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DreisterDino

What to do with PoE and Fortuna (last addition: Quick Travel and new BountyMissions)

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  Table of Contents:

  • General Thoughts / Introduction
  • Point 1: How to link the Open Worlds with the rest of the game to make them self-sustainable?
  • Point 2: How to add Variation to keep everything interesting?
  • Point 3: How to make the OpenWorlds feel more like OpenWorlds? (while also providing more "Endgame"-content?)
  • Point 4: collection of mission-type ideas to provide variation in Bounties
  • Point 5: concepts for Bosses and Heists
  • Point 6: random concepts and ideas related to OpenWorld activities

 

 

 

----------------------------------------General Thoughts:----------------------------------------

 

I've seen a lot of people arguing over the question "shall DE do more open worlds or other stuff?"

I think the question should be "What will they do with the existing OpenWorlds"?

 

The two Open Worlds took them a really long time to produce, so it would be a shame if they both suffer the same fate of getting left behind after the players got everything there is to get. Most suggestions in this topic will take less ressources to implement in the game than creating a whole new OpenWorld for example, will hopefully achieve that the already created OpenWorlds will stay relevant for most of the players at all times while many of the systems can be also reused in a possible future OpenWorld.

 

Due to several reasons, they feel disconnected from the regular game (unique ressources, unique missions unique rewards). Its a good thing that they come up with new ideas and do not simply copy+paste the regular stuff into a bigger tileset, but this leads to some problems. Mainly, once you are done with the unique activities, you have no reason to go back there (Point 1).

 

Additionally, a important reason why PoE got left behind is the boredom that comes with it after playing it some time due to its high repetitive nature (always the same exact bountys and tasks for over a year, only 2 Events while Ghouls are basically 2 weeks on the Plains and then gone for 2 weeks ^^). It needs variation (Point 2).

 

Sometimes, those worlds feel a bit empty (PoE mostly, Fortuna and the Orb Vallis are much more interesting and the Devs have done a good job imo!) and they lack in terms of OpenWorld activities and feeling. It doesnt need to be an OpenWorld like in titles like FarCry, Gta or Assasins Creed for example, afterall those are completly different games where the OpenWorld is the main feature, while in Warframe those OpenWorlds are just a small portion of the whole game. Still, some really small additions could make those places feel much more alive. Also, what we got now with PoE and Fortuna offers a great framework for new, large scale missions which still rely on the core mechanics of Warframe. (Point 3)

 

If they manage to implement those things, the OpenWorlds can become an integral part of the Warframe Universe, not "just" a nice bonus on top of it.

 

 

 

--------------------------------Point 1: Self-Sustainability --------------------------------

 

Zitat

Additions:

  • include Fissure Missions in the Open Worlds (with all the gamemodes we have right now)
  • if you want to play non endless fissures like extermination/capture, it would be great if you could start them on a special NPC in the Plains/Orb Vallis just like we do start new bountys there. That way, you dont have to extract each time you finished a mission. NPC is located at entrance or at the captureable "outposts" and the missions are time limited as always
  • include Arbitrations/ESO in the Open Worlds
  • include endless-game modes like Survival/Interception/Defense in the OpenWorlds with the standard rewards you get elsewhere

 

Explanation:

  • in general - the Open Worlds should allow us to do activities we can also do in "normal" Tilesets
  • that way, players will always come back to these places, even if they dont need OpenWorld-exclusive items/ressources

.

  • right now the players have to decide: do i want to progess in the OpenWorlds or in the "normal" game?
  • with these additions players have the option to play in the OpenWorlds while also doing the things they want or have to do that are not related to the Open Worlds

 

  • i do enjoy the Gameplay in the OpenWorlds, its a nice alternative to the corridor-shooter Warframe normally is
  • but at the same time i rarely visit those places because everything i do there only affects my progress in the Open Worlds

 

 

----------------------------------------Point 2: adding Variation ----------------------------------------

 

Zitat

Additions:

  • the most important first: the Open Worlds need more diverse Bounty-tasks (examples under Point 4)
  • more different activities - stuff like Raids, Open World Sorties or large-scale Missions which use the whole environment and take something like a normal Exterminate to the next level (examples can be found under Point 3).

 

  • some stuff that usually takes place in the normal game could be happening here as a Event
  1. certain (already existing and known) Grineer bosses appear on PoE as a Event (with different Droptables)
  2. certain (already existing and known) Corpus bosses appear in Orb Vallis as a Event ( with different Droptables)
  • Random Conditions with Sortie-Modifiers to simply change up the gameplay and experience (Eximus Stronghold, Radiation Hazard, ....)
  • Random community Tasks (community has to capture x Orbs/Eidolons for rewards like we get from other Events like the Balor Fomorian)

 

Examples:

  • On the Plains, the Droptables and Rewards could be tied to the "Operational Supply" Syndicate located at Nakak
  • it could be pretty fun to fight Councilor Vay Hek (the Boss from Earth-Oro) on the Plains for example! I made a short concept (spoiler below or Point 5):
Spoiler

General:

 

  • the "Operational Supply" Syndicate will be the Headline all these different bosses are connected to
  • this means, no matter which boss will appear on the Plains, the Rewards offered by Nakak will be the same (slight variations might be possible ofc)
  • frequency of the Event happening should be a little higher (which should be a good thing since there are always many requests to return the Event because of the exclusive rewards like the Arcanes and Zaw-Parts) - so every 2 months for example (when there are different bosses, the Hemocyte will keep is current cicle more or less
  • the structure remains the same - a multi-stage bounty leads to the bossfight at the end

 

Possible Boss - Councilor Vay Hek:

 

  • Vay Hek already plays an important role on the Plains (he talks to us in the PlagueStar-Event and the GhoulPurge-Event) and besides that, i think he could be a really fun boss on the Plains of Eidolon without many changes (Councilor Vay Hek on Earth-Oro already has multiple stages and a high mobility)
  • while i dont think changes to his mechanics are needed, it might be both necessary and cool if his size and HP gets increased
  • while we are doing the bounty tasks, he will appear multiple times just like in the Star-Chart Version before the real bossfight
  • because he is related to the Ghouls, instead of going against infested we are fighting against Ghouls
  • The Grustrag-Three, (which are also related to Vay Hek) might appear in the caves when we have to get something like the Thrax Toxin to make this stage more interesting
  • the bounty will include some of the regular tasks, but i think 1 mission-type i suggested would work really well with this, namely Recovery. The description can be found in my first post alongside other mission-type suggestions, but i will put the description for this mission in the Spoiler below:
Spoiler
  • this will probably work best as a bounty-stage and not as an endless mission
  • we have to defend a target as usual
  • but there is a new enemy-type that is able to detach certain parts of our defense-target
  • this enemy will act a bit like a ghoul (from PoE):
  1. He is able to move underground
  2. they will suddenly appear on the defense target and will detach a part really quickly in 1 or 2 seconds, so you might be able to counter it, but if not:
  3. he will go underground again with the detached part and moves for ~50 meters until he will come to the surface again for 10-15 seconds
  4. he will be marked on the map, and you have to kill him and bring the part back, but you will have only ~3 chances to do so until he completly disappears
  5. if a certain number of parts (maybe 3 or 5) will get detached and not recovered over the time you have to defend it, the mission fails
  6. you get a bonus at the end of the bounty stage if no parts were detached/all have been recovered
  • this means that if parts get detached, one player has to try to recover the part while the others keep defending the target.
  • still, it can be done solo if you you take care (while playing solo, numbers of enemies is tuned down like anywhere else)

 

 

 

----------------------------------------Point 3: adding Open World activities----------------------------------------

 

This ideas are focused on Orb Vallis, but they could be implemented on the Plains aswell.

Considering the "Outposts" on Fortuna you can capture:

Right now you can capture them to start certain Bountys from there, which is not a bad idea.

