Jump to content

Why Can't Some Void Parkour Rooms Be "mandatory" For Capture?


Shehriazad
 Share

Recommended Posts

I love many of the timed/parkour rooms of the Void...but seriously. How many people of the playerbase will actively pursue them if there is little to no point?


Many people might do them once or twice...and I personally would guess that less than 10% of the void going playerbase will keep on doing these.

Why? Because they're SO optional that it almost seems like the dev just wasted their time making these. Like I said, don't get it twisted...I love them...this is why I'm saying this:

Why are they not "mandatory" yet in places where it makes sense???


Think about T1-T4 Void capture missions. Aside from the tileset they are in they are pretty much NO different from ANY other map because you just run through the map, capture the guy and go.

But if the capture target had time to stroll around this place and get to know it a little...why can't he try to abuse the environment, since Grineer and Corpus BOTH know that they have no chance against a Tenno when they're alone.


Restructure some of the parkour rooms a little and actually put them right in the path where they run away!

What this would mean:

You approach the first target, he spots you and starts sprinting through the first door. Barely through the door you see that he activated a pressure platform and the room goes crazy.

Lasers on walls, bottomless pits and slowly closing doors.

It would actually be a capture mission that requires a tiny bit of skill and uses the games mechanics!

And not just some lame "shoot the chicken" simulator. You have to try to keep up through all of the traps and closing doors. Then you need to be able to shoot him down, preferrably while he is not above a bottomless pit and finally send him through your hand wormhole prison.

Since there are 2 targets you can always fail 1 (just how it ever was).

Instead of just T1-T4 level and damage scaling...scale the mandatory parkour.


T1 rooms are going to be "safer" Not as many lasers, not as many pits


T4 rooms are merciless, doors close bare seconds after the target went through them - You might find a little "air vent" that you can still follow up through...but your chances of still getting your bounty are insanely small. Lasers might toast you instantly and will make you fall back. 
Upon starting this the target will throw an EMP down that will debuff every buff and take all your energy just so you don't "Loki him"...make this the real deal.


Why else would all the cool mechanics actually be in this game?

Far too little places of the game actually require you to use your ninja moves....but why is that so? Why did DE allow us to do all those awesome moves if there is literally no point in us EVER using these?
Seriously...wallrunning, walljumping, timed sliding...the entire game right now could work without it...but why should it? Don't we all want a more engaging game?

Besides....DE could come up with more and more difficult capture parkours and add hardcore modes for fastest capturing times and instant eliminations on mistakes...all that yummy stuff that makes a game difficult without essentially just turning every enemy into Sponges.

Link to comment
Share on other sites

They're nice as optional things.

 

I believe parkouring was once implemented into as something you had to do, but the complaints undid that.

 

Your OP was a TLDR, I'll go back over it just in case

 

Edit: I also wouldn't like mandatory, over the top, parkour rooms.  Especially not in something like Capture.  If DE were to put them in Saebohtaij or Exterminate I wouldn't care too much.

Edited by AbaliskInfinite
Link to comment
Share on other sites

Well a lot of people probably wouldn't play that mission type anymore.

 

And there is no reason to parkour during combat because there's no benefit from it. Not like I'm harder to hit. I can just take cover or move rapidly left and right.

Link to comment
Share on other sites

Well a lot of people probably wouldn't play that mission type anymore.

 

And there is no reason to parkour during combat because there's no benefit from it. Not like I'm harder to hit. I can just take cover or move rapidly left and right.

If it was JUST for Void Captures it would be a breath of fresh air for many players....I will guesstimate that the number of people that would like this would outweigh the number of people that don't.

Every mission type has lovers and haters in the end...but seeing how DE created 2 awesome things...namely parkour and partially very hard treasure run rooms...and both are UNFORTUNATELY totally unnecessary and could essentially just be removed without affecting the game at all makes me sad if the possibilities are this great.

Edited by Shehriazad
Link to comment
Share on other sites

Well a lot of people probably wouldn't play that mission type anymore.

 

And there is no reason to parkour during combat because there's no benefit from it. Not like I'm harder to hit. I can just take cover or move rapidly left and right.

It's not like Void Capture is a massively played Void mission...no one plays it for fun...if people go there they just quickly do it to get their part and then mostly discard this mission type again.

Link to comment
Share on other sites

The reason why is because people don't like being forced to do things that they don't like. Just, you know.

 

Wallrunning and timed sliding are more features for the point of being there, whereas walljumping is used here and there in some of the rooms.

 

The problem with it is that some of the mechanics don't exactly work as well. For example, whenever I get off from wallrunning, I never feel as if I am in control of that extra momentum. In comparison, sprint jumping into a slide in midair gives you control over where you're moving. Where it does get a bit ridiculous is that you can sprint jump off a cliff, turn around, crouch+melee and your momentum changes to where your camera is.

 

In other words, I personally think it's a problem with the mechanics of the game, player base and implementation.

Link to comment
Share on other sites

If it was JUST for Void Captures it would be a breath of fresh air for many players....I will guesstimate that the number of people that would like this would outweigh the number of people that don't.

