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OniDax

Grand Master
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Everything posted by OniDax

  1. Only the part about arrow keys sounds like Helldivers. The rest doesn't, Helldivers doesn't really have QTEs. That's what it sounds like the OP wants. And it's a terrible idea. It's not at all how a good developer makes gameplay more engaging.
  2. Kinda sounds like making the gameplay more tedious. That's not engaging, imo. To make the core gameplay more engaging, I think the core gameplay mechanics need to be improved and enemy behavior needs to be improved. What would make my gameplay more engaging would be to improve the movement animations and aiming animations to be something much smoother and more natural like in COD MW 2/3 than the stiff, unnatural movements we currently have. The gameplay would be more engaging if enemies would be more aggressive and verbal. Make enemies sprint and crouch during combat, like they do in COD MW2/3. Make enemies verbally respond to our actions, like enemies do in The Division 2. What would make the gameplay more engaging is if the gameplay space was more of a sandbox where there were gameplay items we could pick up and use in the gameplay space, like some heavy enemy weapons lying around. I think fun engagement involves making the gameplay more immersive and giving players more gameplay tools.
  3. 1) This is an M-rated game. It's for mature audiences. 2) This is the problem with DE making this game more and more childish for 11 years, infantilizing their player base with playable children and virtual toys and cartoonish villains. DE has created an atmosphere where quite a lot of people perceive the game to be less mature and more family-friendly than it was originally intended to be, and assume the content creators associated with this game are as family-friendly as they perceive the game to be. So, you have people like the OP who erroneously believe the game is family-friendly and child-friendly.
  4. Bingo. DE has the right to make changes to the game's content, but the tired argument of "It's free, so you can't criticize DE" is just an excuse to try to shut down any criticism of DE's decision-making. I don't care about Dante so their decision-making in this regard doesn't matter to me, but people should be allowed to publicly criticize DE's decisions. And, despite the game being free-to-play, people did purchase Dante, as you correctly indicate.
  5. "the second group, the backseat developers, are who i'd like to talk about. the players that like to claim that DE did something wrong and that actually, they should have done X or Y because of Z reason." That's called constructive feedback. You can debate the quality of that feedback, whether it's informed or not, but that's constructive feedback. Seems like a lot of the people who decry "armchair developers" or "backseat developers" don't like seeing an individual offer feedback that suggests the devs are wrong and that the ideas the individual is presenting are better than the dev decision, especially when the people agree with the dev decision and disagree with the individual. That's what this boils down to. You disagree with the individuals who are offering constructive feedback about how X or Y would be better than what the dev did, for Z reason. Seems like you don't actually like feedback when it goes against what DE has done. It's the "patron can't criticize the food" argument. The patron isn't a chef, therefore they should not be permitted to criticize the food. Thing is, in this community, you are told that feedback should be constructive, and that feedback without constructiveness is just complaining. You're encouraged to say not only that you don't like something, but that X or Y is how you think it would be better. That's "constructive." You, however, are belittling the whole notion of constructive feedback by labeling it "backseat dev". Perhaps that's how DE sees constructive feedback as well. It would explain why they've had to experience several crises that stemmed from community backlash to their decisions over the past 11 years. I want you to watch this video. It's a five minute video, so might be a bit long for you or others here, but I want you to listen to Mark Grigsby's perspective on feedback: There's one statement I want you to listen for and pay attention to. It's the last minute and 10 seconds of the interview: "Even though everyone in the world is not an animator, everyone is when it comes to human movement. Everyone sees humans moving around every day and then their opinions are like 'fill in the blank.' Everyone knows when something's off because we see it every day. So, when someone comes with a- feedback, like 'Hey, that looks a little off', you can't be like, 'Oh, you know, screw you! I do it my way! You have to go, 'Oh, okay, what are you really seeing?' You figure it out and you need to take everybody's opinion, you know, one to heart and, you know, just actually listen to the people that are talking to you because they're not wrong. Everyone has that years of experience of watching human motion. So, everyone knows. Just, thick-skinned, you know? And, then, take the feedback and make the animation better, you know. That's all." It's true that players here aren't devs. They don't know how to code or implement the ideas and concepts they promote. However, they're players. They know how the gameplay "feels" and yes, that feeling does the heavy lifting here. However, they're the users. They're the ones who are playing with the content every day. They can tell you the gameplay feels in more scenarios than the developer can test, and they can tell you what experience they are looking for in the game. It's certainly the developer's right to design the gameplay however they want to, but the player - the user - is the one who plays the game, the one who will play it more hours than the devs (playing and developing are not the same). That doesn't mean the developer has to implement everything or anything various players are proposing. However, it does mean the devs shouldn't be discouraging constructive feedback. And if it means the devs shouldn't be discouraging constructive feedback, then neither should you. And, before anyone labels me a complainer, I don't care either way about the Dante nerf. I maxed him out and now he's just sitting in my inventory. I don't use him. I don't care. I don't know whether DE made the right or wrong decision. I just think there isn't such a thing as wrong feedback and that you shouldn't have to be a developer to offer constructive feedback. It's up to DE to determine if the feedback is worth listening to.
