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Synthex

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Posts posted by Synthex

  1. Wow, the topic was pretty dead for a while. Anywho, I think that one of the things I mensioned that I want to see the most is bigger / more open maps. Something that makes you feel like you're in a massive space and allows for some freedom of exploration. I think that would be pretty essential for introducing more advanced mechanics like multiple ways to complete objectives and random events, tactical combat etc.

  2.  Some of these ideas have been suggested before, but overall its solid work. I think that the main point here is that DE should start to focus more on horizontal expansion of the mechanics that already exist in the game, instead of adding new ones for the sake of vertical expansion.

    Yeah, the main idea was to make missions much more varied and more interesting to do, and to make players run missions for fun rather than to grind for rewards.

  3. ~zzziiip~

    i'm sure we've all atleast once played a game that got stale quickly, and found out that the rest was.... effectively just more of the same, and lost most of our interest, having little to look forward to.

    Absolutely right. Also, the whole design of warframe should lead it to being a gameplay-driven game. The whole idea is just "go out there and just do missions". If this is 99% of what people can do in the actual game, then the 99% should be good. I would have understood if there were some role-playing aspects or some kind of story, but there just isn't. The whole game is missions. To make the 99% good, the first thing that should happen is by making it feel less like the same thing. They try to do this by changig factions and tilesets, but that only makes the game look different, not feel different. Players should feel like they're actually encountering different situations that aren't repetitive. Also, if the combat was outstanding, then it would have made up for the repetitiveness somewhat, but it's not. Player's don't even focus on combat (which is why I suggested changing it). All warframe levels are just essentially running down a hallway.

  4. So, what I take from this is that you want multi-stage events which will basically act as quests, the next part of which can only be unlocked after the community meets the requirements of the first. Completion / partial completion / failure will result in some permanent change to the system. That doesn't sound bad at all, actually. I guess it's a great way to make events last longer than they do now, for one, and make players more engaged instead of blowing through the thing in an hour or so. Very interesting.

  5. Okay, So i was on the Design Council chat yesterday discussing the game with a few founders, and here's what we all thought, in the long run, would add more variety, replayability, and just plain fun to Warframe.

     

    Firstly, more non-combat scenarios. We thought something along the lines of more parkour courses, environment interaction, and puzzles. This would add many possible scenarios to the game. For example, a tenno lands at the entrance of an ancient temple on earth with the goal of retrieving an artficact. They have to figure out how to parkour their way through the temple, maybe having to explore it much less linearly to defeat a couple of mini-bosses to unlock the door to the main chamber. After this, they will be able to retrieve the artifact and maybe awaken some frozen guardians which they will have to defeat or run away from. I think having a bunch of variability and multiple objectives in one level will add a lot more depth to the game and will make it infinitely more interesting.

     

    Secondly, adding multiple ways of completing an objective. For example, if a tenno is tasked with gathering intel from the corpus, it would be cool if they weren't locked into one scenario, but could achieve this in multiple ways, like finding the ship captain and interrogating him with the choice to kill or spare him, finding the ship's databank and hacking it (with some sort of puzzle) to retrieve the info, climbing stealthily through vents to overhear coversations, or even something else. I think this would greatly decrease the linear feel of the game and add more options even if you're doing the same mission type. It would also be cool if there were multiple objectives, some of which were optional, or objectives which influenced each other. In the past, there was a multiple objective system in warframe, but it wasn't much fun becuase after completing an objective, the lotus would tell you to do something else. there was no context and no sequence of events leading to the second objective. To make objective transfering effective, the player has to see a scenario play out during a mission and see the context of the objective change.

     

    Thirdly, more wide, open, and vertical maps. Many stealth games like Dishonored, Thief, and Styx, to name a few, have large, open vertical maps which allow the player to take many different paths to their goals and allow for the option of different gameplay styles like stealth, parkour, going in and killing everything all in one mission. These maps also give the player a sense that they're part of one gigantic world despite being instanced. These large maps are also just visually stunning. These large maps serve the second point of having multiple avenues of completing one objective.

     

    More opportunities for discovery would make the game a lot cooler, something like finding hidden objectives in maps which would either change the mission altogether or change the goal of the mission. Say, you're supposed to destroy a heavily-guarded ship by going in and destrotying the core, but the difficulty of going after the objective directly is very high (maybe because of loads of robot proxies, code hacking, minibosses, whatever). However, on their way to the objective, a player finds a locked corpus door which the can hack. They find a dungeon with a grineer prisoner. The player can choose to kill them or help them escape. The player will be able to escort the grineer to a point where the can be picked up by their comrades, and the grineer call in a warship to attack the Corpus ship where their ally was imprisoned, destroying the ship. The player has effectively completely changed the course of the mission, but completed the objective of destroying the corpus ship nontheless. I guess this ties into my second point of multiple ways of completing a mission as well.

