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(XBOX)WafflyLearner89

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Posts posted by (XBOX)WafflyLearner89

  1. 8 hours ago, (PS4)DoctorWho_90250 said:

    Hello, hi. Wanted to ask: I thought Apex Legends is a Battle Royale game. You mean it has co-op content as well? Or are these missions done in Battle Royale mode? 

    well kinda. This is there first attempt at a story quest of sort. You would have to play one of the battle royale modes (trios, duos or ranked) but then you do a weekly hunt which is a pve mission that, once completed, gives you another piece of the story along with rewards. 

    Hopefully that answers your question in some form.

    • Like 1
  2. 8 hours ago, taiiat said:

    why do i have to do the work to know what you're suggesting? that's a bit contrived.

    you brought up the Event, so, what do Players actually do in this Event in this other game.

    fair enough. 

    -You first play rounds of apex and in some caches in the game mode, you will find a chest that has rewards inside. For warframe, you would need to play any mission (maybe have an icon or alert to make it less of a chore to find?) and would find a crate or container that would be very obvious that contains rewards (boost of night wave xp, rare resources, unique mods, augments, etc) you can only find one per day.

    -After collecting five treasure packs in apex, you will be able to join a weekly hunt that is a co-op mission (the trailer shows you in a squad fending off some wolf like creatures and surviving until a drop ship arrives). Complete it, you get rewards, a gun charm, a piece of a mysterious artifact and the next chapter of the story. Nightwave can do something like this with weekly missions that unlock after getting five treasure caches. These missions could be like disruption with adding unique twists to existing game-modes (maybe merging railjack with the mission to be taking place in the same level?) that use unique enemy types that have not been seen in the game before (glass like enemies maybe?). The rewards could be something useful and unique and would provide a mini chapter in between Nora night's episodes which could add to the story. Maybe once in a while, the weekly mission will be facing a glass maker boss leading up to the final episode or something.

     

    I don't want to copy and paste Apex's season quest rather use it as inspiration to add on to night wave in the future. 

    here is an image from the site if it helps explain better

    UnityHQ Community Forum

    • Like 1
  3. 11 minutes ago, (NSW)Greybones said:

    Let me preface this by saying I’m not someone to knee-jerk a reaction without thought.

    That said, Respawn is one of my absolute favourite game developers of all time, and I love Apex Legends for a multitude of reasons.

    If there’s a suggestion to be inspired by what Respawn does, I am 100% behind it.

    🤔 Maybe I should actually read the OP now

    Dang nabbit 😅 got a smile out of me from that last sentence.

    • Like 2
  4. https://www.ea.com/games/apex-legends/news/season-5-quest-broken-ghost

    I know night wave is about to start tomorrow, but I recently found details of apex legends first season quest and I feel like it would be great to add for night wave in the future

    the summary of the season quest is this:

    Season 5 introduces our first Quest to Apex Legends - a season-long search to find nine pieces of a mysterious artifact.

    Collect daily Treasure Packs in competitive* matches of Apex Legends - max one per day - to unlock Rewards and new Hunts for the missing pieces.
    Go on weekly Hunts into Kings Canyon at Night to retrieve pieces of the artifact. Brave the dangers solo or with your squad and make it back alive. While you can always join in on Hunts, you’ll only get the Rewards if you’ve unlocked the mission yourself.
    Succeed in each hunt to earn more Rewards and unlock serial chapters that tell the Story of “The Broken Ghost”. What is this artifact, and why does everybody from the Apex Legends to Hammond Robotics want to get their hands on it?
    Recover all nine pieces of the relic to unlock even more rewards, dive into the past, and uncover a secret that the Outlands might not be ready for.

     

    -It also starts with a prologue story intro (similar to what we have with the episodes.

    -Adding a variation of the weekly hunts can also include exclusive enemies that are unique to that mode only, adding some difficulty and fresh enemies to spice things up.

    -The hunts could also add challenge by maybe adding modifiers such as no mods, set health, different objectives, etc

    -with the treasure chests, more rewards would need to be added that feel special or something....

     

    the problem with these ideas is that it would consume more time and work to make it, but it might also allow for long term content that can keep players somewhat busy in a way and allow for more time creating quality updates.

     

    Just thought it might be interesting is all...

    • Like 2
  5. 2 hours ago, Oreades said:

    Honestly I thought those looked a lot more like the Neuro Sentry (those giant plant/root things in Orokin Towers) 

    For me that would be a much more interesting take on the technology of the Orokin amalgamating beyond it's intended capacity. 

