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Muradorn

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Posts posted by Muradorn

  1. On 08/12/2016 at 11:14 PM, 0zryel said:

    Finally! A post that has actually constructive feed back... Im going to take my time to read, analyze  and compare this with other data

    Thank you, and don't hesitate to share your thought and observation with constructive post, that's for me the interest of feedback and what i try to do. I don't want this post to be one of those many whining post trying to say how thinks should be, in fact there is no absolute way to see or do the things. Everyone is waiting for different things and have his own point of view and discuss about those different point of view is the best way to help the DE, but finally they have the hard task to decide and if they go against your point of view you have to accept it because this is a multiplayer game and they try to do their best to keep as many players as possible happy.

    On 08/12/2016 at 11:54 PM, JohnCarraway said:

    Newbies just want the simulator or tankor.

    Just another proof that those weapons are stupidly too powerful.

    On 09/12/2016 at 2:53 AM, gluih said:

    I guess what can be frustrating is if there is a weapon you really like, but that weapon doesn't have a more powerful version that's sortie viable.
    To me that's exactly the weapons where riven mods work really well.

    I can only agree with you that they work well for it but my personal feeling stay that weapon's shouldn't need to depend on riven to be useable in sortie. The strongest point of riven mods for me is that depending of what you got, you can totally change your build making the RNG a good point and it should, in my opinion, only be used to reach the very top of weapons capacities. But for now the more frustrating point is more about the difficulty to obtain some weapons like sancti tigris wich require a mastery rank of 12 when there is a trigris prime which doesn't even require any mastery rank.

    On 09/12/2016 at 2:53 AM, gluih said:

    That's why not every stat combination should be available. I don't really know what mastery has to do with that.

    Sorry for the misunderstanding,I was talking about mastery to show that the game is made to push you to try the different existing weapons and play with them, not to say that every combination should be available. So even if you have a favorite weapon, you wouldn't stick with it if you want to progress in the game. Even if as you said in your first post, currently the Mastery Rank isn't representative of what it should be.

    On 03/12/2016 at 9:19 PM, gluih said:

    I feel like the MR requirement of a weapon should give players a rough idea of how powerful the weapon is

     

    On 09/12/2016 at 2:53 AM, gluih said:

    That's why not every stat combination should be available.

    To show that every stat combination shouldn't be available, you are for me revealing other problems about weapons. At the begining the different type of damage were mainly here to react differently depending to the enemy kind of armor, which is always true but easy to forgot. For example infested generally have few armor making the slash a good choice because doing more damage, in the opposite the grineer have some heavy armor soldier making puncture weapon more efficient against them. Here we can clearly see that slash does more damage than puncture but a good armor reduce it making puncture which ignore a part of the armor finally more efficient againt heavy making a choice between slash and puncture an interesting choice because all enemies in a mission won't have the same type of armor. But today this choice is too insignifiant except for weapons with statut chance because of the slash statut being too efficient compared to puncture or impact. Indeed slash give damage directly to heal ignoring shield making it a good choice against enemies with a lot of shield but an overly powerful choice against puncture or the worst impact which just ridiculously push the target. The main reason why you don't want some stat combination is probably for most of them because the changing stat doesn't sufficiently impact the game. What is the interest of the different damage type if you don't feel any difference int the game? Which should make you think about different loadout of mod, even if today we mainly see the same mods use again and again.

     

    While speaking about mods, i would like to get your personnal feelings about primed mods. They are upgraded version of already existing mods but did they have a really interesting impact on the builds, except for giving more power to anyone who get them ?  I will not give my opinion about it because i've never ask myself the question about it. Currently i think that i've mainly use them to replace there common version but now that i'm thinking about their impact, i'll have to think about it.

     

     

  2. On 03/12/2016 at 9:19 PM, gluih said:

    I don't want a quest that holds my hand from start to finish

    I don't necessarily ask for a quest holding our hand but a small one after unlocking planet would be great to get informations about lore and introduce to new game content. Those king quest wouldn't take all of your time letting you do whatever you want most of the time.    