     

    I really loved how in Warframe, it was possible for grineer or corpus to invade each other's missions while the player was in them. This is the kind of random event which has the potential to be used very effectively. In the past, there wasn't much immersion in the invasions, the only thing that happened is that grineer spawned in a corpus map and vice versa. This could be so much cooler. Random events have the potential to make the game MUCH more exciting. For example during grineer invasions of curpus ships, instead of just making grineer randomly spawn, the environment could be changed. Grineer pods smash into cielings and walls, lights flicker and shut off, red alarms go off, corpus run around, grineer slaughter them and so on. Making this change in environment and unit behavior would make the game much more atmospheric. Also adding other random events, not just invasions, could improve the game a lot. For example, a player is doing a sabotage mission, but an asteroid smashes into the ship and breaks it in half. The player has to reach the objective on the other broken half nd therefore has to enter an archwing sequence to get to the other side. Stuff like this would make the game a bit more unpredictable and just fun to play because you don't always know what to expect.

     

    The last point I wanted to make was related to combat. Right now, especially at high levels, players just blow through levels at breakneck speed, and don't focus much on combat. Shoot, run, shoot, run, shoot, run, done. Making combat a bit more tactical can really make the game feel a bit more challenging and can make even high level players actually focus on combat instead of rushing. This can be implemented in different ways. Making more units cooperate with each other and set up tactical scenarios for the players which can't easily be rashed through. For example, players need to get through a hallway, but there are grineer patroling it. The enemies are powerful, so big groups can be deadly, and rushing head-on should not always be a viable solution. Say, if there's a grineer sield unit and a bombard, the shield unit can have a large shield which is similar to one that roman legionaires had, and the bombard hides directly behind the unit, so he can't be shot from the front. He periodically glimses out and shoots rockets at the players, who have no opportunity to take him head on. Players will have to use abilities or try to time a wallrun around the duo so they can rush past them and take them on from the back. If there's a group of shield lancers, they can form something of a shield wall to surrounf the players or puch them to a certain position on the map allowing other units to close in. Maybe adding units with tactical purposes will make gameplay much more interesting. Also, making enemies at higher levels bullet sponges that do little damage is a bit uninteresting. Make them do high damage and have decent health, but give them a vulnerability which can be exploited. For example, one unit can be weak to melee, and the unit potecting him is weakened by blind. this can create an opportunity for player cooperation that allows a player to cast an ability to weaken the first one as another player rushes in to melee the second. Making more units and making them actually dangerous whilst giving them all tactical roles and appropriate strengths/weaknesses will force players to approach combat with more care instead of blowing through it without thinking.

     

    I really hope someone from DE sees this. I don't expect any of this to be implemented, I just want to throw some ideas so people can mull them over and just consider them or maybe read them and come up with an idea of their own. I'm pretty open to any criticism and would really like to hear what the players think of this. Thanks.

     

     

  6. Yup they are referring to the Tenno. In other words, they feel that our "Tenno" way of doing things is holding us back. We should free ourselves from the rules that bind us, to achieve greater heights.

     

    The Dark side is calling Anakin.....woops wrong universe. But that's the vibe I'm getting.

    I think that the Arbiters believe being warriors alone binds the Tenno, not their rules. They want Tenno to be more than just warriors.

  7. I've always wanted to play some truth-seeking ascetic space ninja on the quest for knowledge. I think the Cephalon Suda and Arbiters of Hexis will allow me to do just that. The Cephalon is more about knoweledge for its own sake while the Arbiters are more about finding the eternal truth, but I can honestly respect these approaches, and will join both of them.

  8. The Arbiters of Hexis are all about strict moral codes of honor and loyalty. They think that being warriors alone limits the Tenno's potential. They want the tenno to be scholars and monks as well as warrior: something like the honor-bound samurai or the Shaolin monks who meditate to try and reach enlightenment, or the truth, and only practice martial art as a form of discipline and spiritual unification.

  9. All factions are probably going to give different rewards, and in my opinion, It's all going to be based around which faction hands out which rewards. As a crude example, if Steel Meridian gives out R5 cores, while Arbiters of Hexis give T4 keys, I can just imagine most people flocking towards Arbiters of Hexis. Another example, if Cephalon Suda gives out Damage and crit mods, and Red Veil gives out status chance and magazine capacity, I can see 9 out of 10 people joining Cephalon.

