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ssh83

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Posts posted by ssh83

  1. 1) Having HUD (progress or forge UI) open while loading into Dry Dock

    2) Being hit or yanked around (or killed?) while re-entering railjack sometimes yield black screen that doesn't go away.  I can still move around in it.  After mission ends and new mission loads, I'd get detached camera

    3) On crewship while it dies (maybe rammed by our Railjack?).  Then instead of being back in space, I was a body-less camera attached to the surface of the railjack.  No chat or any HUD.  Couldn't do anything until we returned to dry dock.

  2. I really like the random fugitive spawns.  It makes the missions feel dynamic and less predictable.  It's also 100% optional so it won't break the game if people don't do it.  Small but perfect.

    In terms of these weekly tasks though, it should be done smarter.  Nightwave has a design function to funnel player toward doing specific things at the same time.  So I'd like to see DE see the bigger picture to achieve bonus benefits. 

    For example, it's almost impossible for new player to farm Atlas because nobody does that mission.  So... maybe Nightwave can put a bounty on Jordas Golem.  However, if it's a weekly quest that is dropped at the start of the week... everyone will rush to do it day 1 and it's still fairly tough to get group for the rest of the week.  Instead, maybe it is a 48-hr quest for 5,000 points on day 1, then again at day 6.

  3. Frustration is an ignition point for toxicity, and this game is sometimes DESIGNED to antagonize the noobs.

    In normal content, having a new player isn't very detrimental to the success rate of the mission.  That's why normally the community is very friendly to new players.

    Some content though... trap for toxicity.

    Spy Alert and Sorties?  LONG TIME TOXICITY TRIGGER.  Not familiar with a spy vault so you screw up?  Entire mission fails 2/3 vault and you just wasted everyone's time and the game kind of trapped you to fail.  No come back mechanic.  No warning. Nothing.  This has been a problem that's been completely ignored.  Allow players outside the damn spy vault to hack the alarm and reset the vault already.

    Eidolon was fine when it was relatively hidden to new players.  Teralyst bounty is fine since old players can solo carry it.  But opening Tridolon to player with no amp and zero experience?  You randomly put a complete noob into literally the hardest and most counter-intuitive content in the entire game and you expect things to go smoothly?  Warframe community is great, but even we have our limits. 

    Tridolon bounty should be hidden to new players until they have an actual amp built and maxed.  New player should only be able to skip ahead to tridolon when they have a carry hosting/teaching them personally.  Otherwise, they should just do enough Teralyst to get an amp before the game shows them "hey in case you never found out, there are 2 more!"

  4. Anthem has the graphics, the animation, and big publisher hype.  Though most critics note the lack of innovation in gameplay.  

    Warframe has innovative diversity in spades.  It's what the critics say they want.  It's what the players say they want. 

    But even when I manage to convince someone of this, the first 3hr of gameplay is contrary to my sales pitch.  Buggy first quest. Mandatory achievement grind in the form of junction challenge.  Very basic and unrewarding node-unlocking to get to the actually interesting content.  Want to do Cetus but can't because no mod, no archwing, no POTATO.  Get destroyed in Solaris quest because MR2 and no potato.  Affinity and Endo gain pacing doesn't match the content.

    So when I offer to carry them... It's easy, but the meta gaming kind of hurt the experience...

  5. Simple design changes that avoid triggering toxic behaviors.

    • Allow co-op players in Spy to hack panels outside of data vault to stop failure timer.  This enforce helpful attitude, allow noobs to actually learn vaults safely, and prevent feel-bad failure.
    • Do not show Tridolon bounty to players who don’t even have an amp built.  Tridolon should be hidden to noobs. Ideally a player will only join Tridolon run when they’ve at least done enough teralysts to build an amp or have another player carrying/guiding them.
    • Rescue target should follow the person closest to Extraction very closely.  Having them follow the slower (more likely new) player is just backstabbing the noobs to fail and get flamed.

     

    Gameplay showstopper should get temporary fix quickly.  

    • Void fissure capture changing into exterminate mid-mission stops spawning enemy before before 10 reactant.  Just disable that mid-mission switch mechanic for void fissure!! Lith capture is often part of a new customer's first impression, so having it utterly broken is really bad when the fix is simple.

