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About Teljaxx

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  1. Microtransactions happened. Specifically, the "pay-2-not-grind" model that DE chose. You either play the game for a very long time, or you pay to play it less. You either deal with stupidly low drop chances and absurdly high resource requirements, or you close the game and pull out your credit card. Neither option is fun. Obviously, frustrating your players means they aren't having fun. And paying for progress isn't even a game mechanic at all. Its almost entirely external to the actual game, so how could it be? There is fun in Warframe. Being a space ninja, zooming around blasting bad guys is great fun. But actually getting any of the stuff you use to do that? That sucks. By design. Because if it were actually fun to get it without paying, no one would ever pay for it. They have to make games like this less fun, so that they have something to sell you. They created an artificial demand to supply. Its intentional bad game design in the name of profit. The Corpus would be proud. No Man's Sky is perfect proof of this. It uses pretty much all of the same kinds of progression systems as a F2P game. But, because it isn't actually F2P, and has nothing to sell you beyond the initial purchase, its still fun. All the progression is actually properly balanced to be fun and rewarding, instead of trying to frustrate you into spending money. There are a lot of game companies out there that should be embarrassed by Hello Games, and what they have managed to accomplish with No Man's Sky. They spent the last three years turning their half-baked lump into a grand feast. Yet, not once have they ever asked for more money from their players. They managed to do it all without microtransactions, expansion packs, or even a subscription fee. Is it perfect? No, of course not. But it a hek of a lot better than any F2P game I have ever played. And it will probably cost you less, too.
  2. Seeing as how the only thing I even remotely want from the cred shop is the potatoes, what else am I going to spend it on? I already have all the auras. The only alt helm I still need is Gauss', and I have never even seen it show up. I don't use Kuva for anything, because Riven Gambling is stupid. I already have plenty of Nitain from when alerts were just handing it out all the time, and don't build Aura Forma or anything useless like that. And I got all the weapons from alerts like six years ago, back before power creep made them completely worthless. So, now I just spend all my creds on Potatoes. And because of that, I have such a huge stockpile that I don't even know what to use them on. Spending all my time in game doing pointless "challenges" to earn useless credits to spend on useless items... Nightwave is so much fun...
  3. Zephyr was my main mobility frame after her rework, until Gauss came out and replaced her. I actually got her way back when she was first added, but never really liked her all that much. Her rework made her much more fun to play, but she is definitely still far from perfect. The main thing I have never liked about her is Tailwind and Divebomb. After her rework, the Tailwind part is decent enough, but the Divebomb part is still annoying. The cone in which it will actually activate is far too limited. I always find myself harmlessly bonking into my target because my angle was just a couple degrees too shallow. I don't know why DE didn't just make it like Mach Rush, and have the slam effect trigger no matter what you run into with Tailwind. I also like @Birdframe_Prime's idea of turning Tailwind into a passive jump ability. It would basically be like what Bullet Jumping did to Excalibur's Super Jump. Just as long as Divebomb isn't limited to only being a straight downwards attack, these changes would be great. I would love if Zephyr would basically become an aerial Gauss. Soaring around whenever she wants, and slamming her face into every surface to destroy her enemies. Divebomb a wall to take out a Shield Lancer from behind! Divebomb the ceiling to wipe out those pesky Ospreys! Etc. It would give it flexibility that melee slams don't have. Though, even with that, it would still have to compete with Airburst. Simply adding a nice extra effect to Divebomb would probably be enough. Like, make Turbulence absorb damage, and add it and status effects to Divebomb if you use it while Turbulence is active. DE also needs to look at how her low gravity effect interacts with the momentum of bullet jumping and aim gliding. Its never felt right.
