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Dificult settings.(already discussed on the devstream).


PabloX732
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Guess it's not that simple.(just that idea brings a lot of problem)

 

  • Slide bar to increase mission lvl:
Spoiler

Sem_titulo.png

  • Matchmaking system:
Spoiler

Sem_titulo_2.png

 

  • Gaming Changing mechanics:
  1. game changing mechanics - providing a debuff like nighmare missions, sorties or dragons keys.
  2. every debuff activated, you can chose a 25% bonus(Drop, Resource, Affinity & Credit)
  3. can be chosen or deactivated examples:
    • no map 
    • eximus unity 
    • no revives
    • no gravity
    • no shield
    • no arcanes
    • no operator
    • -75% damage
    • enemy +50% damage buff

 

Those game changing mechanics could be like the skull system from halo or every missions will have four random debuffs that you'll chose how many you'll activate.

For those who don't know the skull system from halo, it's a skull that you can found in the campaing, every single one provides a debuff if you activate it, they are collectibles like kuria, frame fighter, etc; in warframe. they would work like dragon keys, but you chose them at the beggining of the mission.

 

Open for discussion, criticism and ideas.

Edited by PabloX732
New Idea, based on feedback.
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5 minutes ago, PabloX732 said:

well this could not be simplier.

I don’t think this will work. Fairly standard missions go up to level 100. So, why is your ‘legendary’ difficult capped there? You really need wider brackets. I figured the idea would be to make it harder, you are making it easier.

  • Reconsider your whole idea. You are making it far too easy, with enemy levels way too low. 
  • If I start with a 50% damage reduction, then add my 95% I am not dying. And this is your top difficulty...
Edited by krc473
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That would be an interesting addition and work plenty well enough for a good portion of the game. (the content not relying on Nukes or meta)

Thing is... Meta would still stomp those levels.

It would force the few players who do not rely on meta to have to do so.

With everybody relying on those bonus, upcoming features would have to escalate the ammount of resources, event drops and costs to achieve goals to 'balance' things out.

And once again I'd be back at square one feeling like I'm the only one who sees the truth... scaling difficulty aint gonna fix anything. Meta needs to have its legs broken. For good.

Edited by Duduminador
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32 minutes ago, PabloX732 said:

simplier

5x

32 minutes ago, PabloX732 said:

dificult

 

33 minutes ago, PabloX732 said:

afinnity

 

33 minutes ago, PabloX732 said:

provinding

 

34 minutes ago, PabloX732 said:

strenght

I'm kinda impressed by the number of errors

 

@topic: What exactly do you want to tell us?

For example:

35 minutes ago, PabloX732 said:
  • Hard dificulty:
  1. lvl 20 to 65 
  2. 25% all bonus(drop, afinnity, resources & credit).

Does this exclude missions from Earth or are Earth missions beginning at Lv20 instead of 1?

Like I said...I cannot follow your ideas in the slightest.

And why do you choose 1 to 45 as normal and 20 to 60 as hard?

This game is from Lv 1-200 = easy

Starting at Lv 200 playing braindead becomes an issue on some frames

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47 minutes ago, krc473 said:

If I start with a 50% damage reduction, then add my 95% I am not dying. And this is your top difficulty...

fair point.

47 minutes ago, krc473 said:

Fairly standard missions go up to level 100

standard missions don't go to that lvl, only special kinds, but fair point.

27 minutes ago, Duduminador said:

Thing is... Meta would still stomp those levels.

true.

27 minutes ago, Duduminador said:

With everybody relying on those bonus, upcoming features would have to escalate the ammount of resources, event drops and costs to achieve goals to 'balance' things out.

true.

15 minutes ago, GnarlsDarkley said:

This game is from Lv 1-200 = easy

not true for everyone, peoples die in arbitrations, remember that.

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I would settle for a slider that lets me start from the level I can summon in the Simulacrum.  ie MR 27 can start at lvl 165.

I don't even care about the rewards I'm just sick of spending 2-3 hours in a mission to test my builds and get some difficulty.

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Just now, PabloX732 said:

not true for everyone, peoples die in arbitrations, remember that.

Yeah and I can explain that to you in mere seconds: They use dogsh*t builds either from autoslot or slap in Shields without understanding the game.

I can't run a Marathon with crutches and achieve a good time.

 

There are people who use standard to meta builds and die though but these are either plain stupid (no insult, I know of one and he is very nice otherwise but he uses literally zero skills even while Tridolon Hunting) or do several things while in Arbitrations (eating, parenting, cooking, whatever)

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2 minutes ago, Xzorn said:

I would settle for a slider that lets me start from the level I can summon in the Simulacrum.  ie MR 27 can start at lvl 165.