    • Changing from operator mode to warframe sometimes lead to all abilities being locked because “ability in use.”  How can such a critical issue remain untouched for months? If user press 5, look for and cancel previous instance of operator mode. 

     

    Recover from 0% DNA Integrity using platinum or resource, and explain it better.

    • A proper tutorial about this counter-intuitive perma-death mechanic is crucial.  Considering how many lives the warframes have, this is out of left field.

    • Perma-death with no remedy is way too harsh and out of place for Warframe.

     

    More variety for Alert.  Special alert once or twice per week to alleviate boredom between updates.

    • Lvl 100 Assassination alert for Special Relic.

    • Special enemy spawn alerts like Maniac-only.

     

    Recruiting is very tough for less popular runs like old relic.

    • Chat filter that can notify you as if someone did @your_name.  

    • If a chat filter with notification is active, option to always receive recruit chat even if user didn’t switch to it manually after returning from a mission.

    • Like 1
  6. The Theme Park MMO design:

    • One cinematic story.  Wait X months for next chapter.
    • World state is predetermined regardless of player participation.  All fake choices.
    • Instead of replayable gameplay, just have rare drop and faction Reputation grind.  Reskin enemies to pass off as new content.
    • "Collect 10 pelts per day!"  This one is different from your other 10-pelts quest cuz.. it's a daily!

    Every online game has this since World of Warcraft.  Warframe is resembling this more every year.  But veterans know that this is not how Warframe distinguished itself in the Founding days.

    Original Warframe Design:

    • Story rolled out naturally though events and research.  World felt alive and unpredictably.
    • Operations allowed players to affect the outcome.  The original Salad vs Ruk in The Gradivus Dilemma
    • Frequent new game modes and enemy types that challenged the player instead of just cosmetic differences (ex: the first Survival event, the first Dragon Vault, the first Nullifier, the first Bursa event, Sabotage 2.0, etc.)
    • Sortie with mutation.  The "daily" every day is a different challenge. One of the best "daily" challenge in gaming.

    Different is not guaranteed to be better.  DE made plenty of mistakes, but it's understandable because it's new territory.  However, a mistake is only a loss if lessons learned are not utilized to improve.  

    Next-Level Warframe Design:

    • Between the big cinematic releases, release small lore drops and teaser sneak-peak (can be as cheap as inbox message) after special 24-hr alerts.  Good teasers can be just as fun as an actual content drop.  It would also make the story progression feel more natural than out-of-left-field.
      • Kuva Fortress was introduced in Nov 2016.  Throughout 2016, there could've been more tiny events that gave teasers about the home of the grineer queens.  Maybe intercept shipment codes to the fortress to learn that each shipment is to curiously different coordinate?
      • After The Sacrifice... nothing happens?  Let's not investigate what happened.  Not try to search for clues.  The ending of The Sacrifice is kind of begging for tie-in events and on-going story alerts.  Maybe we investigate a reported sighting, because even a false positive is better than nothing at all and we just moved on, business as usual.
    • It's not cost-prohibitive to give player agency and partial ownership of the world if you plan smartly.  For example:
      • Once it is decided that Earth relay will be rebuilt, don't start working on texture/theme, only create the layout.  Then in the operation, allow players to choose one of two syndicate to own that relay.  After the operation, tally the total score across all platforms, then create the texture/theme according to the syndicate that won.
      • Design a gun and allow players to choose the damage type. 
      • A new sentient enemy that will spawn with default resistance to damage types that was used the most during an operation (unbeknownst to the player at the time. nice surprise reveal and absolutely fit the Sentient lore)
    • New gameplay paradigm.  (not just silly gimmick like pressing 2 buttons simultaneously, or just hide in a corner for 2 minutes...  Profit Taker Bounty 3...)  There are plenty of ideas from the community.  Just read/listen.  Examples:
      • We have big open world maps... how about MOBA-inspired missions?  Or even competitive missions like a base race between two squads?  Direct PvP is problematic in Warframe, but indirect PvE competition is more accepted?
      • Infiltration where player can choose violence or stealth based on their loadout.
      • K-Drive missions... it's a race against time and check points are guarded with traps and enemies that dismount you.
    • Sortie's mutations and challenges are a good ideas for replayability, but we can easily do more.   
      • Level 100 Assassination Alert that gives a special Alert-Only relic. 
      • Arbitration Defense with alternating physical/elemental enhancement but rewards every 5 wave. 
      • Excalibur-Only Arbitration Survival that rewards every 5 minutes. 
      • Rare once-per-hour level 100 Void Fissure that gives you double chance for rare.
    • Like 3
  7. Problems:

