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Aesthier

Grand Master
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Posts posted by Aesthier

  1. On 2017-04-30 at 11:51 AM, Zherot said:

    which is rare because most MMO's are all about the "endgame" which is truly what is killing MMO's

    Sweet...good thing Warframe isn't an MMO. It's a looter shooter with "co-op" elements.

     

    And don't worry so much about endgame because there is no endgame in Warframe.

    #Fuhgeddaboudit.

    • Like 1
  2. 12 hours ago, Sevek7 said:

    This is a good point, but I think it's not exactly true. Warframe is a game where people make loadouts and fall in love with certain weapons / builds. If we had rare rewards from hard challenges that allowed us to model swap weapons and also swap the firing sounds of weapons, I think that would be a perfect "endgame" reward that would not include powercreep.

    I agree that visual effects do not lead to power creep.

    The problem is that some players don't want visual rewards and instead want better mod power, better weapon power, better warframe power, better companion power etc.

     

    I think it helps to define exactly what you mean by greater rewards when requesting such as a reward.

  3. 2 minutes ago, (PS4)chris1pat8twins said:

    But the whole “nerf this for everybody else so that I can(and everybody else be forced to) play the game my way” demands is extremely selfish not to mention childish. 

    I agree wholeheartedly!

    Which is why I posted what I did.

    If players want to continually make childish demands then perhaps we should meet them with childish solutions to give them pause before making such requests again.

  4. On 2020-05-19 at 3:45 AM, MacIntoc said:

    The Nukers are stealing my kills : matchmaking solution ?

    The current matchmaking solution is to simply not use the public function of the grouping tool and use the friends, invite only, or solo functions instead.

    If players continue to refuse to use the tools they already have at their disposal DE could simply remove the public and invite functions from the grouping tool and upgrade the friends function to only allow people into your group if they are on your friends list.

    Thus if player 1 gets butt hurt over player 2 not playing according to the desires of the first then all player 1 has to do is take player 2 off their friends list and never play with them again.

    This would reduce the amount of "nerf this" complaints in the forums giving the Developers time to focus on more important things like content rather than idiotic requests based in selfishness and envy.

    If that doesn't work they can just remove the grouping function altogether.

     

    ~Simplified solutions to idiotic issues.

  5. I have a better idea.

    How about we just nerf the grouping function by deleting public matchmaking entirely.

    If you don't play with other people it solves the problem of people crying for nerfs just because someone else performed the task with more efficiency.

    Then when players find overpowered mechanics they think "oh cool" as opposed to "that jerk is ruining my experience".

    Friends or solo only would reduce the amount of "nerf this" complaints Developers have to deal with giving them more time to work on real issues rather than those based in selfishness or envy.

    • Like 3
  6. 1 minute ago, Felsagger said:

    I know what you are trying to say. As a player, I recommend that you get them. These are amazing in every single way. 

    As I player I found them boring at best and did not enjoy them. I said as much in the section you quoted.

     

    2 minutes ago, Felsagger said:
    Quote

    I found those games listed to suck far worse than Warframe in any of its renditions.

     

     

     

  7. 9 minutes ago, Felsagger said:
    22 minutes ago, Aesthier said:

    That doesn't prove your point at all. All it proves is that there is a massive problem with retaining new players. The why is still up for debate and again is only supposition on our part.

     

    But it does. Those are the results. We have the problem of acquisition of new players versus the retention of seasoned players. Both strategies tries to diminish churn. 

    Better game assets, content and Lore retains seasoned players. 

    Better documentation of the game acquire new players inserting them into DE's environment. 

    No it does not. Again it only proves that there is something wrong with new player retention and doesn't divulge the "WHY" as you suggest:

    34 minutes ago, Felsagger said:

    You alone proved my point. This game can't captivate people for more than two hours because there is no hook to keep people playing. You need a diversity of enemies, you need larger enemy 'middle bosses' where encounters are more engaging

    The WHY is purely supposition.

     

    17 minutes ago, Felsagger said:

    That's true. Their game sucks hard. Everybody knows this. If we compare it with Horizon Zero Dawn, God of War IV, Batman Arkham Knight, Monster Hunter World Iceborne, Dark Souls series, Sekiro, of course their game sucks duodenum hard. 

    The level of enjoyment one gets out of playing a particular video game is utterly subjective.

