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Kai

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About Kai

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  1. Variant Stats and Loot The current way how Wreckage is being handled, specifically the MK3 parts is frustrating. Their drop chance combined with the countless variations it can have can easily burn someone who is trying to get that "Perfect" part since, let's be honest. DE had always given us the ability to create variations in our build, whether it be how we mod our Warframes to our Guns, we had control on what we want so we can freely ENJOY the game. Come along Rivens, their randomness and combination of stats can either make or break the game for us, there are some who wants to get the strongest stats possible and there are those who simply wants a good riven for them to enjoy their favorite weapon. Players took a while for them to actually don't mind farming for rivens since players have accumulated tons of rivens enough for them to trade with other players, find the ones they want and trade away the ones they don't want to those who do want it. Regardless, you don't necessarily require Rivens to actually enjoy the game, they provide a good stat boost for your weapons, but even without it - you can still complete the entirety of the game without it. Next comes the Kuva Liches, these ones in their current iteration is very much welcoming. Despite the steps you need to actually need to kill these ones for their weapon with random stats, you actually see what you are getting before fully committing yourself to it. You have slight control on the bonuses you get which comes in the form of what Warframe you wish to be the Progenitor of your Kuva Lich, and even then we have received word from DE on ways to manipulate the way we can get our Kuva Liches in the future in the form of possibly allowing us to remove our undesired Kuva Lich. Overall, the Kuva Lich is become a good side-system that you don't entirely need to focus on, but provides itself with some nice bonuses if you do want to go that direction. Finally, comes the Wreckage - specifically MK3 ones. This one is a total mess. The amount of parts you would need that has the same aspect the two detailed above has the total of 4. We have the Shield Array, Engines, Reactor, and the Weapons. Each one has varying stats that are completely randomized as well the drop chance, combining that with TONS of resources you need to invest. How is this one a total mess? It is quite simple really. Take a Vidar Reactor MK3 for example, it is an end-mission reward with 2% drop chance and even then it has randomized stats that might not even help you in the long term. Surely, if you got a good one, eventually at some point you will obtain a slightly better one and then you can get 50% of the resources you've invested on it. Let's compare this to a popular shooter-looter game. The Borderlands franchise. You have Shields, Grenades, Class Mods, Artifacts and finally, your Guns. Every single factor of your character from the ones I mentioned before can be completely random, but they always have a set standard where it can be reliable even if some of the stats are completely off. Class Mods for example always provide certain bonuses to your skills and may vary from +1 to +5. Even then, you're getting a positive bonus out of it even if it's a +1. Not only that, the one thing that actually makes Borderlands a Shooter-Looter game is that you don't have to worry about the LOOTING aspect as you can be sure that these items and guns can drop almost everywhere so you can truly enjoy the SHOOTING aspect of the game. There will be times where you have to change your stuff every now and then due to getting better guns, shields, grenades, class mods or artifacts, but even then IT COSTS YOU NOTHING to get them. You just simply need to kill enemies and loot whatever lootable container out there, even then it might drop a bad gun, but hey it's something. Returning back to Empyrean, notice the bolded words there? You can't even enjoy any of those when playing through Empyrean without sacrificing the other. Want to get a better cannon for your Railjack? You'll have to pray for an enemy to drop that shiny purple thing out in space where the chances of seeing it from your ship is.. well - Hopefully you notice it. Change of scenario, now that you've got a good cannon that you think might be worth your while, now is the time to invest some resources and time. Tons of isolated resources that are found exclusively in this mission in large amounts alongside with a 12-Hour wait time. Good, you've done it. But wait! You found a much better gun and you want to invest on this one. Guess what, you're getting back 50% of the resources you've invested on the previous and wasted 12 hours on waiting on it. Oh hey, look there's also a Rush Repair Drone for 50 Platinum that you can purchase to instantly skip all of these. Definitely a way to ease your suffering to skip the looting aspect of the game and just go straight to shooting, but what's the fun in that in a shooter-looter game. I know these aspects makes Warframe, Warframe. The Time