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Grand Master
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Everything posted by OniDax

  1. And, see, that's a good example of what I'm talking about. DE looks at player engagement metrics and says "They aren't playing as much after we did X" or "Our doing X didn't result in more engagement", and therefore decide that "doing X" isn't worth it. Do they actually listen to feedback on why "doing X" didn't yield the results they wanted? Did they take to heart feedback on what players felt was the problem that required "doing X?" Using the Tennocon context, did DE explain what the problem was with Nezha that required a rework? Did they explain what the goal was with reworking Nezha? Did they ever explain why players weren't playing Nezha more after the rework? Without understanding 1) what players identify is the problem with something and 2) what players are expecting from a fix to the problem, the developed solution might not yield the intended results. Was the goal of reworking Nezha simply to try to get more players to play with the Warframe? Was there not a problem that needed fixing with Nezha? If the only goal with improving the game is to get more people to play it, then that's a misplaced goal. Something should be improved if it's lacking in some area, whether it's buggy or broken or of low quality compared to standards in the game or industry or if players aren't satisfied with it and have proposed solutions. I say that because there are a lot of reasons why Nezha wouldn't be played more. Perhaps the reason Nezha isn't played more is because players don't like the way the frame looks. Maybe they just don't like the concept, the abilities, the animations. If that's the case, then of course, no reworks would result in people playing Nezha more. But is that what players were saying was wrong with Nezha? If players had issues with the frame's abilities or stats, then the expected outcome should be to see expressed satisfaction with the frame among those who play the frame, not more people playing the frame. That's why player engagement metrics aren't everything and why it's important to identify the actual issue expressed by players and implement targeted solutions that actually address those issues. To bring it back to the new player experience, I think it's more than just the NPE that needs work. Right now, NPE=Intro. The problem isn't the intro. It's the part of the game that comes after. The intro is pretty decent. It's the formative part of the game where you're engaging with the tileset missions, the grind, the loot, the early progression, where the game needs more structure, more guidance, and more information. That part could use some streamlining as well as guidance regarding the game's systems and progression system (like guiding players through the modding system or giving context to unlocking the star chart).
  2. I know some believe that it's just the nature of the beast for it to take hundreds of hours to really learn a game. I disagree. It doesn't have to take 100 hours to learn the systems in Warframe. It can be a faster learning experience that doesn't waste your time. Furthermore, that in itself is an exaggeration of the actual problem. It doesn't take 100 hours to learn the systems of Warframe anyway. It takes 100 hours for the game to get interesting, because the experience of slogging through boring missions and tedious grind to progress is boring. It doesn't need to take 100 hours to do that. That's just a way that games stretch out their content and how they get players to spend money. It's designed to waste your time so that you'll spend money to speed that process up. In DE's case, it's that the game is filled with progression stoppers and arbitrary MR gates. That process can be streamlined. The entire game can be streamlined so that there isn't as much spaghetti code, aren't as many progression stoppers, and the story isn't spread so thin across the many hours of the game. It's been said in the past that if Warframe explains more about the game instead of letting players figure it out through trial and error, then it's dumbing itself down. Do those players really learn it through trial and error or do they just end up asking other players for info that the game doesn't provide? Warframe explaining its systems isn't it being dumbed down, imo. Almost every game that exists, from board games to video games, have instructions and tutorials that outline how to play the game. A development studio that doesn't explain its game isn't being hardcore or intellectual. It's just unwilling to take the time to do it. I just think that those metrics are flawed when their answer wasn't really a solution to the problem. The intro isn't the problem. It's what comes after the intro. It's the process of guiding players through the core gameplay process of modding that isn't sufficiently addressed. It's the progression structure of going through the planets but with open worlds thrown right into the middle of that progression instead of being reserved for after The Second Dream like they should be. I think their metrics are flawed because they're based on player responses to something that never addressed the issue to begin with. Are they unwilling to actually address the issue? Yes. Do they probably consider it to be a waste of time compared to doing things that will more easily be monetized? Probably. Have they seriously considered how addressing the actual problem with targeted solutions to streamline and improve the game will solve the issue? I doubt it very much. And I doubt it because I don't think the devs spend much time playing through the game. I doubt most of them have ever played through the game, due to lack of time, lack of interest, or both (and I don't think that's uncommon in the gaming industry; it's even true with acting).
  3. They don't have to take time and be a learning experience. The reason that's the case for Warframe is specifically because DE doesn't explain all of their systems in the game and because the game has so much stuff to offer, much of which is redundant bloat. The reason most of us are familiar with the systems of Warframe is because we've watched devstreams and read dev workshops. That knowledge hasn't been presented as well in-game. And what metrics would those be? I don't recall DE saying that there isn't a player retention issue. I only recall them saying that their changes to the New Player Experience don't result in improvements to player retention. That's not the same thing as the game having a player retention issue.
