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Quill.Onkko

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Posts posted by Quill.Onkko

  1. well my feedback is simple and straight to the point, removing the sharing of kuva murmurs from other people's lichs was a really bad idea, it incentivizes playing solo rather than in a team, which is what i will do untill i finish this lich and then ill never touch this system again untill you settle on a better way of making progress on murmurs 

    Also one small thing  excessive grind =/= difficulty 

    Edit: also solo is faster because your lich will spawn in most missions you pick

    • Like 2
  2. im going to be referencing some grineer names for this concept

    its is basically a more rewarding survival mode

    1. base enemy spawn numbers are 40 per player and 10 eximus units in them
    2. each 2:30 min a rathuum enemy unit will spawn ----- it will have a guaranteed drop of a random rare mod (rathuum number of enemies spawn will increase by +2 each 2:30min)
    3. each 5:00 min a mini boss enemy will spawn (ex: vor/ lech krill/ hek) ------ they will drop a random weapon blueprint  (mr of weapon will increase each 5min)
    4. each 10:00 min a boss room will spawn with an epic boss fight (ex: tyl regor/ kela de thym/ chicken form hek) -------they will deop 500 endo or 2000 kuva (kuva reward will increase by 500 and endo by 250 each 10min)
    5. each 20:00 min number of enemy spawn per player will increase by +20
    6. each 60:00 min the grustrag 3 will spawn (but they will be balanced like the wolf of saturn aka cant be one shotted that fast) ----- they will drop new primed mods

    so thats pretty much it, pretty simple and challenging enough 😛

  3. 7 hours ago, WhiteMarker said:

    Oh wow, there is so much wrong with what you said...
    First of all, this is just a chart from Steam. It doesn't tell us anything other than people playing the game via Steam. It doesn't tell us anything about the other platforms, or about PC players that don't use Steam. It doesn't tell us aynthing about the kind of account playing the game (is the account new, or old)
    This chart is just useless.

    Then there is you saying, Warframe has a problem with player retention. But that's untrue. The fact, that Warframe has 50k players steadily, means, that Warframe doesn't have such a problem. If this problem existed, Warframe would lose players. But if you expand the chart on Steam, you will see, that Warframe gains more and more players. Maybe not 10k in one day, but slow and steady we get more people to play the game.

    And last but not least, we have the issue of media over-hyping big updates for every game, even Warframe.
    Because of the over-hyping, a lot of players try a new update, and leave quickly after, because they don't like the game at all, and stuff.

    So you just made up this problem with the player retention, and tried to solve that non-extistent problem.
    And your solution was to give people the ability to burn through the content more quickly. Good job, that's not a solution. You just made another problem...

    ask DE-steve and he will tell you theres a problem in player retention, watch the no-clip videos

  4. 6 minutes ago, (PS4)Voidkraken said:

    The Steam charts only show player numbers, not new players and thus give no useful insight into actual retention of new players.

    The pattern you describe is common to all long running games, where there's surge in lapsed and new players before falling back to approximately the normal background level. What a developer is looking for is the long term trend that results...which if you compare over all time is clearly upwards, although with a very slight downward trend over the last year, which is entirely explained by the popularity of a bunch of last year's releases and doesn't inherently indicate an issue - massive or otherwise - on Wrframe's part.

    Perhaps you could expand on how you see the proposed "battle pass" (Fortnite player, I'm guessing?) features would directly help either retain new players or re-engage lapsed veterans?  Perhaps you can link them in context to your own experience as a first time player and ho they would have caused you to stay and play the game? (By the wy, these are all the same kind of questions I'd ask developers I used to work with when they were trying to work out how to improve their game's retention stats)

    1. im not a first time player (i have almost 4k hours in the game)

    2. the downward trend cant be blamed on other games, better games were released back in the day and still warframe didnt have the same downward trend it has now

    3. i only play warframe as my main game

    4. re-engaging the veterans will be with giving them challenges for timed exclusives (just like the old events with the wraith and vandal weapons that warframe dosent do anymore), the timed exclusivity is what makes veterans(imo i might be wrong) value something more than another Eg: the rift sigil

    5. the large amount of wait time imo, is what almost made me quit warframe when i started in 2013, 12h for a weapon and some hours for an invasion to be done and give me my rewards is kinda offputting

  5. 18 hours ago, WhiteMarker said:

    Before we go on, you might want to explain that part further.
    Maybe post some sources that show that Warframe is losing players.

    warframe steam charts are enough evidence, you can see that warframe hits a peak each update and dosent retain the new players it aquires and goes back to the usual 50k players that play it, after hitting 120k or something like that

     

  6. thanks i edited it accordingly

    4 minutes ago, GnarlsDarkley said:

     

    Then you should state that part a little bit better?

