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Instantly Knowing Where The Demolisher is Kinda Kills Disruption


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I appreciated the change.

 

I am deaf in one ear, so trying to locate the beeping directionally was a nightmare, and made me avoid this type of game mode because i could never find the demolyst before it exploded unless i was playing as  a group and being carried, which rubs me the wrong way.

 

Having a visual indicator has made the mission type a LOT more fun to play.

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Posted (edited)
4 minutes ago, WaywardMechanic said:

I appreciated the change.

 

I am deaf in one ear, so trying to locate the beeping directionally was a nightmare, and made me avoid this type of game mode because i could never find the demolyst before it exploded unless i was playing as  a group and being carried, which rubs me the wrong way.

 

Having a visual indicator has made the mission type a LOT more fun to play.

The visual feedback is good... ...................... ................. ............ .................................................................................................................................................................................................

Edited by CrownOfShadows
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Yeah it kind of kills suspense and makes it way easier. Before, I would just check each path connected to the room the terminals are in. Just 2 tiles are enough to run into them as they don't spawn that far. Audio cue helps but I don't have to fully rely on it.

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19 hours ago, CrownOfShadows said:

Another thing that might be cool is to keep them as they are but give them escorts, so you have to fight the escort

I love this idea.

To add to it....

Make it to where if you stealthily defeat the escorts you can hack the demolition unit to detonate it early so it kills the enemies in the room/within a large radius. 

Guess you could say that by doing this the player would be...

"Disrupting"

The Demolition Unit.

For challenge (so it isn't the goto kill method) make it a short timer, cannot be Ciphered (Auto Breach & Moa Hack works), and add in a massive blast radius that can damage/knockdown/stun the player.

So basically you intercept the unit, hack it, then run and it's blast takes out all nearby enemy units.

Edit: 

Screw it. Make all demo units hackable. But maybe require conditionals like: Must be stunned, Escort defeated, etc

Edited by Aerikx
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18 hours ago, VENDOMINUS said:

They could also add the option to disable the visual marker for yourself in the options. That way if you want to feel the suspense, you can

While I don't hate this idea and could possibly get behind it - better than nothing I suppose - I think that on a more meta note whatever the designers feel the most engaging experience is should be the default, and provide an option for players that need visual support. So basically just the inverse.

However, I'll note once again that even better than either of these would be to just include visual feedback by default but make it so that it doesn't trivialize the mode.

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If you know which way the mob is coming from, finding it is not really that difficult. You know new players will never think to look for such an option, like they don't look for the enemy highlight one and continue to complain that enemies blend into the map too much.. Imo easy mode being the default is better, because people who don't consume media are deaf, may just find it annoying and leave, before they find it.

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With all due respect,  I disagree. Disruption is in it's best state right now. I often was losing Demolyst among others before that change, partially bc my eyes get tired fast (work + myopia + astigmatism + you cannot assign separate marker). I often cannot use sound when I play bc I live in small space. Being able to see Demolyst immediately fixed entire mod for me. I hope it stays this way. Accessibility matters.

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1 hour ago, VENDOMINUS said:

If you know which way the mob is coming from, finding it is not really that difficult. You know new players will never think to look for such an option, like they don't look for the enemy highlight one and continue to complain that enemies blend into the map too much.. Imo easy mode being the default is better, because people who don't consume media are deaf, may just find it annoying and leave, before they find it.

1 hour ago, DatLoon said:

With all due respect,  I disagree. Disruption is in it's best state right now. I often was losing Demolyst among others before that change, partially bc my eyes get tired fast (work + myopia + astigmatism + you cannot assign separate marker). I often cannot use sound when I play bc I live in small space. Being able to see Demolyst immediately fixed entire mod for me. I hope it stays this way. Accessibility matters.

Visual feedback is good. Disruption definitely needs it. I'm not actually arguing that, in fact I support it. I just want to tweak it to be more true to the previous way it was played.

We can put visual feedback in that helps the player 'hear' it on screen without actually showing them right where it is.

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  • 4 weeks later...

Just a friendly reminder that Disruption, for many years the best game mode in warframe, no longer is.

I'll never stop hating this change tbh. Every time the demolisher gets auto-marked now I think to myself: "Yup. I remember the good old days when this mode was fun," and do a sad shake of my head.

