest unitys of the group. Now, they dont have the "radial stun" at all time, its an ability that can be obtanied trought their "skills" (Explained later)

    -Leaders: This special type unity is the "leader" of a certain enemy squad. It can be an enemy of any of the 3 firsts tiers. This leader have improved skills, and have a passive aura that grants a buff to any nearby ally 

    For their adaptative IA, every enemy have its own "Skill tree", used to counter player tactics. Every enemy on the game have a different skill tree, and how many "points" their have on this tree is based on how much level their have. The enemies Skill trees arent static: They switch on their skills based on the actions taked by players 

     

    @Example tree: Butcher:

    From level 1 to 24: Their have on "point" that use on 1 of the 3 options that they have on this level tier. The tree options are:

    -Bloodlust (Default skill at the start of the mission): This unit detect any enemy unit that is at 20 meter and its under "bleeding" status. They can even see invisible units, if they are bleeding. They automatically enter on an "alert status" if they see a bleeding unit 

    -Healing return: This unit is healed every time it hits an enemy unit, based on how much status have the victim active at the moment of being hitted (Works in the same way as the mod)

    -Enhaced speed: This unit moves a 40% more fast 

    This trees are diferent on every enemy, and generally, are inspired on their tematics. 

    On the same way, enemy take "tactics" or formations based on the player action. Every enemy faction have diferent squad options, and different attack patterns and compositions 

    When allerted, enemy spawns on special formations: This are generally formed by 2 lights units, 3 medium units, 1 heavy unit and 1 random unity of this gruop is the "Leader" of the squad 

    For some balance reasons, some enemy attacks will be modified: 

    -For example, the Bomber have to reload every time it shoots. The proyectali that they shots starts slowly and weak, but as they travel more distance, their AOE, speed and damage grows up

    -The heavy gunners cannot move when they fire. Their weapons gains more fire rate and precision at more time they hold the trigger 

    And the final point for enemies: Now, they use some kind of ""mods"" on their weapons. Whit time, they weapons stop gaining dammage, instead, they gain an defeault elemental added to their weapons. Leaders can give to the enemies weapons more elemental to their weapons, meaning that the use of complex elements on the enemy side is now possible. 

    3) Final conclusions and random tweaks:

    -On players, every status effect should do something to make players worry about them. 

    -If you have completed all the nodes of a planet, you unlock a "Difficult selector" on that planet. The 4 Difficults are "Easy/Normal/Hard/True Ninja". The enemy lvls and rewards are based on the dificult of the mission 

    -Weapons of the players should be divided on 3 tiers, based on his difficult to obtain the weapon:

    *Low tiers: on this, are the weakest and easy-to-obtain weapons. 

    *Medium: on this, are the normal and average to obtain weapons 

    *High: on this, are the most strong weapons, and the most difficult to obtain 

    *Based on this tiers, the gun will be more or less powerful. Its riven disposition will be adjusted based on what tier is 

    -Enemies have small  visual tweaks to give the player a clue of what skills their have 

    -Eximus units will still existing on the game, but whit some tweaks 

    -Because this tweaks, enemies now spawn on more large quantities, to compensate the lost of their infinite scalling (For endless missions) 

    -Some frame powers need little nerfs to not make Warframes so "Gods" 

    -(WIP) Path of the inmortal: A change on the way of obtaining inmortal skins, and their meaning: A frame that has passed certain very-high and risky tasks, will be rewarded whit an Inmortal skins for the frame that is using. After the Inmortal skin is unlocked, the frame whit you have unlocked it gains a buff on his base stats (Only defensive ones). Using or not the skin its optative. 

    For now, that are all of my suggestions to improve enemies on Warframe. I will accept any constructive critic or correction to this ideas. I wish all a sweet night

    Lolender 

    JIZHFkf.gif

     

     

     

  8. Suppose the enemies stop their lvl scaling stop after lvl 50/60

    If they dammage/armor/shields will be capped to a lower value, i will give they unique abilities (Like Nidus Mutation stacks) when the time advance and they cannot gain levels 

    Examples:

    -Enemies have different weapons based on their level: Their start wit low tier weapons, but when the time advance, they will be changing they weapons for medium tier, to finally have high tier weapons. Also, all the enemies are equipped whit melee weapons according to their faction

    -Unique "armors": Whit the time, enemies come whit some "extra" parts of armor (Not the stat) that have special effects, and are more resistent to dammage. Under this armor part is up, enemy will have an unique perk:

    @More precision

    @More speed

    @Etc

    When this armor is destroyed, the enemy lost they special perks associated to the destroyed armor. In the case of the infesteds, it can be something like tumors

    -Special abilities whit time: Enemies unlock special abilities when they whit their level or the time. Every enemy have a set of "abilities" that can adquire

    Example: Butcher 

    @From levels 1-14: Nothing 

    @From levels 15-19: Butcher have an assegurated bleed proc on every hit that he does 

    @From levels 20-29: Butchers have udpraged senses. They can detect invisible enemies that are on their front, hear whit more affinity, etc 

    @From levels 30-39: Butchers have Prototype boots, that increase so much their running speed 

    @Etc

    -New attack patrons/Smarter IA: IA on Warframe its not to smart. A revision on how the enemies work and attack is so neccesary 

     

  9. Hi. This is my first post to report a perfomance error

    The thing is, Ignis series (Normal and Wraith) have its visual effects like if the graphics (Particles) was on high, but i use the graphics on low 

    Another thing is that they have permanent dynamics light when i fire (The dynamics lycs are off on my Warframe) 

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