Gate and investment of resources on everything is something everyone is used to since it had existed way too long that veterans knows the standard procedure when obtaining a new item in the game. But combining old features with new ones can spell disaster when not watched properly. Specifically, time gate and resource investment on a totally RNG drop with RNG stats. So I would like to offer some suggestions that you guys might consider while improving Railjack: Remove Time Gate (The 12-Hour Wait Time) and keep the Resource Investment. You can even reduce the amount of returns when scrapping it from 50% to 25% given you no longer need to wait to actually use the gun, shield array, reactor, or engines and test it out. Full Refund on Resource Investment and drastically reduce the Time Gate. Quite a simple change really, 100% scrap yields (you can remove the Dirac here) and cut down the time to wait to 1~2 hours. Same reason as above, test the part without worrying any loss of resources. Massively increased drop chance. Diluted drop tables had always been an issue in Warframe, but in Railjack, it serves to connect to the actual game. You might get Relics which you can use, but let's be honest. In a new system that you've introduced with all the shiny things a player can obtain, why take that away the chance for them to actually enjoy this Empyrean Game Mode by introducing way too many things that they can obtain, but not specifically helpful in Railjack missions? If you were to make them as common drops where they drop every once in a while, that would actually allow players to consider what they want to invest in with a selection of choices they've obtained throughout the game. Running an hour of Empyrean and only getting a single Reactor, Engine, or Shield Array due to bad RNG, what's there to consider? You might as well join someone else's Railjack who happen to have better chances than you and are actually enjoying the game themselves. You might get a taste of that enjoyment without dying or having to constantly repair fires, electricity and hull breaches and enjoy the shooter-aspect of the Railjack provided the host doesn't leave. Reduced Resource Investment and Reduced Time Gate. Similar to the 2nd one, just cut down the resources you need to repair a wreckage and reduce the time gate. So far, those are what I can recommend for possibly improving Railjack itself. Increasing the resource amount is greatly welcome, but when faced with RNG on top of RNG stats, it's not really worth the investment... nor the 12-hour wait time. There's also a few possible things I want to touch on. Remove Rush Repair Drone. This one is quite simple really, remove the 50 Platinum cost in the market and replace them with an already existing system. Rushing. Straight platinum to rush a fully resource invested wreckage. What makes this great is that even with the current system, if you've waited for 6 hours or whatever time is remaining, the amount of platinum to rush gets reduced. So why not use this? You've already increased the resource amount drop and the only purpose now of a Rush Repair Drone is to save on those resources and cut down the 12-hour wait time, but let's be honest. People don't like to wait when you've finally got the part you've been looking for countless hours. You've got tons of resources to spend, so why not? No More Vacuum. Kill an enemy or just breaking an asteroid? Just send them straight to the players everything they drop. No need to chase an enemy 20k meters away from the rest of your team since it decided to roll towards a random direction in its dying breath (looking at you cutters). You are completely missing tons of beneficial things when you move too far from your enemy, namely affinity share. Static and Dynamic Bonuses shown. This one is just a minor change in the UI. Simply show X + Y Effect. Wherein X is static across all items of the same kind and Y is the additional bonuses you gain. Let's say for guns, a Zekti-variant would have a standard +20% Damage or +15% Fire Rate + X Damage/Fire Rate. So whatever Zekti-variant you obtained, you would always have that bonus, even if the additional damage or fire is a laughable 1% increase, it's still a positive thing regardless. I'm really enjoying Railjack, it's one of aspect of Warframe that I can actually sink my time in despite how long the mission can take and a refreshing new system in Warframe. There's always going to be some minor hiccups and whatnot, but I do truly believe it has potential for a great co-op mission for everyone to enjoy. Oh, one last thing I would like to present as a suggestion: Borrowed Shields, Engines, Guns. This one would only work in Pre-Made Squads as this would actually allow you to and your squadmates to temporarily lend either a Shield Array, Engine, or Guns for your Host's Railjack for the missions you guys will be running until you guys return to the dry dock. If your squad mate has a better shield array, why not allow it to be installed in your Railjack briefly. Same goes with Engines and Guns. I know Reactors won't work as they drastically affect the Avionic and Flux capacity of the Host's ship so I won't bother with that.