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Even though I like the change, I think DE could look into a toggle, so that way people that prefer the older approach can also be satisfied and enjoy the mode as they use to. I also personally enjoyed some of the old way Disruption was played in many ways, with how players would mark the area, even if they could solo the Demo, just to emphasis the team work aspect. Coordinating more in Steel Path Relic Disruption, because it was more necessary, especially on some tile sets where Demo pathing could make them trickier. Some of my best and favourite Warframe sessions was with randoms on Apollo Lua, running SP Disruption for a few hours. Having to utilise team work and coordination, that just isn't as necessary anymore. 

Toggle could work as far as just supporting and allowing players to best enable their preferred play style. Perhaps even a Mod that will give Disruption players that use the old method, a damage boost and extra punch through. 

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They shouldn't have it as a toggle, but as part of a modifier for the mission.  So you could choose which type of disruption you'd want to load into.  If people were running the toggle on, it would just be a handicap for you, since they'd beat you to the demo most of the time or lead you to it.  Personally, I thought disruption was best on release and then they made it easier from there. 

SP had tankier demos, but I feel like there was a lot lost from where they could spawn from.  It ended up being very repetitive and predictable.  The timers between each round should be like 5 seconds. 

Yes, now it is very lame as far as the feeling you get to quickly find the demo, it was a search and destroy mission, not a race to the mark.  The pressure to get there or search a few directions quickly and get back to the conduit is completely gone.  I agreed with this post and was worried about it when I first read about the changes.  Disruption isn't a mode I play often though.

They should make the demo invulnerable except to like 4 separate things you have to search for that spawn somewhere in the map, and emit a sound, requiring teamwork to find in time.  I mean they need new modes, not simplifying things.  I do understand though and think its good for people that struggled to play that mode as it was before. 

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3 minutes ago, Lord_Drod said:

They shouldn't have it as a toggle, but as part of a modifier for the mission.  So you could choose which type of disruption you'd want to load into.  If people were running the toggle on, it would just be a handicap for you, since they'd beat you to the demo most of the time or lead you to it.  Personally, I thought disruption was best on release and then they made it easier from there. 

SP had tankier demos, but I feel like there was a lot lost from where they could spawn from.  It ended up being very repetitive and predictable.  The timers between each round should be like 5 seconds. 

Yes, now it is very lame as far as the feeling you get to quickly find the demo, it was a search and destroy mission, not a race to the mark.  The pressure to get there or search a few directions quickly and get back to the conduit is completely gone.  I agreed with this post and was worried about it when I first read about the changes.  Disruption isn't a mode I play often though.

They should make the demo invulnerable except to like 4 separate things you have to search for that spawn somewhere in the map, and emit a sound, requiring teamwork to find in time.  I mean they need new modes, not simplifying things.  I do understand though and think its good for people that struggled to play that mode as it was before. 

 

That could be a good solution too, but there are a few different issues and ideas associated.

Like some people like myself run Disruption so much, that I could usually find the Demos as fast then, as I do now. Just from knowing tile sets and the mode well enough, plus I personally don't listen to music when I play Warframe, and I don't have hearing accessibility issues. I would routinely beat people to the Demo most of the time, especially in situations where you could just tell that people don't do Disruption much, but are doing it because its either Sortie or Archon Hunt Disruption. Thats something that already existed relatively. Not necessarily a bad problem. I can usually identify other players who regularly play Steel Path Disruption, often by just their gear load outs, and play styles, and small tricks like holding over duplicate keys for next rounds, to make it go even faster. There are some people that can make Steel Path Disruption feel like a breeze just by themselves. If you get 4 of them in one mission together randomly... 

That being said, with a toggle you could go solo and also use Recruit chat, or Discord, or even have friends, to get the same sensation of old, that you might have enjoyed.

If you make it a modifier for a mission, you also end up with some potential issues, like what missions, who are you excluding from participating, and are the people who enjoy the old Disruption actually going to enjoy it? For example, I played a lot of Disruption, but probably 80% of my own Disruption play time comes from Lua Apollo, because it was great for getting Axi Relics. Some other Disruption having a modifier, won't likely interest me that much unless the rewards are also good, but if the rewards are also good then you are also potentially excluding people as well. 

Good potential solution, don't get me wrong, but I think it also comes with its own issues depending on how its executed. 

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3 hours ago, CrownOfShadows said:

Just a friendly reminder that Disruption, for many years the best game mode in warframe, no longer is.

I'll never stop hating this change tbh. Every time the demolisher gets auto-marked now I think to myself: "Yup. I remember the good old days when this mode was fun," and do a sad shake of my head.

It still is the best game mode, don't see why the change is that bad, it helps people that can't hear properly.