I dont know yet if they plan to add something to it, but if this is all, i think it needs something more.

 

1st possibility: persistent Outposts

Spoiler

General idea:

  • if you capture a point, it stays captured forever, even if you chose to extract
  • In public matches, the host determines wether they are captured or not
  • if you are not the host but are in the lobby when it gets captured, it counts as captured for you aswell

 

  • we can start all bounties from those Outposts if captured (less traveltime)
  • they offer ammo/health/energy supplies
  • they offer a "quick travel" Option (from Outposts to Outposts and to the Gate of Cetus / Elevator of Fortuna)
  • each Outpost will become the "home" of one NPC we know from Cetus/Fortuna
  • these NPC's will offer custom missions
  • either tasks we have to finish in one Session or tasks that work like certain Riven- or Nightwave tasks (longer, but we can work on those tasks for several days)

 

  • the Grineer/Corpus will try to get these outposts under their control again
  • this will become a new addition: Personal Alerts

 

Gameplay:

  • capturing the Outposts will work just as it works now
  • once they are captured, random, personalized Alerts will happen
  • this means that we will recieve an Alert from time to time that one of the Outposts is under attack
  • just like in any other Alert, we will have a certain timeframe to accept the mission and defend it (1 or 2 weeks)

 

  • the longer we are in control of these Outposts, the more difficult the attacks will become (higher level enemies, tougher units, more Mini Bosses like Raknoids)
  • at the same time, the longer we hold these Outposts, the rewards from the NPC-Mission will slowly get better

 

  • the attacks/personal alerts will happen once a week at most and once a month at least

 

Rewards:

  • doing the personal Alerts will offer Rewards just like any other Alert
  • these Rewards can be standard rewards like Credits/Endo/Orokin Catalyst and Reactor
  • besides that, in certain interval's they should offer Open-World-specific rewards like Arcanes or stuff we usually buy for standing from the NPC's

 

2nd possibility: capturing the Outposts triggers a RAID

Spoiler

General idea:

  • they are not persistent, so the system stays like it is now
  • but capturing those outposts is the condition to start more difficult and longer missions
  • the players have to capture all outposts first
  • once all Outposts are captured, the Raid-Mission starts

 

Gameplay:

  • we will have to do one main task and a few side tasks

 

  • Main Tasks Example: Massive Extermination
  • we have to kill "all" enemies on the Plains/Orb Vallis
  • this includes large amounts of Mobs and some Mini Bosses like Raknoids or Thumpers
  • there will be a Hotspot, for example a large cave in the Plains or one of the huge Corpus facilities in Orb Vallis (Spaceport for example)

This will be combined with a few side tasks

  • Side Task examples:
  • unique defense-missions on the different outposts:
  • On the Orokin Dig Site for example, the portal might open and different enemies might come out of it, we have to push them back and close the portal again
  • Spy Missions that will reward us with information about enemy-locations
  • Sabotage Missions that will weaken the MiniBosses of the Main-tasks

 

Rewards:

  • since capturing the Outposts and the following mission will take some time (30 to 45 minutes) the rewards should be matching the time investment
  • possible rewards are Arcanes, Eidolon Shards, Lazulite Toroids, etc

 

add a Quick-Travel option to the Outposts:

Spoiler
  • when you capture Outposts, they will offer a quick-travel function on a console
  • this console opens the Minimap so we can select another (captured!) Outposts or the entrance/exit to Cetus/Fortuna and get teleported there
  • this option is available for all players in the party

 

  • this will probably solve 2 problems:
  1. new players being unable to reach objectives in time
  2. the whole "Itzal" Dilemma - adding more (efficient) ways for all players to travel will make a possible Itzal Nerf much less of a problem

 

QoL-Additions for both scenarios:

  • let us refill ammo/health/energy on certain consoles (like in the Plains) and change Loadouts (only allowed when no mission is activated)
  • that way captured outposts can become something like a "safe zone" or "refugium" to recover and start new missions

 

 

 

Time Attack - Extermination

This will be a mission type that you can chose to do just like you can start k-drive races.

While you can farm for standing in this mission, they also feature ladders so it can be used as some kind of competitive content.

Spoiler

General idea:

  • you have to kill a certain number of enemies as fast as possible (3 versions: short=100 enemies ; moderate=250 enemies ; long=500 enemies)
  • short missions might take place only in one spot like a big cave while longer missions make you travel to different locations
  • those locations are marked with a yellow zone so you have a basic idea on where to find the enemies
  • You can finish the mission in 3 different ratings: gold-silver-bronze (gold is really fast, bronze is really slow)
  • you can play them solo or in a group, the number of players determines how fast you have to be to get a certain rating
  • your rating determines the possible rewards
  • the missions will show leaderbords just like K-Drive races do

 

Gameplay:

  • the player picks the mission he wants to play in the OpenWorlds (both OV and PoE)
  • the enemies spawn and all locations where enemies will spawn will be marked
  • You have to kill with primary/secondary weapons, Warframe-abilities might be deactivated
  • Headshots might give you a bonus on your final time
  • killing while parcouring (wall latching, aim gliding etc) also might give you a bonus
  • the spawn-locations of the enemies in each mission are always the same, so you can try to learn patterns and the fastest routes
  • enemy lvl should be moderate, so around lvl 50 for example
  • there might be special missions with weapon-modifiers like in Sorties (Bow only, Sniper only, etc)

 

Rewards:

  • you always get standing (so if you are sick of doing bounties/conservation, this is an alternative way to farm standing)
  • on top, you get 1 reward from ABC-rotations, while the rotations are matching your rating, so A=slow ; C=fast)
  • those rewards could be the usual stuff we get from the other (Heist-)Bounties
  • a place on the leaderboard if you perform great and care about that

 

Possible Variations:

  • Archwing only (you have to kill from your Archwing)
  • K-Drive only (yes, this would mean we shall be allowed to use guns on our K-Drives^^ - but i think this would be really fun!)
  • only low-level enemies (might be fun if weapons doesnt matter at all and your movement and spotting abilities determine the result alone)
  • only high-level enemies (the opposite, enemies are a real threat and you have to be careful)
  • all kinds of weapon-restrictions on certain missions like Sniper-only, launcher-only etc
  • no revives in mission with strong enemies for example

 

Conclusion:

  • the gamemode should provide some quick fun
  • it both serves the purpose of giving you another option to just grind for stuff but also a mission you can try to master
  • this gamemode focusses alot on mobility and movement - one of the best and most unique features of warframe
  • it might be interesting for both solo and party-players
  • and it might also provide fitting missions for all kinds of players (new players, casuals, vets), because you can place many different versions in the OpenWorlds
  • it might feel a bit like a "shooting range", a mission that will help you get better at using your guns

 

 

 

Convoy Attack Incursions:

Incursions got removed from the Plains, but i think the idea of a random mission is still interesting,

and this is my concept for a mission that could appear in the OpenWorlds (and make them also feel more alive)

Spoiler

General idea:

  • both on the Orb Vallis and the Plains of Eidolon there are random convoys driving around
  • they consist of 1 bigger vehicle alongside many smaller units (possible vehicles have been shown on dev-streams already)
  • when we find a convoy and get close to them, we get a notification that we can start the mission

 

Gameplay:

  • the incursion gets started when one of the players enter a ~25m radius around the convoy
  • it should be a mission that takes around 2.30 minutes
  • during that time, there has to be always at least 1 player inside of a 50m radius, otherwise the mission fails
  • the convoy will try to reach an outpost which we have to prevent

 

  • the convoy will travel with a speed comparable to the speed of the K-Drive
  • so, we have to either use the K-Drive or Archwing to keep up with them
  • while following the convoy, we have to destroy ~3 cannons on the vehicle and all units that are on it and next to it and finally the engine
  • only the cannons are able to shoot us of our K-Drive/Archwing, and their bullets will act like bombards bullets, so we can evade them
  • the challenge will come from the fact that we have to shoot all units/parts of the vehicle while we are moving under time-pressure

 

Rewards:

  • the rewards definetly need to be better than the ones from the old incursions (getting 10 iradites or 1000 credits is not really worth it^^)
  • possible are many things:
  • extra standing that doesnt count towards the daily cap (good for beginners)
  • rare ressources from the OpenWorld (good for both beginners and vets)
  • maybe special things like Kuva, Weapon Parts, Warframe Parts or certain mods

 

Possible Variations:

There could also be a twist... Anyone remembers air-support-charges?