    I found those games listed to suck far worse than Warframe in any of its renditions. That doesn't mean everyone did and it wouldn't mean that those games are factually poor. It just means some people didn't like them and others did. Same goes for Warframe.

     

  8. 1 minute ago, Felsagger said:
    51 minutes ago, Aesthier said:

     

    Steam Global stats for Warframe Achievements:

    49920129768_ed1606e4d2_o.png

     

    THANK YOU SO MUCH FOR THIS. 

     

    You alone proved my point.

    That doesn't prove your point at all. All it proves is that there is a massive problem with retaining new players. The why is still up for debate and again is only supposition on our part.

     

     

    5 minutes ago, Felsagger said:

    Yes. This battery of solutions are feasible. I agree with this proposition. 

    This is your 'poll system'. It could work. 

    I thank you for that.

    While I do sit on a particular side of this argument in defending a particular style of play I do understand that DE needs to take a hard look at accurate numbers of players based upon playstyle before making any long term decisions.

    I would hate for my carefree style to disappear, as it is what drew me to this niche game after all, but if it does so based upon the desires of an actual majority I cannot find fault in that.

     

    I just hope they do so with some measure of accuracy rather than their previous ill formed conclusions as to why people play the way they do.

    • Like 1
  9. 21 minutes ago, Felsagger said:

    Rewards will be available in every setting while the probability of getting those rewards will be greater on harder difficulties.

     

    Do you want higher difficulty or do you want the rewards that allow you to further trivialize the content thus leaving you in the exact same position you are in now?

     

    • Like 2
  10. 33 minutes ago, Felsagger said:
    Quote

    With 61.2% of steam players never reaching initiate rank and 58.9% quitting before playing two hours, I would suggest that retaining "new players" is more important than retaining those that have played the extent of the game and have pushed themselves far beyond the point of content trivialization.

     

    Let me see the proof of that claim, or the source of such information. 

     

    Steam Global stats for Warframe Achievements:

    49920129768_ed1606e4d2_o.png

     

     

    33 minutes ago, Felsagger said:

    Solution:

    DE should make the polls and ask for results in a span of 4 months. If the vast majority decides then we move forward towards that direction.

    I disagree as polls are not as effective as implementing the control and test feature in the game itself.

    I feel a better way would be to use the future hard modes as a test bed for collecting the data straight from the game itself.

    This could be done straight off with the introduction of the pending hard modes if done correctly.

    1. Implement Hard modes, as an optional selection on each node or by a hard mode selection through the options settings, without adding or increasing any possible rewards from those nodes for the first six months (This gives plenty of time for the novelty of the mode to wear thereby allowing for an accurate analysis of how many players desire the increased difficulty).

    2. After the first six months is over increase the rewards for hard mode appropriate to the level of difficulty for a few months (extra resources). This would allow you to accurately identify those who are simply after increased efficiency when farming.

    3. Introduce new rewards. This would allow more accuracy in identifying those players who desire greater rewards (more powerful weaponry) through greater difficulty.

    4. Introduce those new rewards on easier versions of the same nodes. This allows for accuracy of those individuals who desire the rewards but do not care want the added difficulty.

     

    31 minutes ago, L4D3M said:

    The reason new players leave is because the game is too easy.

    You say it is because the new player experience is too easy.

    Others say it is because it is too hard:

    29 minutes ago, nslay said:

    Actually, I think the reason new players leave is because the game is too hard... that and they have no idea what in the heck is going on!

    Sure, the game is easy once you figure it out. Still, there's so much to do and learn!

    Others may suggest it is due to the prevalence of the in game market and the limited availability of frame and weapons slots.

    I would say it is a combination of all of those things as well as the fact that the in game info is not presented in a new player friendly way (clearly evident) "in the game itself".

     

    ^ Unfortunately all of those are simply speculations held by those who do not have access to the data needed to test for or form an accurate conclusion.

     

     

     

     

  11. 3 minutes ago, Felsagger said:

    This game has all the ingredients to make the next step. Is DE hesitating to do it? Or shall we repeat seven more years DOING the same shallow game?

     

    That depends upon the numbers of players desiring harder content and those opposed as well as the number of players who are only after greater rewards (which leads to the cycle of power creep).

    With 61.2% of steam players never reaching initiate rank and 58.9% quitting before playing two hours, I would suggest that retaining "new players" is more important than retaining those that have played the extent of the game and have pushed themselves far beyond the point of content trivialization.

     

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