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Seanjuju

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Posts posted by Seanjuju

  1. 5 hours ago, (PS4)Tactless_Ninja said:

    Oh there is just so much

    A consistent world state that is effected by events. I mean things like spy having an effect on enemy supplies or defense actually leading to the Tenno gaining the upper hand in the sector. Something like Helldivers. And missions wouldn't have a fail state anymore but instead, like previously mentioned Helldivers, would lead to a critical event that would mean huge losses if it's not participated in.

    And part of that consistent world state would be drop-in-drop out missions along with changes that would need to be made to mission structure so you're not just hitting several load screens to join a mission just to exit out the minute you get in. Maybe an SOS call from fellow Tenno and you come running to respond. Monster Hunter has been great with that.

    I'd also like to either see the randomized levels either revisited for more intricate pathways or trashed for levels with more cohesive designs in mind.

    Thats all i have for now. Im tired

    I like the idea of a changing game world influenced by player actions. It seems like it could inject a level of importance and urgency into missions. The design would be difficult which is why I would begin this idea as a system clans opt-in to. I might like to see refugees or interrogation targets temporarily housed in the dojo facilities. It introduces an opportunity for a large variety of puzzles such as interrogation or decoding.

    On a seperate note I would like to see various NPCs and operator activities within dojos. Maybe the infamous "Tenno Operatives" (survival) can be found within.

  2. 2 hours ago, (PS4)Dragonborn_85 said:

    Well lets see...

    1. Addressing old frames and power creep. I know we just had a huge weapon update but we need one for frames as well. Frames like Nyx and Nezha have been left behind. Also if DE didn't try to nerf new buffs the second they come out would be nice, isn't the point of the game to be OP space ninjas? As for misc things I would like a bed in the orbiter's quarters so I can sleep in it with my operator or something like that.

    I think DE has difficulty finding an in-game system to balance against. I'm always reminded of the original iron skin (8 seconds of invulnerability) which doesn't seem nearly as powerful as it did back then. Once DE pins down how they want progression to work, they'll have an easier time avoiding power creep. My answer to balancing is to change from an infinite enemy scaling system which can't be balanced against to an evolving enemy system which can be! 

     

  3. Answer any that interest you. Vagueness is fine.

    1. List your dream changes to warframe?

    2. What would you take from another game and add to warframe?

    3. If not yet listed, what sort of mechanics and systems would you like to see changed or expanded in warframe? How?

    4. What score would you give warframe and how would it change if your changes were implemented? (/100)

    5. Have you burned out on warframe before? What would have prevented it?

    I'll probably post this a few times so I can experiment with response rates.

    My Survey Answers

    1. It's not exhaustive but, in no particular order, I would:

    -Expand the codex to include the majority of the information on the wiki

    -Remove infinite scaling and replace it with enemy evolution. Give enemies their faction weapons!

    -Let enemy weapons operate the same way our versions do.

    -I would add room traps and weapons like magnetized floors hindering parkour,

    -I would add a ton more standard enemies and enemy quirks like a zanuka that drains energy when it deals melee damage then uses it to power an attack.

    -Other changes to make enemies more challenging

    -Add difficult to obtain and rare gears that are not consumables (maybe in new trials)

    -Progression and Plot. Fewer visits to starter/easy missions.

    -Give enemies more/effective defensive items.

    -Warframe defense overhaul including multiple options for shields such as flat shields, armored shields, and gated shields.

    -Similar overhaul for pets

    -Rework for Damage types

    -Make resource gathering requests of syndicates and add some resource gathering progression

    -Guaranteed endo or kuva payouts in treasure rooms

    -Tons more stuff

    2. I would add the melee stances and some of the jutsu from Nioh. Maybe some Ratchet & Clank weapons. I would add the enemy AI from the dark souls series or any good AI.

    3. Already Listed

    4. My score would change from 78 to 98

    5. I have burned out many times and it's usually because I want a stronger sense of progression.

     

     

     

     

     

  4. An open journal of thoughts regarding warframe. Give me more good ideas or feedback.

    ...=Elaborate Later

    ?=Maybe

    System Changes:

    Melee Weapon Mechanical Change: Void Channeling- Melee channeling no longer uses warframe energy and now uses operator energy...

    Enemy Scaling Change: Enemy Evolution- Enemies no longer scale endlessly; maximum level set to 300. Enemies receive different weapon loadouts depending on level. Enemy gains armor depending on level...

