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Teoarrk's concepts, lore and ideas thread, part 2 (Latest post - Short Story: Respite, while the spore clouds flounder)


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2 minutes ago, (XBOX)Fluffywolf36 said:

..but still like being able to one-shot (or two-shot if need be) headshot basic enemies like Lancers, Ballistas, or crewmen. I get why WF wants to make enemies more durable, cause the longer they're alive, the more likely they are to hurt you. But making something take longer doesn't necessarily make it more fun for me. I've wondered if WF should tweak its enemy scaling so their damage increases at a slightly more dramatic rate than health.

Warframe lost control of both pivotal numbers of game desing TTK ( time to kill ) and TTD ( time to die ). It is remarcably hard to desing a encounter around player that has between 500 EHP and 1 shield gate and another that has 100 k EHP and 7 invunerabilities. It is also hard to make an enemy around the dps range of 100 dps to 1000000 dps. So most enemies sit on a akward position where theay are both unkilable and remarcably unfari and barely a speed bump on the player path. That why DE has been moving away from the game core mechanics when desining "tought" enemies , they either have scaling DR , invunerability , weakspots on the back of enemies without maximum turn rate or even the glass maker that works enterely outside of the game damage system.

9 minutes ago, (XBOX)Fluffywolf36 said:

I also had an idea recently to include a system where the game analyzes your squad and tries to add in specialist units that can serve as counters to you.  Not in the same way as, say, Nullifiers, but more along the lines of "I place defensive abilities, the game sends a demolitions expert to blow up my Frost bubble or something." Ideally, this wouldn't render your abilities null, it'd be more something that could throw you off your rhythm and you'd have to detect them and get back to what you were doing.

 

1 minute ago, Teoarrk said:

This is something I was considering (but just pondering, nothing typed). Looking across different games where the enemies are slower and weaker than the player. AI 'squad' behaviour and weapons, etc. 

I had an old idea about a modular enemy for the grineer. They had weapons and skill that could hard counter some strategies but they were mostly fair due to giving players a chance to avoid their bs. Let me see if I can dig it up

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38 minutes ago, (XBOX)Fluffywolf36 said:

I also had an idea recently to include a system where the game analyzes your squad and tries to add in specialist units that can serve as counters to you.  Not in the same way as, say, Nullifiers, but more along the lines of "I place defensive abilities, the game sends a demolitions expert to blow up my Frost bubble or something." Ideally, this wouldn't render your abilities null, it'd be more something that could throw you off your rhythm and you'd have to detect them and get back to what you were doing.

 

30 minutes ago, Teoarrk said:

This is something I was considering (but just pondering, nothing typed). Looking across different games where the enemies are slower and weaker than the player. AI 'squad' behaviour and weapons, etc. 

Found it

 

Doom erhernal show us the value of visible projectiles vs high Moviment players. Just a few ajustments on projectile speed and change the roll for a quicker and with less recovery dash. 

As far as enemy desing is concerned DE has to give enemies either doble edged swords or powers with drawn backs. The player has to feel like he is out playing the enemy not outstating. When the player loses he Also has to feel like it was his duck up not bullS#&$ enemy skills. Warframe invisible energy drain auras and hitscan weapon are contrary of that. As far as how I would do it have a bit of a pet project. A pitch for the TUBEMEN of regor. Here how they would work. They are modular enemies that roll on a few tables for skill and stats. Here is the list. 

First table, birth defects table ( I find it odd , that the grinner keep referencing birth defecrs on the lore but it never reflects on the gameplay ). 

Weak heart , this TUBEMEN was born with defective heart. Tyl Regor transplanted a Omega Dreker Kubrow ( has a external heart like a tyrant from resident evil ). This unit has increased speed but The player can shoot of the armor protecting the heart and deal massive damage. 

Weak lungs , this TUBEMEN eas born with defective lungs. Tyl regor replaced his lungs with an Iron lung. This unit come with gas grenades but the player can shoot the gas cylinders ( causes an explosion , if the target survives it has its Moviment speed permanently reduced ).

Healthy boy , this is a healthyTUBEMEN has increased HP.

Second table , helmet table. This table focus on countering some common strategies. Sometimes the game would Rig the roll so the counter unit will always spam ( if this happens the player receives an announcement from Regor ) 

Gunner helmet. Allows the user to see invisible units , the user has a ink grenede to atttemp to reveal the target. However this helmet has a laser sight pointing where the user is looking at.

Medic helmet , can purge debuffs and gives temporary imunty to the dispelled buffs. But has a audible cue and charge time.

Melee helmet, gives a jetpack to this untit and after two melee hits this unit will purge all players buffs.

The last table roll their hand ( they have attachable hands like Tyl Regor). This roll has a it's results limited by the helmet  roll. 

Ack and Brunt ( gives heavy residency to all forms of ranged damage coming from the front) . limited to Melee helmet.

