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Loza03

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  1. This one was so frustrating, because it was supposedly DE finally addressing the longstanding issue of armoured enemies being so much tankier than everything else (which makes options that aren't aimed at armour much less useful). And then they just kind of didn't. Like they showed that whole 'S-curve graph' that still showed that armour scaling was immensely better than everything else, just slightly less immensely, acted like that was fixed, and then didn't adjust anything else to the new standard which still wasn't a good standard.
  2. This is actually an excellent example. Megiddo is a great scene! But not because "ooh, look how strong slime is!" After all, there's like, a dozen such examples throughout. And usually the anime moves on from them in fairly short order because they're not that important. Megiddo is a great scene because it acknowledges the monstrousness at play in war. Whilst all the secondary characters are visibly angry and experiencing sadistic glee in revenge, Rimuru (who generally is noted for his empathy and kindness and who consistently tries to avoid killing sentient beings up to this point) has his face hidden behind a mask and is silent, listening to the count of the number of lives he's ending. The whole thing is framed as a pointless tragedy caused by the greed of a handful, extending the suffering thousandfold. But a lot of people just see "Wow! Slime is so powerful!" Far be it to suggest that Warframe should characterise missions like this - but the point I'm making is that room clearing is a pretty shallow form of gameplay and power fantasy. A game needs much more to be great.
  3. I could see them being at war with themselves, honestly. It'd be in character. It's hard to imagin that the Sentients have a coherent empire when 90% of the independent Sentients in the story have betrayed most of the others in some way. It'd open up some opportunities for friendly sentients, and if Rebb wants to play more Lotus, Diplomat with the friendly Sentients is an all right role for Lotus long-term.
  4. Due to how money and time-intensive developing quests are, I doubt it. I would imagine that if a fan wrote something that was worth considering on their own (which, bear in mind, most quests have several writers/editors etc.), then DE would probably be more inclined to approach them for hire rather than simply lifting the quest straight-up. But I'm not sure they're presently hiring for such a postion.
  5. Warframe definitely does need an AI pass, yes. But also, we have somewhat more interesting enemies to fight. They're called the murmur. They have support units, big chonky area denial units - two of them, one going after energy one dealing damage - fast units and really physically large units to act as meat shields. As enemy design goes, the Murmur are fairly basic, but they're leagues above... quite frankly anything DE has put out for a while. (looking at you, Bombards which are physically identical to Lancers from a distance But I'd honestly be shocked if quite a few people don't really notice this fact, except maybe the Hollow Vein and the Severed Warden. Maybe. As for this Not by a long shot. Movement shooters might need a different approach, but Warframe's movement is distinct and a huge part of what makes it distinct. DE might toy with modes that reduce or remove it quite a bit, but they also gave Kahl a Jetpack and Duviri Drifter 'Fleet Footed'. They know movement is a huge part of the game's fun and appeal. And the new Dev team have been doing a much better job building gamemodes and tilesets that actually work for this style of gameplay - the Zariman and the Duviri Labs are big and open, but still highly vertical with lots of things to jump up onto, wall climb over and fly over.
  6. I mean, they gotta have a way to get players to grind new content somehow. New resources is the most straightforwards way. These days new resources are as often a token to trade in as they are an actual resource anyway. Imagine if they just dropped a bunch of new items in the market for rubedo, ferrite and alloy. ... Actually they should do that more often. They haven't done anything like that since the Quatz collection, and that was checks notes five years ago. And that had been a blast from the past of two years before that when Tenno reinforcements were semi-regular. Not saying that DE could realistically manage that update schedule anymore with how high-budget each update is - I'm sure they stopped for a reason - but man, it'd be nice to have a low-stakes update. (Also, damn I feel old now.)
  7. So just a flat copy of Mann vs Machine, without Source engine movement mechanics and with absolutely none of the mechanics and systems distinctive to Warframe. As a question, why would someone log on to to Warframe to play Team Fortress 2? Like, both of these games are free.
  8. I think for a couple of them the whole thing got weird and they just decided to give everyone who logged in the rewards. Server capacity issues.
  9. Something that's worth noting is that you'll get Pathos Clamps whilst grinding for just about everything else, since the majority of Duviri resources are found in - well, Duviri. So, sure, the dozen or so rounds you spent grabbing Kullervo's Bane's only contribute 120-180 clamps to the mix, it's a dozen or so runs grinding out multiple things at once. That being said - yeah, the Incarnons. But the game gives you the ability to choose which incarnons you want for a reason. AFAIK, the process grants no mastery. So, unless you're a hardcore completionist, there's no reason to get them all. Just grab the ones for weapons you like and/or which are crazy powerful, and ignore the rest until you're bored and want something to grind. And if you are a hardcore completionist, then isn't the grind half the point anyway?
