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J-SHERIDAN

Grand Master
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Posts posted by J-SHERIDAN

  1. Loot Questions

     

    1) Can picking up drops in missions count for the entire team ?

    2) Can the Vaccum mod for sentinels be changed to include coolant from fissure missions ?

    3) Will it be at all possible to make the vaccum a built in feature of all companions so as to streamline the entire looting process ?

    It will logically improve the the pace of the game if people can actually focus on fighting in the game rather than scrounging around picking up bits an pieces all over the map.

  2. 44 minutes ago, peterc3 said:

    So with an increase in loot, I imagine you wouldn't have an issue with the cost of building things going up? Those costs are based around a person essentially getting X% of drops over an assumed number of missions. With this, there would be an increase in picked up drops.

    I have no issue with an increase in costs although I find this illogical.

    You claim, without any evidence, the costs are based around a person getting only SOME of the items dropped during an 'assumed number of missions'

    If all players get the shared loot at the end of a mission based on what everyone actually picked up, it will actually standardise the rewards to the point that making a x% drop ratio is actually easier. If too much drops are being picked up - you alter the drop rate, you do not alter the costs 

     

    It is both extremely inefficient and pointless for a game to drop loot with the assumption they are NOT going to be picked up.

  3. 2 hours ago, Hemmo67 said:

    what if team mate picks up drop A then leaves will rest get to kepp that item?

    what if team mate picks item B host migrates will we keep the item?

    These questions are largely irrelevant since what will happen is exactly what happens now.

    The only difference is that if Player A picks up something it will be counted as picked up for Player B and so on. Currently, loot is individually tracked based on what each player picks up during the mission from what I have seen.

    Thus if a rare mod drops and Player A picks it up. They will get it but if that player does not tell anyone else or the others do not see it then they miss out. With my suggestion, Player A picks it up and all the other players get it as well.

    The game is based on a principle of Co-Op play for these missions to the point competing over 'loot' does not exist. We all get the same loot in missions so it seems like a logical step for that loot to be shared evenly between all players in the mission. It improves the flow of missions drastically since everyone no longer needs to run around the map like headless chickens picking up everything. Instead the team members can get around to actually killing more things and doing the missions to generate more loot that is shared with the team.

  4. The looting system in this game is archaic.

    Each player must individually go around picking up numerous amounts of loot drops scattered through the map to the point it gets quickly tedious. It would help the game flow a lot better if this system was redone. This is especially relevant in modes like Interception or Defence where people end up scrambling around the map to pick up all the garbage that has been strewn around the map from player killing enemies or wandering off to slash containers. It is even more of a frustration when the loot system effectively requires players to be really close to the things they are trying to pick up unless they bring the vacuum cleaners. 

    Simpler Suggestion: When one player picks up an item of loot, it will pick it up for everyone on the team to be rewarded at the end of the mission. 

    Bigger suggestion: Remove loot 'drops' entirely from the game and make the loot be given out at the end of the mission. The rewards as the end of the mission can be calculated with randomisation to include items like the materials based on mission performance.

     

    Note: Ammo, Health and Power drops and game mode specific drops like Power Cells or Coolant can still drop. This is focused specifically on the looting of Mods, Credits, Stars etc.

  5. Bounce can be useful but it does not last long enough, especially when non-trolls try to lay traps only for the other players to pointlessly waste them by using them for no reason. I would rather turn Bounce into a permanent trap that is limited to 1 with a duration similar to Loki's Decoy.

     

    The alternative is to change Bounce so that it works like a bomb, player steps on it they get a bounce but if an NPC steps on it, it will do an AOE explosion that catapults enemies in the effect.

  6. Javelin from Mass Effect 3:

    - Single Shot, high speed energy weapon

    - Innate Armor piercing and Puncture

    - Optional enhanced scope that allows players to see through objects to hit targets on the other side

    - Give it a V polarity slot and your done

    - Make it a Mastery level 5 to use

     

    You now have your one-hit kill weapon but you only get one chance to hit so make it count.

    Good luck firing from the hip.

