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AnnaCurser

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Posts posted by AnnaCurser

  1. 2 hours ago, Tholkemosad said:

    Sure hack'n'slash missions are fun too, but yeah, variety is key 🙂

    Variety is exactly the problem that DE has. Warframe has an identity crisis and DE doesnt know how to settle down on anything.

    Looking at this new Nightwave makes me sad, because it looks like its full of bugs - again - as every new update ususally is.
    but what if it isnt just bugs - what if those are restrictions by DE to slow down the players?

    You see, a problem DE has is that players rush through their content too quickly. They spent a year or two on a quest and players get through it in a day and then yelling for more.
    So DE does all they can to slow down the players.

    Looking at all of this ive read here so far, my emotion is telling me
    fuckthisshitthisisbullshit.png?width=755
    But i want to try to put it into a more civilised phrasing.

    Lets compare Nightwave episiodes.
    Wolf started with occational Minions that then spawned in every mission. Later you had a Spawn of the Wolf himself and eventually a beacon to call him.

    Emmissary had minions too. Later you got an Event mission and mission alerts.

    Those two went on for a month or so. The intermissions were at least twice as long. The last intermission lasted for S E V E N months.

    Looking at how strongly DE tries to slow down the players in the first Episode of the Glassmaker, lets me imagine, that they didnt put a whole lot of content into this. Sure theres a new-ish investigation mode but those maps already existed. It took DE a year to make Glassmaker and now they flipp up the beginning of it? How about that for a coincidence?

    Glassmaker comes with a low Spawn Rate of Glass Minions right off the bat. a lot less minions than the Wolf or the Emmissary had.
    Then you need to collect 10 at a time.
    to start another slow-down room by DE.

    They slow down the investigation by making you walk slowly.
    They make you remember or screenshot the clues, bc you are meant to fail the test.
    They make you either Listen to a bunch of dialogue
    or run into your doom without getting anything of the lore.
    You cant jump the way you're accustomed to.
    You cant see where you're going.
    You cant even land on platforms with certinty.

    shrugponysmaller.png

    This is no bug. DE slows you down - because Glassmaker was rushed and it's not finished. Theres nothing to come after the investigation. DE has nothing to show you. You're not meant to clear this investigation. It's made to fail you.

    Warframe is made to fail you.

    I really want to love warframe, it used to be my favourite game. But DE makes it impossible to like this game.
    At this state, Glassmaker is not worth putting up with. It's literally torture.

    You Will Go Insane.

    fixitchangeit.png?width=755&height=300

    this would be all from my side. Thanks for reading.

    DfC

    • Like 2
  2. i have a problem with the whole trial, bc i have no idea what to do there. people say to jump from platform to platform but when i did, i just fell down. it takes forever to get 10 ressounance and the investigation states no-where what to actually do.

    im in this room. i look around. - theres one platform. i use it. i fall. theres no other way to go. and now it needs me to collect 10 more?

    this needs to change. we need more ressounance. more time. less failing. you telling me that you can only try once every so many hours? how about give us a try for every ressounance? you collect them. you get them.

    you cant farm ressounance. so whats up with that?

     

    change-it.png

    • Like 5
  3. 20 hours ago, Lightel03 said:

    This was a really good line from old OP, and tbh I think it represents everything that is wrong with DE currently.

    And if I may ask, where the hell is old OP? I tried looking for it again here, but it`s no where to be seen. Literally all of it was all was so well written, I wish I got to go through it again.

    yeah sorry about that. im like moderator's first public enemy right now. so its hard for me to post something or let those last longer than a few minutes before getting deleted or probably banned for a significant amount of time? you never know what fascists will do next.
    anyway. Im glad you liked my post. read it on reddit or tumblr, if you want. it might disappear from the forums soon.

  4. The DE Paradox
    An Essay about Issues in Warframe and their Solution

    Hey there,
    I'm DavidCurser, a player of Warframe, made by Digital Extremes, or DE for short, a relatively small game forge in London, Canada.
    And this is my essay about Warframe.

    Now, why would you listen to me, why would you care? You don't have to. You don't have to listen to anyone, really. But if you care about Warframe, this essay might interest you. It's true, I'm not the best player in Warframe, I'm not the most ambitious and I don't know all the numbers. But I play Warframe for a few years now, long and consistent enough to feel a shift in the game, a shift of policy and the direction the game takes with every update. I feel there's a loss of drive and ambition by DE.
    And it worries me.
    I didn't write this essay because I hate Warframe. I wrote this, because I love Warframe. Warframe is my favourite game. I spent so much time in my Orbiter, that it feels like home. I know the corners of every tileset better than I know my own house.
    And I hope that the game can be saved, that it can be put back on the track that was planned for it, before it becomes a game that I don't recognise anymore or even start to dislike. I don't want to mourn over Warframe, so let's save it, goddammit!

    I will talk about some of the issues that I think are corrupting the game, that are driving the game apart, and I will try to offer solutions for each one.
    I'm not a game designer, so my solutions cannot be optimal. But I do recognise when I step on crap.
    I will try to keep this professional and based on opinion and experience, not on emotion. And I expect of every commenter to do the same and leave their emotions out of this.
    I am not hateful. I am not toxic. I'm just frustrated. It's fine if you're frustrated as well. But I am not your enemy. I am also not the one you have to address your frustration to. Stick it to DE.

    I will start this with all the positive aspects of Warframe and why it is such a phenomenal game. That is important because I will *@##$ about the game quite a bit further below.

    All the good
    Warframe is unique. It combines genres like no other game. It's a looter, it's a shooter, it's a dungeon crawler, it's a fantasy epos, it's a sci-fi stealth mission, it's an adventure game, it's action, hack 'n slay, power fantasy and roleplay.
    Warframe leaves quite a free hand to the player on What they want to play and How they want to play it. Even if there is a Meta, it doesn't mean much. Off Meta approaches might be slower, but still hit the goal. And so, you're pretty much free to pick what you like and don't need to take anything mandatory.

    The Art
    Of Warframe is phenomenal. There's no style quite like Warframe. I am certain that DE has the best artists. Period.
    They understand how to make everything look beautiful, epic, bigger than life and mysterious, while keeping it set on realistic rules that make it believable. The universe of Warframe is a universe that might exist. It is crazy and fantasy, but just that much, so that you could actually go there.
    DE is very good in creating new, unique things. Characters, armor, weapons and mechanics that you never seen before. Shapes that don't seem possible. Worlds and Halls, Planets and Cultures that will amaze you and leave you breathless.

    Warframe is a journey
    That never ends. The first steps into this universe leave you in awe in front of a big, vast, mysterious world. And the further down you walk this path, the more forks you will find in it. It's overwhelming. That vastness brings a lot of space for the player to spend time in Warframe. There's so many planets to discover, so many enemies to fight and so many weapons and frames to collect, that the replayability of Warframe is nearly endless.
    If you reach five-hundred hours in Warframe, some might still say, that you're a beginner. And you will find for yourself, that you will still discover new things, even then. You never stop to learn Warframe.

    The Support
    Both, by DE and by the player community, is one of a kind. Warframe is a live server and gets constantly patched. Which also leads to Warframe being in a constant Beta-Phase. Some of those patches are better than others and yes, There will be bugs added with each patch, certainly as much as they try to remove. But DE cares about the game and try to fix it. DE doesn't abandon Warframe because their player numbers might be low and not profitable. They will try to keep it alive. DE isn't some big money leeching company with loot boxes. That doesn't mean they don't like money. They do. They do like money a lot. But they never try to scam the player. Their offers are fair and square.

    You will get what you pay for. Warframe is free.

    That doesn't mean DE doesn't make mistakes. They make mistakes.
    And DE is understaffed. Warframe is a big project and a title that holds water to companies that are many times bigger than DE.
    That shows DE's effort, but that also means that some things have to fall under the table. Warframe is a bite, bigger than DE can chew.