  2. Variant Stats and Loot The current way how Wreckage is being handled, specifically the MK3 parts is frustrating. Their drop chance combined with the countless variations it can have can easily burn someone who is trying to get that "Perfect" part since, let's be honest. DE had always given us the ability to create variations in our build, whether it be how we mod our Warframes to our Guns, we had control on what we want so we can freely ENJOY the game. Come along Rivens, their randomness and combination of stats can either make or break the game for us, there are some who wants to get the strongest stats possible and there are those who simply wants a good riven for them to enjoy their favorite weapon. Players took a while for them to actually don't mind farming for rivens since players have accumulated tons of rivens enough for them to trade with other players, find the ones they want and trade away the ones they don't want to those who do want it. Regardless, you don't necessarily require Rivens to actually enjoy the game, they provide a good stat boost for your weapons, but even without it - you can still complete the entirety of the game without it. Next comes the Kuva Liches, these ones in their current iteration is very much welcoming. Despite the steps you need to actually need to kill these ones for their weapon with random stats, you actually see what you are getting before fully committing yourself to it. You have slight control on the bonuses you get which comes in the form of what Warframe you wish to be the Progenitor of your Kuva Lich, and even then we have received word from DE on ways to manipulate the way we can get our Kuva Liches in the future in the form of possibly allowing us to remove our undesired Kuva Lich. Overall, the Kuva Lich is become a good side-system that you don't entirely need to focus on, but provides itself with some nice bonuses if you do want to go that direction. Finally, comes the Wreckage - specifically MK3 ones. This one is a total mess. The amount of parts you would need that has the same aspect the two detailed above has the total of 4. We have the Shield Array, Engines, Reactor, and the Weapons. Each one has varying stats that are completely randomized as well the drop chance, combining that with TONS of resources you need to invest. How is this one a total mess? It is quite simple really. Take a Vidar Reactor MK3 for example, it is an end-mission reward with 2% drop chance and even then it has randomized stats that might not even help you in the long term. Surely, if you got a good one, eventually at some point you will obtain a slightly better one and then you can get 50% of the resources you've invested on it. Let's compare this to a popular shooter-looter game. The Borderlands franchise. You have Shields, Grenades, Class Mods, Artifacts and finally, your Guns. Every single factor of your character from the ones I mentioned before can be completely random, but they always have a set standard where it can be reliable even if some of the stats are completely off. Class Mods for example always provide certain bonuses to your skills and may vary from +1 to +5. Even then, you're getting a positive bonus out of it even if it's a +1. Not only that, the one thing that actually makes Borderlands a Shooter-Looter game is that you don't have to worry about the LOOTING aspect as you can be sure that these items and guns can drop almost everywhere so you can truly enjoy the SHOOTING aspect of the game. There will be times where you have to change your stuff every now and then due to getting better guns, shields, grenades, class mods or artifacts, but even then IT COSTS YOU NOTHING to get them. You just simply need to kill enemies and loot whatever lootable container out there, even then it might drop a bad gun, but hey it's something. Returning back to Empyrean, notice the bolded words there? You can't even enjoy any of those when playing through Empyrean without sacrificing the other. Want to get a better cannon for your Railjack? You'll have to pray for an enemy to drop that shiny purple thing out in space where the chances of seeing it from your ship is.. well - Hopefully you notice it. Change of scenario, now that you've got a good cannon that you think might be worth your while, now is the time to invest some resources and time. Tons of isolated resources that are found exclusively in this mission in large amounts alongside with a 12-Hour wait time. Good, you've done it. But wait! You found a much better gun and you want to invest on this one. Guess what, you're getting back 50% of the resources you've invested on the previous and wasted 12 hours on waiting on it. Oh hey, look there's also a Rush Repair Drone for 50 Platinum that you can purchase to instantly skip all of these. Definitely a way to ease your suffering to skip the looting aspect of the game and just go straight to shooting, but what's the fun in that in a shooter-looter game. I know these aspects makes Warframe, Warframe. The Time Gate and investment of resources on everything is something everyone is used to since it had existed way too long that veterans knows the standard procedure when obtaining a new item in the game. But combining old features with new ones can spell disaster