Jump to content

JamnikPucek

Hunter
  • Posts

    193
  • Joined

  • Last visited

Posts posted by JamnikPucek

  1. Might I ask, what about them would make them mandatory? The slots would be there if dedicated ones were given, it wouldn't make them mandatory for builds, just provide players the opportunity to attain and work to fit those mods into builds. It gives them the option to be used, but doesn't make them a mandatory for any builds.

     

    No, they would not "just be there". Since you would not have to sacrifice anything in order to have them, game progression wise, ultimately everyone would have them. In turn, those without them would be visibly inferior to those who did. It wouldn't make them mandatory for any builds, it would be a "basic" upgrade like say potatoing. And since everyone would have them, high level content would always have to include them. 

     

    And also, may I ask what you believe the function of augments to be?

     

    They are (or should be) boosts to Warframe abilities that you might prefer using or that you can build around in order to enhance your play style or create a new one. Again, I am not arguing that not all of them necessarily fit into that slot.

  2. You must be younger? Old-school MMOs were nothing but camping spawn points waiting for a certain named mob to show up, or just farming a specific mob for a specific item drop.

     

    It's more about the experience/comradery with a group of friends that makes something like that 'fun' imo.

     

    By all means let's repeat that in a TPP shooter. That's not an argument, if anything, that shows the weakness of it. 

  3. That would make augments upgrades and would go against their function.

     

    They are an optional expansion. Adding dedicated slots for them would make them mandatory and would require balancing passes for high level content around them. 

     

    I've yet to have a Warframe build where I couldn't sacrifice one or two mods for something else if I felt like it. 

     

    I do agree that some augments are probably less attractive than others, adding extra incentives to them or expanding them so you could really build mods around them in creative ways should be the way to go.

     

    But adding special slots for them just makes them another mandatory thing you have to grind, no thanks, the less we have of those, the better.

     

     

    It isn't a huge request, and it would take so little time to implement.  EDIT:  Some players have even already provided design concepts for how it would look.  My opinion is, If you get to rank 5 in any of the syndicates, you deserve to not have to waste precious modding slots on ability augments, which should (in my opinion) already be applied to the abilities ANYWAY considering how completely useless some of them are.

     

    I really would like to use some of my ability mods, but I can not because if I do I sacrifice a bit of my survivability, and ultimately my fun.  Because I hate dying.  A lot.

     

    Again, it is a big request. It would imply that the game needs to be strictly balanced around augments and makes them mandatory.

     

    Also, why would anyone "deserve" them after getting syndicate points? You already deserve them, you got them.

     

    Finally, again, if one mod is the difference between life and death for you, then you might be over relying on mods.

     

    EDIT: As for the drain cost, with enough forma and the right aura, there is not a combo that you'd be even close to exceeding the cap. Drain cost is a short term cost for the dedicated, high level balancing assumes (or should) that any combo is possible. It is not a factor nor is it a cost. 

  4. If you are experiencing crashes, there are separate forums for that and performance on other games has little relevance here. You are fairly vague about the issues that you mention and didn't give any specs or anything else, but again, there are forums for that. 

     

    AFKers were a plague outside of E Prime and was a way bigger issue than you present. E Prime possibly just tipped it over, but the AFK rules were coming and had a much wider context than you present.

     

    I'm fairly certain that if the bobbleheads were not selling, they would not be pushing more. You seem to disregard how powerful the desire to deck your crib is in games like this, those are also fairly minor assets that probably do not require much manpower to execute and fall into the whole cosmetic thing that Warframe has going on in general (skins, color packs etc etc), it's an F2P thing. As was mentioned, that layer of the game is made by people who aren't really responsible for the bug fixes, it's an extra, meant to make extra money. Unless you need to catch 'em all to have access to game content or something, I fail to see why this a flaw.

     

     Certain things are fine, leave them alone. Things you may consider exploits because YOU didn't intend for the tools you have given us in the ways we do, does not necessarily make them exploits. Often they are simply well thought through strategies that you insist are ruining the game. Many of us don't want to post on the forums when we find and excellent strategy because we know 15 minutes later the dev team is going to be screaming "YOU CAN'T DO THAT, NEEEEEEEEEEEEEEEEEEEEEEEEEEERRRRRRRFFFFFF!!!!!!!!!". You could be your own meme, so please lay off a little and remember, regardless of this game being free to play, it is us the community who employ you.

