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(PSN)Zero_029

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Everything posted by (PSN)Zero_029

  1. After scouring through this thread I have to say... Digital Extremes, this Companion update is a great step in the right direction as long as 1 change gets made... Remove Vacuum, Remove Loot Radar Mods and make them 'The Standard' QoL. My suggestion: If basic QoL features absolutely need to be something more than just 'The Standard' then... Make Vacuum, Enemy, and Loot Radar Intrinsic. Kind of like Drifter Intrinsics. Just give "The Operator" / Arsenal an intrinsic menu where players can unlock/upgrade the basic QoL features via Affinity. Or... Create a "Universal" / Always On Focus Tree This tree would be the tree New Players and Pre-Second Dream players have until they unlock The Operator. The Operator would then offer a 2nd (the School) tree to be active simultaneously. This universal tree could also serve as a way to eliminate what are perceived as mandatory mods. Vacuum, Enemy Radar, Loot Radar, Vitality, Hornet Strike, etc... But also could include "Limited" nodes. Nodes that replace mods that have not aged well or serve more to personalize gameplay but are seen as lackluster in the current gameplay state of Warframe. Hush, Suppress, Ammo Mutations, etc. I bring this up because... All the good in these changes is absolutely moot/wasted when Companions are STILL overshadowed by 2 Mods/Features. In the end Companions are nothing more than extra mod slots or to be blunt... Companions ARE Vacuum & Radar. Nothing more, nothing less. Kind of like how DE admitted that the Dragon Key + Shield Gate interaction is not an ideal form of intuitive gameplay. That same logic applies to Companions. Essentially, as long as Vacuum & Radar mods are a thing, then Companions are nothing more than visible avatars for those mods and all the reworks in the world will never change that. It it time to just make Vacuum & Radar mods basic features that are on from minute 1 or make them unlockable QoL. I LOVE these Companion changes. They are really, really good. But my heart sank when the devstream didn't address Vacuum bare minimum. In the end, nothing will change. Just everyone has a different looking Djinn/Vulpaphyla skin, stacked to the gils with mods designed to keep Vacuum & Radar active as long and uninterrupted as humanly possible.
  2. This...so much this. The game has over 10 years of content. Can you imagine the RAGE players would have if every update tied into every piece of content? Even MMOs eventually let old content die. Just imagine if every expansion and/or Nightwave week 100% forced us to: - Run __ mission type __ times. - Cracks __ Relics - Complete __ Invasions. - Play Archwing missions ___ times / complete __ challenges. - Play missions using specific Pets, Companions. - Complete __ Kuva Siphon & Floods. - Accure/collect __ focus / Play as Operator for __ time. - Complete a Riven or __. - Do ___ bounties on each and every landscape map. - Clear Eidolons __ times. - Complete ___ K-Drive races / challenges - Clear Orbs __ times. - Do ___ Arbitrations - Do __ number of Grineer Railjack mission then __ number of Corpus Railjack - Complete/Progress with a Lich / Sister - Do __ Steel Path missions. - Play Kahl Missions __ times. - Complete the Archon Hunt. - Clear __ Duviri runs Like...the game would be absolute chore. Especially since a lot of players don't like certain areas of content. If every expansion tied it all together we'd get the Monkey's Paw of a Curse that is Corpus Railjack and the new Lich/Sister finale...but for everything... I'm glad DE keeps the more radical gameplay seperate. When I need a break from base WF but want my WF fix...I can pop into Duviri, Kahl, or Railjack. When I want the core experience...I have everything else in game pretty much. That said... I was kind of hoping WF 1999 was gonna be a stand alone game. An offline prequel game.
  3. NGL....the savagery on these forums is astonishing. The devs gave a tech demo, a small fragment of a game that's not even at the Alpha stage of development. The community has been asking for a clearer idea of what Soulframe is... Well DE answered. Steve was EXTREMELY blunt too. He said: - This is a full blooded RPG. - This game is Slow Paced. - This game is in heavy development. - Try not to fall asleep. IE: They know it won't appeal to everyone as it's essentially an UNO Reverae card of Warframe. - No Guns, pure melee. - Not Fast and Fluid, slow and methodical. - Not sci-fi pure fantasy Also, 30 minutes was fine considering all the questions circulating. Also, Warframe is 10 years old. Honestly, it's hit the point where it needs either: A. A Stat Squish B. A complete rebuild/rework C. A Sequel Going off the storyline. It looks like DE is trying to make Warframe more of a story driven rpg-lite in order to retain longevity, while adopting the MMORPG expansion model. Like what else could they have shown? Had Soulframe not be present we'd have gotten more art, sound, or skin discussion. I'm glad that now the community can finally sit and think about Soulframe. It now can also see what DE meant when they said: "Soulframe will not be for everyone." It's a sister game in game engine/structure only.
  4. Steve said himself that Soulframe is the opposite of Warframe. It's a hands down RPG, it's deliberately Slow Paced, also that was a Work in Progress Tech Demo. We won't see Soulframe proper for another 2 years bare minimum. Also, that was another DE employee playing. Steve said the game will have co-op (so Warframe like in that regard). The game has a long way to go. I personally found that demo REALLY impressive considering it's been what? Maybe a year since they announced the game? For only a year-ish of focused development the game is looking and playing well.
  5. To be fair to DE... This is literally what an Expansion is in every game. It's a new area with hubs and etc. Now we're talking... Honestly, and I know this is a hot take. But ever sin s the Incarnon system was added, I've been waiting (hoping) with bated breath that the system would ultimately replace mods. Thus far, everyone uses roughly the same mods, same-ish loadouts, and etc. IE: Mandatory Mods Incarnon (or a system that's basically it) would fix that (people will always follow a meta so...) in the degree that Mods can then return to what they (I believe) were originally intended to be... IE: Customization. Modifications (heh) for players to tailor weapons to their playstyle. Not: "How do I crit this 10 HP Grineer for 100 billion?" In other words, keep mods like: Reload Speed, Ammo Mutation, Elemental, etc. But Damage, Crit, Multishot, etc. All go away. Replaced via an Incarnon like Weapon system. This would allow DE to adjust stats on Weapons, Warframes, Companions, etc as now, the progression is controlled. Not broken by an handful of overpowered mod combos. NGL... I was hoping Warframe 1999 was gonna be a spin off/Separate co-op game that's in universe.
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