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Sophronius

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Posts posted by Sophronius

  1. I wish to convey a problem to DE in regards to the latest change in Syndicate Reputation.

    The Augment mods, such as Blade of Truth, is currently broken due to Syndicate Reputation increase. As much as I love +1 truth activating every 2 kills, (hilarious as it is,) I find it a little very broken. It procs 10x more often than before. I'm certain that this is not working as intended and was likely overlooked in the fix for the Syndicate Reputation.

    Thank you.

  2. As you may know, as of the latest update Reputation now has capacity limit. I see a potential flaw in the design, however. The new daily capacity limit rewards players who have a lot of time and (presumably) not as much cash. Whereas it also punishes players without as much time, yet much cash.


    I'm sure the concept of platinum purchases will make up the difference because some players will buy syndicate mods from "grinders" for a high price. This is not necessarily a safe assumption.


    What has been done:

    A player with high mastery can grind up enough points to get a better sigil. In turn, this allows them to gain more rep even faster. A lot of time and effort has to be contributed in order to achieve this.

    On the other hand. A player without enough time to gain this many points will be hindered not only by a capacity limit, but being incapable of gaining rep as quickly.

    Imagine that the weekend approaches and you have several hours in the day to gain rep. But because you have only 2 hours a day during the week you are only mastery 7. You will likely reach your cap in less time than you have to play.




    In the interest of the individual working long hours, who doesn't have as much leisure time I suggest the following:

    A purchasable syndicate capacity increase. Perhaps time limited, like a booster.

    For example: For N amount of plat you can purchase a 3, 10, 30 day syndicate rep capacity increase of 10k, 20k, 30k reputation.


    You might ask: "But then the 'grinders' will only be capable of getting even more rep with this. Isn't that counter-intuitive?"

    First: Not everyone wants to purchase mods for $50 worth of platinum. If there is an alternative, they are more likely to spend their cash on that instead.

    Second: You should realize that I am coming from a bit more of a business perspective. People who don't care whether or not to spend $50 on mods will likely still spend $50 on mods regardless of this alternative. People who don't, however, will now have a way to spend cash and still be rewarded. The idea is that more money will likely be generated by using this method, rather than gating players.


    Remember that it is the paying players that make games happen. Do not shun or abhor them because they spend money and get rewarded by doing so. The game would not exist if not for them.



     

    I will not respond to flame:

    xODC8Q0.png 

  3. Should DE decide to "fix" this method; whatever means that it is done will change our outlook on Warframe's development.

    To fix the farm via "nerfing" certain abilities or mods would not attack the problem at its root. Although Viver Farm is a primary example of power creep in Warframe, nerfing anything that the players are using could potentially be detrimental. Any form of Nerf could adversely effect players in many situations from solo sessions to team synergy. This would also be seen as a messy means of solving a problem. This could create backlash from the community from both parties who wish to "fix" the farm and those who wish to keep the farm.

    Hate to bring back a dead thread but.... ^^^^^^

    I recall mentioning this specifically. =\

  4. The other logical approach would seem to me to be to change how Syndicate Reputation is gained. Make a tiny bit related to the number of enemies, but make different options quicker. Completing missions could give a larger base bonus, as could using preferred faction Frames and Weapons. Accuracy could play a part (based on the weapon--everyone shouldn't have to use a sniper to get reputation), as could the number of deaths/downs.

    This is something that I did not consider, but it is very good.

    In fact, I would say this is a better solution. Adding to OP.

  5. I'm sure by now that everyone is familiar with "Viver Farm." I would like to point out what the issue is, if there is one. And what kind of impact this will make on how the players will view DE's development of Warframe. Furthermore, I wish to provide a potential solution to this "Viver Farm."


    Is "Viver Farm" really a problem in Warframe?

    Players have established a method to gain maximum syndicate reputation by using the fullest extent of abilities and mods in Warframe. All of these abilities and mods are assumed to be working "as intended." Therefore there is no issue in the method by which players are gaining excessive amounts of Syndicate Reputation. Logic would dictate that there is no exploit.

    The issue with this method, however, is that players are blazing through massive piles of reputation faster than DE intended. It is also creating a gap between players who are farming and ones who are not.