    And so the problem rises how to moderate and control the players and their chat. DE cannot handle all chat, forums and media by themselves, they are understaffed after all. And they do have problems with volumteer moderators and trigger happy Kick-Bots in their chats. Here lies great potential for improvement. As a user and player, you have no choice than to stay away from moderated chats and talking directly to moderators isn't a great idea either.
    A solution for this would be to restock all moderator staff. DE needs to hire more staff and house them in the same complex, under the same roof, that the rest of DE is working under as well. That way they can make sure who these moderators are, that they can be trusted and that their work is professional. If DE needs to adjust prices for Platinum to do that, then that would be a dime well spent.

    SkillUp once shared a story with us. Father Ralph told us, that DE once in the early days had a mechanic, which many of you won't remember. Once Kubrows were added, they had the tool of changing the fur pattern with a button, that cost Platinum. And some players, one player in particular, spent a lot of Plat changing that fur pattern. But the patterns were random and the results were never satisfying.
    DE realised they had made a Slot Machine and they put that mechanic down. They put a Hek to its dome and put that Slot Machine down. And I'd like of DE to do that practise more often with all the issues that arise in Warframe and how they handle their media.
    DE wants to be fair. They try to give the player a good experience. At least, they used to. "Hey, come, play our game. It's fun. Sometimes."
    And so we did. We came to Warframe and we played.
    But those who stayed for years, not only saw the greatness in Warframe, but also got a good long look at the depths of DE.
    DE often failed at seeing the problems that occured in many corners of the game and its media. They need to fix it, before they can move on with improving the game in itself.
    Sometimes a hammer is the best tool to both, destroy and fix things. DE needs to swing that hammer a lot more often, than they do so far. Only then they can keep the game fair and fun and the community healthy.

    A healthy community is helpful and understanding.

    Many players that sticked to the game grew strong. So strong and rich, that they were bored of the missions ahead, the same chores again and again.
    And so they started to reach out to other players, beginners that were struggling at the start line.
    There's no other game where players reach out hands quite as much as in Warframe. Players help players all the damn time. Gift them even, support them and teach them the game.

    Such is the Warframe spirit.
    Warframe is so amazing and people love to play it so much, that they want to share their love for it. Not only in art and videos, guides and fan-concepts, but also in reaching out those hands, bringing in new losers, uhm, I mean ... users and showing them, why Warframe deserves the attention.

    I think that the Prime Time, the peak of the best that Warframe was, was right before the Plains of Eidolons launched.
    It is true, that the Plains were a huge success. It drew in a lot of new players and older players came back to check it out. The numbers of Warframe Players was rising then and it continues to rise still. But Player Numbers is not what I think of, when I think of a good game, and not what I think of, when I think of the Prime Time.

    The Plains
    Came in addition of a lot of new mechanics, sooner or later, quicker or slower, that today grew into the big issues of Warframe, that drive players nuts and off the game.
    Riven were added, Daily Standing Cap was added and Materials unique to one single map. These three additions aren't the big issues today, but they are a part of it, and for many of those problems, these were the starting point.

    Too many Materials
    Now, those materials, you'd think, aren't much of a big deal. And no, they aren't. But the policy behind it is of ill will.
    Usually materials drop on a whole planet, or even two, if you drive far enough. And be it even Neurodes, as rare as they are, you can find them on Earth, Eris, The Void and Lua, in every mission.
    But if you need Pyrol, then it is Plain only. Can you get it in a capture? Nope, Plains only. Can you get it in a defense? Nope, Plains only.
    Can you get it-nope! Plains! Only!
    And for many that isn't a bad thing. The Plains look very nice and it's a big map with a lot of freedom. And I say, yes! The Plains DO look beautiful indeed. But not everybody wants or can spend their time in it. For some players there are performance issues that come with big nice maps like the Plains or Fortuna. They might not be able to run it well and they certainly don't enjoy being there.
    And yet, those materials are very essential. Just think about what all hinges on Cetus and what it leads to. Zaws, Cores, Frames, Events, Arcanes, Amps. Can you get that elsewhere? Nope, Plains only.
    That is not okay.
    And that goes for all of the maps that came after Cetus too. Fortuna has the same policy, the same unique material drop. And that swapped over to Railjack. And I don't want to think about what comes next.
    DE started to put unique materials into new content, so that players just HAD to go there to get it, even veterans. If it was just Spores or Polymere, then veterans would have a stack of those already and wouldn't feel the need to play the new maps. At least that is what DE is afraid of. And I can't speak for everyone but I think that fear of DE is bullS#&$. Everyone wants to check out the new content, run it all at least once. So what if veterans don't spend days in the some new map to get all the materials? They have already spent hundred of hours in the game to get where they are.
    And dare I say, it isn't the beginners that buy fashion with Plat. The veterans do. So why would DE punish the veterans in every new content for their progress? It doesn't make sense.
    But what can we do to solve this?
    First of all, don't add new materials. We don't need Titanium, Ferros, Rubedo, Ferrite, Salvage and Morphics all to be different things. It's enough to have three or four metals to make metal things. The same goes for ores, crystals and gems. Why do we need twenty different gem stones? What for? That only leads to players having less of each. Materials like Hex, that drop in shamefully low rates, force players to stick to a planet for longer than they want or need to. Materials like Oxi or Mutagen Samples are also either way too rare, or the prices that Blueprints demand, are way too damn high.
    Droprates and prices need to be adjusted to be fair and accessable.
    Nitain needs to be accessable.
    Spread out the materials more. Don't make them map-exclusive. Let there be titanium drop in archwing, or in snow maps, or ship wreck maps, like europa, pluto, ceres or sedna. It would make sense that the materials that ships and asteroids are made of, is also in wrecks of ships and other places in space.
    Nitain needs to be constantly accessable and not bound to events and time limted bounties. If it is rare, that is okay. But having it nowhere to be found, is blocking new players from progressing.
    Warframe is deliberately and artificially making players wait, and not necessarily play, for hours until the thing that they are out for gets live.

    You have been playing for over an hour. Please make sure to take a break.

    The Daily Standing Cap
    Is the bane of many players. Why was it added? Some of you might remember a time without it. Imagine you were running missions all day to get medallions - because that was how we used to get standing for Syndicates. And you ranked up in one day.
    When the Plains launched, veterans very quickly discovered, that fishing was a rather quick way to collect standing. And they rose up to the Max Rank in Cetus in a day or two.
    DE must have been shocked to see players bascially beat their new map in less than a day. So they put every player on a chair in the corner.
    Now the speed in which you can progress in a Syndicate - ANY SYNDICATE - not just Cetus, weirdly enough, was dictated by your Mastery Rank. So any beginners which arrived in Cetus, the third map you get access to after starting the game, can't progress really far and only advance very, very, very slowly.
    The players that DE wanted to slow down were the veterans, but still, the veterans had a much higher Daily Cap than the beginners, and were advancing a lot more rapidly. So who was this Cap for, really?
    And what was so bad about that, if veterans spent four hours in game and came out of it with a completed Syndicate? They don't spend more time in game with the Cap around, it is just spaced out more. Instead of a four hour block on Saturday, it becomes a thirty minute bounty or fishing drip in the afternoon spread over a week.

    Warframe doesn't become more healthy to play that way, but more frustrating. Hitting walls is always frustrating. And it hurts!

    DE makes you wait and slaps your wrists if you reach out for that extra slice of pie.
    Nobody asked for a Cap. Nobody needs it. And nobody likes it.
    Do you even know how long it takes to get parts of Baruuk or Garuda, farming Pax or Amp parts, when you start at zero? Literally Weeks.
    By then, the excitement you had for the new game or map can vanish, and you stop to care about the parts or the game.
    It's not just a Daily Standing Cap - DE gave us a @#&$ block.
    How do we solve this?
    Very simply. Remove Daily Cap. Let players advance on their on pacing.
    Maybe they can only play for a few hours in the weekend. If so, then why would you deny progress to them? That's just mean.
    Don't be mean, DE.

    Riven
    Are an issue, which sticks in the ribs of the game like a thorn in a sore wound. And breathing gets harder.
    And you might disagree because you like Riven, and I get it, I really do. Riven make you a lot stronger and can even make you rich. But to what price, and what does that mean for the game?
    Other players hate Riven so much, they want them gone completely. And I understand that too.
    If you remove Riven or change and rework them, doesn't matter to me, but clear is, that Riven cannot stay the way they are now. They need to change.