There could be a new air-support-charge that we can buy for standing that acts like a trap/emp-device and can be equipped on all Dropships!

It takes some time to be set up (maybe 10 seconds), but if a player wants to use it he could take a guess on where the convoy will go,

travel ahead and place the device there. it will be up for a few seconds, so timing is important, but when it hits the convoy it is unable to move for a few seconds or disabling the guns which will make it more easy for us to destroy the cannons and take out the enemy units.

 

 

 

5 Stage Bounty with Sortie-lvl Enemies (lvl 90-100)

This could be seen as a mix of the High-tier-bounty/Sortie/Raid/Heist, so difficulty, time investment and rewards represent that.

The most important aspect for me in this example is that all tasks build up on each other so that there is a central theme.

In this example, the drone fills that roll, but it could be anything.

Although i introduced a new Stealth-Mechanic in this example, i understand that it might be too complicated, so it could be easily left out.

Spoiler

General idea:

  • the structure of the bounty is always the same
  • the locations will be different, depending on the first outpost, which will be selected randomly
  • a drone will play a key element in this example and will go through multiple stages with us (no health regen!)
  • keeping the drone alive will be very important since we need the drone in each stage
  • Sortie-lvl Enemies (lvl 90-100)
  • maybe certain conditions like in Sorties each day (dense fog in Fortuna could be really cool for example^^)
  • if the rewards are substantially better, so comparable with Sortie-Rewards for example, it should be limited to once per day like Sorties

 

Gameplay:

Zitat

 

Stage 1: Clear an Outpost (new STEALTH gameplay)

  • a drone is located in a random outpost
  • it is guarded by a set number of enemies (maybe 15-25)
  • so enemies dont respawn here once they are killed
  • in order to hack the drone, we have to take out all enemies first

The following part is the new gameplay element and my approach to stealth gameplay and a little co-op gameplay

  • we have to kill all enemies without raising alarms
  • each enemy has a ~20m zone around him, and if one of the players enters the zone, the enemy raises alarms
  • but, we have tools to work around this:

 

  1. Sythesis Scanner gets an upgrade that allows the user to see enemies through walls and spot/mark them (and the 20m radius) for everyone
  2. the Tranq-Rifle will get an upgrade that allows us to tranq enemies that have been spotted with the scanner (for a set amount of time)
  3. If an enemy got hit with the Rifle, it will lose the 20m zone and we can safely get close to them to kill them

 

  • this means that in order to suceed, we have to find, scan and tranq and finally kill all enemies
  • if we manage to do that, we hack the drone on a console and proceed to stage 2

 

  • if we raise alarms, that doesnt mean the mission is over, it just will get more difficult.
  • Enemies will try to destroy the drone
  • a few of the Orbs along more enemies will spawn and will try to destroy the drone
  • no respawns here aswell, just a set number of certain enemies will come after us, when we have killed them all, we can go to a console and hack the drone

 

Zitat

 

Stage 2: hack and escort the drone

  • once the console is hacked, enemy respawns are enabled again
  • the drone starts to travel towards the next outpost
  • we both have to guard the drone and the console until the drone reaches its destination, so the team might have to split up
  • possible addition: we have to gather "coordinates" from enemies to kill which we have to bring to the console so the drone keeps moving
  • as soon as we reach the next outpost, stage 3 starts
  • .
  • to make this possible in solo, the drone can become the console if you play it in solo mode

 

 

Zitat

 

Stage 3: Defend and "arm" the Drone

  • this stage will play a bit like an excavation mission
  • we have to defend the drone from getting destroyed while also feeding it some sort of ressource that gets dropped by enemies in this outpost
  • once we have put enough ressources into the Drone, it is armed
  • this means we have transformed it into a bomb which we will use in Stage 4

 

 

Zitat

 

Stage 4: Infiltrate and Destroy the facility

  • in this stage, we have to bring the bomb to one of the nearest facilities
  • depending on where we are, this can be the Enrichment Labs, the Spaceport or the Temple of Profit
  • the destination will be marked on the map for us and will be somewhere inside of the facility

 

  • the enemies in the facility dont know about us yet, so they spawn with the "alert zones" from Stage 1
  • we can decide if we wanna rush in and simply start shooting or if we want the stealth approach
  • if the drone is really low on health, going in stealthy might be the better approach to get the bomb to its final destination

 

  • when we are inside the radius where we can plant the bomb, we can hack the drone and start the countdown

 

 

Zitat

 

Stage 5: Defend the bomb - leave the facility

  • In this last stage we have to defend the drone from getting defused
  • for a certain amount of time (~2.30 minutes), enemies will come to us and try to defuse it (like the drones in the ambulas boss fight)
  • when the time is over, we get just enough time to leave the facility before the bomb explodes
  • thats it 😛

 

Rewards:

  • maybe the same (or slightly different) rewards as in Sorties
  • so we have the option to do 2 Sorties each day
  • some changes like:
  • Ayatan Anasa becomes the Ayatan Sculpture we can see at Old Man Suumbaat's shop
  • legendary core will be related to focus instead of Mods

 

 

 

"Tower Defense"

This missiontype is primarily supposed to be an alternative way to farm for Toroids while utilizing all the beatiful, but currently unused landmarks/spots in OrbVallis.

It rents a few Ideas from Disruption which has recieved an overall great feedback from the community but should still be able to create a fresh experience with a few additions.

Spoiler

General idea:

  • an endless mission in Orb Vallis
  • an alternative way to farm for Toroids (and maybe Standing/Axi-Relics/new Amalgan Mods)
  • it will use currently unused Spots like the Pearl, the Orokin Dig Site etc
  • on each of these Spots there will be a Terminal to start the Mission (leaderboards can be also implemented on this terminal)

Gameplay:

  • You have to prevent that Enemies reach a certain point on these Spots (the center of the Pearl or the Portal on the Digsite for example)
  • 2 types of enemies: a) all the normal enemies you can find on Orb Vallis who mainly try to attack the players, take cover and shoot you etc b) a certain boss like the Demolyst who carries a bomb (just a bit weaker like Demolyst's, but more of them at the same time), they only focus on planting the bomb mostly ignoring the players
  • if the enemies manage to plant ~5 bombs on the target, the missions ends (but you dont lose your rewards)
  • the target itself has no HP (just like in Disruption), so the only it way it can be destroyed is with the bombs
  • constant flow of enemies, both types of enemies are constantly spawning without breaks
  • it shall be fast paced, the players always have to look out for the bomb-carriers while there is lots of chaos going on with all the different enemies

What are the general conditions?

