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MSEP1
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Posts posted by MSEP1
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Bug: The Gara Deluxe Animations don't seem to exist. Or at least I did not get them when I bought the skin pack.
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Savage Silence doesn’t consistently work in Railjack missions as host or client. Some missions it works. Others it won’t open enemies to finishers. It can go from working one mission to not working the next.
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Using the archwing slingshot can sometimes cause you to use your standard weapons instead of archguns when in archwing. This doesn’t occur consistently, but does seem to happen more often when running as a client with a host with high ping.
In some cases, being at the helm of a crew ship when it explodes can cause your archwing to appear invisible or leave you walking in space without archwing. Recalling to railjack normally fixes this, but sometimes let’s you fly inside the railjack. Seems to occur when running as a client with a host with high ping.
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Let’s talk about wreckage costs (specifically MK3 variants). So the “rarer” resource costs seem fairly reasonable (fresnels, Komms, keslers). The common resource costs (Pustrels, titanium, carbides, etc.) seem like they have an extra 0.
So I’ve been playing empyrean since launch a week ago. I probably have around 15 hours invested in it. I’ve repaired two mk1 components and crafted a few sigma components. Aside from those, I have amassed around 3000 pustrels (probably 6000 including ones I’ve spent). How much does a MK3 weapon cost? 8000.
Compare that to a regular Warframe weapon which you only craft once, has no RNG stats, and doesn’t have a better variant. You typically can get everything you need within 4-8 missions lasting 5 minutes each. A railjack weapon can take you 20-40 missions lasting half an hour each to grind the resources. This doesn’t seem reasonable, especially when you can pay to skip it. That seems kind of dubious.
I propose cutting the costs of wreckage to 50% of the current values or significantly buffing the drop rates. Alternatively, other standard Warframe resources (ferrite, plastids, salvage, etc.) could replace some resources to give us a use for the millions some of us have. This would encourage people to actually invest in parts they find instead of ignoring them until they get a good roll on stats.
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I’m back! Time to talk about Avionics. I’ve already given my thoughts on why battle and tactical avionics need better drop rates. Integrated Avionics need better drop rates as well for a couple reasons:
1. These are basic mods. They are the backbone of upgrading the railjack and progressing. If we cannot acquire them, we cannot upgrade or even use this system to its full affect.
2. Imagine locking undamaged serration behind Conditioned Overload levels of RNG without the ability to use looting abilities. That’s basically the way Vidar/Zekti Hyperstrike feel. Thankfully, Lavan exists, but it’s still pretty rare.
3. Imagine locking vitality behind Vengeful Revenant’s level of RNG. That’s Bulkhead.
For Vengeful Revenant, it doesn’t matter as much because it’s just a stance and other comparable ones exist.How could we fix this?
1. Boost overall drop chances for avionics. Remove mods being able to drift away in space. Buff vacuum radius.
2. Add more avionics to enemy drop tables. (Some cannot be reliably farmed because elite variants of enemies don’t spawn because of level caps on missions). This makes them more in line with regular mods that can drop from tons of enemies.
3. Give us another way to acquire avionics. (Spy missions, excavations, defense, Clan research, Syndicates, Baro Kiteer, etc.). This makes avionics more like standard farmable mods.
Thanks! Keep up the good work!
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I realize I have focused on a lot of the opportunities for improvement, but let’s take a minute to look at what Empyrean does right!
1. Everyone on the team has something to do most of the time, and no role is worthless. All the roles are fun in my opinion, too!
2. Missions are exciting and dynamic! Fighters are evasive but not bullet sponges (for the most part). You can take them down if you aim properly. Outriders are fun to fight because they take some skill to take down. Crew ships are a threat that cannot be solved by pure DPS, and taking them out is enjoyable.
3. Slingshots, heavy artillery, piloting, gunning, transitioning to and from archwing all feel really nice. The animations and sound are really pleasing.