    Now, to recap, what is a Riven? (You can skip this if you know Riven)
    It's a very chunky Mod that can fit multiple boni into one mod slot. Sounds great. Yes, I agree, that does sound great.
    But, the drop of the Riven is random. And that's okay.
    You can get a Pistol, Zaw, Kitgun, Melee, Rifle or Shotgun Riven. And that is okay, I guess. It starts to get tideous.
    A Riven is veiled - what does that mean? It means that he hides from you. You don't know what it does yet. You have to do a Quest, a task, to UNveil the Riven, so you can pull the shroud off the face and see what it is. This task is random. It can be harder or less hard and doesn't reflect the power of the Riven behind it. You might need to perform three headshots and get something great. Or you need to do a defense without taking any damage, and you get something really bad.
    After the task is done, you get a Weapon Riven, which only fits into one specific weapon, and it's Prime, Vandal or Wraith Variant as well.
    So far so good. It's not great. But it works well enough. So you get a Mod for just one gun. You can be lucky and like it, and use it. Or you can be unlucky, which then leads to trading the Riven or just melting its ass down into Endo. Player options, really.
    Every Riven has a few Random Statistics, which you can change by feeding it Kuva. Those Rolls are also random. The first Roll costs a few hundred Kuva. The second a few hundred more. And so on, up to 3500 Kuva.
    The Stats you get can be a lot worse than what you had, and you can keep the one you had before, or take the new Roll. Of course that leads to you not getting the Stats you want and spending more Kuva. Over and over again.

    Kuva and Riven
    Are in an abusive relationship with each other, and both of'em are in an abusive relationship with the player. Kuva has no reason to exist without the Riven. And Riven only exist, so that players would farm more Kuva.

    More so, Kuva is an absolutely redundant material.
    The whole apparatus would work the same if it was Endo instead of Kuva. But Endo would drop in more places, constantly, more consistantly and the player would be more familiar with it.
    Why does Cephalon Samodeus need the Kuva anyway? Mods have always been altered with Endo. Kuva just makes no sense.

    But okay, let it be Kuva.
    That's okay.
    So we go and collect more Kuva.
    How do we do that? Well, if youre a beginner, you basically don't.
    If you're a more advanced player or a veteran, you run Siphons, Floods or Kuva Survival in Tavenui. A Flood drops about 1200 Kuva in average. So you need three Floods to roll your Riven once.
    No big deal? Well, there's only one Flood each hour. So one Riven roll would take you three hours if you ran Floods only.
    Or, you go to Tavenui, where one Life Support Pillar drops 2oo Kuva every two or three minutes. So about 1000 or 1200 Kuva for every 10 minutes of Survival. So 30 to 40 minutes for one Roll.
    If you combine Floods and Tavenui, you can get one or two Rolls out of every hour.
    Rolling a Riven takes about 20 seconds. You can burn through One Million Kuva in 5 minutes.
    But that doesn't mean, that you get any result from it. You can roll a Riven 100 or 200 times easily without getting any decent or usable Stats.
    Do you know what this is?

    Riven are a Slot Machine. A Kuva Slot Machine.

    Y'all remember that story Father Ralph shared with us? About the Fur Patterns of Kubrows and how DE took that thing down because it was a Slot Machine?
    Why is it okay to have a Slot Machine for Kuva? Kuva takes hours to get. Is the player's time not important to DE? Don't they value their time spent?

    A Paradox
    On the one hand, DE tries to pull veterans out of the game, because they play too much. They put a break on Standing and make people stop and wait.
    They tell us every hour, that we should take a break.
    But on the other hand, DE makes veterans spent hours over hours in Tavenui for Kuva, so they can get the Mod they want. Or they make beginners run Io Defense for hours, to get some crumbs of Hex.
    The amount of Kuva the veterans receive from the missions are mere drop, while the thirst of Riven is demanding a river. And you cannot fill a river with drops. You would need rain.

    And yet, if you have a perfect Riven, your Unicorn, it's not in a save spot. Not only are Riven random to get, but their power, their Dispositon can change anytime. Weapons can change. Weapons can get nerfed. A Riven that made your Sobek a hammering fist in high level missions, suddenly becomes unusable and weak. Not for any particular reason, but merely because DE rolls a dice.
    Then you spent your Kuva and time in vain. And not only that, you will have to get more Kuva to reroll another Riven to replace the gun.
    How is this okay? Tell you what, it isn't okay.
    This is not okay.
    And this needs to change.

    But how would you change Riven?
    The easiest way would be to delete Riven. Entirely.
    But that would upset quite a few players, so let's try to change them instead.
    I know a change in the Riven mechanic is hard and many players are attatched to their Riven, as one would be if they spent hundreds of hours to feed them rivers of Kuva.

    Riven Workshop
    You have to take the random out of the Riven. At least one or two layers of random.
    My suggestion is, to make Riven a three part Item that you can combine, similar to Kit-Guns and Zaws.
    I know I know! Some Riven have more than three Stats on them, and I'm sorry but we have to cut losses. We change Riven, rework their system now! And be happier for it later. We have time to mourne and that's okay. But we need to get over it.
    Make Riven a craftable item, a craftable mod. Offer their 500 different parts in some shop of the Cephalon or Teshin in some way like Zuud offers her Kit-Guns and let us buy the parts that we want. That way Teshin would see more visitors too.
    And so instead of having some random combination of not only 300-ish guns, 100 different possible Stats and a million-million combinations of those alone, you will have the option to optimise.
    And I don't care how expensive that is. Let it cost 500ooo Kuva to buy and combine those parts. That's okay. Because that only happens once for every Riven.
    It will be an investment, not a money pit anymore.

    Imagine you get a Riven drop from Sortie. This will be a Riven frame, or Shell. You do the task to get a Gun name on it. And the Stats are empty. Then you buy the parts you need, build them, feed them with Kuva and fill the Shell with them. Violá, a Riven is made. And that Riven never needs a Roll. You would still need to farm Kuva, but now you get what you pay for.

    Roots and Forks
    Display the future. Of course you don't need to use Riven. Nobody really needs them. They make you stronger, because they are like an additional mod slot for your weapons. But most of them work fine without them.
    You can ignore Riven if you don't want to farm Kuva.
    You can also ignore Syndicates, or get them very slowly passively, if you don't really want any of their rewards right away.
    And that's okay.
    What isn't okay, is the path those mechanics started.

    DE made Riven and their unquenchable Kuva thirst, Daily Caps and mission exclusive materials, and players embraced them.
    DE saw that players jumped right into those missions and they were satisfied. The players had accepted their changes.
    And that is like evolution.
    It worked out for DE, so they kept doing it.
    Those corruptive mechanics are the roots of whatever comes in the future. They will have children and those fork out into new mechanics that become less and less fun, less fair and more random.
    As long as players welcome those, DE will continue putting in new mechanics that feel unsatisfying and frustrating.
    Everyone has to decide for themselves how far they walk this path with those changes. If someone stops playing the game, there is always a reason behind it. And time is often not the main reason for it. Because players will keep playing, but they will play other games.

    Liches
    Were added in late 2019. And y'all can see the roots where those came from. Liches had more layers or randomness than Riven. They added more grind. More unique materials. And DE did everything they could, to slow down players getting everything new that was added alongside the Liches. Requiem Relics are random. Relic drops are random. Murmur Sequence is random. Sequence order is random. Lich gun is random. Ephemra is random. Lich appearing in your mission is random. Thrall spawn is random.
    Who in DE thought, this was fun? Was it a challenge, or a punishment? Liches aren't hard. Even in the beginning, when they killed the frames for no reason at all, they weren't hard. It just took ages of boring chores to grind them down.
    And what was your reward? A gun. Maybe a good gun. Which you can then use, to farm more Kuva with, for your Riven.

