Neutralred Posted March 18, 2014 Share Posted March 18, 2014 However, I wonder: * Why won't you just remove them Pride. Some designer's ego is tied up in this idiocy and their pride won't allow them to admit that they've screwed up on a monumental scale. So they're still trying to salvage an almost universally despised misfeature, pretending with just a few tweaks it'll be fine. The key here is trying to win the players over with bribery. Cameras and barrels don't drop resources... because they don't need to. Calling it now: - The DoT effect is going to be worse since it'll likely prevent shields recharging over the duration. - Damage will be too high. See: eviscerator bleed DoTs, the original trap damage, the nerfed damage that they think is okay. - Placement is still going to suck, and at ground level there's a lot more clutter to obscure the traps. - They're still going to hit from out of LoS and behind objects. - There are still going to be far too many of the blasted things around. Dear whatever tool it is that insists on protecting their pathetic feelings at the cost of our gameplay: give up and remove the damn traps. Link to comment Share on other sites More sharing options...
Tekky Posted March 18, 2014 Share Posted March 18, 2014 Just an update, Dev's next iteration of this mechanic will include: 1) Only placing the 'traps' at eye or floor level. 2) FX that indicate they are clearly active. 3) Will do DOT vs (instead of) big pulse/surge of damage. 4) Can be exploded from a distance to damage nearby enemies (like Explosive Barrels). 5) Will have a chance to drop a resource. We can definitely see the hate still for these by some, so more attempts to tweak are being made. I like most of these, but I do have an issue with the DOT idea. Personally I find it infinitely more frustrating to be forced into a situation where I have to wait longer for recharge/regen, and since not all frames have a way to heal themselves this seems like it would only really benefit trinity and oberon. There are already a lot of DOT effects that can really screw with people not running rhino, and I don't like punishing them. Aside from that, the other ideas seem great. If the DOT is meant to make them scarier since they're now a lot easier to deal with, that seems fine. Just don't over do it. Link to comment Share on other sites More sharing options...
Mcl_Blue Posted March 18, 2014 Share Posted March 18, 2014 (edited) Just an update, Dev's next iteration of this mechanic will include: 1) Only placing the 'traps' at eye or floor level. 2) FX that indicate they are clearly active. 3) Will do DOT vs (instead of) big pulse/surge of damage. 4) Can be exploded from a distance to damage nearby enemies (like Explosive Barrels). 5) Will have a chance to drop a resource. We can definitely see the hate still for these by some, so more attempts to tweak are being made. I like this, it sounds a lot more fair. It's still not perfect, but it's a good improvement. Now you just have to ditch the name "Broken Light" in favor of something more reasonable like "Lightning Trap" or something, and we have something that can be worked with. Dear whatever tool it is that insists on protecting their pathetic feelings at the cost of our gameplay: give up and remove the damn traps. That would be Scott, most likely. Edited March 18, 2014 by Mcl_BlueMadness Link to comment Share on other sites More sharing options...
-Upgreid- Posted March 18, 2014 Share Posted March 18, 2014 I'll only accept the DoT if the overall damage is nerfed as well. They made a good change but it'll still hurt new players. Why not 25 damage for 5 seconds per light? Even if there's light spam it won't be instakill. Link to comment Share on other sites More sharing options...
Monolake Posted March 18, 2014 Share Posted March 18, 2014 What if they put a unit that can one shoot you? I am not talking about the 'old' eviscerators, you could kind of avoid they shots if you played properly. I am talking about a random regular unit with some "desintegrator" as a weapon and with some impenetrable shields that could only be bypassed by destroying the battery on its back or even activating some EMP. Then it could just one shot you. Just like that, it aims, you are marked, and if you don't take either cover, kill it, or get away fast enough, you are dead. People will go nuts with this too? Too hard to pay attention to this unit during a fight as well? Too bad you can't kill it with 2-3 shots? How can the developers put some challenge into the game when anytime they present a change people just rage all over the place not suggesting changes but demanding for removal or reversal? Unit that 1-shots you on sight is not a challenge, its a BS too, but atleast he'd be visible and avoidable. Want to see proper traps - look at the void maps. Deadly even for Rhinos but always visible and avoidable, with a distinctive model. Random zapping lights is a lazy incompetent hackjob. Link to comment Share on other sites More sharing options...
