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Sophet

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Posts posted by Sophet

  1. Seems like this thread is rather stale, still I'll continue piling some ideas here. Today it's Invasions - right now Invasion is Exterminate grinding, which mostly doesn't benefit player at all, 35k credits is a joke compared to Void and Dark Sectors, plus doing the same thing five times in a row isn't very fun. So there's not much fun (not more than simple Exterminate offers) and not much of a reward (I've seen Catalyst once, but that's all, some people could benefit from reagents, but again - you don't need a lot of them, and you stop needing them after you've built weapon you want) - so again, the only reason to play them - is to entertain yourself if you have nothing better to do.

     

    What if make them more dinamic? For example instead of five exactly same Exterminates they had phases -

     - first time it's defence - either the faster you kill enemies -> the less allies will die -> the more allied units there will be in further missions. Or you defends engineers, who will give you access to better rewards later

     - second is counter-attack and boarding your enemy. That could be just exterminate inside alled ship

     - third is disabling defences inside enemy ship - that's deception. There could be optionsl tasks, like alongside defences disable alarm systems, which is not required for mission success, but will provide you with better loot at the end

     - forth is one more exterminate inside enemy ship, with added minibosses commanders

     - fifth is the reason to play it at all - looting phase, there could be 3 chests, which are timed, like spy missions, and if you disables security in the third phase - the timer is longer, or disabled at all. And treasure rooms, that only engineers from first mission could open. Or engineers could be required to disable security earlier either way they must be escorted like prisoneers in rescue missions

     

    The problem is right now there's not much rewards, that stay relevant after you've gotten them once, Forma and Reactors seem the only one. There could be Fusion cores, but even if you need a ton of them - still you need finite amount (which is still ridiculous). There could be cyphers and team restores - but since they a crafted cheap and fast - not much of a reason for them to be there. There could be boosters, like I've written earlier, even something like affinity booster for an hour. Or credit one, or something else.

     

    Still this will add some rewarding maintenance active gameplay, like daily syndicate alerts (which i personally don't do, because i don't really want anything from them, and looking for insignias just for the sake of it is boring)

  2. Probably should create a new thread, but i guess it's easier to post it here.

     

    Played for some time and remembered why I stopped playing in Update 10 - the reason is the amount of content you want to play. Warframe is a game, that mostly doesn't offer you a way, I mean that after you've got the thing you wanted from a certain mission (prime parts, dualstat mods from spy, warframe blueprints, corrupted-nightmare mods and so on) you no longer have any reason to be there ever again. What's worse - majority of weapons are researched and build in the foundry, which isn't active gameplay. And after you've acquired everything you want there's 3 option for you - get something else just for the sake of content, do something you won't benefit from (like spy-tower-derelict you already have rewards from) or simply quit.

     

    Right now I have almost everything I want, exept Boltor Prime, there's not much maintenance content (stacking Forma being the only one coming to mind), so the only thing I feel useful to do - is to fuse mods, because I'm not some crazy completionist to make and rank five of the same bows, beam weapons, semi-auto guns of automatic rifles and gameplay for the sake of gameplay gets boring really fast - after tenth time spy is not that exciting anymore. As such I feel myself shoehorned into grinding survivals to get credits and fusion cores, and since a single rare mod requires 400 fusion cores to rank, I highly doubt I'll see it through.

     

    The problem is there's not much universally useful content, almost like the game tells me "Well, there's Rhino Prime there Go grind some keys and then grind Void. Don't want it? Then you could not play these missions at all, because you won't get anything".