I don't even care about the rewards I'm just sick of spending 2-3 hours in a mission to test my builds and get some difficulty.

was thinking something like that as well.

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il y a 4 minutes, Xzorn a dit :

I would settle for a slider that lets me start from the level I can summon in the Simulacrum.  ie MR 27 can start at lvl 165.

I don't even care about the rewards I'm just sick of spending 2-3 hours in a mission to test my builds and get some difficulty.

Same. That, and a slider to remove solo handicap on spawns. I just wanna be able to use my several hundred formas somewhere without having to wait hours. 

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The best way to implement difficulty settings would probably be customizable, self-affecting modifiers with some rewards attached to activating them.

For example, personal health/damage sliders (set your damage from anywhere to, idk, 10% to 100% of normal, and set it so that you take anywhere from 100% to, idk, 500% of normal damage?) would let you scale yourself 'down' to missions without having to split the playerbase. Similarly you might have a slider setting for energy regen that goes anywhere from 0% to 100% of normal, same with a slider for healing received.

Similarly, people could get their own mutators with bonus rewards if you had one. For example, a mutator might be "Penetration-Resistant Armor-Armored foes are immune to your own Slash procs" which might give, idk, a 1% increased Affinity/credit/resource reward for every 10 enemy levels.

Mutators would work throughout the starmap but automatically disable themselves for 'high end' content (Eidolon hunts, Orb hunts, Sorties, future raids, etc.)

This wouldn't be perfectly balanced (you could absolutely get some increase in rewards by choosing mutators/slider settings that don't affect you much but increase your rewards) but it would let players customize the challenge of their run without splitting the playerbase between a billion different map instances.

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29 minutes ago, MJ12 said:

but it would let players customize the challenge of their run without splitting the playerbase between a billion different map instances.

this could be countered by a matchmaking, like the ones we had with raids. it would be even better to plan ahead based on the warframe your teammates have. also be able to chose missions already running by a menu like entering relays.

Spoiler

Sem_titulo_2.png

 

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1 hour ago, GnarlsDarkley said:

Yeah and I can explain that to you in mere seconds: They use dogsh*t builds either from autoslot or slap in Shields without understanding the game.

I can't run a Marathon with crutches and achieve a good time.

 

There are people who use standard to meta builds and die though but these are either plain stupid (no insult, I know of one and he is very nice otherwise but he uses literally zero skills even while Tridolon Hunting) or do several things while in Arbitrations (eating, parenting, cooking, whatever)

exactly not everyone know how to play. you just prove my point.

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1 hour ago, PabloX732 said:

standard missions don't go to that lvl, only special kinds, but fair point.

I am taking ‘standard’ to be what DE balances for. Which is Sorties. There is no logical reason to have your highest difficulty at that level. If you want to stick with a very basic system. Realistically, I would split it:

  • Easy: 1 - 50
  • Medium: 51 - 100
  • Hard: 101 - 200
  • Legendary: 201+

You could extend them a little more, but those are nice simple numbers.

2 hours ago, PabloX732 said:

Gaming Changing mechanics:

These do seem like a good addition. I would change a few of them around (example: -75% damage is more like a dragon key debuff). I do think that ‘no operator’ should not be in there. Yes, it can make stuff easier, but I just think it could cause issues (running Lua without for example could cause issues for some people). I would probably swap it with no gear items. I would like this to exclude scanners and resource collecting tools though (fishing, mining etc).

 

Your updated suggestion does seem much better, I believe DE was talking about a sliding bar to allow us to scale enemy levels. My one hope on this is that unlike the Simulacrum it is not tied to mastery.

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2 minutes ago, krc473 said:

I am taking ‘standard’ to be what DE balances for. Which is Sorties. There is no logical reason to have your highest difficulty at that level. If you want to stick with a very basic system. Realistically, I would split it:

  • Easy: 1 - 50
  • Medium: 51 - 100
  • Hard: 101 - 200
  • Legendary: 201+

You could extend them a little more, but those are nice simple numbers.

this scaling actually doesn't sound bad.

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1 hour ago, PabloX732 said:

this could be countered by a matchmaking, like the ones we had with raids. it would be even better to plan ahead based on the warframe your teammates have. also be able to chose missions already running by a menu like entering relays.

  Reveal hidden contents

Sem_titulo_2.png

 

That doesn't counter the fragmentation of the playerbase between high-level content and low-level content at all. All it does is make that fragmentation more visible.

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