The Duviri update is semi-enjoyable.
1. Handling Thrax enemies (and a few other enemies as well) effectively is down to chance = which warframes and which weapons were available for the player(s) for selection. In "normal" this concerns mostly solo play (which is a bit unfortunate), in SP also squad play. But since "chance" is the biggest thing in a game now focusing on "rewards" and since you'll get your real reward by how much you play, not how far you go in one circuit, it probably has to be considered being "ok". A fairly easy way to improve the experience would be to throw up a selection of two mission types for the next round: the "default" and an "option", and switching to the "option" would need a clear majority of votes (at least 1 out of 1 player 🙂, 2 out of 2/3 players, 3 out of 4 players). That way a squad would get a chance to avoid a mission that was made "impossible" by chance.
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3. A better solution would be to allow the player to flip between all existing pre-defined setups. One of the best things with Duviri is that you actually have a chance to get to use your OWN equipment (IMHO it kind of almost saves the whole thing), but ONLY getting your "first setup" is irritating and ridiculous. Am I now supposed to go through my entire collection of warframes and weapons and switch the "possibly best for Duviri"-build into the first slot? That is silly, irritating, dumb and it doesn't serve the game (which only just and just manages to keep the idea of "diverse possibilities" afloat) and it doesn't serve DE (which could presumably sell more loadout slots if players could actually select them for Duviri).
4. Yes. 100%. DE is currently using a concept of "retaining players" that is actually driving players away, because being forced to spend heaps of time to try and get a few rewards ALWAYS backfires. Such a "forced retainment", using players "want"-factor to make them engage with a teeny-weeny bit of content excessively might look good as numbers on an excel sheet, but the end result is more irritation than content, a sour taste in the mouth and a feeling of being tricked and/or "forced". This is one of basic mistakes of game design made in the "boardroom" (and it has a close sibling in the "Economy department": enticing players to pay real money, credit to DE for not defaulting to this), and one of the top "game killers" overall through out humanity's short but thrilling ""digital gaming history". It is just SO dumb. So incredibly dumb...
4B. A core mistake with Duviri (along the same lines as point 4) is forcing a player to play ALL game modes to get the rewards. It probably originates in the same naive, kindergarden developer view of "mathematical retainment" (= "hey, we can show more hours in the game if we force a player to play ALL the new modes...") but it is actually counter-logical to the stated purpose of Duviri. That players now can select quite different game modes. That "selection" is of course rendered totally moot by then forcing players to engage with ALL content to get the rewards. Instead the different game modes should (of course!!!) have their own distinct and different paths to the SAME REWARDS. Mark my words: the whole Duviri "experience" is basically pre-destroyed as a fun and joyful experience due to forcing players to do everything for hours and hours and hours. Once again we'll end up HATING Duviri, even those that have the stamina to use hours upon hours to grind for "everything".
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No, it isn't good. There is a lot of potential in Duviri (somewhat surprisingly), but most of that potential is reduced to rubble by two things: the amazing amount of game-breaking bugs (which can all be fixed) and the amazingly stupid "retainment strategy" of DE, which paradoxically forces a rather good dev studio, a potentially still excellent game and possibly still dedicated playerbase into a DE-created "spiral of destruction". No sane player will continue spending his/her money on a game if it generates more frustration and irritation than fun, if they lose trust in "the guardians" of said game and/or if they feel tricked or forced to spend a much too excessive amount of time for what in the end is quite meager "rewards".