  6. Pretty condescending to people who get one letter wrong. Do you say the same thing about the multitude of people here who refer to Teshin as "Tenshin" and have done so for a decade? Be mature.
  7. You just pointed out the problem. Grinding is playing the same things over and over again to gain rank and farming is collecting stuff. You grind so you can get to the rank that holds something you want to farm and you rinse and repeat. That's work. Do you ever play game modes just to experience the game modes, or only to increase MR and collect more stuff? You have to make your own fun. Play exterminate, defense, and survival missions just to kill the enemies. Use what warframe(s) you like and what weapon(s) you like. My best advice is this: Find another game that is your main game, the game you really play to have fun. Warframe has interesting Warframes and some neat weapons, but the core gameplay mechanics (moving and shooting) are rather basic. You will get bored very quickly if you don't have anything to grind for and collect. Other games are designed around creating an immersive, engaging, exciting gameplay experience that you'll want to repeat to get that excitement, immersion, and engagement. Warframe is not that game. Some of us have tried to get DE to make Warframe that kind of a game. They have not done so. Warframe is unique in what it offers, and in how much it offers, but none of what it does is exceptional. So play Warframe when you've played too much of your main game, and take frequent breaks with Warframe. Come back to it every few months (particularly for major updates), and it will feel fresh and different for a few days/weeks. Then, go back to your main game. That way, you'll have fun with Warframe without getting burnt out, and when you get bored, you go back to your main game.
  8. Challenge or no challenge, high difficulty or low difficulty, I wish DE would improve the mechanics of the core gameplay - moving and shooting, moving and slicing - as well as enemy behavior and sound effects. I'd like a game where, after everything is collected, I still feel like I want to play because the core mechanics are that fun. Right now, most of the discussion in the game is about what to collect, what to work towards, what to grind. People say "the grind is the fun." IMO, the grind is all they have, and they don't know what to do with the game if they have nothing else for which to grind. I'm guessing I'm in the minority here, but I don't play games to grind. I play because I want an immersive experience, and I've hoped over the past 11 years that DE would eventually offer such an experience in Warframe. I'm still hoping. What I'd like to see is a number of things. First, I'd like to see DE improve the core animations and movement system. I want movement animations, specifically walking, running, sprinting, and crouch movement animations, that are more natural, more human-like, as we see in the various cinematic trailers, and that are on par with the leading games in the industry. I don't want any change to the speed of movement or gameplay, but I want more natural, human-like movement animations. There's no reason a game like CODMW should have better movement animations than Warframe. I'd also like the same to apply to how Warframes hold more traditional guns, and I'd like for the camera to properly adjust to the Warframe's and Operator/Drifter's change in position. Second, I'd like for an adjustment to the way movement works. Right now, the character moves like an inanimate object. When we move, we slide along the ground; when we change direction, we slide in that cardinal or intermediate direction instead of turning in that direction. The animations change to match the change in direction, but the change in direction isn't influenced by the forward motion of the character. The character should move along a curve when moving forward and turning, and should abruptly change direction when turning quickly. Third, I'd like to see an improvement in Grineer and Corpus enemy behavior that is two-fold: 1) enemies could respond better to player actions both verbally and in their counter-actions (i.e. Div 2). 2) I'd like to see enemies move more urgently by sprinting out of danger, sprinting to cover, crouching when shooting, and more shooting from cover. They do some of this, but they don't move urgently and they don't communicate based on what the player is doing. This would make the combat a bit more immersive. Fourth, I'd like to see improvements to visual and sound effects, particularly with respect to explosion visuals and sounds, and sound effects for bullets and energy bolts flying past the player. Bullet whizzing would be pretty cool and help the player feel a threat when being shot at. Explosions could use a rework to look and sound more powerful. I believe that would create a more exciting gameplay experience. Overall, if changes/improvements were made to the core combat gameplay experience, that would help make all difficulty levels of gameplay more exciting, more engaging, and more immersive, imo at least. If that were the case, perhaps more people would be a bit interested in higher difficulty gameplay, perhaps once they've collected everything they want to collect. Basically, give players a reason to play beyond the stuff for which they grind, and perhaps they'll play higher difficulty content for the gameplay experience and not just the rewards.
