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OniDax

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  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.
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