     

    That's my criticism, now to suggestions I'd like to make - 

     - One way I see it - since DE won't change weapon ranking system, it's possyble to change Fusion one, for example to make a special fusion core, which gains charge from affinity you get, or from certain missions, or from challenges (those thingies "Kill 30 enemies"), or from something else not random (because it would be the same as mods right now). And from this charge you could fuse your mods - that would make content other then survival and excavation useful

     - Other option could be faction specific affinity, for example you get double Rifle affinity in Grineer missions, double Melee in Infested and so on, So yo would have a reason to play something other than Void or Dark Sectors

     - Mobs like synthesis targets or items like syndicate insignias, that you could look for, that give you affinity or fusion energy - this will stop some speed running and give players a reason to look around and actually see the tilesets

     - Add something completely new, like damage booster for an hour, blueprint on which would drop like forma. Come to think of it - it's even possible to make them faction specific - damage booster from Grineer, Shield from Corpus an so on. Or mission specific, or tileset specific - either way there would be a reason to do something other than to grind survival, and a reason to see other factions.

     

    Anyway I really think that there should be something, that every single player would like to get and what is acquired from different missions-factions-planets via active gameplay and that is required more than once. So you would have something different to do and don't feel like it's farming or wasting time.

  3. Still armor is a plain gain to effective health, just like serration is a plain gain to damage. As for Terminal Velocity - that's mod, that changes weapon dynamic, making it more pleasant to use - that's exactly the kind of mods I'm talking about

     

    Adding more special effects is fine by me, but my point is more that nobody will use them if they don't make a difference and they won't on most guns. That's why I think weapon design is more important than modding. 

     

    True that, but that's exactly my main problem with the system - useful and nessesary mods take the same slots as flavor ones. I'd really like to either have separate slots, or just to fuse weapons themselves - like for example for each Forma you can fuse your weapon X times and get, say 20% increase in damage for each rank.

     

    Sure, you need to be dumb to take lower recoil instead of serration, but if you had seperate slots for things like lower recoil, better zoom, puncture, added spool up, +20% increase in damage but reduced fire rate (so it would balance itsef) and such - you can not use them at all and wepon strength won't change, but you could tune your weapon a bit. Especially if those slots would be limited so you had to make choices and decide, what you want from your weapon.

     

    As for better weapon design - it's a bit late for that, we already have tons of generic and essentially the same weapons, like beam weapons, long swords, automatic guns, be they rifles or pistols, semi-automatic ones and so on. The only way i can see them fixed - is to remove elemental damage mods, which would allow DE to diverse elemental weapons. As for physical damage - well, Boltor in damage 1.0 was really distinct, but it was way too poowerful. And I really doubt, that developers would remove those heaps of copy-paste weapons from the game, so change to modding system seems like the simplest solution

  4. Well, there's limit for variety - like if a grenade launcher doesn't one-shot a mob - it's just wrong. I'm not talking about bosses and extremely high level mobs. So you still need to mod a weapon to have enough DPS for a mission you're going to, and modding something else instead of overkill. And I really would enjoy having a mod (or weapon) which changes grenades to be cluster bombs, which together do the same damage as a single grenade, but add chaos and special effects, so I could feel like holding an instrument of sheer destruction in my hands.

     

    About cookie-cutter builds that people will use - true, but that's why utility mods shouldn't do much for damage. Take every single MOBA - characters are different, yet balanced (obviously to an extent), some are better at bursting, some at sustained dps, some at mobility or control. Utility mods should be just like that - not adding strength, but fun. More like fine-tuning a weapon so it would better suit you, changing its dynamic, so to say. Like puncture - it doesn't add DPS on direct target, but makes killing swarms and hiding enemies more pleasant. Same with a bit of homing - skilled player doesn't need it, but casual one could benefit from a bit of leasure.

     

    The thing is not making a weapon-warframe more special in the eyes of others, more like giving players the ability to enter Arsenal, browse through mods and think "now that would be hilarious". Like Thunderbolt - correct me if I'm wrong, but it has fixed 250 damage which doesn't scale with mods. At higher levels this amount of damage is a joke, still it's awesome to play with, espesially with Attica. Just make some special effects, which add some excitement. And some choice, so you can spend some time trying and picking something for your liking, not because it's a no-brainer.