    Which makes more sense to me because the art for the Frame has never read as broken to me it's read more as composite. Who knows maybe they can make it read broken in the animation sets? 

    Sounds interesting, but I still think it would be cool to have the man in the wall be the one who manipulated those roots to form the frame. Think of him as dr. Frankenstein to the broken warframe. Could also be his attempt to create a vessel for himself to allow him to be more active outside the orbiter and become a threat in the future. 

  6. 11 hours ago, Physio7 said:

    Hey guys, I had to change many things of the thread, I had to edit some stuff of the main thread because I think I didn't explain myself enough and I don't want to be misunderstood in some way, I'm not usually interested in warframe gender when is coming a new one, that's a thing that I don't really care about, but this is a big exception about all it's thematic and I'm really interested about if DE would give it a gender or just as a non-binary warframe. Also I'm really interested about the lore, would a warframe composed by different warframe parts had an identity, as MagPrime said before, it would has not a host cause literally it's a mixture frame, a frankenstein and I'm really interested in people's opinion about this frame

    What if it is a creation of the man in the wall? The fact that the frame is held together by void tendrils kinda makes it look like it was his/her doing. Also, it would make the most sense since it technically wouldn't really go against what has already been established. 

  7. 4 hours ago, Physio7 said:

    Well, some days ago I saw the broken warframe concept drew by Eornheit and I was wondering what gender it has. Well, as you know in lore, warframes were made with technocyte with human subjects, so when they turned to warframes they kept their gender, so that's why warframes in the codex are always refered as "him" or "her" , but not with this warframe.

     

    What I'm trying to say it's that as the warframe description says:

    Assembled from the remnants of Warframes destroyed during the Old War and held together by Void energy. "

     

    So, this warframe is made by different parts of warframes, so that makes me think: does it has a gender? I suspect not, and this could be the first non gender warframe in the game, as it's made by different parts of different warframes (And no, If you say something about Equinox, nope, she is refered as "she" in the codex)

     

    So, what do you think, It really has a gender or could be a mix of both female and male genders? I would really like to know the opinions of people.

    I Paste it's concept art over here: 386943011_Broken_Warframe_Concept(1).png

    Honestly I think the broken warframe should be the man in the wall using broken warframe parts to give himself a form outside of void energy or to mess with the tenno further. With the void tendrils and random parts pulled together, tell me this wouldn't be the man in the wall's doing.

    • Like 4
  8. 5 hours ago, DavidCurser said:

    yeah sorry about that. im like moderator's first public enemy right now. so its hard for me to post something or let those last longer than a few minutes before getting deleted or probably banned for a significant amount of time? you never know what fascists will do next.
    anyway. Im glad you liked my post. read it on reddit or tumblr, if you want. it might disappear from the forums soon.

    I wouldn't worry. I just saved your post to a word document. It is now immortal. 

  9. 15 hours ago, 844448 said:

    This is the thing, with your medium and hard, how do you scale enemy level compared to ours? With enemy scales to match or higher, how high is it when we wipe out level 100 despite being only level 30?

    Then, what kind of "amazing rewards" are you talking about? Try defining it first because my immense power to wipe level 100 is my amazing reward for my effort and your extreme mode is already here long time ago called nightmare mission if you don't know about it

    At medium, the enemy scale is equal to ours in that they do require some strategy to take out, can deal a reasonable amount of damage that makes us want to keep moving in order to stay alive, but no where near one shot levels, and is somewhat challenging. This also allows for players to re-visit earlier planets that had low level enemies as they would be scaled to match our power. Basically, it would work like medium modes in other games. Hard mode would tip the balance to the enemies' favor and put more pressure on us. How it would be more challenging could go multiple ways. Maybe enemies spawn more often? Higher health pools? Requirement of quick reflexes and a strong understanding of the game's mechanics to take advantage of certain strategies? It could be one or a combination of many things. The point of difficulty settings would be to (a. provide challenge to players that have played for a long time. (b. reward player's skills by increasing rare drop chances, drop rates for resources, can provide more xp to help level things up faster and reduce grind. (c. provide more replay-ability to the solar system. Nightmare mode does still exist, but that would be for the classic mode (what I originally called easy mode but realized that was wrong and disrespectful to call the game that). Though, it still could be part of the difficulty setting as a higher level of difficulty.

