Zhoyzu Posted March 19, 2014 Share Posted March 19, 2014 i loved your description of your feelings. +1 Link to comment Share on other sites More sharing options...
Revenant102 Posted March 19, 2014 Share Posted March 19, 2014 I find an added incentive of being careful and mindful of my surroundings while destroying my enemies fun. I also find the possibility of random additional damage to be fun as it requires me to be more efficient with my allowable damage and mod choice. (LIGHTNING ROD) Of course the most fun I find is in thriving in tilesets that some of you deem "too stronk"... It makes me feel great to run Loki on ceres nightmare and survive like a winner. That is by far the most fun. Winners rarely complain and this thread is full of complainers... That's the fun TRAPS and HAZARDS cause. That's not what was asked. What fun do you derive solely from the Broken Lights that cannot be derived from some other trap, such as claymore mines triggered on a slight delay upon running through a door rather than jumping/air dashing? Link to comment Share on other sites More sharing options...
Cr4p Posted March 20, 2014 Share Posted March 20, 2014 Fix/change hasn't really improved these much in my opinion. They are still wayyyyyy too numerous. Stopped counting at 20 in a 15 minute survival, and they are often packed really close together. We had 3 in the smaller galleon extraction room. Link to comment Share on other sites More sharing options...
(PSN)jenax002 Posted March 31, 2014 Share Posted March 31, 2014 (edited) i would love to see some more challenges and hazards to be put into this game. Personally I am kinda bored of looking at the rhinos with vangaurd helmets completing the mission in 1 min or a loki with a rush and invisibility build cruising through enemies like they do not even exist (there are other warframes who can do this 1 min job). A pluto capture mission (even a Tower 3 Capture) doesn't feel like its a high level capture mission at all because all you have to do is RUSH, STOMP, SHOOT ONE ARROW and you are done, MISSION COMPLETE. This doesn't mean i approve the addition of lights which are overpowered as hell because they can shoot you from the other side of the wall but that doesn't mean that i want the lights to be removed. In my opinion these lights should only appear in higher level mission (maybe level 20 onwards). They should not be able to zap you on the other side of the wall and they should be clearly visible or as some other guy said a danger sign would at least make the tenno little bit more cautious. If a lower level tenno really wants to do higher level missions, then they should also understand the risks of doing so. People will always cry when they fail certain levels or missions but that doesn't mean the developers have to make it a cakewalk for them. A nice example would be the DARK SOULS franchise. They listen to people but not too much because the developers of dark souls know that if they start listening to every single whining kid, then their game would be a joke and people will be like 'LOL i killed that boss in like 2 mins with my supercharged weapon'. Removing this hazard from the game will just make the game easy and boring as it is with all the super charged warframes running like crazy with no real challenges. Even the stalker, harvester and the Grustrag three are kind of joke for the supercharged warframes. I remember when i started playing this game and i encountered the stalker for the first time. I was scared and of course i died with his bow but i was fine with that because it was a challenge and it was cool new takedown on a superpowered boss who can mow you down if you are not careful. Now, its a joke. you just stand there and wait for him to get closer and bam one shot and he is dead. Even the events that are supposed to be challenging are being toned down now to make every whining little kid play in easy mode. The so called NIGHTMARE modes are joke too with a iron skinned Rhino. In my opinion, the game is already easy as it is. DE should only listen to feedback and modify or update stuff in the game. They shouldn't remove something that they think is a challenge for the players (Gamers should only be given the option to provide feedback not the option to dictate the developers ideas). They should definitely fix a bug if it exists (For example the lights spawning in the Spawn room which is definitely not intended). Else once more people reach that mastery rank 14-15, then they will stop playing and move on other games for more challenging missions. i am already mastery 13 and i am starting to get bored. I am waiting on Destiny to come out so i can go and fight with a team to complete the challenging missions. So, please stop removing, nerfing stuff (nerfing warframes/ weapons is fine) that would make the game little bit challenging. Edited March 31, 2014 by (PS4)jenax002 Link to comment Share on other sites More sharing options...
(PSN)atpbx Posted April 1, 2014 Share Posted April 1, 2014 The game can't be balanced effectively for beginners and 400 hr plus players at the moment. To do that they would have to either reduce the amount of time it takes new players to get powerful- shortening the games lifespan for those players. Or increase the amount of time it takes to get powerful making more of the content pointless for vets. Until more content is released, more playable areas different maps types or what ever, you are going to have to accept that there is a small amount of content that has to playable by everybody to a certain extent. Link to comment Share on other sites More sharing options...
Doughalo2 Posted April 1, 2014 Share Posted April 1, 2014 hasnt this been solved ?? Link to comment Share on other sites More sharing options...
