PlebbyMilliner Posted March 16, 2014 Share Posted March 16, 2014 (edited) I ran an invasion run solo. In the course of this run I was hit by 7 sets of Broken Lights that were not visible from the approach path. I eliminated 4 that I could see. Each of these dealt approx 250 damage to shields and 20-30 to health (not exact numbers) And of course, while dealing with a Leader Corpus Tech + additional Corpus Tech I was hit by them, and 2 blind lights simultaneously and died. That's 250 Shields + 580 Health gone in an instant on a level 18-ish map. I have some serious problems with this for a number of reasons: 1) This makes the game even MORE newbie unfriendly. Without mods to a mid-ranked frame, a single light = death for any new player from something random/out of nowhere. 2) It is the most frustrating game mechanic when you are killed by something you cannot see and in most cases, no amount of skill can avoid. 3) It eliminates certain types of builds as it makes shield boost (or lightning resistance) mandatory. I implore the developers to rethink this strategy. If you want to keep it in, I would suggest that the hit ONLY targets shields and reduce the frequency of the lights per tile. This would leave the player surprised every once in a while, but allow them time enough to adapt and continue to fight. Additionally, think about other ideas to shake up the player. Doors closing at random, those cracked windows blowing out, an explosion collapsing one half of a hallway and needing a detour. Here lies a Tenno warrior wrapped in an biomechanical warframe, channeling the most powerful of abilities and wielding ancient weapons in a way that no other can....stopped by faulty wiring not up to code. Edited March 16, 2014 by PlebbyMilliner Link to comment Share on other sites More sharing options...
dashashou Posted March 16, 2014 Share Posted March 16, 2014 (edited) sadly it's no longer a game about running an gunning , i remember when there was still raids . Those where fun but we as player where rush the rush maps too fast . there a long list - the lights are only the newest and probably the worst the removal of sprinting and gunning , the removal of the jumping flip ( i loved this move ) the it's the energy draining doors , the slam cc heavys the elevators that we have to que the dual 2 people required to open doors the alarms with locking doors fire and bleed pro stacking so light frames get dotted - and become dead men walking . all geared to slow us down . it's all about point defense and the days of running a mission solo are long over . Now if your have to run run Rhino iron skin ignores a lot of these. 'edit /add - o omost forgot auto vault which hurts us more than helps Edited March 16, 2014 by Ravel7 Link to comment Share on other sites More sharing options...
CubedOobleck Posted March 16, 2014 Share Posted March 16, 2014 I think DE is trying to slow down the pace in regular missions (non-defensive) by placing traps, but it's useless: people are gonna try and rush no matter how difficult it is if all the rewards are found at extraction. I like fast pace and exploring is kinda dumb imo when you already know each tile by heart, but the fact there's just no incentive whatsoever to stay in a regular missions or to pick a tougher mission is just crappy. Trying to slow us down with broken lights is dumb and it's not gonna work, if they really want us to spend more time in the regular missions they should change some reward mechanisms, for example right off the top of my head: extraction credit could be removed; credits, resources and cores found during the mission could actually scale notably with the level; containers and lockers should drop mods and there could be bigger containers you need to hack to open; alerts should not give credits and resources at extraction, they should multiply the credits and resources found in the mission; the map generation could offer multiple paths and the minimap could stop baby-sitting us; etc. Link to comment Share on other sites More sharing options...
Sapphonomicon Posted March 16, 2014 Share Posted March 16, 2014 (edited) I've talked about this on 5 other threads about the lights. It's like they don't care. We've all covered just about every issue as to why the lights are awful, and not even a pip from an admin or staff member, or a mention of it in workshops, or anything. They think slicing the damage in half is the solution. It's not. They just need to get rid of them, they're so bad I'm avoiding the tileset. Edited March 16, 2014 by Z3R0M0N5T3R Link to comment Share on other sites More sharing options...
LukeAura Posted March 16, 2014 Share Posted March 16, 2014 sadly it's no longer a game about running an gunning , i remember when there was still raids . Those where fun but we as player where rush the rush maps too fast . there a long list - the lights are only the newest and probably the worst the removal of sprinting and gunning , the removal of the jumping flip ( i loved this move ) the it's the energy draining doors , the slam cc heavys the elevators that we have to que the dual 2 people required to open doors the alarms with locking doors fire and bleed pro stacking so light frames get dotted - and become dead men walking . all geared to slow us down . it's all about point defense and the days of running a mission solo are long over . And sadly, none of it actually fixes rushing. Extending the time it takes to Rush, or making it more painful does not fix Rushing. Speed=/= Rushing. A fix for rushing is the encouragement of exploration. As long as people find the linear option the best option, people will take it. Stack rare mods and/or rare resource caches behind 'vaults' that can only be accessed from a miniboss in a mission or through a parkour course. Make them the only or most accessible method of obtaining these items. Like the Vaults in the Derelicts, but not behind an rng and/or painful limitation. The best content ideas they've had get bogged down with the idea of keys, grinding, rng, and the worst of all, incentives for rushing. The Void has the best hazards to run through, rare loot scattered through out or locked behind parkour courses. But I have to grind for a key in survival first to reach that, and then I get my best reward, the Prime component or Forma, by reaching the end instead of finding it through the map! We should not start with the bad baseline, the boring monotone based missions that incentivize rushing. Link to comment Share on other sites More sharing options...
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