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SockBadger

Grand Master
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Posts posted by SockBadger

  1. I just decided to play Warframe with the Starter weapons and frame I have not touched since soon after starting playing the game. Platinum had taken me to bigger and better things quite quickly. But playing through even with high end mods in place it's easy to see what this thread is getting at. Then remembering that new players wouldn't have things like maxed out Hornet Strike or Crimson Dervish possibly not even the mods themselves at any level.

     

    I can't help but think that giving bonuses to these weapons, even as an interim measure would help new players stick with the game longer.

     

    (end of poorly veiled attempt to bump this important thread)

  2. ~-/snippety/-~

     

    2. Agreed 100% on the irritating nature of hitscan bullet storms in what is not supposed to be a cover-based shooter. That's one of the things I like best about Melee 2.0: blocking. Slapping on a Quick Rest and Reflection drives my survivability higher than Redirection/Vitality/Vigor ever did, but maybe I'm an oddball case. 

     

    ~-\snip\-~

     

    You aren't alone there, though I still bring redirection and vitality. I have found that stamina mods and reflection can really kick survivability up a notch when facing ranged enemies. Not to mention the stamina component gives your arm a lot more swishing death to offer the Infested.

  3. It is crazy that the majority of players dont get far beyond one warframe and a few weapons.  The player retention is really worrying, that should be their number one focus.  Retaining players and the new player experience.  Not creating more content to gate behind the rng grind.  

     

    I agree, but with the addendum that so should endgame/continuous content, because otherwise you start to bleed away the hardcore of players looking for the next thing. They did on at least one stream a few back say that they had gone back to starting the game and seen it's problems but we didn't really hear more on the subject after that. Probably in the face of existing players on the forums clamouring to know about the next new thing.

     

    But on a positive the start of the quest system with your new personal ship in a coming soon update should give the new player a bit more of a sense of purpose and reason to play than exists currently.

  4. So far what I am seeing that instead of removing mastery from weapons, giving weapons the ability constantly contribute to mastery is a better option as well as finding other areas to contribute to mastery.  am i correct in this assumption so far?

     

    Honestly today has been a voyage of discovery for me, because I had been thinking all this time that by formaring something and leveling it again that I was contributing to mastery. Of course I still would have forma'd most of those things because I like them. But still it would have been nice.

  5. It seems to be that tying weapons, frames, pets, pet weapons into the system is counter productive. A player's desire to upgrade those things should be there because they like that weapon/frame/pet/pet-weapon and it's playstyle compliments the way they like to play the game, so they invest the time and effort to upgrade it and make something is good to them... better.

     

    The mastery system is a culmination of a players time spent in the game accross multiple activities, be it playing, completing mastery rank challenges, crafting, defeating bosses, stopping invasions, taking part in events, recording data on things for the lore entry [wardex] and more (please feel free to add any not mentioned). It cannot be based purely on experience with an ever fluctuation selection of items that may not appeal to an individual player.

     

    This is not to say, as some have suggested that; "My playstyle is to afk at the start of the game let people finish the game for me." is a valid playstyle and that is what people asking for more ways to play are after. What we suggest when we say playstyle is for example a player deciding after a while playing Warframe that they have a passion for bows and bow weaponry. From then on they practice their in game archery, leveling up and obtaining various bow weapons, gathering relevent mods, be it through RNG or Trading on the market to achieve this end.

     

    The problem is that no matter how many forma this specialised player expends on their bow collection, until enough bow weapons exist in the game to move them to a speculative rank of 30 Mastery, they can never reach that goal. Also if the weapons themselves are not balanced (mentioned in this thread, please visit, it's a good read with valid points: https://forums.warfr...-cost-of-power/ even if you don't agree with everything that notionphil is saying.) then choosing this way of playing, means they will always be weaker than those not following the herd, so to speak.

  6. For me personally as someone who purchased the higher tier founders pack and higher tier prime packs since, what I would want are new exclusives. A trade if you will, voted on by the design council. At the very least I would expect dual versions of the new weapons free as a paliative fob, making up for my feelings of loss, I would likely insist that the new ones were platinum only also.

     

    But as has just been mentioned above this is purely academic, as there will always be some who would be unhappy with this arrangement. Even if it was put up for debate in the design council, it would be by default a biased voting base. If you gave it to non design council members, possibly even more so.

  7. I believe that [DE]'s stance on this matter is a fair one, which is that it may happen in the future, but right now there are simply more pressing issues to address. It is no small thing to ask, not only does it require a new model for each of the current 19 frames (going up all the time y'all!) but also rigging those frames for animation, animating those frames (because using existing ones might cause problems with the mesh) texturing the mesh and all it's skins to be as close to the originals as possible (putting the old skins over the new mesh will look wonky because seams and vertices will be in different places) then doing a pass to make areas of the skin tintable for customization, positioning of new armor and syndana parts and then closed testing them to remove any major problems, then putting them gradually into the open beta of the game we play, where more issues will be found and hotfixed and patched.

  8. The argument seems to be summed up as Founders not willing to give up something you covet. While people pushing the other side of the argument are saying that the thing you covet is worthless anyway. But then if it is so worthless, why are you coveting it so enthusiasticaly? 75 pages of back and forth.