DoomFruit Posted April 2, 2014 Share Posted April 2, 2014 Nope. Now instead of taking 300 damage all at once, you take it over a period of 3 seconds where the arc traps shoot this beam at you and you then have to hunt around to find and shoot the tiny little emitter (which isn't easy to pinpoint when you have this MASSIVE LIGHTNING ELECTRICAL BLOOM effect in front of it). Or you just take DE's intended frame, Rhino, and rush at top speed to ensure that your iron skin doesn't go down when you linger in the area. The broken lights and arc traps don't stop rushing. They only make it a more attractive proposition. If you want to stop rushing, make it worthwhile to go slow. Give us actual rewards for exploring. Give us a reason to search the entire map rather than just blitz into Ruk's chamber, flatten him in 30 seconds and then blitz out in the hope of getting his orokin cell. Link to comment Share on other sites More sharing options...
GraalOhOtonami Posted April 2, 2014 Share Posted April 2, 2014 This is all irrelevent now, can someone close this thread? Link to comment Share on other sites More sharing options...
LGear Posted April 3, 2014 Share Posted April 3, 2014 (edited) Nope. Now instead of taking 300 damage all at once, you take it over a period of 3 seconds where the arc traps shoot this beam at you and you then have to hunt around to find and shoot the tiny little emitter (which isn't easy to pinpoint when you have this MASSIVE LIGHTNING ELECTRICAL BLOOM effect in front of it). Unlike with Broken Lights, I've never had any problem spotting Arc Traps when they shoot, or even before they shoot. They don't have light blooms as bad as you're claiming either. I actually hunt down Arc Traps when doing Invasions and other Grineer missions because they drop loot, which the Broken Lights don't do. Finally, they don't deal 100 damage every second like you claim, from what I see of my shield drops during play. Hell, I only get something along that rate when I stand in front of 3 Arc Traps at once, which isn't a daily occurrence. Also, you really don't need Rhino against Arc Traps. The past couple of days I've been running my Proto-Armor Excalibur in Grineer Invasions and he handles Arc Traps just fine. Arc Traps are a nuisance, not death traps like Broken Lights were. Edited April 3, 2014 by LGear Link to comment Share on other sites More sharing options...
DoomFruit Posted April 3, 2014 Share Posted April 3, 2014 Unlike with Broken Lights, I've never had any problem spotting Arc Traps when they shoot, or even before they shoot. They don't have light blooms as bad as you're claiming either. I actually hunt down Arc Traps when doing Invasions and other Grineer missions because they drop loot, which the Broken Lights don't do. Finally, they don't deal 100 damage every second like you claim, from what I see of my shield drops during play. Hell, I only get something along that rate when I stand in front of 3 Arc Traps at once, which isn't a daily occurrence. Also, you really don't need Rhino against Arc Traps. The past couple of days I've been running my Proto-Armor Excalibur in Grineer Invasions and he handles Arc Traps just fine. Arc Traps are a nuisance, not death traps like Broken Lights were. The damage depends on the planet. Likewise, spotting them depends on where they're placed. And finally, the bloom is large compared to the trap's size and tiny little hitbox. Shooting it means slowing down and hunting for the little dark orange lump on the wall (or right next to a container - those are always fun to try and shoot), all while being constantly zapped if you're in a small corridor. It's still much less hassle to just iron skin, rush through and ignore it - which also lets you ignore those stupid magnetic doors. Those are a separate matter - I've had several occasions where it is physically impossible to shoot the "sensor" bar on one side of the door. The only choice there is iron skin/switch teleport/wormhole or lose all your energy. Link to comment Share on other sites More sharing options...
Neutralred Posted April 3, 2014 Share Posted April 3, 2014 The difficulty of finding arc traps depends heavily on your graphical settings. With colour correction and bloom on, they're a damned nuisance to spot. With both off, the lightning bolts don't present nearly as much of a visual barrier. I suspect turning off dynamic lighting would further reduce the jumping shadows, but that just sounds like a step too far. Link to comment Share on other sites More sharing options...
DUSTCLOUD Posted April 3, 2014 Share Posted April 3, 2014 I hate the broken lights, the idea was stupid to implement this. Broken lights shouldn't even shock because they are broken.. how stupid! They are too common, it would be enough if there would be 1-2 but almost all rooms have that. I think it would be better if there would be some "Grineer Sentries" that shoot with either bullets or fire. What will be the next hazard? shocking walls? Oil that can be set on fire? Firewalls? -broken lights hater These things remind me of an upgraded Vor tesla. Homing, they dont let you go, when you think you've escape another one arises and its extremely out of the common view. I think all the new traps in general were probably sound in theory but the execution is literally execution. If we get back the original un-nerfed Quick thinking then they can keep their arc traps. Then managing health would be as interesting as arc traps. Link to comment Share on other sites More sharing options...
