W4RM4CHIN3 Posted July 30, 2013 Share Posted July 30, 2013 We should have the lotus hold our hand too. That be fun... Link to comment Share on other sites More sharing options...
Relkin Posted July 30, 2013 Share Posted July 30, 2013 *implement kickass parkor system* *give players minimal opportunities to use it* *completely remove any need or benefit from using it making its use detrimental to gameplay instead of needed or fun via map design* Good work..... Link to comment Share on other sites More sharing options...
bleeps Posted July 30, 2013 Share Posted July 30, 2013 The Grineer were finally cited for ADA accessibility violations. Link to comment Share on other sites More sharing options...
Chris9428 Posted July 30, 2013 Share Posted July 30, 2013 NOOOOOOOOOOO!! I can't show off my 1337 jump n run skillz anymore.. Link to comment Share on other sites More sharing options...
Fleetwing Posted July 30, 2013 Share Posted July 30, 2013 The major problem with the room was just that we'd never seen it before. Because, y'know, it was new. It took me about four tries before I would run into the door, pause a moment, and cross the whole room in a few seconds. The problem was the buggy wallrunning. Which I wish they'd fixed, instead of adding these ridiculous staircases. But on another topic--anyone notice all of the secret passages hidden in the grineer maps? :D It's totally cool. Link to comment Share on other sites More sharing options...
suneater Posted July 30, 2013 Share Posted July 30, 2013 First time I ran through this room it was the first time everyone in my group had encountered it. It took us a good five minutes to figure out how to get through it... looking back it seems obvious but at the time it was really frustrating. A few runs later I fell off while wallrunning and got stuck in an endless falling loop. I think the ramps were a temporary fix because of the falling loop bug; some of the ramps are nice but having all the ramps that are in now makes it claustrophobic. Link to comment Share on other sites More sharing options...
1N33DM0N3Y Posted July 30, 2013 Share Posted July 30, 2013 well this was made to avoid anoing bug when u just spawn & dead in allthe time Link to comment Share on other sites More sharing options...
WhiteTrick Posted July 30, 2013 Share Posted July 30, 2013 because those rooms were practicly impossible for new players, especialy since the game lacks a free running tutorial, on top of that they were a major time killer wichcould get in the way of countdown timers Link to comment Share on other sites More sharing options...
Takelon9 Posted July 30, 2013 Share Posted July 30, 2013 While I don't mind parkour, the movement in Warframe is admittedly rather floaty and sometimes you simply slide off of walls without being able to wallrun up them (especially with lag), potentially getting you stuck and unable to progress with the rest of the level with no fault of your own. Parkour such as chained wallruns and so forth should be limited to shortcuts and secrets, while there should be some kind of way to get through each non-bonus room without parkour, even if it would take longer than with parkour. And seriously guys, they just changed a few rooms because a significant amount of people were getting stuck there due to unresponsive walls, stop getting your panties in a twist and insulting the "casuals" or blaming it on "the new spoon-feeding generation", especially when it wasn't necessarily all "casuals" that were complaining about the mandatory parkour rooms. I would rather there be some hiccups in a room, than see DE just completely nerf a room. You slip off the wall? Oh well, run it again. Get stuck in an endless fall loop? It you hold down the direction towards the platform you can break it in a few seconds. Not good at the parkour aspect of the game and don't want to do it? Use a Loki and switch teleport, us an Excal and slash dash and super jump, use a nova and wormhole. There are tons of ways you can deal with parkour rooms. If you can't make it through a room in Warframe than maybe you don't deserve the reward for the mission? Just saying. Please DE, set it back to the way it was. Link to comment Share on other sites More sharing options...
Kesella Posted July 30, 2013 Share Posted July 30, 2013 Looks like normal spaceship construction to me. Either way wall running has been way to buggy for me to ever want to do it. Most of the time I end up wall running through walls or something and have to sit there for the rest of the mission. Link to comment Share on other sites More sharing options...
SchrodingersKitteh Posted July 30, 2013 Share Posted July 30, 2013 (edited) the rooms from those pics are supposed to only be used when you are on a rescue mission so the prisoner can actually follow you through the map, instead of getting bugged and standing there and failing the mission for you when they get killed. edit: love the comments from people who think the change is for those that either cannot wall run or cba to wall run, maybe use your brain a bit more and don't just have a knee jerk reaction, instead actually think of other possible reasons something was changed. Edited July 30, 2013 by SchrodingersKitteh Link to comment Share on other sites More sharing options...
yuikami Posted July 30, 2013 Share Posted July 30, 2013 They didn't remove the wall, if you wanna wall run, you can still do it. Also this nerf is really helpful for PuG game with super laggy host and new players. I also find it very weird for Grineer to put themselves in that kind of situation just to patrol their ship, too... Link to comment Share on other sites More sharing options...
Law_Abiding_Engineer Posted July 30, 2013 Share Posted July 30, 2013 if its the room that I think it is (can't say for sure since Ive only seen it twice), then Im glad they added stairs because I coulnd't get up the final wall run part because the ledge was way too high, and there were no vertical walls to run up to get to it. Link to comment Share on other sites More sharing options...