Knux ( can Launch the fists, if the target is a defensive structure ( snow globe, gara wall and so on ) the first hit will crack the wall and the second one will break it ). Limited to melee helmet 

Frontal shield, has a frontal shield like Heinhart ( block aoe coming from the front ). Limited to gunner 

Glue gun , launches a stream of glue slowing down the targets hit. Limited to gunner 

Medic Gun , heals the target and can turn the target invulnerable 

Medic seringe claw , can revive fallen grineer as ghouls 

(Edit) Heavy Sniper , deals true damage but has a wind up time and laser sight like the balista ( excclusive to gunner ).

(Edit 2 ) they can also roll normal grineer weapons at lower levels

A last note is a later levels they would be spam along side either a grineer sentinel or a Omega Dreker Kubrow.

 

The idea is the game would rig the rolls if the player has not taken damage or eveything is going fine.

For example if the player have an unescaved obejctive and the game knows enemies have been cced for a lot of time and all enemies die to peace maker the game would spam squads with mutiple medic to allow other units to punch trought cataclism and force spam melee tiubemens witth ack and brunts to deal with mesa and shieded gunners to protect them during their aprouch.

Another example is if the players are abusing invisibility the game will spam more and more gunners to mark them

 

 

Edited by keikogi
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  • 5 weeks later...

Currently writing out the full Rail Synova Terminus Proxima Trial in another tab. Just ensuring the thread doesn't lock.

It probably will be upwards of 4000 words, so bear with me.

Edited by Teoarrk
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Rail Synova Terminus Proxima: The Trial

So, here we are again, at the start of the year. Happy New Year to everyone and lets hope for a better 2021.

Moving swiftly on, I went away and changed around some things in the last post, including adding an attunement quest. This post will be purely about the Trial. 

________________________________________________________________________________________________________________________________________

Ground Rules

 

Since I had a lot of feedback (thank you guys) about the toughness of enemies and boss fights in general, I will lay a few ground rules for exactly what to expect when you see a health bar at the top of the screen during this trial:

Raw damage only - no crit chance multipliers will apply.

No status effects will be applied unless specified during a 'vulnerable' state.

Headshots will apply no bonus damage, unless specified.

Damage falloff for aoe weapons will be 95%.

Operator mode is disabled unless specified.

Invisibility is not your friend - bosses will see you anyway.

Completing a stage grants 1 Duty Token unless otherwise stated. Completing the trial will grant an additional 3 Duty Tokens.

________________________________________________________________________________________________________________________________________

Seven Stages to Victory

In the past, Trials used to consist of several missions of 8 players. DE has said in statements that the challenges presented by peer to peer connections among 8 players, over multiple missions made it nearly impossible to  keep everyone together. Therefore, the trial I present here should be possible for 4 players in one mission. I am not fully familiar with the limitations of the engine, of what can be available in one mission, but the Empyrean expansion has certainly revealed that the playable area, if not number of side objectives far outweighs the values presented in the average mission. The bosses here are presented as a challenge of 4 people, certainly well geared and coordinated, but 4 people nonetheless. This reflects the trend of players in the old Trial setup to adopt squads of 4 players to take on trials, instead of the 8 maximum presented by the old Trials. This mission will also take place in one mission, taking advantage of the tools produced by the Empyrean update to have a massive map with multiple objectives, covering both space and ground area. The sections will be as follows:

  • Space Combat
  • Synova Breach
  • The initiates
  • The Web of Sorrows
  • The Acolytes
  • The Shadow Stalker 
  • ????

________________________________________________________________________________________________________________________________________

Space Combat

 Dark craft flitter from the night-black fortress, shadows carried forth by baleful red flames.

"Tenno. To your stations. We have been noticed."

Lets set the scene. The Synova looms large before you.  Sentient craft spark to life, or blink into existence.  Vectorwings will embark from the Synova itself, as well as a swarm of Archwing mounted soldiers.

Now, what is a Vectorwing? Consider how the Orbiter has landing craft to not only carry us to and from missions, but also provide support abilities. They are also far faster than any other ship we have access to. A next natural step is a fighter that combines that speed with some of the power of a Railjack. What that could look like is something akin to these images I found on Reddit and Artstation.

Offensively, they could use similar weapons to the Railjack. We do not know how many variants of Railjack existed, but it is very likely that almost all ships in the Orokin Military shared parts, including weapons. 

Sentient craft could be anything, from sentries that looked like eye stalks, a composite made out of Vomvalysts, amalgamations of the bizarre Aerolysts and Brachiolysts and other such hybrids. There are of course existing craft, such as the Sentient Carriers and the Ionix, Splintrix and Gyrix introduced in the Scarlet Spear operation. They are a bit of a wild card in terms of what they will do, but considering that this year's big ticket event may be the New War, they will be fairly powerful.

Finally, the foot soldiers. It only seems appropriate that they would be using the Itzal, or variants thereof that will be available with the launch of the new War.

Spoiler

kaz on Twitter: "Here's a closer look at two of the new Archwing sets! Itzal  and Elytron have been broken into two parts, with new winglets added.  Textures are brand new PBR

The oppressive red and black color scheme, with the flush, harshly cut surfaces have made the absence of the Stalker in Archwing missions quite a big shame, but hey the gamemode is getting cannibalised into Railjack soon anyway so there is a chance that it will eventually happen. The soldiers piloting these wings won't be Warframes, but instead human operatives wearing armor similar to the Operator Suit that came with Zephyr Prime accessories, the Commodore Prime Suit. This seems more thematic and on point for the theme of the Trial than say Corpus or Grineer. These Soldiers will be wielding large harpoons, which they will use to slow down the Railjack. They will also attempt to board the ship, switching to melee weapon, which I will call Sorrow (fitting with the theme of emotions for the Stalker faction) based on the bill polearm.