    As for the rewards, I don't really have a particular idea for high level rewards. However, I'm certain we as a community or DE themselves could come up with some good ideas. 

    15 hours ago, 844448 said:

    You don't mind with removing some mods? Are you sure you won't complain losing your mods and say DE doesn't respect player's investment and such later? Because if I ever see you complain about it, I can remind you that you are the one who didn't mind about it

    Also, turning hit-scan weapons into projectile weapons? Try playing archwing on low level and try for yourself the feeling of it first where DE already changed all hit-scan archguns to projectile based and tell me how you like it

    I would not mind removing some mods so long as afterwards the game is re-balanced to take that into consideration. It would also allow for different builds that don't have the same mods involved all the time and would allow DE to focus on making more augments that freshen up our guns or warframe kit. I am also COUNTING on the fact that you will call me out if I were to go back on what I said. 

    In regards to what I said about hit-scan and projectile based weapons: 1) I was thinking of other games such as borderlands 3 that use high speed projectiles instead of hit-scan guns. Not sure using DE's version is the best example. 2) I am talking about ground missions. Archwing is not exactly the best comparison to make seeing as the enemies move extremely fast and can gun you down quite quickly. 

    15 hours ago, 844448 said:

    You want to be able to spot the difference? Then that means a massive nerf to our power to the ground to make us aren't any stronger than a grineer grunt to make you see the difference but is that what you want? From omnipotent tenno to a mainstream ground shooter with some movement and unique looking armor where a few bullet are enough to put you down to the ground? Even with different enemy types you won't see much of the difference if you wipe out enemies so fast

    That is why I suggested classic mode for people who prefer that play-style. Also, would it be so bad to re-balance our damage output? We can still be stronger than a grineer grunt (which is mainly a trash mob enemy) but we would actually have to consider a plan of attack for different enemy types outside of gun down or spam abilities. We also don't have to be made to be easily taken down after a few shots but there needs to be a balance here. 

    16 hours ago, 844448 said:

    You see the kuva weapon complain about having to put 5 forma to reach level 40? You want that again on our warframes? Also, removing the ability to affect efficiency doesn't matter when you have squad energy restore, energizing dash and trinity with energy vampire and that would make it like before where trinity becomes a mandatory frame to bring

    Currently forma is needed to allow for mods to fit in our mod slots. One of the main reasons I hate current forma is because every time you apply one, it resets all the progress you made back to zero. My version lets you keep your stats and continually increase them up to a certain point. Also, without an affinity booster, it takes a long time and usually results in players going to hydron. Difficulty settings can reward you with more affinity the harder it is to reduce the grind. Most importantly, forma right now just changes a polarity. Mine boosts stats and potentially can do more depending on how far someone wants to take it.

    As for efficiency, there would need to be a re-balance in how one gets energy. Maybe removing some options and increasing drop chances for energy orbs or something. My idea is only a draft that didn't include what to do about the energy economy. But there would be big changes needed.

     

  10. 1 minute ago, Hypernaut1 said:

    Saying "hey this feature is cool" is different from "Warframe is basically trash and these games do it far better" rants I've been seeing. 

    That's fair. If my original post made it sound like I was trashing the game I apologize for that. Warframe is still a great game with lots of potential. Its just that It has room for improvements and I saw aspects from other games that Warframe could use to it's advantage in order to improve it's replay-ability and depth. If the game was "trash", I would not be here seeing how to freshen it up again so it may continue to improve and become better.

  11. 1 hour ago, Hypernaut1 said:

    when did people forget to just enjoy a game/movie for what it is? 

     

    man, i grew up in an era where even bugs were just accepted as part of the games quirks. We still played and loved the game without lamenting endlessly on what WE thought could be better. We just accepted that Megaman couldnt duck, and played the game. Could you imagine back then "Megaman should be able to duck! its so easy to program. Capcom has no idea what fun is!!!"

    You do make a good point. However, Even the mega-man series changed after awhile. You also have to consider how the game still brought challenges and was a great plat former. With live service games, people providing their 10 cent (whether it is good or bad criticism) is part of the job description (for better or worse). I get were you are coming from, but times have changed and Warframe ain't getting a sequel to try a new formula to keep the game fresh which is something the mega-man series had (even if some games were bad or mixed). 