     

    Yeah, finding a "strategy" that circumvents the intended challenges and gameplay as set by the creators of a game is exactly what an exploit is. 

    Sorry to break it to you, but finding loopholes in the games systems and mechanics that let you sidestep or just make the challenges trivial is not a "strategy" ; though I've seem these sort of mental gymnastics pretty much in any game I've seen. 

     

    You seem to know this, because you tiptoe around it in your post, but if things like say specific frames, mods, weapons (again, mechanics loopholes, unforeseen combinations, just plain imbalance that did not come up during testing, etc) defeat a challenge or make it trivial before it even starts, that is a problem with the game

  5.  

     

     

    Here's your problem. You're thinking I'm linking the capabilities of enemies together with the limitation of line of sight and think that I'm making an argument against difficulty. I'm not.

     

    Yes you are, though you do not seem to think so. You are advocating an option that does not require you to get directly in danger and greatly reduced the need to carefully plan when exactly you use a frame skill. Having to think about when and how to use any skill leaves much more up to individual player skill (again, the core element of shooters, player skill being a major factor in the outcome of any fight) instead of running up behind a wall and setting a skill off, not having to worry who it hits and who it does not. 

     

    That is, to me, an argument against challenge. And you do that again right below. 

     

     

     

    Forget the part about infinitely scaling enemies okay? Adding LoS to ability use just makes those abilities tedious to use. That is all I am saying. Especially considering a lot of abilities already require you to target enemies to use them.

     

     

    See above. That, to me, seems like a right design decision. It is your skill, your timing on when to release any of your skills, when to fight, when to retreat, etc etc etc is what determines the result of fights, even if we throw the infinitely scaling modes and the decisions you have to make there as a group out. What you describe as tedious is literally, again to me, the game actually making you play it and think about playing it, as opposed to running off a set number of combos that avoid getting you in a situation where such engagement is necessary in the first place.

     

    Any skill that is "fire and forget" in what it does is not balanced right. At the high levels, be they static or adjusting, every fight should have the potential to end you, the higher you go, the less tolerance for mistakes there is, but again, the key factor there should be your skill, and not being able (or not being able) to spam an aoe skill through a wall. 

  6. See my post above. Don't read too much into and make assumptions based on things I didn't say.

     

    I work with what you give me. The only thing you wrote is that needing los where enemies can one shot you makes the game tedious. That being the only sentence I could read does not give much wiggle room other then the assumption that for whatever reason you assume that you should be able to kill enemies without exposing yourself to any danger, instead of actually dealing with said danger (said dealing also includes the pulling out of an endless mission that I mentioned) and then you conclude that somehow, that makes the game tedious.

     

    Hence, the sentence that you told me to read has the conclusion that having to actually face enemies and consider your chances against them is tedious, while I consider that the very core of a challenge in any shooter I've played. Otherwise, please explain you line of thinking in more than one sentence, because try as I might, I do not see anything else in there.

  7. I have no problem with "coptering" staying as a combat move combined with traversal, but exactly as the stream overview mentioned, right now it seems to be crazy easy to sustain it almost indefinitely. Shifting the balance so its usage is shifted towards combat, while giving other options as far as rapid traversal goes seems like the best choice.

     

    Rapid movement across the map in all dimensions is, ideally, supposed to be the result of a skilled player constantly using his skill to maintain his momentum. Pressing two buttons over and over to zip across the map does not seem like it is that, sorry. Also, if the game is "too slow' without it or it is the only thing making the game good, or even more ludicrously the reason behind WFs popularity, I do not know what to say.

     

    Coptering absolutely has its place in the game and the devs seem to agree. But it should not be the main method of rapid travel, which hopefully the next iteration of the movement system will underline. Again, as in all aspects of the game, the best results should come form constant challenges requiring constant adjustment and reaction, not memorized, machine like sequential button mashing. As it is, coptering not only looks mildly weird in some cases, it also lacks any sort of challenge to execute right once you get it down, as long as you lock yourself to fairly specific weapons and mod combos.