    Should DE decide to "fix" this method; whatever means that it is done will change our outlook on Warframe's development.

    To fix the farm via "nerfing" certain abilities or mods would not attack the problem at its root. Although Viver Farm is a primary example of power creep in Warframe, nerfing anything that the players are using could potentially be detrimental. Any form of Nerf could adversely effect players in many situations from solo sessions to team synergy. This would also be seen as a messy means of solving a problem. This could create backlash from the community from both parties who wish to "fix" the farm and those who wish to keep the farm.



    What is the real problem here?

    I would presume from an analytic perspective that the root cause of Syndicate Reputation gain is coming primarily from the number of enemies killed during the mission.

    Therefore, the only one logical approach to this problem would be to fix the enemy spawn rate.

    Enemies respawn instantly upon death. With the proper set-up and map size this could create exponential numbers of deaths leading to massive scaling syndicate reputation. If a respawn timer for enemies were to be put in place, like say 20 seconds for each enemy, this would not only discourage farming but it might destroy the potential for Syndicate Reputation going far beyond what it should be per mission.

    You could increase the map size, or change the tile. Although I argue; would this truly prevent a good squad of people using 2 excals and 2 trinities on opposite ends of the map in order to attain the same affect as the prior map of Viver?

    This is why I believe that the optimal decision would be to change enemy spawn time. Additionally changing the map may further cement a proper "fix" to this farming.

    Another solution to this problem is below. I believe that this may be a better solution than the prior:

     

    The other logical approach would seem to me to be to change how Syndicate Reputation is gained. Make a tiny bit related to the number of enemies, but make different options quicker. Completing missions could give a larger base bonus, as could using preferred faction Frames and Weapons. Accuracy could play a part (based on the weapon--everyone shouldn't have to use a sniper to get reputation), as could the number of deaths/downs.

     




    I hope that this is taken in to consideration before DE attempts to create a solution to the "Viver Farm." Thank you for your time.

  6. If Lotus is flesh, then why does she say "download me" into the terminal during certain missions?

    As Sitchrea stated, they needed someone capable of coordinating several units at once. She is an integrated system.

    Familiar with Angel from Borderlands 2?

    Lotus is likely using a platform. Instead of being like all other Warframe's she does not have offensive abilities, rather she was designed as a logistic unit, intelligence gatherer, and field coordinator. (Among other possibilities)

  7. Excalibur codex mentions that "twisted -few-" returned from the void with afflictions for which they constructed Warframes around as a conduit.

    - If there are "few" tenno then why are we killing masses of ourselves in dark sector conflicts? How could there possibly be so many left to kill each other?

    At one point during Vor's Prize, Vor says, "Tenno do not control the Warframe's divine energy. The tenno are that energy. Each Warframe you control is merely a glass shaping your furious light."

    Also, through orokin tech (Janus key) Vor becomes an immortal through void like energy. Undying, he now roams the void forever. Being capable of taking on a physical manifest when he desires.

    - How was Vor speaking only metaphorically when he became "divine energy" himself? Clearly it is a possibility for one to do so.

    - How could Tenno be nothing more than flesh inside a Warframe considering what Vor said?

    Ordis mentions upon completing the Limbo quest to be careful when you "occupy" the Warframe known as Limbo.

    Vor is also capable of appearing as flesh although he is also an immortal now consisted of Void energy. Now being eternal.

    - Why can't Tenno look human, have flesh and yet (just like Vor) still be this kind of energy which can go to and from different Warframes? Basically Tenno are ascended beings who are beyond simplistic forms of life.

  8. Limbo's Cataclysm ability is quite possibly by far the worst ult. I have tried multiple builds to make it viable but it always ends up making someone unhappy somewhere. (Most particularly in defense missions)

    From not being able to see anything, (too dark) to being totally incapable of picking up anything off the ground. It can be just plain annoying.

    Furthermore, the only viable thing about the bubble is energy regen. The damage increase from Rift Wake is not sufficient. I presume this is because of the additional energy gained from being inside Cataclysm.

    I feel that it may not be enough considering the tremendous energy cost. ( Base of 100 + 75 ) Almost 200 energy for what Trinity and Rhino (or Nova) could do. Trinity can provide superior energy regen and Rhino or Nova can provide superior damage buff for much less cost.