Spoiler

What is the advantage of a bill over a halberd? - Quora

 

Objectives

Now that I have listed out all the enemies, let us move on to what exactly you are supposed to do. Killing everything on your screen is not the objective. It's up to your crew to keep the Railjack alive. Killing enemies will give you resources and avionics however, so it is incentivised to kill them, but the main objective will be based in an away team objective: infiltrating the Synova and opening up the dry dock to allow your Railjack entry and shutting the enemy craft out. First, kill a Vectorwing to get a Haven Beacon. This is basically an RFID for the Synova's Dry Dock. This can only be picked up by a player in an Archwing. This player will be the away team for the mission. Multiple Haven beacons can be dropped, so the first player need not be the one that completes the away objective. This is not a cakewalk entry though. Using mechanics that have only really been utilised once for Archwings, the run in to the Dry Dock will be a slalom through several rings. Not going directly through the rings will rebuff you back outside, so be diligent and agile. Past this, you will enter the Dry Dock itself. There will be some defences and defenders manning them - standalone turrets similar to the ones on the Railjack. You will be hacking consoles to take out the defensive barrier keeping the Railjack out, three in total.  Once the consoles are hacked, the Railjack will be able to slip inside. The final stage of the mission will be shutting the Dry Dock doors and killing everyone still inside the Dry Dock.

When all objectives are complete, you will enter into the next stage: Synova Breach.

________________________________________________________________________________________________________________________________________

Synova Breach

 

All about, a great siren rang. The Tenno disembarked from their craft and headed for the gateway that lead deeper within.

A lone figure emerges from the darkness ahead, weapon poised and ready.

"You will not destroy the sanctuary!" It hisses.

In this stage of the Trial, you will fight a new Acolyte: Vengeance.

Enemies

Vengeance.

This one will be based on Rhino's body, with the pauldrons of Vauban and the feet of Hildryn.

He will have 4 million HP, 4 million armor (see damage changes) and 1 million in shields. He will have a ground movement speed of 1.05 and an air movement speed of 4.

He will be armed with an altered Cobra and Crane most of the time, switching to dual Balefire Chargers while in the air. This will be a thematic choice, giving a clear division between both modes. 

Vengeance will be a simple fight, with two different phases; ground and air.

At the start of the fight, Vengeance will set up a ring around him that will serve as his arena. He cannot be damaged while outside the arena, nor players that are standing outside the arena can damage him. Players cannot leave the ring until Vengeance is dead.  While in the ring, players will not be able to perform Aim Glides, Bullet Jumps and any maneuvers that will keep you off the ground for more than  3 seconds. Attempting to do so will have you forced back down to earth, taking 20% of your health as damage. In addition, if a player is downed at any time, Vengeance will heal for 5% of his total HP.

On the ground, he will select a target and run headlong towards them, using his shield to block firepower in a 190 degree arc in front of him and using his sword to strike down the player.  Regardless of defences, a player will be downed in 3 strikes. For every second that he follows a player, he will get faster. If he downs a player, he will change to a new target after 3 seconds. Aside from this, he will be able to use Protea's Blaze Artillery to harass the other players and Tether Grenades to keep players in place. After 60 seconds and at least 4 different target swaps, he will do a backflip, firing a shot directly in front of him before getting airborne. This shot will be an instant down if it hits.

In the air, he will be able to fly about like Hildryn using Aegis Storm, but be far more nimble. He will forgo his melee weapons for Balefire Chargers, using them on multiple targets, as indicated by ground markers. He will also deploy Flechette Orbs. After 45 seconds, he will go back to the ground phase. When transitioning back to the ground phase, he will dive at a player at random. This will be an instant down if it hits. 

Objective

Kill Vengeance.

Strategy

Vengeance is a fight that encourages a lot of teamwork. It is imperative that the person targeted during the ground phase takes full advantage of the size of the arena, allowing the other players to have time to shoot at the kited boss. The other players have to also ensure that they are not too close to the boss as they damage it, so that when the boss changes target it won't take them by surprise. It is also important that players stay away from each other in general, so that a Blaze Artillery doesn't kill all of you at once. In the air phase, it is important to pay attention to the ground for markers, while taking advantage of the boss's increased vulnerability.

When Vengeance is killed, the next stage of the Trial will begin: The Initiates.