    • The need to constantly cast accelerant before casting her damage... tedious.
    • Fireball is the only aimed ability, but it's the worst...
    • Too weak vs armor, compensating with damage buff doesn't scale.
    • Ignite damage over time is a missed opportunity to redistribute the big up front damage often deemed problematic by DE.
    • No defensive options.  Ember is not viable except when she's can kill everything instantly.
    • World on Fire just keeps getting nerfed.  If lazy mode is not allowed, then change it to something interesting/cool.

    Goal:

    • Set the world on fire. Watch everything burn to ashes.
    • Use armor shred to help with scaling.
    • Defensive option so Ember can actually stay alive to watch the world burn.
    • More build options and trade-offs.
    • Ember is a damage frame and when properly modded/played, she should be able to melt lvl 100 Grineer.
    • Ember's weakness is Corpus shield.  It is thematically interesting and should stay.  Smart ember players can easily get magnetic procs to compensate anyways.


    Rekindle (passive):

    • Wherever fire rages, ember cannot be snuffed out.  When Ember's health reaches 0, look for Ignited enemy/ally (including self) within 20m (affected by ability range).  Consume 4 ignite status to revive immediately.  


    Fireball:  

    • Hold down to charge up to 1.5 seconds to linearly empower fireball. Charge speed is affected by Accelerant/Mods, and energy cost remains the same. At max charge: 3x damage (scaling multiplicative to ability strength), +200% blast radius additive to ability range, and 3x projectile speed + size.  Max charge with 150% ability strength is 400 * (1.5) * (3) = 1800 initial impact and 900 ignite tick.
    • 5m initial blast radius IS affected by ability range.  Pure armor-shred build can try to max blast radius without charging. 
    • Maximum blast radius is 15m.
    • Augment is not affected by charging.


    Ring of Fire: (aka Fireblast). 

    • 50 energy cost.  
    • Fire wave is removed.  
    • Fire Ring retain current effects but radius is now 6m (affected by ability range)
    • Deflection for Fire Ring: enemy projectile trajectory passing through the ring is pushed upward and side-way by the whirling firewall.  
    • During casting animation, Ember is invulnerable and enemies are pushed away. 


    Accelerant:  

    • Toggled. Does NOT hinder energy regen. 
    • 50 energy to activate. First pulse is immediate. Pulses automatically every 2 second at 5 energy (cost affected by duration+efficiency).
    • Base Range 30m
    • On targets with Accelerant effect, Ignite becomes much stronger.
      • Each tick of ignite shreds 10% of armor (not affected by ability strength).  
      • Ignite does +100% additional ticks within the same duration (at 100% duration, ignite does 7*2=14 ticks within 6 seconds. at 200% duration, 7*3=21 ticks within 6 seconds).  
      • When Accelerant is applied, Existing, non-empowered ignite is replaced with empowered version
    • Stun removed.  
    • Base damage bonus removed


    World on Fire

    • Single cast.  100 energy.
    • Base range 20m (affected by ability range)
    • Each enemy in range is ignited at 400 damage per tick (affected by ability strength). 
    • If an enemy is already ignited, remaining ticks (up to 7) are summed and inflicted in a single heat blast before the ignite from World of Fire is applied.  At base ability strength, a target ignited by fully charged Fireball and Accelerant would take 600 * 7 = 4200 heat damage.

     

  8. Key Action Items (tl;dr)

    • Vor’s Prize has many buggy tutorial messages

    • Lock platinum weapon/warframe purchase options in Arsenal until after crafting is introduced.

    • Ensure player gets to play with mods as soon as they enter the ship and start them off with 4 levels.

    • Flawed mods should come maxed with capacity cost capped at 2 to lessen the herculean task of initial grind.

