AuroraSonicBoom Posted March 20, 2014 Share Posted March 20, 2014 It still punishes rushing. Okay, maybe not as good as before, but at least they're fair now for non-rushers and kind of engaging to take out. Slowing down rushers without affecting anyone else is a gradual process of which the traps are just one small step of. Doors are another one. The big leaps(*helmet stats/coptering) are still ahead, but it's nothing a bit of creativity and some lines of code can't remedy. *vanguard helmet, cause let's be honest - we all know which frame most rushers use Link to comment Share on other sites More sharing options...
Morwyn Posted March 20, 2014 Share Posted March 20, 2014 The new traps are a vast improvement over the 'other' random zappers. - Gradual damage - Easy to spot - Affect faction, not just tenno Create drops? Link to comment Share on other sites More sharing options...
Kalenath Posted March 20, 2014 Share Posted March 20, 2014 Yeah, we wouldn't want a trap to actually be dangerous or trap people, now would we? The way it WAS... it was too much. Having them in spawn locations and extraction zones was a bad idea. But now? They are a joke. Link to comment Share on other sites More sharing options...
Cyberdown Posted March 20, 2014 Share Posted March 20, 2014 I didn't like broken lights because...well they were just lame. They didn't make sense, they didn't actually do much unless you got hit by several at once. and there was nothing you could do once you got hit, the broken light became fixed magically after one zap. These new arc things...well...they are positioned in a place that is more likely to come into your field of view...and once they go off you kind of want to shoot them to turn them off...because they just keep going. They don't do much damage, but its constant, so its something you just cant ignore and deal with like the loser lights. Also, I would like to see a new grineer boss called broken light. It can be a broken light fused to a loki warframe captured. He can teleport around zapping people. Link to comment Share on other sites More sharing options...
Diarist Posted March 20, 2014 Share Posted March 20, 2014 (edited) My biggest concern with the broken lights was how they would effect the experience for new players. Please keep in mind that Grineer Ships are the first maps new players encounter, and the lights easily could insta-kill them without any warning. To be fair I feel like high powered traps in general should be left out of mercury altogether (or be treated as an enemy and scale with area level, so that way they're weak at first and improve the player by learning, and not destroying their experience), and introduced later on as players have gotten their feet wet. So many people on these forums forget that there are new players every day, and something like the broken lights could easily turn them off within their first mission. Especially when the lights could be right behind them as they spawn, and kill them immediately. Quoting myself cus no one's even reading this. The fact that you people don't even bring up the fact that it was toxic for new players and only discuss yourselves and your personal preferences really sickens me. Edited March 20, 2014 by Diarist Link to comment Share on other sites More sharing options...
Hawk_of_the_Reborn Posted March 20, 2014 Share Posted March 20, 2014 (edited) I'm glad I'm not the only person that wants the old lights back.Take out the gradual damage and put back the instant damage they used to do - What is the point of having them, not only to help hinder those liabilites we call rushers, but to also pose an actual threat as a trap should be, if they don't even so much as tickle us?Rhino/Prime, Mag/Prime and a couple of other frames don't even feel these wimpy 'gradual damage' "traps" now, with Iron/Gold skin or Shield Polarize, that just makes them a joke that isn't even funny. Don't get me started about Loki's who could just zoom past them before they could even be hit.Why are they noticable? - Seriously, what is the faking point of having traps if they don't do what traps are supposed to do; TRAP? Here is an official and actual definition of said word:2 a : something by which one is caught or stopped unawares;also : a position or situation from which it is difficult or impossible to escapehttp://www.merriam-webster.com/dictionary/trapThey are now obviously easy to avoid even by first-day newbies...making them utterly useless and a waste of game code and everything else about them. Want more proof why these 'new lights' are horrible?Sure, the part where they actually attack all factions, regardless of friend or foe should stay. These lights were originally designed to be invironmental hazards anyway, they're broken or malfunctioning anyway right? but everything else about them is..it's just a big fat, in your @(*()$ face NO Edited March 20, 2014 by HawktheHeavy Link to comment Share on other sites More sharing options...