LGear Posted April 3, 2014 Share Posted April 3, 2014 (edited) Those are a separate matter - I've had several occasions where it is physically impossible to shoot the "sensor" bar on one side of the door. The only choice there is iron skin/switch teleport/wormhole or lose all your energy. Sensors bars always have two sensors on both sides of the door, and while there are many situations where the bar is sandwiched between an object blocking it, you can still shoot it by going by near the door itself and looking up (most of the time when said door spawns near one of those narrow cylindrical corridors). I nearly thought that they were impossible to shoot too, until I slowed down and saw that you can indeed shoot them. Speaking as a Solo player, I've managed to get past both Arc Traps and Magnetic Doors without using my favorite Rhino (not to mention Shields regenerate without energy use). You take 100-200 damage to your shields in a few seconds of getting zapped in a place like Uranus or Neptune... so what? Only times I've been killed by Arc Traps since they were implemented are in Nightmare mode missions. If we get back the original un-nerfed Quick thinking then they can keep their arc traps. Then managing health would be as interesting as arc traps. Balancing game environments based on a comparatively rare mod is a bad idea. Not everyone is going to have Quick Thinking to save them. In my experience though, not like you need saving from Arc Traps anyway. I find Grineer Napalms more annoying than Arc Traps. Edited April 3, 2014 by LGear Link to comment Share on other sites More sharing options...
(PSN)jenax002 Posted April 3, 2014 Share Posted April 3, 2014 These things remind me of an upgraded Vor tesla. Homng, they dont let you go, when you think you've escape another one arises and its extremely out of the common view. I think all the new traps in general were probably sound in theory but the execution is literally execution. If we get back the original un-nerfed Quick thinking then they can keep their arc traps. Then managing health would be as interesting as arc traps. The un-nerfed Quickthinking was OP. Then they nerfed it and made it worse that everytime you go down to 2 HP, you should be prepared to die because of the huge amount of stagger from enemy hits. But now after update 12, they fixed it to only stagger after a critical hit from a enemy weapon. so i think quickthinking is balanced as of now and it has saved my a$$ couple of times while running through these arc traps. As long as you have Energy and Health Restores built , you should have no problem with the traps. I think addition of arc traps is a challenge of its own. i do understand they aren't clearly visible which is a pain in the a$$. I would rather do a challenging mission than doing a easy mission and get bored easily. For example there was Hammershot Mod alert (Default NO SHIELDS) yesterday on Ps4 on a Grineer tileset. Like always people think that their warframes are too OP and they can just run through and complete the alert, get the reward and sell it but these arc traps made it challenging. Lol i had to revive 2 rhinos (i was Loki) on my squad. I even went down when i was trying to revive this 1 guy and i got zapped by the trap even when i was invisible. This makes the player be aware of the surrounding rather than just running through the whole mission casually with a vangaurd helmet on. i am expecting more challenges or i would say 'DEATH TRAPS' which actually kill you. Link to comment Share on other sites More sharing options...
(PSN)jenax002 Posted April 3, 2014 Share Posted April 3, 2014 Games like this are supposed to be challenging or else there is no point in playing these games. I would just go play minecraft (not that its a bad game, i love minecraft) if i do not want to be killed by a trap that shoots electricity. I understand Broken lights was a annoyance but arc traps are too easy to deal with if you know what to do. Whats the point of playing if you do not expect death traps in a mission. Lol, people are just too much attached to the Rhino warframe. The usual perception of people is that if a Rhino dies in a mission, then the mission is buggy or the update was not necessary to make the mission any harder. Link to comment Share on other sites More sharing options...
(PSN)atpbx Posted April 6, 2014 Share Posted April 6, 2014 I got blasted by one that was on the outside of the hull of the Grineer space station style tile set today, no way to see it, no way to shoot it, no way to avoid it. They are also still in places where they cannot be seen to be avoided, still spawning at extraction on survival in the extraction room itself, still spewing multiple traps in on relocation so you get blasted by multiple traps at the same time. They still remain a terrible idea that's even more terribly implemented, no amount of trying to rationalise them will change that fact. Link to comment Share on other sites More sharing options...
Keldamnar Posted April 10, 2014 Share Posted April 10, 2014 They should reduce the distance and make them more noticeable. Maybe an short "arming" sound, before they shock you, will do the trick! If you hear the electricity charging up, you can retreat and search for them from a safe distance. The closer you are, the faster you get shocked (less power because of the shorter distance). That's needed, or everyone will just rush past them... Link to comment Share on other sites More sharing options...
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