     

    Plus you admitted yourself - faster projectiles is more fun, than plain damage, same with reload speed and fire rate. You can feel and enjoy, when you start running faster, but i don't think anyone can be excited for more armor

  5. Actually for a fun aspect one more thing came to mind. That's elemental damage mods - they really do remove character from weapons, as an example take beam weapons - it doesn't really matter what kind of damage they do as a base, be that Glaxion or Atomos - still after elemental mods they both inflict two same elements (Corrosive and Blast against Infested), so in the end they are not frost and fire beam, they both are just continious weapons. Instead of having the same weapons and change loadouts for each faction it would be better to have separate weapons against them. Even better - make them both viable, but give them different effects, like one weapon slows, other stuns, third disarms, forth throws enemies back and so on. As of now they really are rather generic, even slash-puncture, still after mods base damage is a bit more than 20% of total damage (100% is physical and 4x90=360% is elemental), a bit more with dual-status mods, but still. DE really removed their own oxygen with them, so instead of distinct interesting weapons generic archtypes are created, which is a shame. At least i personally can't see the reason to try any other beam weapon after trying one. Which is weird, because melee ones are really different, at least their categories (still can't understand the reason those useless alert swords and daggers exist)

  6. Yes, that's true about reload speed and fire rate being kinda DPS mods, still they change a weapon, which is much more interesting, than just damage. Still that can be fixed by making utility mods double stat, like you get some you loose some, like increasing reload spped and decreasing fire rate, or increasing reload speed decreasing magasine size - so they would balance themselves out, bus still add flavour and ability to choose for players.

  7. Hey there, haven't played since Update 10, and now the problems which i had with the game became even worse. Not to say they ruin my game experience, but sometimes i ask myself "why is it even like that". Mainly there's two of them - 

     

    The first is the scramble with everything, can't wrap my head around the reasons to exist for some aspects. Like credit alerts - why are they even there, when I can simply do a Dark sector or Tower mission to get more credits and have a chance to get Fusion Cores or Prime parts? On a side note - this game would greatly benefit from the ability to choose your loadout from the solar map. Because it's rather frustrating to first look at the faction, against which you fight and mission type, then go to Arsenal, choose your loadout and go back to solar map.

     

    Same with weapons - first thing i did was to build Atomos, which is kinda "push a button to destroy everithing" weapon, the problem is its blueprint is bought straight from the Market. And what about research weapons? Yes, i really like a small adventure to build them - you need to do invasions, to get reagents like Fieldron, then you need to get Forma from Void. But then what? More often than not you get mediocre weapon at best and ask yourself "Why did i even bother?". Take continious beam weapons - you have Synoid Gammacor, Atomos with Amprex, Phage and Quanta because of its alt fire. And the rest? The rest seems useless with an added insult of requiring Forma to build. Same goes for alert swords - they are rare, and they are useless, i actually believe that they would be much better just being alternative skins for one good sword. I really think DE should clean up this heap of generic stuff. I get why some weapons are useless, like Grakata or Gorgon, there should be entry weapons, but research ones and those that require high Mastery Rank shouldn't be in that category. And i mean clean up, not create new ones to create inconsistensy, like Tonkor, which for whatever reason is the only explosive weapon not to harm the player and which has twice the ammo of Penta. Or whips, that were useless, but instead of fixing them DE just added Atterax, which again is bought from the Market. What about two whipsm that require Forma? They were left garbage. Why is that, i really can't see the reason for this

     