     

    Alternatively you can drop the energy aspect and make it fire an extremely heavy bolt which nails targets to walls. That said, would be better to just make this a built in feature of the Paris bow.

  7. I actually want more enemies and given the size of some of these complexes it would make sense for a lot more troops to be running around. Especially when you get detected with the threat response numbers increasing the longer you stay in the map.

     

    That said, most frames are going to go to town on enemies that are clustered together in these amounts.

    Level up a frame with AOE skills like Banshee, Ember or just go Slash Dash happy in narrow corridors.

  8. Simpler solution:

    Higher mastery make all polarities increase the discount.

    I.E For every +1 Mastery your polarities reduce the energy cost of all modules in polarities by 1 starting at the current default of -50%.

     

    Thus you put a 10 point mod in a polarity - it becomes 5, you have mastery 5, the module now takes up 0 energy in that slot.

     

    This would sync up with the proposed prestige system that allows people to add polarities so that in theory players could have maxed out modules if they put in a lot of work mastering everything.

  9. This event should demonstrate that there is going to be more than just Prime Helmets since this Rhino Prime Helmet is part of a complete set.

    In which case the logical conclusion is a Prime version of every warframe in the game.

     

    The obvious solution: Make all the Prime Versions of things free to Founders while making them available via special events.

     

    Thus the advantage of being a Founder is you eventually get a lump sum of goodies vs. non founders having to scrounge through events to get one at a time. This is effectively what the game revolves around between the Market vs. Farming BPs anyway.

     

    I don't have such a high opinion of self entitlement to care if someone gets a gold finish but rather I get that gold finish on the things I actually WANT.

    I.E The Frames I actually play, with the Weapons I use with the Polarities I want.

  10. Dual Lato Prime - The Gold finish is nice so having two of them on either thigh would look even better plus dual wielding is naturally awesome.

     

    Dual Skana Prime - Same as above but I think it is a bit of a waste to make a prime version of these.

     

    Dual Glaive Prime - Far more impressive as a Founder melee weapon with a very distinctive style. Swords, Daggers, Hammers and Axes are all fairly common but the Glaive is pretty unique which is why lots of folks want to get it. Making a Prime version is going to make becoming a Founder rather tempting because you get a gold pair.

    I already have collected a vast array of gear in the game and I can honestly say the Glaive is the most fun weapon I have tried.

     

    As for a Prime Rifle ?

     

    Paris Bow Prime - The bow is the most distinctive primary the game has right now and the gold would likely extend to the quiver / arrows as well leading to more gold bling.

  11. I would agree with increasing mod capacity so that people can fully upgrade the mods they have slotted but rather than increasing the overall capacity - Just add more polarities with the ability to earn more.

    Alternatively, make polarities cause slotted mods to cost 0 slots if they match up.

     

    In the case of warframes the skills shouldnt really cost anything when slotted into the proper slots. The current system makes the early levels of a frame kinda stupid because a player will end up unable to even slot the powers that are supposed to be part of the frame.

  12.  

     

    1b) Keep the bounce, but make the Glaive home in on nearby targets (Predator style) for the next few bounces.

     

    its a flying disk that returns to you it does not have a inbuilt homing computer chip so why should it

    i like the fact you have to throw it skillfully to get the most out of it

     

     

     

    It does have a homing computer because it always manages to return to you - so what was your point again ?

  13. Beauty is in the eye of the beholder it seems... Banshee is my favourite frame in this game and looks wise she is fairly distinctive.

     

    That said, the shoulder horn REALLY annoys me. I like symmetry and the horn is anything aerodynamic which is a bit more of a problem for a frame which symbolises speed / sound.  Not to mention this frame is marketed as being the Bow platform which looks a bit silly when you have a massive shoulder horn that would get in the way of using that bow.

  14. The obvious solution to being unable to fight melee when you throw the thing is to have two Glaives thus the player can throw one but will always have the other to fight with at reduced damage until the other returns.

     

    The solution to it bouncing off enemies is to add an innate puncture feature which makes it go straight through targets it kills rather than bounce off them.