     

    On 03/12/2016 at 9:19 PM, gluih said:

    My experience with the riven mods is also very positive. It seems like the gap between the very strong and the weaker weapons is a lot smaller now. The 2 weapons that I used rivens on so far did great in sorties, where before I wouldn't have wanted to take them with me. So overall the riven mods do what they are supposed to do.

    Lately during sorties, i can see that players use more weapons with riven mods but i still think that those weapons should be usable at this level of difficulty. And even with that, as soon as the mission is a defense or survival type the players come back to the "Exceptioally powerful weapons" destroying all the challenge and interest of the missions.

     

    On 03/12/2016 at 9:19 PM, gluih said:

    Having every combination available would actually be really boring, because then we would always just go with the weapon that has the combination we want.

    That's the interesting part of the current mastery rank, even if you find the weapon you like you have to try and test others weapons to progress so you can't just stick to you weapon of choice and even if a weapon fit you will propably like to play different weapons depending of your will and the mission type, for example silent weapons like bow in infiltration and weapons with maybe less dps but a weapon with a best ammo efficiency, even if that choice is actually almost unnecessary.

  3. Hello,

    Before reading this knows that English is not my mother’s tongue, so sorry for the mistakes, I decided to write it in English because it will be more visible and it is a good exercise for me. This post will also be a big post where I give my personal opinion and not the absolute truth. After reading the big post, don’t hesitate to destroy my point of view with good argument.

                    After playing Warframe for a few years, i saw a lot of improvement but they’re still many reasons to dislike this game. So I decided to give my feedback about the game. Know that I will mainly, if no only, speak about the bad point of the game, speaking of the good point won’t help to improve as well as bad point.

    1)      A bad game for new players ?

    As you know Warframe is a multiplayer game. As everyone I like to play it with friends. But most of them really don’t like the game and stop it just a few times after the tutorial quest. So I decided to create a new account to start again the game and see what’s wrong with it. Since I start playing Warframe, i can undoubtedly say that it improves a lot since the beginning of the beta, but even like that the sad conclusion of this test  is that wouldn’t play Warframe if I was not already playing it for few years.

    At the beginning, we are in a narrative quest which serves as tutorial for the game. During this quest we learn about the bases, which mean the gameplay and the different type of mission. We also learn the base of the story. The main problem come from the liset and navigation tutorial. Every time I unlocked a new part of the ship I was disappointed by the absence of tutorial about them, including the armory, mods, navigation and others. The only one being completes the foundry tutorial. I know that tutorials are hard to place in the story but a little speech from Ordis would be enough. Finally when the tutorial quest is done, the player is free to do as he wants without knowing what to do or where to go.

    Since now the end of this quest, the game is not perfect but playable. The problem is that if you put yourself in the place of the new player, you will understand that they don’t know what to do to progress in the game and probably after a few missions stop it. The real problem, in my opinion is the lack of tutorial and guide line in the game. Even with late game content we can suffer it. For example the kuva siphons mission, personally I discover it just after the war within quest. I understood that kuva was link to the quest but nothing to explain how it works meaning a lot of dead without even knowing the utility of kuva. Something sad knowing that it could have been easily integrated in the quest.

    Here comes a list of some things for which I didn’t find any introduction. It’s possible that I miss some of them if I miss them it would mean that we have to dig to find it and new player don’t have to dig for tutorials. Here I speak about introduction generally associated with tutorial to present the possibility to the player.

    -Navigation system, even if it is simple I was surprise that it was not here the first time I used the navigation console, even for the quick menu who help you to go directly to the quest mission. At the same time I discover that everything in the quick navigation menu is present since the beginning without tutorial and none of the things on it have introduction, this include alert missions, invasion, fissure, etc.

    -Relics system.

    -Relays and Maroo’s bazar, which come with the Ayatan sculptures, syndicates and probably few other things.

    -Codex.