         -Sister system for infested- Infested Fusion...

         -Kuva armor pieces for grineer

        -Corpus Zanuka?/Bursa? armor pieces 

     

    System Additions:

    Morale System: Enemy reinforcements, special units and eximus spawns tied to enemy perception of battle flow...

    Lore Elaborations:

    Vor's Janus key grants him control of the void's neural sentry

    Unit Additions:

    1.

    Description- Unit paired with Osprey...

    Ability- Unit Electrifies floor hindering ability to jump, parkour, roll & slide. Osprey shoots utility rounds that prevent parkour & jump.   

    (To be Continued)

     

  5. 4 minutes ago, Seanjuju said:

    Just finished a BUGGED SURVIVAL MISSION. NO SCREENSHOTS are available because they came out blank for me.

    NATURE OF BUG:

    8 (EIGHT) PLAYERS IN ONE SURVIVAL MISSION

    BUG DETAILS:

    -AXI FISSURE

    -25 MIN

    -8 Relic choices

    Side Note: Make this an actual mode in the game because it was extremely fun.

    (No, they weren't specters I saw the player list with mastery ranks and talked to them)

    I just finished reporting this bug. I would like it to become and an official part of the game because it was exciting. My argument is straightforward; the enemy spawns scaled to the 8 players, the rewards were great, and it was somewhat challenging since half the team was down at a point. The level of fun was much higher than the majority of other activities and most of my team agreed. 

    Keep this bug perhaps.

  6. Just finished a BUGGED SURVIVAL MISSION. NO SCREENSHOTS are available because they came out blank for me.

    NATURE OF BUG:

    8 (EIGHT) PLAYERS IN ONE SURVIVAL MISSION

    BUG DETAILS:

    -AXI FISSURE

    -25 MIN

    -8 Relic choices

    Side Note: Make this an actual mode in the game because it was extremely fun.

    (No, they weren't specters I saw the player list with mastery ranks and talked to them)

  7. Warframe refuses proper progression at every turn. The game lumps players and their expected knowledge too closely together. Core paths of player progression and evolution are neglected. Enemies don't evolve. Warframes don't evolve. The stakes rarely rise. The game itself very rarely knows when to ask more or less of players. In an effort to make every part of the game engaging for every manner of player, warframe itself assails the motivation for advancement. How does the DEV team plan to achieve core progression within warframe? How does the DEV team plan to improve the gameplay knowledge of PS4 players within the warframe client? How does the DEV team plan to curb players' dependence on the wiki?

     

    (22) Warframe's lack of reward proportionality has been magnified with the release of the 8-player trial. How does DE plan to create a standard for rewards within warframe? How does DE plan to provide proportional rewards retroactively in endless missions? Will trials be given proper incentives?

     

    (18) Will the mastery system ever reflect game advancement, longevity of play, or skill-strength proficiency? This system requires reform before it can be given meaning.

     

    (5) Weapon strength has not only outpaced the strength of most offensive warframe powers, it will ultimately create an unreasonable gap between player offense and defense. Frames that lack mass incapacitation or invulnerability-adjacent powers will begin to find that their defense is entirely uncompetitive at the level that their weapons are competitive. Though a symptom of larger issues at play, how does DE plan to solve this problem? My first thought is for warframes' stats and powers to scale based on a reformed mastery system.

     

    (6) Will enemies ever evolve with level? Rather than base stat increases alone, shouldn't enemies gain new weapon types, gear, abilities, and higher skill-demands?

     

    Will parry and channeling ever become universally viable systems? How does the DEV team plan to complete these systems?

     

    (24) Short and/or light melee weapons would benefit greatly from step-in, what is the DEV team's view on this mechanic?

     

    (17) The Wiki Elimination Act is my plan to eliminate player dependence on the wiki. In an effort to make the information available in-game, I propose a Codex Room in each relay. Each relay will provide players with detailed information about every universal mechanic. The room will be limited in that it will only provide enemy, warframe, and mod information about the current and previous planets. Detailed information about non-prime weapons will be mastery locked. Players will only be able to view the weapons available at their current and next rank. Only the pluto relay will contain void and derelict information. The ship codex will be a digested version of this room. Does DE have any plans to curb wiki dependence?