________________________________________________________________________________________________________________________________________

The Initiates

The darkness peels away, revealing a great chamber of granite, with trimmings of gold hinting at Orokin architecture. A column of light highlights the centre of the room; a machine of austere design, whose parts fluctuated between true shapes and an amorphous liquid-like metal blob. As the Tenno grew accustomed to the light, they saw the shapes of figures all around the chamber, stock still. Shining their flashlight across a few, they saw the masked figures all stared upward, to the light far above. Suddenly, a spotlight shines on one of the figures, a voice calling out "Endurance." The figure hesitates, screaming as the sound of branding becomes audible. On shaky legs, the figure makes its way towards the platform that has formed at the centre of the room. Red lightning crackles through the figure as they stand atop it, their cries of agony shedding not even a twitch of movement from the others. The figure collapses, being subsumed into the machine as it once again shifts into its amorphous form. The spotlight shines on one of the Tenno. A voice calls out "Power". The machine shifts into a conduit.

Enemies

The initiates - these are recruits to the Stalker's army. Unarmed and without agency, they are forced to obey The Preceptor.

The Preceptor - A despicable machine from the Orokin Era, designed to instil utter obedience to the precepts and to only act when ordered.

Objectives

Outlast the initiatives by completing tasks that The Preceptor give you to complete this section. Each precept presented by the Lua ascension halls will be here: Agility, Speed, Coaction, Power, Stealth, Cunning and Endurance. This will be a large room and so not many of the tests will have to be adapted for the room, with the three exceptions being agility, coaction and speed. Agility and Speed will both work on a sort of treadmill like approach, where the terrain will form in front of you and disappear behind you, or form above you and disappear below. Coaction will be different, being for two players and occurring over a much smaller area.

If you fail a test, you will die instantly, using up a respawn. Your will be respawned somewhere in the room. If you have no more respawns, that will be the end of your participation in the Trial.

Note: to streamline the ability of each player to handle each precept task, each player will be gain the highest stat for health, armor, shields, movement speed and energy (all stat totals will be refilled to maximum values if they were not full) for the duration of encounter. Each player will have to complete 3 rounds, so there will be up to a maximum of 12 ascension tasks.

When the Initiates have been spent, you will move on to the next stage of the trial: The Acolytes

________________________________________________________________________________________________________________________________________

The Web of Sorrows

The doors opened, revealing a maze of unknown dimensions. The black marble was poorly lit by running lights along the sides of the passage, illuminating the walls of the maze, but leaving the middle difficult to make out of in more than shadows.  The Tenno hazard a step inside, only to hear the hurried footsteps of someone at full sprint somewhere nearby. The light of the Tenno's flashlights revealed moving silhouettes, dashes of movement that were there and then were gone. The group jumped as the doors behind them shut suddenly. A new light awoke, a baleful vermillion. The veritable torch danced in the dark, it's light receding as it moved further and further from view, until the blur of that red stained the walls like old blood. More torches were lit, the light growing stronger and more crisp in the Tenno's eyes.

"Welcome to the web." says a chorus of voices.

Enemies

All acolytes currently operational in the Steel Path will be present here: Angst, Malice, Mania, Misery, Torment and Violence. They will have their Steel Path modifiers and therefore, be fairly dangerous.

Objectives

This is an endurance test. You are trying to get to the end of a maze, ambushed by Acolytes along the way. They are obstacles, but also beacons of sustenance in this place. No consumables can be used here and without access to operator mode as has been the case so far inside the Synova, you are down to relying on passives and auras (rejuvenation and energy siphon). It will take resources to kill each Acolyte, but killing them will allow you to get resources in turn: health orbs, energy orbs and ammo. Every 10 seconds you spend in the maze, you will become more and more vulnerable to damage up to a maximum of 300%.  At each corner of the maze there be a shrine to each Acolyte. You must snuff out the light of each shrine to open the exit to the web at the centre. Think of it as a cleansing ritual, removing each emotion from yourself.

When you get to the end of the maze, you will move on to the next stage of the trial: The Apostles.

________________________________________________________________________________________________________________________________________

The Acolytes

The end of the maze and the horrors within behind them, the Tenno found themselves in a well lit court. Here the touches of Orokin high society permeated every vestige. White polished marble being the stone of choice, hemmed by gold. Small Orokin plants were neatly trimmed in their planters and some plants that had been long extinct elsewhere stood here in full bloom. From the position the Tenno stood, a second level, complete with a full stage for addresses stood high above them. The floor beneath their feet  lit up with a light that danced about their feet with a playful joviality. But there was nothing to celebrate. Six Pods from The Cradle stood before the Tenno, their inhabitants standing before them.

"You survived The Web." Hissed one.

"You would fit the rank of Acolyte." Hissed another.

"But still you cling to your mislead ways." The group declare together. "There is only one Sentence: Death."

This fight will pit you up against the combined Acolytes. This will be a mirror match, the Acolytes transfering out of their Warframes to use Focus School abilities, or to pick their Warframes up when they are downed.

They will have their skills as in the previous encounter and gain an overguard after being revived.  Their Operators will have several abilities, namely Void Strike, Guardian Shell, Magnetic Flare and Temporal Drag. 

Enemies

The combined 6 original Acolyte Warframes and their Operators.

Objectives

Make the Acolyte Warframes bleed out. (Since Operators cannot be killed, this is the best way to handle the fight.)

Strategy

As is the case with any situation where you are outnumbered, the best strategy is to divide and conquer. Focus down a specific Acolyte and make it very hard for their allies to revive them by slowing them down.