  9. There are a number of places on the Orbiter and on the Entrati lab tileset where the lighting just breaks the PBR system entirely. In the Deimos social space, it's completely broken. Lighting on the new fur tech is also broken in the Orbiter, but looks much better on tilesets. I wish the Animation team cared about improving animations like the lighting team cares about improving lighting. Warframe has had mediocre movement animations since 2012, and they're long past due for an update. Overall, core movement needs to be improved (and Soulframe's "improvements" are laughable). For starters, the Warframes, Operator/Drifter, and enemies need to move more naturally (that's obviously the intent, with every cinematic trailer showing the Tenno and enemies moving like humans). Movement also needs to not just have us sliding around (with a running animation that isn't linked to our actual movement). Right now, we move like an inanimate object sliding around, and when we change direction, we just slide in that direction. More natural movement would have the character actually change direction. DE could keep the same speed and pace of gameplay, but have smoother, more natural movement animations which would make the gameplay much smoother.
  10. I know there's a section of players who really like something more challenging, but I don't think the WF player base has every really been into that. They want a chill time feeling powerful and deleting enemies. So I agree.
  11. I think they said Arthur and Aoi would be their own proto-frames, and not Excalibur or Mag.
  12. Gameplay with human heads is going to still feel weird with the outdated Warframe movement animations. But DE thinks the movement is "great" so... DE is allergic to the idea of improving their core gameplay mechanics (i.e. gunplay and normal movement).
  13. It's really not subjective. I think Helldivers 2 looks graphically superior to Warframe. But even that's not saying much when games like COD and most Sony games exist.
  14. No, it's not classic Warframe. Not at all. Yes, Helldivers 2 is a tactical coop shooter. Warframe has NEVER been a tactical shooter, although yes, there was a time when you needed a Trinity to keep your team alive in high-level missions. That didn't make Warframe a tactical shooter. I wish Warframe had some tactical shooter gameplay elements (mainly in the gunplay and enemy behavior), but that really wouldn't mesh well with how the warframes are designed and it's never been Warframe. It'll never be Warframe. I doubt any DE dev has even played a tactical shooter before. I say that as someone who has played a lot of Warframe over the past 11 years, played quite a few tactical shooters, and is currently playing Helldivers 2.
  15. I wouldn't. I've already spent quite a bit of money over the past 10 years on Warframe, more than I've spent on any other single game. I wouldn't pay anything more for dedicated servers. DE can afford dedicated servers if they want them.
  16. Not sure if that would work, because if it's cross-platform, then Tennogen creators would still not be getting the contractually agreed-upon percentage of direct PC Tennogen sales. DE could theoretically, retroactively, pay both Tennogen artists and Steam their contractually agreed-upon percentages, but if the Gold can be traded, then DE might end up losing money in the long run. I'm not opposed to a new currency. Unless I'm mistaken, under the hood, there are two different kinds of Platinum based on what I've seen DE say over the years: Bought Platinum and Traded Platinum. So, turning Bought Platinum into a new currency called Gold (or Silver or something else) should work. However, I think Gold should not be tradable with Platinum. Gold could be converted to Platinum, but once converted, it should not be able to be traded for or converted to Gold. Only Gold could be used for Tennogen. That could also apply to Prime Access as well. Since Gold could only be purchased, never earned or gifted through devstreams, I guess it would be okay for Gold to be tradable with Gold. Then DE could still pay Tennogen artists and Steam. Under no circumstances should players be able to purchase Tennogen with Platinum. Players should be able to use their Gold towards premium items like Tennogen and Prime Access as well as for Platinum purchases.
  17. Or they could sell more $140 content packs or they could sell more exclusive cosmetics within $50 content packs. Let's not forget DE tried selling $1000 content packs for their alpha- and beta-state Amazing Eternals. I can purchase a Battle Pass in a game like MWIII for $30.00 or use the in-game COD points I've already purchased to acquire it; meanwhile, Prime Access can only be purchased with real currency. DE doesn't need Tencent to make them add something like a paid Battle Pass every few months when DE releases Prime Access every few months ranging from $50.00 to $140.00, padded with premium currency to hike up the arbitrary value of the pack. And since I know you'll bring up the "it's available for free" argument, the point is, DE already sells content that can only be purchased with real money. If they needed to try to bring in more money, they'd do it without Tencent forcing them to. And the easiest way to do that would be to start offering more Prime Accessories-like packs that can only be acquired with real currency. Now, I've always wanted DE to have a permanent Prime Access page up with all the previous Prime Access Accessories packs. It must be more profitable, though, to have the rotating Prime Resurgence system (otherwise, they'd just have a permanent Prime Access store where you can purchase the previous Prime Access packs without going through the Aya system). Again, the point is, DE has levers they can pull if they need to get more money without them turning the game into a subscription service or adding an actual paid Battle Pass system (which DE hasn't been very successful at doing for free, let alone charging for it).
