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(PSN)ChaoticDoomOfBob

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Everything posted by (PSN)ChaoticDoomOfBob

  1. It has already been announced multiple times that the PC, Switch, PlayStation, Xbox, and Mobile content needs to be paired including the market, alerts and events, and digital shop purchases. With this being the case wouldn't the achievement and trophies for all platforms also need to be paired? Currently PC and Consoles have different lists of Achievements and Trophies both in and out of the game. I would assume that the "in game" achievements and trophies would just need to be paired to include everything on both PC and Console but how will this impact the actual out of game platform achievements and trophies? Will the steam achievement issue finally be resolved? Will PlayStation 4 users receive a second separate trophy list?
  2. A Perspective: I write this post from the perspective of a player who has guided a large amount of new players through the game from start to current. As someone in game design myself, this is a more complicated topic than most people realize as well as controversial. You have to consider the upgrades that players have received over the course of the game that are required to play new content as well as the progression players have made with knowledge of the content, damage, difficulty scaling, and survivability. It's true that while the game continues to grow in size and the time investment required escalates, it will create a gap between new players and new content releases. That being said, I don't think this is the right time for this to occur in the games life and the way this is intended to be implemented has some permanent negative repercussions that will be created for new players entering into content they may either not be prepared for or overwhelmed by. Warframe has and still is a game that can be overwhelming for someone new to the game even with the current quality of life changes. Railjack, Amps, Operators, and Necramechs are all pre-requisites for the upcoming content of the game. There is already a knowledge and progression discrepancy conflict for players who have already reached the current story with these features unlocked and that will only grow once a new player has "tossed themselves into the fire unknowingly". There are players who have reached "Angels of the Zariman" content that "do not" fully understand Railjack, Amps, Operators, and Necramech systems, mods, and progression. As content releases, the lack of understanding on these aspects of the game or not seeing the obligation to play and upgrade them grows. This is only going to be an exponentially larger problem for a new player experiencing these additional features simultaneously. Just requiring content such as "Vor's Prize" as a baseline is not a valid way to determine knowledge base of these systems including the mod system itself. This quest does not create any sort of baseline for Amps, Operators, Railjack, or Necramech content. It's the same with granting a player Endo and Mods to begin with. There is still a baseline confusion occurring for the new player experience on "What mods should i invest the endo in?" and "When should I upgrade my mods?". The improvements to the New Player Experience has been a great step in the right direction, but there is still a long way to go. Regarding Duviri: This situation was not present during "The Duviri Paradox" due to Warframe and Weapon Presets. Duviri allowed for new players to experience different warframes and weapons with loadouts capable for players to see the potential in the Frames or weapons. It was also not necessary for players to have previously played other aspects of the game with a new operator style new game experience that even veteran players would need to learn and adapt for. Yet there are many of those players that played through Duviri and felt lost starting the rest of the game due to the sudden shift without actually knowing that they had started with preset modded loadouts. My opinion and Player Retention: My personal opinion on this topic is that a new expansion release gives a new player a goal. I have seen countless people that have wanted to keep playing the game to experience Railjack and New War content. It was something wild and interesting that gave them a long term purpose to play. Some of those players became invested in the story, others did not. Some Completed the latest content, some never made it to "The Second Dream". I have also had the problem where new players have notified me that they would have been so lost playing the game without help that they would have quit if it wasn't for community assistance. Yet I have not had a player stop because they felt it was to much content to get to the new releases. It has always been: A- Someone not into Progression on games that has no interest in upgrading, leveling, or replaying content. B- Someone whose sole reason for playing is to reach "endgame" with a maxed out weapon and quit. C- Someone who doesn't like sci/fi fantasy content and is looking for something more real world and grounded. D- A pvp player that finds out the game is not focused on pvp content. Generally these players are not players who have any intention to play the game for any longer than a few hours, have no intention to return to the game, and even if they had access to playing the new content would stop after the quest was completed "if" they even decide to make it through the quest. Conclusion and Direction: The focus should never be to give players immediate access to new content. Game Design exists to engage and teach players as they continue playing with new features, mechanics, and experiences even if they are not aware it is happening. Great Design enforces player knowledge of how to play the game, how to improve themselves, and provides a direction and path to an end goal. Removing this path for players to experience not only detracts from the overall user experience, but also impacts other player experiences when playing and interacting with others. While the resources and time required is significantly more to do so, it would be best to continue to focus on improvements to the new player experience and not on allowing players to cut content. On a side note, I also "Do not" agree with added inbox messages being a primary solution to this problem. While I understand the inbox message system does give you access to providing players a direction and context for content, this is not a viable way to improve the new player experience that will interest, engage, and direct players by itself. The additional inbox messages help, but they should be an addition over a primary solution. If this was to be implemented, it would need much more groundwork to be laid down beforehand before becoming irreversible.
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