4. Missions seamlessly flow from one to the next.
5. Stuff looks cool. The UI looks nice (it’s not the most functional, but it does look nice).
6. Most frames can do well in this mode.
7. Tough enemies give us a reason to bring good gear.
8. The difficulty is meant for more experienced players instead of newbies.
9. The music is fantastic.
10. It’s just fun!
11. The combat is a unique direction much different than anything seen in the game’s past. It’s something new and exciting to do!
These are just some of what railjack does right, and this is why I play the mode! I hope that as we move forward, more progress towards universal quality will be made!
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I played last night after the second Tuesday hotfix, and something is off with enemy loot/material drops. For one thing, railjack vacuum doesn’t seem to work consistently (sometimes it sucks in everything, other times a mod will be on my windscreen and I can’t pick it up). For another, it seems that enemies aren’t dropping loot all the time.
And let’s talk about the avionics drop rates again. The boost to drop rates is good (From 10 to 15%), but I feel that this still isn’t high enough considering there’s a good chance that the avionics will just float off into space. I’d propose something between 30% and 50% because core avionics, battle avionics, and tactical avionics just won’t drop, or when the do, they float away.
Keep in mind that locking tactical and battle avionics behind really low RNG rates is like locking Archwing abilities or sentinel/pet precepts behind RNG.
An alternative would be to have something like what was shown in Tennocon. Perhaps there could be a spy/cache hunting mission that could have tactical/battle avionics as the reward. It would be like stealing technology from the grineer. That way, we could actively work for them instead of just hoping that they drop and they float in the right direction for us to grab them.
Another alternative would be to have tactical and battle avionics researchable by clans (I.e. researching new railjack tech). Being able to purchase these for even a high cost would protect against bad RNG while still leaving the chance to randomly find the mods.
Keep up the good work!
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Let’s talk about the wreckage limit of 30. So there are 5 different gun varieties, reactors, shields, and engines. So that is 8 different types of items we can get barring schools. We can only have 3 variants of each of these, one for each house, leaving six slots open for anything we find in missions.
If we are lucky, we can easily get more than six wreckage parts in the missions, and any additional ones get scrapped. All wreckage items have random stats, so we are probably going to want to scrap current equipment and replace it with better ones as we find them. But we cannot do that if the better ones keep getting scrapped automatically.
Same goes for if I find a reactor with +80 capacity. I’ll start saving up for it, but if another better one drops before I have the materials I need, there’s a good chance I won’t even have a chance to see it.
Why? Why is this a thing? If you must have a limit to the slots, please make it so we pick which ones get scrapped or make the limit much higher (like 50) to give us some room to work with.
If it is because of server storage of randomized gear, then why isn’t that a problem with Lich weapons (another topic entirely, but those I have less of an issue with).
Railjack missions are some of the most fun I’ve had in the game since I started playing. This constraint is dragging it down though.
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So, I just saw the official drop tables and I have to say that the reward structure makes no sense. All missions in each zone and all caches yield the same rewards. This doesn’t really make sense to me, but I guess isn’t that big a deal. It does kind of suck that a half hour mission has a 2% to give you a particular railjack part, but I understand those are stat variations on the sigma versions of the parts, so I’ll live with it.
The thing I have a problem with is the Avionics drop rates, particularly the battle ones. Most of these sit at a measly 0.1% drop rate. When coupled with the fact that avionics drift away in combat, this means that most people aren’t going to be able to use railjack abilities for a long time. This just feels bad.
Here’s how to fix: boost the mod drop chance, remove momentum from mod drops in combat, and either auto collect all mods or buff the vacuum range. This will make resource gathering and mod hunting way more enjoyable and won’t require us to spend tons of time looting missions upon completion.
I like this update, but not the drop rates. Please, please, make this more reasonable.
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1. As stated by others, resource costs need another pass. 25-50% reduction in cost would make wreckage feel a lot more worth investing in. The grind is just a tad too steep.
2. Battle Avionics drop rates are crap. it should not take 10 hours to unlock a single basic skill for your railjack. Right now, sigma parts will provide RNG protection for wreckage parts. They are mid range ship improvements that are outclassed by most wreckage, aren’t min/maxed or optimized, but are a good starting place for upgrades. Can we have a similar feature for tactical/battle avionics? Perhaps you could buy them (or a weaker variant) for a lot of resources form the respective zones each skill drops in. That way, if I spend 10 hours trying to get the missile launch one but can’t, I can just dump some materials to buy it. Right now, it’s just disappointing not to be able to equip any skills on the ship.
