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Mrwitchdoctor

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  1. I'm curious what people think about this, especially after all the open world updates and after Duviri being used as an alternate starting playthrough. Duviri as a beginning, I think, offers a fresher start, without the confusion of modding. Though I think effectively bottlenecking people into the dragon-hunt is not a great choice, the general play allows you to get a handle of the idea behind modding and what stats work best for you. It lets you play frames you haven't used before and appreciate frames by comparison when you are made to play a little drifter. From this you head into the generated tilesets of typical warframe play, while the actual design of tilesets is great and I love all the art in them, they are something which isn't as easy to appreciate as the open world elements, which feel more rooted in the world, more-so overtime as they turn into a sort of immediate entry-exit gameplay, you click the location, you have your mission objective (defense, capture etc.) then extract. A more dynamic blend of gameplay that has been implemented I think is the corpus railjack missions, where you have adjacent mission play (destroying frigates and fighters and then play a tileset corpus ship mission with optional objectives e.g. ice-freighter orokin tower thingy.) Unfortunately in terms of casual playing, it can be a bit long for some people, but the heart of it as adjacent objectives I think is effective. Another common and fairly strong recent gameplay is bounties, though as it stands I would say they are not especially dynamic. I'm interested in what ideas other people have that would retain some of these elements they enjoy while adding more dynamic gameplay. Things that suit either the casual or hardcore player. An idea that I think that could add some more dynamic gameplay with adjacent objectives is: Short and Long Branching missions (Campaign and Bounty): Taking an end objective with specific rewards differing with player choice e.g. Kill Sneezy Childeater or convert Sneezy Childeater to Lotusism, and having the player go through player determined mission e.g. defend an Ostron child from Sneezy's Child Eaters or loot Sneezy's Sneeze Fortress, offering a break between mission completion and the next mission and encorporating more variety into the long play e.g. Railjack play, open world, tileset and have these directly branch into other missions e.g. openworld > railjack > tileset with optional objectives for longer play, and choosing which path you take allowing you to determine your rewards and your Sneezy's outcome. And shorter bounty-like objectives within the individual missions Either layed out it would be something like this. A /\ B B /\ /\ C C C C /\ Mission Complete / Sneezy Faceoff Each branch option I think should be chosen simply and quickly, e.g. Duviri decrees With optional objectives offering additional rewards or buffing (or difficulty with better rewards in later missions). And also including transitions from each mission e.g. Railjack boarding on Sneezy's ship (tileset) to Railjack drop off on the Plains with a faceoff with Sneezy. With optional player breaks between Campaign objectives, similar in Duviri where we get a transition from Drifter and warframe play, and Railjack to tileset play in Corpus railjack missions. This is idea could probably be fleshed out more, and there are elements that I think could be more immersive such as navigation, it stems from my feeling that tileset play has become increasingly less engaging. But I would like to know people's thoughts, if this doesn't work, if there are elements that could be changed or added, or if you have completely different ideas to share! PLEASE SHARE YOUR IDEAS TOO!
  2. During Envy Spiral on Duviri Experience, last stage 6 unable to Summon Orowyrm while at summoning stone spot on Archarbor spent several minutes at different spots, but no effect.
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