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ixidron92

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Everything posted by ixidron92

  1. Right now, the Nighwave only rewards players for doing something random and specific, something someone might like but someone else might hate or might have already finished, so it offers no reward beyond the reputation. With my idea, no matter how you play, what your warframe is, or what you like or dislike, you'll always be rewarded for doing what you'd normally do. You can always finish the Nightwave your own way. it might be slower, but it'll be your way and your decision, investing the time you want in the activities you want. Like I said, I didn't bother with Nora's mixes. That doesn't mean I didn't play the game. I simply didn't bother doing any task on purpose. Yeah, sometimes I passively finished one, but at the end of the season, I barely got past level 10. I couldn't care less, mind you. Playing my way and having fun was more important than random cosmetics. In contrast, with the thematic Nightwaves, I played every day because I wanted the new content. I wanted the story. I wanted to fight the bosses. All of that is absent from Nora's Mixes, and I doubt the Nightwaves will ever revert to bringing new content. it was simply too work-intensive for them, and now they have fewer people. So, I offer a way to keep players playing more and revisiting old content without resorting to these brief spikes every Monday when the new Weeklies arrive. Rather than having players crunch it on a single day, you can keep them interested every single day.
  2. I think the formatting broke for some reason. I'm fixing it Ok, it's fixed now. I dunno what happened to the forum. I literally just copy&pasted the text again and it fixed itself.
  3. The Original Idea Nightwave is DE's version of a battle pass. The idea behind a battle-pass is to keep players logging in regularly and replaying old content. This is what most games with battle passes do (plus the cash-grab part which DE isn't doing, so kudos to them). It's not a bad idea. It keeps the community alive and populated, with more regular players than games not having a battle pass. However, the concept was implemented poorly in Warframe. Warframe vs... Warframe is not like other games. Most games that implement this type of mechanic have a set and narrow gameplay, such as match-based PvP games, or have a well-defined set of daily tasks and/or regular content that players should normally be doing anyway or the entire battle pass is thematic and based on seasonally-released content. So, normally, battle passes incentivize normal gameplay by adding time-limited rewards, and this is normally aimed at casual/lazy people to either: a)Get them to pay money so they can still play the game at their pace; or b) Get them to play more In any case, it's a win-win. If you get money, that's a plus. If people play more, your game is alive, so you get more money eventually. What went wrong The problem is that Nightwave doesn't fit any of those archetypes and neither does Warframe. Releasing seasonal content failed because it was too much work and took resources away from normal scheduled warframe releases and expansion packs, and trying to link a Nightwave to one of those regular releases means increasing the workload even further. So, we got the bargain bin version of a battle pass. The first thematic Nightwaves were really nice, but as usual, they suffered from the classic Warframe issue of being islands of content decoupled from everything else. So you ended up having to grind unrelated regular content to advance the thematic plot. Eventually, people get tired. I participated in the thematic Nightwave, but I've skipped every single one of the Nora's Mix Nightwaves because the rewards weren't worth the time investment in my opinion. The thematic Nightwaves added lore, stories, game modes, and boss fights, which is hard, real playable content. I love the mechanics of the emissary game mode and its lantern, but honestly, random cosmetics are not enough to tempt me into investing hours and hours or repetitive grinding of old content I've already finished. How to fix it Again, Warframe is not like other games. The concept of having this pseudo-battle pass in its current form is a misguided idea in the first place, but the idea of getting people to play more and replay old content isn't. Simply put, the current Nightwaves fail to achieve this objective. There's an easy and simple way to achieve this and keep everyone happy at the same time. Don't try to keep it as 1 single objective, split it into two. Currently, weekly and daily tasks might guide players toward old content, but that's only temporary. Once you do 4 bounties or the few missions the Nightwave asks of you, you'll simply never bother coming back until the next time the task pops up. So, split it. Reward players for playing normally. Reward players for revisiting old content. Get rid of tasks entirely. Make everything award Nightwave reputation, and I mean everything. Crafting, subsuming, killing, mining, fishing, finishing missions, beating sortie, killing an archon, beating a lich, doing Khal's missions, earning Duviri decrees, downing an Eidolon, earning intrinsics, leveling up a weapon, using a forma, etc. This is how you reward players for playing normally. And to get them to replay old content? Daily and weekly bonuses: Each week, select a random piece of content to get a weekly bonus that will award double reputation and will have boosters enabled (credit, affinity, drops, resources), and each day, do the same with another piece of content. This way, players will be incentivized to play the content because they'll have extra rewards. Overall players will be able to play normally and earn rewards simply by playing and playing more and they'll be rewarded for replaying old content if they choose to. This will also help new players get stuff they have missed from content nobody plays anymore.
  4. To be fair, does anyone really believe Sigils, Palettes, and Glyphs are what players want? The only thing worth noting in the event is the new head cosmetic.
  5. Ok, that sounds like speculation. Why would it have to be any different in p2p connections? If anything, it'd different clientside while on the mod editing screen. The game wouldn't need to care about the mod being editable unless you're editing the mod. Otherwise, it still shows to other players at the level it is at that point in time. It's as simple as keeping two registries. One is for p2p connections and shows the mods equipped and at which level, and the other is for mod editing and shows which mods are max level. Your assumption is the same as saying that the more songs we have saved in Octavia, the more data is transferred in p2p connections. It's simply not true, or if it is, it's bad game developing and bad efficiency.
  6. I want to increase or decrease mode levels once I've maxed a mod. I not asking for a convoluted automated system. All I want is a - button next to the + button. There are plenty of reasons. There are mods with negatives that you might want to adjust depending on the build. The efficiency mod, for example. Efficiency is capped at 175%, but you have 3 efficiency mods, a 15%, a 30%, and a 60% (with -60% duration), and there are some mods that reduce efficiency, so depending on the build and frame, I use different ranks and numbers of efficiency mods. Another reason is capacity, yes. I would like to prepare the final build of a weapon/frame from the get-go and increase the mod levels as I forma them. Another reason is mod set bonuses. Sometimes you want the bonus gained from a mod, and sometimes you want the fully leveled mod. For example, the umbral set. I have not leveled one of my umbral mods simply because I use it for the set bonus. If they can add a + button to increase mod level, I believe a - button to decrease the level is not too complex to add. More of a min-maxing and QoL thing. I mean, I want to drill a hole in the wall, so I'm asking for a drill. Would a hammer and a chisel work? Eventually. Is it the best or most efficient way? No. That's why I'm asking for a drill.
  7. Is this feature ever gonna be added? I'm surprised that, after 10 years, we still need to keep several versions of the same mod at different ranks.
  8. ixidron92