3. Having the away team be the only person to get loot from ships when all loot gathered in space is shared doesn’t make sense and isn’t really fair to the rest of the team. Vice Versa for intrinsics. Those should be shared as well, or at least rebalanced so that pilots and away crew get a reasonable amount.
4. Materials not used in the foundry shouldn’t need to be refined. They should just go into your inventory when you return to the dry dock. I don’t think I need to explain this one.
5. Why aren’t other materials from the game used for anything? Right now, if I want railjack parts, I only play railjack. If I want non railjack equipment, I only play standard missions. I’d love to have a use for a lot of the resources I’ve been stockpiling for years. (For example, I could use ferrite and salvage to craft a 2 day armor buff for my ship. I could dump a bunch of plastids into those turrets I like to give them a damage buff. I could spend neurodes and gallium to strengthen my shield recharge. Or I could just use those resources to repair wreckage.)
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Copy pasting from something I shared on Reddit:
Yes [I really like Railjack as a game mode]. It’s the only thing I’ve done in Warframe since its launch. It’s super fun and I think the team did a great job on the core systems. [combat, flight, repairing, gunning, slingshots, main cannon, entering exiting, raising bases and hijacking ships].
However:
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Right now isn’t a great time to play it since clan research for the mk2-3 parts isn’t finished yet. Those parts act as RNG protection (good), but they aren’t accessible which makes it hard to upgrade your ship if you only get bad or no wreckage drops. By end of this week, this won’t be an issue. I’m glad the sigma parts are relatively cheap, because they give a nice progression independent on drops.
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Bugs. Invisible forge timers, infinite loading screen between missions, fighters not spawning, wreckage repair costs not loading, getting stuck, weapons having the wrong models, etc. A lot of these should be resolved in the coming month.
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Wreckage is so gosh darn expensive. It already has a 12 hour timer (no problem there). The resource cost needs to be toned down just a bit.
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The forge is weird. Why can’t I queue up 4 tasks from the same forge? Why can’t I see which forge is busy from a distance? Why do I need to refine materials? Why did my teammate just refine the 10 cubics and pustrels I was about to use to make ravioli to patch the ship? Why isn’t there a master control panel?
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More mission variety would be nice (on earth at least. Haven’t gotten past mid Saturn yet). There are three of the exact same mission in a row. I think the middle should be changed a little to add variety.
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The avionics UI is weird. When I’m scrapping avionics, why can’t I see their drain? Why can’t I upgrade avionics that aren’t in the grid?
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Avionics drop rates and railjack vacuum range need to be looked at. I’ve played probably 10-ish hours of content and haven only gotten 1 battle avionic and a few tactical avionics. It’s disappointing to not even be able to equip my ship with basic abilities not because of reactor limitations but because the mod drops probably drifted into oblivion.
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Why aren’t we allowed to buy starter/weak battle/tactical avionics from the clan console? Simple ones that are outclassed by the mission drops.
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Why aren’t battle avionics equippable in all three slots? Some only go in slot 1 for example.
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Why isn’t loot from crew ship interiors and points of interest shared with the entire crew? This is dumb.
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Why doesn’t the slingshot have the 360 aim like turrets?
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Why are enemies (crew) scaled so strangely?
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Why don’t corrosive procs work on some enemies (crew)?
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Why can’t I see what the RJ damage conversion is for archguns?
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Why can’t I independently color the railjack name?
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Why isn’t there an independent extract option? (Other than aborting. I know about that)
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Why isn’t there a voting/notification for which mission we are moving to next?
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Why isn’t there an indication of current dome charges, munitions, and crafting materials in the tactical screen?
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Why isn’t loot from fighters automatically gathered? I understand environmental loot, but fighters can get downed from miles away and their loot has physics so it just floats away.
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Why Are mission rewards (credits, non railjack materials) so pitifully low?