     

    (19) What sort of content does DE intend to provide for veterans to support the demands of the legnedary-10 mods? Will there be mastery-locked mission types with rewards uniquely suited to veterans? 

     

    (4) The mastery system is the original progression of the game. Can the DE team describe the mastery 30 player in terms of how they will differ from the mastery 10 player? Is DE comfortable with nearly all mastery ranks playing the same content? Does progression inevitably require division? Please describe the second solar system, the types of players found there, and the powerful motivating factors that will keep them from playing content far removed from their ability. Is catering content & incentives for players of different abilities the best way to combat mindless farming and macro-farming? 

     

    (29) Does De plan to scale companions? Will new companion types be definitely stronger than previous types? If not, how does DE plan to scale companions?

     

    (32) How does DE plan to streamline trading and grouping wait-times to maximize time spent playing content?

     

    Assorted Topics for the DEV team to speak on below. Questions may be assumed.

     

     

    1. Restrict the trade of ranked mods and prime parts using the mastery system

    2. Increase switch to melee speed & switch weapon speed

    3. Nekros

    4. Progression

    5. Warframe Evolution

    6. Enemy Evolution instead of endless scaling

    7. Unfinished Parry System

    8. Archwing

    9. Awkward combos and too few combos

    10. Damage 2.0 Balancing

    11. Useless mods

    12. Dark Sectors riddled with glitches, unbalance, and lacks incentives

    13. Shotguns

    14. Ammo Eaters

    15. Bi-weekly rotating enemy mod drops

    16. Dodge Movement, and Verticality

    17. The Wiki Elimination Act

    18. Mastery Reform

    19. Difficult and Rewarding mission types unlocked through mastery.

    20. Larger balancing team

    21. Slowly regenerating health

    22. Reward Proportionality

    23. Serious bosses

    24. Step-in for all melee weapons

    25. Power augments that only affect team members changed to also affect the player

    26. Assorted comprehensive warframe balancing

    27. Better ways to get credits

    28. Primary and Secondary shared sniper ammo

    29. Kubrow & Sentinel Evolution

    30. Nullifiers & Bombards

    31. Underpowered Arcanes

    32. Streamlining Wait-Times

  8. BALANCE

    Balance within warframe is an ongoing issue because DE is building a game without establishing a standard for progression. The game itself very rarely knows when to ask more or less of players. The linear solar system is completely undermined by the sandbox style of the void. The power prediction of players which the solar system should rely on is made ineffective with the introduction of prime gear unregulated by mastery. This results in obsolete nodes and reduced enjoyment of solar system completion. The sandbox model echoes throughout the rest of the game which results in power creep and endless missions in place of power prediction. The solar system is made intentionally imbalanced in order to retain relevance for players that entered the void early. Warframe's mix of sandbox and linear missions begins to give way to a sandbox style which is necessary to keep up with players of increasingly unpredictable power. The sandbox style ,by which I mean the unregulated style, becomes unsustainable as new content along with trade makes previous content obsolete. Efforts to prevent the content from becoming obsolete results in reduced enjoyment of effected combat modes. The desire to reduce the time spent in obsolete combat nodes results in large-scale efficiency maximizing practices in which enjoyment gives way to efficiency. Content largely divorced from the core game is created or expanded. Obliterated power prediction prevents the introduction of proper evolution of enemies which prevents them from meeting player engagement needs. In an effort to retain engagement, perfectly scaling utility enemies are peppered throughout large areas of the game. Increasing loss of linear aspects as player capabilities rise prevents proper progression. This results in an inherently and increasingly flawed measure of progression in which players of increasing mastery become more and more difficult to differentiate. Complete inability to properly measure progression results in a complete inability to form a basis for an evolutionary path for warframes which places an increasingly unreasonable responsibility on mods as players grow in strength. Though desired, the inevitable inability to make warframes universally balanced in all areas of the game without an evolutionary path results in a growing gap between offense and defense. Power creep as a defining aspect of weapons means the gap between their offense and the defense mods provide, which are relatively constant, only grows. The response is to treat symptoms through warframe readjustments and more powerful mods. Warframes with the greatest ability to scale or efficiently complete obsolete content far removed from the capabilities of the player are favored. As the gap grows, the treatment of symptoms becomes increasingly difficult and frequent.

    To Be Continued.

     

    How does DE respond?