    Difficulty and Rewards
    Are a tough issue for DE. Those two, Difficulty and Reward, don't seem to walk down the same path in Warframe, holding hands. No, they never met.
    What DE thinks as hard, isn't. What DE mistakes as Difficulty, is denial.
    Liches were meant to be hard. Why? Because they can kill frames? Is that all what difficulty is to DE? Kill or to be killed?
    We have revives. When Inaros hits his toe on the table leg, falls over and dies, then that wasn't hard nor difficult. Just revive him.
    An enemy with a grey health bar is also no difficulty. You're just denied of killing them, is all.

    That's Artificial Difficulty.

    Most of these mobs and bosses that DE creates are just protected by an extra layer of Power. Most of them are just time windows that make you wait, before you can kill them. Some of them, like Eidolons, make you change your weapon, so you have to use the weaker weapon, so that the enemy survives longer.

    I don't know about you guys, but I'm a great enthusiast for weakspots on bosses and enemy intelligence. If you have to learn about the enemy first, observe them and get to know them, before you can land a well planned strike, then that feels like an anchievement, a success.

    DE doesn't do that. Time windows, power shields and armor. If an enemy needs to be really tough, they make him Status Immune, like Liches or the Wolf of Saturn Six. Otherwise they'd just bleed to death in five seconds or less.
    Manics were a good step into the right direction, because they are quick and pretent intelligence.
    Liches too. And Arbitrations. High level enemies with a shield drone and no revives. So the danger is real.
    But the enemies there explode just the same, rush in for a hug when they really shouldn't (D'awww I love you too Grineer Butcher), or hide, waiting. And Revives were added to Arbitrations, because players didn't handle their survival very well.

    I think that Difficulty should demand of you, to perform your best, to bring in effort, or face failure otherwise.

    Energy Leeches
    Dominate the Sanctuary Onslaught, Elite or otherwise. You won't have Gearwheel and face more restrictions, more denial.
    Is it hard? No. Is it unfair. A little bit?
    Energy Leeches make every frame basically useless and force you to use your weapons. In the meanwhile they are not indicated very well, hide in the crowd or behind some wall. Their effect is everywhere and directionless. You cannot see them. You cannot find them. You cannot kill them. They are Liam Neeson's worst nightmare.

    How would you solve this? All of this.
    First and foremost, add indicators. A lot. Not only to enemies and leeches, but also to your own frames and squad members.
    Why? Because the game is a visual mess.
    Between Saryn's Spores, Oberon's Hallowed Ground, Mag's Magnetise and Nova's Molecular Prime, nobody can tell what the fling is actually going on. There's energy everywhere and everything is coming up explody. It's never clear what an Ability actually does, just by looking at it.

    Leeches would be good with Line of Sight effect radius already. If you add a draining beam as an indicator like many drones have, then you'd have a much easier time finding them, even behind objects or in crowds.

    For difficulty to work in a better way in general, the game would require a rework of enemy intelligence.
    Making enemies shielded and push you over with a snap of their golden gauntles is not only frustrating but also a disruption in game flow.
    And that is where I think indicators would be very helpful.

    DE should look at other games more, but not to steal from them, but to learn from them. They need to look at good games and find out for themselves, why these games are good and fun. And then combine them with everything that is good in Warframe.

    Liches had a lot of potential, but they were made poorly. DE wanted to make mini bosses, a hunt. Sadly it's not much of a hunt, because you cannot chase them, you have to wait for them to chase you.
    I would love a little bit more Monster Hunter World in Warframe. Or even Dark Souls.
    You can love them or hate them, but you cannot deny their success.
    What MHW does differently, is that every monster has a movement set, that has phases, but the moves don't change in and on themselves.
    The monsters have indicators in their movement and when it nodges its head, you know what move comes next, and you have time to react. Not much, but just enough. Then you can dodge, block or counter with a disruption.
    Liches don't have that. Liches need that.
    Some Corpus units, the Comba, have the ability to block frame abilities. They used to have it as an aura. But then DE saw their mistake and they changed it into a pulse, that slowly travels towards you. That is an indicator like every enemy should have.
    Liches have instant abilities that they can use on you. Those make the fight frustrating. Suddenly your frame is magnetised. Suddenly there's a Miasma Wave. Suddenly there's an irradiated ground. There's no indicators that tell you what happens next. And there's no counter messure for you. You cannot disrupt Liches.
    You cannot disrupt Eidolons.
    You can see the Eidolon will stomp, so you jump. But an Eidolon is a fortress, a tower. You cannot make it fall, you cannot attack it with your sword. You cannot climb it. An Eidolon isn't intelligent. It doesn't even know that you're there. It just feels the sting of a bee and starts to bleed lasers.
    That's not difficult. That's not tricky. That's not a riddle to solve. That's just damage. Back and forth. You damage it. It damages you. Tennis! Or Mudball. It's a chore. If the Eidolon wanted your frame dead, it would just kill it. You can only kill it, because it doesn't know better.

    We don't want to play Mudball in Warframe.
    But DE thinks that we do.

    Ain't no player's game
    DE aren't playing Warframe. The Staff of DE aren't gamers. They are storytellers, creators, artists, game designers, programmers. But they aren't gamers.
    They don't play Warframe in their free time. And why would they? It takes many hours off your day to play Warframe and I'm sure that DE has better things to do. And I don't blame them. They are understaffed after all.
    But that brings the problem, that DE is missing the understanding of
    What players need,
    What players want,
    What players can do and
    How the game feels when you're in it deeply.

    Fear the Player
    It goes as far, that DE is even afraid of the players, of the veterans, because they made them too powerful. And now they struggle to keep them busy, they struggle to give them a challenge.
    If it wasn't for Riven, veterans would have nothing to do but to collect and crack relics all day. And ask if they could help beginners do chores.
    Everything DE throws at veterans is knocked out within hours. So DE builds in walls to slow them down.
    The content isn't hard or long and the players are rushing through it like a Vauban-shaped train. If it wasn't for walls, Caps and time limits.
    Players shouldn't be slowed down by invisible walls and count-downs. Players should only be slowed down by difficulty and by the trial of overcoming a riddle or some enemy, by training and slamming their head against it again and again until they figured it out.
    Spy missions and Ciphers can be riddles. But most people were bad at them, so DE didn't develop that concept further. Some players like those and took the challenge. They can run Lua Spy or Kuva Spy with their eyes closed and hack any Cipher in five seconds or less.
    Other players struggle to find strong enemies. They run missions for several hours to let the enemy level rise. The enemies remain stupid but pack a punch. Those players would appreciate if there were missions, that started at a significantly higher level already, Levels far above 100.
    But those players aren't the mass.
    And DE wants to keep the masses happy. So DE is making cuts.

    Ranks
    What's the reward to reach Mastery Rank 30? Does anyone know that? I don't, but I can guess. Void traces, a loadout slot, more standing cap and an Achievement of Dragon-Tiger-gold-duck-thing or whatever.
    Whenever you rank up, your bag becomes a little bit bigger. You get more capacity for mods and standing and loadouts. And that's it.
    Do Achivements get you anything, anything to fill that bag? Nope. Not even Glyphs. Hack 1000 Ciphers. Reward? Nothing. Slide 2 miles in the Plains without stopping. Reward? Not a thing.
    Why do those even exist? Why is there ranks, if they don't matter? Sure, you unlock guns with ranks. And some Riven need MR 18. But everything over MR 20 is either a collector or a maniac. Probably both.
    That's not okay. This only shows how little DE cares about playing, how little they understand about being players.
    Some Icon that appears for a second isn't satisfying. Why does nobody have every Achievement unlocked? Because there's no reason for it, no reward. Most players don't even rank up in their MR 20s, because they see no need for it. There's literally nothing to gain from ranking up.

    That reward problem
    Is a red string dragging itself through all of Warframe. Every reward is random. Sure, drop-tables are public, you can look them up, see what might drop. But do you get it? No. It's random. Why is Lato Vandal Barrel expensive? Because it doesn't drop as much as it should. Is the gun good? Meh, not really. But rare. And rare is expensive.

    But Rare Rewards Aren't Necessarily Good Rewards.