  • rotational rewards, the rotations are time-based, this will make sure that CC-Frames are viable aswell
  • one rotation takes ~2 minutes, Toroid Rewards should match the amount you would get in average while farming Toroids like you do now
  • fast scaling like in regular Toroid-farming, starting level should be around 50
  • random conditions (buffs and debuffs) like in Disruption (eximus flood, health drain, enemy damage resistance etc) which change with every rotation 

 

Bonus thoughts:

I think it would be cool to make use of all the interesting spots in Orb Vallis, and some spots like the Portal on the Digsite or the Pearl are perfect for a Gamemode like this and provide vastly different gameplay! While on the Digsite enemies come from one direction only, the Pearl will be a 360° Defense Mission. To incentivize the players to play on each of those Spots, each spot you could have unique rewards attached to it, so a certain Amalgan Mod drops only at one spot for example. Its kinda sad that these spots arent really used right now for gameplay, the Design is great but we rarely play there, they are awesome but yet unused Tilesets 🙂

 

The feedback for Disruption was really positive, and my Clanmates and me enjoyed the Gamemode a lot in the Clan-Event!

So why not take the good things from this gamemode and transfer it to a slightly different Open-World Mission aswell?

 

I think a good mix of rewards (Toroids, Axi-Relics, Standing, rare Mods) can make this gamemode an interesting alternative to places like Hieracon (for farming relics) for example while certain Events with Rewards for Clans like in the Operation Hostile Mergers could provide a reason to push as far as possible (doesnt have to be a Trophy, small things like some decorations for the Clan or some ressources could also do the Job).

 

If you have any questions, feel free to ask or add ideas that you have in mind 🙂

 

Edit: We could go a bit further and make this mission feel even more like a Tower Defense, but that would need some gameplay additions:

  • every ~5th Demolyst drops a Device a player can pick it up after killing him (takes ~3 seconds)
  • this device can then be placed on the Map (also takes ~3 seconds)
  • it has HP and normal enemies also attack those devices, so it does the Job as long as we manage to keep it alive
  • different variants possible:
  • trip mine: stuns the boss-units for a certain period of time when in range (multiple of those can create a "wall")
  • laser-marker: marks all boss-units in range
  • clone: create a clone of your Warframe which acts like a specter but is stationary
  • healing tower: creates health and (over-)shields for allies in range
  • buffing tower: gives bonus for weapon damage/ability strength/ability range for players in range
  • debuffing tower: slows/weakens/confuses enemies (normal and/or boss units) in range

 

I wouldnt add too many variants to keep it simple. Having those devices would allow for some strategic decisions Tower Defense Games are known for, and i think this is a way it would be possible in Warframe, because building complete mazes for example doesnt really fit this game - but adding a few towers on strategic positions could really make this gamemode a lot more fun and interesting.

 

 

 

----------------------------------------Point 4: Mission ideas for NPC's/Bounties----------------------------------------

 

This is a collection of possible missions that can be added in both OpenWorlds.

In all cases, i took already existing gamemodes and added some tasks or mixed tasks from different mission to create a new experience.

 

Hijack a corpus/grineer ship:

Spoiler

- both OpenWorlds have the flying ships, and we have to Hijack them and bring them to extraction in 2 stages

1st stage:

- Eliminate all targets that are on the Dropship - try not to damage the ship itself! If you damage it, the mission will be harder afterwards

2nd stage:

- Get on the ship just like in a regular Hijack-mission and power it with shields to make it move towards extraction

- while doing so, both flying units and ground units are trying to destroy it to prevent it from being extracted, so you might have to fight on 2 fronts

- possible Bonus: No dmg on health taken

Rescue a target:

Spoiler

- it works like a regular rescue, but with a few twists

- the target is in a Prison cell either in caves (in fortuna we got caves will little "puzzles" like the one where the water is under electricity) or in one of the huge facilities

- the twist is: The console that needs to be hacked is not near the prisoner, but somewhere else, so the team has to split up

- both the prisoner and the console is heavily defended by enemies

- when the one team is ready to guard the prisoner, the other team has to hack the console (if they do it too early, the prisoner might get killed by the enemies)

 

after that, there are 2 possible ways for the mission to continue:

a) both teams can meet and guard the prisoner together just like in a regular rescue mission

b) the prisoner has some sort of electronic chain attached to him, so the "hacking team" has to continue to defend the console or the chain gets activated again

if they fail to defend it, the prisoner cant move until the console is hacked again

Assault - plant a bomb:

Spoiler

- this mission will work like the Assault mission on the kuva fortress

1st stage:

- we have to pick up a bomb and bring it to one of the huge facilities/bridges/caves

- their might be some bombcarrier-mechanic involved just like in the "Law of Retribution"-Raid

 

2nd stage:

- plant the bomb and defend it

- the location where the bomb has to be planted can make this mission a lot more interesting, so for example: We got really tall buildings in Orb Vallis, and the bomb gets planted somewhere halfway up some of these huge structures or completly on top. This means that some players might actually need to be fighting in Archwings to properly defend the bomb because enemys are also flying up there (Dargyns, enemies on dropships, typical Archwing-mission enemies)

 

possible twist:

- we have to plant 2  bombs at the same time and defend them at the same, so the players have to split up a little again and defend different spots

- or: only one bomb, but it needs to get armed via a console that is located somewhere else. the result is the same, the team has to split up, 2 players defend and 2 players search the console and fight there to be able to hack it and arm the bomb.

Defend an Outpost (infested salvage and/or Railjack type elements involved):

Spoiler

- when you capture one of the outposts, this could lead to a certain bounty type that basically is a defense mission, but again, with twists

- after starting the new bounty, the Corpus want to get the Outpost back, so you have to defend one "high priority defense target" and several "low priority targets"

a) the "high priority target" is a target just like in any other defense mission with standard HP and shields

b) the "low priority targets" are not always active, but the enemies can set certain objects on fire

if that happens, you either have to extinguish them like seen in the Railjack trailer

or you have to bring a ressource like the Antiserum-charges  known from the infested salvage gamemode to those hot-spots to isolate them and prevent further damage

that means enemies will drop this ressource, and you have to keep the "isolation" active for a small amount of time (like keeping the bubble in infested salvage)

This would be a great bonus reward for a defense mission: "no low priority target got destroyed"

Aerial Defense:

Spoiler
  • just like in a normal Defense-Mission, you have to defend a stationary target
  • in a bounty, it will take a certain time (~2.30 minutes)
  • The difference to a normal Defense is that we have to play against enemies that are mainly in the air
  • so, we would face the enemies you can see in normal Archwing missions
  • the result would be probably that it is more (long-range)-weapon focussed gameplay instead of Warframe-ability-focussed

 

  • possible twist: Our defense-target is getting picked up by a dropship while we are defending it
  • if its a bounty-mission, it will get slowly but steadily lifted into the air until it is safely deployed in the dropship (kinda like the ambulas on the pluto-boss)
  • that could mean that some of the players need to also equip their archwing to properly defend it
  • possible extra twist: we have to fuel the dropship with energy-cells that get dropped by enemies (like in an excavation mission)
  • in this scenario, players have to pick them up on the ground - equip their archwing - and fly the cells to the dropship

Aerial Defense (endless) in the OrbVallis Outposts:

Spoiler
  • my previous mission could also be our first endless-mission in OrbVallis
  • so, just like in a normal Defense, enemies come in waves
  • the defense-target is a console or other object from the outpost
  • in this case, the mission will include both twists, so the dropship + the energy-cells
  • after 5 waves, lots of Mite Raknoids will be spawned
  • after 10 waves, a few Scyto Raknoids will be spawned
  • after 15 waves, a Kyta Raknoid will be spawned (all Raknoids spawn in addition to the other enemies)

Now comes the interesting part, after 15 waves, we will have to change location to another Outpost (will be marked on the minimap).

  • we can either simply jump on the dropship and travel on it to the next location
  • or we equip our Archwing/K-Drive to move to the next location
  • while we are moving to the next outpost, some enemies might attack the dropship, so we might have to defend it

After that, the process repeats.