     

    Even if for arguments sake a vote was put into the design council forums to vote on how to proceed and by a majority you got your wish, what about the minority? Which might not be a minor number of players I might add. Can I see why you covet these founders items? Certainly I can, there are plenty of things in the game I have missed that I know I will likely never posess, for example Primed Chamber but I do not begrudge the exclusivity of this extremely rare mod (except possibly while staring at Charged Chamber and saying things to myself like; "Why can't you be more like your brother eh?").

     

    If I am honest then yes these mods like the cicero event mods not being obtainable by another means except for that Cicero event and if you didn't get them and can't obtain enough platinum to barter for the limited number in circulation... tough, is a bad thing. It's bad precisely because those rare mods give such an advantage to the player who has them in their posession. But the founders weapons have long since been overtaken, even with the advent of damage 2.0 and melee 2.0 by better weapons. So I put it to you that while their exclusivity is mostly aesthetic, it precisely that which makes them valuable.

  9. Because while what is lost to founders is not necessarily material, what would be lost is the exclusivity of the items founders paid for when they chose to support the game with the founders packs. It is not my personal opinion on the matter you understand, but to look at it this way, their never to be available again items would then be eclipsed by better versions of the same item. While I see the counter argument is; 'But the founders could have these new ones too and the old ones weren't that great', it doesn't change that feeling of lost exclusivity, that feeling of having something special, untradable and rare.

  10. just to note - Primary and Secondary Weapons absolutely do not whatsoever need more Mod Points. they already largely blow away any other form of interaction with the game, we don't need to give them more Mod Points to save Polarizations. being able to change their mechanics is good, but getting more Mod Points is not.

     

     

    this is true, Gorgon has some serious issues. and Supra has some minor issues as well. now if we were to round it off with a Physical(only moderate(~7.5% for each is probably fair) Crit and Status Chances, primarily just raw Damage Weapons) Slash Machine gun, we'd have a trio of Weapons that we can reflect off each other and to keep in line with each other, but still provide unique traits. 

     

    Is why I didn't mention additional mod points and only optional changes to mechanics. So for example OP has given us some suggestions for negative and positive traits, but by slipping in our for want of a better word 'Stance' slot mod, we could alter the negative traits and positives more to our playstyle. Not in a 'Hahaha I have this rare mod, no more negatives on this weapon for me.' but in the sense of 'Hmm I really like to run and gun, the longer reload would ruin it for me, could I lose accuracy instead?' It would need balance passes, less it become too much of a minmax thing like Arcane helmets have been, but it's the sort of player choice that can augment their playstyle, rather than their playstyle change to suit the weapon.

  11. Glad ammo efficiency was mentioned. I feel that having the exact same ammount of ammunition on say Akfuris as say a Lex is a very strange thing. Because it makes the Lex have ridiculously efficient ammunition capacity and pickup efficiency, while the poor pair of 'Furis are a rather worthless weapon until Forma and Mods have done much to compensate for these flaws. Though I know people would argue that the Lex having a slower firing rate, smaller mag and so on compensate, they do not do so enough. Just as the Marelok example in the OP's post shows.

  12. Good use of colours, formatting, bullet points and paragraph construction. Did you read it? No, not yet, but when I have done I will comment about the actual words.

     

    I think you could consider weapons being tiered by accessibility in a literal sense, that is to say how difficult the mechanics of using the weapon are, risk vs reward. So as an example our humble friend the Braton & Lato as simple automatic and semi automatic, basic projectiles weapons with high velocity are easy to use, if you hit someone close with them, you will not take an injury, like for example firing an Ogris at an enemy point blank.

     

    Middling examples would be weapons like the Phage shotgun, or the Drakgoon, which offer very different trigger systems for their respective weapons, but which don't currently reward the player for their different mechanical difficulties vs say a Hek or Sobek. We already know from Devstream 29 that sniper rifles are receiving a damage buff, very probably for the reasons I have mentioned. Why stop to carefully line up a perfect headshot, if you can simply hold down fire on an assault rifle?

     

    I might add that we could achieve some of the things mentioned in Notionphil's original post by adding an aura/stance slot or something similar to all weapons, that could change the mechanics of the weapon. But there are also weapons out there that just have no real benefit like the Gorgon, rather than sweeping it under the carpet, it's blueprint only cropping up as a login reward or alert reward (I'm sure many of you are sarcastically rolling your eyes and saying; "And what a reward.") actually go back and look at the weapon and make it match up in some way to those high popularity weapons. Not suggesting giving it the exact same stats as the Soma, as that would make it little more than an alternative skin, but rather a different mechanic or speciality that could make it appeal to some players.

     

    edit: okay read it now, commenting on the actual words.

  13. I may be reading the situation wrongly (and if so I do sincerely apologise), but it seems that if there is one thing we could all agree on, it is that the mastery system and possibly indeed the mastery of weapon(s), frame(s), sentinel(s)/pet(s) and their weapon(s) could use a reform. Taking them from merely an allowance on which weapons you can and cannot use and a personal milestone of in game achievement, to something more profound, while offering deeper and more enticing reward for chasing a higher rank.

  14. I really hope someone from the dev team is reading and thinking; "Hmm, they are right, we should fiddle with these stats for an update and make them considerably less sucky." Devstream before last they mentioned sniper weapons were getting upgraded damage, so if theres some overhaul there it could make them a viable and fun thing again.

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