  4. No, @Ionshatter did it right, for once. The typical tl;dr does nothing but promote ignorance through laziness. Why do you think the person spent all the time and effort to write out such a huge post? They have a lot to say, and it can't just be effectively condensed into a sentence or two. If it could, they would have saved time and just done that from the beginning. The tl;dr inevitably leaves out important information, so if that's all you read before you respond, you can't possibly have any idea what you are actually responding too. I tend to write lengthy posts, and used to add tl;dr as well. But all it did was make it so that most of the people arguing against me had no clue what I was actually saying, because they skipped 90% of the important info I wrote. I was basically just undermining my own arguments. Though, it did tent to make the ignorant fools easier to pick out, and ignore right back. More on topic: I haven't gotten her yet, but everything I hear about Protea makes me more glad that I haven't wasted my time doing so. The grind for her parts sounds idiotic, and her powers sound mostly annoying. Especially her turret and dispenser. They have exactly the same problem that makes Wisp's motes so annoying: they're stationary in an extremely non-stationary environment. It is extremely rare that anyone stays in one place for very long for any reason. Even during the least mobile missions, like defense, you still spend most of your time flying all over the place. You go to the enemy, instead of waiting for them to come to you. But these deployables can't do that, so you have to leave them behind. Sometimes that kind of thing can be useful. It can let you act as the interceptor, while your turret stays back to defend against anything that slips past. But that's only useful in one or two of many mission types. More often than not, you're just going to be moving forward all the time, with nothing to defend. So what use is a stationary weapon then? You'll just abandon it the instant you cast it. Being able to order it to quickly move or teleport to a new location before it runs out could help. But that doesn't seem any less annoying than just casting a new one each time. Maybe if they made them rollers, like Octavia has, so the turret and dispenser can simply follow you would be the best. I don't know, its getting really hard to think of new and unique abilities like this that are still fun and effective, without stepping on the toes of other Warframes too much, and having them all end up playing the same. But that's what happens when you try to jam this many characters into a single game...
  5. You are contradicting yourself. First, you say Warframe is better as a "live service" so it can last forever. But, then you say games shouldn't last forever, and trying to make one do so is unhealthy. I agree with the second point. If Warframe weren't a "live service", it wouldn't have to be "alive" today. The same way Doom or Mario doesn't have to be "alive" to be playable. They don't need to be constantly updated and added to to be playable. And if you have already thoroughly beaten them? That's when you move on to one of the other billion games out there. But, you can always come back later and do it again if you want. The recurring monetization is just one of the symptoms of the real problem. The real problem is the development model itself. As you said, "live service" games do require constant funding, to fuel their constant development and server usage. And that means they have to do all the things that make microtransactions possible. Like intentionally making a grind too slow, then selling you a way to make it faster. Or anything from this video I posted earlier. They also tend to create terrible working conditions for their creators, but that's another discussion. This is a self inflicted problem. Games don't have to be made this way. Simply saying "they need the money" doesn't excuse it. They intentionally chose this development model, despite the downsides. This is why Dusk is one of my absolute favorite games to come out in the last few years. Its a really fun game, sure, but its mostly because of the developer's attitude. They didn't try to make it last forever, or make infinite money from it, they just made a fun game, and sold it. Really, the best parts of Dusk are all the things it didn't do, that so many other games do, and that's sad. But, games with "recurrent user spending" of any sort literally cannot be as good as games without. There are far too many ways that they have to intentionally remove the fun so they can sell it back to you for that to be possible. Plus, the ability to update a game whenever has encouraged the developers to release less functional products. Why make sure everything works before release, when you can just use your paying customers as alpha testers and fix it later? Just look at how DE updates Warframe. Especially now, when every update is only part 1/3. Remember how long we had to deal with the barely functional melee 3.0 part 1? It was almost a full year before we got part 2. And how long will it be before part 3 finally comes along? Sure, you may be able to play the game for thousands of hours, but how much of that time was spent on broken, unfinished content? You missed my point here. Yes, the original popularity is gone, and the massive communities have moved on. You can't just open the server browser and find hundreds of fully populated servers to play on whenever you want anymore. But its still possible to play it to some degree. Other than the aforementioned single player components, you could get a group of friends together, or someone could set up a Discord server to organize a regular game night. You can't do that with a game like Hawken, or Exteel, because you simply can't play them at all anymore. All the important parts of the game were on external servers, and those are long gone. You can't even get past the login screen anymore. Warframe will be the same, eventually. Even though it has an even more single player potential than any of these other games, most of it still runs on external servers. Nightwave, invasions, sorties, all the world state stuff like that is all external. And, most importantly, all the player and market data is too. You don't even have a save game on your own console, its on a server somewhere. So once those servers go away, the entire game goes away. All your progress, and all that stuff you bought vanishes. And the fact that these are also the games that ask for the most money from their players makes it even worse. I have put more time into the UT series than any other game, even Warframe. Yet, even though I have bought multiple games, some multiple times, I have also spent significantly less money on it that Warframe. And I haven't even spent that much on Warframe compared to someone like you. Yet I can pretty much guarantee that I will still be playing UT long after Warframe is dead and gone. Now, don't get me wrong, its not like I play nothing but UT all the time. Its the simple fact that I still have the choice to do so that's important. Even if I don't play it for years at a time, its still there if I want to go back. But with any of these other games, that choice was made for me. Someone else took away something I enjoy, and I can't do anything about it. This is just yet another thing that creates the FOMO that these games rely on to keep their players hooked. If you don't experience every single part of this game right now, you may never be able to ever again.