    Problems and solutions:
    ------------------
    > Cataclysm too dark - I like the effects, but brighten it up just a wee.

    > Cannot pick up anything in Cataclysm - The worst problem with this ability so far, and it doesn't even make sense. This ability pulls everything inside of Void Plane except pick-ups?!? This needs to be changed, it is the most common complaint I run in to among players when using Cataclysm.

    > Cataclysm with Rift wake isn't worth the energy cost for what it does, other Warframes do it better - This would be something to consider, though it has potential to break the game. --> While inside Cataclysm all players take less damage from all sources. The amount cannot be changed with mods.

    Example - Cataclysm gives a flat reduction to all incoming damage by 10/20/30/40 percent. Cannot be modified.

    Rift wake could possibly use a minor tweak. A small increase to its power as I barely notice any difference when I use it.
    -------------------

    With this I hope to provide some kind of useful feedback and potential solutions for Cataclysm without the necessity of being completely reworked.

  9. The newest Warframe, Limbo, has an ability that can be severely abused by irresponsible players. It can also be accidentally used to unintentionally troll by hitting the wrong target. However it can also be extremely useful when properly applied.

    The good -

    Banish has uses such as that players who are banished receive energy regen and invulnerability from anything outside of the Void Plane. Since you can still damage enemies with void powers while banished, there are many ways to use this power in synergy with other 'frames.

    Example - Banshee ulti + Banish.

    The bad -

    Banish causes you to enter plane shift and be unable to damage any enemies outside of plane shift. A player can use this to troll and cause eventual mission failure.

    Example - 10 chargers clawing away at the Cryopod. Players, "I CAN BREAK THESE CUFFS!" The troll, "YOU CAN'T BREAK THOSE CUFFS."



    Solution -

    When you have received a buff, such as banish, a text will display near your health and shields in which states the buff you have on. Next to that will be a corresponding number, 5-0, which can be pressed -twice- to purge the buff.

    This will allow players to retain the usefulness of things like Banish but also prevent potential trolling with these abilities.




    TL;DR - Banish can be good. It can also be used to troll. Maintain usefulness and eliminate trolling by purging the buff from hitting the number twice that corresponds with the buff you have received. Example -       Banish - 5       Press 5 twice = removed.

  10. I'm not so sure that this statement necessarily means that we should still be worried.

    DE has changed to LTD. Meaning that liability of debt is limited to the amount invested in the company. It could be limited to pre-determined amounts.

    I believe that this means, Warframe, is entirely owned by DE as they are the sole investors in the development of the title. Therefore, any outstanding debt/shares are limited. One debt can not lead to a company take over. Shares are only limited to what DE allows. (Speculation of course, I am no lawyer.)

    This was done just before some deal with PW. What could the deal be? Likely has something to do with Xbone version of Warframe. Perhaps it is a kind of investment deal between the two in order for DE to have enough $$$ to have their dreams fully realized. Though I question, was our contributions not enough?

    Either way, I'm not convinced that we should be freaking out. It appears the DE has already considered what could happen and may have taken necessary actions to prevent a corporate takeover.

    However, the concern is still very real. Since they cannot legally tell us exactly what is going on.

  11. I ask, were the Sentients totally destroyed? Or did the Orokin "tyrants" make some agreement?

    Mag Prime's Codex mentions an alien blue star. Pluto mentions a shattered outer terminus rail.

    The rails seem to have quite the range, extending beyond our star system and in to another.

    Rigel is the nearest blue star. It is in the Orion constellation. I'd guess somewhere about 76 parsecs range from the Sun.


    What else could be waiting for the Tenno?

  12. It's called "Progressive Rewarding". Pretty common actually.

    Allah. Buddha. Justin Bieber.

    Progressive rewarding is beneficial. It keeps a player from say, buying the top tier weapon/frame and going straight to Sechura. Then you have endgame content and just started playing. Not good.

    Locking content behind a grindwall of Mastery Rank is not an effective way to implement progressive rewarding.