  8. Because just knowing that someone is there is not enough for something as major as using some of the Warframes power, I'm assuming you are just trying to backdoor the prevalent topic of being sore over the Excalibur adjustment, possibly others in the future.

     

    Modern science does not address the intricacies of magic slinging suits of armor. A simple explanation could be that a Warframe needs to know exactly what or who it is targeting, so just a radar blip is not enough to properly channel its energy towards it. Hence, once it knows who it is dealing with, it no longer needs los.

     

     

    In a game where enemies can scale infinitely and can 1 shot you why do we need to have the line of sight limition? It just makes the game tedious to play.

     

    And a tedious game to play tends to not be a fun game to play.

     

    Wait, do those enemies not need los to hurt you? Also, difficulty balancing aside, are you saying that having to actually put yourself in danger to play effectively (and that should be true for all Warframes in the high level content) is "tedious", you can always cheese L15 if you don't feel like pushing yourself. And a ability that lets you more or less indiscriminately kill threats before they are a threat seems to break said challenge. Sorry.

     

     

    The problem is with the infinitely scaling enemies, not the line of sight limitation.

     

    Infinite scaling stonewalls any meaningful attempts at balance. As long as it's in the game we will always have problems.

     

    Infinitely scaling enemies are only an "issue" in infinite modes. Its in the name. They are supposed to overpower you if you push to far, because you are not suppose to do 50 waves of defense without it being a significant challenge. Despite the, slightly confusing by the way, apparent approach that only infinite game modes matter it is only a part of the game. And to me it is pretty much the essence of infinite modes in any game that I remember - sooner or later enemies just get to tough and you get overpowered. It is up to you to know when that moment is. Powers that for the most part relieve you from that pressure, replacing it with mechanic button combo presses like in rotation based MMOs seems counter productive to a TPP shooter.

  9. Also, if those two links posted on this discussion are true, I'd be really &!$$ed. Just letting DE know, I worked hard on the PS4, but the PC has a more favorable set of controls and a more favorable format, along with the fact that my friends play on PC. At least let me get my proto excalibur skin on my PC account. Of all the things I got on my PS4 account, that is the greatest ting I was able to get. And I don't know why PS4 to PC migration wouldn't work, because soon PC to PS4 migration will guaranteed be available. I think it's just Sony's way of saying "Screw PC".

     

    Because that is exactly what they are doing. Sony insists everyone uses their PSN accounts for everything relating to Sony. Their interest is to draw PC players to their console (where they get a piece of the cut of any money spent), not the other way around. The only reason any sort of account migration is even on the table is because Warframe is a F2P title with a strong PC player-base, some of which may be inclined to jump ship to the PS4 if they can take their stuff. Sony could not care less about the PC version of Warframe.

     

    And that is still a lot considering say DCUO, where nothing transfers, or FF XIV, where each platform needs you to buy its own specific version (I firmly believe that the only reason PS3/4/PC cross play is even a thing in FF XIV is due to how a gigantic flop FF was in the first place and how maitaining good relations with Square servers Sony's interest in their "home" turf)

    Agian, this is not an altruistic move on their point. They are fairly blatantly trying to "take" as much players to their separate platform (remember, cross play is no longer on the table. Not surprising, considering Warframe uses P2P matchmaking and the huge gap in patch time between the two versions) because it means more revenue for them. De has seems to be very interested on cashing in on their popularity recently, not that I blame them.

  10. You raise many good points, ones I've seen made by other posters here more than a few times. To the point of mission variation and procedural generative changes, I made the post https://forums.warframe.com/index.php?/topic/148425-of-factions-gameplay-and-missions/ precisely to address that issue. You're right in that there's not much depth to Warframe yet beyond the mission map, but the potential for such most definitely is there - it just has not yet been fully realized - though it certainly could if they treated mission chains as they do map generation (i.e. using procedural generation for more variety).

    Most of the issues you point out have to do with the depth of gameplay. I agree that enemy AI could use a bit of work, but honestly it's already better than the AI was in ME3:MP, in my opinion - the Grineer and Corpus end up supporting one another pretty well, while the Infested simply try to gnaw upon your face en masse.