  12. 8 hours ago, Radiofloyd said:

    I disagree with your base idea. What doom eternal proves is that you can design actual interesting enemies to fight, even while giving the level of power WF gives the player (with a bit of a difference because warframe abilities). Being a power fantasy does not exclude, imo, a game from being required to be interesting in gameplay, as much as in preparation. Warframe excelled (new status made it less interesting) in the preparation aspect, but the most efficient way to play it trivializes entirely all challenge and gameplay. In the meantime, DOOM Eternal makes you feel like a killing machine, without sacrificing the challenge fighting enemies efficiently brings. 

    I completely agree with this. I'm not trying to say Warframe should be exactly like Doom Eternal. I'm just saying that Doom has some aspects at the base of it's game play design that would help improve Warframe's game play loop. From the level design, platforming, enemy types and spawn locations, mobility and gun play, Doom Eternal does these things in a way that could benefit warframe and maybe even allow for new ideas for game modes or something. 

    I'm not the best at explaining my ideas clearly at times so I apologize if I'm not making much sense.

  13. 39 minutes ago, Radiofloyd said:

    Your ideas are really, really good, but it's honestly very unlikely they will happen. I would play the S#&$ out of that, though. One addition to your forma aspect, though, they would have to drop in a guaranteed way in the game (maybe only on higher levels only) so you don't have to farm to make your frame viable at all. 

    I am glad you like my ideas! However, the reason for leaving forma as something to farm for is due to the fact that warframe is still a free to play game and I am removing a few items used for upgrading a warframe. Otherwise, I would be all for removing the need to farm it.

  14. 9 hours ago, Xenox_Ilz-ot said:

    But let's take the weakest weapon, the combat shotgun. Like I said, one of its mods is the full-auto, which decimates any enemy in front of you at the cost of ammo

    The second mod is the sticky bombs, the second most useful mod just behind the meat-hook on the super-shotgun

    Each weapons has a twist or a mod that makes it extremely useful in battles. In warframe, 95% of the weapons shoot bullets & that's it, you also have weapons like the Stug, does DOOM Eternal have a Stug? No, because every weapon is useful in one way or another

    This is exactly what I feel the weapons in warframe should be like. Having unique mods for that specific weapon rather than always installing the same mandatory and generic mods just to use it in higher levels is way better and adds some nice twists in what you use. If our weapons were like the ones in Doom Eternal, there would be alot more variety and fun to be had.

  15. 23 hours ago, Teljaxx said:

    And, unfortunately, there is one key thing that will always keep Warframe like this: The grind. Challenge means that there is a decent chance of failure. But failure doesn't fit with a super grindy game, because failure means missing out on loot chances, which is super frustrating. This is why almost everyone takes the most powerful loadout into every mission no matter what. Its just more efficient that way. And with a grind like this, doing it efficiently is the only thing that matters.

    Actually I believe there is a way to do this: Adding difficulty modes. We could make current level of difficulty in warframe (with some changes such as more interesting platforming levels and enemy variety) and make that easy mode. Then we have difficulty increase with medium (enemy scales to match your level), hard (enemy scale is fairly higher than your level) and extreme (additional conditions that hinder you or enemies with much higher scaling) mode. The best part? The higher the difficulty, the higher the rare drop chances and more high level rewards you get. This could also allow for easy planets like earth or Venus to have higher difficulty with amazing rewards for vets to return to. As a result, skill is rewarded with better loot and less grind!

    22 hours ago, Teljaxx said:

    Hitscan does have its place, though. Like when you have a specific counter to it, like the pipe bombs in Duke Nukem 3D. The hitscan enemies in that are devastating in open combat, because its nearly impossible to avoid getting hit by them. But, the pipe bombs let you attack them indirectly, so if you do it right, they can't shoot back. Perfect counterplay.

    That would be great if we had something like that in warframe!

    16 hours ago, Teridax68 said:

    I largely agree with this post: I think hitscan weaponry, like regenerating health, can have its place, as you mentioned, it's just that Warframe is really not good at accommodating it: in a standard shooter, it's fine for the player's weapons to be hitscan, and even for the enemy's, provided that there is a good enough system of health recovery and cover, because projectiles won't make a difference in most mid- to close-range combat with slow overall movement. Warframe, on the other hand, has combat at all ranges, doesn't give the player any stable innate ways of recovering health, and is completely out of balance: this means hitscan weaponry on players has to be balanced out in open worlds by damage falloff, a mechanic that kills diverse gameplay in the name of attempted balance, whereas hitscan weaponry on enemies is directly responsible for screwing over frames that don't have major survivability tools, even though our main means of survivability is supposed to be movement.