  18. Your mistake is thinking it's the "monkey brains" who make DE afraid and keep them from making the game about something more than DPS and big numbers. It's DE who made it that way, of their own free will. I think you're afraid of DE, afraid of saying they're responsible for their design decisions, afraid of how you'll be treated by the other members of the community if you directly address your criticism towards DE.
  19. There's really not enough to Helldivers 2 for Warframe to draw influence from it. I'd rather DE look at games like COD in terms of technical stuff like the quality of animations, sound design, and general enemy behavior, and Battlefield in terms of a combined arms-approach to open world, and maybe something like Destiny 2 in terms of having social gameplay spaces where many players can engage in gameplay in the same gameplay space. Beyond that, there are things that DE can do with Warframe without needed to look at other games. They really just need to be dedicated to make the gameplay the absolute best it can be and to expand the gameplay experience. EDIT: Having played a *lot* more Helldivers, one thing I will say DE could draw from Helldivers 2 is how explosions feel. I'd add to that enemy behavior, particularly Infested enemy behavior. There's some cool things with the Terminids that DE could draw from to make the Infested feel more threatening.
  20. What, for one day, because DE sells $70 - $140 downloadable content? Any other game selling content for that much money would be criticized. That said, yes, DE should be able to afford dedicated servers. It won't fix every issue, but they should be able to afford it.
  21. That's like saying a toy gun and a real gun are designed the same. Warframe's guns are designed like toy sci-fi guns. Often, they look like props that are repurposed into being guns. Most of them don't look like machines. They'd do nothing for a gun enthusiast. EDIT: Forgot to mention: bullets don't go through the barrel in Warframe. Most of the guns are designed where there's a flat light where the barrel should be.
  22. The concept is bad. K-drives should be hovercraft (one-seater or two-seater), not hoverboards. Archwings should be space fighters. Railjacks should be capital ships. Lol. No, they don't. You want amazing sound design? Look at Battlefield and Call of Duty Modern Warfare over the past 5-6 years. Take a look at Insurgency Sandstorm. Take a look at Ghost of Tsushima and The Last of Us. "Execution is just meh" is what you can say about everything DE does. I wish they'd improve sound design, animations (core movement, gunplay, and melee animations, not idle animations), enemy behavior, visual effects, and even map design (reworking Mercury, Mars, Venus, Neptune, Pluto, Europa, especially).
  23. It's hard to incentivize any playstyle when the game is all about farming (aka collecting stuff). That alone means players will prioritize speed and damage in order to get through a mission as fast as possible. If you truly want to incentivize playstyle variety, you have to first make the game primarily about gameplay and not about the stuff you collect. That starts with improving the core gameplay, i.e. gunplay and melee gameplay. Then enemy behavior needs to be drastically overhauled. The dumb, lumbering enemies with various damage resistances need to be replaced with smarter, fewer, deadlier enemies with behavior models that fit the environments they occupy. For example, snipers need to be perched high and deal high damage. Enemies with heavy machine guns need to be positioned where they are meant to encourage the player to dispatch them quickly. Then overhauls need to be made to warframe abilities that support and enhance this core gameplay experience by doing what you weapons can't. They should enhance and expand your gameplay experience, not simply buff the core gameplay, and they should be tailored towards the improvements in enemy behavior. Then game modes and progression systems need to be tweaked (or new game modes added) that reinforce the core gameplay experience and aren't just all about farming stuff. And these are just a few ideas. The main thing is this: DE needs to rework elements of the game to actually encourage engaging with the gameplay, not trying to get through the gameplay as fast as possible to get the resources needed to build stuff in the foundry or to rank up with a syndicate. As long as the game is primarily about collecting resources and currencies, playstyle variety doesn't matter.
  24. They're all bad concepts, imo. All ways DE tried to be "unique" to get around doing flyable, fightable space ships and normal ground transportation. That said, this is the content Warframe has and DE isn't changing it, so you gotta do what you gotta do. Farm some Primes, try to sell them, then buy the Necramech. Or, buy plat outright and get it.
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