Neutralred Posted March 18, 2014 Share Posted March 18, 2014 That would be Scott, most likely. Don't know who that is, and it doesn't matter. To be brutally honest, the people behind the game only matter insofar as their weaknesses affect their product. Good developers should let the product speak for them. Link to comment Share on other sites More sharing options...
TioMegaManX Posted March 18, 2014 Share Posted March 18, 2014 Pride. Some designer's ego is tied up in this idiocy and their pride won't allow them to admit that they've screwed up on a monumental scale. So they're still trying to salvage an almost universally despised misfeature, pretending with just a few tweaks it'll be fine. The key here is trying to win the players over with bribery. Cameras and barrels don't drop resources... because they don't need to. Unless they drop Orokin Cells, Reactors or Catalysts I am not accepting that bribe. Link to comment Share on other sites More sharing options...
LazyKnight Posted March 18, 2014 Share Posted March 18, 2014 (edited) Pride. Some designer's ego is tied up in this idiocy and their pride won't allow them to admit that they've screwed up on a monumental scale. So they're still trying to salvage an almost universally despised misfeature, pretending with just a few tweaks it'll be fine. The key here is trying to win the players over with bribery. Cameras and barrels don't drop resources... because they don't need to. I think you're right. This is by far worse than the experiment they did with stamina tweaking. I am done playing non-rhino against Grineer, first the insane bleed proc, now the idiocy of death-bolts. There is ZERO reason to bother using anything other than Rhino, unless you want an exercise in frustration. Traps are not fun, and these traps are rage inspiring game uninstalling annoyances. Grineer are already the most annoying faction in game because of the Insistence of the bleed proc occurring on every other hit, they didn't need more. I mean really does someone have a check list on how to make people never do Grineer maps again? Edited March 18, 2014 by LazyKnight Link to comment Share on other sites More sharing options...
Neuhnee Posted March 18, 2014 Share Posted March 18, 2014 (edited) I don't see what all the rage is about. I didn't even notice these things till someone pointed them out. All the environmental hazards in this game are a joke, if they're even annoying you you're doing a great many things very wrong. And no, I haven't played a Rhino since I lvled him to 30 and stuck him on a shelf to gather dust. So *so* dusty. Edited March 18, 2014 by Neuhnee Link to comment Share on other sites More sharing options...
Azamagon Posted March 18, 2014 Share Posted March 18, 2014 I think you're right. This is by far worse than the experiment they did with stamina tweaking. I am done playing non-rhino against Grineer, first the insane bleed proc, now the idiocy of death-bolts. There is ZERO reason to bother using anything other than Rhino, unless you want an exercise in frustration. Traps are not fun, and these traps are rage inspiring game uninstalling annoyances. Grineer are already the most annoying faction in game because of the Insistence of the bleed proc occurring on every other hit, they didn't need more. I mean really does someone have a check list on how to make people never do Grineer maps again? Well, doesn't this make sense with the current Prime Access hainvg Rhino Prime in it, eh? >_> Link to comment Share on other sites More sharing options...
LazyKnight Posted March 18, 2014 Share Posted March 18, 2014 (edited) I don't see what all the rage is about. I didn't even notice these things till someone pointed them out. All the environmental hazards in this game are a joke, if they're even annoying you you're doing a great many things very wrong. The void ones are 100% pressure pad triggered, and all can be avoided. The only time they can't be circumvented is for the crossroads room that has all the mirrior lasers. If you do not understand that you can NOT avoid a great number of the death-bolts because they are position in a way that LoS will have them hit you before you can hit them. Even if they were not LoS, why do they ignore the Grineer? The Void traps at least kill everything. Edited March 18, 2014 by LazyKnight Link to comment Share on other sites More sharing options...