  6. Part of what I meant when I said Warframe would be better if it wasn't F2P, is that it shouldn't be a "live service" either. As you said, that's one of the most expensive parts of game development these days. Continuing to host servers, and pay developers costs quite a bit more than $60 per player. Which is why its such a problem. Its what makes these monetization evils necessary. Its also what causes the OP's problem. They constantly add new things, so you constantly have to spend more and more time on the game. Warframe was already daunting enough when I started playing seven years ago that I nearly quit right away. I can't imagine seeing just how much stuff there is as a new player now. Even with all the time savers you can get, you still have to have quite a bit of faith in the game, that it will be around for long enough for you to get through it all. Personally, I like the method Elite Dangerous uses. Just a few cosmetic microtransactions for a small constant income stream, then big pay-to-play expansions every once in a while. This can end up segregating the playerbase, since you can't play certain parts together if you don't all have them. And, it can very easily feel like a waste of money if the expansion isn't big enough to justify the price. But I much prefer it to simply monetizing every single part of the game, like most do, because any part that is monetized inevitably ends up being much less fun than it should be. Though, I would much prefer if they all stopped trying to make every game infinite. If they would simply accept that games have a lifespan, and that its better to let their players move on, all of this would be much more enjoyable. I would much rather Warframe be a series of sequels, than one endless ever-changing game. Hek, then they could even do the current popular thing, and remaster their early games, or make an "Ultimate Collection" like Halo did, whenever they want to re-sell them for more money. Personally, the preservation of history is really important to me, because I like to be able to go back and re-play the best parts of games. And you can't do that if the game is constantly changing those parts. One of the saddest parts of this newest update is that the very first tileset ever created for the game, before it was even Warframe, is now gone, replaced by something completely unrecognizable. That's a big, important part of the game's history, and no one can ever directly experience it again. If DE had been willing to make sequels instead, they could have had this new tileset without having to remove the old one, because they could exist simultaneously in different games. Not to mention how, when "live service" games die, they disappear completely. Their servers shut down, and no one can access them at all, even if you still have all the game data on your computer. But it doesn't have to be that way. Like how, even though the old Unreal Tournament games may be "dead", you can still play them. You can play botmatch, or setup a private server with your friends. But you cant do that with, say, Hawken. And you won't be able to with Warframe once it inevitably dies, either. This is what makes me so unwilling to ever spend any money at all on F2P games. Its guaranteed to be a temporary investment, sometimes extremely temporary. I would much rather spend $60 on a game that I will most likely be able to play whenever I want for the rest of my life, than even a couple bucks on a game that may be gone in a year.
  7. All this stuff we've been talking about is why I almost always avoid F2P games, no matter how awesome they may look at first. There are far too many bad, anti-fun things they always have to do to make the game profitable for it to ever be a fully enjoyable experience. I call them "necessary evils", because they are necessary to make the game profitable at all. But the worst part is that most games do so much more than just the necessary evils. I don't begrudge a developer making enough money on their game to live by. But most F2P games go way beyond that, far into the realms of obscene profit margins. Really, the entire reason the genre is still so common, even after the initial bubble burst, is because of how absurdly profitable it can be. Which is why most "AAA" game publishers have also started forcing F2P monetization mechanics into their games, while conveniently forgetting the free part. And at that point, these necessary evils just become evil, because they are no longer necessary to make money. They are only there because, to the "AAA" industry, there is no such thing as making enough money. And if you noticed in that video I linked in my last post, he never once mentions anything about making the game fun. Because fun simply isn't part of the equation. Its not necessary to make a game profitable. F2P games don't have to be fun to be successful. If anything, they're actually more profitable when they aren't fun, because then you can sell ways to make them less not fun. Like how people were praising Bethesda for adding "convenience boosters" to Fallout 76. But they never considered that Bethesda made the game inconvenient in the first place for exactly that reason. Just like with Anthem, I think that if Warframe wasn't F2P, it would have been a much better game overall. Because then they wouldn't have had to do any of this crap to it. The grind wouldn't have to be completely unreasonable. The drop rates wouldn't have to be stupidly low. Cosmetics could be earned via gameplay, instead of simply being bought. They could have had a properly told story and world building. And, they could have properly ended it and moved on to something even better, instead of trying to drag it out forever long past its prime like they have been.
