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About DreisterDino

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  1. I also really like this idea if it is exclusive to a new (endless) Missiontype on the Starchart. like @(XB1)Red Dough Boy mentioned, not many people like it when the objective suddenly changes because they didnt go in for that. But an endless Missiontype in which objectives constantly mix could be really interesting and challenging. Also, it would adress the following problem you mentioned just fine: Right now the approach to this problem basically is to nerf whatever gets way too strong, and while i partially think its ok to nerf gamebreaking stuff your approach of just giving everyone something else to do is a lot better. Other players can still feel and be useful even when there is a minmaxed Mesa around. If i should make a framework for this gamemode it would look like this: endless gamemode maybe "Survival" is the foundation of the mission - this means survival objective is always active in certain intervals other Objectives get added (there should be always one other objective active at all times) These Sideobjectives: give life support after completing it for your Main Objective give an extra reward like those missions would when you play them in a normal mission (so you might get a Relic for completing a Capture) disappear after a few minutes if no one approaches them (you can stack maybe 3 Sideobjectives, but after that no more spawn until others are completed) The result should be some sort of a Risk/Reward Mechanic. It should be a bit harder to always concentrate on life support while also sending out people to Sideobjectives, but when a Team is good at doing that they will get rewarded. Since they also give small amounts of LifeSupport (like a Kuvaextractor in a Kuva Survival) you could also use them as a backup for moments in which you struggle with LifeSupport.
  2. Well, ofc you are right that they cant just add just anything to the OpenWorlds, i am aware that Warframe has different limitations as some big triple A games which focuse exclusively on Open Worlds. Besides that, i would never expect them to add everything i posted in this topic, afterall i am posting here for well over a year now. This should be just seen as a collection of ideas and it would be nice already if just one of these points gets adressed in some way or another at some point. While some of them might be really complicated to add (like persistent Outposts or certain Missions/Bosses) a lot of other ideas should be doable. New Bountymission types or a Sortie level Bounty for example are just variations of existing mechanics which shouldnt be too hard to implement (i am not saying it doesnt need time to balance and finetune those things, but at least technical limitations should be a factor)
  3. +1 I posted all of this in my topic about the Open Worlds aswell basically (going since 2018 after they first released PoE) but nothing happened so far.
  4. Wait till you get to Stage 2 of a so called "Heist" just to do some fishing 😄 (Edit: Oops, fishing was stage 1 ...avoided this for too long) Honestly i think all of this doesnt feel like a Heist: once you are done with the first 3 stages you ignore them, before that you probably repeat Stage 2 until all remaining braincells are gone and then only do the bossfight if you really enjoy it or want to farm standing. I posted my feedback on this but i doubt they will ever touch it again so i simply avoid this "Heist".
  5. Well, if i remember correctly, players already complained about this when the Plains got released, but with the addition of Thumpers/Dargyns etc the issue might just have become bigger. What i mean is that there have always been enemies annoying you when you just wanted to fish or mine or something like that. I dont know if we really need a new instance, afterall Free roam exists. I think they could simply make free roam a little more relaxed again with the following changes: remove Thumpers from Free roam (make them a Bounty you can either start in Cetus or directly in the Plains) make it so that Grineer are only sitting in their Bases and will only attack you if you attack them or come too close (i wouldnt remove all enemies in free roam, that would be too boring even for a new player i guess - i think its fine that you have to kill a few enemies to get to good mining spots for example) that way, if you didnt draw aggro you will be left alone when you are fishing on the oceanside for example (i think currently enemies are coming for you with transport ships when you are fishing even though you didnt attack or came close to anyone before) As someone who played this game for quiet some time having all the good gear dealing with those enemies isnt too much of a problem, but i can totally see new players struggling with all of this (and while vets have no problem dealing with it, it can still be annoying).
  6. Has been a while since i posted something here, but i feel like adressing the problems with Squadlink which are noticeable in Scarlet Spear. Regarding the basic concept, what we have now in Scarlet Spear everything feels kinda meaningless and non-interactive to a point that you most notice it when it doesnt work. But DE itself once had a good vision about Squadlink but so far failed completly to deliver it. You can watch the following part from Tennocon 2019, but i will list the most important aspects below: I think the most important aspects to make Squadlink actually a cool addition are all in there: "friends, clanmates, alliances are now gonna be invited" = matchmaking is really a must-have for this in my opinion "connect them to other coop games happening in real time" = this makes sure we can actually plan to work together, right now the real-time aspect is kinda missing "this is not a hard barrier, this is possible without Squadlink, but its more difficult" = This doesnt match with what we have in Scarlet Spear right now because progression is actually stopped for the space-team if they don't get any Killcodes! Make it like it was planned, optional but helpful and with an impact on Gameplay at the same time. On top of that, the following additions would be really helpful: once Squads are linked, they need a Teamchat for all 8 Players also, more information about the progress of the other Team would be really helpful (basic: Status-Bar ; advanced: actual clips of the other team's actions) and again, the actions of the ground team should have real consequences on the Gameplay of the Space-Team (Buff Team, Debuff Enemies, Supplies) Last but not least, a really advanced version of Squadlink could allow the following: once the Squads are linked, the ground Team gets multiple objectives they can chose from each objective provides different Buffs/Debuffs/Supplies The Space Team can make requests via the Teamchat on what they want the Ground Team to do first - this adds a tactical dimension to it They could also set Waypoints for the Ground Team on a Tactical Map Maybe i will add ideas for specific missions and buffs/debuffs at some point, but for now this is all i want to say.
