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Thank You For Watching Devstream #30!


[DE]Rebecca
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This Devstream!:

// Impressive Concept Art and evolution displays: creature design has come a long way; "tentacle face" has many different forms! I can literally see a bit of character and story imagination just in the visuals of all of these concepts; the J3 was a very serious push in evolution; the hard surface and organic combination executed well in the concept and untextured model.

// Impressive Digital Sculpts: I mean seriously, that is what professional work is by definition in terms of modeling; matching the concept in 3D space with a little bit of improve, great stuff!

// Neat AI build room you showed us: so rad to see your technique for AI class updates / behaviors; how they are initialized and tweaked in the "playing" gamestate; other studios and data modelers use similar methods; but yours was neat, concise, well organized and presentable

// Nice explanation and presentation of subject materials; Nice forum question selection and responses during the stream.

// It held my attention for the devstream's duration, got me excited for upcoming content, and gave insight into how things are executed at DE. Great Job!

Edited by Takai
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@ 26:00 the dev. team all agrees that the tenno are screwed! this is impossible! TENNO ALWAYS SUCCEED! Especially those that master the art of the old ways! Bow, Kunai, and melee ONLY! Ninjas don't use guns! We adapt and overcome!

 

Thanks guys for the live stream, im a new player on PC and am impressed by how far the beta has come along. Keep up the great work, PS... we need better alerts :)

 

Also, whoever controls the hotfix messages, your ok in my book! Always causing mass hysteria in Region chat is very amusing to watch and contribute to.

 

I <3 WARFRAME! lol

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Although work-in-progress, I feel some of the new Infested names don't really reflect the functions of the units.

 

Here are some name suggestions based on what we've seen:

 

Poison Drone -> Carrion, bringer of Crawlers and poison clouds.

Slow Bomb MOA -> Intoxicator, slows Tenno with piles of goo.

Nanite MOA -> Hive, unleashes nanite swarms to aid Infested or blind Tenno.

Pus Ancient -> Ancient Aberrant, an amalgamation of numerous Infested.

Disease Ancient -> Swarm Ancient, host to small parasites.

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@ 26:00 the dev. team all agrees that the tenno are screwed! this is impossible! TENNO ALWAYS SUCCEED! Especially those that master the art of the old ways! Bow, Kunai, and melee ONLY! Ninjas don't use guns! We adapt and overcome!

 

Thanks guys for the live stream, im a new player on PC and am impressed by how far the beta has come along. Keep up the great work, PS... we need better alerts :)

 

Also, whoever controls the hotfix messages, your ok in my book! Always causing mass hysteria in Region chat is very amusing to watch and contribute to.

 

I <3 WARFRAME! lol

Isn't it a bit contradictory to say 'we adapt and overcome' if you insist on sticking to the old ways? Adapting usually means embracing change x3

 

Great job with the stream, DE. It was especially satisfying to get a look at those in-progress enemies. The toxin damage infested units are brutal! I predict HP regen and HP increase mods becoming a lot more important very soon.

 

And of course, very hyped for Derf. He's a lot skinnier than I was expecting but he has quite a unique (and comical) appearance.

Edited by Fundance
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I like the things they say they want to do. Vary up and diversify and all that. Those words are cool.

 

I am a little bit concerned with their idea of implementation of that diversification though. Take that Aincient behaviour example for instance. So he spawns those little buggers when close. Cool. So shouldn't let him get close, just like Toxic and Disrupter ancient. So unload your DPS on him at a distance. What does that remind you of? Yeah that's right: every single enemy in the game right now except for some bosses like Lephantis or Vay Hek.

 

If he, say, entered the spawning stage, opened his rib and started slowly spawning the minions, where players could shoot the open rib cage as the minions come along and that would, say, prime the Aincient such that when his HP reaches zero, it would explode and deal damage and slow down all Infested in the AoE radius, THAT would be different.

 

If the players shooting him in his closed ribcage would cause the cage to break upon death a ton of minions to swarm out of it, so the enemy must be killed with headshots or legshots or whatever, THAT would be different.

 

If setting the thing on fire and then shooting the rib cage open would make the minions drop out in flames and explode like Ember's Fireball creating a sort of Napalm fire cluster bomb, THAT would be different.