When all the Acolyte Warframes have been defeated, the next door will open and you will face the Shadow Stalker.

Completing this stage will grant 2 Duty Tokens.

________________________________________________________________________________________________________________________________________

The Shadow Stalker

The Acolytes bow deeply, their utter defeat crushing their will to fight on. With a mechanical hiss, a door opens, indicating to the Tenno their path forward. If the chamber before had been a departure from the grim gloom of the rest of the Synova, this was a strong return. The Tenno fan out as they enter, scouting for their adversary, but finding the large chamber empty. Suddenly, the whirring sound of technology coming to life fills the room, echoing through the cavernlike space. 

"At last you have come, Tenno!" Screams the Stalker. A sentient weapon primes, launching a bolt of energy at the Tenno cell. They scramble out of the way just in time, only for the aftermath to be filled with the sound of Archwing engines. One of Tenno finds themselves about to be cut in twain by a blade twice their size.

Enemies

The Shadow Stalker.

His stats will be tripled from the Steel Path, replacing his armor stat with an equal amount to his health in line with the proposed damage changes as mentioned earlier in this thread.

This will be the Shadow Stalker with an Archwing to boot. His abilities will be bolstered by being much more mobile and his damage output will be much higher thanks to his equipped Arch melee which I will call Wrath. This weapon will have a couple of special abilities all of it's own, including the ability to swoop down on players and kill them with a 1 hit ko.

His Archwing will also have abilities from the Archwing pool, such as a much faster, much more powerful version of Elytron's Warhead and Thumper.

Objective

Kill the Stalker.

Strategy

The fight will be all about mobility. While on the ground you will be a sitting duck, so it will be important to equip an Archwing of your own. This can be achieved by going to one of the Archwing deployment points (think this). While in the air you will be able to engage with the stalker more effectively. You will want to knock him out of his Archwing and thanks to his Warhead, he will do the same to you. While on the ground, he will continue to swing his sword, which must be parried or dodged. He also will be able to use his Second Dream abilities with an additional pair - a fan of knives using the Despair and an aimed shot with a Naturuk. The former will deal damage in an arc in front of him and the latter will instantly down a player if they don't move out of the Stalker's field of view (There will be a windup timer so this won't be an instant kill every time). His Health Bar will be segmented so that there will be 3 air phases and 3 ground phases. 

When his health diminishes for the last time, he will slump to the floor, defeated.

Completing this stage will grant 2 Duty Tokens.

________________________________________________________________________________________________________________________________________

The Low Guardian

The adversary had been bested, the twisted Warframe slumping to the floor. Could this have been the end of his reign of terror? Such questions were cut short by the screeching sound of metal upon metal. One final room remained unexplored, lying behind a hidden door. The torches did little to pierce the gloom, in fact it was as if some malignant force did not want to be seen deep within. A chuckle can be heard in the darkness, a familiar face appearing before the Tenno.

"A pity, Kiddo. This one hid from the truth. Now, he has to face it."

The fog clears. A single Transference pod lies within a vast Orokin Chamber. It opens, revealing a figure within, dressed in a jumpsuit resembling the Zariman's.

They look at the Tenno and recoil in horror. No, they're looking beyond the Tenno, to a figure behind them which announces its arrival with a quick succession of footsteps. The Shadow Stalker leaps at them.

Enemies

The Shadow Stalker. He will be targeting the Low Guardian, using his standard abilities, with a couple new ones.

Rage of the Fallen - The Shadow Stalker Screams, making all enemies within 25 metres move 50% slower for 5 seconds. This persists through transference.

Stay of Execution - Enemies within 15 metres are pulled towards the Stalker. They take 300% more damage for 5 seconds.

Objectives

Help the Shadow Stalker and his Operator to come to terms with each other.

Strategy

This fight isn't a fight to the death, it's helping the Low Guardian to survive. Think of it as your final fight against Umbra during The Sacrifice from an outsider's perspective. You will help the Low Guardian break through the Shadow Stalker's resistances by helping to bypass 4 'resistance' barriers. Each barrier will be represented by a health bar, similar to the shield of Umbra. Your Warframe will not be able to hurt the Shadow Stalker during this fight, nor any of their abilities. Getting close to the Shadow Stalker as a Warframe will get you suplexed away, just like a lich. Instead, you will have to rely on your operator to stall the Stalker by using their abilities, while buffing the Low Guardian's own. 

What do I mean by stalling? Using slows, disarming him and getting in the way of his attacks.

________________________________________________________________________________________________________________________________________

Trial Ending

The Stalker throws aside it's weapons, roaring a challenge at the Low Guardian. It throws aside its sword, drawing a Hate from the ether. The Operator is fast to react, dodging a reaping sweep of the scythe by ducking under the blow. The Stalker attempts to strike again, but the Operator is able to disarm their opponent with a blast of void magic. Driven by anger, the Stalker resorts to using their fists. The Operator is swift, but no match for the trained hands of the Warframe. In a blur of movement, their hands are wrapped around the Operator's neck and the Operator, they swat at the Warframe. The flat of their palm presses against the Warframe's shoulder. The effect is immediate, like a spell has been cast. Those killer's hands loosen in an instant, getting up and off the covered figure. They gingerly help the Operator to their feet.