FloStyle007 Posted March 18, 2014 Share Posted March 18, 2014 Just an update, Dev's next iteration of this mechanic will include: 1) Only placing the 'traps' at eye or floor level. 2) FX that indicate they are clearly active. 3) Will do DOT vs (instead of) big pulse/surge of damage. 4) Can be exploded from a distance to damage nearby enemies (like Explosive Barrels). 5) Will have a chance to drop a resource. We can definitely see the hate still for these by some, so more attempts to tweak are being made. I'm sure Grineer lights are oxium powered, Make them drop oxium ! Link to comment Share on other sites More sharing options...
Neuhnee Posted March 18, 2014 Share Posted March 18, 2014 The void ones are 100% pressure pad triggered, and all can be avoided. The only time they can't be circumvented is for the crossroads room that has all the mirrior lasers. If you do not understand that you can NOT avoid a great number of the death-bolts because they are position in a way that LoS will have them hit you before you can hit them. Even if they were not LoS why do they ignore the Grineer? The Void traps at least kill everything. Who bother's avoiding them? I just run through lasers, fires, and apparently exploding lights. It's more annoying trying to avoid them then just taking whatever damage they do. Like I said they don't even slow me down, I didn't even know there was a new trap until people started whining about it. The manually triggered room broom Orokin Defense lasers being an obvious exception Link to comment Share on other sites More sharing options...
xShadowsaur Posted March 18, 2014 Share Posted March 18, 2014 Just an update, Dev's next iteration of this mechanic will include: 1) Only placing the 'traps' at eye or floor level. 2) FX that indicate they are clearly active. 3) Will do DOT vs (instead of) big pulse/surge of damage. 4) Can be exploded from a distance to damage nearby enemies (like Explosive Barrels). 5) Will have a chance to drop a resource. We can definitely see the hate still for these by some, so more attempts to tweak are being made. The damage output for them should be nerfed. It reminds me of the laser bars on the doors in update 6 till... I'm not sure. My suggestion is that it should do knockback/knockdown and some damage. Also that they should not appear in Mercury and other "low level" planets. And one of my main issues with the mechanic is there is no logical reason as to why these broken lights target the tenno and not the grineer (who also wear metal armor). It's not a deliberate trap like the Corpus trap and you can hand-wave it away that they wear devices in their armor that can signal the laser to not affect them and for cameras not to be alerted by them, it's a broken device. It should target everyone. Link to comment Share on other sites More sharing options...
HellEnforcer Posted March 18, 2014 Share Posted March 18, 2014 Unit that 1-shots you on sight is not a challenge, its a BS too, but atleast he'd be visible and avoidable. Want to see proper traps - look at the void maps. Deadly even for Rhinos but always visible and avoidable, with a distinctive model. Random zapping lights is a lazy incompetent hackjob. I know that's not usable in any way, I was just putting an extreme example. I have also stated already a lot of times that the way the lights currently work is problematic and need a change that makes them a challenge to be dealt with, but not removal. As a side note, the void 'traps' are a joke to be honest. The only ones I have ever died to more than once is the floor of lasers on the long parkour room and the drop with fuzzy beams on another parkour room and that is just because I am under pressure to be quick. I have died a couple of times in regular ones but because I was new to it and was not expecting them. Once you know them they are hardly any difficulty to deal with. Actually, most of the times they are more help than danger by killing the enemies for you... Which is fun and hilarious to see to be honest. Link to comment Share on other sites More sharing options...
Hobo42 Posted March 18, 2014 Share Posted March 18, 2014 Doesn't seem all that bad. You can usually hear the broken lights from a safe distance away. But some broken lights appear on the top of the other side of doors so you can't shoot them. You can HEAR them? Since when?! Link to comment Share on other sites More sharing options...
Mythblaze Posted March 18, 2014 Share Posted March 18, 2014 Just an update, Dev's next iteration of this mechanic will include: 1) Only placing the 'traps' at eye or floor level. 2) FX that indicate they are clearly active. 3) Will do DOT vs (instead of) big pulse/surge of damage. 4) Can be exploded from a distance to damage nearby enemies (like Explosive Barrels). 5) Will have a chance to drop a resource. We can definitely see the hate still for these by some, so more attempts to tweak are being made. I like the way they are. They are a dangerous aspect to the environment that offers constant danger. I'm getting tired of Warframe being reduced in difficulty rather than the players having to get better. I did not become a founder for a simplistic easy game that does not challenge you. I'm almost at the point where I'm going to demand a refund for all my money spent in Warframe. Link to comment Share on other sites More sharing options...