  4. He has another video now, titled "It Gets Better After 100 Hours...". Yeah, DE needs to look at this video, probably more than the last one. This is the video that describes Warframe, and is a good message for Warframe's die hard defenders. What DE needs to do is greatly streamline their entire game, and the game's story. It takes time that DE doesn't want to take, but the game needs it. It's because DE hasn't done this that they haven't been able to solve the player retention issue. Just changing the intro never solved that issue, because the intro was never the problem. It's the game design and gameplay itself that is the problem. DE has thrown in a lot of stuff to overshadow the failings of the core gameplay and distract players from it. But it's that core gameplay that ultimately turns players off from the game. And by core gameplay, I'm not just talking about core gameplay mechanics (like movement system, gunplay, melee gameplay, etc.) but about mission design, progression system, story progression, drop rates, gameplay loop, and explanation of the game's systems). That's what turns people off from the game. It's all of it. It needs to be streamlined, and I think it's worth it for DE to remove a lot of the old junk that's in the early progression and streamline access to early and even mid-game content. It's not for the sake of catching new players up to veteran players like Destiny 2 does. It's about streamlining the game by removing the less desirable parts, so that it doesn't take long for new players to get to the more desirable parts. And while they're doing that, I think they need to actually improve older areas of the game, like early tilesets (namely Mercury, Venus, and Mars), 3d meshes (warframe and weapon meshes), and gameplay animations (gun holding animations, running/sprinting/walking animations, and some melee animations). Basically, take the time to improve the game (and they can still add new content and even new story alongside such a process).
  5. Yeah, Necramechs in regular missions is as dead in the water as Modular Archwings. Most of Warframe is like that for me. The gameplay mechanics, imo, are very lackluster. Gunplay is just bad, imo, due to boring animations and lackluster sound design, and most melee gameplay is forgettable due to boring combo animations (there are a few exceptions, though). But decent art design and vaguely interesting new content (sometimes) occasionally brings me back to Warframe.
  6. That's good to hear! I watched his video again. It's a good new player/early game perspective on Warframe. I just think there so much of the game the video doesn't cover that I don't think the video adequately addresses Warframe's state. As someone else said, it's a "first impressions" video which offers very little in the way of constructive criticism. It's not every criticism of the game. That's the problem with the video. It's just a couple of several criticisms of the game. When you play more of the game than just the intro and early parts, then you start to see the other cracks in Warframe's walls that bring out more issues with the game. Also, was another thread merged into this one? Based on some of the comments, seems like someone else made a thread with just the video and no explanation, and it got merged.
  7. I wonder if DE has ever asked why that is. You see, I'm not surprised that changing the "new player experience" hasn't improved player retention. I think it's because of several reasons. 1) DE has never cared much about putting a lot of effort into improving the new player experience. They've tried to make it flashier, because they've thought that would garner more attention from non-Warframe players - it didn't. But they've never actually tried to do a better job at explaining the game's systems. It's not surprising that their efforts were unsuccessful when they never really committed to improving the way the game communicates information about how to play and the goal of playing. 2) The game lacks structure. It's a smorgasbord of different features and systems, inspired by various games that have no relation to each other, and added to the game with no real structure for accessing this content outside of a few quests and progression gates. It's not just that a lot of players (not just some) see the numerous systems and say the game isn't for them. It's that the game doesn't structure players' engagement with these systems, and that the game itself doesn't have a straightforward, streamlined, progressive process of introducing these systems: they are largely randomly available to players. 3) The game has too many overlapping systems. It's not just that the game doesn't structure its systems. It has too many unnecessary systems. For example, most major updates to the game unnecessarily introduced new resources for acquiring new update content, because DE thought it was the only way to keep players engaged with the game; basically, they wanted to stretch out the time it took to complete content by adding new resources that required a lot of grind, hence low drop rates. Every open world introduced new resources for completing its content, along with completely new syndicates instead of utilizing the existing under-utilized syndicates. Look at the mod system. There are so many redundant mods that are slightly different or more nuanced versions of earlier mods. Primary, secondary, and melee weapons have different damage mods. Shotguns unnecessarily have different damage mods than other primaries. There are crit chance mods and then mods that increase crit chance after headshots or aiming. That bloat most certainly turns some players away from the game. Warframe has been described as ruins on top of ruins. It's like the dream within a dream world in Inception, where new buildings were stacked on top of old ones. 4) The lack of polish and quality in many parts of the game, especially the early game, probably doesn't help player retention. A lot of paid and F2P games have more polish than what is seen in Warframe. From the quality of early art assets to animations to bugs with loot, there are a lot of little things that can turn players off from a game. It might seem trivial, but there are many