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UilliamNebel

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Posts posted by UilliamNebel

  1. Would be interesting to see that instead of waves, if they went to a holding, advancing, set up. Where you have positions you fall back to with easier defense points when being overwhelmed, and positions you can advance to but face marginally harder resistance. And the mission ends when you cant fall back anymore, or hold the top position for a 5 min period (Or choose to go on like survival). If it was done like the efficiency metric in the onslaught game mode, where your advancement or retreat was determined by the number of enemies killed within a time frame. It would be a nice change of pace from defending a static place, that the A.I. just zerg rushes, and spams, trying to apply lockdowns on the player, and keep them in a rundown.

  2. Wow the forum dad replies...

    I am in a similar space with the game right now, though just from trying to grind the Starchart and get to the Second Dream quest.

    To be honest, I do not think the forums is a good, or productive place right now to give feedback like this.

    The game is in a bad state, the developers know it is in a bad state, and it will take a significant and honest effort to get the game out of that state. The issue is, DE's past history where they work toward establishing good will with the community, and then just wait it out and go on to do more of the same. It is hard to see DE as being sincere about changing and doing things better. But an odd side thing happens, which is a part of the player base with a sense of loyalty to them, takes it as a personal quest to meet the 'bashers' on the forums offering their feedback, especially if it is done with any passion or use of hyperbole.

    Dear Forum Dads, in a lot of ways, your partially responsible for the current state of the game. In short, your multi level marketing 'street team' PR. You're apologist, apologist for actions and direction that have gone continually toward the game not moving toward its potential. Like the community team, you're shielding people, who if I was to be honest, from either a shareholder's or executive position I'd have moved toward replacing a while ago. I am sure their intentions, and efforts are outstanding, but at the end of the day Warframe is not a passion project or charity, and they just aren't getting the job needed done.

    Player retention is down, especially new players, part of why their recent posted career positions are what they are. But sadly, player retention, like all customer retention, isn't something you hire someone to do, its what you hire someone to investigate and find out what you need to do as a change. From DE's past history, this person will just be set up to fail, as those that should be listening to what they return with, will think they are entitled to flip it to 'Why aren't players liking what I told them to like? Why aren't you doing your job player retention specialist?' And the onion of excuses, shielding and protecting those ultimately responsible, will yet again expand at DE.

    In all honesty, I think DE is beyond hope. It is refusing to go through a normal growth process for a business that wants to expand its achievements and capabilities. Its is buying into the whole 'always entrepreneurs' myth. Which is fine and all, unless it is perverted to 'we keep the same small core circle in place, and never expand decision making and responsibilities out.' Basically DE needs, like a mature company, an environment where one person with responsibilities and objectives, in conflict with another's responsibilities and objectives, says 'No, you and I are gonna hammer this out, and I'll get some of what I want, and you'll get some of what you want, and we'll both be responsible for it, and hopefully that will be better for our customers in the end.' From reading the Glass Door employee takes, yeah no, that is not who they are as a company. Don't think I am selling them short, coming up with an IP and game that has lasted to this point like Warframe has is an amazing accomplishment. That doesn't mean the people who did that, are the same to keep it growing, innovating, and improving, especially when they continually seem to be hostile to the critical feedback mechanisms which decision makers need to open themselves to, not put shields in front of them to deflect while they work on their 'the next great thing' ignoring their recent missteps and the consequences of them that go well beyond themselves.

    • Like 1
  3. I am sure you can find, more so grind out, these details. And I am sure DE thinks it somehow adds to the enjoyment of the game leaving it up to the player to discover such things. The issue is, they are very poor, and seeming unwilling, to layout any sort of new player guidance to be the slightest bit aware of such. Its past having things as details for the player to come across and investigate, to just didn't bother to do and trying to play it off like 'so deep gameplay, with how it leaves it up to you to sort out.'

    And I am sure the parkour abilities can be great, other than small tactical jumps (No really, its awful how everything is a jack hammer with the jump controls when you need a hop). Now if only it gave a clear indication of where you have to go, and what element in the treasure hunt area it is railroading you into using as a 'challenge' of some sort, without yet again a complete fail condition timer that is more or less the mission designer giving you the middle finger with how this is set up as a new player.

  4. Just now, xXDeadsinxX said:

    just need practice.