  8. No matter how much you love doing something, you will eventually get tired of it. Eating the same food, watching the same TV series, or playing the same game all the time. And when that happens, the best thing you can to is just stop completely. The entire reason I still enjoy playing old games like Unreal Tournament, even though I have spent far more time on them than Warframe overall, is because I can play them when I want to. And more importantly, I don't have to play them when I don't want to. When I get tired of it, or I am just in the mood for something else, I can just walk away and completely forget about it for as long as I want, worry free. But when you are held hostage by constant limited time rewards and new updates, you can't do that. Even if you don't play, even if you are willing to miss stuff, you still have that nagging feeling at the back of your mind that you really should be there. It keeps you from completely forgetting about the game, so you never really completely get away from it, and your enjoyment never gets refreshed. Its like skipping a day of school, or work, when you really shouldn't. Even if you go off and so something super fun, you will never fully enjoy it, because you will be worrying about what you're missing the entire time. This does make sense, and is why I have been willing to spend money on Warframe. If I had tried to play it 100% free, I would have quit out of frustration years ago. The word free is just part of the many, many manipulative tactics they use to get your money. No one ever thinks about how much they've spent on something free, because its free! Not until you start wondering why your bank account is a thousand dollars short, at least. But, the problem is that, when the entire purpose of the game is to get stuff, buying that stuff instead defeats the whole purpose of playing the game. You can either play the game, and earn new things, or you can just buy them instantly, and not play the game at all. Luckily, Warframe has mostly had a good balance to this. Most things aren't too painful to earn in game, and the rest is reasonably priced enough to buy what you need without breaking the bank. And since different people enjoy different things, everyone can choose to play or buy whatever parts they want. The problem is that, more recently, DE has been ruining this balance. More and more grinds are just too long to be reasonable, so you have to just buy what you want. But, there are also more and more situations, like Nightwave, where you can't skip the grind because there is no pay option. Not to mention, the actual intrinsic reward of just playing the game and having fun seems to have been forgotten. Its rare that they add a new game mode that's actually worth playing for a long time, but they always have super long grinds to cover that fact up. Like Scarlet Spear, and Dog days. You could experience everything they had to offer in like 10~15 minutes, but DE expected us to play them over and over for weeks. I ended up missing out on most of the items these events offered, because it just wasn't worth the time spent to get them. And I kind of regret that, which has made me enjoy the whole game less. Missing too many items, in a game about nothing but getting items, can very quickly snowball into ruining the entire experience. Whats the point of playing the game if you can't have that one awesome thing you really wanted?