    -Sortie and Kuva missions, now both unlock after the war within quest, sorry for the people who want lens after the second dream, now you’re totally F*** until doing the war within).

    -Equipment upgrade with mod and mod system.

    -Mastery rank

    -And finally maybe the most important for new player to progress the junction (almost introduce by the beginning quest, but it only introduce you to navigation segment, does it even still exist???).

    Even if I know I’m a bit tough on it, I’m only saying it to help the improvement of the game and it’s only my personal feedback. I think that including those introductions could help the new player to discover the feature of the game through our progression in it. Which bring the second point.

    2) The progression in the game

                    As a second point I’m going to give my opinion about the progression through the game, which is probably the main reason why new player leave the game. I don’t even know if we can say that there is a real progression in this game.  Progressions through a game mean two things, progression through the story and rise in power. In fact the main quest requires mastery rank and takes place after some progression through the solar system.

                    For the first part, the main problem is that after the tutorial quest, we are alone during the progression through few planets while personally as a player I’m expecting quest giving information about the lore. For example the first two planet are a Grineer one and a Corpus one, wouldn’t it be perfect to begin the game by learning information about the race living in the origin system while progressing or the planet themselves, for example I’m thinking about the story of the earth and what is the void. Even if it is not perfect, it will probably be better than the actual empty space where new player are thrown.

                    Now about the rise in power, in Warframe the main way to rise in power is through the weapon system and mods. The problem is that actually a new player can become more powerful in few days than players who are in the game for some years. For example I remember a frustrating experience with the release of Nikana prime. At this time I was using a Nikana as melee weapon, then I started to level up some weapons and frame that I didn’t particularly like and throw to space as soon as they were lvl30. Finally I reached the mastery rank needed to upgrade it to the long time waited and farmed dragon Nikana.  And then …, well prime Nikana was release and I was surrounded with player getting a far better Nikana than me without having the hard time to access it. That’s when I’ve make one of my many needed break on the game. I know that the developers need money or the game can’t continue to live but this one was out of limit. I’m pretty sure a lot of people had the same experience with the pair Sancti Tigris/Tigris prime and probably other weapons.

    With that part I’ve start speaking about the weapons system but they are so many things to say about the weapon system which in my opinion is at the same time the heart of the game but also the terminal stage cancer of the game.

     

    3) The weapon system

                    Now I’m going to speak about one of the biggest parts of Warframe, the weapon system.  Warframe give you the opportunity to choose between different kind of weapon like bow, semi-automatic rifle, full-auto rifle and many other trigger types. In any of those family of weapons, we can find weapon with damage more or less specialize in different type of damage, for the example of bow you have the Paris for puncture damage, Dread for slash, Cernos for impact and finally the specialization in critical damage or status chance, using the bow puncture example we have the Paris for critical and the Daikyu for status.

                    Even with all those possible combination, actually you can’t currently find weapon in every combination for example the Daikyu is the only status oriented bow which mean no slash or impact status oriented bow. But it let a lot of possibility of weapons to add in the game.

                    Then come the problem, whit all the possibilities, I feel like weapons release in Warframe are always stronger than older weapons making the choice of your favorite weapon useless except if you want to be like this choice for your team. Some of those stupidly powerful require a mastery rank which can almost justify being more powerful but not so much difference in power. With a little bit of lick you will choose a prime weapon which doesn’t require mastery rank like the Nikana prime or Tigris. If you want to see how much the balance between weapons is broken, just play sortie or high level defense mission and observe the percent of damage done by the players with Synoid Simulor. You can even find weapon’s tier list like this one online: https://docs.google.com/spreadsheets/d/1DdsYLFaWL58_mQeKewm_ejCQdfXM7hSVx9o4PbZ-yD8/edit#gid=2046116787

    The developers are fully aware and offer some solution like the new riven mods system, but this system is not viable for two main reasons. The first one is that riven mods have to compensate for the weakness of low tier weapons, but they are randomly generated mods, which mean you need the luck of getting a mod for the weapon of your choice among all the existing weapons and getting the good stats to compensate the bad stat. But before letting the random saying no to your weapon of choice, you will not use this weapon. In fact, you have to know that those mods are an actual end game content preventing new players for using the weapon they picked. The second reason that this system can’t work is more simple, how could you imagine two weapons that even the developers admit being from different tier, show by the disposition of the weapons, to be as efficient as each other.