    Who of y'all uses Vitality? Probably everyone. Is it rare? Nope, we got thousands of those. Is it good? Yes, very.
    Who of y'all uses Covert Lethality? Not many, I guess. Is it rare? Yes, yes it is. Is it good? Not really, no.
    Is it worth to grind the Arbitrations to buy Grendel Keys and grind those hard but not difficult missions with empty gear and high level dumb as #*!% enemies? No, no it's not.

    The solution is bounties, y'all.
    Because everything should be a bounty. Most things are already, kinda. You go into a mission, because the Lotus wants you to. You need to get some Data, or destroy a ship, or kill a camp of enemies. And when you're done, you get a reward.
    That's technically a bounty in the sense of the word. The closest thing in Warframe before bounties were added in the Plains, were missions like Kuva Assault, or Sabotage. But in those we don't get any reward, until the mission is over.
    Go to the thing, hack the thing, get the thing, destroy the thing, get the other thing, hack the other thing and done.
    Bounties have stages. Sabotage has stages. I'm not saying, DE should put up a reward for every Cipher you hack.
    But I'd like to see more of the bounty structure in the Starmap.
    And how are we gonna do that?
    With Space Bounties.
    Also known as Invasions. Invasions are old and archaic. They are outdated. Players get those when they need the weapon parts or Fieldrons, but after they have it, nobody is looking at them.
    Every Syndicate has misisons to knock out, Meridian, Loka, Veil, ect. But those follow the old Alert system. They sit in your Star Map and wait like a shopping list.
    And that's okay.
    But I think we could do better.
    Konzu or Duck or Edico approach you with Jobs. Do this, get that, rewards rewards rewards, ey?
    But Loka, Meridian and Glast approach you as well. As do the Corpus and Grineer when they are at war.
    When you are a Ninja for Hire, you might as well get rewarded appropiately. Let Fieldron & Co. be a part of that drop-table, that's okay. We need those after all.
    Also, add Nitain Extract, because people need that to make frames, and it's almost impossible to get.
    Imagine Invasions being bounties, with their own console. Let's say, the conclave console gets replaced, in a similar way as Nora Night lives in my Scanner now, or the empty spot left from your Nav Console get's installed, and there's a new UI Window with all the bounties. Konzu and Duck are there, Maroo's Hunt, Medallion hunt, standing to gain, and, Corpus and Grineer invasions, plus Infested outbreaks. It's a questlog for active missions. People calling for the Aid of the Tenno.

    "The Grineer try to set a foothold into our perimeters. Tenno, we need you to erradicate them. (Pay them!) Pay them? Oh, yes, we pay you too! (You pay them.) (Me? Why me?!) Uhm yes, anyway, Please. Pretty please?"
    "Tenno Scum! The Corpus attack us because the Corpus are stupid! Kill them! Kill them aallll!"
    Are you, Tenno, gonna answer those calls?

    And now you say, Hey <insert insult here>, but that's what the Nav Console is for. Why would you wanna start missions from another console?
    Well, I tell you, we can visit the Syndicates with the Sydicate Consoles, so why shouldn't we be able to start bounties from a Bounty Console?
    Every saloon has its black board. And this would be our black board for Ninja. The Ninja board.

    Of course the structure of those missions would have to be changed. Instead of running the same invasion three times, you might as well make it a three staged bounty.
    This would lead to bounties in every planet and they would be independend from Vallis and the Plains.
    That would not only give you more chances for better rewards, but also make the Star Chart feel more alive and the universe more inhabited.

    This cannot be rushed.
    You can't just swap out a few rewards. The drop-tables and blue prints could use a rework as well. Rewards should give more amounts of less types. Then you'd get a farming spot for different materials.
    People already run Hydron or ESO for ranking, and Ophelia for Polymere and Tellurium. There could be missions for high rewards of Polymere, Ferrite, Relics or Nitain Extract, and everytenno would get what they need to progress. They'd just need to know where to go. That would also and of course implement the previous exclusive materials, like Pyrol and Titanium, that would get added to bounties all over the Star Chart.

    Railjack
    Could also be a part of that bounties and missions.
    There's no doubt that Railjack and Scarlet Spear were rushed, unpolished and unfinished when they were launched.
    Warframe is in a state of constant Beta and every player is a Beta Tester.
    But that leads to disappointment and frustration. Players don't go into those missions, because those missions are so much fun, but because they are a new experience and drop the latest rewards. Nobody likes to stay behind and Collectors always want to get the new things as quickly as possible.
    But if people are playing those unfinished missions, that doesn't mean, that they are well done, finished or well accepted.
    They are chores and no game.
    The concept of Railjack and the way DE wants to implement it into other mission types, looks very promising. But so far they failed to deliver any of it. There isn't much Space Wars going on when the ship is fragile and slow, has low fire power and needs to handle 90 armored Grineer dog-fighters. It might grow stronger and faster, but the impression is still disappointing.
    Not to mention the lack of mission variety. Kill 40, 60 or 90 Fighters, and maybe a reactor or two. Do that 20 times. And don't forget to bring fun, because DE forgot to add it.
    I've already seen a lot of suggestions by the community on how to improve the Railjack missions, and I'd like to see some of them someday.

    DE always claims to listen to their players. And I appreciate that. There's enough companies that don't give a flip about their costumers and players. DE at least seems to care. Or pretends.
    Often enough DE implements some "Buff" or change that makes players unhappy. When they see the complaints, they dial it back, but never fully.
    You can have vaccum on Titania, or not. But it costs you a mod slot.
    You can get insane blast damage on your Bow, no problem, but it will stun you for three seconds. At least Self-Damage is gone. For now.
    It's all about trade-offs with DE, it seems.
    I do hope that DE listens to their players more in the future. I do hope they listen to them on what they are telling them about the

    Scarlet Spear fiasco.
    I have never seen such low by DE and the Scarlet Spear fiasco was the spark for me to start this essay.
    I was observing how DE changed the game and those changes go into a direction, that is less fun, more chore, and has overall less player choices.
    The mission structure of Scarlet Spear, that you need to get into the Relay, like you'd need to go to Cetus for Plain bounties, isn't a great idea. Like I said, we don't more of that, we need less of it.
    The prices of the items you can gain from Duck are way overpriced, considering the droprate of the Credits.
    I am especially disappointed to see that the new Simulacrum Dance Hall was an item on that list. I had expected it to be a rework of the outdated Simulacrum, and not some collectors item. Creators and players alike were yelling for walls in the Simulacrum for years, because mobs just flew off constantly.
    Now we can have walls, but we gotta grind for it. Trade-off.
    That tells me one thing. DE didn't expect players to do the Scarlet Spear missions, because they knew it wouldn't be fun.
    They tried to lure and force players into it, because they offered stuff that they wanted or needed. They took away Arcanes, knotted them onto a stick and threw them into a cluster#*!%, in the hope, that we'd jump after them.

    The cure should never be worse than the poison.

    It was a nice idea of DE to put arcanes into another mission, so you can take a break from waiting for nightfall. But the place they put them in, is a bad bad place.
    The Scarlet Spear mission is just not fun. Not because it's unfinished and in their early beta-phase. That too of course.
    But the concept wouldn't be appealing even if everything worked as intended.
    The ground mission is another type of excavation. You might as well make it an excavation instead. Go to the site. Kill enemies. Wait.
    That the Sentient enemies were as easy as they were, is sobering as well. I was expecting a higher level of "difficulty" from DE, as in, artificial difficulty, as DE usually does. The only immune enemy they brought to the table tho, was some Aerolyst unit. Y'know, the grey one, flying around. Need an Amp for him. Not exactly surprising either.
    The Space Missions, from what I understood of it (which isn't a lot), is depending on recieving kill codes and is slowed down by progress of players, that you have no control of or contact with.
    That seems like a gamble.
    If DE manages to get rid of all the bugs, if ever, changes the prices on the reward list and adjusts the drop rate of Credits - as they should anyway for all materials - then at least players could AFK the event with a Mesa and Wisp combo, get over it and forget it like this event deserves it.