     

    By all means the potential is there. I just think it should be exploited sooner rather then later. The weapon set a week upgrade cycle with bigger patches every 1/2 months seems decent for post release. And that might be part of the issue, that currently part of the assets is tied up to keep the game running in release state, while some core features still need work. But well, that is pretty much par the course for F2P games. I just haven't seen much movement in that direction as of late.

     

    ME3 was an example more or less pulled out of my backside, I do agree that there is a tad more intelligence to the humanoid/cyborg enemies then ME3 mobs and well the massive attack is very much in character for the Infested. Still, the tactical mistakes the intelligent enemies keep making over and over are jarring enough to annoy me. I guess when I think about it, they attack and move aggressively just fine, but have issues falling back, regrouping or grouping and fold like a house of cards when pushed hard. Thats okay for the earlier levels, but the higher level enemies (and, presumably the more experienced ones) could use some work so they don't needlessly separate, defensive/offensive squads coordinate better (for example, a defensive squad should act as a distraction/lay down covering fire as an aggressive squad makes its push. Right now, its pretty much either everyone pushes or everyone stays back)

    In the end, the AI is a complicated beast, but it seems that even if we take the PS4 with its relatively limited processing power into account, Warframe could do better. Even if it means a bit less enemies at once. I do admit thats the least "sensitive" of my gripes.

     

    Also, I have played a bit of the invasion mode and will update the second post in a minute. Its a nice addition, but could use its own degree of work, deserving a separate thread imo, but it is a step forward.

     

    EDIT: And done. Will write a separate topic for this, but the Invasions have potential. 2nd post edited to include this.

     

    EDIT2: After spending some more time with the invasion mode (I skipped Gradivus) I was forced to revise my statement. It is another symptom of the same issue - it takes ages to complete, offers next to no rewards and is more then trivial. The rewards are also severely lacking in most cases.

  11. Some suggestions based on the above:

     

    Even out Solo and Coop a bit. I have nothing against coop players getting more gains for more challenge, but firstly, give solo players a chance to get the same drops as coop players (I'm looking mostly at stuff sealed behind high-tier rewards of T3 Defense/Survival missions that are exclusive to those), secondly right now in most cases coop makes the game trivial and faster when compared to Solo players. Again, this is not necessarily a bad thing, but at the moment seems to be completely out of whack. I literally feel punished for playing Solo. 

     

    Stop shoehorning players into specific modes. I know that this is a tough one, but it is also tied to the above. One of the more ancient livestreams mentioned that all mission types are supposed to get their "challenge" variants. 

     

    Of the top suggestion: Add a challenge "extermination" variant. Endless floor after floor of seek and destroy, room clearing missions, with fortifications, pre-designed compositions of enemies with intercept squads that increase in difficulty and numbers as you go down. Add a tiered reward system, like Defense and Survival each x floors. 

     

    To make things even more interesting, throw in a Nightmare-like (though probably less extreme in the first tiers) modification each x floors. Make it more then a few tiers down. Hells, for varieties sake, make the factions change in between tiers too.

     

    I'd play the hell out of this mode. Defense tests coordination and single-point fortification. Survival tests speed-running abilities. This would test long term endurance and gear preparation. I... I really wish this was in as we speak. I'm getting happy just thinking about the possibility of playing a mode like this.

     

    - In addition to the above, remove the specific gear to mission type drop chances form the Void. I'd see the road to this twofold: First, make all Void gamemodes 'endless' challenges with tiered rewards. I'd even go as far as say that Void Keys should be generic keys, defined solely by Tier/Rarity (and even increase those), Second, simplify the Prime drop mechanic so that every time something new is added, the table becomes more diluted. I'd rather not see a token system, but instead let the player define which Prime he is looking for in the Void at the start of the game. Throw in some rare/Void specific mods into the mix and some Formas, along with maybe rare material packs, and presto: A fairly diluted, controllable loot table, not dependent on game type, but dependent on skill level (or how far player/players get to) that is not in danger of being diluted with every new addition.

     

    - Add a system of high-skill based, high level, "randomized" challenge missions. Since the current Solar System is structured by level, these probably would need to take place on either a separate map or just be random. This would work as follows:

     

    NOTE: This was written before I discovered and played the Invasion mode. See the bottom for more info, I could totally see this integrated into the current invasion system.