The pair pass the Tenno as they approach the transference pod. 

"We accept defeat, Tenno. What has happened here does not quench our rage, but measures it. What is coming will upset the balance, far more than you ever could. Watch the stars." The pair say in unison.

 You all get to pat yourselves on the back on a job well done. To the people reading this - thank you for taking the time to go through it all, I know how long my ramblings can be on this thread.  The next post will go into the first rewards for the Trial reward vendor, but for now, I will provide a link to the Stalker Story that will be told to you by collecting the easter eggs of the Trial, in the form of Guardian Logs around the Synova.

Till then.

Edited by Teoarrk
Made changes based on the TennoClock podcast's feedback.
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7 hours ago, Teoarrk said:

Outlast the initiatives by completing tasks that The Preceptor give you to complete this section. Each precept presented by the Lua ascension halls will be here: Agility, Speed, Coaction, Power, Stealth, Cunning and Endurance. This will be a large room and so not many of the tests will have to be adapted for the room, with the three exceptions being agility, coaction and speed. Agility and Speed will both work on a sort of treadmill like approach, where the terrain will form in front of you and disappear behind you, or form above you and disappear below. Coaction will be different, being for two players and occurring over a much smaller area.

This is my favorite part because dps goes Brrrtt can't help you.

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1 hour ago, keikogi said:

This is my favorite part because dps goes Brrrtt can't help you.

I am the happiest with that section's gimmick. I focused heavily on trying to limit cheese throughout the Trial, while trying to give each section its own theme. I figured that having the Apostles be a fight of words as I first envisioned would be boring for most players, so Pillar Men go brrt is what I went with. 

Plus I am kinda saving my most convoluted encounters for Marineris. It's not in the directory yet because I am so far from ready to show that thing off.

Edited by Teoarrk
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  • 4 weeks later...

The first gifts of Arghave: Rewards from the Synova

Arghave Surt is an enigma. Some say that he alone stood before the gates of Melanthius colony during the Grineer invasion and slew each and every clone-warrior that dared approach. Others say he travelled into the depths of the Orokin vault of Imerius, traversing the labyrinthine tunnels and avoiding the many traps and snares only to return unscathed with a blade of such craftsmanship that it's ilk has not been seen in centuries. There are many other tales that surround the man, some more believable than others, but in meeting him will you find a being whose presence commands respect and in his old eyes, one that has seen much.

Arghave is the Trials vendor.  Given that only one trial has been written so far, this list will be shorter than the mini trials list, but as more is added I will update this list in future posts.

Note: since I did not make note of this during the Rail Synova Trial, each stage of a trial will reward a Duty token, with an additional payout of 3 Tokens for a full clear in a single session. This will be the basic currency of Trails. There will be other special currencies tied to special things.

Reward

Description

Cost

Sorrow

Bill Polearm. Boarding weapon of choice by Low Guardian enforcers.

3 Duty Tokens

Wrath

Archmelee. Think of a larger, more Obtuse version of the War.

5 Duty Tokens

Tarachisatim

Katana. One of many weapons entrusted to the Low Guardians in the event that the Tenno defected.

10 Duty Tokens

Guardian Solipsism (rank 0)

When you are reduced to 25/30/35/40/45/50% health, there is a 5/6/7/8/9/10% chance for your Warframe to enter a void empowered state for 45/50/55/60/65/70 seconds. Cooldown 90 seconds. Note: Does not stack on top of fissure buff.

3 Duty Tokens

Guardian Stoicism (rank 0)

There is a 3/6/9/12/15/18% chance that when you take damage that you will gain 500/600/700/800/900/1000% vitality for 10/11/12/13/14/15 seconds. This extra vitality replenishes your health.

3 Duty Tokens

Guardian Asceticism (rank 0)

Operator Arcane - You summon a spectre of your melee weapon while staying in Operator mode for more than 6/5/4/3/2/1 seconds. This spectre will bounce between nearby enemies like a glaive and remain active for 15 seconds. This ability has a cooldown of 60 seconds.

3 Duty Tokens

Skulker Sigil

You are shrouded in mist, pierced at it’s core by a malignant piercing light.

25 Duty Tokens

 

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The next post will be out in about a months time. Till then.

Edited by Teoarrk
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21 minutes ago, Teoarrk said:

When you are reduced to 25/30/35/40/45/50% health, there is a 30/35/40/45/50/55% chance for your Warframe to enter a void empowered state for 45/50/55/60/65/70 seconds. Cooldown 90 seconds.

If this is the fissure buff it's broken after due to the multiplicativo power str bonus 

22 minutes ago, Teoarrk said:

There is a 3/6/9/12/15/18% chance that when you take damage that you will gain 500/600/700/800/900/1000% vitality for 10/11/12/13/14/15 seconds.

I like this one but you have to clarify if you gain empy health bar or you heal to receive the health ( a bit of problem created by croma 2 when kt hits allies )

24 minutes ago, Teoarrk said:

Operator Arcane - Your Amp Gains +30/35/40/45/50/55 primary weapon link if you stay in Operator mode for more than 6/5/4/3/2/1 seconds.