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Why are avionics upgrades and house differences so subtle and weird? Where do different avionics variations even drop?
That’s a lot of issues, but they don’t stop me from loving this update. They just kind of annoy me and hold the update back from greatness. I look forward to seeing how this mode will evolve and progress overtime. With some polishing, it could be one of the best things to happen in this game.
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The Lich System does not thematically feel right. They act like we have killed them over and over, but we only killed them once. They kill us more than anything else. Here are some thoughts for minor changes that would make the Liches feel more like an undying threat that we've shaped over time (copied from a comment I made on a reddit post):
"The Lich just one shotting you because you don't have the right mod feels odd thematically. I don't mind it functionally, but thematically, yeah, it's weird. I like the idea of them actually dying temporarily on failed attempts. Additionally, I like the idea of them gaining abilities as we kill them."
Basically, The Lich would only start with 1 ability at Rank 1. At each subsequent rank, they would gain a new ability. When we have a failed attempt at killing them, they would still die. Say putting in the wrong mod causes a shockwave that sends us back and temporarily kills the Lich. They would then revive, Rank up, and gain a new ability. Perhaps each time they rank up, they bleed a little Kuva as a pseudo-reward for downing them.
"Another option: I think that any failed attempts after they have reached rank 5 could keep the instakill thing on us. At that point, they have reached "full power" and cannot die unless we have their requiem. Thematically, that would fit. So basically:
Kill Larva: Lich Forms at rank 1 with 1 ability.
Kill Lich Rank 1: Lich Revives at Rank 2 with 2 abilities.
So on, until...
Kill Lich Rank 4: Lich Revives at Rank 5, announces that they are "unstoppable now." Any subsequent failed attempts to kill the Lich will function as it does currently.
Ideally, the abilities they unlock along the way would be linked to the warframe that gets the kill. They would end up having abilities of several frames."
Hopefully, this makes sense. These are relatively minor changes and would reduce the feeling of "guess I'll just die now" when your Lich spawns in and you don't have the right mod.
Think of it this way. I'm farming murmurs, but I know my Lich might show up to stop me. He is at rank 2. I've prepared my arsenal to fight him, but I don't know his requiem combo yet. Is that my fault? No. I just haven't found the right mods yet, but I'm trying. I am prepared as best as I can be. Lich shows up. I manage to take down 1 health bar but the mod combo is wrong. As it stands right now, I am punished for doing that. That is not fun. It could be the case where you get rewarded, but ultimately the fight is a draw.
In closing: the current system seems built on punishment. We are punished for not being lucky. We are punished for operating in the Liches territory to try to take him down. We are punished for having him randomly spawn in on a defense mission. We are punished for trying to kill the Lich. With minor changes, that could be fixed. Keep up the good work!
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I find them pretty useful on some weapons. Single swords are pretty quick, meaning you can deal out a chunk of damage with them at pretty much no delay. However, having the use of them linked with blood rush stacks is questionable in my mind.
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One of the slam attacks in Twirling Spire no longer actually triggers a slam. It just does the downward strike animation without the slam effect. This kind or ruins a really fun part of the stance and reduces the useability of Exodia Hunt.
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While there is a lot to like about the Kuva Lich system, there are a lot of perplexing and frustrating choices that were made with the way the whole thing works. Probably going to be repeating some of what people say in this, but here is my take.
1. The Requiem Mods/Relic System is incredibly frustrating. So Kuva Siphons take around 5 minutes to do, and most of the time you come up dry which is really, really frustrating. Even when you do get a relic, its probably not the one you need to get a particular mod of your choice. Extra frustrating. And THEN... if you complete all of the siphons (you probably got 2-3 relics out of it), you have to wait to get another chance at a relic. More Frustrating. This is not fun. Period. It's even more annoying when you get the relic you need, but your Lich steals it.