    Really, I think it would be to the game's significant benefit if a) all hitscan weapons were given fast-moving projectiles, b) our weapons had perfect accuracy by default,  c) our essential multishot mods were removed and compensated for, d) damage falloff were removed, and e) enemies became significantly less accurate than now while we parkour. We'd depend less on steroids to survive, and our weapons would feel a lot cleaner to use, with less technical load overall with the reduced multishot (which itself achieves nothing really in gameplay terms). At the very least, enemy weapons should not be hitscan, not unless enemies are made to be completely inaccurate while we're moving at full speed.

    I am all for turning hit-scan weapons into really fast projectile weapons. I also agree that DE really needs to re balance how a player gets health back with more sustainability. If that would mean removing some mods to balance us out I would be all for it. Maybe have a specific enemy type that has a hit-scan weapon that shows up at higher levels in small groups or something. You have some good ideas.

    14 hours ago, Teljaxx said:

    As you said, hitscan weapons do have their place. But using them everywhere is just lazy, and offers no variety. Hitscan guns always tend to feel very similar to one another. This is why I think that the Unreal series has the best arsenal of weapons in any game. It has a mix of both hitscan and projectile weapons, and they each have a very well defined set of strengths and weaknesses that gives each one a specific role. But that becomes much harder to do when your game has a thousand weapons, like Warframe.  But I would much rather have an arsenal of seven amazing weapons, than a thousand bland ones.

    I have also always respected Borderlands for using fast projectiles on most of its guns, instead of just hopping on the hitscan train like everyone else at the time. Its a small difference, since they are so fast, but it still matters. The little details like that are what make certain games truly great.

    There also really needs to be more progression with the enemy types in Warframe. At low levels, you should only fight simple enemies with easy to deal with attacks, and move on to much tougher and more dangerous types at higher levels. The same way it works in Doom, or Dark Souls, or any decently challenging game. Good challenge progression doesn't come from just giving the same enemies higher stats, it mostly comes from making the player deal with entirely new and unknown threats. And If DE wants to give enemies hitscan weapons, they should save them for the toughest ones, not give them to the basic grunts. Because nearly unavoidable damage like that is a serous threat.

    Also, movement is even more important when dealing with projectile weapons, so this would make all the fancy parkour maneuvers more important. The entire reason the original Doomguy is so hard to kill is that he can outrun almost every projectile attack in the game. But he still can't outrun the shotgun guy or chaingun guy's attacks, just like how the Tenno can't parkour away from the spray of a thousand Grakatas.

    This 100%. Enemy variety that have different attacks, design and requirements for how to take them down is exactly what this game needs. 99% of hitscans should be changed to high speed projectile weapons instead (the 1% should be an enemy type that come in small numbers at high level missions). They also should continue to update their level designs to have some parkour platforming and platform puzzles. In Doom Eternal, there is a certain section of a level where you need to leap off one pillar to another by wall jumping and I'm not talking about pillars right next to each other, the pillars are pretty far apart. The level design in games like Jedi Fallen Order (which utilizes force powers and wall running to get through a level) is one of my favorites. Movement should also be utilized for survivability like in other combat games. Warframe is the one game in which I can't rely on jumping around or dodging to stay alive which I really hate (also, am I the only one that finds the current dodge button clunky and useless? Why can't the dodge mechanic be more like dodging in spider-man ps4 or any other fast paced combat game!?) 

    13 hours ago, Marvelous_A said:

    I agree map design could use some more work. Warframe has a lot of 3 dimensions mobility but the map design is no better than a generic third person shooter. Use of parkour is unnecessary in most cases. Jupiter tileset rework was a step in right direction IMO but clearly DE can put more effort.

    It's true that warframe enemies are largely uninteresting and is generally using the same pattern which is keep shooting until it's dead. Nox and Elite Shield Lancer were a nice try to introduce challenge but they can try to mix in hacking or Mercy too. Kuva Guardians are rather good for involving operators but it still feels pretty clunky to keep switching in/out. Could use more work. They can consider making minibosses which you will encounter once or twice in a mission which is difficult to take down but gives better rewards, as an optional challenge.

    Yeah, They need to add more platforming that requires specific types of parkour along with some platforming and maybe puzzles. Current enemies should be scrapped and redone to have basic grunts and different enemy types outside of color changes. I barley notice when new enemies appear nor am I able to spot the difference since they die so fast.