Diarist Posted March 20, 2014 Share Posted March 20, 2014 (edited) Oh my god. STOP focussing on how it affected rushers/your own playstyle and step into the shoes of a new player. I'll repeat myself, AGAIN. Grineer ships are the first maps New Players are introduced to, which is the map 'Broken Lights' were located in, and the lights easily could insta-kill them without any warning. Not just from them walking around the level, but from them being located in unreachable places, behind doors that you can't even target or see until you're past them, and thus zapped, and even BEFORE YOU EVEN SPAWN (which means newer players could potentially spawn DEAD, and thus have to waste a revive and have no idea as to why, or outright turn the game off in general). Because the maps are randomly generated, as were the lights, which means even with specific placement there was no way to make these lights visible and avoidable, especially for newer players who haven't even gotten their hands dirty or experienced the game yet. Broken Lights were toxic for new players, bottom line. No one cares if they ruin your rushing strategy/made you look around every corner. Bottom line is that they were toxic and the fact that people are still arguing over it is proof enough. Edited March 20, 2014 by Diarist Link to comment Share on other sites More sharing options...
Hawk_of_the_Reborn Posted March 20, 2014 Share Posted March 20, 2014 Then just remove them from Mercury. Stop trying to argue about that, because that can be easily remedied. Link to comment Share on other sites More sharing options...
Yousho Posted March 20, 2014 Share Posted March 20, 2014 another Whiner Victory... should be their own faction You enjoyed getting zapped by something you could neither see nor avoid? At-least with these it doesn't do a burst of damage so it's not a big deal even if you can't see / avoid them. That awkward moment when you're in nightmare with no shield and you can see sparks coming from the over side of a door, above the frame. Link to comment Share on other sites More sharing options...
Kartumterek Posted March 21, 2014 Share Posted March 21, 2014 If you can ignore it then its not doing its job. The broken lights caused an uproar. Uproar= doing its job Link to comment Share on other sites More sharing options...
Hawk_of_the_Reborn Posted March 21, 2014 Share Posted March 21, 2014 Yes, some of us actually enjoyed the fact that we can be reminded that we aren't invincible killing machines. Tenno are mortal and human too, they have their own limitations even.But for gameplay terms as well, it's just a waste to even have these 'broken lights' as they are now. With their wimpy damage and nonsensical mechanics now as compared to before the nerf, even rank 0 Lokis can shrug those off as if they are nothing. Link to comment Share on other sites More sharing options...
[DE]Rebecca Posted March 21, 2014 Share Posted March 21, 2014 Then just remove them from Mercury. Stop trying to argue about that, because that can be easily remedied. All the code suggests that it is not possible for them to even spawn in Mercury, yet I've seen this suggested a few times. I have not encountered one in Mercury, has anyone? They aren't supposed to spawn there. Link to comment Share on other sites More sharing options...
(NSW)Omgwtfl9lbbl Posted March 21, 2014 Share Posted March 21, 2014 I never checked, but I believe someone mentioned in another thread seeing some in Apollodorus. Link to comment Share on other sites More sharing options...
Saravind Posted March 21, 2014 Share Posted March 21, 2014 (edited) seen one in appolodorus this was yesterday Edited March 21, 2014 by Saravind Link to comment Share on other sites More sharing options...
Detheroc Posted March 21, 2014 Share Posted March 21, 2014 yeah, wasnt a problem for me. large sum of the players isnt as good as me. Ah-ha...ha...ha. Really? God complex much?? Link to comment Share on other sites More sharing options...
Casardis Posted March 21, 2014 Share Posted March 21, 2014 All the code suggests that it is not possible for them to even spawn in Mercury, yet I've seen this suggested a few times. I have not encountered one in Mercury, has anyone? They aren't supposed to spawn there. There's none in the missions that you need to do to progress last time I checked. Even the broken lights from before weren't in Mercury's progression missions. However, seems there are reports of it on the Apollodorus survival. Link to comment Share on other sites More sharing options...
