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pickhead

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  1. Issues and proposed solutions: After Vor's Prize, the game does not give the player an overarching story goal to focus on until reaching Natah on Uranus. Bosses are only introduced in their own assassination missions. While completing the starchart, use Lotus and boss transmissions to establish who the boss of the planet is, why they are bad, and why we should care. At certain points, have the boss taunt the player and send thematically appropriate assassins or kill squads to hinder the player. Examples could be Sargas Ruk sending a group of flame eximus scorches or Alad-V sending a Zanuka. This would tie clearing the starchart into the bosses, functioning somewhat like a quest to keep the players interested in the story until they reach Uranus and Natah to start the main questline. Mod system can be difficult to grasp. Early game gain of endo and credits serves to slow the leveling of mods until after a significant amount of grind. Once Awake informs the player through an inbox message that infested are vulnerable to heat damage, and gives them a copy of molten impact. This should be done for grineer and corpus when they are first encountered to teach the player about armor and shields, and elements to counter them. This tutorialisation should cover both with and without procs. Give the player some more starting credits and endo, show how to level up mods. Allow players to rank mods down for a full refund of the credits and endo that went into them. This will allow players in the early to mid game to more easily experiment with less cost if the experiment turns out to not be worthwhile. Void Relics can be confusing and overwhelming at first. Create a short quest to teach the player how void relics work. Have the player run 4 or 5 fissures solo, explaining the mechanics (and maybe lore) behind fissures, relics and refinement. Fix the odds to result in the player receiving a set of parts for a Lex Prime or similar evergreen prime. Have some other random prime part and a forma drop to demonstrate that the player may not immediately receive the thing they are looking for. Lex Prime is the suggested prime for this quest as it has a fairly low mastery requirement. This mastery requirement should be ignored to teach the player that they are powerful and worth farming. It is also never vaulted, and is only worth about 10p so giving them out for free probably won't crash the economy. Once a goal has been chosen, it can be very easy to be sidetracked. This results in multiple hours being spent with little to nothing achieved. Give the player a to-do list that they can pin items to. If the player wants to own a fulmin, they can pin the item from the market, chat link, or foundry blueprint. This should show the player what they need to build it displayed as "Resource: OwnedAmount/TotalAmount". Hovering over resources should show the player where it drops from. The same thing should apply to void relics, allowing a prime item or part to be pinned and relics with those parts in them will be put to the top of the relics list when choosing relics for fissures. Above is the text from my original Reddit post. Following are some observations and conclusions drawn from the Steam achievements (which are admittedly flawed, I have absolutely survived 8 waves of defense using only melee attacks but still haven't gotten The 8-fold Path) After posting that I checked Warframe's global steam achievements and found that 64.5% of players got Agent (solve a cipher). Since it is extremely unlikely that someone will get very far without solving 1 cipher, it can be assumed that 35.5% of steam users didn't get past the launcher or something like that. Only 40.5% of players got Hooked (play for 2 hours), 25.9% got It Keeps Getting Better (play for 10 hours), 20.2% got Building a Stable (obtain 2 warframes). Especially notable are Saviour of Uranus (Kill Tyl Regor, 10.6%),and The War Within (complete The War Within, 10.1%). If we assume that players that killed Regor also scanned the drones for Natah, it seems like if someone manages to reach Natah, they will most likely keep playing future quests. I believe the achievement stats show that there are many people who see the game somewhere, decide to try it, finish Vor's Prize, feel lost and intimidated by the number of systems that aren't super well explained, and eventually quit.
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