Every mission type has lovers and haters in the end...but seeing how DE created 2 awesome things...namely parkour and partially very hard treasure run rooms...and both are UNFORTUNATELY totally unnecessary and could essentially just be removed without affecting the game at all makes me sad if the possibilities are this great.

That doesn't mean they should put them all in people's face.  Not everyone appreciates the parkour like the guys who run the treasure rooms.

Link to comment
Share on other sites

because some people play the game to unwind after a crappy day at work and dealing with the family...not to white knuckle it through meat grinder

 

i know people who parkour everything because they enjoy it and i know people who avoid parkour as much as they can because they dont enjoy it

 

sometimes just killing things in the beautifull game environment that de created is just what people want

But that is literally 100% of the game right now....100% of the game can be played without ever touching parkour...but this game supports a plethora of moves...that are all beyond optional so they are rarely ever used.

Those people after a crappy day of work can still play like 95% of the game without ever having to touch parkour...the guys that want to unwind after a crappy day are also unlikely as hell to play Capture, don't you think?

Wouldn't those people do the brainless exterminate and survival instead of they just want to "enjoy the scenery while killing things"

Link to comment
Share on other sites

But that is literally 100% of the game right now....100% of the game can be played without ever touching parkour...but this game supports a plethora of moves...that are all beyond optional so they are rarely ever used.

Those people after a crappy day of work can still play like 95% of the game without ever having to touch parkour...the guys that want to unwind after a crappy day are also unlikely as hell to play Capture, don't you think?

Wouldn't those people do the brainless exterminate and survival instead of they just want to "enjoy the scenery while killing things"

 

I'm pretty sure we all know about how the difficulty curves downwards as people progress through warframe, only rising up near the end. My point is, I'd appreciate it if warframe actually felt more rewarding to play with more risk involved and not like a sandbox where you're nigh invulnerable. Yes, I do realize that it does get much harder at endgame but there's not much variety in gameplay either. Also, the added difficulty at endgame is more about how the mooks hit really hard and have lots of health, and not about mechanics. It just pads it out and is not really a difficulty boost; it's just more padding.

 

I guess the problem with ramping the difficulty up would be that since warframe's difficulty is by nature incredibly low, many people aren't ready to face the challenges and won't have the patience to train and get better and stuff like parkour.

 

Just my opinion.

Edit:

Also, there are differences in frames that would create problems. IE: Zephyr's rising current, Loki's switch teleport, Valkyr's grapple, to name a few. 

 

Edit:

Apparently there's been a difficulty upgrade. Sorry for not knowing. Read through what I've said in U13 difficulty, lol. I'm not sure if U14 has fixed the problem of having a low difficulty or not.

Edited by brooklynlord
Link to comment
Share on other sites

You might want to tone back your wording on the T4 Capture. Sounds a little extreme and is probably putting people off. 
Sure it can be tough but-one screw up and you're most likely not going to win-doesn't exactly appeal to people. 

I'd like to see it become a more valuable implementation in regular map traversal. Make it more valuable in more places. Very few maps are actually capable of being traversed with parkour, especially few have the benefit equalling the extra effort it takes to deal with the awkward wallrun detection and potential screw ups due to the many little details in walls. 

Link to comment
Share on other sites

Because it requires too much stuffs to be added with completely new maps.

 

That can easily be negated by using a huge AoE CC with range extension to knock them down and kill them before they even move.

 

Or stealth

 

Or Ash press 4.

Link to comment
Share on other sites

It shouldn't have to be required everywhere, but I feel like it should be used alot more often in the game. It's a feature that just isn't explored very often by other players which makes it less of a exciting component to the game and more of a tacked on ability that has little depth to the world you play in. Parkour in more missions that have those hazards and timer doors would bring alot more variety and excitement to the game where you would normally just run from point A to point B without any obstacles except for the occasional mob that's inbetween.

 

Maybe if failing these environmental obsticles you have to face harder challenges and if you pass you face lesser amounts of enemies... 

Link to comment
Share on other sites

I feel that everyone should play in their own style. If you want parkour in capture, then you do it.
The way OP is phrasing makes it seem like he's forcing others to do it, when they may not wish to parkour.

This makes capture missions require parkour skills. Though unique, i'd say let's keep the game mode open to each his own.
 

Link to comment
Share on other sites

This is the problem with suggestions. "MANDATORY", "FORCED"

 

These types of words equate to STUPIDITY.

 

Look, if you want more a challenge for Capture. I suggest a new mission type: "Treasure Hunt" [Or Artifact Hunt]

 

These would give you say...certain rare mods/prime parts and consist SOLELY of doing obstacles. No enemies to roll you over, none of that, because with LAG, PARKOUR IS GOING TO KILL YOU...especially in T4 capture...have you played that? Don't think you have OP.