    10 hours ago, Radiofloyd said:

    The issue is that the only way to implement those things would be major nerfs. If you ever bother to scan all the sentients (or try to solo them taking your time), you'll see that they're all mechanically distinct and interesting fights in a nutshell. The issue is that we have novas and limbos to cc them to oblivion, invalidating them, every dps frame, being able to completely ignore any interesting mechanic the sentients may have and stealth frames that will never even be hit. All these things would have to be nerfed to be able to insert the level of gameplay DOOM offers into warframe. That's why, although a beautiful pipedream, I find this incredibly unlikely.

    I have some ideas as to how to control the cc/nuking powers that involve reworking forma to act as a better way of making your frame stronger.

    it's just a rough draft but the general idea is to move frame builds away from always trying to build for the usual strength, duration, range, armor, health and energy and focus on using augments while DE makes more unique augments.

    "Warframe progression rework (Forma 2.0)

    -Mods affecting health, shield, armor, energy, strength, duration, range and efficiency are removed. Also, mod capacity is removed as are the need for polarized mod slots.

    -Rather than add/change polarity, when forma is installed it will boost the warframe’s health, shields, armor, energy, strength, duration and range. After the forma is installed, the frame will prestige and be at rank 1 level 0. Additionally, doing this will not reset the frames stats back down to 0 like forma used to do. Rather, it will slightly boost the stats as the frame continues to level up and rank up. After installing 5 forma, the frame’s stats will be the equivalent of having a max rank vitality, redirection, steel fiber, prime flow and 200% strength, duration and range (basically doubling the warframe’s base ability stats)"

    -the idea is to keep the stats of frames consistent, open up some slots by removing the need for the usual mods, restrict the power of crowd control and nuke abilities so they are not always the only answer to combat scenarios and streamlines the progress of upgrading your frame. It would remove the ability to effect efficiency but that is because efficiency allows you to spam your abilities more often rather than use it sparingly. By removing it, it forces the player to plan out when they want to use and prevents them from spamming it and wiping out waves of enemies without any effort. 

    • Like 1
  16. Just now, ChaosSabre said:

    And warframe has everything of that already. Maps with a lot of shortcut layouts you can go if you bullet jump and know where to go, weapon modding and tons of different weapons. It's just that the game is super easy once you get those mods and coz amount of gear there is a lot of stuff is super cheesable. Which is something Doom suffers from as well.

    From what I heard, DOOM is only cheesable when you play on a difficulty lower than nightmare. At nightmare beyond, it becomes more of a combat puzzle where you have to use all weapons at disposal and can't just rely on one method to handle every enemy. In warframe, you usually can crowd control or nuke everything which eventually becomes boring but mainly used regardless. 

    I am aware of how warframe has what doom has, but Doom Eternal does it better in a more satisfying way that can be challenging yet fun and rewarding. The mods are also a lot more interesting in Doom Eternal than warframe and are gained through progression rather than randomly finding mods that you have to upgrade. apply forma to your weapon to allow for space, etc.

  17. 27 minutes ago, ChaosSabre said:

    Want to play Doom Eternal in Warframe? Get a Amprex and Nukor without any ammo mutations mods and max fire rate and a melee with no mods. Sadly you can't get that keep one imp alive so you can chainsaw it for ammo but other than that it'll be a perfect simulation.

    That is not what I mean. Doom Eternal has level design that takes advantage of it's parkour system, provides unique enemies with different designs that require different ways of taking them down, an interesting mod system for doom's weapons, challenging game play that is satisfying and rewarding. Things that warframe needs in it's basic game loop to help keep it fresh and replayable. The most recent operation highlights the problem.

  18. 6 minutes ago, Dreadwire said:

    Game engine say nope....

    You know i'm starting to think that maybe the new war should be just a full blown sequel that will allow the devs to rebuild the engine and fix the foundation. Revisit the game play loop to be more engaging, have more depth and replayability, and allow for grand ideas to be better realized without their spaghetti code holding them back. Sure it would take longer, but at least then we would probably get more content that is actually finished and not infested with bugs.

    If revenue would be a problem, maybe consider a kick-starter that will give them the funds to allow them to do what needs to be done. I have heard of people who buy plat just to support the devs. This way would be more effective.

  19. 2 hours ago, supernils said:

    Warframe revised? I mean I agree, but now is exactly not the time to complain about that. They're doing it.

