LennoFF Posted March 14, 2014 Share Posted March 14, 2014 Just curious if the idea of real-time ability stats has been brought up. For example, on the right side of my Warframe's mods, the 4 abilities would be listed. I'll use Vauban. I add Continuity, it auto-updates on the right showing what the duration of my abilities are now. Throw on Stretch, the range will increase, showing me exactly what to expect. With corrupted mods and stuff, I feel like I'm back in math class adding 99% for this, then subtracting 60% of that, then adding this and that. It would be nice to put on a load-out, look to the right, and say "OK, my Bastille is 20 meters and will last for 22 seconds and will cost 30 energy." Also, it would be nice to see, like weapons, how powerful we can make our abilities. If you think about it, this information is not in game anywhere. You need to reference Wiki to see what each level of an ability will give you, then see what mods affect what abilities, then see what maximization does for you, then do the math to see which load-out is ideal, yadda yadda. With the Codex trying to bring more information into game and out of random websites, I think this is needed in game. I thought Focus (Intensify) affected Vortex for the longest time. I had power mods on Vauban thinking logically, I am increasing damage dealt in my Vortex. With the addition of my idea, I would have seen no increase in damage for Vortex. When Zephyr first came out, I again using logic, started adding range mods to fly higher and further, since that just makes sense. I didn't see much difference in game so I kept leveling her until I finally checked the Wiki and saw duration mods affect her flight range, not range mods, lol. This too would have been avoided had I seen no increase when range mods were added. This will also give people a bit of a heads up when they add a maxed Fleeting Expertise and a maxed Streamline and they don't see their efficiency go past 75% like I had my setups for the longest time, lol. Please add this! Pleeeeeease!!!!! Link to comment Share on other sites More sharing options...
LennoFF Posted March 14, 2014 Author Share Posted March 14, 2014 Mods, if this would be better placed in the UI or another section, feel free to move it. Wasn't sure where it fit best. Thanks. Link to comment Share on other sites More sharing options...
(PSN)l-Faust-l Posted March 14, 2014 Share Posted March 14, 2014 That would be pretty nice, instead of having to go into some random match to test it everytime you change something. Link to comment Share on other sites More sharing options...
Archistopheles Posted March 14, 2014 Share Posted March 14, 2014 Because DE is our slave-masters, and they love making us work, and we in turn, love them because of human nature. Link to comment Share on other sites More sharing options...
LordMidnightX Posted March 14, 2014 Share Posted March 14, 2014 yes please its so annoying not knowing what effects what, and how much you are gaining. Link to comment Share on other sites More sharing options...
taiiat Posted March 14, 2014 Share Posted March 14, 2014 i can't count the number of suggestions for the UI over the months that have had readouts for power stats and etc listed. because it's really damn useful to know all of the stats that exist. because someday someone is going to want to know about it. yes, that means even those stats you're hiding from us. don't. Link to comment Share on other sites More sharing options...
Hawk_of_the_Reborn Posted March 14, 2014 Share Posted March 14, 2014 Just curious if the idea of real-time ability stats has been brought up. For example, on the right side of my Warframe's mods, the 4 abilities would be listed. I'll use Vauban. I add Continuity, it auto-updates on the right showing what the duration of my abilities are now. Throw on Stretch, the range will increase, showing me exactly what to expect. With corrupted mods and stuff, I feel like I'm back in math class adding 99% for this, then subtracting 60% of that, then adding this and that. It would be nice to put on a load-out, look to the right, and say "OK, my Bastille is 20 meters and will last for 22 seconds and will cost 30 energy." Also, it would be nice to see, like weapons, how powerful we can make our abilities. If you think about it, this information is not in game anywhere. You need to reference Wiki to see what each level of an ability will give you, then see what mods affect what abilities, then see what maximization does for you, then do the math to see which load-out is ideal, yadda yadda. With the Codex trying to bring more information into game and out of random websites, I think this is needed in game. I thought Focus (Intensify) affected Vortex for the longest time. I had power mods on Vauban thinking logically, I am increasing damage dealt in my Vortex. With the addition of my idea, I would have seen no increase in damage for Vortex. When Zephyr first came out, I again using logic, started adding range mods to fly higher and further, since that just makes sense. I didn't see much difference in game so I kept leveling her until I finally checked the Wiki and saw duration mods affect her flight range, not range mods, lol. This too would have been avoided had I seen no increase when range mods were added. This will also give people a bit of a heads up when they add a maxed Fleeting Expertise and a maxed Streamline and they don't see their efficiency go past 75% like I had my setups for the longest time, lol. Please add this! Pleeeeeease!!!!! Link to comment Share on other sites More sharing options...
Monolake Posted March 15, 2014 Share Posted March 15, 2014 First step DE should do is list all the abilities numbers in the game and what mods affect what. Now you need first to study wiki then do the math, no wonder new players are completely lost. Your idea of interface reflecting the stats changes (similar to weapons) is very good, fully supporting. Link to comment Share on other sites More sharing options...
LennoFF Posted March 15, 2014 Author Share Posted March 15, 2014 I think it would help with fine tuning as well. Someone asked me the other day if I had fleeting on my Trinity. I said no, I prefer the duration. They said after doing some math, they thought the bonus efficiency actually allowed them to cast more times to make up for the duration, and it worked out that they could cast abilities for "longer" for less energy. I think with an interface like this, we could add a 1, or 2 level mod, see how it affects the build, maybe add another level until we find happy ground. Right now, the math is too much for me to care to fine tune anything. Why does DE want to rely on Wiki and outside information so much anyway? I would want people to immerse themselves in my game, not have to alt-tab out every time I want to mod something. Maybe it was easier when the game was first being developed, but I think with all these new mods and frames and weapons, it's getting tiresome having to do all that. On the same note as Warframes, weapons need this too. You should be able to see in real time what mods are doing to weapons. I can't stand having to apply changes, back out, then see "damn, got corrosive instead of gas" then go back and change it, etc. Just have the stats in the mod screen, and as we add mods, they will change so we can arrange them, get a loadout we like, then hit apply and be done. Link to comment Share on other sites More sharing options...
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