    Bored Demi Gods
    If DE thought, this mission was hard, they were mistaken. If DE thinks Warframe is challenging, they are mistaken. What DE thinks of missions, doesn't reflect to the players. DE never seen or experienced a truely overpowered frame. Players can mod and do things in Warframe that are truely incredible. Players in Warframe are stronger than DE knows. Experienced Players are Demi-Gods.

    DE needs to make a decision of what Warframe is supposed to be. Is it childsplay or is it a challenge? Is it hack 'n slay, or is it more tactical? DE tries to combine those, which might be possible, but so far DE fails at it. Both can be found in the game, but not at the same time.
    Everytime they implement something harder, they dial it back.

    Challenge gets challenged to be challenging.

    Challenge doesn't mean unfair mechanics, it's a learning process. If people don't learn, they will fail.
    And that's okay.
    Some will learn it and master it. And they can teach others.
    It would be easier if the damage and power levels between enemies and frames were adjusted. It's okay to be overpowered, but it should be deserved.
    Frames like Revenant or Mesa are invincible by nature, even unmodded. And that's not okay. I don't say they should be changed or nerfed. But I say that DE should be more careful in which direction they want to take Warframe.
    Are you an invincible demon sorcerer that slays armies before you? Then we would need armies to fight, not scattered groups of enemies here and there. If a frame is capable of killing endlessly, you might as well spawn two thousand mobs before him.
    Or are you a tactical Space Ninja, that accesses the situation before they strike, use your advantage and learn to kill the enemy, before you approach them? Then we would need a higher enemy intelligence and a map design that emporeres stealth approaches and tactical gun play.
    Enemies so far lack to damage you, aim well or hide from you. Even ranged units come closer to check out your melee weapon. Which isn't clever of them.
    I know DE tries to mix those genres. And they should. But it's hard to mix and in the end of the day, none of the mixes feel particularly satisfying.
    People like Survival, not because they like to fight for air, but because it spawns the most enemies, and it spawns them consistently. Those players want to fight armies.
    Other players like Spy missions, bounites or hunting animals (yes, those exist). Those players like to prepare and play a well planned out mission at their own pace. They like tactical missions.

    Players in Warframe always know how to get the most out of everything, that's why DE needs to slow them down every now and then. DE doesn't do that very intelligently. They don't slow them down with a problem they have to solve, they just put down a wall you cannot physically pass.

    It's been seven years and frames still get respawned two meters down a cliff or in hip high of water.
    Grineer should just shoot water, not bullets. Tenno would have no chance but to respawn constantly.
    DE thinks that players couldn't get out of ditches with parkour, even though they could use the /unstuck command. DE didn't come up with a solution of what happens to a frame under water.
    Why would anything need to happen? They are made from metal, they wouldn't even swim. They would just walk on the ground just the same.

    DE is insulting player intelligence.
    And that's not only not okay, that's also very sad. Because DE wanted to create something very special with Warframe.
    And that is the Paradox. I remember when Steve told us something about his dream, to make a game that was like a Space Opera. Dark Crystal in Space. With ninjas.
    A world that is new, mysterious and full of history. And they surely made that, because Warframe turned out great.
    But it might be a better movie or book, than a game. At least, if DE continues to go down the current path.

    On one hand, DE wants to listen to their players, but on the other, they don't. Some of these players are very intelligent. Some are adults, some are programmers, some are doctors, some are mathematicians. People know their stuff. I think DE is clever enough to figure out, what requests make sense and which don't, which requests are made out of frustration and what requests would benefit the game in a healthy way.
    I don't think DE #*!%s up Warframe deliberately. I can see the people behind DE and those aren't bad people. But they make mistakes and they don't see everything.
    When they saw that they made a Slot Machine, they took that Machine down. When Steel Charge had more Capacity accidentally, they kept it. All Aura Mods have Capacity of 7. But Steel Charge had a mistake, it was set to 9. But players were already using it, so DE kept it.
    When you sold your Chroma parts three years ago, because you didn't know any better, DE support would restore it.
    When Railjack costs were too damn high, it was a hill too steep to climb, DE lowered those costs.
    DE reacted well then. But they don't always. Some things, they don't know. Some things, they don't care. And in other things, DE is too slow.

    DE thinks that grind is content. The game isn't demanding much of the player, so DE makes them do chores over and over again. Warfame looks better than Cookie Clicker, according to some, but the concept is the same.

    DE needs to get their S#&amp;&#036; together and they need to take control.
    Warframe doesn't even have an ingame market.
    Yes, there is a trading place on Mars, the Bazaar, and a running ticker in Trade Chat, but that's it.
    There's no price check, no offer list and no item list in game.
    Players that don't know any better, get scamed out of their plat, and that is not okay.
    You need to use your browser constantly when in Warframe, whether for trading or for checking the Wiki, because Warframe is poor on information.

    And yet, still, Warframe is a pretty good game. I love it.
    And it would be legendary, if DE would fix drop-tables, material drops, ranking rewards, global bounties and alerts, rare item drop spots, Riven, enemy intelligence, indicators, moderators and off-game media, market display, difficulty and challenges, daily caps, progress speed and if they could bring the game out of the Beta-Phase already.

    And DE needs to do only three things to get started.
    1, Hire more staff.
    Not only would every member of DE get a relief of pressure and work, they would also make less mistakes and find more time to fix all the rest issues that there are.
    DE could fire all moderators and rehire house-intern staff. They could set up their own media, reddit and discord and run it themselves. Players would get treated more fairly and less bullS#&amp;&#036; occurs.

    2, Get a Test Server.
    Bugframe would be a thing of the past if DE would run all new patches on a test server first and see for themselves that they messed up the game. Their players would be no Beta Testers any longer and get less frustrated with bullS#&amp;&#036;.
    All new developements could be tested and experimented with, without doing harm to their players. They wouldn't even have to know!
    And if money is an issue, then charge players. Adjust Platinum prices if necessary. Make it more expensive, or cheaper, so more people can affort it. I have no idea how that stuff works but I know that you can figure it out, DE. Get. It. Done.

    3, Stop fighting your players.
    Listen to them, hear their frustration, hear their suggestions!
    The community of Warframe is said to be one of the best, if not the best in gaming. But DE needs to protect and nourish it. There are toxic black sheep amongst them, which cannot be trusted with powerful tools! DE needs to protect their players from moderators, that they have no control of.
    And DE needs to listen to the complains of their players and take them seriously. Because some of those players actually know their S#&amp;&#036;. They see that it can be done in other games. So why wouldn't DE get it done?

    Lastly
    I hope I did my part of helping DE and benefiting Warframe, a game that I love. I hope y'all know that this is coming from a place of love and don't disgrace it with your frustration. And I hope DE notices this, sooner(TM) or later.
    And if you agree with me, that Warframe is due for change, then please make sure to share this essay, so that it might reach through to DE and they can start to get it on.

    I hope you enjoyed yourselves. Take Care, Tenno.

    Warning you with peace and love,
    DfC

    • Like 18
  5. On 2020-03-23 at 5:06 PM, [DE]Bear said:
    • TYPE: weapon
    • DESCRIPTION: Magistar sometimes heals the Oplink. and sometimes not. Oplionk cannot be healed by Vazarin Healing Dash either. Oplink is weird, dude.
    • VISUAL: HP number of oplink awkwardly rising but not restoring to 100% sometimes even starting with less than 100% HP when deploying.
    • REPRODUCTION: Use Sancti Magistar near an oplink, probably?
    • EXPECTED RESULT: It should be refresh the HP. oplink should be healable like - everything else. Consoles, Drills, drones, operatives and and and.
    • OBSERVED RESULT: first it restored HP back to full. then it didnt anymore.
    • REPRODUCTION RATE: every time? sometimes. first yes, then no?