 

Anyway, I digress, back to the main point. For those that like the horrible wallrun detection and terribly unsmooth parkour movements we currently have. They can play this new game mode where they will earn a reward for going deep into the Orokin Void and securing an artifact and bringing it back out. 1 artifact per person, FULL team of 4 needed to get the max-reward. (Yes I also thought of the team play aspect, but DO NOT suggest things like: DUUUUR we need obstacles that need 2 players to activate. F*** NO, I already have enough trouble waiting for people to open a damn door, especially with lag, anything more will be impossible without superb coordination.).

 

This will satisfy those who like obstacle courses and we can now use the Dojo to practice.

 

I will take my noble prize now.

Link to comment
Share on other sites

I feel that everyone should play in their own style. If you want parkour in capture, then you do it.

The way OP is phrasing makes it seem like he's forcing others to do it, when they may not wish to parkour.

This makes capture missions require parkour skills. Though unique, i'd say let's keep the game mode open to each his own.

 

Yes. Your mandatory fun criteria might not match up with those others have out there. Hence these heavy parkour related rooms are optional. We experiemented with normal level tiles relying on this and it heavily backfired.

Link to comment
Share on other sites

Yes. Your mandatory fun criteria might not match up with those others have out there. Hence these heavy parkour related rooms are optional. We experiemented with normal level tiles relying on this and it heavily backfired.

Could the parkour challenges maybe, be integrated into the alerts? that way it is not mandatory, and would maybe raise awareness to the newer players, about the varied mobility that you can perform in warframe.

Link to comment
Share on other sites

Yes. Your mandatory fun criteria might not match up with those others have out there. Hence these heavy parkour related rooms are optional. We experiemented with normal level tiles relying on this and it heavily backfired.

probably the same guys who hate coptering, vaulting, and everything fast >:(

 

i'd like for more maps to have the option though, like that void room with the 4 huge pillars where you can take a long road around, or just wallrun between the pillars, or climb on top of the pillars.

Link to comment
Share on other sites

Could the parkour challenges maybe, be integrated into the alerts? that way it is not mandatory, and would maybe raise awareness to the newer players, about the varied mobility that you can perform in warframe.

 

That's still locking a segment of gameplay out for some players. I think it might be cool to make some special "obstacle" mission type and throw it into a few areas, where you've gotta navigate lasers that'll set off an alarm and alert enemies or w/e the excuse is to make a parkour only mission with no enemies that players can optionally approach. That's all pretty high-level right now though, as there'd be a lot to sort through when implementing something like that.

Link to comment
Share on other sites

Yes. Your mandatory fun criteria might not match up with those others have out there. Hence these heavy parkour related rooms are optional. We experiemented with normal level tiles relying on this and it heavily backfired.

 

Oh man those memories...

I was a newbie and I made the choice of going to Saturn with the old room that had no floor. You had to parkour all around the wall to get to the next room. My keyboard was slammed that day... I can still feel the rage.

Link to comment
Share on other sites

Yes. Your mandatory fun criteria might not match up with those others have out there. Hence these heavy parkour related rooms are optional. We experiemented with normal level tiles relying on this and it heavily backfired.

 

i honestly think it only backfired becuz those specific tiles in the grineer galleon where not very well designed and parkour was/is still pretty clunky ingame

 

parkour 2.0 and better level design could have more effectively solved the "problem" without carebearing the game for everyone else who was enjoying it =/

 

also on-topic - i LUV the timed vault rooms and the obstacle/trap courses in the void, and i would LUV it if they were integrated more somehow into the game, whether they need to make more tiles, or give better rewards, id just like to see the community hunting them down again to find them, instead of pretending they dont exist (the early days of finding them in the void was soo cool, but now, no one even cares, cuz ppl only go to the void for prime parts)

Edited by CY13ERPUNK
Link to comment
Share on other sites

The best result is a compromise, much like certain tiles have today; have a 'regular' path and a sweet parkour alternate path. There are already quite a few tiles that have options now, it's just a matter of making other tiles more interesting.

Link to comment
Share on other sites

probably the same guys who hate coptering, vaulting, and everything fast >:(

 

I am all about getting shtuff done quick- and I couldn't stand vaulting because it slowed me down. With the option to turn it off in place, I'm back to traversing levels at breakneck speeds without any grabby-gropey animations to hinder me in the slightest. This is colloquially known as "A Good Thing."

Link to comment
Share on other sites

The best result is a compromise, much like certain tiles have today; have a 'regular' path and a sweet parkour alternate path. There are already quite a few tiles that have options now, it's just a matter of making other tiles more interesting.

Yeah, there's this room I found in the Shipyard tileset the other day that blew my mind. Was a sewer type hallway, with a damaging floor, steam exhausts, and floating platforms. Seemed like any platformer game from the 90's. Then I got to the end of the room and noticed how narrow it was... and that vent in the ceiling. And then I spent 5 more minutes in that room.

Link to comment
Share on other sites

I am all about getting shtuff done quick- and I couldn't stand vaulting because it slowed me down. With the option to turn it off in place, I'm back to traversing levels at breakneck speeds without any grabby-gropey animations to hinder me in the slightest. This is colloquially known as "A Good Thing."

how did it slow you down? unless you vaulted when you didn't want to but that'd be your problem, not vaulting's

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...