 

Point is: no matter how unique and cool your attack is, as long as the elimination procedure for the enemy is the same, or a certain one elimination procedure is preferred in all scenarios, the enemy will bring very little diversity to gameplay. I think you are so swarmed with ideas that this little fact slips your mind as it happens with a lot of developers. If you read this, please bear in mind this problem. It is VITALLY important.

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"We want it to be that epic moment, and feel rewarded for reaching the bosses and beating them"

 

Yea, one of the main problems with bosses (apart from them being part invulnerable which I just cannot like) is them being rewarding or not.

Yes, we get the frame parts but that means that after we have that frame the boss becomes unnecessary. Sometimes you go there to farm a rare resource but actually even that is usually better to be done in the nearest Dark Sector now (sometimes even a simple survival is better).

 

It would be nice if Bosses (and void) would always give a certain item that is not too valuable but always valuable. Most things are either too valuable or not needed more than once. I mean you can offer forma/catalyst etc. and such but that might/would be too much as a guaranteed reward. On the other hand, putting out a guaranteed mod would make it worth our while but then mod-fusion would be flushed with these mods if it's rare, if it's not then it's not valuable, and so on.

 

In the end I think a single type isn't fit for this. Previously I have mentioned the idea of a carepackage that gives 3 items that can be consumable, mod, key and rarely something else, like mentioned forma (0.1%?), randomly chosen individually so for example you can end up with a mod, a key and a consumable or just 3 mods. No guaranteed rare mod or high ranked key, etc. but it can be anything within the boundaries of that world - if Slash'n'dash drops on that planet than that is included (doesn't matter which enemy drops it). Of course the droptable would be very diluted - but that wouldn't be a problem since it would still provide an alternate to hunt certain enemies for certain mods and even if you don't win what you wanted, you would still get valuables. Not sure if intended but certain rare stances are so rare that they drop rarely from enemies we can rarely see (nauseous crawler and such)... it feels forced. These cards are powerful because they give extra mod capacity like the alert-only aura cards but honestly even aura-cards are much easier to come by...

 

"try to steal your rifle or pistol to use against you."

 

Sounds like a very annoying enemy. What if we go in with a single weapon? Will we end up weaponless? With enemies like this what comes to my mind is the inability to defend against them. Even Disruptor allows blocking now but since now you have to switch to melee to be able to block you can no longer block in the middle of a firefight.

Not sure if it would be better to allow the blocking as it was before or just allow a block using our active weapon (looks weird, putting your gun in harms way)... Even scorpions are incredibly annoying if they manage to catch you. Would be nice if they allowed cutting of their line with melee if you react fast enough.

 

"We don't want them to be a big bag of health and special attacks. We want them to be unique and have that sort of epic spectacle. Having multiple ways to beat a boss is good, but we can also get players to change their loadouts to compensate certain resistances."

 

Go for it. As much as I like Ruk and Kril (and as much as they are actually easy to kill If you know how) it feels illogical to them to be invulnerable if you don't shoot them where they are vulnerable. I mean we pretty much own weaponry capable of melting the walls of reality itself (epic exaggeration, but sounds good, right?), feels weird for them to remain unscatched because I didn't hit a small shiny spot...  for infested I can somehow accept that (still don't like it) but...

The Tenno is supposedly some form of ninja order of... ninjas. Ninjas are not strong on the defense side (though we still end up fighting in the middle of the corridor usually since enemies don't have a problem aiming on/hitting you even if you move faster than sound or shooting from behind cover), they are all about damage. Also the fact that Tenno are tecnologically (way) more advanced than Grineer and Corpus makes it illogical for these groups to come up with things that are practically invulnerable to both our weapons and powers.

 

"AI"

 

First of all I'm not really sure that being a space ninja really shoud mean "killing hordes of these guys". But oh well.

As for enemies dying too fast is mostly the result of 2 things:

- Our powerful and easily accessible abilities.

- Their AI is dumb.

 

First: our abilities are too easy to spam. Sure, we should be able to use them, but even without energy restoration aura (let's not forget the inexpensive energy recharger gear), it's kinda easy to fire off a few ultimates. They are powerful and should be - but that means that we shouldn't be able to use them on every corner.