  10. To my memory, the Tennocon things don't usually come back? I mean, never say never - this isn't Excalibur Prime after all, and I could be wrong. If it does, it'll probably be a while before it returns.
  11. A lot of people play Warframe for its distinct gameplay and may, separately want a more challenging experience. We're all in this game together, and whilst I fully respect that a good chunk of the playerbase wants their relaxing game, and I also want to just chill and shoot Grineer sometimes, another good chunk of the playerbase would like to be able to push themselves in a way that isn't just 'How about the same mindless AI, but bigger numbers?' sometimes.
  12. To be clear, the story isn't presented in a straightforward way, and there is at least some evidence of a couple rewrites. The New War especially still has some elements that just straight-up don't make sense (namely - the Drifter for the majority of the story seems to be some kind of Drifter/Operator hybrid, which has yet to be explained even after the Duviri Paradox) That being said, it's kind of well-documented at this point that media literacy is on the decline, and Warframe's story does require some deeper engagement to understand, at least as far as its transition into a cosmic horror narrative as opposed to a more traditional space opera. And even then, DE quite liked the hidden themes, namely a love of dualism. The Man in the Wall's story goes roughly as follows: Albrecht Entrati becomes the first conscious being to enter the void. The void mimics him, becoming intensely curious, willing to do anything to understand and claim the power of the material world for itself. Albrecht escapes (probably), but a few digits of this entity are severed. At the same time, the material plane and conscious has flooded into the void, creating the areas of vapor that are so distinctive of it in the modern day. Albrecht eventually realises the danger he's put the world into and, after a period of contemplation and recovery (which may have included a lot of early void research), dedicates his life to stopping it. The digits are studied, and the ability to use the void to break all known physical laws, with the right prompting, is discovered. The digits are duplicated, and the biology mimicked to produce a variety of flesh-based void conduits. One of the top researchers of this is Euleria Entrati, who pioneers every field of void research, although her own children seem much less inclined to study the void, her husband is consummate soldier. Euleria, on the other hand, starts truly understanding what the void does to the mind, and vice versa, and gives lessons on how to use it to the best of a person's abilities, even those of children. Thus, the tales of Duviri are first written, and all the various void-based contraptions that are in use in the modern day of Warframe are designed and created. Most notably is the Heart of Deimos and the Wall of Lohk - the main pump that brings in void energy to be transmitted across the entire system. Albrecht meanwhile creates basement laboratories underneath his Necralisk home, with a double-layered secret entrance - one secret the whole family knows, a storage place for their most special items, and the door to the real labs. Here, he begins performing countless experiments, including many that are deeply unethical. Among them is the accidental creation of the Cavia, which are very quickly sealed off. Meanwhile, the Orokin begin suffering from resource and space limitations, and begin acting on the plans set up to actually start travelling the stars. Several plans are made, spearheaded by Executor Tuvul. Eventually, though Executor Ballas sneaks his own idea under Tuvul's nose, setting up an Archimedian to present what would become the Sentients to Tuvul, sentients ultimately created either by Ballas or with his aid. It's possible Ballas, due to his relative proximity to the Wall of Lohk (relative on a system scale - Ballas lived on Mars at the time, and the Wall of Lohk is on Deimos), may have been influenced by the Indifference, but there is no evidence to suggest Ballas is directly related. Tuvul eventually approves the use of a massive colony ship equipped with the largest requiem drive ever constructed (one that was, notably, completely unshielded) - the Zariman 10-0. Albrecht is invited to at least one of the Parades, vaguely aware of what a huge mistake this all is, but he either doesn't speak out or is laughed off. The Tales of Duviri are installed as reading material for children to teach emotional regulation. The ship undergoes maneuvers for likely a combination of testing, display, and to confirm that the ship is self-sustaining. During this time the ship becomes its own community and culture, which eventually rebels. Tuvul, disgusted, enacts various punishments and eventually orders the ship to jump without proper warning. The ship is lost in the deep void, whilst undergoing several ruptures to its physical containment. This, along with the presence of a huge relic, lets the void in. The Indifference begins attacking the minds of the thousands, possibly millions of colonists on board, but for reasons unknown, does not do so for the children. Instead, it targets a single child, and offers a deal. This deal is simple - save the rest of the children, or everyone dies. This child takes the deal - and every single other possible permutation of their existence spontaneously collapses into two entities. The one that took the deal, and the one that didn't. Every child, including the dealmaker (henceforth known as the Operator) develops void abilities. One of them, Rell, is autistic, and due to a combination of autistic hyperfocus and atypical emotional regulation, is much more aware of the situation. He dubs the indifference, 'the Man in the Wall'. Eventually the Operator and the rest of the children are rescued. Or at least the Operator's side is - for the Drifter, the adults, much larger and stronger, kill