when not watched properly. Specifically, time gate and resource investment on a totally RNG drop with RNG stats. So I would like to offer some suggestions that you guys might consider while improving Railjack: Remove Time Gate (The 12-Hour Wait Time) and keep the Resource Investment. You can even reduce the amount of returns when scrapping it from 50% to 25% given you no longer need to wait to actually use the gun, shield array, reactor, or engines and test it out. Full Refund on Resource Investment and drastically reduce the Time Gate. Quite a simple change really, 100% scrap yields (you can remove the Dirac here) and cut down the time to wait to 1~2 hours. Same reason as above, test the part without worrying any loss of resources. Massively increased drop chance. Diluted drop tables had always been an issue in Warframe, but in Railjack, it serves to connect to the actual game. You might get Relics which you can use, but let's be honest. In a new system that you've introduced with all the shiny things a player can obtain, why take that away the chance for them to actually enjoy this Empyrean Game Mode by introducing way too many things that they can obtain, but not specifically helpful in Railjack missions? If you were to make them as common drops where they drop every once in a while, that would actually allow players to consider what they want to invest in with a selection of choices they've obtained throughout the game. Running an hour of Empyrean and only getting a single Reactor, Engine, or Shield Array due to bad RNG, what's there to consider? You might as well join someone else's Railjack who happen to have better chances than you and are actually enjoying the game themselves. You might get a taste of that enjoyment without dying or having to constantly repair fires, electricity and hull breaches and enjoy the shooter-aspect of the Railjack provided the host doesn't leave. Reduced Resource Investment and Reduced Time Gate. Similar to the 2nd one, just cut down the resources you need to repair a wreckage and reduce the time gate. So far, those are what I can recommend for possibly improving Railjack itself. Increasing the resource amount is greatly welcome, but when faced with RNG on top of RNG stats, it's not really worth the investment... nor the 12-hour wait time. There's also a few possible things I want to touch on. Remove Rush Repair Drone. This one is quite simple really, remove the 50 Platinum cost in the market and replace them with an already existing system. Rushing. Straight platinum to rush a fully resource invested wreckage. What makes this great is that even with the current system, if you've waited for 6 hours or whatever time is remaining, the amount of platinum to rush gets reduced. So why not use this? You've already increased the resource amount drop and the only purpose now of a Rush Repair Drone is to save on those resources and cut down the 12-hour wait time, but let's be honest. People don't like to wait when you've finally got the part you've been looking for countless hours. You've got tons of resources to spend, so why not? No More Vacuum. Kill an enemy or just breaking an asteroid? Just send them straight to the players everything they drop. No need to chase an enemy 20k meters away from the rest of your team since it decided to roll towards a random direction in its dying breath (looking at you cutters). You are completely missing tons of beneficial things when you move too far from your enemy, namely affinity share. Static and Dynamic Bonuses shown. This one is just a minor change in the UI. Simply show X + Y Effect. Wherein X is static across all items of the same kind and Y is the additional bonuses you gain. Let's say for guns, a Zekti-variant would have a standard +20% Damage or +15% Fire Rate + X Damage/Fire Rate. So whatever Zekti-variant you obtained, you would always have that bonus, even if the additional damage or fire is a laughable 1% increase, it's still a positive thing regardless. I'm really enjoying Railjack, it's one of aspect of Warframe that I can actually sink my time in despite how long the mission can take and a refreshing new system in Warframe. There's always going to be some minor hiccups and whatnot, but I do truly believe it has potential for a great co-op mission for everyone to enjoy. Oh, one last thing I would like to present as a suggestion: Borrowed Shields, Engines, Guns. This one would only work in Pre-Made Squads as this would actually allow you to and your squadmates to temporarily lend either a Shield Array, Engine, or Guns for your Host's Railjack for the missions you guys will be running until you guys return to the dry dock. If your squad mate has a better shield array, why not allow it to be installed in your Railjack briefly. Same goes with Engines and Guns. I know Reactors won't work as they drastically affect the Avionic and Flux capacity of the Host's ship so I won't bother with that.
  3. If this can flag you as Inactive, I'm pretty sure now why there's such a discrepancy and difference between Intrinsic Gain in a Railjack Mission. Being Inactive essentially halts your affinity share so... that's one more problem discovered through a list of whole other problems.
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