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Gillton

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  1. The quest design in this game is something that made me quit the game after only 3 days. How do you accomplish great gameplay and design in the whole game, while delivering the worst in the quests. I've played enough games and seen enough stories to form an opinion on this topic. I quit the game for some time and came back to it couple of days ago. I started completing the quests past the introduction quest to the operator. And i nearly quit again. Pros: -Good Story -The Archon fights in 'new war' were nice Cons: - Gating quests. You need a specific item in a specific region to even get a info, that there's a quest. You want to unlock all game mechanics? Farm the Necramechs without a Necramech for days. Want to start new war? Farm all 3 open worlds for weeks through reputation gating. (I have currently what? 10 different factions where I need to progress with 26k reputation a day limit). Some quests will be started only when you find an not marked NPC in the world while using your operator (why would i use an operator in a hub?) -> Eidolon amp dude. - Insanely stretched level designs. Why do you limit the walk speed to a crawl and let us walk through a complete map (50% of new war quests) - No directions (You start a quest after one to ten cutscenes in a row and get no objective or directions shown) - Interrupting the game pace. Why does my character gets interrupted by some flashback or telepathic dialog in nearly every damn mission and hinders movement sometimes completely. I normally love the story in warframe since it's so convoluted and diverse. But for the new war i started skipping everything. That's a really bad design. I'd welcome it if this changes
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