Tag Archives: Warframe

Pick Your Poison: Status Ailments

Knees weak, palms sweaty, blood on your shirt- poisoned spaghetti.

You take a step- green flash. Another step- green flash. Suddenly your thief is unconscious while in the middle of the dungeon.

Status ailments are one of those really cool things that can be implemented in games that will always annoy your players to hell and back. It forces them to actually think about their own well-being and stop- Antidote Time. Mainly due to not actually being able to feel pain in video game (Physical pain. As for emotional pain- maybe), just throwing enemies at your player gets rather boring after a while, so things like poison gas clouds, pits of quicksand (be careful not to lose your handcarts), or flame-spewing pipes are different ways to harm your player while not necessarily  dropping them into combat.

Of course, status ailments during combat is also a fun way to kill your player. Poison aside, there’s the good ol’ slow status, rendering your players helpless as hordes of enemies line up to smack them.


You can probably tell things didn’t work out very well.

Of course status ailments can also be added to players’ arsenals too, to give those enemies a taste of their own medicine, or vice versa. Nothing’s more relaxing than slowing a room of enemies down to a snail’s pace all while chopping them down one by one.


It’s been a while, hasn’t it? Things got kinda busy, but here I am. Kevin out.


No OSHA Compliance: Cliffs, Pits, and Ledges

People in both the past and future really must’ve had a hard time keeping their kids safe from ledges, since a lot of times they just aren’t there. Or did someone just happen to remove all the railings in the general area? Well either way, workplace safety wasn’t on a lot of people minds I guess.

In addition to keeping an eye on your enemy, player also must pay attention to their health. Sometimes, there another thing to keep track of that’s throw in: the battlefield itself. In this post, ledges and the like.

Sometimes a giant wall (visible or invisible) just won’t get the job done (or make any sense in the setting) and this is where pits and ledges and cliffs come into play. In real life, you wouldn’t want to jump down a hole without knowing where it’s going right? It offers a more “dangerous” (I don’t really have the correct word right now, Walmart’s out of stock) barrier than some static brick wall, since if you fall down a hole, it’ll probably hurt.


Make sure to take into account the sliding when you try to stop

This is also where you can fufill the “dangerous” aspect of ledges. Damaging or outright killing the player character as a way to say “Hey, don’t go here”. As said earlier, these dangerous ledges can affect gameplay by punishing players too focused on one aspect of the game, whether it be the enemies, or their health, if the players aren’t wary of their surroundings they might fall off the edge or step into a trap. Platformers being the most obvious example, some non-platformers include Hyper Light Drifter (above), Bastion, and Lost Planet 2.


Falling off a ledge is just a simple setback for the Tenno…

Sometimes the game is full of ledges and some other times having the character die from a simple fall doesn’t make sense. Whatever the reasons, in this case ledges aren’t necessarily deadly, but turned more into a kind of nuisance players to try to avoid (ex: Mario Kart games). These kinds of ledges simply take the fallen player and put them back on the map after a short delay, which then could have them get killed or lose 1st place.


…who always land on their feet

In the game pictured above, Warframe, when falling off the various ledges of the map, the screen goes black and resets the player back at the last spot they stood at before falling off, playing the landing animation as if they fell from a great height, but entirely unscathed.

Either type still allows for the player to make errors, but one simply carries out the effects (partial or full) of falling off very high ledges. Both serve as a way to tell players “Watch Your Step” much better than an invisible wall can.

Oh boy, ‘ledges’ doesn’t even sound like a word to me anymore.


KIA: Killed in Animation- Healing

Sometimes you can’t inhale a thousand carrots and apple pies in a split second, or down tens of health potions in one go like some other heroes can. Sometimes, you have to take a break from the action to inject yourself with some green syringe or spray some kind of herbal extract on your face. Then there are those times where the action doesn’t give you a break to heal and remorselessly slaughters your character when they try to.

It’s a nice touch of realism, but if it’s only just for that then it’s rather pointless- you’re better off going with the whole inhale-six-roast-pigs route like in Skyrim. This isn’t just limited to healing alone, it could apply actions like using a lever or getting up. These little animations that leaves gaps in your defense encourage (or force in some cases) players to be aware of more than just the enemy, they’ve got to be aware of their health too. In addition, it could be a case of timing as well.


You probably shouldn’t heal right next to an enemy

You wouldn’t try to heal in the middle of a crowd of zombies, right? That newly regenerated health would be taken away faster than the computer gives it to you.

There are of course, other ways to have your character take a break from going guns blazing. Take for example Warframe‘s method, if you don’t have healing abilities, you can always craft some healing items… that when used are placed on the ground and emit 5 pulses of healing energy to any player near it. It’s great for defense missions, since you’ll be stationary, but also makes your player take cover in a more mobile mission while still allowing them to fight back.


Comes in 4 fun flavors: Health, Energy, Shields, and Ammo!

You could even just go with more mix-and-match ways for the player to recover health. Lost Planet 2‘s healing system required the player to hold down a button to heal, that also reduced movement speed and made them unable to fight back. Combined with it’s rather fragile characters (no super soldiers or legendary heroes here).


The green glow on you means it’s working

Whatever the game, if there’s a healing mechanic there’s always ways you can tweak it to fit the game to add in challenge. Of course you can also just opt to have your players hide behind a chest-high wall and wait out that pesky red filter on their screen.

Well, I guess that’s enough of that. Kevin out.