    • Unranked regular version of mandatory mods should be gifted right after tutorial to give player clear progression goal (Vitality, Redirection, and the base damage mods for each weapon type.)

    • Gift blueprint of all the starter weapon/warframe, so they know the free way to gear before platinum.

    • Introduce market after Vor’s Prize, but allow veteran to access market out of order.

    • Vor’s Prize should include the movement 2.0 tutorial including bullet jump and gliding.

    • Cetus and Fortuna should have an MR3 warning and recommend player to unlock the star chart first.  They harsh places for complete noobs with no help/carry.

    • Earth defense tile severely lacks intensity/fun since enemies always get stuck climbing crates.

    • Replace “Equip 4 mods” for Venus junction to finish 4 digs in excavation (the most fun node).  Move node around so Cetus is not in the way.

    • Tweak starter frames’ abilities when level 0 and 1.  They need to be stronger since new players actually rely on the low level versions of abilities.

    • Need a Newbie chat that is visible inside mission and orbitor.  All other chats should be turned off by default and send inbox tutorial at MR-2 on how to enable chat.

    • Mastery Test should have practice option in the menu since new player may not be aware of relay, much less simaris.

    The Perception of Time

    • 24-hr is an eternity for the Vine generation.  It’s less offensive to flip them the bird than to tell them to wait 24-hr.  Few games are successful long enough to encounter new age demographic. DE need to recognize that they’ve reached this milestone and adapt accordingly.

    • Crafting time should scale with MR requirement.   Low-MR weapons/sentinel should craft much faster. Anything below MR 3 should be 10 minutes.  Prime and other special weapons can be longer.

     

    Pay to Win

    • The first thing enabled on the orbiter is the arsenal… which then shows all the weapons that players can only buy with platinum since they have no resource/credit.  This is cause player to assume pay to win. Instead, only allow players to see the gear they already own until after crafting is introduced.

    • The reward for completing second tutorial mission is… not modding.  Not crafting. It’s platinum market! We haven’t even shown player the core gameplay loop and we’re already asking for $$$!  We can allow veteran players to go to the table with market terminal and manually bypass the tutorial, but for new players, it is in their own best interest to learn the game first.  Market should be presented as “you’ve learned how to play free as a ninja. Now see the option of spending platinum.”

    • Braton costs 225 platinum.  Hind costs 225 platinum. Imagine a player doing a leap of faith and bought starter platinum bundle (cuz all the praise from veterans).  His first purchase is a rip off and it’s buyer’s remorse for the rest of his Tenno life. Mastery fodder should have their plat prices lowered.  The weakest fodders should be instantly purchasable with credit.

    Navigation

    • The first time I open the navigation screen, the starter node should be highlighted in BLUE, not faded white.  It is best to start with the quest menu popping up, and I see Vor’s Prize quest on the right, and the blinking “Restore Ship Comm” node on the left.

    Progression

    • It is extremely slow and difficult to level up your first loadout.  A lot of flawed mods, no endo, and no capacity. Rather than starving the new player and bang his head against the wall, we should make it smoother.  Flawed mods should all come maxed and cost only 2 capacity point to install. Give players the taste of customizing right away and give them breathing room.

    • Player should be given Vitality, Redirection, and the main base damage mod of each weapon type (Serration, Pressure Point, etc.) after Vor’s Prize.  This way, we clearly show them the way to get stronger, and we don’t worry about the scenario of someone being MR3 but because of bad luck they still never got Serration early enough to rank it up.

    • Reevaluate the 3 starter frames’ abilities during the lower levels.  They need to remain useful at level 0 because new players using these frames do not have a maxed weapon or any good mods to carry them through.  

    Chat

    • There NEEDS to be a New Player chat channel that is visible both in and out of mission similar to Council chat.  This is where all the newbie should be funneled and helpful mods/guides can hang out in. They can recruit for newbie missions/clans and ask for help without being swarmed by Relic run spam and others.

    • Recruit, Trade and Region chat should be default to off for new player.  Clans recruiting noobs can do so in Newbie chat. At MR 2, player should get an inbox message explaining how to turn chat on/off.

    Vor’s Prize

    • Modding should be enabled the first time a player enters the ship.  Start with basic flawed mods. “Grineer took everything, but here are a few mods.”   