     

    I really want to go for whichever one seems best for me lore-wise. If it wasn't so reward-based, I was really thinking between either the Red Veil or the Steel Meridian. Maybe the Arbiters of Hexis or the Cephalon Suda, but I don't really know what they are all about yet.

     

    However, we are given no real incentive to join the faction you think fits you best lore-wise. I'm disappointed to see this happen this way, but I'm still pumped for update 15 and all of its contents nonetheless.

     

    Unless of course you don't care about those kinds of rewards in the slightest, which I find kinda hard to believe.

    Believe it or not, I'm joining the factions I'm joining (Cephalon Suda and Arbiters of Hexis) because of their lore and goal/purpose. I really like the lore and role playing aspects that the syndicate system will reveal rather than the rewards. Also, the only rewards which will be exclusive are weapon and frame mods, and even those will be tradeable.

  10. How to get the most out of Syndicates ?

    Get on to warframe builder and see which gun has the highest DPS of all, then work towards it first :p

    I have loads of good guns already, that wasn't the point. I just think that adding guns for each faction would be a cool way to 1) give each faction personality through showing their tech instead of relying purely on words and 2) to give players more incentive to participate in the syndicate system and 3) to allow players a way of showing loyalty for each faction in hubs and missions. They could even add some bonus to syndicate reputation for kills with a syndicate weapon or something along those lines to make it even more rewarding.

  11. Saren? If DE managed to get through the copyrights, or just make a character close, Stalker, and G3 would look like total pushovers.

    Saren was by far the most OP boss in the Mass Effect series, if not modern fps games altogether.

  12.  

    Regarding the hub idea, player hubs have already been discussed at length, and there are plans to implement them into the game as it is. I see no reason why it couldn't be extended to syndicates as well. That said, unless the exact same room is used, and no custom/syndicate specific models are in each, it's going to take quite a while for DE to develop all six hubs.

    That's a very good point. I think that having custom models for syndicate bases would make them seem very unique and set them apart from regular hubs, also adding to the faction's overall flavor. But yes, that will take quite a while to model. I don't quite agree with the weapon argument because it seems pretty logical that if they have the capabilities to develop custom specters and mods, they also have resources to create custom weapons.

  13. I know they haven't even been implemented yet, but I just want to throw some ideas out there. I think it's great that exclusive specters and mods for weapons and abilities will be available through the syndicate system, but I would like to see more syndicate-specific rewards such as exclusive syndicate weapons and maybe even helmets for the "favored" frames. I think this would add more personality to each faction and utility for the syndicate system. Also, I think it would be really awesome if syndicates had bases or hub areas for players loyal to them. This would work something like a dojo key system, where a player will be able to buy a key blueprint for reputation after reaching a certain level in each faction. If the player falls out of favor, or below the 0 rep neutral mark, their key will be destroyed. I think bases would add more immersion for the players and would allow for some really sweet role playing opportunities, as well as adding to the MMOey feel that some players, myself included, like. What do you guys think?

  14. Suda seems quite interesting. A vast consciousness huh? Gotta' see what that's all about. I'm always all for a perspective from outside the glass, which that thing seems to have. Our goals seem in tune already.

     

    Also, anyone else getting a Civilization: Beyond Earth Affinity system from these guys?

     

     

    Which is not at all a bad thing by the way.

    Yes, definitely. Purity = Steel Meridian / Red Veil, Supremacy = The Perrin Sequence / New Loka, Harmony = Arbiters of Hexis / Cephalon Suda. But then again, most games go along similar faction lines. A great example would be Planetside 2 which follows these archetypes. I feel like it's pretty universal, really.

  15. am i an enemy if i pick the arbiters (even after that meme fill recruitment post)

     

    am i an enemy if i pick the arbiters (even after that meme fill recruitment post)

     

    Nope, you are not. They showed that as an example for the layout of the reward screen. The actual faction relationships were shown later in the stream when they actually let us have a glimpse at faction pages.

  16. i think the Arbiters of Hexis and Cephalon Suda are much more benevolent. They are striving to end violence in general and are focused on obtaining knowledge in their quest for truth. The Meridian and Veil seem much more militaristic and focused on battle, but the Steel Meridian is the friendlier of the two, definitely.

  17. Damn, I posted the same thing without a diagram in another syndicate sub-topic, but you beat me to it. I said pretty much the same exact thing you did, lol.

     

    Edit: One comment, though. If you flip the Arbiters of Hexis and The Perrin Sequence symbols, there will be a perfect hexagon with 3 lines connecting each faction.

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