  • since there are 7 Outposts, the maximum number of waves is 105
  • the 1st outpost is random, after that we will always travel to the closest one in the same direction (clockwise or counter-clickwise)

Recovery:

Spoiler
  • this will probably work best as a bounty-stage and not as an endless mission
  • we have to defend a target as usual
  • but there is a new enemy-type that is able to detach certain parts of our defense-target
  • this enemy will act a bit like a ghoul (from PoE):
  1. He is able to move underground
  2. they will suddenly appear on the defense target and will detach a part really quickly in 1 or 2 seconds, so you might be able to counter it, but if not:
  3. he will go underground again with the detached part and moves for ~50 meters until he will come to the surface again for 10-15 seconds
  4. he will be marked on the map, and you have to kill him and bring the part back, but you will have only ~3 chances to do so until he completly disappears
  5. if a certain number of parts (maybe 3 or 5) will get detached and not recovered over the time you have to defend it, the mission fails
  6. you get a bonus at the end of the bounty stage if no parts were detached/all have been recovered
  • this means that if parts get detached, one player has to try to recover the part while the others keep defending the target.
  • still, it can be done solo if you you take care (while playing solo, numbers of enemies is tuned down like anywhere else)

Exterminate-Assasination:

Spoiler
  • we have to locate a Assasination target
  • the target will be one of the existing Bosses (modified - will have all unique attacks but no invulnerability-phases once it can be attacked)
  • on PoE they will be in large caves
  • on OV they will be either in the Spaceport/Enrichment Labs/Temple of Profit or in a large caves

 

  • before we can kill them, we have to eliminate all enemies in that area (~50 enemies)
  • until each enemy is dead, the Assasination target is invulnerable, but they can attack us
  • enemies have lifelink to the Boss: if they damage us, the HP of the Boss will increase
  • the HP will also increase over time once we are spotted

 

  • this means we can chose between being fast or stealthy

Rush-Sabotage:

Spoiler
  • the task is to get to a location which is far away (between 1000-2000 meters)
  • at that location, we have to destroy a device

 

  • there is a time-limit which is calculated in a way that we have to use our Archwing/K-Drive to get there in time
  • on our way, we have to kill a certain amount of enemies (30 enemies in Solo-Play - 60 enemies in a full squad)
  • the last of those enemies will drop the device which we need to perform the sabotage

.

  • for this mission, it would be really cool if it would come with my suggested K-Drive-Rework (Point 6 in OP)
  • recap: this would allow us to shoot from our K-Drives (or Archwings ofc) which would make this mission probably really fun

Hostage Taker:

Spoiler
  • the tasks is to find 3 targets in a horde of enemies that we have to take hostage (dont kill them!)
  • this can take place in open field but also in caves or the facilities

.

  • as soon as they appear alongside the other enemies, they get marked with a red waypoint
  • they are vulnerable, this means we have to make sure that we dont kill them (use abilities and AoE-Weapons with caution!)
  • instead, we have to shoot them with our tranq-rifle
  • once they are put to sleep, they become vulnerable to enemy damage and will draw aggro
  • we have to defend them for a short period of time (~30 seconds) until they get picked up by a dropship or something (seeing our Orbiter fly in would be cool^^)

.

  • only one of the targets appears at a time
  • we have to take at least 1 target hostage to succeed the mission (like in a normal Spy for example)
  • the bonus bounty reward could be "take all 3 targets hostage"

 

 

----------------------------------------Point 5: concepts for Bosses/Heists----------------------------------------

 

Call of the Condrocs - The Flying Eidolon

I would really like to see the Flying Eidolon appear on the Plains as a Boss, and this is my concept for the fight:

Spoiler

General Thoughts:

  • the Aerolyst spawns at Daytime above the ocean either on the West- or Eastside (random)
  • that way he will fill the empty spot when you cant hunt the other Eidolons
  • Fighting heavily relies on Archwings and their mechanics
  • multiple stages, final stage on the ground
  • he has shielding mechanics, but you wont need the Operator to kill him

 

1st Phase:

  • at first, the Aerolyst is travelling slowly above one of the oceans, the team has to find him (should be easy^^)
  • at this time, he is invulnerable to normal damage
  • he is guarded by multiple, strong condrocs that are vulnerable to gunfire
  • while he is travelling, we have to kill the condrocs first (which also have some sort of melee attacks)
  • when we start to kill them, the Aerolyst gets more active and starts ranged attacks - you can avoid them with certain Archwing-abilities like Ameshes bubble, Itzals Penumbra and so on when you get targeted by one of his attacks
  • if we are way too slow at killing the condrocs, the Aerolyst can call for support
  • when we have killed all condrocs that are protecting him, the 2nd phase starts

 

2nd Phase:

  • now that we have killed all Condrocs, the Aerolyst starts to "get nervous" and we go on a Pursuit
  • he will be able to fly a bit faster and will travel towards the Plains so he is above land now
  • he is still invulnerable to gunfire
  • on top of his body there will be one spot that one of the players have to mount onto him, this will look like this:
  • you have to follow him - aim at the spot (somewhere on his neck) - leave your Archwing and press X when you are in reach of this spot to mount it
  • (i imagine this to be really fun - one of the things i like when travelling in OrbVallis/PoE is to leave the Archwing high up in the air and then use my momentum to land as precise as possible to the next objective - which works surprisingly well btw 😛)
  • in this phase there will be coming a few condrocs to his help, but not too many so its annoying and they will not protect the Aerolyst from getting mounted, we cannot fall back into phase 1

 

3rd Phase:

  • now is the time where the Aerolyst can finally be damaged on weakspots with normal weapons
  • the one player that mounted him might have to perform multiple hacks on a console that is placed on the collar of the Aerolyst
  • while he is succesfully hacking (or doing another form of "mini-game"), the Aerolyst can be damaged
  • all other players have to shot the weakspots
  • the Aerolyst is stationary in this phase!
  • he will launch strong ranged attacks and maybe AoE-attacks like the Eidolons
  • once again, the team can avoid taking damage with Archwing-abilities
  • once we have damaged all weakspots (maybe both wings, the tail and his jaw or something), the last stage starts

 

4th and final phase:

  • after damaging all his weakspots, the Aerolyst will fall to the ground
  • he can now be damaged just like Eidolons in their final stage
  • he still will have some strong attacks to prevent getting killed
  • because it is daytime, some grineer might appear alongside some more condrocs that get called for support
  • done, we have killed our first Aerolyst 😉

 

Final Thoughts:

I imagine this to be a fun bossfight that gives the Archwings a new purpose.

Also, some mechanics like the mounting of the Aerolyst might sound "weird" at first because its not like anything else we have in bossfights right now, but like i said, i have a lot of fun using my momentum to fly trough the air to land precisly on certain spots and this will be just like that, but with a reason to do so.

And lastly, this bossfight will not be dominated by endless AoE-attacks and kockbacks/staggers, we can counter all attacks by simply using our Abilities.

 

 

 

a different approach on Heists:

Iam not expecting the Devs to completly change the existing Heists,

but maybe this concept can be picked up to provide other Boss-Fights in a Heist-environment.

It could lead to us fighting against bosses like the Jackal, but with the same rewards as the Orbs drop.

Spoiler

Now that the Heists are introduced, i feel like adding something here,

and i would be really interested if you agree or disagree with how i feel about the current state of the heists and "my vision" of the Heists.

 

The Problems with Heists:

  • i think dividing the Heist into 4 different Bounty-like missions isnt a good approach for a Heist due to the following reasons:
  • no real feeling of progression/climax (we either grind the first 3 phases for ressources or do the fight seperatly after the first time)
  • weak co-op mechanics (the only co-op-like interaction takes part in one phase where we have to split up and press 2 buttons at the same time)
  • boring tasks that dont fit the theme of a heist that leads to a massive boss-fight (fishing in a Heist?)

