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Gentleman_Bird

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Posts posted by Gentleman_Bird

  1. They actually talked about a warframe in the works that can use turrets on the last devstream if I remember correctly.

     

    Edit: The warframe's name is Odalisk. From the devstream, it seems like her 2 is a turret. Whether it fires a few shots then disappears or stays around a while remains to be seen.

  2. It's no secret that Conclave is on life support right now. However, I've put quite a few hours in on Conclave, and I genuinely think it has the potential to be a legitimately fun game mode, although there are a few core problems that really drag it down:

    1. New players are at a fundamental disadvantage if they don't own a variety of weapons and warframes.

    2. Conclaves rewards are mostly disconnected from the main game.

    3. The sheer amount of weapons and warframes make it insanely difficult to balance. I think DE pretty much gave up on balancing considering the fact that they stopped adding new warframes to Conclave, and melee remains super broken.

    4. Many of the mechanics are overly complex and impossible to figure out without looking up information outside of the game. Examples include:

         - The weapon sidegrade system, where prime weapons usually have higher fire rates and lower damage, and mk-1 weapons usually have lower fire rates and higher damage.

         - Warframe abilities that are different between PvE and PvP, many of which don't even have updated descriptions to better fit Conclave.

         - status effects such as knockdown cooldowns, impaired, etc.

     

    Weapons:

    So let's try to fix some of these. Here's how I would fix problems 1, 2, and 3, all at the same time: Create a new line of weapon variants specifically for Conclave, and make them available to every player. Let's give these weapons the "Fray" prefix. (Not a good name, I know, but let's use it as a placeholder.)

     

    For example, we have 4 variations of the Furis: We have the MK-1 Furis, Furis, Afuris, and Dex Furis. All are essentially the same weapon in Conclave, except with different fire rates, damage outputs, and ammo economy. Under the new system, they would all be replaced with the Fray Furis. If you want to trade off damage output for fire rate or vice versa, that can be done by introducing new mods. This will also cut down the need for other rapid-fire gun secondaries. The goal here is to reduce the amount of weapons in Conclave while preserving the play styles people want to use. Ideally, there would be one or two weapons representing every type of weapon (except Ignis, but that's just my personal bias. Ignis can rot in the pits of heck.) This makes Conclave easier to pick up for the player, and easier to balance for DE.

    And another thing, I would also make it so new players have better access to mods. Perhaps give new players a good selection of beginner mods, and make conclave mods easier to obtain. Most of the conclave mods already in the game are focused on customization rather than damage output, and it should stay that way. (Spring-loaded broadhead might need to go imo.).

     

    That covers point 1 and point 3 for weapons, so let's talk point 2. Adding a new line of weapons means another avenue to earn mastery points, which is an enticing reward for all players. However, I have a unique idea to tie in rewards to PvE. Under my new system, using a specific weapon in PvP enough will provide you with the fully built PvE version, + a weapon slot. Perhaps this can be achieved by simply reaching max rank with the Fray weapon, or by completing a set of challenges on the weapon. For example, hit X amount of headshots with the weapon, kill X players with the weapon, etc. Getting the fully built weapon will be a good incentive for new players who may not have the resources to build the weapon, or players who just don't like the building times. The weapons slots alone will be a nice reward for most players in the game, even if they already have the weapon.

     

    Warframes:

     

    My idea is to introduce a brand new warframe specifically for Conclave. Let's call him "Strife". Strife is provided to every player after they meet Teshin. Strife will be the only warframe players use in Conclave. However, he will have modular abilities. Players will have a selection of different abilities for each of his ability slots, allowing the player to customize their play style without needing to unlock 20 different warframes in PvE. If giving new players a wide selection of ability options is too overwhelming, then maybe have more unlock as Strife ranks up.

     

    I know this idea isn't perfect though:

    - Players will have a hard time preparing for what abilities enemies are about to use. If I'm in a match with a Nekros, an experienced player will know exactly what his abilities are and how to react to them. If you're facing off against a Strife, you don't know what he's about to do.

         - This could be mitigated by changing Strife's appearance depending on his current range of abilites, but that could take away customization options from the player

     

    Also, being able to unlock Strife for PvE after doing enough Conclave would be a pretty killer reward, but I don't know how his abilities would work in PvE.

     

    Conclusion:

    Basically, this rework comes down to scaling back the complexity of the game mode to make Conclave easier to pick up for new players, and easier for DE to balance, while preserving individual customization to suit different playstyles and introducing new ties and rewards to PvE. I have no doubt that this idea has flaws, but I think this is a neat thing to think about.

     

     

     

    • Like 1
  3. 34 minutes ago, DatDarkOne said:

    Due to how DE has greatly increased the enemy detection ranges, this is dang near impossible to do now without using invisibility of some kind.  They can also see dead bodies, which we can no longer destroy with channeled attacks.  

    Lastly, as those above have already said; this mode does exist when you get captured by Gustag Three or Zanuka.  

    Yeah, stealth could use some tweaking both with mechanics and maybe adding some sneakier paths you can take to avoid detection. I was thinking it would be nice to have some mode that actually encourages stealth. Right now all we got are certain riven challenges. And the Zanuka mission is interesting for a minute until you get your first weapon back, then it's just Warframe as normal.