    You are absolutely right! However, they also released the scarlet spear operation which was not well received to say the least. Also, we don't know how deep their revisions will be or if it will address the right issues. I really hope they do, but they should really consider putting off the new war if it is going to be anything like the recent operation. Short term sacrifice for long term profit with a more stable and re-playable game.

  20. 3 hours ago, supernils said:

    Warframe enemies don't require a lot of tactical adaptation, that's the problem. The only ones on top of my mind are those with the big shield sphere around them, where you need to get inside.

    Then maybe you have the ancient infested, and the heavy gunners, which don't require special tactic, just priority mow down.

    From time to time a Grineer uses one of those turrets, that's kinda neat because you have to get behind him. That could be another option, a regular enemy that you have to stagger to kill him from behind.

    Or an infested where you have to destroy weak points before you can kill him. Or even a Corpus unit with the same mechanic, a device carried on the belt that boosts his shield by a factor of 100.

    Or an emeny that absolutely forces you to use melee to block/deflect his attacks to get near him without dying, or maybe some sort of ray that pushes you back would be less frustrating than pure kill damage.

    Things like that, Warframe lacks.

    When I played Destiny 2 (nother game comparison) for a tiny little bit I liked that you got several Mini Bosses in the levels, like in MMORPGs. In Warframe it's just trash mob hordes it feels.

    Exactly! 

    3 hours ago, Teridax68 said:

    While usually it's not advisable to put any two games together and say one should be more like the other, I do think the OP's comparisons are valid, because they rely on specific points of commonality between two otherwise very different games. Both Doom: Eternal and Warframe offer a power fantasy, for example, and in fact D:E leans even more heavily on it by constantly bringing up just how terrifyingly powerful the Slayer is. However, Doom still manages to deliver gameplay that can be adjusted to be challenging, and even when on easier difficulty modes is still engaging and interactive. By contrast, Warframe's gameplay is notoriously unchallenging even in content that is supposed to present a challenge, to the point where it's usually so trivial a geared-up player can go through it on autopilot. Thus, the conclusion we can derive from Doom is that a power fantasy is not an excuse for a lack of challenge, and a game can offer both a power fantasy and stimulating gameplay.

    I think the other observation one can make is that Doom: Eternal does in fact have better coherence between its movement system and its level design: Warframe is known for its parkour system, arguably the best movement system in video game history... yet that parkour system only works to its full potential in a handful of tilesets. Most of the levels we run are made up of cramped environments with very little verticality, and our combat not only doesn't really tie into parkour, but often discourages us from moving and shooting at the same time due to the many ways we're made to stand still. Similarly, the enemy design in D:E is genuinely much more varied, despite Warframe's much larger number of units, and their design also encourages the player to move around constantly. Thus, the lesson to be learned here is that Warframe's environment and enemy design ought to shift to complement its movement system, rather than stifle it.

    Really, I don't think these are big revelations, because these are conclusions people have drawn before, independently of Doom's existence. However, the release of Doom: Eternal does shine a new light on these long-standing issues with Warframe, and I think easily dispels certain myths some of us have chosen to weave around the state of the game's design. Specifically, many of us seem to have chosen to believe that Warframe cannot afford to offer non-trivial combat because it would run counter to the game's power fantasy, a design philosophy that makes no sense on its own, but comes across as all the more blinkered when one takes into account the many, many games out there that offer both a power fantasy and a challenge. For sure, one can point out that essentially any game is a very different beast compared to Warframe, but that alone is not grounds to dismiss valuable lessons to be learned when appropriate. While certain drastic changes would likely be needed, Warframe could orient itself towards providing a genuine challenge without compromising on its power fantasy (I personally believe it could even make the power fantasy greater in that manner), and could definitely stand to update some of its older level, mission, and enemy design to better accommodate our parkour, particularly as doing so has already proven to be tremendously successful with The Jovian Concord update.

    This is also true. So many other games use their parkour system as part of level design to make it more fun to move around! Warframe does not give you advantages to try using parkour for anything besides getting from point a to point be faster! Heck, being able to use bullet jump to at least DODGE lethal damage would be nice!

    2 hours ago, Teljaxx said:

    Really, the entire reason Doom is so much more satisfying than Warframe is simple: Balance. Id clearly had a well though out plan that they followed from beginning to end with both the new Doom games. This allowed them to make sure that every part of the game fits together properly. The amount of damage the weapons do matches the enemy health, the amount of ammo fits the player damage output and enemy counts, the amount of health pickups matches how dangerous the levels are, etc. These are all important things to make a game properly balanced, and therefore challenging and engaging. And DE has done none of them with Warframe.