  9. BALANCE

    Balance within warframe is an ongoing issue because DE is building a game without establishing a standard for progression. The game itself very rarely knows when to ask more or less of players. The linear solar system is completely undermined by the sandbox style of the void. The power prediction of players which the solar system should rely on is made ineffective with the introduction of prime gear unregulated by mastery. This results in obsolete nodes and reduced enjoyment of solar system completion. The sandbox model echoes throughout the rest of the game which results in power creep and endless missions in place of power prediction. The solar system is made intentionally imbalanced in order to retain relevance for players that entered the void early. Warframe's mix of sandbox and linear missions begins to give way to a sandbox style which is necessary to keep up with players of increasingly unpredictable power. The sandbox style ,by which I mean the unregulated style, becomes unsustainable as new content along with trade makes previous content obsolete. Efforts to prevent the content from becoming obsolete results in reduced enjoyment of effected combat modes. The desire to reduce the time spent in obsolete combat nodes results in large-scale efficiency maximizing practices in which enjoyment gives way to efficiency. Content largely divorced from the core game is created or expanded. Obliterated power prediction prevents the introduction of proper evolution of enemies which prevents them from meeting player engagement needs. In an effort to retain engagement, perfectly scaling utility enemies are peppered throughout large areas of the game. Increasing loss of linear aspects as player capabilities rise prevents proper progression. This results in an inherently and increasingly flawed measure of progression in which players of increasing mastery become more and more difficult to differentiate. Complete inability to properly measure progression results in a complete inability to form a basis for an evolutionary path for warframes which places an increasingly unreasonable responsibility on mods as players grow in strength. Though desired, the inevitable inability to make warframes universally balanced in all areas of the game without an evolutionary path results in a growing gap between offense and defense. Power creep as a defining aspect of weapons means the gap between their offense and the defense mods provide, which are relatively constant, only grows. The response is to treat symptoms through warframe readjustments and more powerful mods. Warframes with the greatest ability to scale or efficiently complete obsolete content far removed from the capabilities of the player are favored. As the gap grows, the treatment of symptoms becomes increasingly difficult and frequent.

    To Be Continued.

  10. Warframe refuses proper progression at every turn. The game lumps players and their expected knowledge too closely together. Core paths of player progression and evolution are neglected. Enemies don't evolve. Warframes don't evolve. The stakes rarely rise. The game itself very rarely knows when to ask more or less of players. In an effort to make every part of the game engaging for every manner of player, warframe itself assails the motivation for advancement. How does the DEV team plan to achieve core progression within warframe? How does the DEV team plan to improve the gameplay knowledge of PS4 players within the warframe client? How does the DEV team plan to curb players' dependence on the wiki?

     

    (22) Warframe's lack of reward proportionality has been magnified with the release of the 8-player trial. How does DE plan to create a standard for rewards within warframe? How does DE plan to provide proportional rewards retroactively in endless missions? Will trials be given proper incentives?

     

    (18) Will the mastery system ever reflect game advancement, longevity of play, or skill-strength proficiency? This system requires reform before it can be given meaning.

     

    (5) Weapon strength has not only outpaced the strength of most offensive warframe powers, it will ultimately create an unreasonable gap between player offense and defense. Frames that lack mass incapacitation or invulnerability-adjacent powers will begin to find that their defense is entirely uncompetitive at the level that their weapons are competitive. Though a symptom of larger issues at play, how does DE plan to solve this problem? My first thought is for warframes' stats and powers to scale based on a reformed mastery system.

     

    (6) Will enemies ever evolve with level? Rather than base stat increases alone, shouldn't enemies gain new weapon types, gear, abilities, and higher skill-demands?

     

    Will parry and channeling ever become universally viable systems? How does the DEV team plan to complete these systems?

     

    (24) Short and/or light melee weapons would benefit greatly from step-in, what is the DEV team's view on this mechanic?

     

    (17) The Wiki Elimination Act is my plan to eliminate player dependence on the wiki. In an effort to make the information available in-game, I propose a Codex Room in each relay. Each relay will provide players with detailed information about every universal mechanic. The room will be limited in that it will only provide enemy, warframe, and mod information about the current and previous planets. Detailed information about non-prime weapons will be mastery locked. Players will only be able to view the weapons available at their current and next rank. Only the pluto relay will contain void and derelict information. The ship codex will be a digested version of this room. Does DE have any plans to curb wiki dependence?

