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Thank You For Addressing Movement Exploits


Kartumterek
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I'm in the minority apparently, but I'm glad you guys are taking steps to normalize what has been exploit city for months and months... I remember the devs talking during/after the Grad Dilemma about how they couldn't keep up with guys doing the 2 minute runs, the same thing happened when the Dark Sectors came out.

At some point common sense has to prevail. Moving fast and using parkour correctly and effectively is one thing, but blatant bypassing of game mechanics and limitations has got to stop. No one likes team play when the team isn't together, kinda defeats the purpose. Not to mention that during PVP and/or related activities these kinds of exploits render players invincible and immune to damage in a lot of cases... can't hit what you can't touch kinda thing.

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Use loki, decoy / Switch Tele into the secret areas...screw your team for being immobile turds.

My point is that before the "fix" every warframe could get up there as long as they had enough stamina, something that could be modded for. Now you have to bring a specific frame instead of using the mod system the way DE intended: to solve problems and adapt.

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Since when do rushers care about treasure rooms? I'm loving how all of a sudden everyone is a treasure hunter when checking crates was something only new ppl did for months and months and months.

Lol... just lol

What does infinite wallrun have to do with rushing? Maybe your problem is with coptering and not wallrun.

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Not everyone who enjoyed those sorts of jumps and such was a rusher though.  As an example;  Me.  There are (were) a lot of gnarly jumps that were usable in Defense maps to allow you to cover ground quicker to get to and revive someone and get back to the pod swifter, or just to traverse vertical layers of a given Defense tile in interesting ways.

 

Without this inherent ability that every frame could utilize at any point in time we're all relegated to two options;  Copter, or be slow as molasses.

 

May as well just tack on a new subtitle now, Warframe - Fat space marine edition.

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I will miss the infinite wall-climb dearly, but the current wall-climb just isn't effective enough, especially on slower frames.  Slower frames can run up like 10 feet and then they're screwed;  they're lucky to even make it to the top of most ledges.

 

If you're going to take away the infinite wall-climb, then the least they can do is double the amount of distance a frame can climb, or do what Renegade343 has suggested in his link.

 

To those complaining about treasure rooms:  Are you seriously that upset over missing hundreds of credits and another control module?  Or are you simply unaware that all of these rooms are accessible with any frame without the need of the infinite wall-climb (though admittedly more tedious without it)?

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Wallrun Interrupts were still tricky to do, and they were a great equalizer.  That maneuver single-handedly allowed just about every 'frame be viable from exploring places to maneuvering obstacle rooms.  It kept abilities from being access keys to places and pulled up slack from level designs that can't possibly comfortably address more than two dozen different Warframes.

 

 

Now certain 'frames will own the Void.  Not sure how that's better.  It's not like it made sense to run up a wall, get tired, and slowly slide back down in the first place.

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Wallrun Interrupts were still tricky to do, and they were a great equalizer. That maneuver single-handedly allowed just about every 'frame be viable from exploring places to maneuvering obstacle rooms. It kept abilities from being access keys to places and pulled up slack from level designs that can't possibly comfortably address more than two dozen different Warframes.

Now certain 'frames will own the Void. Not sure how that's better. It's not like it made sense to run up a wall, get tired, and slowly slide back down in the first place.

Heavy Frames should be penalized in some way compared to the lighter Frames when it comes to these kinds of maneuvers. You can have comparable speeds in a straight line but quick changes of direction, climbing etc should favor the more agile Frames.

Rhino should have some rhino like movements after all. Its OK that Rhino and Loki have similar running speeds, but I would think that just by their Frame classification that Loki would be able to wallclimb/parkour a lot better/faster/cleaner than Rhino. Same for Frost and Saryn.

Conversely, in places where parkouring matters like on the Mastery tests, I've found the slower Frames to be better as have many others due to little to no overshooting etc. Just have to use all of the Frames and understand they aren't all meant to handle movement in the same ways

Edited by Kartumterek
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I'm in the minority apparently, but I'm glad you guys are taking steps to normalize what has been exploit city for months and months... I remember the devs talking during/after the Grad Dilemma about how they couldn't keep up with guys doing the 2 minute runs, the same thing happened when the Dark Sectors came out.

At some point common sense has to prevail. Moving fast and using parkour correctly and effectively is one thing, but blatant bypassing of game mechanics and limitations has got to stop. No one likes team play when the team isn't together, kinda defeats the purpose. Not to mention that during PVP and/or related activities these kinds of exploits render players invincible and immune to damage in a lot of cases... can't hit what you can't touch kinda thing.

 

Eh.... Common sense and being a cyborg space ninja superhero with magical powers don't exactly mesh. It's not unreasonable for a superhero cyborg space ninja to be able to climb up a wall. We're not playing as human grandmothers here.

Edited by insaninater
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It was cool and fun and now it's no more.

 

I'm in the minority apparently, but I'm glad you guys are taking steps to normalize what has been exploit city for months and months... I remember the devs talking during/after the Grad Dilemma about how they couldn't keep up with guys doing the 2 minute runs, the same thing happened when the Dark Sectors came out.

At some point common sense has to prevail. Moving fast and using parkour correctly and effectively is one thing, but blatant bypassing of game mechanics and limitations has got to stop. No one likes team play when the team isn't together, kinda defeats the purpose. Not to mention that during PVP and/or related activities these kinds of exploits render players invincible and immune to damage in a lot of cases... can't hit what you can't touch kinda thing.

 

Shut up Flanders.

Edited by Phantasmo
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i see alot of now i have to have nova to get here.

very untrue. i only got nova recently and i can get to all the secret rooms without nova just fine.

and i never used the exploits. they needed to go away.

frankly i was beyond tired of the people who think their hot S#&$ because they use what is basically a cheat.

.

and then acted like they were better then anyone or that they did anything impressive at all.

ohh your used bugs and exploits in the game to get out of actually having to play the game. so that makes you better at the game.

for not playing it? see where that's makes no sense.

im so glad about this. now people will have to learn how to play. you wanna get to the secret room, figure it out legitimately like i did.

 

thank DE i was beyond tired of these self entitled pricks 

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This reminds me of rocket jump and strafe runs, back in the day.

They were bugs too, but a smart, open minded community and a talented dev team identified them as opportunities and rather than shutting them, they integrated them into the game's meta and tactics.

You know, Warframe didn't have that many movement options. Further reducing the chances to show player skill is not good.

Edited by Phantasmo
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