 

As for second - If someone says making AI better is a waste of time then... not sure how I should communicate this... no offense but it sounds like that person never played games in this genre. Don't wanna be too blunt but that's my impression knowing quite a bit about games (both as player and not as one). The moment an AI no longer offers their back so easily, no longer walk around aimlessly in a corridor, they are harder to kill by multitudes.

The moment they properly stick to cover (and explosions do not go through walls) they will be pretty much protected against ranged projectiles.

Also if someone is hit and cannot run/jump into cover, what does that person usually do? Raise a hand, try to at least jump out of the way, hit the ground etc. The current enemies just stand there, occasionally staggered and take it all. Suicidal. Of course they die fast.

I'm not saying you have to make them highly intelligent commando but still, a regular army, especially like the Grineer that supposedly have mandatory military training for even women (is told on the mission with Kela) it's hard to believe that they are that dumb.

I accept that heavies cannot just "jump" into cover or out of fire - but they actually look like raising an arm as defense against incoming fire might actually help them - at least cover their head and such, crouch. Also since they are heavies, it feels better to make them grab onto something to use as cover or even onto you and throw you.  All in all enemies don't react that much to you. You slash them with your blade, they might get staggered (or not) and they just stand there, trying to aim at you again. Anyone else would try to defend against that, if you slash at them they stap back, raise their weapons at least to block yours or if you are that close and in melee mode... well, kinda expectable that you will melee so they are better off either jumping away or switching to melee themselves and using block themselves.

Enemies tend plain tend to ignore the situation - they are in cover, you are shooting, trying to hit them and they just sit there. If you notice that cover is not sufficient you would move in cover or hunker down to offer less surface. What they do? They duck out to see where you are - and get shot. No wonder we kill them so easily.

 

Yes, programming AI is hard. Yes, programming a proper reaction into an enemy for every case is kinda impossible - but I don't think giving up is the way. The infested is right there for a dumb enemy, and so are the moas. With a Grineer bosses being so hell bent on immortality I doubt they look at themselves that differently than a normal person would - they don't want to die so playing it meat-grinder style feels... unbelieavable.

Corpus are already merchants, not even great soldiers so I'm surprised they don't just cover in... cover. Guess they do have to have security forces - and if they are still here that means that at least partially, they are up to par with the Grineer and their cloned/modified soldiers so they shouldn't be that dumb either.

 

No, I do not wish for a complete cover-fighting game like many out there - more like something in between. The current enemies are just plain suicidal, they care not about their own health and tent to not react the situation (like being shot means you are at the wrong place).

 

"Bystander" critters

 

Good idea. Though overall more stuff not especially mission oriented could be nice. I particularly like the cipher minigame - it would feel nice to actually allow that to appear on more places. Like locked off armory rooms that you can try (once per player) to hack into with possible rewards or the Master Thief mod changing from allowing a few lockers to get unlocked to all lockers being accessible IF you hack them, and rank of the mod affects how hard the cipher is.

 

"Stealth 2.0"

 

The maps themselves tend to be made through a direct approach. They are gorgeous and they are huge already - but for stealth, you rarely have alternate routes (mostly none). Problem is that with the modular randomized system that builds the map it would be even harder to create sections that connect to others properly - through multiple routes. I made our dojo* in a circular pattern and the map frequently went nuts, especially showing where you should go to reach a marked item, ally etc.so I guess this idea is even harder to implement than "just" redesigning maps.

Maybe more cover you can hide behind so they don't notice you... ah well.

 

*By the way we hit 100 rooms limit while still having hundreds of room capacity left. Since you mentioned new dojo rooms for the future (well, that's to be expected), would you be so kind to remove that 100 room limit? Kinda out of place since there is already a capacity limit using the halls.

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Not liking the Derf thing.

Killing the joke by making him serious.

He is a tenno wannabe with super awesome skanas ORIGINAL SKANA REPLICAS, not some skinny wimp with a disc.. 

Edited by Shifted
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So... nothing about the community melee contest winners. It's been several months since that contest ended. It'd be nice if we'd get some updates on how they're going. *cough*GimmeSilva&Aegis*cough*

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The most surprising thing about this devstream was that through memetic mutation and high demand, Derf Anyo came to be. I think the best part about him are those elevator boots and that incredibly tall light on his helmet, much fabulous.

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