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DebrisFlow

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About DebrisFlow

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  1. Neat. Maybe it's just a biased personal impression, but it seems that the amount of "boring" and "tedious" used to describe the latest (~1 year) gameplay implementations is sensitively raising. And i wonder if players are making this kind of thoughts, like yours, when picturing an ideal new mission, or they are just aiming at higher level enemies. On the other side i also see a lot of people perfectly fine with a bland linear 'reductive combat'. People that come off from work and are happy to turn off the brain for some simple but visually rewarding slaughter. And i wonder how would they react to a new game mode that requiers them to sit straight and concentrate. After so many years i wonder if the developers will ever design anything with this thoughts of yours in mind or if they don't care at all and will continue on the copy-paste line. Or if DE will ever decide to let the community design their own new mission, like they are doing now with a new warframe, i wonder for what kind of line would players vote. I wonder if and how many new players are sharing these concerns or if it is only a matter of veteran players. I'm confident that DE, with their statistics, has a much clear view of the situation, and i would much gladly like to hear their point of view to these concerns in a dedicated devstream. After reading this nice post, of course.
  2. Lol. Such an ignorant comment. I guess you are one of those who get carried all the times, in a skilled team, by just playing harrow and pushing 4. That's the only reason i could imagine for someone to have such a biased vision of Eidolon captures. For the OP. The reason for arcanes being in the SS event is to lure players into playing that. It's a pure marketing move. If it were for the weapons only, people would have stopped playing already given how buggy, shallow, monotonous and, frankly, pointless this event is (the oplink experience is franlky pointless). By negating our "max rank" achievement on arcanes with 2 more ranks they just found the succesfull formula to inflate participation with minimum effort. They don't care about providing skillfull gameplay and a compelling experience. Regarding arcane market prices, the decision of flooding the arcane market with offer maybe stems out of the their consideration that that slice of market was actually not important/profitable compared to all the rest (rivens and prime parts). By flooding the offer and sinking prices many more early players will be encouraged to buy. Remember, early players are the ones more inclined to buy platinum direcly from DE. Marketing move.
  3. Did you realize there is a pandemic in act? countries in lock down? Unexpected and abrupt transitioning to homeworking? Everything slowed down because of this?
  4. The event is trivialized by the trivial nature of the mission itself. After 7 years you should stop pretending that a mobile defense is a compelling design. Regarding the arcane price, 4000 credits for a legendary may be a fair price only considering the proposed increase in credit gain. After having played already a lot on this buggy, shallow and monotonous event, a fair move would be that all of us that playtested its first week get their earned credits recounted accordingly.
  5. The event is trivialized by the trivial nature of the mission itself. After 7 years you should stop pretending that a mobile defense is a compelling design. Regarding the arcane price, 4000 credits for a legendary is a fair price only considering the proposed increase in credit gain. I hope that all of us that playtested the first week of this event get their earned credits recounted accordingly.
  6. TYPE: In-Game DESCRIPTION: After failing a Lich parazon stab i cannot use context action (cannot interact with any object, cannot stab thralls) and cannot pickup any drop VISUAL: REPRODUCTION: Every time after a failed Lich parazon stab EXPECTED RESULT: Being able to normally interact with in-game context actions (interact with objects, stab thralls) and to pickup drops OBSERVED RESULT: Not being able to normally interact with in-game context actions and to pickup drops REPRODUCTION RATE: Every time after a failed Lich parazon stab
  7. Can we have excavator full healt rounded at the closest hundred? Healt at single unit precision makes me always think that it has been damaged
  8. Don't blame Limbos for using the most efficient farming method. Blame DE for designing a mission that requires nothing else that standing in place and blocking enemies
  9. What i enjoy right now? Parkour, trading, riven gambling, hoarding platinum, making spreadsheets. What keeps me here? Sunk cost fallacy. I spent so much time in game hoping that one day it will become challenging and interestng again (it was so only for the ~first year) that i find it hard to accept that the developers will just continue to copy-paste and reskin the same bland soup over and over and over.
  10. I never played Payday 2 but from what i can see from youtube (and correct me if i'm wrong) it seems to have the common ground of a skilled based FPS shooter that Warframe HAS NOT: if you get shot, you die and fail. That's a fairly big difference in multitasking: attending the objective AND looking very carefully not to die. In Warframe you can be extremely uncarefull (4+2 self-revives and infinite team-revives) and you have god level powers to kill/cc at ridiculous distances without any major drawback or limitation. In Payday 2 case, a simple task as defending an objective becomes a complex one when your survival is a parallel (and difficult) task. To summarize, Payday 2 missions cannot compare to Warframe, survivability discriminates too much. My point is that if you provide a gameplay-wise (not atmosphere/story wise) compelling objective, time flies because you are actually having fun, so that having a reward after 60 seconds becomes less important. DE is already lenghtening missions with Railjack (taking balls, as you say), and the Railjack experience is a fairly good step in multitasking gameplay.