    Titania bugs

    1- Companions may die randomly when leaving Razorwing mode with no possibility of revival and, in the case of sentinels, bypassing Regen. 2- Using her tribute ability sends souls flying upwards and off the map at Mach 5. This happens like 75% of the time. 3- Entering Railjack Turrets replaces the turrets with Dex Pixia, causing numerous visual and UI bugs, as well as damage bugs, as you're using Dex Pixia instead of the turret. 4- Entering the Railjack's main cannon replaces the cannon with Dex Pixia. This change is permanent and even affects teammates, locking missions that require the use of the cannon.
  9. The patch dropped while I was in the circuit and lost two tiers worth of progress. How can that game mode be so utterly broken that the code bursts at the seams?
  10. Imagine you have been going to a sandwich shop for the past 10 years. You've ordered most sandwiches, even if just to try them once. You have your favorites and your choice of sauce. One day they say they are randomizing the sandwiches they give to their clients. So you can get one you like or one you dislike. It's random. It could be your favorite sandwich or the one you hate and have only tried once. Randomizing loadouts also randomizes fun and progress. You could be lucky and have a good team and good gear and do 10 rounds in a row and have a great experience with big rewards, or have bad luck and have an unbearable first round and quit with a bad experience and minor rewards. Liking or disliking random occurrences is something that's almost built into our DNA. It's what affects gambling and compulsion. To some, it's very enjoyable; to others, it's a nightmare. There's usually no middle ground. Of course, this applies to large, influential randomness, not a heads or tails coinflip for something inconsequential.
  11. Game's so busted all of my Duviri playthroughs today have resulted in a mission lock and abandoning the playthrough. Same with the circuit, to the point I just simply never continue past the first round anymore just to avoid glitches, and you can still get locked mid-circuit progress if an enemy falls into the void. I've been playing on day 1 every single open-world release, but this is by far the worst and buggiest release of them all.
  12. So, why do I say this? Is that guy nuts? Let me explain. I believe we're getting the story out of order due to time constraints, scope, and, in part, due to Soulframe. Do you all remember the original Duviri Paradox Teaser back in 2019? Notice something different? First, the "drifter" looks utterly confused, and the Zariman is still in Duviri, not halfway-through dimensions. The "drifter" then tries to use his tenno powers, but why? According to the story we've got, the drifter has no Tenno powers because he never shooks the Man in the Wall's hand, and he knows it. So why does he try, and why is he surprised when it fails? Well, because it was never intended to be the drifter at all, but the Tenno operator from the beginning. We were supposed to get the Duviri Paradox BEFORE the New War, and that'd actually make more sense. (The new War was announced after the Duviri Paradox) Remember when Ballas stabs us in the chest and throws us into the void? Then we know nothing of what happens to the operator until we mysteriously reappear. I believe that's exactly when the Duviri Paradox was supposed to begin. We get thrown into the void, the Duviri Paradox begins, the operator becomes an adult, escapes to the Zarimman, triggers the events of angels of the Zarimman, resulting in the ship breaking through dimensions and allowing the adult operator to re-emerge years later to a system conquered by the sentient, and that's when part 2 of the new War begins/resumes. The fact that we've got a dormizone in the Zarimman hints at the prospect of it being an alternative base of operations serving as a springboard to recover the system and push back the sentients.
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