  7. I can only agree with these 2 points: When they first showed the Flying Eidolon (which has now become the Ropalolyst) i expected/wanted it to fill the empty space between Night-cycles. I also dont really like the timegating, but if there would be an alternative at daytime it would be fine and actually atmospheric. I made a concept back then for a fight, ofc nothing like that happened but i will still leave it in a spoiler 😉 Regarding the lures: I think they follow the person who was collecting them, so if they are far away the reason should be that the person is far away. Still, like you suggest, it would be better if they just follow the Eidolon once latched onto it but for a different reason: If you are the one collecting them, the Lures just love to get in your way when trying to shoot the Eidolons 😄 I cant really agree with the following 2 points: There is both an visual and acoustic indicator (healthbar and noise) for when to shot at what. I think this is enough, and i doubt that it would help to add even more. Knockbacks can be annoying (especially on the 2nd Eidolon), but you can evade them with the Operator. The concept of huge AoE-attacks might not be the best, but you can evade them with practice. At least there is some sort of a learning curve like - could be better but i doubt they will ever change the Eidolons honestly.
  8. A comment on the following thing would be appreciated. In the last Livestream with Rebecca Steve said the following thing: In my opinion he is missing the point on why people are disappointed completly. In my opinion you payed the priced because of the following reasons stated by many many people: Railjack/Liches/Squad Link didnt even come close to deliver what was promised what was delivered was either stuffed with RNG over RNG or buggy as hell like Scarlet Spear + super super grindy what was delivered was too monotonous and boring (Railjack is basically 40 times exterminate mission) DE explicitly said Railjack shall not become another content island and should start to tie everything together, still you did the opposite Everybody loved your "experimental ideas" (well the majority ofc, not everyone), if Railjack, Liches and Squadlink would have been just a little closer to what you have promised and showcases for 2 years, you wouldnt be in this situation... If you want to read it up, check the following Threads (and thank your Mods for merging everything they could find into 2 topics, it might be hard to follow): Ps: Sry for being "that guy", but its a shame that it seems that you are drawing the wrong conclusions out of this. So, are you still going to implement what was showcased on Tennocon 2018 and 2019 + in all the Devstreams or will you move on to the next thing?
  9. Nope i would never beg for anything Defection related 😄 I meant the Event which came with the Gas-City Remaster last year (imo nice challenge and incentive to really try your best with a fair reward-structure at the same time)
  10. Nah im fine 😉 i decided for me that the gameplay is insanly boring and that i wont do it just for some rewards. Maybe i play a few more rounds here and there, maybe not (and if not i will just pick the rewards from somewhere else). Still, that doesnt mean i can't see when someone uses some sort of a strawman argument and mixes stuff which doesnt belong together to make it sound like a valid point. I mean, i could also make something up about you guys who are now celebrating that someone finally speaks the truth and make assumptions about "your group" to make you look stupid, but i wont. And yes, i was about to say this too, i liked the Clan Event and was begging DE to keep something like that implemented in the game.
  11. its really fun talking some complete trash just to try triggering some people right?
  12. Yup, Moderators doing a *** horrible job the last week again, and when you actually ask for explanations or tell them to at least think about what they are merging you get this reply: Best thing about it, there is not 1 category fitting to support a ticket, but then again this fact fits their merging policy just fine. All of this makes it look like they are desperatly trying to make the issues look smaller as they are. I would understand it if they only merge threads with the same topic, but they are basically merging everything which is somehow related to Scarlet Spear. Maybe we should make a game out of this, something like Bingo or simply putting bets on what Thread will get merged next 😄
  13. Rewatch the Videos and listen to what they say. They never use terms like "we plan this to be like this", "it might be something like this" and so on. They use terms like "you will be able to do x", "it will become y" Oh, and with the stages thing: Yes they said it will come in stages - each time in the last Devstream before the set Release Date. After 2 years of not saying so.
  14. Meanwhile, Anthem got crushed for undelivered promises and when DE does the same "hey its the players fault to get hyped"...
  15. Haha, google the 2019 Roadmap please 😄 Unless DE stops to put everything which comes to their or player's minds on there, we really dont need more Roadmaps - or atleast rename them to DreamMaps.
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