    The second thing, which bugs me even more - is mod system. The thing is for weapon you have 8 slots for them. 3 of which are no-brainers (damage, multishot and the third one depending on weapon type), then you add two elements, then you add either two elements or two crit mods. And you left with just one slot to play around, and since some weapons require specific mod (like Kohm needs fire rate) or Ammo Mutation - you have your cookie-cutter build made for you. The problem is plain damage doesn't change the weapon in any way. What about mods that actually make weapon more fun, like fire rate, reload speed, puncture, less recoil, Augments or Thunderbolt? Same with Warframes and mods like sprint speed, augments or Provoked. Well they just don't fit in endgame builds. I think it would be great, if either instead of plain damage mods you would just Fuse a weapon directly, of those mods would have their own slots. This would allow using fun utility mods, and make new ones. Like mod that added spool up for rifles, or twin magasines, which would make every second reload instant, or bouncing bullets, or slightly homing bullets, or shrapnel bullets, or stunning bullets, or wavy lasers, or burst mod, that would add damage, but created a pause every third shot, or a modm that would allow Warframe to crush barrels while sprinting. Stuff like that, that would add utility, fun and flavor, instead of just boring increase of damage to keep up with mob levels. Right now modding weapon seems more like a choir with added frustration of switching loadouts jor elemental combos - again, for just plain damage.

     

    Something like that. I'm sorry for my english - not my native language, hope you weren't bored too much, have a good day.

  8. I don't say that there should be tons of mobs, just they shoul be differend. You will spend 2-3 clips on a heavy grineer, if you don't have a man with shield destroying bullet (or weapon, if we are talking about weapon variety). And you'll have to hide and regen your shields if you don't have a man with stun, so it would be beneficial to have a balanced group. Same with infested - puncture rounds destroy runners, but don't have enough punch to tear an ancient - that's the point, where a differently modded sidearm would be useful. The problem with skill trees is that they stop eventually and you stop progressing, losing interest in the game. LoL has a skill tree, but there are runes to back it up, same with WoW talents, which are then tuned with equipment, so player has his cookie-cutter build, that sits there passively, and have an active way of polishing character, which is consistent fun

  9. I don't think that skill tree system will be any good, what we need is some way to finetune weapons to our likings. But there's a problem with gameplay as a whole - there's horde of dummies, just grind them. If say heavy grineers would be really tough, really damaging and dangerous and with a loads of shields, like bosses - you actually could choose a special ammunition mod (and you have just one slot) - to stun them, or to stop their shield regen, or have more damage but travel slower, so it's hard to hit ospreys, or puncturing bullets, which don't pierce heavy grineer armor, or maybe low chance of knock down, or more crit (and some enemies, say ancients, would have crit immune, not to say, that crit ratings differ from one weapon to another. Now that's the way to coop game. Let's look at the best - WoW doesn't have hordes of mobs in dungeons, even raids, usually there're pack of 4-5 enemies, each of whom requires some tactic. But with this Diablo-Serious Sam type of gameplay you just pack your damage and destroy. With my Hek i actually don't care what mob I'm shooting, some of them just require more than one shot.

  10. Hey there, just wanted to share some thoughts about current mod system and it's flaws.

     

    1) Well it's really limited by slots, sure you'll add more mods later, specific ones for every weapon, but still 6 slots will be locked right from the start, at least I wouldn't trade any damage mod, and espesially multishot for any utility, so yeah, two slots left, while reload speed and rate of fire are still very tasty. Like say U8 mods that add resistance, my first thought was "not gonna bother, don't care". It would be nice to somehow separate them, like slots for damage mods, utility ones, guns mechanics slots (reload-fire rate) at least.

     

    2) Speaking of elemental damage - you actualy ruin the purpose to buy new weapons. Oh my god, you added flamethrower... wait a second, why do I need it, every mob I shoot is burning anyway. Instead you could add more interesting weapons, not just energy latron, energy gorgon and so on, which I guess differ from original just by projectile speed. And maybe anymation... oh wait, anymation is the same - whatever elemental mods you have installed. You could add some gun, that creates arc of lightning, kinda like electrical shotgun, that zapps mobs in front of you, but there's no point now - everything is sparkling anyway. Yay, I can research electrical rod... yeah, what's the point, I already have this animation and FX. Syrin's ulti has glorious animation of melting enemies, but now you can't add a chemical weapon with the same style. Why? Because it will freeze people or set them on fire. So yeah, whole difference of weapons is digits on wiki and sound assets. Actually instead of energy Gorgon, why didn't you add some gun like the deathcube's vaporize? Would be fun to have some other close-combat one-shotting weapon besides a shotgun. Say League of Legends - you tune your character with runes, but unique champion remains unique. Same with WoW, you get equipment just like mods, but your class-spec still has it's own animation and style.

