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A Logical Solution For Broken Lights?


Vitras
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So I'm like everyone else and really hate the new Grineer "broken lights" hazard.

Today I thought of a solution that should have been obvious from the start. What if... they are "broken lights"... when you break them. Mind blown right?

This means that if you shoot a light or one gets caught in the crossfire or is damaged in some sort of way, it will be put into the "broken" state and zap anyone (not just the player) who comes close to it.

It makes so much more sense especially when you take the Corpus's "reinforced glass" windows into consideration. They aren't broken and hurting you when you walk in, it has to be broken by damage then it becomes harmful.

 

This also could help high damage weapons with a huge spread become slightly more balanced since there would be some risk in using them. It wouldn't make that much of a difference, but still.

So. The solution is they have to break before they become "broken lights".

Agree? Disagree? Additional ideas?

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Delete them. This is the only logical solution.

That's actually a bad solution. Because then the Grineer galleon tileset would be unbalanced to the Corpus ship tileset as it would have more hazards, which I believe was DE's goal with all of this.

Edited by Vitras
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Well it does not really solve the over all problems, this fixes the problem with them being unavoidable/spawning unfair. But this still leaves the other problems of them dealing to much damage and the bright consistent flashes that can and do cause physical pain and damage.

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Well it does not really solve the over all problems, this fixes the problem with them being unavoidable/spawning unfair. But this still leaves the other problems of them dealing to much damage and the bright consistent flashes that can and do cause physical pain and damage.

That is true. It would at least make it so they don't deal tons of damage 6 times in a row and kill you. Baby steps, as the wise ones say.

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That's actually a bad solution. Because then the Grineer galleon tileset would be unbalanced to the Corpus ship tileset as it would have more hazards, which I believe was DE's goal with all of this.

 

Give the Grineer some turrets. Because that's pretty much what the "broken lights" are - one-shot turrets.

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Or they could operate as an actual broken light. As in only shocking you if you bump into it rather than actively shocking Tenno from 40 feet away.

I like that idea too. So then it could act like the fire hazard.

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Fine with broken lights. The fact people hates them means they're accomplishing their purpose. You can't slow down a year old community of rushers and not get a few (a lot) of whines sent back at you. They need polish and tweaking so that you can always see/hear that they're there, and they don't do crazy things like zap you through walls and ceilings, but Scott knows that.

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Fine with broken lights. The fact people hates them means they're accomplishing their purpose. You can't slow down a year old community of rushers and not get a few (a lot) of whines sent back at you. They need polish and tweaking so that you can always see/hear that they're there, and they don't do crazy things like zap you through walls and ceilings, but Scott knows that.

That's why I thought of this. Because there are broken lights at random places you cannot possibly see and cannot possibly avoid. This idea is my polish.

Edited by Vitras
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That's why I thought of this. Because there are broken lights at random places you cannot possibly see and cannot possibly avoid. This idea is my polish.

 

Your polish negates the purpose. Someone rushing through wouldn't break any lights.

 

They simply need a line of sight check, and better pre-planned positions. Having watched multiple tilesets get added in scruffy and simplistic shape then get polished, I have GREAT confidence in DE's ability to make new hazards work and I certainly hope that the lights are the first of many.

Edited by VKhaun
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INTO THE SUN THEY GO.

 

Fine with broken lights. The fact people hates them means they're accomplishing their purpose. You can't slow down a year old community of rushers and not get a few (a lot) of whines sent back at you. They need polish and tweaking so that you can always see/hear that they're there, and they don't do crazy things like zap you through walls and ceilings, but Scott knows that.

That's not really a the best way to fix rushing.

 

First you look at the problem->Why do most people rush?Because we want to be rid of the grind faster.

 

If higher level enemies were difficult(both AI wise and statwise) enough that players were unable to just rush past them ignoring their attacks and then if there was an actual reason to do high level missions in the first place instead of just farming survival on mercury for affinity...

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Your polish negates the purpose. Someone rushing through wouldn't break any lights.

 

They simply need a line of sight check, and better pre-planned positions. Having watched multiple tilesets get added in scruffy and simplistic shape then get polished, I have GREAT confidence in DE's ability to make new hazards work and I certainly hope that the lights are the first of many.

No, broken lights aren't supposed to stop rushers. It's those new doors that do that. Since you run through them and you lose all of your energy. Not every hazard has to put the game into nightmare mode.

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No, broken lights aren't supposed to stop rushers.

Scott hasn't made any statements either way about lights in specific, AFAIK. He has however explicitly stated in past dev streams (old ones, not recent, from back when rusher v explorer was a big thing on the boards.) that players skipping fights and other content is not dev intent, and will not last forever. 

 

 

Since you run through them and you lose all of your energy. Not every hazard has to put the game into nightmare mode.

What you're skipping over is gameplay. Once the hazards are polished to be visible and well placed, it's not an automatic penalty. It's only a penalty if you're moving forward faster than you can evaluate your surroundings. 

Edited by VKhaun
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