examples of games that had failed launches because of a lack of polish. While Warframe is F2P and has survived 8 years, it's not unbelievable that lack of polish would turn some players away. 5) Perhaps the players DE can't retain simply don't enjoy the gameplay Warframe offers. Warframe isn't for everyone, and as a shooter based largely on arena shooters, it doesn't quite offer contemporary shooter mechanics. So, maybe some players come into the game expecting gameplay like some other game they've played, and they don't find that and then leave. For all its growth as a game and with the growth of the player base, it's still largely a niche game that has seen the growth that it has because it's F2P (which is why, despite having millions of players per month, it still doesn't make AAA money). Basically, there are a number of reasons players could stop playing the game. However, that's no excuse for DE not improving their game. Their own players have told them that the new player experience needs work. Whether or not it helps retain players is ultimately irrelevant. There is an area of their game that their own players have said is lacking. DE should make a good faith effort to improve it. I don't think they have, because they haven't taken the time to structure the post-tutorial game in a way that introduces players to their many systems. They haven't tried to structure the new content and systems they add to the game so that players aren't confused by new stuff; they added the open worlds to the early game, knowing full well that 1) their barely-there story didn't justify doing that, 2) making the content accessible for beginners was like throwing a wrecking ball into the middle of the early progression system, 3) the lack of structure in introducing this content would be detrimental to new players' experience, and 4) the multitude of new resources would only bog down new players' progression. They've continually added new systems to the game without first adding more depth and explanation to their existing systems, systems that are often random in their inspiration instead of being a natural expansion of Warframe's gameplay (i.e. K-Drives and K-Drive races). None of this has helped new players, despite DE always making it available for new players.
  8. I don't, because it won't be good, because DE doesn't know how to do PvP. And even if they did, Warframe's mechanics are not suited to PvP. There's so much that would need to be improved, from the animations to weapon customization to the modding system to weapon handling and movement. And that applies both to the warframes as well as the characters presented in the New War scripted demo.
  9. But, see, this is what happens when a game is all about collecting stuff and not much about playing with the stuff. The entire focus of this game is on collecting items. That's why the game doesn't reward long-time gameplay with items you've collected. It's designed for you to farm and grind to collect an item, max that out to rank 30, and then grind and farm to collect and max out a new item. So the game won't be designed to alleviate bad luck, because the focus is on that bad luck driving player retention. The idea is that players will keep playing to get the reward, so keep the drop rates low so that players spend longer to get the rewards. And if they don't want to do that, then they can buy certain items to skip that time. If the focus was on the gameplay, more than the collection, then they would have more reasonable drop rates and would reward you for playing with content for longer (like rewarding you mastery for forma-ing items and for using those weapons to get kills); they'd drive player engagement and retention by rewarding you for how long you play the game. And, last, the fact that it's the farm and grind for new content that they think drives player retention and engagement just reinforces that a lot of the content in the game really isn't designed for you to get lasting enjoyment out of it, hence why the term "mastery fodder" exists. At the end of the day, though, all of this discussion is about making it easier to get virtual items. I just want DE to improve the gameplay mechanics, animations, enemy design, world design, and sound design so that it's fun for me to play the game when there's nothing else I want to collect. I'm sure someone will say the game already does that for them, though.
  10. Which doesn't actually explain how the various systems work, especially the modding system. But we gotta keep up the narrative here that Warframe is fine as is, meaning they don't need to do anything more to improve the game. Or that's what Madurai-Prime and vanaukas would have you believe. As for a mentor system, it's not what Warframe needs. The game needs to explain its systems. Period. And despite what vanaukas says, clear information is not what overwhelms players. It's being presented with everything the game offers, without guidance and information about what to do when. What would help is more structure and more information. So they should provide information about how systems work, but they need to structure the players' engagement with these systems instead of just leaving them to figure it all out themselves whenever they want. Most good games will structure that experience so that the player can learn the game.
  11. Also, his statement about Warframe making you feel cool almost sounded like he's never played any other game that makes you feel cool. I guess if you play a bunch of MMORPGs, which tend not to be AAA and not very in-depth with their combat systems (almost all stat-driven, not animation-driven), you play Warframe and think it's the best MMORPG. His entire "critique" seemed very superficial, and given he didn't play the game long at all, certainly not long enough to accurately critique the entire game, it just seems like he was going through the motions. The video felt more like an elaborate excuse for the faults of the early game rather than a true critique of the game. And given his comments about "registered losers" (how would someone unfamiliar with the game come up with that joke?), it kinda feels like another sponsored review, which we know DE has done in the past.