 

General thoughts on the Design of the Heist:

  • it is one mission only, but the length is around 20 to 30 minutes for one complete heist
  • the heist consists out of 3 stages (capture an outpost - follow-up mission - bossfight)
  • this should ensure that there is a feeling of progression each time you play it
  • also, this way we dont have to leave Orb Vallis after each succesful phase which is interrupting the flow of the Heist (especially when a phase might only take 2 minutes to complete, it doesnt feel "meaningful" when you go in - rush to some point to kill 3 guys - rush to extract again)
  • get rid of "filler"-missions like fishing and so on, sure - people might like fishing or conservation, but in a heist? it doesnt belong here

 

Stage 1 - Capture an Outpost:

  • basically this will be the mission that is currently in Phase 1 of the Heist
  • we have to capture one of the outposts in Orb Vallis and defend it for some time against heavy attacks
  • this might be combined with the current phase 2 of the Heists - the datamass we need for a Outpost drops from one of those "VIP"-targets that we have to find first
  • for the 1st Orb we need to capture 1 random outpost, for the 2nd Orb we need to capture 2 random outposts and so on
  • this means, the more outposts we capture, the stronger the Boss gets (like the Eidolons get stronger and more difficult to fight)
  • also, we have some sort of choice on where to fight the Orb, it might appear close to the Outpost we have captured

 

Stage 2 - follow-up mission:

  • this will be the stage in which we have to do a mission that involves some co-op mechanics
  • in my previous post (or Point 4 in the OP), i posted ideas on how basic warframe missions can be enhanced with some co-op mechanics
  • all those co-op missions should provide some fun gameplay for each player
  • they shouldnt be too complicated, its enough to watch your teammates to notice which tasks you have to do.
  • under Point 4 i collected some missions that could fit for this Stage
  • considering storytelling - this is the mission that will trigger the Corpus to send one of the Orbs because we have proven that we are a real threat

 

  • possibility 1) each time we start a Heist, this Mission will be chosen random from the pool of available missions
  • this might be good if we want some variety each time we play the mission

 

  • possibility 2) each mission type belongs to one of the Orb fights (Assault for the first Orb, Rescue for the second Orb and so on)
  • this might be good if we prefer a clear structure in each of the Heists

 

Stage 3 - the boss fight:

  • after we succesfully did the previous tasks, it is time for the boss fight
  • not much to say here, it's simply the bossfight from phase 4
  • if not the Orbs, we could fight against other (already existing) Corpus Bosses like the Hyena Pack or the Jackal

 

 

 

additional Bosses for Operational Supply (Plague Star):

ODTJ1kS.jpg

I mentioned the possibility of already existing Grineer-Bosses appearing on the Plains (and Corpus-Bosses on Orb Vallis) in Point 2 - Variation.

Instead of always fighting against the Hemocyte when Plague Star returns, there could be different bosses we have to fight.

Lets start with a concept for Counciler Vay Hek:
 

Spoiler

 

General:

 

  • the "Operational Supply" Syndicate will be the Headline all these different bosses are connected to
  • this means, no matter which boss will appear on the Plains, the Rewards offered by Nakak will be the same (slight variations might be possible ofc)
  • frequency of the Event happening should be a little higher (which should be a good thing since there are always many requests to return the Event because of the exclusive rewards like the Arcanes and Zaw-Parts) - so every 2 months for example (when there are different bosses, the Hemocyte will keep is current cicle more or less
  • the structure remains the same - a multi-stage bounty leads to the bossfight at the end

 

Possible Boss - Councilor Vay Hek:

 

  • Vay Hek already plays an important role on the Plains (he talks to us in the PlagueStar-Event and the GhoulPurge-Event) and besides that, i think he could be a really fun boss on the Plains of Eidolon without many changes (Councilor Vay Hek on Earth-Oro already has multiple stages and a high mobility)
  • while i dont think changes to his mechanics are needed, it might be both necessary and cool if his size and HP gets increased
  • while we are doing the bounty tasks, he will appear multiple times just like in the Star-Chart Version before the real bossfight
  • because he is related to the Ghouls, instead of going against infested we are fighting against Ghouls
  • The Grustrag-Three, (which are also related to Vay Hek) might appear in the caves when we have to get something like the Thrax Toxin to make this stage more interesting
  • the bounty will include some of the regular tasks, but i think 1 mission-type i suggested would work really well with this, namely Recovery. The description can be found in my first post alongside other mission-type suggestions, but i will put the description for this mission in the Spoiler below:
Spoiler
  • this will probably work best as a bounty-stage and not as an endless mission
  • we have to defend a target as usual
  • but there is a new enemy-type that is able to detach certain parts of our defense-target
  • this enemy will act a bit like a ghoul (from PoE):
  1. He is able to move underground
  2. they will suddenly appear on the defense target and will detach a part really quickly in 1 or 2 seconds, so you might be able to counter it, but if not:
  3. he will go underground again with the detached part and moves for ~50 meters until he will come to the surface again for 10-15 seconds
  4. he will be marked on the map, and you have to kill him and bring the part back, but you will have only ~3 chances to do so until he completly disappears
  5. if a certain number of parts (maybe 3 or 5) will get detached and not recovered over the time you have to defend it, the mission fails
  6. you get a bonus at the end of the bounty stage if no parts were detached/all have been recovered
  • this means that if parts get detached, one player has to try to recover the part while the others keep defending the target.
  • still, it can be done solo if you you take care (while playing solo, numbers of enemies is tuned down like anywhere else)
  • at the End, there will be a Final Boss-fight in the seperated Area which you can see on the Screenshot (It lies behind a cave in the South/East)
  • imo that place is perfect for a Bossfight - and it would be cool to fight Vay Hek in a Space that is a little bigger than the Earth-Oro-Version

 

 

 

The Kuva-Fomorian:

eyH7Z5D.jpg

This is a concept for a recurring Event (just like the other Fomorian).

Once again, its all about adding variation (both to the Events we have and the OpenWorlds).

You will recognize a lot from the already existing Fomorian Event, but i added/changed some stuff so it works on the Plains.

Spoiler

Lore:

Grineer investigations came to the result that there are presumably huge amounts of kuva located on the Plains of Eidolon.

They sent out a Fomorian Battleship to find and harvest the kuva. They already started collecting a lot of Kuva,

but the Tenno are called to prevent them from harvesting more and at best destroy the Fomorian to prevent them from getting anything.

The Task wont be easy since they brought huge amounts of Kuva Guardians and other specialized units.

 

The Fomorian itself travels very slowly across the Plains and is surrounded by a huge forcefield which slows Warframes down and disables our abilities.

On top of that, huge squadrons of Dargyns have made an alliance with them and protect the Fomorian.

 

The Mission:

We have to enter the fomorian and destroy its core (just like in the balor fomorian event),
but to be able to do it we have to get through the following tasks:

 

  • we have to find a datamass in one of the caves in a safe which is heavily guarded by several kuva units (random cave, will get marked on the Minimap once you start)
  • each kuva guardian has to be killed before we can take the datamass to make sure they dont destroy it once we open the safe and pick it up
  • we have to find a special vruush-turret which we can modify with this datamass so it will attack the fomorian (will get marked once you are close to it)
  • these 2 tasks can be done simultaniously - the team can split up to do the exploration

 

  • once the datamass is found, we have to use it to hack the turret  - also, every player has to use his fomorian disruptor to create the EMP-bomb the turret will launch
  • then, we will have to defend it for 2.30m while lots of (kamikaze-) Dargyns aswell as ground units like the kuva guardians rush to the turret trying to destroy it
  • if we succeed to defend it, the turret will launch the emp-bomb which will disable the Fomorian's defensive tools and the forcefield

 

  • before we can finally enter the Fomorian, we still have to destroy the 2 shield-generators which are located on the outside
  • because it is still heavily guarded by Dargyns, you can counter that by stealing one of the new, fully coated Dargyns (you will stay unnoticed until you start to shot the generators)
  • once the shields are down, we can enter the fomorian and destroy its core
  • to get the 1-time rewards, you have to deal at least 1 million damage to the core with your team

 

The Rewards:

 

  • 200k Credits (1 time)
  • 50k Kuva (1 time)
  • Fomorian Emblem (1 time)

 

Droptable:

 

  • Twin Rogga Wraith Blueprint
  • Twin Rogga Wraith Reciever
  • Twin Rogga Wraith Barrel
  • 5k Kuva

 

 

 

------------------------------------Point 6: concepts related to OpenWorld activities------------------------------------

 

Reworking K-Drives to bring them on par with Archwings:

Some time ago there was a huge debate over Itzal's Blink this Archwing is the only tool that is used for mobility.