  4. 1 hour ago, (PS4)jaggerwanderer said:

    People already hate the Grendel missions. No way will the vast majority enjoy this type of game mode.
    On a unrelated note, I would like a blue-like tileset with a furry mode that has enchant weaponry.

    I liked the unique challenge of the Grendel missions, though I think they drag on a bit too long.

  5. 2 hours ago, (XB1)Red Dough Boy said:

    As far as I know there's something like this if you get your Warframe captured by the Zanuka. Have to break out and make it to extraction with no weapons or powers. Since they haven't talked about Duviri much it's hard to say specifics, but it looks to be a very dark and dreary setting with only your operator. Not having your Warframe would make fighting a lot more interesting. 

    Yeah, that was part of what gave me the idea. The level itself isn't really anything special though imo.

  6. Just had a wild idea, Warframe already has a lot of elements that could be adapted to a rouge-like gamemode.

     

    Here's the concept: you enter a level with nothing. No weapons, no warframe abilities. Your goal is to reach the end of the level. Scattered throughout the level are weapons that you can pick up with varying mod capacities, and containers containing mods at various upgrade levels. To progress, you need to collect enough gear to reach the end, modding your weapons as you go.

     

    At the beginning, you may need to sneak around in order to collect enough gear to survive a fight. However, some rooms would require combat in order to progress. For example, guarding a temporary defense objective, or surviving in a locked room with enemies coming in before the way forward opens after a certain amount of time.

     

    Enemy levels and types will get increasingly difficult throughout the level, but you'll find weapons with higher mod capacities and higher-ranked mods the further you go. Or, enemy level could increase with time. Maybe there could be minibosses that could easily kill you, but could drop good gear. Maybe have it all lead up to a final boss at the end. Perhaps have a Smash Ultimate style reward structure, where the player decides the difficulty, with higher difficulty leading to an increased payout if they win.

     

    And that's all I got. I'm not sure what to do about warframe powers or rewards or anything like that. It could potentially be a good way to bring about some challenging content, and would encourage players to git gud with a variety of weapon types. It also won't require too many new assets, with most of the content being remixed from what's already in the game.

     

    Edit: some setpiece ideas:

    - You're kidnapped by your Kuva Lich (or some other bad guy) and stripped of all weapons. You need to use whatever's around you to escape while the Lich hunts you down if you get spotted.

    - You're infiltrating some kind of facility, and your outside weapons don't work due to some kind of Void mumbo jumbo.

    - Some kind of Simaris simulation in the Sanctuary with ever-increasing difficulty.

    - (The Second Dream spoiler)

     

    The enemy is transporting a dormant Warframe. You remotely transfer into the Warframe to help it escape.

     

  7. imo, RNG is at its worst when there are multiple layers of it getting in the way of what you want.

     

    for liches, you need a good RNG roll to get the weapon you want. On top of that, you need a second good RNG roll to get a good elemental % stat.

     

    for railjack, you need a good RNG roll to get a reactor, a second RNG roll for a Vidar reactor, and a third RNG roll to get a high avionics stat.

     

    I'm fine with RNG, as long as there's only one layer of it.

  8. 5 hours ago, Kontrollo said:

    Completely agree with the 'getting stomped' part. That's fundamentally a matchmaking problem, imho. At one point, standing gain was not so much tied to performance, but iirc it encouraged some people to try and hide away and afk in certain spots, which is of course especially problematic in the team-based modes. So it got changed.

    I do think the way standing is gained does need another look -- actually the who rewards structure does. 

     

    These are some good suggestions.

     

    I've missed this post previously, but I'm curious: Have you been playing Conclave before that, and if not -- i.e. starting from rank 0 -- can you tell us a bit more about your experience on the way?

    When I first started playing, I only really played Conclave during the valentine's day bow event and the Quick Steel event, both of which had all players using the exact same loadout. Since I picked the bow as my starter weapon, I actually won games often during the bow event despite just starting the game. The Quick Steel event gave everyone a heavy melee weapon that one-shots people, but its unique stance means using it leaves you open to attack if you miss your target. It had some depth and risk to it.

     

     When I tried the main game, I saw people using a bunch of crazy different weapons and thought "I'll come back later when I have more stuff."

    "Later" turned out to be a couple years later when I decided I wanted the skins.

     

    Another thing of note is that with the new Railjack update, the Sentient ship provides a good way to farm Conclave mods. However, it's rather inaccessible to new players, so the mod problem still persists.

  9. Whenever I kill a grineer crewship using railjack weapons or arch-gun weapons, it doesn't die. Instead, it sits at zero health for about 15 seconds before healing back to half health. I don't know if this is some sort of bug preventing the crew ship from dying, or if it's a feature meant to dissuade players from using archwing.

  10. Since there are so many avionics and intrinsics that have to do with archwing, its seems like DE intends for archwing to be a viable way to play.

     

    Even though Amesha is currently the only viable archwing, using Amesha is actually engaging because every one of its abilities is useful in Railjack.

     

    Maybe Amesha will be scaled back a little bit, but it would be nice if the other archwings can be buffed as well.

     

    Elytron could get seeking missiles fast enough to hit targets, Odonata could get updated flares that could take enemy attention off of the railjack, Itzal could get an expanded loot vacuum, etc.

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