    DE is creating a new quest system. Usable content should be locked behind completion of certain "quests." This will reward players for playing the game. Furthermore, they will be rewarded for playing how they want to play. Not by being forced to go through arbitrary junk that they will eventually throw away and never look at again.

    Play the game and enjoy it for rewards > Grind like hell and burn out for rewards

  13. ^ Hilarious. Truly.

    A couple thousand platinum and support for a game was enough to buy a founders pack. I did not care to have my name displayed on a system map, thus I only got the masters.

    I guess kickstarter backers also put in money for e-peen based on this logic? Fascinating.

  14. Meh. Delivering exclusives whether it be aesthetic or usable content to people who grind up their mastery is counter-intuitive to DE's necessity of yielding some margin of profit from their game.

    Basically, to explain how exclusive content for extreme high tier players is counterintuitive; This costs money. Most players who grind ranks are not as likely to spend money as those with lower ranks. They are not as likely to buy items unless they are cosmetic. At such high rank very few players will actually put money on the products as they are a minority.


    High ranked cosmetics, not such a bad idea. Usable items? No.. just no.

    The ultimate question is... will catering to the desire for more e-peen really yield any profit? Or will it just make a technical minority satisfied/happy for a time?


    I'm sure DE has considered this. Business logic would dictate to only create cosmetics for high ranks. End-game players will eventually leave due to tedium. New players will keep the game alive and profit flowing. An insanely large checklist of content locked behind a rank system is likely to turn off new players as they will eventually tire from the endless grind in order to achieve such a rank so that they can use more content. Thus, new players leave earlier and less profit is generated. (Also, most players will want to use whatever they enjoy. Not collect everything just to grind.)

    Good day.

  15. It would be great if a few particular powers had a specific use against a certain formation. However, in reality, every AoE power will have the same effect on every formation, which is to instantly destroy or dispurse them.

     

    It's not just M-Prime. Its Overload, Miasma, Chaos, Absorb, Bastille, World on Fire, Fire Blast, Vortex, Tornado, Pull, Soundquake etc etc. Nearly every frame has a single button push which will totally negate any formation that enemies can be arranged in.

     

    If the "formations" are not a semi-tight grouping, then what will be different from the player's perspective? A shield lancer here, 2 gunners there, a napalm up there, a scorpion behind this pillar. That is indistinguishable from a normal spawn.

     

    So sure, a formation might look cool. But it will have no effect on gameplay, unless for some odd reason the entire group is OOP, which in the world of energy siphon and 25 cost ults, doesn't really happen. It will just mean the enemies die in nice organized rows; hey, at least the loot will be easier to pick up.

     

    How can this be fixed? We need enemies that can confer power resistance (even if not 100%) in a small AoE around them. This is what mobs like Ancient Healers and Grineer Commanders should be doing instead of switch teleporting and "healing" units which are dead in one hit.

    This.

    The formations would be a great idea, but I concur with what you are saying. Ults are ridiculous and nullify any attempt to make "better AI." Power Resistance sounds like an excellent solution.

    Power resistance + "Formations" = better gameplay/AI?

  16.  


    As notionphil has stated, we need better dumb enemies before improving the intelligence of impotent ones.

     

    Well I think the point was to capitalize on the weakness and strengths of the current enemy types and actually, ya know, make them a military instead of mindless bullet bags. lol And making the system RNG based would make it unpredictable. I, for one, love the idea.

    This is the idea. With the implementation of new units across the board, as DE says they are doing, we can leave the useless enemy types on lower levels. Or perhaps even get rid of them. Seriously, a prod crewmen is a worthless enemy type. I cannot deny that.

    I don't know what DE's engine is fully capable of. My hopes are that it can do this. Only DE knows whether or not something like this is possible; Which is why I have not put forth a lengthy demonstration of how to implement this idea. Because my demonstration may not work with their engine, it is up to DE to find a creative way to put this in the game. I simply wish to provide the thought or idea.



    Not only that, but there's also the fact that such formations would be completely lost on... say, a Volt or Nova.

    press 4 to disperse 

    This is actually a solid point. There is a purpose to using certain abilities against formations. For instance, mag's pull could have a use against a shield wall.

    Not all formations have to be tight groupings of enemies. Some can be spread out to counter things such as M-Prime.