    • Player should get enough affinity to get to level 4 on all their chosen gear/frame after they enter the orbiter for the first time.  Then they should be given a free orokin reactor in a tutorial session on how to install them as well as how to acquire more without spending platinum.  This then gives player some capacity for the initial modding experience right off the bat.

    • Twitch Prime promotion is the first TWO inbox communication to pop-up after the tutorial… What is a prime item?

    • So… right after Vor’s Prize, the Quest UI is collapsed.  A lot of blinking nodes on Earth are grabbing my attention.   The blinker closest to center is Cetus. So… role-playing as a noob, of course I click it!  

     

    CETUS at MR 0

    • Disaster.  What a disaster.  So my daily standing limit is… 1000.  It is impossible to make meaningful progress in Cetus.  The lowest level bounty is 5~15. I have MK1-Braton with no mod against Grineer Armor scaling.  I have no travel ability or mobility frame. Run. Die. Run. Die.

    • Doing the “Prove Yourself” quest with other noob is also frustration.  The explorer players wants to look around the beautiful open world. People who load in late don’t know what’s happening because objective is already completed.  Extraction icon didn’t show up. Arguments because some want to extract and some wants to stay. Hugely negative experience.

    • “Prove yourself” is easy enough for even MR-0 to solo.  It should be a solo mission, so explorer can explore the map at his leisure

    • Player just shouldn’t go Cetus until they have Archwing (at least K-drive) and have more experience in the game.  A warning should dissuade low MR player from going to Cetus, directing them to complete Junctions instead.

    Earth Defense Tileset Bug

    • Horde mode is actually a snooze fest.  The enemies keep getting stuck trying to climb the damn crates so half the time nothing is happening.  After realizing it’s a game issue, we have to run around and play hide and seek without enemy sense/natural instinct.  A real test of patience and massive failure of an action game experience.

    Venus Junction

    • The 4-mod requirement needs to go. It is not a meaningful gear check and it just force player to grind random earth node.  Instead, have the player complete 4 digs in excavation. That’s the most fun node for a noob on Earth, so make sure they play it.

    • The reward list should show Taxon as the FIRST slot.  The first of anything is usually a major moment, so put it first so people will get attracted to it.

    • If player is able to quickly and effectively get to Venus junction, he gets a manageable boss fight plus his first sentinel blueprint!  This is the best newbie experience to follow Vor’s Prize. Just have to make sure players are told to come here (even if not forced to).

    Fortuna at MR-1

    • Once again, the allure of a big icon node is too much for my noob self to resist.  I try my hand at the Vox Solaris quest and although I was able to kill the enemies, I died too easily to solo it.  If I just play it very slow and safe, I might be able to complete it, but it’s still a sub-par play experience.

    • Verdict: Fortuna node is nicely out of critical path, but there should be some kind of warning like MR-3 is recommended before entering Fortuna.

    Mastery Rank

    • Reorder the Mastery Rank tests.  Most higher rank tests are so easy. Some lower rank tests challenging even for veterans, and they’re a sudden difficulty spike for new players.    Ex: MR9 test is a challenge even to many MR17+ players. Where as some high MR test is simply to do a survival…

    • Allow player to choose practice for Mastery Rank Test without going to Simaris.  Teach/remind the player about practice.

    • When player passes a Mastery Rank, make a congrat screen that shows the list of weapons that they’re now able to access.  

    • Like 2
  9. Many skins, especially Deluxe and TennoGen, are already lore breaking.  So what about next-level skins that change the body type and animation (costing more plat?).   Not every frame would benefit from this concept of course.  But the ones that do can explore very different theme/style.  For example:

    Male Valkyr.  Bulky berserker with masculine hysteria sound effect.  Claw is changed to spiked punching gauntlet or actual beast paw.

    Female Frost for an elegant snow-queen to contrast the the viking/bulky iceman.  The beauty of snow/ice is completely missing in existing frost skins.  

    Male Khora with a kubrow companion and chain instead of thorny vine.  (maybe this concept can be his own frame)

    Female chroma.  Draconic scale plate without the bulky figure.  

    Male Octavia.  the male version can have chains instead of feather.  the modern music world is also about visual style, and a male version can explore different themes.