     

    Players pick the level of the challenge and weather they want to join or start a new coop or solo "mini-campaign". Solo ones avoid coop-specific modes (currently pretty much only Defense and high tier MDefense, survival, as long as kept within a reasonable time frame could work), both have a chance of being "enhanced" with random Nightmare-like mutators and are given a bare bones "story" to follow. I'd also see a choice of a Faction to fight, or the option to leave it at random. In-mission changes are still possible, but if a specific faction is picked, change reverts on next mission so players don't get shafted out of specific drops they are after for long.

     

    A basic example of such: 'Subject xxx has important information' (Rescue), According to xxx information, system y is about to see a major operation, destroy the command ship (sabotage), some troops have reached their objective. Eliminate them (Exterminate) The ship is a trap. Hold out until we can extract you (Survival), We have found the head of the operation. Eliminate them to end it. (Assassinate)

     

    Each mission has tier/difficulty level dependent drops/rewards. Completing an entire run in one or more session should be possible. Due to this format, dropping out in the middle shouldn't be a problem, in coop campaigns its probably best if only the host or the players that are there at the start of the mini campaign hast this option as otherwise this would be open to abuse. Completing an entire run entitles the player for a roll of one (or maybe more then one) end-of campaign rewards, which include void keys, rare mods, rare mats or other cool stuff.

     

    - Finally, continue to work on the general game-play challenges. This is probably the most work intensive task, but the AI reacting to overall battle flow would be nice. The AI going hyper-defensive as a response to hard pushing players, or aggressive for defensive playing players. The AI actually working as squads and parts of a larger whole - if one member of a squad is killed, the rest fall back to stick together. Defensive/offensive formations, the works. Less Mass Effect 3, more F.E.A.R. or Crysis. I know that in this case this is easier said then done, but there is only as far as you can go with stat buffing per level before things get silly. Higher tier enemies should be smarter, not only meatier.

     

    There, I got this off my chest. Note that I lurk these forums relatively rarely, so might be lax in any criticism/responses, but will try to at least keep up with the thread time allowing and if there is any discussion that I feel I may add to 

     

    EDIT:

     

    Out of my ignorance, I wrote this post before catching up the patch notes. The dynamic invasion system is a step in the right direction as far as I am concerned, and if expanded in the right way, may be a good substitute for my dynamic mini-campaign idea. More after I'll see what makes it tick.

     

    EDIT2:

     

    Invasion Mode

     

    I have to admit, I did not expect a feature like this as part of a Tenno Reinforcement patch, hence in my ignorance I passed it through.

     

    I do not know what you can get out of them, they seem a bit long-ish and get montotonous after a while, but overall its a good step forward. Its entirely possible that my randomized campaign idea could be integrated into the invasion system. I will think on it and write another post not to clump this one thats on a slightly different topic, but there is some nice potential in the Invasion system to make that into the high level, high challenge content I'd like to see.

     

    They grow old very fast and do not add anything new. The rewards are laughable for the most part considering how much time it takes to complete one, and the runs are monotonous, almost identical runs with next to no challenge. It wears down quickly and is more a symptom of the greater issues with Warframe then a solution. Kept me playing for a few hours, but I'm happy to shelve WF yet again until it is tweaked. It still has the potential to be merged with my idea though, but at this point its nothing more then just another grindy time waster.

  12. This is a long text with no TLDR, because serious matters deserve serious treatments. I have tried to make this as concise as possible, but for those who want the "meat" of things, I have split the text to two parts - the first one contains my justification for why my suggestions are needed, including some graph trend analysis and a few hypothesis. The second is the "meat", the suggestions that would make the game fun for me and IMO add more longevity to it, that come from the first part. Feel free to skip there.

     

    I hate using the term "endgame", because to me it always sounds like something that is by itself is a flaw - if a player feels like the game has "ended" for them, they typically put it away. But yes, my topic will be mostly about the stuff that is meant for the high-level, geared up players.

     

    I've been trying to put into words the issues that drove me away from Warframe for a good two months now. The following is my attempt at doing just so, with some basic setup and praise up front.