     

    (19) What sort of content does DE intend to provide for veterans to support the demands of the legnedary-10 mods? Will there be mastery-locked mission types with rewards uniquely suited to veterans? 

     

    (4) The mastery system is the original progression of the game. Can the DE team describe the mastery 30 player in terms of how they will differ from the mastery 10 player? Is DE comfortable with nearly all mastery ranks playing the same content? Does progression inevitably require division? Please describe the second solar system, the types of players found there, and the powerful motivating factors that will keep them from playing content far removed from their ability. Is catering content & incentives for players of different abilities the best way to combat mindless farming and macro-farming? 

     

    (29) Does De plan to scale companions? Will new companion types be definitely stronger than previous types? If not, how does DE plan to scale companions?

     

    (32) How does DE plan to streamline trading and grouping wait-times to maximize time spent playing content?

     

    Assorted Topics for the DEV team to speak on below. Questions may be assumed.

     

     

    1. Restrict the trade of ranked mods and prime parts using the mastery system

    2. Increase switch to melee speed & switch weapon speed

    3. Nekros

    4. Progression

    5. Warframe Evolution

    6. Enemy Evolution instead of endless scaling

    7. Unfinished Parry System

    8. Archwing

    9. Awkward combos and too few combos

    10. Damage 2.0 Balancing

    11. Useless mods

    12. Dark Sectors riddled with glitches, unbalance, and lacks incentives

    13. Shotguns

    14. Ammo Eaters

    15. Bi-weekly rotating enemy mod drops

    16. Dodge Movement, and Verticality

    17. The Wiki Elimination Act

    18. Mastery Reform

    19. Difficult and Rewarding mission types unlocked through mastery.

    20. Larger balancing team

    21. Slowly regenerating health

    22. Reward Proportionality

    23. Serious bosses

    24. Step-in for all melee weapons

    25. Power augments that only affect team members changed to also affect the player

    26. Assorted comprehensive warframe balancing

    27. Better ways to get credits

    28. Primary and Secondary shared sniper ammo

    29. Kubrow & Sentinel Evolution

    30. Nullifiers & Bombards

    31. Underpowered Arcanes

    32. Streamlining Wait-Times

  11. Here are the devstream questions and topics I've been updating for months. I have lots of questions and vague ideas but no tangible solutions. 

     

    In addition to what's below, I also believe there's a real need for streamlined grouping and trading through relay evolution which I suspect DE is already working on at a moderate pace.

     

    Copy/Paste

     

    Warframe refuses proper progression at every turn. The game lumps players and their expected knowledge too closely together. Core paths of player progression and evolution are neglected. It's readily apparent on the PS4. Enemies don't evolve. Warframes don't evolve. The stakes rarely rise. The game itself very rarely knows when to ask more or less of players. In an effort to make every part of the game engaging for every manner of player, warframe itself assails the reasons for becoming stronger within the game. How does the DEV team plan to achieve core progression within warframe? How does the DEV team plan to improve the gameplay knowledge of PS4 players within the warframe client? How does the DEV team plan to curb players' dependence on the wiki?

     

    (22) Warframe's lack of reward proportionality has been magnified with the release of the 8-player trial. How does DE plan to create a standard for rewards within warframe? How does DE plan to provide proportional rewards retroactively in endless missions? Will trials be given proper incentives?

     

    (18) Will the mastery system ever reflect game advancement, longevity of play, or skill-strength proficiency? This system requires reform before it can be given meaning.

     

    (5) Weapon strength has not only outpaced the strength of most offensive warframe powers, it will ultimately create an unreasonable gap between player offense and defense. Frames that lack mass incapacitation or invulnerability-adjacent powers will begin to find that their defense is entirely uncompetitive at the level that their weapons are competitive. Though a symptom of larger issues at play, how does DE plan to solve this problem? My first thought is for warframes' stats and powers to scale based on a reformed mastery system.

     

    (6) Will enemies ever evolve with level? Rather than base stat increases alone, shouldn't enemies gain new weapon types, gear, abilities, and higher skill-demands?

     

    Will parry and channeling ever become universally viable systems? How does the DEV team plan to complete these systems?

     

    (24) Short and/or light melee weapons would benefit greatly from step-in, what is the DEV team's view on this mechanic?