  12. Well he really didn't have much to say about the game, did he? That was a very light "critique" and one based on gameplay that stopped at Jackal. Are all his critiques like that? Also, with him being familiar with the "registered losers" comment, I find it hard to believe he wasn't already familiar with the game before starting his work on this video.
  13. I respect that. I personally wouldn't play Destiny 2 over Warframe; I just didn't like the gameplay loop. That said, I wouldn't play Warframe over some other games. I just want the games that I do play, including Warframe, to be the best that they can be. I don't want to just accept games as they are. I want devs to strive to improve their games where there are shortcomings. I just feel like there are a lot of areas in Warframe that are not the best that they can be, more than other games I'm playing, and not enough Warframe players hold DE to the same standards to which they hold other developers.
  14. I don't think anyone can say one game is objectively better or worse than the other as a whole unless it literally does everything that another game does and in a similar manner. I think you have to look at different aspects of a game to start talking about what's objectively better or worse. Like, graphics quality, art quality (i.e. texture resolution and mesh polycounts, not art style), sound quality, animation authenticity and features (i.e. inverse kinematics), and the prevalence of bugs and glitches are all areas of a game that can more or less be rated objectively. I think anything else is subjective. For me, there are games that do something better than Warframe in all of those areas; some do multiple things better in those areas. I'd say most AAA games have better graphics, art quality, animations, and sound design than Warframe (like COD games, BF games, Ubisoft's open world games, Sony's exclusive games, etc.). However, all of them are different types of games than Warframe is. The most I can say about Warframe objectively is that it is not as good as it could be, and I could say that about any game. Therefore, I want DE to strive to make Warframe better so that it can be as good as it can be. As most others have said, you have to figure out why you left the game, because the game hasn't changed that much, even with new systems. If you left once, you'll leave again. You gotta decide whether you want to keep coming back to check it out again. That's what I do. I don't enjoy most of Warframe, but some of it I do enjoy. So, I come back for a little bit and then I leave again for months at a time. There are other games I spend more time playing, and that's ok. The best thing for you to do is instead of asking the forum whether or not it's worth it to get back in, go research what the past updates have been and look on the official website, and then make the decision for whether or not you want to come back. What's your problem? Grey_Days didn't say they wanted Warframe to change so that FF players migrate to the game. All they said was they wanted modifiers so that they could have some control over how difficult their game was. They want more gameplay options, and are saying that more gameplay options will broaden the playerbase. That's not changing the core game. It's just allowing more options so that more people like the game. And it's a better approach to broadening the player base than expanding to platforms with low player counts like Switch and mobile, and it's certainly better than adding game modes like Lunaro to attract Rocket League fans, and Archwing to attract Zone of the Enders fans, and Frame Fighter to try to attract Mortal Kombat and Soul Caliber fans, and Railjack to attract EVE fans (or whoever is the target for that), and Plains of Eidolon not to expand the core gameplay but to try to attract Breath of the Wild fans. It's better than making a western-themed Plains of Duviri trailer for Tennocon before any work has started on that quest, just to try to attract Red Dead Redemption fans. Adding modifiers to the game so that players have more gameplay options is not an attempt to try to bring in fans of one game. I get that you have a problem with someone suggesting that another game does something better than Warframe. You all complained about players suggesting an open world for Warframe back in 2016, yet praised DE when they made Plains of Eidolon. So, please, lay off the exaggerations.
  15. They have this view that DE is the greatest developer in the industry, and when they are faced with the facts of Warframe's shortcomings, they have to try to explain away those shortcomings. So they invent reasons why what DE is doing is great and like no other game in the industry. For example, when faced with the reality that DE just wasn't writing story several years ago, they said that DE was intentionally leaving the story vague so that the players could fill in the blanks with their own imaginations. The reality was that DE just wasn't taking the time to write story entries in the Codex. When faced with the reality that DE takes 3 years to release content like Excalibur Umbra, they said DE was trying to figure out the best way to release Umbra, when in reality, DE was just procrastinating on adding the frame to the game. It's no wonder that these same DE fans excuse the incomplete state of content like