    What has the reply box done to my letters?! Replies have been copied in to OP for easier read.

  17. So here you are, fighting Grineer. As an Excalibur armed with your Braton, Lato, and Skana you venture in to the next corridor with fellow tenno at your side. The alarm has sounded and the Grineer are aware of your presence. The next door opens and you see a wall....of lancers...Shield lancers. They have formed a line, completely blocking the corridor. A Scorpion stands at an opening in the middle of this wall. She flings forth her "O.P. ROPE" and pulls away the tenno next to you. The wall closes and your ally is brutally lacerated by five grineer butchers. Bombards take position behind the shields and begin to fire upon you. What now?

    So let's say that you charge behind the wall of shield lancers. You find yourself standing amongst a group of Troopers which proceed to happily blow you away. (Complementary of the Queens)


    How can this be achieved? Intelligent AI? Kind of. The idea is to use preset formations.

    In simplest terms; Assign unit 1 of formation "Bravo" to move to predefined position 1. Unit 2 to predefined position 2. The AI does not have to think very hard to figure this out. Each tile can have a variance of formations which can be RNG selected.

    This will create diversity beyond, "Look at the thing and shoot the thing." If done correctly, players will be met with tactics by which will require strategy in order to overcome the adversity.

    This will also provide a sense of accomplishment for players. It may end up creating those "epic" moments of gaming that many people enjoy.


    On a tile, formations can be defined using points/locations.

    Point A: Tenno insertion in to the tile. This is where initial resistance is met. Thus, for example, they may use a shield wall.
    Point B: Middle of tile: The bulk of force is located here. This should be consisted of units with optimal coverage and firepower.
    Point C: Exit: This is just before you leave the tile. Particular units may be here to prevent a hasty exit. Or special units such as snipers could be placed here to provide fire support.


    This will encourage stealth gameplay. (Or at least disabling that alarm)


    Hopefully an idea such as this can be implemented. Thoughts?

    I will attempt to be active on this thread, but I am very busy most my day.


    Responses:



    As notionphil has stated, we need better dumb enemies before improving the intelligence of impotent ones.



    Well I think the point was to capitalize on the weakness and strengths of the current enemy types and actually, ya know, make them a military instead of mindless bullet bags. lol And making the system RNG based would make it unpredictable. I, for one, love the idea.

    This is the idea. With the implementation of new units across the board, as DE says they are doing, we can leave the useless enemy types on lower levels. Or perhaps even get rid of them. Seriously, a prod crewmen is a worthless enemy type. I cannot deny that.

    I don't know what DE's engine is fully capable of. My hopes are that it can do this. Only DE knows whether or not something like this is possible; Which is why I have not put forth a lengthy demonstration of how to implement this idea. Because my demonstration may not work with their engine, it is up to DE to find a creative way to put this in the game. I simply wish to provide the thought or idea.




    Not only that, but there's also the fact that such formations would be completely lost on... say, a Volt or Nova.


    press 4 to disperse

    This is actually a solid point. There is a purpose to using certain abilities against formations. For instance, mag's pull could have a use against a shield wall.

    Not all formations have to be tight groupings of enemies. Some can be spread out to counter things such as M-Prime.




    It would be great if a few particular powers had a specific use against a certain formation. However, in reality, every AoE power will have the same effect on every formation, which is to instantly destroy or dispurse them.

     

    It's not just M-Prime. Its Overload, Miasma, Chaos, Absorb, Bastille, World on Fire, Fire Blast, Vortex, Tornado, Pull, Soundquake etc etc. Nearly every frame has a single button push which will totally negate any formation that enemies can be arranged in.

     

    If the "formations" are not a semi-tight grouping, then what will be different from the player's perspective? A shield lancer here, 2 gunners there, a napalm up there, a scorpion behind this pillar. That is indistinguishable from a normal spawn.

     

    So sure, a formation might look cool. But it will have no effect on gameplay, unless for some odd reason the entire group is OOP, which in the world of energy siphon and 25 cost ults, doesn't really happen. It will just mean the enemies die in nice organized rows; hey, at least the loot will be easier to pick up.