off the kids one by one. Terrified, traumatised, and unknowingly partially hooked up to the power of the Operator, the Drifter's mind creates the realm of Duviri through conceptual embodiment. What's notable is that this act appears retroactive - whilst the Drifter created the realm as it was in the tales of Duviri, they also create a vast history going back thousands of years. So far, in fact, that on one of Albrechts trips to the void, he is able to visit Duviri and have a grave there in the modern day - meaning he possibly visited Duviri before the event that created it. It's possible this is what clued him in to the possibility that the void can be used to time travel. Most of what happens to the Operator next is irrelevant for now - Albrecht, thanks to his trip to Duviri, redoubles his efforts to oppose the Indifference, and during the events of the Old War (something he, broadly speaking, can conveniently ignore due to sitting on top of the biggest source of sentient-killing void radiation in the known universe), he learns of the creation of Warframes, as well as their true Nature, possibly as part of Ballas offering to make him a custom Warframe bodyguard (which he would engineer to be Qorvex). Albrecht procures a supply of core Warframe components and helminth infusions, and begins the construction of 'the vessels' - a enormous, anatomically correct living statues, constructed in part with the cells of only partially-infested protoframes from hosts culled from the past (possibly 1999 - he only states 'the plague year', and there's a lot of plagues). He produces the 'Kalymos sequence', which is still mostly unknown to us, but involves sending a large number of these protoframes, himself and Kalymos to the year 1999, which for equally unknown reasons, appears to be the time that the Indifference has the least amount of influence on the material plane. Meanwhile, Rell gets rejected from several key treatments due to Margulis seemingly disliking autism. Alongside the other characteristics of autism Rell displays, Rell is increasingly aware of the Man in the Wall. More than that (and completely unbeknownst to Albrecht), Rell is actively preventing the Man from crossing over somehow. This does nothing to stop Ballas from giving him a Warframe of his own - Harrow - but Rell is not a part of the Tenno under the Lotus's command during the Old War. As such, Rell is at no point consigned to Cryosleep. Believing that he will eventually die of old age - a possibility that is dubious due to several indications that the Tenno may be immortal, but the important part is he thinks he will - he locks himself in a permanent transference loop, consigning himself to the care of an organisation that will eventually become the Red Veil, able to communicate with Rell through Seances. Unfortunately, they mostly attract bloodthirsty anarchists who seek to purge the world in fire. After the Old War ends, Void travel (especially via Reliquary drives) is greatly reduced, Continuity (which had begun using the void to supplement its capabilities) ground to a halt, and the Tenno entered cryostasis, completely unaware of their abilities. As such, the Indifference went mostly dormant. However, as the Tenno awoke to themselves and their full abilities, void engagement picked back up again. The Operator specifically awakens their memories of the Zariman as part of a botched Continuity attempt, Rell either dies or enters a state of prolonged sleep (he's autistic - there's no way to tell if he's being literal when he says he's taking a rest) and transfers the burden he took onto the Operator, and Ballas begins a plan that involves huge amount of void disruptions, including seemingly using the Tenno's ability to use conceptual embodiment ('Take this - the idea of it') and then opening multiple large gateways into the void and poking the Tenno to reactivate a reliquary drive and stand near it for long periods of time. Eventually, this culminates in Ballas stabbing the Tenno in the chest and throwing them back into the void, a series of events that totally unites the Drifter and the Operator. Seemingly, this completes the Indifferences plans, and he begins poking holes in reality. Two, specifically - the Zariman gets brought back into the system, filled with innumerable servants of the void, and the Indifference sends the murmurs to attack the labs beneath Deimos and drag them into the void as well. It also begins severing some of the ties that keep it bound to its current position, and whilst it has been slowed, it has not yet been stopped. Indeed, it's possible that the Indifference resurrected the Cavia, as his distinctive 'Rap Tap Tap' noise is heard throughout that cutscene. I hope this helps explain!
  13. Now I think I COULD answer this question, at least speculatively. Whether I should...
  14. Something that's relevant is that they use a new health type, which has 50% DR to both Slash and Viral and high base HP. Being that this is Warframe, I suspect most people didn't notice due to how powerful that combination is making it irrelevant on most enemies in the Labs. And honestly with enough raw power even these guys, it's not like they have armour.
  15. They are stylish! They're just stylish for several thousand years in the future! For a real answer, because DE honestly has better art direction than a lot of games and is willing to make its art style distinctive, even after it's drifted over time. This isn't Hoyoverse where appeal trumps everything including verisimillitude. Different factions in Warframe have meaningful differences in aesthetic, and since one of 1999's big influences is that it's set in compared to Warframe's extreme future setting, the modern day, the characters there have aesthetics we recognise. And thus they look stylish by modern standards. (also the Evolution engine couldn't do halfway good faces for ages so DE had to adapt. Which I'm glad for)
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