    They have clearly never had any kind of long term plans for this game. Every new thing they add was just some crazy idea they came up with and said "why not?". There are so many mechanics that have no reason to exist beyond being "cool", so there is no connection or balance between them. Like how, as @Teridax68 mentioned, movement and map design conflict with each other. This is why powercreep has become such a problem, and creating any kind of endgame is impossible. DE never bothered to decide on a specific point to balance the game's challenge around, so there isn't one. They have tried to hide behind the infinite enemy scaling in endless missions to cover this up, but that isn't nearly enough. You can't balance an infinite scale, and you can't have an endgame if there is no end.

    Plus, since DE has been making the same game for 7 years, they have simply been piling everything new on top of all their old mistakes. And, thanks to their complete lack of planning, every update has no regard for how it might break or unbalance the old parts of the game. This is one of the main advantages sequels, like Doom Eternal, have over "live services" like Warframe. They let the developers hit the big reset button every once in a while, so they can undo past mistakes, instead of just sweeping all their spaghetti code under the rug and hoping no one notices.

    This is winner winner chicken dinner! I am all for nerfing our damage and readjusting enemy damage, heath, A.I, and what ever else to help make it feel more satisfying to fight the usual enemies. Gonna be honest, they need to redo the enemy types cause there as vast as an ocean but as deep as a puddle. 

    Scarlet Spear proves just that as well. I have heard little to no praise for the event and know that all these new sentient enemies are probably not different enough since you probably can just mow them down with damage, nukes or Crowd Control LIKE EVERY OTHER ENEMY IN THIS GAME!!!

    Honestly, it might be best to turn the upcoming new war into a full blown sequel to allow for DE to hit that big reset button. Only then could they remove the spaghetti code problem and do the needed changes to the game play loop to make warframe a lot more fun in the long run.

     

    I like these Tenno. They know whats up.

    • Like 3
  21. 21 minutes ago, Goodwill said:

    I do think Warframe is in need of a bigger overhaul than just mere balancing fixes. As someone stated above, the core gameplay loop should be looked at or even reworked from the ground up. There is no point on building on a poor, broken, or outdated foundation.

    this times infinite. They can revise as much as possible, but as scarlet spear has proven, they NEED to revisit and significantly rework the loop to be much more engaging, fresh, fun and can be replayed with new twists added. 

    I believe some of the details of doom eternal and other great games hold inspiration that would be the key to warframe creating a more fun and re-playable game play loop

     

    Also, DE the company. Doom Eternal. Acronym for doom eternal: DE

    Coincidence!? probably but still cool..... 

  22. 10 minutes ago, Xenox_Ilz-ot said:

    The Crucible, BFG, & Unmaykr don't count?

    Well, the shotgun does have the full-auto upgrade which does a lot of damage, killing an Arachnotron in only a few seconds

    The ballista where both upgrades do incredible amount of damage too, the Destroyer Blade alone can kill all enemies in front of you with only one shot

    The scope mod for the machine gun can kill another Arachnotron in only three shots, again, one of the toughest enemies

    The rocket launcher too has been significantly buffed since DOOM 2016

    I think that's one of the things OP was talking about, in warframe, it's all or nothing

    Either you one-shot, or you get one-shot, not very entertaining

    The mobility in Doom Eternal is pretty spot on, in warframe the bullet jump feels slow, & the roll is pretty useless in battles. Enemies also all have one or two weaknesses that you can take advantage of to make the fight way easier, while in warframe one enemy is barely different from another, warframe has a lot of enemies (just look at the codex to see), but they pretty much all come down to: "shoot until dead"

    That's were you're wrong, DOOM Eternal has replayability, either for getting more weapon points by killing demons, or looking for the secret encounters & secret areas to kill more demons & get suit tokens, (I don't count collectibles)

    Also, I don't know if you played it, but a whole system has been set up that gets you points for just playing normally (singleplayer & battlemode) which gives you new stuff over time, so yes, it is in the category of grind

    This is exactly what I was trying to say! Thank you so much for actually making sense of what I was saying. If warframe had something like what doom has in the game-play loop it would be way more fun!

    I like Tenno like you.

    • Like 2
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