     

    First, the praise:

     

    For the most part, on a session by session basis, Warframe is a very smooth-feeling action shooter. The mechanics are not complex enough to require long term planning and multiple failed attempts to master, but also not simple enough to become boring on a very basic level. I know there are some rumblings about the mod/card system itself and to a certain degree I can agree with it, but thats not my main gripe with Warframe at the moment.

     

    My main problem, the one that drove me away from the game is, for the most part two fold. There is a minor third one, which is the direction of the story and general lore being completely bellow my expectations, but that is more personal preference then anything else and something I can live without. Or rather could live without, if not for the following two aspects that, in my opinion, need addressing sooner rather then later.

     

    The first issue, the simpler one, is the continuous shafting of Solo players.

     

    I am somewhat convinced that this issue comes from the second, more serious one, but it requires mention - there was progress in this in the events, which mostly are a bit more evened out as far as solo/coop requirements go. But the underlying issue is still very obvious.

     

    Instead of both playstyles - coop and solo - being equally challenging (though obviously offering different challenges, since 2-4 players can do much more then 1), Warframe so far has taken the much less desirable IMO route of giving solo players absolutely no chance to be successful in what is currently the "meat" of high level play.

     

    Void keys? Defense or Survival. First of all, and that is a bit of personal opinion again, the two completely uninspired, boring game types in Warframe. The former tedious, the latter for the most part absolutely mindless and based on as-fast-as-possible killing. And while the former can be soloed, it is typically against the Infested (with some frame exceptions) and mostly using the same, tired playstyle. You've done it once, you've done it 30 times. 

     

    Void missions themselves? Again, more Defense/Survival, along with MDef (though that one can be soloed more easily) this time enemy variety is reduced even further, because Void mobs are always the same. Even in the solo-able parts of the Void, going through the missions is mostly a "make it stop" experience for me, because it ties to the second, bigger gripe that I will get to in a moment. That is, they are monotonous and offer next to no challenge. The only really challenging element of the Void, the puzzle-races is left optional.

     

    Compare that to playing coop. Most missions end in either a terrible defeat, or a cakewalk style steamroll. The situation is as binary and monotonous as it is in solo, except everything usually takes faster and it is actually possible to win some specific game modes. Game modes that seem to be the favored when it comes to Void keys.

     

    Need I even mention the Vaults? To be honest, these I actually don't mind that much. Its nice for there to be some incentive for cooperation and coordination between coop groups, as long as solo players can somehow acquire the stuff locked away there as well.

     

    To try and sum up the point, without touching on the next one - solo players not only do everything longer in most cases (in my experience at least), they also get less rewards, are locked out of some content and rewards and are left doing either trivial and/or monotonous content, knowing that doing the same thing in a party would take them less time without any significant change in challenge, if not making things even more trivial.

     

    The second point is the obvious disconnect between content for players who want to hone their skills and those who want to level up new stuff.

     

    I remember reading in a topic form a few months back (and I can't find it again unfortunately, can someone who remembers where it is link the quote, or correct me) a curious response from DE_Steve, or DE_Rebbecca quoting him, saying that F2P games need a constant stream of content or they die out.  The quote is very telling of the current direction Warframe is taking.

     

    I do not mean to completely dispute this. Many a MMO or MMO-like game has withered away to nothing because its players got bored. F2P games, especially good F2P games that do not hide more content behind paywalls or at least offer decent "bang for buck" as far as paid expansion content goes and do not literally "force" their players to pay to be on par with others or not torture them with 1000 hours of boring grind are even more pressured to keep things interesting.

     

    For the most part, Warframe seems to be dealing with this in several ways: The Events (much progress in those ones. I hate how much they ruined my perception of the lore, especially Tenno becoming like mercenaries more then anything else, but thats my own hangup) which seem to be heading to a good place IMO. The Tenno Reinforcements that add new equipment to acquire and grind up and the Prime farming, mostly in the Void.

     

    To further give my gripe context, some graphs and trend analysis. First, exhibit 1, Steamgraphs for Warframe since its premiere on the platform (March 25th, 2013) to today, December 14.

     

    To get the obvious out of the way, yes, I know that this is not all of WFs players and, the player count is pretty healthy for a F2P game. Steamgraphs or other tools like this are not a good enough tool to determine the health of a game, but they are perfect for trend analysis and making a hypothesis, which is exactly what I intend to do. 