     

    (17) The Wiki Elimination Act is my plan to eliminate player dependence on the wiki. In an effort to make the information available in-game, I propose a Codex Room in each relay. Each relay will provide players with detailed information about every universal mechanic. The room will be limited in that it will only provide enemy, warframe, and mod information about the current and previous planets. Detailed information about non-prime weapons will be mastery locked. Players will only be able to view the weapons available at their current and next rank. Only the pluto relay will contain void and derelict information. The ship codex will be a digested version of this room. Does DE have any plans to curb wiki dependence?

     

    (19) What sort of content does DE intend to provide for veterans to support the demands of the legnedary-10 mods? Will there be mastery-locked mission types with rewards uniquely suited to veterans? 

     

    (4) The mastery system is the original progression of the game. Can the DE team describe the mastery 30 player in terms of how they will differ from the mastery 10 player? Is DE comfortable with nearly all mastery ranks playing the same content? Does progression inevitably require division? Please describe the second solar system, the types of players found there, and the powerful motivating factors that will keep them from playing content far removed from their ability. Is catering content & incentives for players of different abilities the best way to combat mindless farming and macro-farming? 

     

    (29) Does De plan to scale companions? Will new companion types be definitely stronger than previous types? If not, how does DE plan to scale companions?

     

    Assorted Topics for the DEV team to speak on below. Questions may be assumed.

     

     

    1. Restrict the trade of ranked mods and prime parts using the mastery system

    2. Increase switch to melee speed & switch weapon speed

    3. Nekros

    4. Progression

    5. Warframe Evolution

    6. Enemy Evolution instead of endless scaling

    7. Unfinished Parry System

    8. Archwing

    9. Awkward combos and too few combos

    10. Damage 2.0 Balancing

    11. Useless mods

    12. Dark Sectors riddled with glitches, unbalance, and lacks incentives

    13. Shotguns

    14. Ammo Eaters

    15. Bi-weekly rotating enemy mod drops

    16. Dodge Movement, and Verticality

    17. The Wiki Elimination Act

    18. Mastery Reform

    19. Difficult and Rewarding mission types unlocked through mastery.

    20. Larger balancing team

    21. Slowly regenerating health

    22. Reward Proportionality

    23. Serious bosses

    24. Step-in for all melee weapons

    25. Power augments that only affect team members changed to also affect the player

    26. Assorted comprehensive warframe balancing

    27. Better ways to get credits

    28. Primary and Secondary shared sniper ammo

    29. Kubrow & Sentinel Evolution

    30. Nullifiers & Bombards

    31. Underpowered Arcanes

  12. that first sentence in your comment, I'm in full 9 yards. Btw the copy and pasted questions, are those questions directed towards DE at the very moment in their thread? because I really do feel it's important that they answer these good questions.

    Yes, those are a few of my devstream questions.

     

    https://forums.warframe.com/index.php?/topic/472978-coming-soon-devstream-54/page-8#entry5269388

     

    I'm most concerned about the quality of progression and evolutionary paths. Many gameplay problems are likely symptoms of larger issues in these systems.    

  13. Comment

     

    I believe the solution to mindless farming practices is to reform xp and reputation scaling, introduce different resource grades, and introduce enemy evolution. Teams unwilling to fight dynamically would be unable to farm efficiently.    

     

    Copy/Paste

     

    (22) Warframe's lack of reward proportionality has been magnified with the release of the 8-player trial. How does DE plan to create a standard for rewards within warframe? How does DE plan to provide proportional rewards retroactively in endless missions? Will trials be given proper incentives?

     

    (6) Will enemies ever evolve with level? Rather than base stat increases alone, shouldn't enemies gain new weapon types, gear, abilities, and higher skill-demands?

     

    (4) The mastery system is the original progression of the game. Can the DE team describe the mastery 30 player in terms of how they will differ from the mastery 10 player? Is DE comfortable with nearly all mastery ranks playing the same content? Does progression inevitably require division? Please describe the second solar system, the types of players found their, and the powerful motivating factors that will keep them from playing content far removed from their ability. Is catering content & incentives for players of different abilities the best way to combat mindless farming and macro-farming? 

  14. Warframe refuses proper progression at every turn. The game lumps players and their expected knowledge too closely together. Core paths of player progression and evolution are neglected. It's readily apparent on the PS4. Enemies don't evolve. Warframes don't evolve. The stakes rarely rise. The game itself very rarely knows when to ask more or less of players. In an effort to make every part of the game engaging for every manner of player, warframe itself assails the reasons for becoming stronger within the game. How does the DEV team plan to achieve core progression within warframe? How does the DEV team plan to improve the gameplay knowledge of PS4 players within the warframe client? How does the DEV team plan to curb players' dependence on the wiki?

