Improving the New Player Experience in Art, Animation, & UI Posted December 26, 2017 · Edited December 26, 2017 by Vimescarrot I just found a weapon you can buy in the market. Not even the blueprint, just a weapon, you can straight up buy. What's the point of this? By the time any player learns of it, they'll be past the point where a cheap, direct-purchase weapon is relevant to them. I'm MR5 and I only just discovered it. Rejiggle, reformat, redo the market! Make it very obvious what's relevant to players at the level they're at; put the items in tiers; make it easy to navigate, easy to see lots of items, easy to see how expensive / lategame all of these items are. Perhaps highlight items you can craft right now (i.e. you have all the resources for them), maybe with a little green tick. A pink tinge could be added to all weapons that are weapons, not blueprints, while a steely grey tinge could highlight weapons you would need to spend plat to buy (like Dojo research weapons that can't be bought on the market). You've got a bunch of nifty new-player tools and they're being ignored because new players can't know about them! Speaking of new-player tools, Ostron standing would be a great way to introduce new players to syndicates without having to piss off a rival syndicate, but you never use it to explain anything to players. Consider it! It's a great opportunity you've set up right there. Disclaimer: I've yet to do anything regarding syndicates, so I don't know what you'd actually be teaching them, but I'm sure there's something. EDIT: Could you add a microforma that's fairly easy to get, used as a tutorial item, and can only forma a weapon / warframe that has no polarities (to prevent it from being OP)? You can also use this item to teach players about potatoes; sure, it's not the same item, but the way it functions is similar enough that you can explain it to players as they do it.