     

    To further show what I intend to point out, take a look at the trends between the major updates. I use Steam's newsfeed for the update publish dates, so I might be off by a day or two, but that seems irrelevant to the subject at hand.

     

    - Launch to Update 8 on May 23rd.

    - Update 8 to Update 9 on July 12th.

    - Update 9 to Update 10 on September 12th.

    - Update 10 to Update 11 on November 20th.

    - Update 11 to present day, December 14th.

     

    All 5 of these instances follow a very similar trend - update hits, on-line concurrency spikes, then proceeds to drop off at a fairly steady pace by 25-50% in most extreme cases in around 2 weeks. This is not a typical MMO-like curve, but alas, all data I have access to is games that are different enough form Warframe that their curves might not be valid comparisons. But the general tendency is - a typical MMO launch is followed by a 50-70% player dropoff in the first month or two, after which the population stabilizes. Most major updates increase the concurrency by 20-30%, which at worst, returns to pre-patch levels. Warframe has much higher fluctuations, plus overall numbers seem to be deceasing over time.

     

    These trends lead me to the following hypothesis, one that reflects my personal feeling of the game: Outside of momentary, short term grinds, Warframe lacks lasting appeal. This becomes even more obvious, if a player prefers to hone his skill with a select few frames and weapons. Simply put, outside of the grinding, monotonous IMO content, Warframe has little to offer after the player visits the galaxy and gets the gear they want.

     

    The reason for this, to me, seems to be the lack of challenging content. Of game-play that would make the player not mind the grind. I don't know if the Damage 2.0 system was an attempt at addressing this or not, or a possible first step, but on its own, its actually done more harm IMO then help. For the most part, players are now forced to get multiple load-outs for different enemies, which by itself isn't a bad thing necessarily, but this change carries with itself even more forced grinding. Now, it is possible that D2.0 is a first step at providing more challenge to the game, but it seems like a step sideways, rather then forward.

     

    Simply put, the presented trends suggest to me that Warframe lasts long term appeal and U11 with D2.0 made this even more apparent and forced even more grinding for more weapon/mod sets to be optimal for different enemy groups. The problem is, that once this is achieved, content becomes as trivial as it used to be. There is no significant challenge increase with D2.0 other then more monotony. 

     

    And to be fair - I know that a good share of players enjoy such elements of the game. I am not even asking for them to be removed. But they alone are not enough to maintain the game long-term. And this is what made me stop playing. There is no reason for me to even start grinding, since once I do get the mods/weapons I need doing content that is mostly trivial, there is nothing to actually challenge me skill wise. And even the grindy content follows very specific rails, where the most optimal route is more then evident and adding some variation to said grinding on my part makes my gains slower and lesser then taking the "easy" route, typically including partying and doing the same missions over and over.

     

    I had high hopes that the Void would be this challenge and it partially is... But its gated behind the same, grindy monotonous content that I hate and it itself has not received any significant change or addition (except for adding game modes that are already part of the main game anyway) since its introduction. Plus, the Corrupted aren't even that much of a challenge increase. Update after update, even between the major ones, failed to address this issue until my interest waned. Such is life.

  13. I used to be against the idea of tokens. Then, DE forced me to run multi-player missions (and the disconnect is - impossible to do solo, cakewalk in coop) layered on top of other multi-player missions (void, same deal - you either fail badly, or win without breaking a sweat, in my experience at least) to get the Void stuff I wanted.

     

    On top of that, even when not talking multi-player, I am forced to repeat the same mission types and fight the same enemies for what I want. If this is really the way DE is going, I see a token or secondary currency system as the only real solution of adding some choices to what I can run. And thats not even touching the fact that non-void missions after you 100% the galaxy blend into a unrecognizable mass of monotony as well.

     

    The token system would only be a band aid that would get me to play again until the underlying issue Warframe has right now is resolved, but at least for now, it seems like the only real solution for myself not to get sick even thinking about having to do more defense/survival to do even more defense/survival, the two modes that I hate the most in Warframe.

     

    The best solution, and that counts for both Void and non-void content is adding some sort of randomized, campaign like system, something that not only ups the difficulty level for both solo and coop players, but also provides variety and, above all, lets players do the modes they enjoy. If that would be the case, I wouldn't mind RNG as much as I do now, but well thats touching on the issue of gameplay in Warframe becoming very, very shallow after you get your first maxed out frame/weapon set.

