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shut

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Everything posted by shut

  1. Just took C920-82E1-3531-72FF, thanks!
  2. This about sums up my experience with getting friends to play the game (video link, which I'm sure has already been shared a bunch in this thread). WF has a heavy time investment requirement for progressing through the main questline, which is incompatible with many would-be-players out there for infinitely many valid reasons. Implementing an option to speed through ~10 years' worth of content to get to the shiny new stuff would greatly improve accessibility if done right, and the subsequent influx of new players enjoying the best of what Warframe has to offer will be good for literally everyone involved (new players, old players, and devs alike). HOWEVER: I don't think that skipping quests outright is the best solution for this. Warframe's cinematic quests (ESPECIALLY The New War) contain some of the most memorable and iconic moments in the entire game, and the time commitment for doing the quests themselves is quite small compared to the time investment required for simply unlocking them. As a very very VERY approximate visualization of what I mean, here's what I imagine this time investment might look like for a new player starting Warframe in 2023 and playing through the end of Whispers in the Walls: My problem is that DE's currently proposed solution (i.e. paying to skip the red+yellow wedges to get to the green) is that the yellow (i.e. cinematic quests such as The Second Dream + The War Within + The Sacrifice + The New War, and arguably less-cinematic-but-still-important quests such as Chains of Harrow) is really, really, REALLY DAMN GOOD in terms of production quality and general appeal. Just as importantly, IMO, is that the cinematic quests provide important story context that is arguably necessary to understand and appreciate what newer cinematic quests will involve. IMO, a better solution would be to let the player skip the red wedge (i.e. the core gameplay loop of grinding -> crafting/modding/etc to get stronger -> grinding more, until all quest/Junction prerequisites are satisfied), but not the entirety of the yellow. Skip the tens of hours of grind that would otherwise pad out the logical prerequisites for the new content, but not the logical prerequisites themselves (since that would rob players of essential background knowledge). For example, a brand-new player who takes this option would experience the game as something like: TUTORIAL (Awakening + Vor's Prize) The following, to be completed in no particular order: THE MAIN QUESTLINE (Natah* -> Second Dream† -> War Within -> Chains of Harrow* -> Apostasy Prologue -> The Sacrifice -> Prelude to War) "VEHICLE" TUTORIALS (The Archwing**, Rising Tide**, Heart of Deimos††) THE NEW WAR ANGELS OF THE ZARIMAN* WHISPERS IN THE WALLS * Could be relegated to a short expository text window or something, instead of having to complete the quests in their entirety ** Could be relegated to a single 1 mission long tutorial on how to use a borrowed Railjack and Archwing † Unlocks access to Cetus, Fortuna, and the Necralisk along with their accompanying quests; none of which are essential to progress the main storyline †† Only really here to introduce important characters prior to Whispers in the Walls, and so the player isn't seeing a necramech for the first time during The New War The key is to maximize engagement while minimizing time investment, so this could probably be condensed even further. It would help a lot to sprinkle in some goodies in between these prerequisite quests-- e.g. instantly unlocking the other two "tutorial warframes" (e.g. Mag and Volt if they picked Excalibur) + some weapons with less "conventional" mechanics (e.g. Miter? Arca Plasmor? Zymos? Glaive?) + some pre-leveled mods-- to make sure that the player feels adequately rewarded and engaged as they progress. ---------------------------------------------------------------------------------------------------------------------------------------------------------------- ~~ TL;DR ~~ Maybe don't give the option to skip literally every single quest prior to Whispers in the Walls. Important story and gameplay knowledge would be missed, causing the player to feel overwhelmed by WitW. Instead, give the option to simply unlock only the most essential tutorials+quests, in sequence. This prevents <insert newest quest here> from being nonsensical and jarring for players, while also eliminating ~>90% of the time spent on the "grind" (i.e. the core gameplay loop) that would've been required to unlock it. The result is a simple, streamlined experience that teaches new players everything they need to know while letting them experience the best story content WF has to offer. And, of course, saving them tens to hundreds of hours. During this "streamlined experience", periodically reward the player with a variety of fully-crafted equipment (e.g. the other two tutorial warframes? some weapons with interesting, unconventional mechanics? pre-leveled essential mods?) to maximize engagement while minimizing time requirements and mental load. ---------------------------------------------------------------------------------------------------------------------------------------------------------------- Buuuuut, don't take my word for it! Other games already have solutions to the issue of story content being locked behind tens/hundreds of hours' worth of the "core gameplay loop". The one that I'm the most familiar with (and, IMO, the most relevant to Warframe's situation) is:
  3. idk how to tell you this man but the event hasn't ended yet 💀 We can celebrate if the floatie ephemeras are still in our inventory >9 days from now!
