Rank 30 at last!
Here's my review of Nightwave so far. Sure, it's been a grind, but overall I had an enjoyable run. The Saturn Six armor set actually looks fantastic and colors well, and as a fashion-frame-is-endgame guy, this made it worth it for me lmao. Again I do believe the system itself is great, but after going through everything to get to 30, I think DE is a few tweaks away from hitting a home run. Here are some pros and cons I got out of my own Nightwave experience:
1. The slow drips of lore. I love caring about the game and knowing what I'm doing and why I'm doing things. I love the story of Warframe and I'd love to see more. This is a great way to tell future side-stories to the main cinematic missions.
2. Great high tier rewards. Did I already say that the armor set looks great? It really does tho.
3. Revisiting the star chart. As someone who has long cleared the chart, it was nostalgic going through content that I used to struggle in.
4. A sense of purpose. Well, for the most part. Tons of people on this forum, reddit, twitter, etc. have dubbed Nightwave as Chorewave, and I don't think their complains are unfounded. Some of these challenges just need to be tweaked, and I'm going to get to that in a bit.
1. Unnecessary challenges. A ton of you have already noted the missions that a lot of us have problems with. [DE]Bear even pointed out a few of the most popular ones at the start of this thread. Inventory checks are always bad. There's no challenge, really. It's less of a can-you-do-this? and more of a but-do-you-have-this-now? type of deal. The weapon gilding challenges were also troublesome. Cost of a weapon slot, standing grind, etc. This is just a hassle if you have nothing you want to gild at the moment. Friend gated challenges again, are also unnecessary. Some people have suggested using the recruit chat to take some randos as friends, but this really is just an unnecessary workaround to achieve the exact same result as entering the a public mission. Also, some people love playing this game solo. Let's not be unfair to them.
2. Imbalanced challenges. Some 3k challenges take 15 minutes to complete. Some of them take more than a day. It shouldn't be this way. A 3k challenge should feel like a 3k challenge across the board. This is why some challenges feel like more of a chore than others.
3. Wolf Creds drip too slow. This is less an argument against the amount you can amass by the end of rank 30, but more an argument against the frequency that you obtain said creds. This is just going by my own feeling here, but they feel too far apart right now.
4. The system punishes late comers. Everybody's personal circumstances are different. Some people can't play when they want to for many understandable reasons. Unfortunately, if you start too late, there's no way you're going to hit rank 30. Well, unless you want to grind the crap out of the Saturn Six escapees. But that's just not something everyone is willing to do.
1. Remove/replace/rework the challenges I've listed above. Now you might see this and say, "But you hit rank 30 doe. What's the problem?" Well the goal here is for every challenge to be enjoyable. "Damn these are all fun. What should I do first?" sounds a lot better than, "This sucks. I'd rather do this instead." Also, less challenges skipped means getting to rank 30 sooner, which means the prestige levels past 30 become more relevant.
2. Have a clear distinction between elite weekly challenges and regular weekly challenges. What do I mean by this? Some weekly challenges are equal, if not greater, than elite weekly challenges in terms of time to complete. I shouldn't be progressing a weekly challenge longer than an elite weekly challenge. Additionally, I think regular weekly challenges should be more passive, and things you can complete just by playing the game. You can have more challenging tasks, and those time locked challenges like doing multiple sorties and whatnot, as elite weekly challenges. Maybe even increase the available elite weekly challenges from 3 to 5 to give more room for the devs to be creative. I'd like to have more passive weekly challenges, and at the same time, I'd like for them to ramp up the creativity and challenge of the elite weekly challenges.
2. Increase the frequency of attaining Wolf Creds. This system is supposed to be an alert replacement. Faster access to the cred offering store, where all the old alert rewards are, should be a primary focus.
3. Have the weeks stay and accumulate and expire when the event ends instead of having them expire week after week. Late comers should be able to choose which week of the series to set active, and clear them at their own pace to catch up. My idea of having the weeks still expire after the event is over (counter to some suggestions to have the whole thing stay forever), is to retain the special aspect of receiving a limited time item at the end of the event. This scheme gives enough time for people to catch up without degrading the value of the high end rewards.
4. An option to turn off Nora Night transmissions. Imagine someone going through the Second Dream. He's clearly invested and is completely absorbed in the events unfolding before him, then suddenly, out of nowhere, a woman calls him a badass. Breaks immersion.
Overall I DO like this system. But there is definitely a ton of room for improvement. It's got lore, rewards, challenges, etc. Really, it has a lot to offer. It just needs some fine tuning.