Doommarine654 Posted March 19, 2014 Share Posted March 19, 2014 Also perhaps make Volt immune and/or charged up by them. Would be nice if he could chain attack off of them too. a point well made here about warframes who are specialized in elemental control. we have 1 frame per the 4 elements and they have no real resistance/power increasing effects to being hit by these elements. frost in cold levels should not be effected or not as much as other frames when the core malfunctions. saryn should not be taking any or as much poison dmg as other frames, ember should not be hurt or as much as other frames who stand in or receive fire damage. and now with the new electrification environment volt shouldnt be effected or as much as other frames. sorry this is off topic somewhat but its a relative point that elemental frames dont recieve bonuses or less impact from the damaging effects of them. Link to comment Share on other sites More sharing options...
Sudri Posted March 19, 2014 Share Posted March 19, 2014 Location: Mimas, Saturn Game Mode: Survival Incident: Death by light bulbs Description: 15% Life support left! gotta run to Extraction!... ALMOST THERE I can see EXTRAC..-Zap- -Zap- -Zap- -Zap- *Dead.* Link to comment Share on other sites More sharing options...
Cinematic_30FPS Posted March 19, 2014 Share Posted March 19, 2014 Just an update, Dev's next iteration of this mechanic will include: -snip- We can definitely see the hate still for these by some, so more attempts to tweak are being made. So in other words, instead of using their time to add/fix/balance something that would actually be fun, they are using it trying to make sentient light fixtures balanced? Why? Link to comment Share on other sites More sharing options...
hcoat Posted March 19, 2014 Share Posted March 19, 2014 (edited) Just an update, Dev's next iteration of this mechanic will include: 1) Only placing the 'traps' at eye or floor level. 2) FX that indicate they are clearly active. 3) Will do DOT vs (instead of) big pulse/surge of damage. 4) Can be exploded from a distance to damage nearby enemies (like Explosive Barrels). 5) Will have a chance to drop a resource. We can definitely see the hate still for these by some, so more attempts to tweak are being made. Sounds better, but it is still a bad Idea and they just need to be removed from the game completely. Then the Dev's can try something more creative in stead of forcing broken junk on us. Edited March 19, 2014 by hcoat Link to comment Share on other sites More sharing options...
TioMegaManX Posted March 19, 2014 Share Posted March 19, 2014 Now that I think about it, Grineer traps should be simple and primitive tripwire mines at least, you could see the wire and try to avoid it, so even if you rush you need to be careful, damage would be OK if it was the same as broken lights and they could be used against the Grineer or Corpus. Link to comment Share on other sites More sharing options...
Takai Posted March 19, 2014 Share Posted March 19, 2014 Like seriously.... whey they came out: I did not follow the concept or the meaning of them at all... it is so random and out of place. Least they are better then the first iteration (where they just blind you and make you stop playing the game) But I understand, you want a hazard on the ship... where broken light bulbs came into the picture boggles my mind, seeing it in action was ummmmmm.... similar to the random giant spider in the movie "Wild Wild West". A more clear and directive hazard in the Grineer space subs is a pipe with some hot or toxic polluted gas spewing out periodically. Those ships look pretty dirty and the Grineer clearly do not care about pollution... and that would seem more hazardous then a broken lightbulb. Maybe there is something Im not seeing in this vision and Im totally wrong and the broken lightbulb is genius... I dunno anymore Link to comment Share on other sites More sharing options...
RElNHART Posted March 19, 2014 Share Posted March 19, 2014 Yeah, More dangerous than any enemy in the game. This has likely been posted on the forums before, but it's all the argument Zerowolf needs. The above is unacceptable and indefensible, both in game and out. Link to comment Share on other sites More sharing options...
RElNHART Posted March 19, 2014 Share Posted March 19, 2014 I'd rather go back to the BEGINNING of open beta when I first started rather than deal with these lights again.you know, back when warframes didnt get sheilds or health per level, and stalker slash dash could one shot the tankiest of frames. at least that's less common and easier to avoid. Link to comment Share on other sites More sharing options...
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