Here are some options that could be mixed to varying degrees for how this could be fixed to be more enjoyable and lest of a time waster.
a. Give Kuva Survival it's own drop tables that include Requiem Relics. Everything in Kuva Survival Rotations A and B is pretty much worthless for when you can access that node.
b. Make it so Relics always drop Intact from Siphons, Most of the time drop Exceptional from Floods, and occasionally drop as Radiant from Floods.
c. Add Requiem Relics to Kuva Disruption as a 50% chance on Rotation B and C. Increase Kuva yield to compensate. Kuva Disruption is challenging and fun! I'd love to have more of a reason to run it, as the Kuva rewards aren't really time efficient as it currently stands.
d. Add some other options for acquiring Requiem Relics.
e. Make the Mods rechargeable with Kuva or Endo as others have suggested. Doing this would make me question why the relic system is even there, but it's an option.
f. Prevent Liches from stealing requiem relics.
g. Add T5 missions that drop T5 relics.
h. Add Requiem Relics to the Arbitrations Store or other syndicate Stores.
There should be a grind to this, but as it stands right now, the grind is a bit too steep and kind of ruins the experience. I think having to refarm the mods is fine as long as we can actually acquire relics. Right now, stuff just feels bad.
2. The random bonus stats on weapons is questionable. I like having an elemental bonus linked to your warframe, but the percentages varying between 20 and 60% seems really silly to me and is kind of frustrating. Normalizing this to maybe 30 or 40% would be ideal.
3. The "Murmur Missions" are really fun, BUT Murmur yield is frustratingly low. Maybe a 25-50% reduction in enemies required would help. Right now, I feel that it is not in the "feels good" range. It is in the "oh... that's it?" range. I love the general system of how you get the Murmurs, but the yield is just to low. EDIT: The yield is much better after leveling up your Lich. I feel that if the lower level versions were bumped up to a similar rate, it would be a lot more enjoyable.
4. The Parazon is cool, but the animations are so fast and the camera is zoomed in so much I cannot really see what is happening. Same for when your Lich grapples you. It doesn't really look all that cinematic, it looks kind of confusing and disorienting. I think this could be fixed by zooming out the camera a bit.
5. Having the Requiem mods acquirable with platinum is kind of scummy and not what we've come to expect from the Devs.
Overall, I like the the Kuva Lich system and how you learn how to beat them, but there are just some very problematic issues that hold it back. I like having access to higher level missions. I like the unique weapons they give you in concept. I like the Lich Personalities. I just feel that the grind meter was turned up to 9 or 10 when it should have been maybe a 5. Thanks for reading.
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Ok, are we talking about sentients or literally every other non-boss enemy in the game? Sentients are status immune, so crit will be better. Most other enemies are not immune, so status is incredibly potent once armor gets to be a problem because of corrosive's ability to strip armor or slash's ability to bypass armor. Crits are better at lower to mid levels and can pull you through higher level content, but crit builds start to fall off once armor scaling goes crazy. Of course, hybrid crit/status builds are VERY effective because you have the damage multipliers from crits with the indirect damage buffing from status (and CO's ludicrous scaling if using melee).
All that to say, for most enemies, status/crit builds are going to be the "best" bet for higher level content, but sentients don't care about status so crits are the way to go.
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Just a couple thoughts on Gauss:
His battery is confusing. It is kind of counter-intuitive how max battery is 80% unless you are redlining, then it goes to 100%. I think this could be fixed with a number above gauge just to show percentage. Also I feel that it would be good to have some visual feedback as to the level of DR you have from kinetic plating. A buff indicator or something like Nidus Stack, Nezha Halo, or Gara Splinter indicator over the battery would help this. Just more active visibility would help.
His 3 I think would be way more useful if it had a chance to proc cold or heat on enemies that enter the ring. This would make Gauss more effective at cc without being absurdly good at it. Right now he is a really solid tank/weapons based DPS frame, but he doesn't really do anything for the rest of the squad. This CC ability would help that if it was buffed.
Overall, Gauss is really good. I think you guys did a great job with his kit, and he's a lot of fun too! He's just a little confusing in terms of how his numbers work.
The weapons are good in my opinion. I like them both. I'd question why the Akarius' reload is so slow, but we have mods for that and the passive helps so it's not a big deal.
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Disruption is awesome! You guys nailed the gameplay aspect of this, with the exceptions of keys not spawning sometimes.