Lunaro, Conclave, the mini games, Scarlet Spear, Orphix Venom, and the Trials because they're "side content" and "possibilities". If any other studio did what DE did, they would criticize those studios, especially if those studios sold all or part of their games for hundreds of dollars. Meanwhile, they give DE a pass because the game is free to play, even though DE sells a single warframe, two weapons, a syandana and/or companion skin, and a booster for $140 every three months. Specifically talking about story, I think DE's storytelling is terrible. They can't even make up their minds whether bosses are dead or still alive because they keep resurrecting them. When some players rightly questioned DE when they kept bringing back bosses, other DE fans said that it was because the Grineer were clones, so we were seeing clones of clones. I haven't seen them provide an explanation for why characters like Alad V are still alive, even though we already killed him. That's just one example. We can talk about Stalker changing from a pro-Orokin character to a pro-Sentient character, or Teshin changing from a pro-Orokin character to an anti-Orokin character, or we can talk about how there's barely a story surrounding the Unum and what exactly it is, or about how there was never any follow-up to the hints at time-travel and prediction of future events by the Quills. We can talk about how the early game mentions old Orokin colonies and yet we have yet to see any actual colony (Cetus isn't an old Orokin colony, neither are Fortuna or the Myconians). We can talk about how almost all of the Syndicates who have received quests/events end up having stories that are nothing about what their lore says they're about. For example, New Loka is supposed to be all about repopulating the Earth with humanity, yet their quest is all about protecting a forest. Red Veil is supposed to be all about bringing about a system-wide purge, yet their quest is all about protecting a Tenno, with no mention of assassinations or purging the system. Perrin Sequence is supposed to be all about bringing order to the system through prosperity and direction, seeking non-conflict means to exercise their trade, yet their quest has them battling Nef Anyo's employees to the death in an arena. Steel Meridian is supposed to be all about protecting the remains of the colonies (in other lore, it's suggested that these are the last of human colonies across the system) by fighting a guerrilla war against the Grineer, yet their events have had them only rescuing Grineer defectors; we're introduced to a human colony on Earth in Plains of Eidolon, yet neither Steel Meridian nor New Loka have a presence there. Simply put, DE's storytelling is a mess. It's all over the place, and it's because DE makes things up as they go, with little regard for what they previously wrote. I don't think there's anything wrong with having gameplay options outside of the Warframes themselves, but in their attempts to be unique and different, and in their attempts to try anything to get attention from the rest of the gaming industry, they come up with the most baffling design decisions. Archwings instead of space fighters, k-drives instead of hoverbikes, weak Railjacks instead of capital ships, etc. DE could have expanded Warframe's core gameplay much like Battlefront and Battlefield expand their core infantry gameplay with vehicles. DE tries way too hard to be different for the sake of being different, instead of doing what make sense. The reason they've added so many random game systems is because it's a desperate attempt to get attention every year by adding something crazy to the game. They're not focused on building up and expanding their core gameplay. They're interested in getting attention by any means necessary. That's why they try to copy games that have nothing in common with Warframe instead of drawing inspiration for games that are, in fact, similar. That's why they looked at Zone of the Enders for Archwing instead of converting the lisets into combat space craft for a traditional space fighter expansion to the game. That's why they looked at Rocket League and added Lunaro as their attempt at similar gameplay, when they knew there was poor reception to the idea the moment they started talking about it. That's why their inspiration for their open worlds was No Man's Sky and Breath of the Wild instead of looking at games that offered similar gameplay to Warframe's third person shooter, like Metal Gear Solid V, Red Dead Redemption, Ghost Recon Wildlands, GTA, Division, all games that have worlds that are more or less designed to feel like an inhabited, narrative-driven sandbox with unique locations, different biomes, various enemy, friendly, and civilian NPCs, dynamic weather, and a variety of transportation options. It's the same reason DE has never been able to get their PvP to receive mass appeal. They refuse to look at games that succeed at doing the thing their game tries to do. They refuse to look at the genre they're in. The point is, there are ways to expand Warframe's gameplay that enhance the core gameplay experience instead of sacrificing it, because there are game series that have succeeded in doing just that. It's because DE refuses to draw inspiration from those games that they haven't had success in keeping players interested in their side content.