     

    edit: the retention comes from your so called "new player who want faster foundry times"

    A friend played 2 months. MR 23, never touched it again because over saturated. (1000 hrs...thats almost 24/7)

     

  7. 3 minutes ago, GnarlsDarkley said:

    For these perks it has to costs at least 5k.

    Veterans usually are whales and have enough plat hence why they just buy new skins.

    And your suggestion is only really useful for player with an unhealthy amount of playtime.

    I log in, play 2 or 3 hrs, log off and do the same thing once every day. Totally enough and I don't need faster crafting times or even more resources (looking at you 12 million salvage and whatnot)

    12hrs for a weapon? so be it...If I still want it asap I can pay 50p

    my reasoning is that new players might want to use the reduced crafting time

  8. Since warframe is suffering from new player retention and veterans having nothing to do most of the time, i thought that it would be nice to implement a new  battle pass system, hear me out first:

    how i see it, spending a long time and alot of resources on making deluxe skins dosent translate well into player retention, most people buy the skin and play around with it for 10-20h and then leave again or spend their time in the ship coloring it.

    (coloring warframes isnt playing the game) so what i would suggest is a pass for 500-300p a season (2months or so) in this pass you will have 50% boosters for resources, resource drop chance, affinity and credits, in the following are suggestions for more perks that this pass might have

    -reduced foundry build time

    -increased daily standing cap

    -increased number of trades

    these might make the player feel like hes a premium player while playing the game if he spends the plat on it, and the to keep the players in there will be a season system that rewards players based on certain challenges (kill lephantis with a melee weapon x) ) and based on these challenges the player will be rewarded with glyphs (that not allot of people buy), immortal skins(that arent being made anymore, you can even have multiple immortal skins), and/or vailed rivens.

    however the thing about these cosmetics is that they are season exclusives, that means they arent coming back till a really long time in the future (the reason why old events were so fun to play and the rewards were actually worthwhile is cuz they were timed exclusives).

    imho these challenges in the season system might give the ability to challenge players and keep player playing even with minimal content addition to the game, just by using existing stuff in the game and centering the challenge around it, the harder the challenge that is connected to the skin is the more value it has in the heart of the community (rift sigil cough cough).

    i hope that you would read this all the way, and would give it a thought and thank you for your efforts DE.

  9. 6 minutes ago, lennieplop60 said:

    I'm only saying the rewards aren't entirely horrible

    an easy fix would be putting archwing dual stat mods in their drop tables

    or some op archwing mods, since thats what they require from us to kill them

    also make em drop a gravimag (that way when each archwing gun comes out, back to hunting the spiders you go)

     

  10. 3 minutes ago, lennieplop60 said:

    the spider gives you 125k credits, too, ya know

    index?

    if youre doing it for the credits then youre doin something worng, cuz index is way easier than the spider and takes less time

    if youre doing it for the standings then youre also doin something wrong, cuz ticker is waayy easier than the spider and takes less time

    the only thing you should be doin it for, is the bloodshed sigil that is if you dont wanna spend 500p u know

  11. 2 minutes ago, RX-3DR said:

    First of all, this decision was purely triggered from DE's side so that is actually a much more different case compared to people coming up with ideas of "This is how you create the perfect end-game, by making the game to my liking". You may not think it was because you are one in the small group that got negatively impacted by it but yes, it actually is.

    It freed up a lot of back and forth with solving bugs so it's good on the development side. If you had a non-essential part of a machine constantly breaking down whenever you upgrade anything else, eventually, you will reach a point where that component is simply not worth the upkeep, hence why they decided it would be easier to retire Raids rather hold onto it like a splinter. It also allowed for moving the rewards to a more accessible area, Eidolons, providing Arcanes to a much wider body of the playerbase. 