I love this idea but it can't work because the game does not offer the expected dps stat to link. You could use the mechanic Im going to implemt on prima. On void proc , summon a copy of your primary weapon to fire at the target ( flying gun putsuing the enemy until it dies or the proc runs pff )

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4 minutes ago, keikogi said:

If this is the fissure buff it's broken after due to the multiplicativo power str bonus 

Like if it's used on a relic mission? I can see the issue there. I'll clarify that it cannot be applied on top of an existing fissure buff.

 

5 minutes ago, keikogi said:

I like this one but you have to clarify if you gain empy health bar or you heal to receive the health ( a bit of problem created by croma 2 when kt hits allies )

Point taken. I'll change it - it's full health bar.

6 minutes ago, keikogi said:

I love this idea but it can't work because the game does not offer the expected dps stat to link. You could use the mechanic Im going to implemt on prima. On void proc , summon a copy of your primary weapon to fire at the target ( flying gun putsuing the enemy until it dies or the proc runs pff )

Originally I was going to have a copy of your melee weapon float around like a sword familiar, but that also makes sense.

Alright I'll make these changes, thanks man.

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12 minutes ago, Teoarrk said:

Point taken. I'll change it - it's full health bar.

Its just that DE createe a rulling that increasing the player HP does not heal the missing proportionally or it just add the ammount. The rulling we have is it does until it does not. Fire Chroma only adds hp and heals the first time the buff is applied during the duration any other replication will just give the player empty hp. Its a silly rulling really. So any add hp kinda of has to clarify if it heals too.

16 minutes ago, Teoarrk said:

Like if it's used on a relic mission? I can see the issue there. I'll clarify that it cannot be applied on top of an existing fissure buff.

The problem is the buff is to good for how reliably it is  the wording as is is the fissure buff to you warframe not the player. So it's always 2x times power str. 

 

21 minutes ago, Teoarrk said:

Originally I was going to have a copy of your melee weapon float around like a sword familiar, but that also makes sense.

Alright I'll make these changes, thanks man.

Think of a gun like this but with a less agressive pursuit 

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7 minutes ago, keikogi said:

The problem is the buff is to good for how reliably it is  the wording as is is the fissure buff to you warframe not the player. So it's always 2x times power str. 

In that case I'll make it lower, so it's a vinegar strokes chance of getting super powered.

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22 minutes ago, keikogi said:

Think of a gun like this but with a less agressive pursuit

I decided to go through with my original idea so that I don't enter your Warframe's design space nor Xaku's either.

Edited by Teoarrk
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8 minutes ago, Teoarrk said:

decided to go through with my original idea so that I don't enter your Warframe's design space nor Xaku's either.

Not really. The only abilities Xaku has that should not be accessible to operators is his 3 and 4 since rhey are consequences of his unique desing ( abilities of the parrs and I'm naked ). Grasps of lock is an ability's thats fine for the operator but with a twist. Xaku steals from his enemy , the fenno gets a loan from his frame. 

It's kinda of the deal witb ryu and ken , they are meant to be only slightly different because they had the same teacher.

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16 hours ago, keikogi said:

Not really. The only abilities Xaku has that should not be accessible to operators is his 3 and 4 since rhey are consequences of his unique desing ( abilities of the parrs and I'm naked ). Grasps of lock is an ability's thats fine for the operator but with a twist. Xaku steals from his enemy , the fenno gets a loan from his frame. 

It's kinda of the deal witb ryu and ken , they are meant to be only slightly different because they had the same teacher.

I stuck with a glaive style effect because I remembered how many issues that exist with mounted weapons on moa and sentinels and even some of the issues with Grasp of Lohk. Glaive throws are not the gold standard by any means, but they are slightly more consistent.

Edited by Teoarrk
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  • 2 weeks later...

Content Detour: Feedback Survey

 I figure that since I make posts on a variety of topics here that I would like to have some data to direct future posts. I collected data for about 3 weeks and then wrote a 'paper' detailing what the data contained. Here is that document: link

among everything collected, the table that might prove to be the most useful for me is this one: 
 

EgeM8GIuF39oMSDPSeGPNIz6AcKwjQ9yjemgmYY1nLYM73Cvjw4WGZ9WBG9j087rE29eI42blX_odIeT-q-DfH1O6mfBWYd91c8G2_fQmAzD4hivI7wpjtbS1A1d9_wnPyF6AONI

The other discoveries may be important for an integral, top down look, but this right here can help the most with the kind of brainstorming and writing that I do here in this thread. 

 

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The next post will be the first post on the next Trial. Since I am doing some worldbuilding, it's best that I separate out the post.

Till then.

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3 hours ago, keikogi said:

I'm genuinely surprised with how much people want railjack jack either gone or reworked and even more surprised how indifferent people are towards liches.

 

I like the idea of railjack, and think that having something to tie together WF's disparate gamemodes is great!

...I just don't like it very much in its current state.