I would love to see this mode incorporated into Arbitrations, and I'm glad it's shown up in fissures. Edit: Apparently they are in arbitrations.Now, as others have said, the reward tables NEED to be reevaluated. I'm fine with the Kuva and credit nodes (more wouldn't hurt though). The real problem is the relic nodes. I think most players are swimming in Neo Relics. We do not need every drop table from this game mode to be filled with these. That was my issue with the original disruption node. If C rotations were half and half Axi/Neo or Axi/Endo, I think that would be ok. A lot of other good exceptions are above in this thread. Any of those would be great.
Also, I'd love to see vaulted relics start showing up at these nodes in future unvaultings. That would be fun.
Thank you for making Little Duck a fun announcer that is not annoying. I love the little bits of personality she injects into it, and I'd love to see more stuff like that. It would be cool to maybe have someone else like Teshin, Maroo, Darvo (eh...), or Onko doing something like this in the future.
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Anything with high burst damage/crit should work. They don’t care about status if I recall.
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What was it that initially got you invested in the game?
For me it was the mobility/parkour system, the gun/melee interplay, and how much fun I had roaming the plains as an MR 1 Excalibur. I’ve been around for only about 18 months, so I’m curious to hear what some newer or older players have to say.
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Just now, Giantconch said:
I was thinking the same so stopped quarter way through responding to each individual question.
To the OP:
Yes, yes I am satisfied with the current state of Warframe. 5500 hours in missions in this game, taken multiple extended breaks, coming back and having piles of things to do. So seeing the increase in magnitude of very ambitious updates taking longer over drip feeding small bits of content is perfectly fine with me.
This is actually something I like about the game! I can play it, leave it for a while, and come back and there is so much to do! I’ve taken a few breaks and it’s always great coming back to the new stuff.
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Generally, yeah. I’ve enjoyed the last 1000hrs of gameplay, and I’m excited for new stuff. I wish it would come faster, sure, but I’m ok with waiting.
Now there’s plenty of stuff I don’t like in the game, and I hope those get cleaned up eventually, but if they were dealbreakers I wouldn’t be here.
I do wish the devs wouldn’t work on so many big things at once instead of focusing on a few of them.
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Partners leaving isn’t great for Warframe right now, partially because it’s all you see if you look Warframe up on YouTube. But I think in the long run having people that are still excited about the game instead of just complaining about it will be good.
Honestly, I don’t really care all that much. I don’t watch a lot of partners, and most of them do the same stuff as each other. I just wish people would be less dramatic about it.
edit: I did watch a lot when I was newer to the game to learn the ropes.
Update 29.10.0: Corpus Missions & Points of Interest Feedback Megathread (Read First Post!)
in Missions & Levels
Posted
I'm probably going to be repeating some of what other people said here, but here we go anyways. I came back to this game after a break for this update, and I feel its a mixed bag, mainly because of the corpus mission structure. Here are my main issues:
Defense missions suck because you get to play this awesome railjack combat with multiple side objectives and your reward is this boring slog of a mission type. Disruption would have been better. Survival would have been better. Having the option to do defense is fine, but did there have to be so many of them. If the waves were mixed in with railjack objectives or simultaneous it would be fine, but as it is, I really don't like it. I won't be doing any of these after clearing them.
Orphix is fine for the most part, but there are too many nodes of this type. Redundancy.
Exterminate missions shouldn't require the whole squad. It makes things really clunky. I like the flow of having everyone in the squad doing different things at once, and this really breaks things up.
Volatile is fine for the most part, but again, it would be nice if the entire squad wasn't required.
Ultimately, I think that having the final objectives require the entire squad really breaks up the flow of the missions, and that is very disappointing because I think the other railjack changes are really nice. Having these objectives function similarly to the current skirmish side objectives I think would do a lot of good, with the exception of maybe orphix and volatile, as these are not accessible in any other location. I never want to do defense missions, and even if I did, I wouldn't do them in a mission that requires 5-10 minutes of prework to begin the waves.
Hopefully that was clear enough. This update is close, but really doesn't nail the landing.