While the simple solution surely is to nerf or remove this ability, i think a better way to tackle this issue is to look at the reason's why Itzal actually is so popular.

This will bring up 3 Points:

  1. large distances between bounty-stages without anything happening there
  2. mission design doesnt encourage the use of Archwings/K-Drives
  3. K-Drives are basically cosmetics which you have to level up but they still dont provide any useful mechanics besides "travelling much slower than in any Archwing"

The following concept focuses on making K-Drives useful instead of nerfing the currently best method to travel:

Spoiler

Preamble:

In a Devstream long ago when they showed K-Drives they said something like "we are still debating wether players should be able to use their weapons while on K-Drives or if this is too OP". I understand that they think about this, but for a few reasons i think that we dont have to fear that we might get too strong when we could use our weapons on K-Drives.

  • we can use our Weapons in Archwing, but nobody would say that we are OP because of that
  • in many scenarios, using your Warframe-Abilities is superior over using your Weapons
  • many Enemies can knock you off our Archwing or K-Drive
  • shooting while moving with an vehicle is a little harder (DE even made Riven challenges that make us kill enemies while in Archwing for example)

 

Why are very few people using K-Drives?

  • its slower than Archwings (and restricted to the ground)
  • its a mobility-tool only, you can do nothing when else when you are on your K-Drive
  • additionally, there is no mission-design incentivising the use of K-Drives (we could use it for "kill x enemies of type y", but since we cant shot from our K-Drive, this is too clunky)
  • all K-Drives are the same, besides MR and fashion there is no reason to level and use them all
  • massive grind for standing, no real way of gaining standing through core-gameplay

 

What is the solution?

  • let us use our weapons on our K-Drives
  • give each K-Drive 4 abilities to bring them on par with Archwings
  • if this is done right, even the people that freaked out about Itzal getting nerfed might forget about it because the new alternative is useful and fun!
  • let us level our K-Drives like we can level Archwings and Warframes
  • let us gain standing for VentKids more efficient and maybe also passive with equipped sigils on our Warframe like we can for the regular syndicates
  • Bonus: Redesign missions in the OpenWorlds a bit so that we have less of "stage 1 - travel 1000m - stage 2 - travel 700m" etc, this a very important factor on why Itzal is getting used in 90% of the cases. The distances between stages are huge, and there is nothing to do really, so of course everyone uses the fastest method to travel to the next stage.

 

Thats it basically, but i want to present you a concept for the K-Drives i have in mind.

Let me know what you think about my thoughts in general, and post ideas for K-Drive abilites, i would be curious what you have in mind 🙂

Also, if you agree, feel free to share this, and btw, i will add this to my Thread in the Feedback-subforum 😉

What would be your favourite K-Drive to use?

 

Concepts:

Each K-Drive has its own purpose and abilities that can be used in different scenarios.

A nice bonus for all K-Drives would be that we can restore a small amount of energy performing tricks!

Abilities can scale with mods - so standard +ability strength/duration/range mods need to be introduced for K-Drives.

 

Badbaby - the Allrounder

Spoiler

1st Ability: perform a slam-attack that creates a shockwave, knocking down enemies (can only be casted when you are in the air before)

2nd Ability: create a small Nullifier bubble around you (will prevent knockdowns and up to 50% damage, cant be recasted until it gets destroyed)

3rd Ability: duration based, when active each enemy you touch will get knocked out for certain time (5 to 10 seconds maybe)

4th Ability: create 2 portals (entry and exit) that each player can use for quicktravelling

Flatbelly - the Supporter (no 4th ability yet, what are your ideas?)

Spoiler

1st Ability: Drop an Ammo or Health supply (acts the same as the consumables you can equip in your gearwheel)

2nd Ability: Disable Nullifiers for a very short duration and a Radius of around 25 meters around you

3rd Ability: catapult yourself into the air into a stationary position and mark enemies to remove shields/armor for a short period of time

4th Ability: Healing AoE, perform tricks to heal other players?^^

Needlenose - the Stealth-Killer

Spoiler

1st Ability: Duration based invisibilty

2nd Ability: Decoy - makes enemies come to you (good use with 3rd ability)

3rd Ability: when activated, Needles will puncture everything around the K-Drive in a 2m Radius (up to 360°)

4th Ability: when activated, you will pull yourself onto an Enemy and perform a finisher

Runway - the Damage-Dealer (no 1st ability yet, what are your ideas?)

Spoiler

1st Ability: Tap to charge through enemies, ragdoll them like Rhinos charge does

2nd Ability: Shoot a ballistic grenade in front of you (good damage, low rate of fire, traveltime, self damage possible)

3rd Ability: Drop a mine behind you that triggers for massive Explosion when an enemy steps on it (self damage possible! you can trigger the mine yourself!)

4th Ability: Attach your Melee-Weapon to the K-Drive (will deal as much damage as your melee, but you attack with the tricks you can perform)

 

Conclusionin regards of the answers i got:

  • most of the people disliked the massive grind that is tied to K-Drives
  • especially because all you do it for are cosmetics and MR
  • some say that 4 abilities is too much, so maybe only 1 ability for each K-Drive might be something to think about
  • common opinion is that nerfing itzal will not make K-Drives more popular
  • some people suggest adding "real" races, so races in which you finishing position matters, you are really racing competitive

 

 

 

Integration of Pets into the conservation process:

This is just a minor point that both could make conservation just a little more interesting while also making all the Pets useful in this activity.

Its completly optional to bring Pets, but if you do you get some small benefits that might make it interesting to consider:

Spoiler

This time my idea is rather simple and short (refreshing, eh? 😁)

I thought it could be interesting to integrate our Pets into the conservation-process (optional) just like dogs are used as a helper for animal-hunts in real-life.

You can still do conservations like you normally do, but bringing a Pet for a different purpose might help you.

 

  • add 1 Mod for each Kubrow/Kavat 
  • different things those Mods can do:
  • find tracks for you, makes you find the spot where you call with the lure faster
  • staggers conservation target so its more easy to hit with tranq-rifle
  • when you dont do conservation, you could "let your pet smell on a certain Pheromone Synthesiser" so it automatically finds spots for you
  • when you dont do conservation, they could go out and push conservation targets to you (like in a battue)
  • could find an additional animal for you when you are doing a conservation

 

Those are just a few examples, i am sure people would have other great ideas for potential mods that could make our Pets helpful for conservation. 🙂

 

Edited by DreisterDino
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Totally agrre. 

After the archwings rework i like it see zones where only you can explore with archwings. 

And i want know a little more about Unum. 

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They aren't open worlds. They are better thought of as giant tiles.

You want PoE/Fortuna to not be "wasted" development, but then you want everything else in the game to happen there and then all the other tiles become "wasted" development. Why would they be revamping the Jupiter tileset if they should just shove everything into Fortuna?

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vor 24 Minuten schrieb peterc3:

They aren't open worlds. They are better thought of as giant tiles.