     

    How can this be fixed? We need enemies that can confer power resistance (even if not 100%) in a small AoE around them. This is what mobs like Ancient Healers and Grineer Commanders should be doing instead of switch teleporting and "healing" units which are dead in one hit.

    This.

    The formations would be a great idea, but I concur with what you are saying. Ults are ridiculous and nullify any attempt to make "better AI." Power Resistance sounds like an excellent solution.

    Power resistance + "Formations" = better gameplay/AI?

  18. I note the edit in OP asking what I am avoiding in Warframe... As a matter of fact, I have been avoiding Warframe entirely for several months now. Seems each time I log in, I consider what options I have to being entertained in playing. However I find none, so I go back to something else.

     

    I used to grind, having most weapons and Warframes and many forma'd items including a 6x forma'd Synapse. The purpose I had in that was my hopes for Warframe to evolve and innovate. It has a unique universe to expound upon. Sadly I noticed a trend of DE primarily adding new content to grind for, an occasional change of scenery (tile sets) and a few "new" enemy types. Nothing has changed the experience I had from playing since Warframe entered beta. (a year ago) Minor tweaks, no further depth.

     

    I eventually burned out. What did I do? Well if you want to know, I've been on Arma 3 as of late. I have been doing minor scripting and mission creation for a few of my friends and I to enjoy. What has come of this? Fun. A feeling that the extra cash left over from paying bills and other necessities has not been put in to something that requires further time and patience before I can experience everything that the title has to offer. Except that with new content being persistently added it is a never ending task. I could just spend more money to have it all, but the problem is that there is nothing beyond that. (did I mention more will be added to pay for afterwards) Acquiring content is the focus, I do not see depth. Instead I will be doing other things which give sensational reward through execution and strategy rather than "look at the thing and shoot the thing."

     

    Oh yes, I know someone will mention "working for content." You missed the point. Unlocking and upgrading things should be a secondary focus. I already have a large amount of grind under my belt for Warframe. So I speak from experience, this never ending level of grind is not fun. The fact that unlocking content is the focus of Warframe is not fun. Tell me, after you have unlocked and upgraded everything how to you find Warframe fun? I don't see it.

    Might I suggest to find something else to do Mr. President. I have found myself having more enjoyment from such a liberating exercise and have not since been bothered by RNG or grind walls. Maybe you still have hope for Warframe, but I do not. I've seen many well thought out posts from you. Perhaps something requiring, as mentioned, execution and strategy is what you seek. Unfortunately an excessive number of F2P titles are plagued with little depth and huge grind walls in order to bring in a profit. (albeit a much needed thing for a company to survive) Yet I suppose once the money starts coming in, companies realize how much could be made from just adding content to grind for/pay for and they forget to add depth, execution, strategy. You know, things that make the simple activity of just playing the game enjoyable. For example, there is a title out there with a name I will not mention; (Some may know what it is) They are selling a cosmetic item for $8. For each purchase of the item they add $5 of the purchase towards a tournament prize. So far the item has added near $80,000 to the prize money. That'd be around a total of $128,000 profit from a single cosmetic item. Imagine profit margins from everything purchased in Warframe. (Excluding Founders and other paid for exclusives)

     

    2 cents delivered.

  19. Reminds me of a few things I've said which largely agree with the post...as well as many other posts from several other people in regards to the very same problems.. =\

    Will DE consider, or even at the very least acknowledge any of this?

    I want to like Warframe. But any time I think about playing...I'm actually sick of it. Tired of it. Done with it. Same thing, always. Not fun. I always find something more enjoyable to do. I sincerely feel like I'd rather watch paint dry, or the grass grow, or the shadows move in correlation to the sun instead of grinding on Warframe.

     

    I want FunFrame, not WarGrind.

     

    Harsh? Yes. Truth? Yes. I am really burnt out on Warframe. Many hours..much RNG. No amaze..

  20. You bring up some good points, but your assessment of Call of Duty is quite frankly disturbing to me. Its pretty much the same thing, overstimulating specific pathways in your brain to create a feeling you crave and want more and more of. Draws you in with loud noises and flashes and big numbers but is literally the same thing over and over and over. In the newer versions variety is pretty much dead too since SMG w/laser sight > everything.