    Which wouldn't be so bad. Except one shot at it a week isn't practice. And having to go outside game, to just be given an idea of what it wants me to do in game, is a recurring issue I am finding as a new player.

    That along with 'just use X frame' as advice, which is like giving financial advice of 'just stop being poor', as the game has laid out no path or expectation of utilizing other frames and what their capabilities are, and their counters to enemies in game. I didn't get anything in game that lead me to using viral and anti ferrite armor on certain Grineer. Perhaps the scanner results would have, if I'd been guided to it sooner and clearer, with the only glue for the things existence being the plants that sort of nudge you to it with their cryptic message about needing one.

    But with regard to the treasure hunt room. It feels like it burns you, bad, and wasted your time with a horrid developer, 'ha ha, gotcha, bet you didn't see that coming.'

    You don't know you have to basically bullet spam. All you do know is, previous patters of design being zerg rushing enemies that shield strip if you bolt ahead. This thing, as a mission, is another example of bait and switch, and thinking it is a good way to shake things up. But it is not, going into it wasn't a surprise, it was a middle finger from the developer telling me to come back next week and try and figure it out again under a clock. Well screw it, developer wants me to F off, I will, and not bother with this content again. Real good return for the development time and effort there DE.

  5. Wow, that does look amazing, and fun. And have had a few areas where able to move through like that with fluidity.

    Then I got to the treasure hunt room, and it was awful, and all the parkour goodness of other areas couldn't help out with the horrid layout and complete lack of any type of visual cue for how to get through the thing in the mission. Just a lot of horrible clipping set up to make the more straight forward and logical parkour movement a 'challenge', i.e., frustrating should have been test played a lot more but there was a deadline so I guess it shipped like this... Also, lets throw in a countdown, like we do everywhere else, because why the Hell not.

  6. No, your right. Now show me the jump reliably getting you hopped up to a simple height, and not caught on a lip.

    The parkour, in a polished area, is breath takingly good. Then you hit surfaces where you might as well be aluminum and it steel with how you grind up with near contact. As for 'it isn't hard', maybe, also isn't clear, at all, has horrid visual cues for how to approach it, especially with all the techno ninja lazzzzzer fire going off. What I saw, like a lot of parts in this game, it tries, and spectacularly fails, with its implementing of countdowns. This horrid gimmick is so over used in Warframe, and usually is set at a time amount too low for new players, but for a challenge to players who've already done the content, or are being lead through it.

    And I wish I could fail a couple of times, but, once a week attempt... Wow, well guess this content can go in the 'DE couldn't be bothered, why should I' stack of in game content then. Won;t bother with it again, or provide the feedback it deserves I guess. And it does, its that bad.

  7. Not enough time given to comprehend and overcome the gimmick, and it is a gimmick, a necro raised 90's console era game play gimmick.

    In comparing, the Sanctuary onslaught is rather good. Sure it does bad things, because of the horrid AI with the drone and grenade spam, and shield strip, wash, rinse, repeat for the entire game cheese. But at least the onslaught plays to the gameplay's strengths, tactical mobility, and assessing and dealing with threats as you go.

    Weekly treasure hunt is just a flat, arbitrary to fail, gimmick. And its such a poor gimmick, that it obfuscates itself as to what, and how you can go through it, being only one way from the look of it Though the fact it is another timer dropped on you in the middle of a mission, so you know it will get to be very railroad, destroy playing to the game's strengths, design. In short, it just destroyed the fun of playing, like a lot of other gimmick missions in the game so far.

  8. 2 hours ago, Redeye said:

    I don't see any in this post of yours.

    Because it is that bad. No really, for where it is in the Starchart, it is that awful and will impact new player experience. It needs a bit of gutting. Or just outright being chucked.

    I honestly from playing through it, and getting past it, but failing several times right at the very end, due to drone and grenade spam A.I. cheese, and arbitrary shield strips, can't find a good thing to say as worth saving in this mission set up. I'm sure it is great when much better geared, modded, and play experienced. As for where it is, as a new player to the game, and how the game prepares and teaches you, no it is horrid.

  9. No really, the mission goes beyond poor design, and implementing, to just being miserly on DE's part toward the enjoyment of their players.

