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AnonCat

Grand Master
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Posts posted by AnonCat

  1. Yeap, but i dont want to pump S#&$ty weapons, just create them and put into inventory.

     

     

    I know it, so big game and so many things to be done.

    Ummm... are you guys living under a rock? The 9th dev livestream just ran a few days ago.

  2. Formaing™ is better than primes. Primes should just be consisted a cosmetic difference from the normal weapon. Now DE has mentioned Prime WFs having "something special" about them. So, i don't know. Forma made Primes not as useful as before. 

    Still yet, they are marketed as "superior" to the normal versions. Would just really like DE reasurance that we're not wasting all this time Formaing™ regular weapons, when we could be doing it on primes or even vandals to a lesser degree.

  3. It strikes me as though it would be best to implement the "Prime" weapons and frames as the existing alternate equipment. A different skin for your gun or Warframe, which makes the necessary changes to stats, and adds a bit of extra Void functionality.

     

    But it's too late for that. Prime has better stats and extra polarity slots starting out. And I actually think it's cool to have something with a small functional bonus. I just don't want to lose all my hard work on my multi forma saryn or twin vipers. :3

  4. So I've currently got all my warframes and weapons to lvl 30. I've forma'ed my twin vipers three times and a few other weapons, but what happens when prime vipers come out? I will have wasted all that time on an inferior item.

     

    I propose that if we have prestiged a weapon enough times, we may add the prime components and prime bp to the normal version. This will reset it as if we had used a forma and turn it "prime". I just feel hesitant to even begin lvling a frost when I'm one component away from the frost prime.

     

    Anyone else feel this is an issue?

  5. Ah, good to see a EC vid on here. I think they should be required viewing throughout the industry. Anyhow, there should be a small, slow way to earn plat overtime in Warframe. Doesn't have to be actually substantial amount, just some from somewhere in-game.

     

    What about a tiny plat payout when you complete every mission on a planet?

  6. I'm a huge supporter what Digital Extremes is trying to accomplish here with Warframe. Because of my love for this project, I have a few concerns on the longevity of the current build. To be clear, I know that Steve, Scott, and the rest of the team are talented developers who may already be aware of these issues. I'll just feel better if I get this off my chest. Also, this may be a bit wordy for most players. I mainly intend this as an open letter to the devs at Digital Extremes heading up production on Warframe. I'm an indie dev myself, so I like to pretend I know what I'm talking about. :P

     

    Warframe's current core set of gameplay, while enjoyable, lacks serious long term sustainability. The MMO field is an unfair, unforgiving place, and the expectations of the community and the industry are immense. So far Warframe has done well and held its own, but it’s still in beta and changes need to be made if we want to see it last for many more enjoyable years.

     

    For an MMO, Warframe’s content can be burned through within comparatively short time. Now I realize one could get lvl 30 with all weapons and warframes; then do it all over again if they so desire with forma resets. However, this form of longevity only targets a small fraction of the playerbase: completionists and prestige grinders. The majority of Tenno will only partake in leveling and prestige to a point. They may level their favorite warframes and preferred weapon sets and perhaps prestige the items that need it most. Ultimately though, this is all they have substantially to do in the game. Once they accomplish their leveling goals, there is not much else encouraged or pointed at for them to work towards. There are however, a few things that currently exist that could be expounded upon to increase current depth and length of gameplay and encourage player progression.

     

    -Planet Progression-

     

    Right now, players can progress across the solar system spreading death upon their enemies in an ever-widening area. However, after token nodes are unlocked the reasons to make further Planet Progression fade drastically. The easiest way to extend this is to give players additional credits and affinity when completing a node for the first time. Not a lot to say on this topic.

     

    -Collections-

     

    Here’s a big one. Players like things; things that are rare, shiny, and above all: POWERFUL! The prime system is an awesome mechanic and a perfect example of collectable content done right. Keep the warframes the same and the weapons having the edge ever so slightly over their normal counterparts. Run with this my friends!

     

    More needs to be done, however. I won’t pretend to have a solution off the top of my head, but the meta-game of Warframe needs extended. Achievements are a clean, efficient, and fun collectable that has been proven in the industry; as long as they are kept exclusive to genuinely achieving tasks and are presented CORRECTLY. Presentation of achievements is incredibly important; I have seen many, many games get it wrong.

     

     Like I mentioned before, you are creating a hobby for people. If you, as gatekeepers of the realm, invest in dynamic and varied of content, I promise the community will continue to support your work finically and emotionally until their hair turns gray.

     

    -Social Investment-

     

    Okay, this is it. People bring more meaning to your project than the actual project itself could ever have. I could say sooooo much about community management. The future progression of the ENTIRE industry lies in this field. As game design innovation dries up, simply because there is a finite amount of variation that is realistically enjoyable by human brains, games will be defined by how a studio handles their community as an asset.

     

    Just as you measure your meta for traits like exploration, combat, and in-game economics, you must measure the people that play the game. How are they interacting? How are aren’t they interacting? How can you adjust social interaction for each player as desired? (solo mode answer this well) What is the overall phsyce of your average player? It is DIRE that seize whatever you can about your playerbase, they are your everything! You need them invested; you need to KEEP them invested. As a developer, if you can keep them invested you win life. That is all that matters. Bottomline. But players lose intererest eventually, despite eleveations made by increasing the the size of the meta-game. How do you prevent this player churn?

     

    You need to encourage their support of not only you, but of other players. Give them tools to evaluate one another, to show off, and express themselves in a safe environment they can be proud of. One way to do this efficiently and with minimal resources. is to update the profile page into a personallized, highly visual center for players to display gear and stats, use as a chat hub or message board, and make their own space. The more traffic a player has flowing through their bubble of influence the, more embeded they are in the game and the more likely they will stick around.

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