TheThreadWeaver Posted March 21, 2014 Share Posted March 21, 2014 *reads entire topic following initial post by OP* It's weird. After all the moaning about the lights, and then the changes that were made to them, I'd expected people to welcome this change with a bit more... I don't know. Amity. At the very least a brief break from the warpath. Instead people have been either oblivious, uninterested, or totally acidic. Well forums, you've done it. I bestow upon you my saddest, most fatigued sigh. *sigh* Link to comment Share on other sites More sharing options...
RoboDoge Posted March 21, 2014 Share Posted March 21, 2014 *reads entire topic following initial post by OP* It's weird. After all the moaning about the lights, and then the changes that were made to them, I'd expected people to welcome this change with a bit more... I don't know. Amity. At the very least a brief break from the warpath. Instead people have been either oblivious, uninterested, or totally acidic. Well forums, you've done it. I bestow upon you my saddest, most fatigued sigh. *sigh* Forums=complaining. Some people are never satisfied with anything. Butthurt is strong in them. Link to comment Share on other sites More sharing options...
LoGicMoTion Posted March 21, 2014 Share Posted March 21, 2014 Yes, some of us actually enjoyed the fact that we can be reminded that we aren't invincible killing machines. Tenno are mortal and human too, they have their own limitations even.Who knew that a broken light could stop a warframe based on nuclear destruction. Link to comment Share on other sites More sharing options...
CandyDragon Posted March 21, 2014 Share Posted March 21, 2014 Who knew that a broken light could stop a warframe based on nuclear destruction. Well, you see, it reminds many of Dark Souls idea of difficulty. That is to say, non-telegraphed, without warning, death traps. And like the stockholm syndromed in digital format victims many become, they accept that as a challenging and engaging mechanic. Honestly I have no problems with traps, I didn't have a huge problem with Nervos back in the day. But the lights got a bit out of hand. Bad spawn ratio, horrible habit of spawning in areas, in clusters mind you, where map pieces met and often were not visible. When you could clearly see them it was fine, a small cautionary reminder to look before you leap. However, there where those iconic ones which appeared to be dull grey piping/water sprinklers that did not attract the eye, nor did they have any sort of electrical sparking to warn you. Its all been said before, just repeating it to stress a point. Light bulbs were a bad idea, and whoever suggested it needs to seriously consider what they are trying to contribute to the game aside from spit wadding ideas to see what sticks. Link to comment Share on other sites More sharing options...
Brimir Posted March 21, 2014 Share Posted March 21, 2014 (edited) *reads entire topic following initial post by OP* It's weird. After all the moaning about the lights, and then the changes that were made to them, I'd expected people to welcome this change with a bit more... I don't know. Amity. At the very least a brief break from the warpath. The Broken Lights were a sucker punch to the gut. The Arc Traps are a slap to the face. Does the punch to the gut, on account of being worse, make the slap immune to criticism? Edited March 21, 2014 by Brimir Link to comment Share on other sites More sharing options...
Psycomet Posted March 21, 2014 Share Posted March 21, 2014 Bring the broken lights back and remove them from the beginning planets. Link to comment Share on other sites More sharing options...
lstalri Posted March 21, 2014 Share Posted March 21, 2014 Well, you see, it reminds many of Dark Souls idea of difficulty. That is to say, non-telegraphed, without warning, death traps. And like the stockholm syndromed in digital format victims many become, they accept that as a challenging and engaging mechanic. The issue is players want to rush through missions and enjoy the fast pace, while dark souls has a much more slowed down and methodical pace to it. You have to be a tad bit more forgiving in the fast pace of a game, be it in damage or in revival/healing mechanics. Link to comment Share on other sites More sharing options...
Nachino Posted March 21, 2014 Share Posted March 21, 2014 (edited) All the code suggests that it is not possible for them to even spawn in Mercury, yet I've seen this suggested a few times. I have not encountered one in Mercury, has anyone? They aren't supposed to spawn there. I checked and never seen them on mercury, not before (Broken lights) not now (Arc traps). Didn`t check Apollodorus survival though. Edited March 21, 2014 by Nachino Link to comment Share on other sites More sharing options...
CandyDragon Posted March 21, 2014 Share Posted March 21, 2014 Arc traps still appear in spawn locations. DE Plz. Link to comment Share on other sites More sharing options...
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