    Hindsight is 20-20 but this is exactly what I'm talking about, it's a "bad solution" because the immediate effect is that "raid remove = bad for me".

    the thing is not just raids, the thing is that DE is removing old content that some people enjoy and play on a regular basis, for them that is their end game, just like they removed dark sectors which were really fun and nothing was broken in them, they just removed them without showing reasons of the removal or actual data to show us how much it takes from them to keep them running

     

    the thing is warframe is a sum of different communities

    theres the raid players, the fashion framers, the casuals, the pvp players(yes they exist), and traders

    but the problem lies when DE sacrifices one community's toys for no reason

  12.  

    3 minutes ago, N2h2 said:

    What are other game about? from the view of a player which started playing on win95...

    It started to be big games, with hours of play before you reach end game content. then came game that had short life expectancies. where you started paying 60 buck for a game that can be completed in 10h, then 5h...
    After came games that were about 70 buck, sometime 90 becaust you get ... a weapon skin for a weapon that you'll probably never use as it is lvl 1 weapon.
    Then to increase game life expectancy game industry invented adds-on, the thing that you pay 40-50 bucks for 3 more hours of gameplay...
    They pushed more far... with season pass... you can pay 200 buck for 1 year... or just simply buy the game for 90... but after 3 month you're locked because everybody is playing somthing you don't have access for.

    Here we have, everything for "free" except if you're in supporting the game, give some money and get some pointless stuff regarding gameplay (which is totally great, a skin won't turn a game in a pay to win). But as soon they put new stuff. the complain is "it's too hard" "it's too long to get the reward"...
    We have some kind of what is actually called season pass on other games for... nothing, not even a cent... and it give some more life expectancy to the game...
    What is the probleme? yes there are imperfections, yes it require some patch, tweaks, improvment...
    But less than 24h after release, people want it to get already completed and trivialized...

    God give them some time,

    Or we can do like some other AAA title... put a big annuncment on E3 in 2012 telling that this wonderfull game is for january 2013.... and finally it will not be released befor 2051 because we want to get it poloshed as #*!%, without any minor bugs... but in 2051, everything is obsolete, so we change the engine and restart develmoppement from ground and... it will never be released...

    Do things proper... complains about time it take to be released. Do things fast... trashtalk on every single improvment possible... Content take time to be unlock... cry about the time required to get stuff... give everything the easy way...OMG there is no endgame...

    We reached the point dev have to explain they put an update that is not intended to be completed in less than 3min.... soon they'll have to explain you shouldn't put your cat in microwave the dry him after the bath....

     

    1. DE has money and they get enough money man, especially with their new focus on skins and tennogen

    2. being free is not an excuse for releasing a bugged mess or really grindy drops, Eg: the gravimag requirements before the patch

    3. back in the day DE pushed more content than they do today.

     

     

  13. 5 minutes ago, RX-3DR said:

    A lot of complains and "solutions" stem from the idea that "if I like it, other people will like it, and therefore, it is good for the game". They don't have any intentions of trying to help or destroy the game, they're just in it because they want it their way, they likely couldn't care less if they were the only players left in the game as an effect from their ideas as long as they enjoy the game. Everyone else comes 2nd last and the overall health of the game comes last.

    just like the removal of raids man, surely that one was for the better of the entire community

     

  14. also i would like to add another thing, the drop chances of loot dont increase with level and rewards arent better if you survive or fight stronger enemies, so that begs the question, why even bother leveling and forma your warframe in the first place ?

  15. 22 hours ago, -Tabris- said:

    You are literally using the strongest frame for this game type in Mesa with adaptation and are complaining because you personally are not having a hard time anymore. How can you possibly believe that because you are not dying with 99.95% damage reduction that the enemies are too weak?

     

    • Too easy, I expected more! I deserve a challenge!

     

  16. 5 minutes ago, ShortCat said:

    I think you are misunderstanding something. Fortuna was ment to be neither a high level area, nor a challanging playground for seasoned players. This nerf was necessary, because those new Corpus units were scaling harder than any other units in the game ( a lvl 40 unit can easely be seen as lvl 60-70). Possible and subjective challange aside, this throws consistance out of the window.
    Even after the nerf, those Corpus are still on steroids and are more dangerous, due to higher varaity, special abilities, CC spam, they still tank more and hit hard.

    i disagree, those corpus are like the rest now tbh, the cc isnt that excessive.

    it is my opinion that fortuna should provide something for everyone and the crazy scaling that people -like me- like, got taken away so i still stand by it.