     

    I mean, its all cool that the players that want to farm new gear each week/month or whatever get constant stuff to play with. But what about the players that want to pick a favorite frame/loadout(s) and test/hone their skills with them? It seems like that group of players, not to mention solo players are being left in the dust.

     

    Anyway, I should rant in my own thread. On topic: Unless the Void mechanic/key acquisition itself undergoes some change that adds decent variety and lets players pick what they run for the stuff they want, I support a token system. 

  14. Token/currency systems are the enemy of procedurally generated, action oriented loot-grinding games, which WF is.

     

    Are the current tables/system perfect? Probably not, I've yet to really notice it being unfair outside of the recent and not so recent bugs.

     

    But I'd much rather have everyone draw cards instead of have a system that favors farming currency.

     

    Providing challenging, interesting content that makes you not care about the rolls is the way to go IMO, not a token system or whatever other form of currency grinding.

  15. You already have cover, remember the H key or wherever you bound shoulder switching is your friend. You can crouch in and out from behind low cover, move between doorways etc. Everything that counts as cover in my book is already in game.

     

    As for sticky cover systems, they turn TPP games into whack-a-mole sessions, so no thanks. Of course you could argue for just an optional sticky cover key, but considering that Warframe does actually punish you for staying in one place for too long during firefights by spawning flanking assault squads, its a waste of time IMO. And yes, the mentioned behind-your-back spawning situation is okay by my book.

  16. Forcing group play is not promoting it. Group play is already given an incentive via clan rewards, which could be better imo as well as just having something for groups in general. The idea that getting rewards faster (or in fact being the only way of getting said rewards in a reasonable time frame) somehow makes group play more rewarding or less frustrating seems off to me. Group challenges should have their own group rewards and they should be separate form the individual rewards.

     

    Solo players already will probably take a longer time then groups (sans rushers, but that really does not change either way) to complete the missions, outright telling them that they need to group or do double, triple, or 10x the work of group players to get the basic rewards is not good event design imo.

     

    And yes, in the case of this event in particular, just having multiple couriers pop regardless of group pop would be the way to go.

  17. Don't you need a Steam-linked account (as in made via Steam, not through the webpage) for that to even work?

     

    I know that non-Steam and Steam created accounts are separated from each other (the former can't use Steam Wallet to buy plat, but can use the Steam client obviously) and I can't remember off hand if that applies to the Steam packages or not. 

     

    Might be a nice tidbit to know if this is the next community choice item.

  18. Particularly annoying when you're trying to stealth it up and one enemy spawns miles behind you and next thing you know Lotus says "Welp, looks like that one enemy you would've never known was there saw ya'. Guess you gotta fight 'em all with that weaksauce bow of yours"

     

    I support at least for that.

     

    New enemies should not spawn in while you are not detected and nobody raised the alarm. Also, if someone sees you, they still need to actually reach one of the panic terminals. It used to be that enemies in different rooms could start an alarm even if they didn't see you, but that should have been corrected with one of the recent patches.

  19. Why? For Mastery Rank?

     

    Why would I build it when I have another one that is better and potato'd?

     

    Because it is no longer available. The Sniperton was removed from the game outside of those which already existed and replaced with a different weapon. The BP was intended for the players who didn't get a chance to buy it before it was removed, rather abruptly too. There were several threads with people asking for it being brought back for a while so they could still nab it for collection/completion sake. 

  20. I do not mind wave of NPC from both direction even when solo it just the speed they spawn . If this is intended I'll deal with it but it would be nice if they at least made it so the shock wave MOA had to spawn in an adjacent room and not the one your currently in. This is a mess with parties because you might have people in 4 different rooms at once, I just want them to have use doors or something visible obvious if the player is in close proximity.

     

    Yeah, I think spread out parties can mess this up a bit and you can see weirdness as described. MOAs are a special case, they actually have distinct, visible "closets" that they get out of that spit out both regular and shockwave moas, but in general, having the aggressive waves spawn from behind locked doors and charge from there would be the way to go, no argument there. 

×
×
  • Create New...