After 2 rounds you would already have an idea of where the demolisher can come from so it's not like finding them was ever the fun part.

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18 minutes ago, (PSN)slightconfuzzled said:

Good potential solution, don't get me wrong, but I think it also comes with its own issues depending on how its executed. 

Yeah true, just look to the uproar about EDA rewards, but this game could use modes like that everywhere that reward you more for modifiers and subpar gear, kinda like maps do in Path of Exile.  Of course, I'm loosely talking and anything that changes things up from the same rinse and repeat stuff is a good thing.  Disruption is okay, but I like my aoe, non incarnon.  I'm sure melee is okay, with slam and tennoki changes.  I'd rather have stronghold defense more accessible.  I think they can do better than disruption.

They could have made armageddon so much better, just by rewarding pinions and having true angels.  There's no reason why they should rewards quills.  You can find pinions faster anyway.  Void flood is most fun when the meter is all the way up.  I'm not sure why slight changes won't be done on many modes that are almost there.  Disruption gets boring to me, and its even more boring now.  I feel like its mainly played because nothing is close as far as efficiency goes.

I still want endless scaling exterms, where you navigate a tile and then onto the next one.  I don't like being in the same tile over time, or the same room, like ESO.  And a variety mode that isn't in the sky, since parkour in the undercroft is practically nonexistent.  Yeah, there's still lots to be desired past disruption.  Why is cascade like the only mode that demands such a nice operator/warframe mix as part of the main gameplay, and not just as a result of extreme enemy scaling?

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We started to paly game as kids now most of us grown up people and trust me I have tons of IRL friends who are supper happy about it being liek this 

As other Tenno say peopel have problems with hearing colors etc so you are making a problem out of something thats not a problem 

There are soooo much more important stuff to care of than this and its not even a problem.

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On 2024-04-30 at 6:08 AM, TennoPain said:

We started to paly game as kids now most of us grown up people and trust me I have tons of IRL friends who are supper happy about it being liek this 

As other Tenno say peopel have problems with hearing colors etc so you are making a problem out of something thats not a problem 

There are soooo much more important stuff to care of than this and its not even a problem.

The visual feedback is not the problem. That part is good. Let me repeat (for the one millionth and fifth time) the visual feedback is a GOOD thing.

The WAY it is being implemented is the issue.

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On 2024-03-31 at 6:55 PM, CrownOfShadows said:

Allow me to correct these two clowns in case any adults happen by.

The irony.

Anways, a toggle for this would be fine. I don't think they should spend that much dev time on it though since it's such a niche issue. As someone who plays often with music playing I like having visual queues available.

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7 hours ago, stormy505 said:

The irony.

Anways, a toggle for this would be fine. I don't think they should spend that much dev time on it though since it's such a niche issue. As someone who plays often with music playing I like having visual queues available.

.... yet once more, the visual feed back is good. my god reading comprehension has fallen off a cliff lately. Read before you post. One million and six.

I'm not asking for the removal of the visual feedback.

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1 hour ago, CrownOfShadows said:

.... yet once more, the visual feed back is good. my god reading comprehension has fallen off a cliff lately. Read before you post. One million and six.

I'm not asking for the removal of the visual feedback.

This was not what I was referring to. I was pointing out the irony of you, out of everyone in this thread, calling other people children. I honestly thought you were just trolling because no one is THAT hostile and THAT dense. But you've proved me wrong. You are just an incredibly unpleasant person.

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As someone who plays with the game on mute most of the time, I am very glad that they added a visual cue (or more accurately, improved the visual cue -- there used to be a tiny, super missable one before), but I do agree that it is now too obvious from too far away. It's suppose to become more frequently visible as you get closer, but right now it's either just invisible or totally visible, from quite far away.

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11 hours ago, CrownOfShadows said:

The visual feedback is not the problem. That part is good. Let me repeat (for the one millionth and fifth time) the visual feedback is a GOOD thing.

The WAY it is being implemented is the issue.

The way it is implemented isnt really an issue. The sound based indicator was bad due to too much noise, making a more vague visual indicator would result in the same, since we have so much visual noise in the game aswell. And just like with hearing, people have varying degrees of visual capabilities aswell.

And as already stated, the main change is that you have the visual on screen now when looking in that direction within a certain range, while previously you had that indicator on the minimap no matter which direction you looked, without it fading in and out, and the range was far more forgiving. So you are making an issue out of something since you didnt know it was there in another shape already.

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