  9. Anthem is basically two halves of two different games haphazardly glued together. Its got parts of the story and world building of a typical Bioware game, like Mass Effect, and the basics of a looter shooter MMO, like Destiny. But, they didn't quite fit them together properly, and they get in the way of each other. Watching cutscenes and talking to townsfolk interrupts playing co-op, and the slow tedious grinding ruins the story progression. At its core, the gameplay of Anthem is really fun, and the world they created is really cool. And if Bioware had been allowed to make it the kind of Mass Effect style game they are actually good at making, it could have been another Mass Effect level hit. But, instead, EA saw the massive profits that are coming from the "live service" MMO genre right now, and forced Bioware to jump on that gravy train, without ever considering the consequences. Because who cares if a game is fun if its got tons of ways to take your money, right? Even though Anthem launched in such a broken state, and immediately failed, they still released several updates for it. Of course, none of those actually fixed any bugs, or improved the gameplay in any meaningful way. But you can bet your boots they added a ton of new stuff to spend money on, because that's the whole point of these games. Exactly. Just like Anthem, at its core, Warframe is really fun, and has interesting lore. But, its all being slowly buried under all the worst parts of the genre. Honestly, I don't think DE is doing it out of greed, or spite, or anything sinister like that. It seems more like they simply see the popularity of these other games, and want to make Warframe that popular too. But they don't seem to realize that most of the popularity those games enjoy is more akin to stockholm syndrome, that actual love and enjoyment. If they keep going like this, they will eventually end up driving everyone away. Because there is always a point where the good parts stop being worth dealing with the bad parts. That's why I very quickly went from playing almost every day, to taking an almost year long break. And at this point, I basically just log in whenever something new comes along, immediately get reminded of why I stopped playing, and then go play something else that actually respects my time. The simple fact that DE sells boosters of any sort is them admitting that the normal progression rate is too slow. Because there is monetary value in making it go faster. This is because, one thing both players and even the developers and publishers never acknowledge is that time is also a currency. And really, its the most valuable one of all. There is only so much time in the day, and your life, and you can never get it back. This is why the "pay or grind" model of monetization works so well. But, even though everyone calls the grinding choice the "free" one, it really isn't. Just because you haven't spent any of your cold hard cash on it, doesn't mean it didn't cost you anything. As I said in my previous post, the game industry is choking itself to death because of this. The publishers don't seem to understand that there isn't infinite time for everyone to play all their infinite games. And, really, I would much rather play a finite game that lasts like 10~30 hours, than one that never ends. They tend to be much better made, and be much more satisfying experiences overall. Mostly because they actually end. They can have a properly paced story with a dramatic ending that sticks with you long after you put down the controller. But these "live service" style games don't end. They don't go out with a bang, they just keep going until you stop playing, or they die. So, more than likely, your final experience and memories of the game will not be pleasant ones. So even if you spent thousands of hours enjoying the game, the main thing you will remember it for is its gruesome end. Really, everyone here should just watch this video. It explains everything wrong with games like Warframe far better than I can, because it comes straight from the whaler's mouth. Apologies if it makes you rage vomit all over your keyboard, though.
  10. Why not get another kind of bagel? Because, for some reason, the store will only give you the kind of bagel you want after you have bought enough sesame bagels. You want Nitain bagels? Catalyst bagels? Helmet bagels? You better be ready to chew through weeks of sesame Nightwave bagels first. And, just because something is popular, doesn't mean its good. It just means its got that lowest common denominator appeal. McDonalds is the biggest restaurant chain in the world, yet no one would ever call it gourmet. Just like how Fortnite, the main game that popularized the battlepass concept, is one of the most popular games in the world, despite being little more than an advertising platform at this point. Battlepass systems are not designed to be fun. The are designed to keep people playing for longer than they normally would. That's why they offer a slow drip feed of rewards over a long time, to keep your Pavlovian drool flowing. But this also adds a stressful deadline to the game. If you don't play RIGHT NOW, you might miss all that cool stuff you want at the end of the season. And this is even worse if you don't have all that much time to play. The whole gaming industry is basically choking itself to death like this. Every single big game wants to be the only game you ever play. They are all designed to completely monopolize all of your free time. That's what all the things like limited time events, seasonal rewards, and constant update cycles are designed to do. They make it so that if you ever stop playing, even for a little while, you miss something cool. So you pretty much have to just choose a single game, and completely ignore all the others if you ever want to be able to make any decent progress.
  11. I mean, you just said exactly how its a problem. You almost never need a perfect build for any part of this game. If you go for one, then you are really just wasting your time and resources, and the only thing you have achieved for your trouble is now the game is too easy. If you acknowledge that you are just making yourself pointlessly overpowered, and do it without complaining, then that's your choice, I guess. But if you put ludicrous amounts of forma on your gear, then complain about not having enough, or the game being too easy, that's not DE's fault, that's on you. And, just because DE might fix this in the future doesn't explain why you did it in the past. I don't waste my time over-polarizing my gear, maxing out every mod, or even collecting Rivens or Arcanes, for this very reason. Doing otherwise is like refusing to stop driving too fast because your airbag might save your life if you crash. Its actually much easier to fix the problem yourself than to keep making it worse, so why wouldn't you stop?