    I'd say this mission, and how it is scaled for a new and solo player, just is another exhibit that DE do NOT play their own game. But that be too generous. This was so bad for the purposes of being a game, and so obviously meant to be a wall to progress, it gives DE it's well deserved criticism for being intentionally miserly in their game design for their players enjoyment, like some mobile platform horror show time and pay wall game.

    1, Shield strips, drone spam, grenade spam, etc, etc. Yes, I know, someone here who has played X years can do easily.. Congrats. Now lets talk about the people this mission, if you're serious DE about being a game as a service is meant to retain, newer players progressing through the Starchart. I don't care about what someone who has been here, gotten gear, learned optimization XYZ, has done. Because all they are doing is covering for how bits of content like this, are bad for the game, and disengage their intended audience. You've abandoned the new player DE, and this mission shows it.

    2, 'Get a group' or 'Get gud'... How about, since you obviously need it thrown in your face like a fish smack... be a GAME AS A SERVICE... Guess what, services are flexible, have various offerings, can be configured to deliver to the customer's, a.k.a. players, needs. You talk balance, or anything like that, you are saying 'Games as a service was just some market speak we liked the sound of.' So if you are in fact the slightest bit serious on being a game as a service, then you need to address the railroads to absurd difficulty spiked missions as time walls you are putting in with content like this. Guess what, you're a service, individuals, not just communities, consume services to. Please, design, build, and implement for both, stop $&*^ing around and actually BE what you say you want to BE.

    • Like 1
  10. 7 minutes ago, HoustonDragon said:

    Stuff like fishing/mining for materials and standing in Cetus and Fortuna (along with the Bounties that are available). The daily Sortie missions for extra rewards also are decent and generally easily done in a public group.

    I thought I would be in the open areas as I come up to MR5. But from my attempts to play there, and advice I've been given on the open play areas, you can't do much there without getting overwhelmed until about MR10. That and the aerial enemies, like most drones in the game, have really cheese A.I. that I don't want to deal with until I can use an archwing there. Should I be reconsidering that?

  11. I am sorry, but you are demonstratively wrong, actual probability and statistical probability are different things.

     

    Edit: To expand, are you saying the 'coin has a memory', or that because an event happened at some rate in the past, it is going to happen at the same or another rate in the future?

  12. 41 minutes ago, ReaverKane said:

    Statistical probabilities are THE ACTUAL probabilities... Maths man, you can't escape it.

    No they are not. There is a very specific difference between the two. One is why a quarter's actual probability is the same as when you first flipped it, the other is a statistic, often resulting in gambler fallacy thinking.

  13. I really do like elements of this, and love the play with others.

    However, the time walls just have me at a point where I don't want to even login now, because it all feels like wasted time gameplay wise. Or more so I won't be able to make any progress toward my goals in this game until whatever time wall passes as I wait 12, 24, and 48 hours at a go.

    Honestly, I felt less time walled playing Eve Online than I do playing Warframe as I am coming to my eighteenth day. I think about just material gathering, issue is I have 10x materials more than I need or could use right now. I like the Railjack missions I have played thus far, but I am new player locked out of progressing in my abilities in that, like gunnery and engineering, because of how the content was implemented.

    And when quarantine ends, and I am back to a regular full work schedule, I have no idea of how I'll continue with the Starchart grind crawl with the time commitments it has with the much reduced play time, which will make progress toward goals for time spent an even bigger consideration.

    Does anything change with the game as you get past Europa? Or are you always stuck in quest with crafting components as time walls?

    I get it, they don't want people to blow through all the content in a month, and also saw some opportunities for monetization of crafting times, or more so lack there of. But between those elements, and looking at the actual probabilities (don't care about statistical probability) of drops versus times to do missions repeatedly, and a lot of other design elements, I just don't see how I can progress at much of a pace in order to stay engaged. Even looking at affinity boosters, platinum for time reductions, and other mechanics in their effort to monetize, I see more, well to be blunt, loot box mechanics than value proposition ahead.

    I've spent real world money for the platinum, something I always do in a F2P game to get an understanding of what additional services and goods are available to me. And even despite the price points, I don't see anything there either that is value added enough to keep me playing. I almost feel as if the design is more so to get me so time invested, that I just stick it out and accept a less entertaining gameplay experience.