Also, when it comes to liches, most of spawning them is so I can have a steady source of Requiem relics for Kuva Fissure survival. :P 

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15 minutes ago, (XBOX)Fluffywolf36 said:

I like the idea of railjack, and think that having something to tie together WF's disparate gamemodes is great!

I would agree railjack is a good idea terrible execution kind of situation . It has basic fundamentals problems like gunner being a shiet version of the pilot ( has acess to the same guns and same skills with creates a weird position where the gunner can use skills it can't capitalize on like the phonex thing and the ramming thing ). Seriously the pilot has better effective dps because he has a easier landing the shots because he does not have to adjust towards his own movements , on top of that he has better acess to the ship main cannon with makes gunners even more useless by conparassio. 

The rail jack itself does not feel alive either because there to much empty space on the ship ( massive middle section that does nothing and has nothing in it ) , void room that's hard to acess and does not even has the decency of being a weak spot ( you know the mugufin that makes the ship work is  not the weak spot off the ship nor it has any relevance during the mission. 

The fact that all mission are destroy everything's does not help the fantasy at all , where are thr smuggle stuff true a blockades mission , where is the go around and find random stuff missions,  mine stuff on space. Make it feel like it's more than a fighter jet.

23 minutes ago, (XBOX)Fluffywolf36 said:

Also, when it comes to liches, most of spawning them is so I can have a steady source of Requiem relics for Kuva Fissure survival. :P 

What concerns me it the apathy , no one hates it or wants it to be improved, despite the system's massive flaws ( meant to integrate the game but it is literally a mini game you can't progress trought unless you go out of your way to farm the lich mission) 

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1 minute ago, keikogi said:

What concerns me it the apathy , no one hates it or wants it to be improved, despite the system's massive flaws ( meant to integrate the game but it is literally a mini game you can't progress trought unless you go out of your way to farm the lich mission) 

In a way, my own thoughts should be concerning. I don't do it to "create stories" like on the Nemesis system, I don't do it for the Kuva weapons. Well, I did it Back In the Day for a Kuva Karak so I could exploit a ridiculous heat-damage-and-critical-chance riven and a Kuva Quartakk because I love the Quartakk, but now...

Like, imagine I only did Excavation fissure missions not for prime parts, not for the exp, not for the money and rewards, but cryotic, which is just an unremarkable byproduct. Isn't that weird?

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Note: the survey was most active before Devstream 151. Part of me is actually considering making another just focused on Railjack now that new content is on the way. Something short, like 6 questions long. All multiple choice questions this time round, no qualitative data.

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  • 2 weeks later...
On 2020-09-15 at 10:08 AM, Teoarrk said:

Sit, Stand, Kill: a simple system for controlling pets

I read the upcoming features for Warframe included a pet command system. So I decided that I'd try to quickly figure out how to work it.

Of all the actions that we currently perform, way pointing is the best place to expand for such a thing. Why? Because it has been expanded successfully in other games. Take for instance League of Legends. You can simply ping a map location, or hold down the ping button and this dialogue wheel pops up.

Smart Ping - GARENA LOL SUPPORT

Lets take this and adapt it for Warframe. 

G key tap (default) - mark a resource, position or enemy (as normal)

G key hold - a dialogue wheel pops up. The four options would be Stay Here, Follow Me, Attack anything in this area/Attack this enemy, Stay away from this area.

It does not have to end there. Our Warframes / Tenno could fling a toy towards that location. dogs have proven time and again the effectiveness of a good toy to get them to new places. Kavats seem to be 'doggish' cats and are willing to play football if you kick the ball to them. Birds are no better.

Since marking a location is already a default keybinding for controllers, DE would not have to deal with the headache of finding another contextual shortcut.

Tell me what you think.

________________________________________________________________________________________________________________________________________

Have a good one. Next post will take a bit more time. I am thinking about concepting changes to make relays social hubs too. Then after that, maybe talk about empowered liches as a second mini trial event and after that ... not sure. Till then.

Its a feature that seems like it should have been with companions when they were first introduced

I like it a lot

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13 hours ago, (PSN)IIFrost_GhostII said:

Its a feature that seems like it should have been with companions when they were first introduced

I like it a lot

Cheers man. I think that the only reason it didn't make it into the game even now after years of iteration is because on the back end theres just something with these ai commands that isn't working, or that ai options on spectres (hold position, follow) are enough for most players.

Most likely its the latter though. Many people are upset with the ai in general (or it seems that way from my circles), but not our command of it.

Edited by Teoarrk
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23 minutes ago, Teoarrk said:

Cheers man. I think that the only reason it didn't make it into the game even now after years of iteration is because on the back end theres just something with these ai commands that isn't working, or that ai options on spectres (hold position, follow) are enough for most players.

Most likely its the latter though. Many people are upset with the ai in general (or it seems that way from my circles), but not our command of it.

I kind of thing of the ai command system is DE more often than not feature creeps the S#&$ out of an idea. Instead of just buffing the underpowered kubrows they just float the idea of pack tatics , cant implement it and kubrows are left on the S#&$er for years. 

Same goes for comands , your solotution would fix 99% of the problems but they just can do anything between a makeover and bbandaid. ITs either a bandaid or makeover for DE. 

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