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Padreic

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  1. This is unnecessarily hyperbolic. New players don't have to "complete 10 years of Warframe" to get into content at the end of the mainline quest. Are they going to have to go back and use stamina? Are they going to farm Orokin Towers? Are they going to copter, super jump, bounce pad, or puddle? A lot of the content in those 10 years of development got refined, changed, or just removed. What's more, it doesn't take 10 years to get through it now, even from a blank slate. Warframe content creators have made new accounts to refresh themselves on the new player experience and recorded the whole thing. Does it take some time to get to the end of the main quest chain? Yes. But it should take time. Just as each new chapter of the quest adds new story to the Warframe universe, it also adds new mechanics. From The Awakening to The New War, players are introduced first to the base mechanics of the game, then Archwings, new Warframes, the Operator, Railjacks, and so on, culminating in a system-changing event and brand new mechanics and an entirely new game mode. Through all of that, the players are learning parkour mechanics, what weapons do and how they work, how mods work (maybe), how to use the foundry, how farming works, where to go for more information, and so on. Even leaving out all of the actual storyline revealed in that time, that's a lot of important stuff to skip! Unless you want brand new players jumping past The New War with no idea about any of that, I would strongly recommend against offering a pay-to-skip option in this way. And no, requiring Vor's Prize and giving them some mods doesn't come close to bringing them up to speed. Not by a long shot. In the first place, the players themselves will be lost in the story. Unless you institute a clever in media res quest that is somehow understandable and navigable without any background information, they will flounder in terminology and struggle to grasp the plot. Secondly, without any skills in or knowledge of the mechanics of the game, they will likely not fare well in the quest or its subsequent gameplay. What's more, it will quickly become apparent to other players in public matches that one of these bottle-fed newbies is in the group. Either they will be extremely low MR and it will be obvious before the mission even starts or they will be slow, die all the time, and be completely unhelpful and that will give it away quickly as well. Either way, you can expect a quick social response as more experienced players shun them in groups. At best, they'll only be shunned because they're too much hassle to carry. At worst, the community will see this as a pay-to-win system for players who use money in place of experience and there will be outright resentment. If a time investment turns people away from your game, they aren't going to stay anyway. This is not a casual "jump in and play for five minutes whenever you have time" card game; it's a long-term looter shooter grind with more than one sophisticated movement system, more than one gameplay loop, and many non-obvious systems and formulae. Also, the core "use plat to save time" element that you're referring to is not the same as the one you're proposing to implement. What exists now is a way to spend platinum to either skip a time-gate (rush completion of something that's "cooking") or to skip one or two very specific grinds (buying items or packs from the market or site for plat). The first skip is merely a way to get whatever you've already begun faster, and doesn't change gameplay significantly. The second does skip some gameplay, but only the repetitive grind for that specific item (or those specific items). What is being proposed is a way to skip an entirely new element (the story itself), and all of the skills and knowledge a player would be expected to gain while playing through it. It's a horse of a different color. Lastly, Warframe is hardly the first or only game to require the player to put in work to get to "endgame." In fact, most games with any sort of progression do this (even including offline games). Imagine you joined some friends to play an MMORPG you'd never played before. Now imagine your friends have put hundreds of hours into building out their characters and learning how to play them and how to succeed in the game. Lastly, I ask you to imagine that they load you up with gear and throw you into an end-game raid with them after you've just barely learned how the combat system works. While it might be a pretty sight to watch, you know you're going to be watching it from the floor because you're going to spend most of that raid dead. You will learn almost nothing, and the intricate mechanical interplay of the raid will be entirely lost on you. Meanwhile, the gear your friends gave you will trivialize the content when you go back to soloing on Newbie Island where they plucked you from, making it harder to learn the lessons that content is meant to teach as well. TL;DR: This isn't a "business as usual" pay-to-skip promotion; and this announcement shows that you already know that. It's not a good idea as it is currently conceived. However: If you're looking for a way to implement this in a more constructive (and far less controversial) way, I do have a suggestion. Allow us to link accounts, designating one as primary and all of the others as secondary. In other words, your first account will be your "main" one, and all others will be considered "alts." Thereafter, offer this pay-to-skip promotion as an option only to secondary accounts, and only after the primary has completed The New War. This would still allow you to create some revenue, would not waste any time the team might have already spent on this project, and would sidestep the issues I mentioned above. What's more, it might be able to dovetail into the new cross-save system as well.
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