JHarlequin Posted July 30, 2013 Share Posted July 30, 2013 Take a moment and really consider how well the room worked before. There were issues. For anyone that has trouble regularly with any wall running, that room was the point at which they stopped their mission. It was shutting down a lot of people. For people that were good with wall running, it took them a good amount of time to think about that room. If they didn't think, then they got through pretty quick. (Yeah, it doesn't make much sense.) In general, the backflip from the central pillar to the upper exits was not exactly perfect. The vertical shafts on the sides were not particularly noticable and also had the same backflip issue that the central pillar has. The room did have a few problems with the setup. But from the looks of those screenshots, I would rather have the room removed then to have those changes put on it while it was reworked. Better yet, put in a secondary way through. Make a new use for hack consoles. In some rooms, if the wall runs are complicated, let someone go to the hack console, and hack it to extend walkways like the ones seen. If they won't block wall runners, then they would be available to allow non-wallrunners a way through, it just isn't a shortcut anymore. Link to comment Share on other sites More sharing options...
yuikami Posted July 30, 2013 Share Posted July 30, 2013 Better yet, put in a secondary way through. Make a new use for hack consoles. In some rooms, if the wall runs are complicated, let someone go to the hack console, and hack it to extend walkways like the ones seen. If they won't block wall runners, then they would be available to allow non-wallrunners a way through, it just isn't a shortcut anymore. Now, this is interesting! Link to comment Share on other sites More sharing options...
NeopetsMaster4432 Posted July 30, 2013 Share Posted July 30, 2013 Although I did fail to make it to the extraction point the first time I saw this room, I've always loved the jumping and wall-running part of this room after I found out where to go.Also, it encouraged communication between players when one person didn't know what to do. Link to comment Share on other sites More sharing options...
WhiteTrick Posted July 30, 2013 Share Posted July 30, 2013 also the room doesnt make sense, how are grineer going to free run? Link to comment Share on other sites More sharing options...
DresiK. Posted July 30, 2013 Share Posted July 30, 2013 http://cloud-4.steampowered.com/ugc/630787216954155343/11F2919A98AA74638DF2803040A03D79AF9AF093/ http://cloud-2.steampowered.com/ugc/630787216954151990/CA113FC408C0132F1A1DA7D4D732C6EC744207A9/ http://cloud-2.steampowered.com/ugc/630787216954146890/3C159A98776AA569B2CC79FAF28219FAA5B1FC8C/ I understand it's somewhat difficult, but that's part of the game. i do rly *** hate those jump's !! like ;_; but still +1 Link to comment Share on other sites More sharing options...
Orthusaku Posted July 30, 2013 Share Posted July 30, 2013 So are we just gonna be come space marines since there is no need to wall run or do thing stealth-fully? Link to comment Share on other sites More sharing options...
Chris9428 Posted July 30, 2013 Share Posted July 30, 2013 So are we just gonna be come space marines since there is no need to wall run or do thing stealth-fully? We should create a poll, so something like this doesn't happen! WE WANT OUR JUMP N RUN ACTION BACK! Please. DE! Someone create a poll! Link to comment Share on other sites More sharing options...
kippen.power Posted July 30, 2013 Share Posted July 30, 2013 HEY GUESS WHAT PEOPLE you complain its gonna get nerfed stop complaining and i won't get nerfed ! Link to comment Share on other sites More sharing options...
Mazrim Posted July 30, 2013 Share Posted July 30, 2013 So, common sense prevailed over artificial difficulty. Forums cry. Go fig. Link to comment Share on other sites More sharing options...
TheBigE Posted July 30, 2013 Share Posted July 30, 2013 I posted a bug report for this. On a rescue mission, the prisoner cannot follow you to extraction when you have to go through this room. They will run in circles until killed thus failing the mission. How would you like it when the mission involved an alert reward? Think about it before calling this a nerf. Link to comment Share on other sites More sharing options...
kippen.power Posted July 30, 2013 Share Posted July 30, 2013 I posted a bug report for this. On a rescue mission, the prisoner cannot follow you to extraction when you have to go through this room. They will run in circles until killed thus failing the mission. How would you like it when the mission involved an alert reward? Think about it before calling this a nerf. hahaha, i always leave that guy behind and he never gets killed Link to comment Share on other sites More sharing options...
Chris9428 Posted July 30, 2013 Share Posted July 30, 2013 I posted a bug report for this. On a rescue mission, the prisoner cannot follow you to extraction when you have to go through this room. They will run in circles until killed thus failing the mission. How would you like it when the mission involved an alert reward? Think about it before calling this a nerf. I had to go through this tile in an alert rescue mission. I just left him behind and he didn't get killed. Made it pretty much easy mode for the rest of the mission, since I didn't have to give a S#&$ about the hostage anymore. Link to comment Share on other sites More sharing options...
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