  16. No, it isn't. Do they share some similarities? Sure, but Destiny isn't Halo 3.0. Halo 3 is Halo 3.0. Just to clear that up. I also agree that what some people want, including me, is that Warframe become the best version of itself by improving the current areas of the game. In my opinion, nothing in Warframe is exceptional. It's all mediocre, imo. The gunplay, the melee gameplay, the art design (low resolution textures and low poly meshes), the sound design (nothing in Warframe has the impact that real gun sounds have - it doesn't compare to games like Battlefield 3 and Modern Warfare 2019 which have industry-leading sound design), the animations (completely pale in comparison to industry leaders), map design (look at all the low quality textures and holes in various tilesets), story (in short, it's inconsistent), and voice lines (random contemporary references made by characters like Nora, Kuva Liches, and Corpus Sisters that have no actual relation to Warframe's story) are all subpar, imo. I don't want Warframe's gameplay to be necessarily slowed down like some others do (although I do prefer playing the game a bit slower than others). What I want is for DE to improve all those areas of the game. It's ok if you enjoy the game and think those areas are fine for the kind of game Warframe is. But there is no doubt that it can be made better. Warframe's gunplay can be improved, at least when it comes to the 3rd person camera (and especially when crouching). Warframe's melee mechanics can be made more in-depth, like creating more depth to melee vs melee combat through a basic parry system. Warframe's textures can be higher resolution and its existing meshes can be reworked to be higher poly, have more mesh detail, and have cleaner textures (like a lot of the old Warframes and old weapon models in the game). Warframe's sound design can be made more impactful by having more realistic weapon sounds that echo through a map and can be heard from great distances (in the case of enemy gunfire). Warframe's older movement and combat animations can be reworked so that the animations look more natural to human movement (considering the Warframes are built from infested human bodies and aren't just robots); melee animations can be more natural to human movement, incorporating more of the Warframe's body with its swings, and can be made to be smoother and flow better from combo to combo. Warframe's map design can be improved with high resolution environment textures, less random walls clipping into one another, and patching up holes in the tilesets. The older tilesets, specifically Venus, Neptune, and Pluto, can be reworked so that they will be unique and not reuse tiles from other planets (Neptune and Pluto) and so that they reflect the same details as their open worlds (Venus). Old space backdrops, like that of Mars, can be updated to reflect the addition of new tilesets (changing the Phobos mesh and adding the Deimos mesh in the case of Mars). The story can be cleaned up so that it's consistent and not contradictory (like removing the Stalker codex entry that references him being a Guardian, or Teshin being pro-Orokin in his original Conclave dialogue). The dialogue can be improved by removing contemporary references that don't make sense for Warframe's future-set, post-apocalyptic story. DE can do that while still offering new Warframes, weapons, companions, and archwings. They don't need to keep adding new systems to the game (like Railjack) to try to get attention from the rest of the gaming industry. They don't need to keep trying to put Warframe on new platforms that will only divide the player base further. They can still provide some new items while cleaning up and improving the existing systems and content in the game. If it's too much for DE to do, they can seek out help from another studio (like they did with their Switch port).
  17. I think it would be cool. I don't see DE ever doing that, but I think it would be really cool, especially if we could play as Teshin or, even better, Umbra Dax (because his Dax armor looks cooler than Teshin's imo).
  18. EDIT: Hmm. Interesting. So, this post might be a little out of context. There was a discussion about whether or not I thought the Warframes shouldn't use guns because that's not "space ninja" and whether Teshin was less "space ninja" than the Warframes. I don't think current Warframe gameplay is "space ninja". And I said that I felt more like a ninja in AC Unity than I do in Warframe. Warframe's gameplay not being "space ninja" imo has nothing to do with guns or the lack thereof. Has to do with movement animations, the design of the game, and the tools available to the Tenno to use, My point is that Teshin is no more or less space ninja than the Tenno in that demo gameplay. He fights very similar to the Tenno, just without using a gun, and he can move quickly across the battlefield, albeit in a different fashion than the Tenno. AC Unity feels more "ninja" to me because of the parkour system, the ability to move across rooftops, strike enemies and quickly move away, cause distractions, etc. As for being able to be brazen, well, you can choose to not be stealthy in Warframe as well, so that's not an indication of whether or not the game is "ninja-like." We don't even have to stop at AC Unity. Ghost of Tsushima is more "ninja" than Warframe. In that game, you can basically play as a ninja if you want, and the character has all the tools and gameplay mechanics available to do so. The only reason I'm bringing up "space ninja", by the way, is because its been brought up as an argument against Teshin-style gameplay featuring in more areas of the game. I don't know if someone else was saying that Teshin's gameplay was like a space ninja and that's why you brought