     

    (22) Warframe's lack of reward proportionality has been magnified with the release of the 8-player trial. How does DE plan to create a standard for rewards within warframe? How does DE plan to provide proportional rewards retroactively in endless missions? Will trials be given proper incentives?

     

    (18) Will the mastery system ever reflect game advancement, longevity of play, or skill-strength proficiency? This system requires reform before it can be given meaning.

     

    (5) Weapon strength has not only outpaced the strength of most offensive warframe powers, it will ultimately create an unreasonable gap between player offense and defense. Frames that lack mass incapacitation or invulnerability-adjacent powers will begin to find that their defense is entirely uncompetitive at the level that their weapons are competitive. Though a symptom of larger issues at play, how does DE plan to solve this problem? My first thought is for warframes' stats and powers to scale based on a reformed mastery system.

     

    (6) Will enemies ever evolve with level? Rather than base stat increases alone, shouldn't enemies gain new weapon types, gear, abilities, and higher skill-demands?

     

    Will parry and channeling ever become universally viable systems? How does the DEV team plan to complete these systems?

     

    (24) Short and/or light melee weapons would benefit greatly from step-in, what is the DEV team's view on this mechanic?

     

    (17) The Wiki Elimination Act is my plan to eliminate player dependence on the wiki. In an effort to make the information available in-game, I propose a Codex Room in each relay. Each relay will provide players with detailed information about every universal mechanic. The room will be limited in that it will only provide enemy, warframe, and mod information about the current and previous planets. Detailed information about non-prime weapons will be mastery locked. Players will only be able to view the weapons available at their current and next rank. Only the pluto relay will contain void and derelict information. The ship codex will be a digested version of this room. Does DE have any plans to curb wiki dependence?

     

    (19) What sort of content does DE intend to provide for veterans to support the demands of the legnedary-10 mods? Will there be mastery-locked mission types with rewards uniquely suited to veterans? 

     

    (4) The mastery system is the original progression of the game. Can the DE team describe the mastery 30 player in terms of how they will differ from the mastery 10 player? Is DE comfortable with nearly all mastery ranks playing the same content? Does progression inevitably require division? Please describe the second solar system, the types of players found there, and the powerful motivating factors that will keep them from playing content far removed from their ability. Is catering content & incentives for players of different abilities the best way to combat mindless farming and macro-farming? 

     

    (29) Does De plan to scale companions? Will new companion types be definitely stronger than previous types? If not, how does DE plan to scale companions?

     

    Assorted Topics for the DEV team to speak on below. Questions may be assumed.

     

     

    1. Restrict the trade of ranked mods and prime parts using the mastery system

    2. Increase switch to melee speed & switch weapon speed

    3. Nekros

    4. Progression

    5. Warframe Evolution

    6. Enemy Evolution instead of endless scaling

    7. Unfinished Parry System

    8. Archwing

    9. Awkward combos and too few combos

    10. Damage 2.0 Balancing

    11. Useless mods

    12. Dark Sectors riddled with glitches, unbalance, and lacks incentives

    13. Shotguns

    14. Ammo Eaters

    15. Bi-weekly rotating enemy mod drops

    16. Dodge Movement, and Verticality

    17. The Wiki Elimination Act

    18. Mastery Reform

    19. Difficult and Rewarding mission types unlocked through mastery.

    20. Larger balancing team

    21. Slowly regenerating health

    22. Reward Proportionality

    23. Serious bosses

    24. Step-in for all melee weapons

    25. Power augments that only affect team members changed to also affect the player

    26. Assorted comprehensive warframe balancing

    27. Better ways to get credits

    28. Primary and Secondary shared sniper ammo

    29. Kubrow & Sentinel Evolution

    30. Nullifiers & Bombards

    31. Underpowered Arcanes

  15. This game depends heavily on players replaying content to level their weapons and frames, increase rep, and/or gain resources. The issue is that the most efficient content to do all of those things is far removed from the skill level of many players. I believe the solution can be found in a decrease in grind through the funneling of maxed gear's xp into unmaxed gear and allowing difficult content to be vastly more rewarding from a rep, xp, and resource standpoint. 

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