    DfC

  6. a lot of bugs were fixed
    yet the laser traps in the custom dojo training room are still piercing walls for more than 6 months now. this bug is not that important to most but it is around for ages now.

    the whole event is a huge disappiontment to me. i have not seen such low in WF before.

    when i ran the ground mission first, i thought i was missing something. it was too easy. way way too easy. even alone, with nidus - who is not great in the meta rn.
    sancti magistar was healing the oplinks then.

    when i was running another time, sancti didnt heal the oplinks. Vazarin cant heal the oplink either. between nidus, operator and magistar, i carry heals in three different flavors, and none of them apply to the oplink.
    okay. so this is harder. i get it.

    its not needed with a squad anyway. when you get a mesa and a wisp on the ground, and two more to chill, you can just wait and let everything unfold by itself - until your mission ends suddenly, bc the relay spend 100 kills and you have to go home. until it recharges at least.

    am i supposed to reach 50ooo sc while getting 6 per kill? is that necessary? the mission isnt interesting nor challenging, you might as well get it over quickly and move the F on.

    i wasnt exciting for this, and still i am disappointed.

    and dont even start with the Railjack mission. I dont even understand what is going on there. no guns. oplink not downloading. what is going on?

    i think i skip this event. which is a shame bc i was really excited to see the new Simulacrum room, with Walls - now you can test hammers and the enemies stay with you.
    but that wasnt n upgrade. that was merch! i thought the Simul gets an Overhaul, and doesnt become another Collectors Item for maniacs.

    big big letdown. not cool

    • Like 3
  7. hey
    energy leeches. ESO. am i right?
    where are they? I dont know. I cant see them. cant find them.
    my energy is gone. is there a leech? Probably.
    can i kill it? nope. where is it?

    How about instead of just hiding a leech in a corner having some passive that destroys all Frame-play,
    make an indicator so you can find them and kill them, okay? and when you kill them, make them drop a few energy orbs, why don'ya? hes full of energy, so he can drop some, yknow?

    dont even have to implement anything new. you got it all in the game.
    yknow that energy beem that Shield drones have?
    use that. turn it Red. make it aim at you.
    you can see, Oh no! Im gonna get sucked, hooww caaan iii stooop tthhiiiss?
    so you follow the Stream. bang, goal. right there.

    Leeches? Solved.
    youre welcome.
    now Do it!

    • Like 6
  8. Velicitas/Verlicity the Paladin Frame

    Velicitas/Verlicity is best described as a Paladin Frame. She has great durability and burst damage, as well as a quick form that allows her to speed up.


    Velicitas has two forms that she can swap between on her 1. The swap takes 1 or 2 seconds and gives her immunity for the duration.
    Her cloaked form is nimble and quick. She has a Wisp like appeal, is thin and wears a hood on her helmet.
    Her armored form is sturdy and tenacious. She can stand her ground and tank out damage, while preparing her burst damage.


    Passives: Cloaked Form allows Velicitas to become invisbile whenever she is moving faster than running speed. Sprinting, jumping and falling include this effect. As soon as she stopps, she becomes visible again.
    Armored Form allows Velicitas to stack up armor as long as she moves slower than sprinting speed. Standing still or walking while blocking / aiming doubles her armor.

    Ability 2:
    Cloaked Form makes Verlicity send out flaming daggers in the area around herself. Those Daggers fly to the heads of enemies, stick to them and set them ablaze, stunning them in the process while dealing damage to them. Every enemy hit adds to Patience, a unique ressouces that is added up from 0 to 100 up to 3 times for different stages.

    Armored Form makes Velicitas hook a chain at the target enemy. This chain will spread to nearby enemies. After a second, Velicitas will pull in all chained enemies close to herself. This process will leave enemies stunned for the animation duration and 2 more seconds afterwards.

    Ability 3:
    Armored Form gives Velicitas an aura on duration, that slowls restores HP to herself and allies near her. Every damage dealt to her shield, HP or her allies, fuels her Fury. Her Fury is an alternative ressource that stacks up from 0 to 100 up to 3 times for 3 different stages.

    Cloaked Form gives Verlicity a buff on duration, that adds movement speed to her and allies around her, adds velocity to parkour and range to jumps.

    Ability 4:
    Armored Form unleashes the Excalted Shield & Flail. Her Fury gets tapped and consumed over time. her Body gets covered in flames that do area damage around her. Her flaming shield and flail deal massive damage, based on the Fury and the stage. high stage of Fury adds to duration and damage for higher stages, that declines slowly the longer it is active. Her shield blocks a wide area behind her, heals her and her allies for every damage taken, and reflects damage back to attackers (in form of heat maybe?).

    Cloaked Form allows Verlicity to teleport her self and allies around her to a far distanced destination. Her spell takes 2 seconds to cast but then sends herself and everyone around her to the destination aimed at. This consumes Patience and can be repeated until Patience is spent.

     

    Her look is best described as knightly armored in one form, and losely cloaked / clothed in her other form. Velicitas is meant to be the warrior / soldier on a crusade, taking on the mission. She gets quickly into the target area, waits patiently until her time has come, then transformes and unleaches a fiery hell to her enemies, while protecting others.
    her most destinct features in Armored Form is her thick armor plates and her pony tail.
    her most destinct features in Cloaked Form are her thin body and her hood over her head.

    Verlicity.jpg?width=808&height=455

    Im not much of a concept artist. But i hope i could get the idea across.

     

    let me know what you think about it. GL&HF Tenno.
    DfC

  9. So, DE wants to change arcanes and more diversity. But we dont want no Parkour Velocity, we want arcanes that matter. So, lets give DE some ideas of our wishlist of arcanes that we want.
    I start.
    I want arcanes that benefit Abilities.
    Arcanes that do Ability Strength on Damaged, or Duration on Kill.
    Arcanes that restore x.x Energy on Kill.
    And more Arcanes that give Armor. 200 Armor on Kill, stacking 4 Times.
    What Arcanes would you want?

     

  10. 55 minutes ago, ES-Flinter said:

    - puncture proc: ignore enemy armor/ shield on proc. But only the puncture proc.

    So a Chance to Ignore Armor. so a status of 30% is a chance to ignore armor 1/3 of the time. 100% status weapons ignore armor all together then. I like it.

  11.  

    Slash damage and its Status is ridiculously powerful. But DE doesn't want to nerf it. Instead they stated, that they wanted to buff Impact and Puncture so they get on the same Power Level as Slash.

    I don't know how DE wants to fix the broken relation between those Physical Damage Types, but maybe we can come up with some ideas on what is needed and possible with those.

    If you have an idea for what Impact and Puncture should do with their statuses, then make sure to share it. Until then, here's what I'm thinking about this issue.

    IMPACT
    The current describtion of Impact in the Wiki is:
        Impact damage's status effect is Stagger, causing enemies to flinch and recoil backwards.

    Which essentialls is a form of Crowd Control but doesn't benefit your damage output.
    Theres a lot of CC on the Elemental Damage Types already. Heat, Cold, Electricity, Radiation and Blast all stun or confuse the enemy, and one could argue that we don't need more CC in the PDTs, because of the already high number of CC in the EDTs. But on the other hand, someone could argue, that because the EDTs have CC, the PDTs need at least one Type that does CC too. That way you could have a Physical weapon without any Element on it and still get your CC out of it.

    That said, I don't think that Impact should do CC.
    It makes sense for Slash to make a bleeding effect. And it makes sense that this bleeding effect is beyond armor and shields. If the enemy is bleeding internally, the armor or shield around them aren't helping them.
    More realistically, Slash does less damage against Armor directly, without the Status.

    Impact however does bonus damage to shields and Machinery (but not Robotic). Realistcally, force bends metal. So the bonus damage makes sense, but it doesn't go far enough.
    I'd like Impact to give bonus againt armor and all things hard and metal, respectively Machinery AND Robotic.

    IMPACT STATUS can do more than just Stagger. The Stagger can stay but something needs to be added to improve your damage output.
    A Status doesn't need to be a single thing after all. Slash too, doesn't only have the Bleeding Effect, it also does True Damage.
    Likewise, Impact Status cannot only do Stagger, but also Reduce Armor, similar to the effect that Shattering Impact has.
    How much armor it reduces is a matter of balancing and testing, but if the bleeding of Slash is related to the base damage, the amount of armor reduced could relate to the amount of Impact on the weapon as well.