  12. Good lord. I always wondered why everyone always complains about needing more forma, while I've been sitting on a stockpile of at least twenty for the last several years. The most I have ever put on anything is three. And that was only because I accidentally used the wrong polarity, so I had to spend another to fix it. What do you even need all that for? Maxing out every single prime mod so you can one shot things even harder? So it takes two hours of waiting in endless missions to get to fight decently leveled enemies instead of one?
  13. Definitely. I tend to just pick the most generally useful one and stick to it. Because, in the heat of the moment, I tend to just hit cast, like any other frame. And if I am on the wrong ability, then I cast the wrong one. I don't have time to stop, look at my HUD, and figure out how to cycle to the one I want. When I need an ability, I need it NOW, not after rummaging around in my pockets for it. Making it so that tapping the button casts, and holding brings up a gear wheel style menu to choose a different one. That way, you could simply move your mouse or analog stick up/down/left/right to choose what ability you want. This way, it would always be the same action to select each ability, instead of having it be dependent on your starting position. Flechette Orb would always be "hold 2, flick left", instead of two cycles from Vector Pad, three from Tether Coil, etc. It would take the same amount of time to switch from any ability to any other one. And, instead of having to memorize how many times you have to cycle to get from every power to every other power, it would become muscle memory. The most annoying, though, is Wisp's Reservoirs. There is basically never a situation where you don't want to place all three, but doing so takes forever. You have to tap and hold the button three times in every single spot you want your motes to be. Sometimes I end up accidentally placing the same one twice, because I didn't hold the button long enough to get it to cycle, or I miss one, because I held the button a little too long and it cycled instead of casting. With her specifically, there really needs to be a way to cast all three with one button press. Maybe a fourth "all" option as well as the individual ones.
  14. One of the only good things Nightwave actually does somewhat well is getting people to play parts of the game that they otherwise wouldn't play. So having acts tied in to as many different game modes as possible makes sense. I actually think there should be even more different acts like this for other unpopular game modes, like Rathuum, or Defection. I even suggested some a while ago, but I guess DE only cares about their newest unpopular baby, and not the older ones, since they used some of my other suggestions, but not those.
  15. DE has always had a problem listening to the vocal forum minority that rages about even the smallest nerfs. They seem to think the few people that cry loudly when their favorite toys stops being the Ubermeta are the majority of players. But they aren't. And even if they were, those people will never be satisfied no matter what DE does. So listening to them, and balancing the game the way they want, is only going to create a vicious cycle of powercreep. This is not what a "power fantasy" should be. This isn't sustainable. It may be fun at first, but that fun won't last nearly as long as a properly balanced game. And once it gets boring is when the powercreep starts. Because once the current OP gun gets boring, demand for the next, even more OP gun begins. And DE has made this much worse for themselves by setting a precedent for catering to these demands. By following this "always buff, never nerf" model for so long, it has become normal, and deviating from it now will only incur even more outrage than before, because this is how the game is "supposed to be". But if DE ever wants to actually have any semblance of proper balance in Warframe, they are going to have to ignore all the crying from all the nerfs they need to make. The anger will only be temporary, but properly balancing the game will have long lasting benefits. Sure, some people will have to either adapt, or ragequit, but either way, the game will be much better off. This is why the main games that make me feel powerful are Soulslikes. That moment when you finally overcome an opponent than has crushed you over and over is amazing. You know how strong you are, how skilled you have become, because there is an extremely obvious preceding point where you weren't that strong for you to compare it too. You can look back on your epic journey and see just how far you've come. Power only matters by comparison. If you want a player to feel powerful, you also need to show them what its like to not be powerful. In Doom, the BFG is so obviously powerful because you have all the other weaker weapons to compare it too. You start small, and work your way up. You know how hard it is to kill things with the pistol, so the ease of using the BFG actually means something. If you just started with the BFG, it would no longer be so special. It wouldn't be the best gun, it would just be the gun. But that's pretty much how Warframe works now. There is no meaningful progression when the starter frames can nuke just as well as the ones you have to work for later. Basically everything is the BFG, just with different skins. There is no journey, there's just a series of destinations. There is nothing to look back on, because you haven't really gone anywhere.
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