    Female Hydroid.  Siren, female pirate, and/or  water-elemental tranquility.  a lot of visual themes for water isn't being used for existing hydroid skins.

    Slightly went off tangent thinking about these what-if.  Have you thought of similar ideas?  Has DE ever talked about this?

    • Like 3
  10. The stalker mode seen in the recent prime time is perfectly fine as a meme that DE staff can use for cheeky hilarity.  But it needs a bit of rework before it should be released to players.  Here's why:

    1. Stalker player choose where he spawns:  All those weird nooks and crannies in the map?  The super dark spots in maps that you can't see without turning brightness up?  Yeah. They all become exploit targets when you do this.   I get why the designer might feel this is necessary to make up for Stalker's defense, but see #2.
    2. Stalker Stats:  Stalker's low stats is compensating for stalker player's ability to jump, dodge, hide, etc.  Sounds "balanced," until you start to evaluate the fun factor involved.  Is it fun for the stalker player to get one-shotted before he gets a chance to do something?  Is it fun to fight a non-stop jumping Stalker when you only have slow projectile weapons?

    Stalker must not be a simple Conclave + skin.  It should be a especially designed encounter with proper reactive gameplay and counter play.

    Here's what I think would be an interesting stalker fight.  This may be just one of many types of stalker, but the idea of fair/fun challenge should apply in general:

    Stalker spawns with the same algorithm as AI stalker and his movement is limited to the same as simple running as AI.  Stalker uses exalted blade with slow swing speed but has magnetic+corrosive proc.  Exalted blade will also cancel warframe abilities so every frame needs to respect the danger of these energy waves.  The slowish travel speed of exalted blade allow players can see it coming and they can dodge it.  On the other hand, stalker player has to aim smart and predict player movement.  This is skill shot vs dodging gameplay that works regardless of loadout (unless Hobbled, so be mindful on where you allow stalker to invade...).  

    Secondly, stalker get invulnerability while exalted blade is active for 10 seconds.   Then he loses exalted blade, becoming vulnerable with only a skana for 10 seconds.  The VFX on stalker should clearly indicate the change, and stalker health bar is no longer grayed out.  After the 10 seconds of weakness, stalker can reactivate exalted blade again.  So it works like Pac Man.  Stalker chases the players.   Then player gets their chance to fight back.  Repeat until resolution.

    • Like 2
  11. I compare it to coptering because they both reward good aim and positional awareness.  

    Given that the power of redeemer prime may be "unintentional," I hope DE recognize the role it fulfills.  

    1. Like coptering, it takes a bit of finesse in aiming.  (rare for melee)
    2. A melee weapon that is viable for non-tank frame because you can choose a safe position to attack from, not always next to your enemy (out in the open).
    3. With end-game mods, it can compete with meta-tier alternatives

    If they ever touch redeemer prime, I hope they make the game healthier, retaining/expanding the number of available choices, not reducing.

    For example, instead of melee combo that each looks amazing but provide no practical/tactical differences, maybe design them to have strategic characteristic.  Maybe one combo deflect all attack from the front.  Maybe one combo aims high with vertical slashes, ensuring head-shots.

  12. Voodoo has his own totem that can be modded with secondary mods.

    Vengeful Affliction (Passive) Enemies that attack Voodoo are afflicted with puncture proc.  If the enemy already has puncture status, he suffers impact proc.

    Hex : All enemies and allied (incl. defense target) in a cone gets affected.  Allies gain status chance for all their weapon and warframe abilities.  Enemies gets a random status effect applied to them.  Damage of status is based on Voodoo's totem.

    Spirit Circle (Toggle) Every time an enemy becomes the target of a status proc (even if they resist the effect) within 20m radius, Voodoo gains spiritual energy equal to 0.5/1/1.5/2% of the enemy's maximum health up.  Enemies do not take any damage from this ability.  Any time Voodoo or Hexed Allies would take damage to their health, deduct from the spiritual energy pool instead.

    Spirit Totem: Hold down the ability to charge a totem with spiritual energy and places it on the ground upon release.  The totem gains additional abilities if more energy was consumed.  Damage/Status chance are based on Totem mods.