  4. Seconding these three! Kengineer and Aznvasions are especially good for lategame players who are intimately familiar with the game's mechanics and damage calculations, since they go in depth on the math behind very obscure weapon/ability mechanics that a lot of lategame players otherwise might've never even noticed, let alone considered building for. Leyzar's are also super informative in a more beginner friendly manner, so I'd recommend him to anyone who's not intimately familiar with the game's mechanics and damage calculations. That's my experience from watching their youtube videos, anyways; I've never paid attention to a live twitch stream before XD
  5. This is what railjack defense should be IMO! Just to throw some of my thoughts down: VARIANT 1: The defense target would be inside a ship, and enemy crewships would spawn outside and continually bombard the ship with ramsleds (which, if they meet the ship, will "spawn" some troops indoors). Each crewship has a set amount of ramsleds associated with them, and running out of ramsleds causes the crewship to retreat. Destroying a crewship would destroy all of its remaining ramsleds, and the round ends once the indoors troops are gone and enemy ramsleds are depleted. Essentially, players can choose to fight entirely indoors (traditional), entirely outdoors (faster but riskier), or a combination of the two in order to complete the round. VARIANT 2 (multiplayer only): Same as variant 1, except: The ship containing the defense target also has a health bar, and either the target or the ship's health reaching 0 will cause mission failure The crewships, on top of spawning ramsleds, will also attack the defense target's ship directly Enemy fighters will also spawn in order to deal chip damage to the defense target's ship The round ends once indoor troops, ramsleds, crewships, and enemy fighters are completely depleted Essentially, players will need to divide their attention between indoor and outdoor combat, which is why this would be multiplayer only VARIANT 3 (defense/rescue hybrid): Same as variant 2, except: The "defense target" is first extracted from an enemy ship via Rescue mission The defense phase begins upon safely returning them to the railjack. Returning them to the railjack would involve the player physically carrying the target via Archwing (since railjacks don't seem to have any method of docking to enemy ships). Archwings canonically provide life support, so the defense target being in space without any additional equipment is still lore friendly! Can be done in single player, since both space combat and indoor combat can be performed from the railjack.
  6. It's less a question of whether we bonk our heads on the ceiling when jumping, and more a question of how far our heads will be clipping into the ceiling when walking on the ground.
  7. Oh yeah, 100%. A lot of the replayability in roguelites (even the more simplistic ones like Gunfire Reborn) comes from the sheer variety of randomized weapons and unlockable "decree" equivalents that they have, which turn every run into a fundamentally different experience. Duviri just doesn't have that, sadly. I really hope that DE adds in more weapon selection (e.g. a variety of randomly-selected weapons spawning at some points in the run, potentially with stat upgrades / mods of sorts?), and drastically more Decree variety. Preferably more enemy variety + scaling as well, so that not every intrinsics farming run converges at the same old "accumulate every single decree at once and oneshot everything as you walk past them" that we're currently stuck with.
  8. Killing orowyrms gives you the resources for getting the new melee weapons, and drifter intrinsics give (small) boosts for the rest of the game once you get them high enough. Plus the other new weapon(s?), like the bow, which you unlock through owl puzzle boxes in duviri. Aside from that, though, it seems to just be the evergreen rewards (rivens, kuva, etc) and decorations. I've personally been having a blast with Duviri so far, so being able to play a more enjoyable game mode for similar rewards is honestly something that I'm totally ok with.
  9. My main loadout: "Dragonator" - Felarx, a medium-short-ranged weapon that rips right through the tankiest enemies in the game "Slinger" - Epitaph, a wrist-mounted projectile slinger that's more for utility than raw damage "Insect Glaive" - Orthos Prime, a double-ended polearm that sadly doesn't come with an insect "Kulu Ya-Ku" - a moa My less thematically consistent weapons: "The Ronald Raygun" - amp "The Geneva Suggestion" - other amp "Good Sword of Clem" - zaw "Man Opener" - machete zaw "Satan's Spicy Bootyhole" - railjack EDIT: It's kind of a bummer that completing railjack objectives causes the message "RETURN TO RAILJACK" to appear, instead of using the railjack's name. Otherwise we could have goofy end-of-mission messages like "RETURN TO OZ (1985)" or "RETURN TO MONKEY ISLAND" or "RETURN TO THE DIRT FROM WHENCE YOU CAME"...
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