    PUNCTURE
    The current describtion of Puncture in the Wiki is:
        Puncture damage's status effect is Weakened, causing the victim's attacks to deal 30% less damage over 6 seconds

    That Status makes no sense whatsoever. It's a throwaway Status. Delete it. Anything is better than this.
    A Stagger reduces the damage output of an enemy by 100%. A Stun, a Blind or Throwdown as well.
    Nobody needs Weakened.

    Realistically, Puncture is a lesser force on a tiny area. So this should do bonus damage to Shields. If it would penetrate armor, then it would need a bleeding effect to go along. But it doesn't, and it's taken too.

    If you need Puncture to reduce the damage of an enemy somehow, it should disable the weapon, or disable the enemy completely. A Puncture Status Effect could stun an enemy and open it up for finishers, or at least multiply damage taken.

    As a whole, I don't think Puncture should exist. It should be Punch Through and it's Status should be to pin enemies to walls or each other, effectively immobilise and stunning them, opening them up for Finishers or Stealth Damage.

    CONCLUSION
    So much from my side. I'm curious what you can come up with. If DE doesn't come up with a buff or alternative for the IPS or PDTs, then let us help them out and make a think thing.

    GL&HF Tenno
    DfC

    • Like 1
  12. for a few weeks now, whenever my guns reload, the frame starts to aim forward, as if shooting. i thought that was intentional, but others i asked dont have that issue. i cannot see any of the wonderful reload animations anymore that the guns have, they are always hidden for me.

    https://drive.google.com/file/d/10QksceRUws_M6xG0w7W1AzdFt42Yo6ym/view?usp=sharing

  13. pls fix custom dojo parkour halls, bc they are broken AF. idk how DE managed to #*!% up something that already worked.

    lasers are not blocked by walls anymore. and kill you instanly - whereto they damaged you before and ended when hit a construction.

    this needs to be fixed, it makes laser traps unusable.

  14. PRESENTING
    TWO NEW WEAPON TYPES
    the GREAT SHIELD (or heavy shield) - and - the MACE AND CHAIN

    Heavy shield to follow the describtion of the Heavy Blade
    and Mace and Chain to follow the describtion of Blade and Chain

    These are not weapon concepts. These are weapon TYPE concepts. It would need a new set of STANCES.

    Lets start with the Mace and Chain, as the concept is easily explained. And feel free to start a song on the button of the post. Of course you dont have to.

    A Mace and Chain
    is basically a heavy weight on the end of some chain. Game-wise it would be like a Hammer, but with more Range and more AOE effects and Swings. Because, as you can imageine, this weapon type is about momentum and fluent combos.

    great_shield_concept_chain_and_mace5.png

    The Variety of this new weapon type is basically endless. You can literally put anything on the end of this chain.

    macenchainsmashComb1.jpg?width=826&heigh

    The Combo Set would probably and best have a variety of wide swings and heavy hitting attacks. It would be one of the slower weapons, as you need to wait for the chain to straighten out and come to rest, before you can put in new inertia and a new direction.
    And lets be frank, this looks really cool.

     

    A Heavy Shield (or great shield)
    would be a bit of a more complex concept and system.

    The Idea is, that you have only a Shield, but it's huge. It's not like Shield and Blade, it's just a shield. You hit with the shield, swing it, bash it. And, depending on the shield, the type, Corpus, Grineer, Infested, Tenno, and so on, they can have different specialties and effects.
    Let me elaborate.

    This would be a Grineer type of Heavy Shield. It would look similar to the Ack & Brunt, but without the Blade, bigger and more humongeous.
    Like the Brunt, the shield would have plates that can extend to the side, so the surface becomes bigger.

    great_shield_concept_chain_and_mace1.png

    The Special Ability on these Heavy Shields would lay on the Heavy Attack. When you press it, the attack charges. And for the Grineer shield, it would mean, that you Slam it to the ground, it unfolds and becomes a permanent barrier, until you pick it up again. It would be invurnable and unmovable and create a wall to hide behind. Kinda like the floaties, the Lancers sometimes deplay, but more Metal! And not health based. if it was health based, it would not be usable beyond a certain level.

    For a Corpus Shield, the mechanic would be very similar. You can deploy it to widen it and expand an energy shield. The Corpus Shield would not stay on the ground though, you would carry it around still. It is not as heavy, so you can move quicker. And becaue it is energy based, enemies that get bashed with it, would become stunned.

    great_shield_concept_chain_and_mace2.png

     

    A Tenno Shield could have similar effects. You could put it to the ground and deploy a wide energy shield.

    great_shield_concept_chain_and_mace3.png

     

    Another, more Heavy Metal shield, could be round and get another stance, that would be less about bashing, and more about Spinning.

    great_shield_concept_chain_and_mace4.png

    On Heavy Attack, the shield could get bashed into the ground and deploy the spikes, to raise a shocking barrier, that shocks enemies that get too close.

     

    Because these Heavy Shields are Big and Heavy (Duh!), the frames would carry them on their back, until they swing it around to bash and slice, or until they get deployed.

    greatshieldsmash6.png?width=619&height=6greatshieldsmash5.png?width=606&height=6

     

    The Heavy Attack would charge up the shield and the frame (here Rhino) would bash it into the ground.greatshieldsmashComb1.jpg?width=587&heig

     

    The Stance would have different moves around Spinning and Bashing, tackle attacks and even throwing the shield.

    greatshieldsmash4.png?width=826&height=4

    greatshieldsmash3.png?width=826&height=4
    The sharp edges of the Heavy Shields would cut like blades.

    Because the Heavy Shield would be bigger, the frame would more or less vanish behind it completely.
    greatshieldsmash8.png?width=826&height=4

    While Blocking, the angle is super wide and even frames behind the bearer are safe.

    greatshieldsmash9.png?width=547&height=6

    A tackle attack, like on Shield and Blade Stances now, would be very possible and fun.

    greatshieldsmash7.png?width=826&height=4

    Going into battle with nothing but a shield would be a fun and effective concept for many mission types. You could not only protect objectives and beginners, but also block doors and corridors.
    The offensive possibilites of these Heavy Shields also allows to experiment.

     

     

    And that's all from me. Heavy Shields and Mace and Chain sound like fun and effective concepts to me. And with the new Melee System in WF, it's easy to imagine.
    Overall I think these weapon types would enrich the game further.

     

    Thank you for your time. GL&HF Tenno.

     

    • Like 1
  15. 19 hours ago, Uhkretor said:

    if you think that the new system is hurtful to your eyes, let me put this from a medical perspective. Humans are creatures of habits, the higher you set your brightness to see all the dark spots like you're pointing a flashlight to them, the more brightness your eyes require. Eventually, you'll end up putting the brightness all the way to 100, rendering you practically blind towards several elements presented by the Warframe client, and then you'll increase your screen brightness values... And at the end, you'll step outside and everywhere you look at, you'll see nothing bright. A regular day, at noon, will appear like the end of the day, more or less 6pm...

    Are you stupid or something? I dont need you talking nonesense s-hi-t over my serious threat. You can go now. youre not helping so you can just as well stay away.

    I will not
    and I Can not
    play Warframe until this is fixed. I dont need a black and White contrast. I dont need a game to challenge my eye sight. I dont need the graphics to blind me one way or the other. DE needs to get their s-hi-t together and stop sh-ittin-g on the players with eyesight less than 20/20.

    I know people that have even worse eye sight than me, and they had trouble before playing any map in snow or bright tilesets like the void. This new light engine makes everything worse for everyone. I cannot understand how ANYONE can prefer this sh-itsh-ow over the old version.

    And if none of you have a serious solution for this Display settings, or sympathy for the poor gamers with eye health issues, then you can Stay away.
    and close this threat.
    because I am done.

  16. DE should at least make it optional. None of the lighting buttons can turn off this Mess they made.
    and as long as the game looks like this, I cannot playing without having serious trouble seeing anything. Plus, hurting my eyes.

    For me, this is unfair. im not colour blind. those mods wont do anything for me. And the game was fine before. so chaning it into a state, where it is Unplayable, thats just a di-c-k Move.

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