it up. But I'll just go ahead and say that I agree that his gameplay isn't "space ninja." I just don't think the warframe gameplay is really "space ninja" either. Now, let me tell you my perspective, lest you think I'm one of these Dark Souls "tryhards". I don't care about Dark Souls, or hardcore gameplay, or hardcore difficulty, or one-shot-kills, or one-life game modes. I don't think Warframe needs that, and I don't think Warframe would benefit from having that. Here's my perspective on The New War scripted demo (its a scripted demo, imo): Teshin's gameplay was the least interesting part of that scripted demo, imo. It's really cool to see gameplay from Teshin's perspective because Teshin looks cool; his design is cool imo. His movement was unique and interesting (more interesting than bullet jumping and aim gliding, imo), and the way he changes elementals on his swords is cool (mainly, the animation for doing so). However, his actual gameplay and running is literally no different than that of the warframes. It's just more limited. The melee combat is literally the same as how we fight. He was using the same dual swords stance that we can use. He had the same (imo) bad running animations and dual sword combat animations that the warframes have. So besides his art design and unique disk flying abilities and elemental gimmick, I don't care much for Teshin's gameplay. I did like the Kahl gameplay because of his use of grenades and his scripted melee attacks, and I did like the Veso gameplay because of his ability to tactically command proxies. I especially think Veso's ability to command proxies is something that could enhance companion gameplay for the entire game, so that's something I'd like to see available for the warframes. Beyond that, I'm not excited about The New War. Truth is, I haven't been excited about anything in Warframe for years. But with this update, I just don't see it offering anything new to the game. I don't expect DE to offer any of this type of gameplay after the end of the story. I expect it'll be a closed off, heavily-scripted experience like much of the War Within quest. What I really care about is gameplay. Mainly, when I'm using a gun, is it a satisfying, immersive experience? When I'm using melee weapons, do I feel like my character is a master of his blade? Are there a wealth of gameplay tools and options available to me to use to help keep the gameplay fresh and immerse me in the game's context of the Tenno being ancient warriors? For me, animations play a big part in the feel of the gameplay. If The New War was bringing with it a rework of the movement and combat animations, I'd be excited about the update. However, DE's animators absolutely refuse to update the only part of the game that hasn't been reworked in 8.5 years: animations. A second part of the feel of the gameplay is having a diversity of gameplay tools, like a sandbox. I like Kahl's grenades and Veso's tactical computer because that offers additional gameplay options. That would offer two additional ways of engaging with the gameplay and would help keep the game fresh, imo. Part of the main reason I absolutely loathe DE's open worlds is because I feel they aren't sandbox experiences, offering a wealth of diverse combat and transportation options. It would be cool if Warframe was designed more like a sandbox where we could use a variety of different objects in the world, like tanks and ground vehicles and heavy weapons out in the world in addition to just our equipped Warframe, weapons, archwings, and k-drives. A third part that impacts how the game feels is AI design. Warframe's AI is boring, imo. They're dumb and they just spawn all around you. I know it's a horde shooter, but that makes the game boring, imo. Some of the things I liked about the scripted demo are how the Thumper is almost acting like a tank and supporting Grineer infantry, how the Firbolg is actually using Grineer as combat air support instead of just dropping off enemies and flying away, and how the Sentients are patrolling using spotlights. Those kinds of behaviors are what I wish we could actually see in the open worlds and even in the tilesets where available. Right now, enemies spawn based on the player's location and they just randomly meander around. I wish enemies were designed like AAA open world enemies, where their spawns and behaviors are designed based on the environments they're in (like snipers always being perched in high overwatch positions). And I wish they used a variety of their tools (like Grineer enemies randomly using all of their weapons instead of only one weapon per enemy type). For me, that's what Warframe gameplay should be like. It shouldn't just have a bunch of segregated game modes as it tries to have almost a bunch of different side modes in one game. I think Warframe should be like a sandbox, keeping its same gameplay but providing the player with more tools and options to play the game their way. And that gameplay should be the highest quality that it can be, meaning high quality art design, sound design, and animations.
  19. Animations really don't impact a game's performance. Also, DE hasn't made any advances in animations. They literally haven't touched old animations to rework them. I wish they would. As for graphics, most of those things are controlled by settings anyway. I'm sure there will be resolution and graphics limitations for phones. As for graphical quality, Warframe really isn't doing a whole lot in terms of graphics. It doesn't have all of the advanced graphics features that AAA games have. It still uses 256p and 512p textures for a lot of assets. The real question is whether or not DE will offer higher quality texture and graphics settings for PC and consoles. That's never going to happen.