     

    So yeah, in the long run you'll just run out of room for new stuff. Well i guess you still have energy Paris-Lato-Hek and whole other set to go. And then another set, with purple bullets, that jump. And then another one withgreen bullets, that speed up. And then something else, but still nothing unique. I personnaly not even gonna bother making those energy ones. Or flamethrower - already have enough FX on my screen to shoot blindly and pray. Well rocket launcher sounds original. And that biological needle thing - would it be one more bolto just like kunai? I really think you should just forget about that elemental crap and make a variety of weapons instead of it, so players could farm-pay a little longer for it

     

    P.S. sorry for ads, but really want some attention to my previous threads 

    https://forums.warframe.com/index.php?/topic/51242-daily-system/

    https://forums.warframe.com/index.php?/topic/52158-resourses/

  11.   I was thinking about this whole resourses system - don't DE just drag themselves into corner? There were already useless credits (I personally can't spend mine, don't know where), useless reagents (exept i guess rubedo-alloy, got myself 34 morphics - don't know, how to get rid of it), and now they add even more resourses for research. Well guess what - after guilds are done with research, where will they go? Yeah, another useless digits on your back. Not just that, with them introduced rere regents became even more grindy. But still useless after you're done with your equipment.

     

      And still there's that weird RNG drop system. Let's watch League of Legends - the perfect example of market system "play or pay", where Warframe is more like "pay or pray". When it's about mods - play AND pray at the same time. Can't you make some nice ingame shop, where you actually can spent all those reagents? Not even reagents, you don't need to spam them, you could leave just a handful, there wouldn't be anything wrong with making research system just like Fusion MOA event - guild starts researching - go kill stuff. Learn from the best, LoL has only two resourses - real money and in-game currency. The problem is, when I saw those new mods in U8 I just thought to myself "not even gonna bother, getting sick of this farm-fest". Let's have a look at LoL - the beauty of this game is after every single match you have that satisfactory (is this even a word?) feeling "alright, one step closer to my goal, be that rune or champion, 14 more games and I'll have it", while Warframe tells you - "Want something? Didn't get it after 50-60 Kiste runs? I don't care, go grind some more"

     

      You really need that exact boss-Void-planet farm. Fine, but make it like tokens - void run gives you a token, with which you can buy anything you like. Too soon? Make it 2-3 tokens. Same with warframe blueprints. Let's say Multishot could cost like 2000 rubedo - that's the same 40-50 runs, but after every run you feel the progression. Two gorgons blueprints in a row as a login reward? Go kill yourself, you could give those tokens-resourses on whish i could buy myself, i don't know, a Fusion Core, and be happy.

  12.   Hey there, playing Warframe for a month now and noticed that i log in, visit dojo - "huh, three days till weapon research", visit foundry "huh, three days till warframe is ready", play couple Xini defs and just log out, so the gameplay for me is just watching twitter waiting for an interesting alert. Sure if i have my friends around we play for couple of hours, but that's not the case every day. So i thought, couldn't you introduse a system, that gives you interest to play, like the more you play - the more you get. Kinda like WoW, which had a lot to do,when you just want to play, and there's couple of hours before raid. It had daylies, events, social aspect, achievements, rare mounts and so on.

     

      What about giving Warframe players some kind of dayly missions?

      For example - once a day you can do every type of infested mission (raid, sabotage, capture...), and for that you get a token, 4-7 tokens you can than transform into Catalyst/Forma/Reactor. Further than that, you can make every faction to give different tokens, like 4-7 infested tokens give you Catalyst, Corpus ones - Forma.

     

      This can be not just every type of mission, it can be you get a special raid mission after you kill every boss (though boss runs tend to become irritating on a 10th time). Or maybe you get a special raid mission after you did every single mission on a high level palnet (again Eris raid can give tokens for Catalyst, Pluto - Forma, Ceres - Reactor).