    Thus Player A throws Glaive, it hits that target with enough force to kill it in one hit so the Glaive cleaves through it and hits the next target. Giving the Glaive an auto target function that allows it to chain from one target to the next within a certain radius would make this more sensible.

     

    The major problem with the current Glaive is that the flight time has to be really short because it leaves the player without any melee ability. If you throw in a second Glaive then the thrown version can be sent out longer with more bouncing. Thus the player can trade a 50% reduction in melee ability to hit a bunch of grouped targets.

  15. The Glaive should either have a dual version which allows people to throw one and keep one for melee or throw both one after the other.

     

    The current implementation has problems with the lack of puncture so it cant go through multiple targets including other players thus resulting in it being a pain to use except against single targets without anyone nearby.

  16. This weapon largely reminds me of the throwing disc from Predator however it cannot track targets and it has serious issues going through targets.

    Ideally this weapon should have a really high puncture so that it can carve its way through enemies AND allies - This thing will bounce off friendlys who get in the way

    Putting in a single target track so that it will always hit at least one target would be sensible as well.

     

    Additionally - I wouldnt mind a dual version of these so that people can throw one but still have one for melee fighting or even throw both

    Alternatively - make a pistol / rifle slot version of the Glaive which has a tracking / puncture addition. Call it a Chakram: http://en.wikipedia.org/wiki/Chakram

  17. It would be more sensible to break up powers into two seperate groups - Some that use Cooldowns and others that use Energy.

     

    Things that use energy would be the Ultimates while the lesser utility skills use cooldowns. Mostly the 1 / 2 powers thus people can happily be using Shurikan, Force Bolts, Fireball, Sonar, Well of Life without getting into issues of them not being cost effective.

  18. Getting more milage out of the Stalker would be pretty easy:

    1) Bogus alerts designed to draw in players with a ? - Turns out its an ambush by Stalker(s)

    2) Special alerts with the players hunting the Stalker with a small chance of success or ends up being a fight against another boss

    3) Stalker has a chance to appear and support a boss

    4) Stalker will appear and attack any player that is straying too far from the group

    5) Stalker has a random chance to be waiting in ambush at the extraction area

    6) Stalker will appear and attack players that remain idle and / or taking excessive time to do missions - Obvious exceptions for low level planets and defence

     

    As for making Stalker more intimidating:

    - When the lights start flickering, make them eventually go out leaving the players in darkness to fight the Stalker.

    - When Stalker first appears have the target players stunned while he appears before them with a last flicker of light before the level goes dark

    - New skills - Loki Switch, Loki Invisibility, Ash Smoke Bomb, Excalibur Slash Dash

    - New armor - Bulkier like a Rhino being bigger than the players

    - New weapons - Make custom Stalker skins of the Founder Prime items. I.E two black lato prime, two black skana prime

    - Special execution animations on the player when he kills them

    - Randomly have the Stalker effects appear during any mission without the Stalker appearing - perhaps make it a build up so the incidents will increase in duration / severity to build the suspense when he finally does appear

  19. the problem with making the loot automatic on boss kill would allow hackers a reason to insta-kill anything and get the loot WITHOUT having to actually move over there to get it, which can lead to scripts to shoot then leave. If hackers learned how to shoot through walls and such, and somehow allow all mobs to spawn instantly, they can shoot everything, instantly get the loot without having to run to the boss area to pick it up, leave, then restart, creating a bot-like farming situation that NO ONE wants.

     

    Are you saying you have done this ?

    Are you saying you know someone that has done this ?

     

    Since I seriously hope the answer to that is: No

    Where are you getting this magical horrific scenario of "someone" hacking the game being a reason not to do something ?

     

    Your entire argument is based on "IF" someone figured out to do any of this, which the burden is on you to prove and it makes no logical sense.

    Going with your idea: Someone has magically broken the game so badly by hacking it that loot drops being awarded automatic is irrelevant. The loot is going to be dropped wether someone is hacking or not and the only thing this mechanic does is make looting easier.

     

    By your own silly premise, a hacker could make a script so they can get any loot they want. Thus clearly the game should not give loot drops at all.

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