     

    We can see that in one side the developers try want to keep the balance between the weapons but in the same time they add more and more stupidly powerful weapons in the game. Currently we get weapons like Symulor who does more damage than weapons like Latron. How can you expect to keep the balance and break it at the same time, do you thinks players will not pay and support the game if you don’t give them stupidly powerful weapon?

    In my opinion, this game can’t keep going in this way and must start correcting the weapons stats and start accepting weapons upgrade, for example for me it’s a fact that prime is an upgrade to normal weapon and will always be the strongest, with an upgrade system like that you could easily give a correct mastery rank to weapons and add even more possibility to weapon personalization.

    Speaking about an upgrade system I’m going to speak about what I’m hopping from Warframe’s weapons system based on the existing things in the game.

    In first we need the stats to be balance between weapons, for example I’m waiting for weapons with high damage per shot to get a slower fire rate or single target weapon’s doing more damage than multiple target weapons. Another thing to think about is the ammo efficiency and a weapon doing more dps should get less ammo efficiency than a weapon with less dps. But all base weapons should be as efficient as each other. Then the other hard part is balancing the mods to make weapon’s as efficient as each other when modded.

    Also I’m waiting for an implementation of the mastery rank with an upgrade system which would give for example mk1 weapons for Mr0, normal weapon’s for mr1, dragon weapons for mr5? Prime for Mr10, Sentient for Mr15 (they said Sentients return strongest version of their weapons against them, no ?). As you can see installing an upgrade on weapon would increase the required mastery rank and increase weapon’s damages (in %), (here I say damage and not stats because I’m thinking other stats shouldn’t change or the weapon’s balance could be break unless a lot of thinking time as be taken first).

    Thinking about an upgrade system made me think that a system like that could be extending to syndicate effect on weapons, by adding more require Mr in the weapon.Augment which coule include faction upgrade. Here come the Wraith, Vandal, Rakta and Prisma, here we have 4 interesting theme for weapons which are for today in my opinion just unjustified way to add weapons who break more than it already is the balance between weapons. Each of those themes could be implemented as weapon’s augments, one for each population of the system which could add an other good choice of augment to weapons corresponding the race against at the cost au Mr, for example we can clearly see that greener are link to fire, corpus electricity, infested poison and probably cold for the relay people.

    And while we are in augment why not make augment with alternate fire which could help develop the quantity of weapons without adding to many weapon and getting lost, the current class of weapon already a lot of possible weapons.

    All this part was to show that even if it’s a lot of work the weapon system get a very big potential with already integrated ideas which are currently nothing than unjustified prototype. All of this point another problem being the Mastery rank which is today based on the quantity of weapon that we have already test and level up but the problem is that casual players like me prefer passing time to up and boost few equipment that they like than farm and up every weapon in the game making hard the access to high mastery rank weapon. But in the same time it’s currently the best way to reward player with long time of gaming.

    To conclude I think that sadly I like this game more for the potential I can see in it than for what it currently is. For now I’m going to continue playing in the hope that the developers are going to balance the weapon system and end prototype like Archwing before adding new content. To many unfinished content, are in fact creating problems like the presence of navigation key in the tutorial while they don’t even exist anymore. I know that Warframe is still in beta but it can’t stay a beta forever, game staying beta forever only end by dying unfinished.The developers should end and fixe what they start before starting something else.

    Thanks for reading such a big post and don’t hesitate to answer with other big post to help the developers to improve, the game and remember that all of this are my observation on opinion and not an absolute truth as for the example given for upgrade and augment system for weapons which are just an example of things that coul be implemented in the game.

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