    So what are some ways I could go about countering the negatives I am having? Because as I said, I really do enjoy the game, the content, people I am playing with, etc. And would happily continue on, even just grinding out crafting components and such. Issue I have is though, I feel I am at a declining and soon to be glacial pace even towards those activities.

    • Like 3
  14. Please remove from Starchart, no nice way to say, mission is horrid, and what makes players think developers do not play their own games. No really, this thing is awful, and should have never been released. I don't blame the developer, I blamed who signed off on it to go out to players. Timer on mission is too short, frustrating, and shows a complete disconnect from wanting to put out a quality play experience. Its just bad, bad and unredeemable, and only, only because like a lot of other parts in the game, absolute fail conditions tied to count downs of a frustratingly short duration.

    You get nowhere near enough time, and practice as a new player with the Archwing before getting to this mission on Phobos. More so, flying in the map, with quite frankly horrid, and poorly thought out navigational cues, or even an interface to support navigation like this, through a ship filled with gotcha sticking points on a speed run isn't fun especially when the person who signed off on the time limit obviously NEVER PLAYED IT as it be released! No really, how the Hell did this mission get light of day with the timer this frustratingly short, and the navigation through the wrecked ship this narrow from the extermination mission on Venus using the same tile set? Why was the archwing's clearance for flying about the wreck made tighter here, to the point mistakes are always compounded and cost you the mission, or flying past the CRITICAL TARGETS getting lost in a visual mess?

    There is just so much wrong with this, and its obvious development resources wont be used to retune it to be proper, and to the quality it should, so it should in fairness to the player base be removed entirely.

  15. About to quit Warframe over this mission, but figured I'd give it a last try here.

    Keep failing the last spy mission for Stolen Dreams do to arbitrary alarm triggers, because the data vault set ups are impossible. Interlocking fields of view on drones, cameras, air vents that go no where but to the fixed field of view of an alarm trigger, impossible to take out cameras that have cover and trigger on your only entrance, etc. Have failed over two dozen times now, after fully scoping out for hours into mission. Even have killed all the mobs outside the NPC vaults at times, searching every single possible way in and about. But the maps are always the same layouts in the vaults, with just which vents I can go through changed, and none of the changes useful.

    Is their a way to cause a map layout total reset here, and getting a new one? Are they procedurally generated fully to some degree? Are some of these missions really just meant to make you go spend for Platinum to have a stealth ability past these set ups?

    No idea why, just this one spy mission, is set up like this. Have done others past it on the Starchart no issues.

  16. I am sure that it seemed a great idea in concept. Actual execution of it is frustrating, unfun, and just not that enjoyable. As usual, sudden drop in, and A TICKING CLOCK! Oh my, this will add tension to the mission, not be a fun and immersion destroying trope from 1990s console era. Oh good, constant things limiting my speed, and unclear directions, why this will surely make this an amazingly cinematic experience... That I might enjoy if watching a movie for a first time, not having to repeat, again, and again, and again, and again, with the horrid failure conditions. Also, no, no just let me shoot the transports, since I am on a clock, not try and hit something orbiting them, as I hate the game more by the second and think about just not playing more and more as I come across content like this put in my way for grind, to what seems a growingly smaller, and smaller amount of content I'll actually enjoy and be worth getting through these time and micro transaction barriers to experience.

  17. Stolen Dreams spy missions, in particular the data vaults are horrid with the tile layouts and enemy placement.

    Every time, without fail, arbitrary triggers in the last vault have gone off for me thirteen times now with impossible to succeed conditions.

    Went, did other spy missions, further along with higher level, no issue. Off without a hitch, was 20 for 20 not breaking a sweat as I used them to practice for this mission. Go back to Stolen Dreams, screws me on layout in the data vault, again, and again, and again, and again, and again.....

    If your gonna put wandering triggers, they need to be wet paper bag destructible, not surviving a charged shot from a bow and behind a shield boost to boot. They also should not be camping doors. They also should have decent, not contradictory, cues to their presence. Also stop with the cameras being shielded till they'll insta wreck the mission for you. Stop with the drones, and their annoying no hit algo to.

    Just done with it. I know, spend RL money for platinum to get a Warframe to get past it is somehow seen as a reasonable answer. But maybe, just maybe, adjust the mission to not suck so hard it makes me dread playing further, let alone buying anything further in Warframe.

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