  11. I agree on the general sense of lack of diversity between missions, but not to the point of asking to delete some. On the contrarty this should be the occasion for a rework toward uniqueness. If you boil down all the missions types to the tasks that your brain is asked to follow you only get 2 things: kill that, hack that console". My opinion is that you cannot build a compelling experience with just these 2 elements. Mission tasks have been rightfully defined "mono-dimensional" in another post, and this monodimensionality is a problem because it doesn't make the game mode age well, becomes boring very fast and makes people scream for new content sooner that needed. Difficulty comes only from survivability, and that becomes less and less of a problem with progression. Survival, defense, mobile defense, excavation, interception, infested salvage-> stay there and kill whatever comes close. Exterminate, capture, sabotage, rescue -> rush to marked objective, mouse click, extract. Every mission is just a slightly different variant of a base one, but the difference is just in the name and the atmosphere, it doesn't actually ask anything different to your brain. Spy demands for some parkour ability and map knowledge, but that's it. In the total absence of a mental challenge, players are getting their satisfaction from: being big-numbers-murdering-machines -> but it quickly becomes boring when everything is an ant under your boot, and if you want to face high level enemies to have the sensation of a worthy opponent you have to wait too much in endless; the shiny reward at the end -> that's an extrinsic reward and a good game should not be solely based on that; experimenting build diversity -> the strong point of Warframe, but if people keep lamenting that missions are boring and grind is always too much, apparently you cannot put the weight of your entire game on this. Now to the constructive part. To break the monotony of current mission types there is a dire need of a multitasking injection: non-linear maps, introduce elements that require spatial awareness, optimal path choice and spatial positioning, elements of compromise, restrictions, decision making. Railjack is luckily starting to introduce these things, for the mental sanity of the game, but the problem of all the base missions covering the vast majority of the farming activity has to be addressed. A controversial opinion, that i fully support, has already been posted Defection is a game mode that asks me somethig more than a single basic menial task, it requires coordination and decision making. Imo people only hate that (and i admit, me too), because it's ruined by an incredibly stupid NPC behavior, that makes it frustrating. Disruption too, it's great because asks for an active seek and destroy, proactive gameplay, rather than a banal wait and shoot To conclude. Some time ago, in a devstream, was mentioned the idea of an Elite starchart. In the eventuality of this coming true one day, i would suggest the developers to take the occasion for a rework toward a multitasking approach, and toward unique personality to each base mission type. Without touching the base star chart, for all who, on the other side, just enjoy mindless slaughter. Annex. An example idea? Survival. At the start of each mission we are told that we have to create a distraction for a fellow operative raiding supplies. But in the actual gameplay we don't have neither the need, nor the sensation to do that. So make this part of the actual gameplay: the operative is actually present on the map (possibly with a reworked geometry -> same tiles but web-like multi-path), we can see him raiding supplies, our aim is to create distractions and move all the enemies far from where he's working. Killing enemies to create noise, blocking paths to prevent movement, activating alarms in strategic positions.
  12. Combining togheter several one-dimensional missions won't make the result multi-dimensional, just a longer one-dimensional. Even adding parallel missions won't make the result multidimensional, it will remain one-dimensional for the player executing them. The problem of having a single, boring, brain-dead task remains. If you boil down all the missions types you only get: kill that, hack that console. All the rest is fancy atmosphere. You cannot build a compelling experience, that lasts for more than a month, with just these 2 elements. You soon realize that you're just playing fruit ninja with awesome graphics. To break the monotony of current mission types there is a dire need of a multitasking injection: introduce elements that require spatial awareness, optimal path choice and spatial positioning, elements of compromise, restrictions, decision making. Railjack is luckily starting to introduce these things, for the mental sanity of the game, but the problem of all the base missions covering the vast majority of the farming activity has to be addressed.
  13. So that's the new event? Another mobile defense? Another copy-paste of a "just stay there and kill whatever comes close"? Seriously, not a single original idea to break the monotony of the same missions we are doing since years? I thought that with disruption you started to learn...
  14. Dude, please, this is an international forum. Grammar errors are always present but if you use them on purpose, like this slang abomination, you're misleading non-native english readers and reducing your audience. As a non-native i admit, i make my errors, but this....my eyes are bleeding every time that i see this improper form written. Please.
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