     

    I feel like the whole rewards thing in games has gone too far. Yeah, scientifically that is why games are fun, but when Devs blatantly try to use this to manipulate you into playing the game I feel like it turns schemey and feels less like art. Like every time I decide to give GW2 another try, I log in and am showered with legendary items and what not, just for logging in on some day. Almost every post I see over there is rewards rewards rewards. It makes me feel like some kind of a drone, idk its creepy. Is that really all players are? Rats who need an endless supply of cheese? I really would hate to see this game become any more like CoD, but the Dark Souls part gets me all hot because the best time I've had in this game is when it was properly challenging, not when enemies took stupid long to kill. As far as I can tell they seem to be heading in that direction tho

    I honestly haven't played a CoD title since Black Ops 1. I got sick of it. My friend kept trying to make me play the latest one but I couldn't stand it anymore. However in the older CoD titles there seemed to be a lot of emphasis on kills in the way that I described.

     

    I don't want to see Warframe become anything like CoD. I was only saying why the game was successful, it was one of several ways that developers have made players keep coming back for more.

  21. I'd like to point out for the examples you used, CoD/LoL/MOBAs get their replayability from the fact that it's PvP not PvE. It's based on the underlying desire to best your opponents so that they know you are better than they are (which is also why trashtalking is so common). You feel good about getting kills in CoD because it puts you one point closer to victory and the other guy knows it while he has to wait to respawn so he can try to get you back. In League it's about having superior teamwork and winning teamfights because you were positioned better. In these games there is a clear "I outplayed the enemy which put me even more ahead of them" feeling that you don't get from a PvE game. When you find some random Grineer Lancer and shoot them in the head there's no feeling of "he's so sorry he poked out from cover", you don't feel dominant over the AI. Not nearly to the extent that you would if it were an enemy Tenno in the Conclaves. This is why these games have more (different) replayability.

     

    I'm sorry, first-boss-says-what? I can't really say much here since I've only played this game for around an hour at a friend's house. I will say though that the game itself is based on its difficulty. What makes it so different from nearly any other game is that it has a very strict set of rules and it forces you to learn them because if you don't then you lose. This game is made for a certain subset of people, and everyone else ragequits because they can't deal with the difficulty. Warframe is made (at least now) for a much broader audience by not building itself off of difficulty. If they were to try to shift towards this style of game it would be quite disastrous. The current line of thinking by the DEvs for "make it harder" appears to be "add a couple zeroes to it's health 'n' damage, and add some invincibility states. That'll do it." which is not how Dark Souls does it. Dark Souls does it by challenging the players' technical skill which quite honestly, most players don't have (myself included).

     

    What makes the new content produced by the DEvs less exciting than new content in other games is the fact that it's so similar to the content we already have (e.g. we mostly get new weapons which boil down to the same thing). Sure a fancy new gun is cool and all, but you've gotten dozens of new guns before and they all did generally the same thing. It's getting new content that isn't like what we've had before that freshens up the game more (for instance this jungle event). The problem for DE is that it's hard to come up with new content that isn't like what we've had before that fits into their game and is still intriguing to us as players.

    I attempted to cover a broader genre of games, however most games are PvP oriented. So CoD and the like are hard to avoid.

    Dark Souls was my PvE like comparison. Yes it is very hard, harder than most people would like. However that is why for Warframe you create missions with varying difficulty. Kind of like the Void Tower 3 Defense. Sadly though to complete a Void T3 Defense requires an exact strategy. Super high DPS and Frost. This is so stupid...I cannot even laugh at it.

    But the T3 Void Defense is my example still. Warframe could have those really hard challenging mission types, then more scaled down mission types. It would depend on what you choose I suppose.

     

    The biggest problem, all that aside, Warframe has no depth.

  22. Quick Thinking is nearly entirely worthless since DE nerfed it. The only good option for a QT + R combo would be if you were using a 'frame like Trinity or Valkyr. The QT will keep you from entering bleedout as you cast your ult, as casting cannot be interrupted. Otherwise, sadly it has almost no other good use.

     

    That's some serious luck. Nice job.

     

    Yes, use QT + R for Trinity. As I said, it will keep you alive while casting Blessing so you do not enter bleedout after the cast. Great for survival.

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