    • Under 500:  Damage pulse in 5m radius.
    • 500~999:  Enemies who enter the range of the totem is also disarmed.
    • 1000+ :  Enemies who enter the range of the totem will see an illusion at the center and be compelled to attack it.

    Possession: 100 energy to cast, and drains 50 spiritual energy per second.  Does not prevent energy restore.  Does not get canceled by nullifier.  Voodoo gains 750 armor, 30% weapon fire rate and attack speed, +60% reload speed, and +30% movement speed.  Affected by strength, duration, and efficiency mods.

  13. Remove Mastery Rank requirement for weapons.  Grinding Mastery rank should be an optional thing that you naturally acquire from trying different weapon.  The instant players get weapon not to play with it but just to passively gain affinity and increase their level... that defeats the purpose of horizontal progression and becomes just another boring vertical grind.

  14. They hurt average player enormously but don't impact the 1-shot optimizer that you're afraid of when you nerfed its damage.

    In fact, because the charge time and stagger from full charge in atmospheric mode is so bad, you are pushing players to use it only as a 1-shot.  If we can't one shot, we're better off using another weapon like Corvus, Fluctus... basically anything else will output better DPS and are smoother to use.

  15. The voice acting, sound and writing hit the mark, but gameplay completely drop the ball.

    A low-budget Heist mission implementation should be more like this:

    Objective is to infiltrate vault like Spy.  Solo play would play like regular spy, you mess up and you can fail the mission.

    In co-op, the other players would "distract" the enemy, by triggering a survival mission outside and reduce the number of patrol in the vault (bonus points if all the patrols actually run outside and not just despawn).  When alarm is triggered in the vault, players outside can do something to salvage the situation.  Maybe destroy the power relay or hack something to stop the alarm.

  16. Maybe Little Duck is stuck somewhere, and Archwing is out of commission for story reason (thunderstorm?)... so we have to race toward her on K-Drive?

    We need a mission type and proper content/reward for K-Drive.   Maybe a Race-Of-The-Day thing?  Maybe Alert for a race with special reward like a new relic?

    K-Drive is really fun.  Being able to hop from one rail to another is so satisfying.  I really wish DE will focus on featuring it more in gameplay, and not just making it harder to grind standing.  If DE makes daily k-drive race missions or alert that drop the newest relic, I'd still play K-Drive regardless of maxed standing.  

    K-Drive is really a next-level environment design challenge for DE.  Designing for not just beauty but also function.  The central coolant tower with all those twisting rails are so cool to grind on but grinding on it is clearly an afterthought, so it's a big missed opportunity for example.  Another area I'd like to see grindable is the grineer outpost east of Cetus with all those black wires.  

  17. Maybe Little Duck is stuck somewhere, and Archwing is out of commission for story reason (thunderstorm?)... so we have to race toward her on K-Drive?

    We need a mission type and proper content/reward for K-Drive.   Maybe a Race-Of-The-Day thing?  Maybe Alert for a race with special reward like a new relic?

    K-Drive is really fun.  Being able to hop from one rail to another is so satisfying.  I really wish DE will focus on featuring it more in gameplay, and not just making it harder to grind standing.  If DE makes daily k-drive race missions or alert that drop the newest relic, I'd still play K-Drive regardless of maxed standing.  

    K-Drive is really a next-level environment design challenge for DE.  Designing for not just beauty but also function.  The central coolant tower with all those twisting rails are so cool to grind on but grinding on it is clearly an afterthought, so it's a big missed opportunity for example.  Another area I'd like to see grindable is the grineer outpost east of Cetus with all those black wires.  

  18. The instant we stick the landing and the game determines that a combo ended... that should be the bank.

    It's silly to stop moving after landing or to immediately jump again to start a new combo just to bank the previous combo chain(Tips to people having trouble with this btw).

  19. Please don't nerf archwing to make K-drive seem better.

    Focus on K-Drive fun stuff.  More interesting mods.  Maybe the tricks each add different effect to the landing explosion.  Maybe the right combo of trick from the right height can dish out a 15m 5k damage explosion.  That's a reason to use K-drive: a feasible weapon to handle events where enemies spawn in clusters.

    K-Drive-exclusive mission can be allowed, but should not affect regular free roam, where it's a huge pain to cover so much ground without archwing.  It's warframe, not travel-frame.

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