     

      Well maybe it could be something different, but it would be nice to have some purpose for game sessions, not just "there's awesome gameplay, so just enjoy it". Sure, it's awesome and fun, but just grinding defends for the sake of it without getting any reward besides fun (well yeah, i still didn't get my multishots, but that's not the point... actually wait a minute, it is, random rare mod can also be a reward for daily set of missions) just becomes boring. On the contrary, say it takes 4-7 days to level a weapon to 30 - then you just do those missions while leveling it up - and voila - you ding 30 and have a forma, and so on in a circle, eternal fun, eternal gain, you're actually playing the game, not just sit and watch twitter and wait for your blueprints to craft, you even don't have to have your game launched for that

     

    Here you go, paragraphs done, sorry for that, not used to the forums and haven't seen those spaces in books

  13. Well it's really kinda weird, that like seven warframes have some sort of godmode (volt's wall and escaping really fast (i suppose he really likes his bacon), Ash-Loki have invis, Trinity also there, Saryn's moult, Frost with his globe and i suppose you can count Nyx there), when your dedicated tank runs in the middle of action, stands for five seconds and then starts to slowly crowl away, thinking of the things that went wrong

     

    Actually wouldn't it be an elegant solution for IS to just instantly regen shields on cast and allow shield to regen and benefit from armor for the duration? That's kinda the same 75% mitigation, like 160 shields per sec active regen, a bit of logic there for the foil to be on top of everything, armor mod will become useful and a neat instant effect to use in the middle of combat. And not that hard to balance since you can tweak any number. I think that'll be rather pleasant from the point of mentality, you know, THE tank feeling watching your shields drop and regen like crazy and thinking for yourself "come on, hold on a little longer, you know you can handle it". I suppose there's more fun in this, than just "oh, i am invincible, INVINCIBLE I SAY" for an old version, or the new, which actually isn't any different to just warframe without abilities, just your shields and health drop slower. Surely i'll join to the voice of crowd about disrupt immune, it's just shamefully to meet disruptors and feel them whispering "come here little horsie, you can't run". And allow those active shields to take toxic damage insted of health would be nice. Here, technically no godmode, but you'll straight out regen through weak fellows and have the feeling of your armor denting under intencive fire.

     

    P.S. - Wow, my grammar really is that bad, three edits already, should practice my english more

  14. Hey there. Just changed my Strun for Hek and noticed one thing with special effects - when i shoot someone with a shotgun without any elemental damage mods, enemies respond naturally to being hit, like if they are shot in legs the corpse is flipped in the air and falls head down, when they are shot point blank they fly away, which is kinda awesome, i can feel the punch of a shot. But as soon as i install any elemental damage (although i still like the way they explode after frost) it dissapears - they just stand waving their hands, covered in flames. Yes, they are still maimed, they loose their heads and arms, but they stand in the same place, where did all the energy from my shot go? Actually i have the same issue with melee weapons - apparently ninjas don't talk, but it's perfectly fine to run around with a torch behind his back, isn't it a bit weird? Could it all be a bit more emersive, like for example there's already a way to stick a bolt or an arrow in a spot on a mesh, isn't it possible to combust just the points hit, rather then ignite the whole model? Well it's awesome, when you fight a horde of infested in melee, feel yourself kinda like a fantasy knight, standing in the sea of flames on top of ashes of your enemies, but in a gunfight you can't understand anything, there's no alive enemies, dead enemies, big or small ones, corpus cameras, nothing, just everything burning. Wouldn't it be better if it was a nice model, where after you hit a grineer he would be knocked down with only the breach in his armor, created by your shot, blazing? Not to mention logic - MOA's are made of metal, and so is the grineer armor - why are they set aflame, and metal walls don't? And if the elemental nimation is bound to point hit, rather than model hit - it would be the same on a wall and on an enemy, which is rather nice.

     

    Sorry for any mistakes, english isn't my mother language

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