  20. Well I've played a few Conclave matches, and I didn't enjoy it one bit. It's not because it isn't developed (I'd say the entire game isn't developed enough, quite frankly). For me, it's that I didn't like the way the gameplay felt because I didn't like the way the movement felt and the way the gunplay felt. To put it more concisely, for me, it comes down to gameplay. I think Warframe's movement is good enough for cooperative PvE gameplay, but I don't like it for Conclave because in a fast-paced environment that requires agility, I think Warframe falls short. I think it falls short because Warframe's movement system is all about moving forward as fast as possible, and it's not really designed for agility. I'll use the NASM Blog's explanation: "Speed is defined as the ability to move the body in one direction as fast as possible. Agility is the ability to accelerate, decelerate, stabilize, and quickly change directions with proper posture." Warframe's movement system is built for speed, but it's not built for agility. Bullet Jump and AIm Gliding aids in speed very well, getting you from point A to point B. However, Aim Gliding works against agility because you're gliding in one direction, and then you have to stop gliding and try to reorient yourself in a different direction that ends up feeling quite sluggish. Same with sliding. All of that is to say, I find Warframe's movement quite clunky when trying to be agile in a PvP environment. I'm also not a big fan of the animations themselves, which feel clunky and outdated imo (for example, the warframe trots flat-footed instead of reflecting natural human motion when moving). Add that to a system that isn't built around lateral (or, side-to-side) movement and dodging, but built around forward movement, and you have a system that doesn't promote agility (something crucial to fast-paced PvP, imo). I also don't really enjoy Warframe's gunplay. I'm not talking about sounds, which are hit or miss imo. I'm more so talking about the third person camera, time-to-kill, lack of ADS (aim down sight) functionality, and lack of true weapon customization (not talking mods, but about an attachment system). In part, this is because Warframe's gunplay is really designed like old arena shooters. It's third person and not first person, but the kinds of weapons in the game and the lack of an attachment-based customization system mean the gunplay is rather simple. There's also no ADS, which allows for more long-range gameplay, more accuracy in gunplay, and keeps the character model out of your view. Basically, it lacks the features of contemporary shooters. This is a subjective preference, I know, but it's why I don't enjoy the gunplay in Conclave. In addition to why I see as shortcomings in movement and gunplay mechanics, I don't find the animations for either to be particularly satisfying. So, that's why I think Conclave is bad. It's not really something that is a Conclave-only problem imo; it's a problem with the game as a whole that I think is exacerbated in Conclave. If DE were to make changes to movement to provide more agility through faster-paced lateral movement (they'd have to let A and D move your character side-to-side instead of having the character turn the whole body in that direction) and if they ever added ADS and an attachment-based system to guns (unlikely, I know), and if they improved the animations, I'd probably enjoy Conclave. The only other thing I'd like to see is for them to add some objective-based game modes that are based on tileset missions (like Defense, Hijack, Rescue, Capture, etc.).
  21. It makes sense, though, considering they're skins of actual Unreal Tournament weapons. What doesn't make sense is allowing console players to just grab the skins via Alerts. That makes no sense. They should've just sold the skins for plat and sent a portion of the money to Epic imo. Or, better yet, not add the skins at all because the art style really doesn't fit Warframe.
  22. A slower-paced game that is more rewarding and allows you to soak in the gun- and melee-based gameplay experience. Sounds like a much better game to me, but I can respect that most WF players don't want that. They want to rush through the gameplay as fast as possible to get their rewards. And apparently, according to you, they also like low drop rates since that's part of the "everything you love atm" that you think will die.
  23. First of all, animations can always be sped up, so my standard isn't based on pace and scale. It's based on the gameplay and similar systems. For running, sprinting, and walking animations, I was thinking Metal Gear Solid V (Reference) and how those animations (especially sprinting animations) would work well with the speed of the warframes; for this, I'm mainly focusing on the leg animations, which I think look weird in Warframe. For gun holding and firing animations (specifically talking about how the warframe holds guns and shoots guns), I was thinking The Last of Us Part II (Reference), Ghost Recon Future Soldier (Reference), and Red Dead Redemption II (Reference). This is just focused on how the warframes hold guns and how the guns and bodies move when firing the guns. I guess in the case of Future Soldier, that's a 2012 game whose animations hold up even in 2021. For melee animations, Ghost of Tsushima (Reference). As with the other references, I'm not saying Warframe needs to adopt GoT's parry-based combat system (although that would be nice). The melee system is a stance- and combo-based system, meaning the types of animations could translate well to Warframe. The main focus here is the fluidity of the melee swings and the way the entire body shifts when swinging melee weapons, as well as how the character runs/sprints/walks with melee weapons. Bottom line is this: I want more natural animations, human-like animations. Combined with the speed of Warframe's gameplay, I think it would make the gameplay feel smoother and more satisfying.
  24. Have you even played any other game than Warframe?
  25. I've never had any influence on a YouTuber. I don't even watch Warframe YouTubers. I don't watch many YouTubers at all these days, unless it's a commentary-less gameplay walkthrough of an older game I haven't played in years. If he/she was influenced by anything I said, it wasn't my intention. I've never seen anyone call Warframe ultra high quality. In fact, I don't really see many reviewers talking much about Warframe's graphics, and I haven't seen any mention the animations. I know a lot of people, most probably, don't care about animations. But as someone who has played a lot of different first and third person action games, it's hard not to notice animations that aren't really humanlike once you've played a game that has humanlike animations. And it's hard to go back to playing a game that has lower quality animations after playing one with higher quality animations. Obviously, there's no real incentive for DE to improve their animations, but the game would be just a little bit better if they did. And it really is the one area of the game that hasn't been improved since 2012. Graphics, textures, sounds, maps, UI, progression, mods, music, and story have all been reworked multiple times over the past 8 years. The older animations - running, sprinting, walking, jumping, stanceless melee animations, older gun and stance animations, and older idle animations - haven't been reworked. Updating them would certainly take a lot of time, but it's something that would benefit everyone, even those who don't care for changing the current animations. By the way, I'm just curious: what YouTuber are you talking about?
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