  17. 14 minutes ago, PurrrningBoop said:

    My feedback on venus enemies....feedback....in GD...hmmm

    Amazing, OP, do you mind walking us through the process of your expectation development process? Especially, the moment where DE wanted the Orb Vallis to be hard for the seasoned veteran.

     

    59 minutes ago, Chewarette said:

    Oh wait, an open world on the second planet of the starchart is not instantly scaling to level 200 ? Astonishing indeed

    challenging players isnt a bad thing for the game, and thats what i got when orb vallas first launched it was "fun" not just cuz its new, because the enemies are actually strong and hard to deal with. 

    just like DE has something for casual players in venus it should have something hard for veterans you see.

    as i said, as far as i can see venus is not interesting at all anymore

     

    • Lowered the Health of Terra Corpus Jailers in the Vallis Hostage Rescue missions.
    • Terra Sniper Crewman and Terra Raptor SX now only create Hyenas if their level is >15

    according to the hot fix

    heres a pic of enemies after 15 minutes  with 4 banners present

    1OCbvXO.jpg

    15VrbDt.jpg

    heres an orbital strike with 1 enemy inside it

    jKWQlsB.jpg 

    lpGStzJ.jpg

  18. Basically when the fortuna update came out the enemy scaling was on point and the game felt challenging for the first time, since we all know the rest of the content is a joke by now, arbitrations, elite sanctuary onslaught, they're too easy, even eidolon hunting can be solo'd but the enemies in venus felt different, they made you move and hide and actually be tactical with your gameplay, it was the first time i was ever scared to revive someone even while i was in operator, but then....

     

    but then DE nerfed the enemies and their spawns, to the point that its kinda of a joke like the rest of the enemies in the rest of the so called "hard" missions like arbitrations and eso, i dont wanna sound like im nagging but its extremely annoying that now when im solo and theres more than 5 banners present in venus 1 or 2 enemies spawn each orbital strike, and it take more than 30minutes for enemies to scale to the point that its actually a bit hard to kill, take note that i said hard to kill not hard to deal with, cuz the enemies damage is joke and there barely any reason to dodge their bullets or take cover or stay on the move.

    in my opinion venus is ruined for me, i have been honing my warframe with a S#&$ ton of formas and min maxing my builds for the "challenge of venus" and what i got is a watered down version of a challenge, plains 2.0 with bigger map... what a waste

  19. Since warframe has a really deep damage system that many players rely on in their builds
    and it would be really traumatic for drastic changes to be done that would revolutionize and make
    otherwise useless weapons playable again, it is quite a hard thing to do and it would upset the
    majority of minmaxers and alike, so what i propose is damage evolving arcanes, what they do
    is basically evolve the damage type further in order to make it more viable to run as a main damage type
    these arcanes can be equiped on primary weapons just like a zaw arcanes.

    the following is my suggestions for some of those arcanes and damage type mutations:-


    1-impact

    Arcane crush

    Yf7rw3c.png

    an arcane that applies [crush] to impact damage procs which would reduce the enemy base armor by +2 armor for each hit it functions similar to 
    shattaring impact

    2-Puncture

    Arcane hollow

    P7NIbvp.png

    an arcane that applies [hollow] which makes puncture proc bypass shields and the damage of the proc increases based on the armor and shields the enemy currently has [+20%*enemy shield +30%*enemy armor]

    3-slash

    Arcane shrapnal

    TBZBAAe.png

    an arcane that applies [shrapnal] which explodes the enemy on death carrying 40% of the remaining damage of the slash proc to the surrounding enemies

  20. 23 minutes ago, Sean said:

    I'd agree with you on Rubedo, that one is pretty bad, far too saturated, though I prefer the gallium as it is now than before. Suppose one option that'd work for both sides is to have a setting (Press 2 on decoration, pull up menu) for each Rubedo, Gallium, Ferrite, and Argon that'd allow Legacy Colors.

    please DE this is the best solution

  21. i know PBR looks great and all but all my decorations in my ship are ruined because of the new galium and rubedo textures , before galium used to look like ice, but now it looks like a blue rock and rubedo looks like a red spray painted please DE reconsider your decisions think of the people who spent time decorating their ship, i beg you ....

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