You want PoE/Fortuna to not be "wasted" development, but then you want everything else in the game to happen there and then all the other tiles become "wasted" development. Why would they be revamping the Jupiter tileset if they should just shove everything into Fortuna?

I agree, but they are called and advertised as OpenWorlds.

And there are many people that dislike those giant Tiles for various reasons, cant play it because of bad computer and so on, so i think enough players would play the "normal" content aswell. As much as i like the idea of running those Endless Missions in the OpenWorlds for example, i wouldnt want to do it all the time. Its just a matter of taste. And its not like PoE and Fortuna cover all tastes. I would definetly play both. And i would have a choice.

What is your suggestion then?

Edited by DreisterDino
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2 minutes ago, DreisterDino said:

they are called and advertised as OpenWorlds.

They aren't.

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3 minutes ago, peterc3 said:

They aren't.

On 2018-10-19 at 12:15 PM, [DE]Helen said:

Help the Solaris rise up and fight for freedom when Fortuna, our next open world expansion, comes to PC this week! Read on and check out the video below to learn more!

 

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I don't think adding more events solve the problem (Not saying I don't think it's a good idea), it just dilutes it; it's still more of a matter of time scenario without proper incentive. 

After 1000+ Eidolons (or after getting all of the arcanes, focus maxed, etc) the incentive to run them dissipates; somehow, someway, DE need to give us an incentive system that lets us work toward something that doesn't rely on them adding in new things. I.e: Gilding weapons into syndicate versions.

Edited by Synpai
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1 hour ago, peterc3 said:

Why would they be revamping the Jupiter tileset if they should just shove everything into Fortuna?

Hold the phone, Jethro. This is integration. In the list of fissure missions you could run a plains bounty. There could be an invasion mission on the plains. This is just increasing the variation in locations for existing content, not restricting the locale for farming.

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vor 2 Minuten schrieb Synpai:

I don't think adding more events solve the problem (Not saying I don't think it's a good idea), it just dilutes it; it's still more of a matter of time scenario without proper incentive. 

After 1000+ Eidolons (or after getting all of the arcanes, focus maxed, etc) the incentive to run them dissipates; somehow, someway, DE need to give us an incentive system that lets us work toward something that doesn't rely on them adding in new things. I.e: Gilding weapons into syndicate versions.

I think its hard to find a real "long term goal".

Still people run the same Event for years (fomorian, razorback) if there is a catalyst and 200k credits 😉

So if they simply add these rewards to events like these:

Zitat

 

- Dargyn Invasion (all enemies are Dargyns)

- Pest (hundreds of wild animals that have become stronger roaming the plains

- Flood (drastically changing the world into a place with lots of tiny islands), task might be to repair some pumps or build dams or whatever

 

it would be simply a fun addition you would play and enjoy for a short period of time.

Nothing more, but better then spawning ghouls every 2 weeks for sure.

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7 minutes ago, Synpai said:

Gilding weapons into syndicate versions.

Guilding any weapon at that point. I want to be able to put exodias on any melee. They are an insane investment for 9 out of the hundreds of melee weapons we have.

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1 hour ago, DreisterDino said:

Still people run the same Event for years (fomorian, razorback) if there is a catalyst and 200k credits 😉

So if they simply add these rewards to events like these:

"People still run them" 

A bit generic, I can assure you that I, personally, don't do so out of need or enjoyment. Typically it's to assist others who haven't and at most it's once and then not at all, but I can't speak on why others do. 

Older players have gotten almost 100 catalysts and reactors from devstreams alone. Not to mention invasions, old void, etc. Before even factoring in trades. And 200k credits...we can't even get rid of the millions of credits we have. I assure you, credits haven't enticed me in a long while.

 

1 hour ago, Lewtenant said:

Guilding any weapon at that point. I want to be able to put exodias on any melee. They are an insane investment for 9 out of the hundreds of melee weapons we have.

Eh to the exodias part. I think it's fine for zaws to keep them since prime weapons are coming with special effects (just a necessary trade off to avoid completely outclassing one another in every instance instead of just most). But gilding (any and all Weapons in general) into syndicate form is precisely what I mean.

 

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vor einer Stunde schrieb Synpai:

I don't think adding more events solve the problem (Not saying I don't think it's a good idea), it just dilutes it; it's still more of a matter of time scenario without proper incentive. 

After 1000+ Eidolons (or after getting all of the arcanes, focus maxed, etc) the incentive to run them dissipates; somehow, someway, DE need to give us an incentive system that lets us work toward something that doesn't rely on them adding in new things. I.e: Gilding weapons into syndicate versions.

Sry for doublequoting, but i have something to add because of the incentive thing^^

Vets might not run it for credits or catalyst, but many players might. Anyway, thats why i wanted:

- fissure missions

- "normal" endless gamemodes with "normal" rewards in the OpenWorlds

 

Because those are missions basically everyone runs from time to time, and if you could do those there you might go there more often.

You might not run PoE to farm ressources, but most Vets and especially people that are building Dojos are always in need of Polymer Bundles and Oxium for example which you can get from Fortuna since its Venus and Corpus. So you might chose to go farm there aswell instead of in a regular mission from the starchart.

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1 minute ago, DreisterDino said:

Sry for doublequoting, but i have something to add because of the incentive thing^^

Vets might not run it for credits or catalyst, but many players might. Anyway, thats why i wanted:

- fissure missions

- "normal" endless gamemodes with "normal" rewards in the OpenWorlds

 

Because those are missions basically everyone runs from time to time, and if you could do those there you might go there more often.

You might not run PoE to farm ressources, but most Vets and especially people that are building Dojos are always in need of Polymer Bundles and Oxium for example which you can get from Fortuna since its Venus and Corpus. So you might chose to go farm there aswell instead of in a regular mission from the starchart.

I can't be sure about that considering the Hema fiasco was intended to remove stockpiled resources. You're right fissure missions are something that people tend to do regularly, but Baro seldom brings things for vets. Meaning for some, ducats is another stockpiled resource, not for everyone, but ya know just another populace to please. 

Eh, it's hard enough to see reactant in normal missions, wouldn't want that in an open world environment. Plus changing the tileset doesn't change survial

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vor 24 Minuten schrieb Synpai:

I can't be sure about that considering the Hema fiasco was intended to remove stockpiled resources. You're right fissure missions are something that people tend to do regularly, but Baro seldom brings things for vets. Meaning for some, ducats is another stockpiled resource, not for everyone, but ya know just another populace to please.

Nonetheless, ressources and what player got how much of them isnt really important for this discussion.

If you a player got more then enough of everything, the most important factor will become fun anyway.

And thats what my suggestion is about primarly, increasing the fun via variation of mission types and the ability to chose in which environment you want to do something.

And of course, giving PoE and Fortuna a future after the farming, via connecting it with the rest of the game so it feels less seperate.

 

Zitat

"Changing the tileset doesnt change survival".

 

In general, yes you are right, survival remains survival, and i dont wanna change it.

Still, adding more places where you can play survival adds variation. I think you would agree that a survival on Eris plays different then on Mars for example.

And, to quote myself, it depends on what the Devs do with it. You can always add a little twist or whatever to make it feel slightly different while still being the same.

Like the DefensePod that moves through the Environment, or stuff like ArbitrationDrones (Just an example!!! Nobody has to freak out now because i said Drones 😄)

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9 minutes ago, DreisterDino said:

Nonetheless, ressources and what player got how much of them isnt really important for this discussion.

If you a player got more then enough of everything, the most important factor will become fun anyway.

And thats what my suggestion is about primarly, increasing the fun via variation of mission types and the ability to chose in which environment you want to do something.

And of course, giving PoE and Fortuna a future after the farming, via connecting it with the rest of the game so it feels less seperate.

It is very important. For example, Sanctuary Onslaught is incredibly "fun" but it falls short when players lack incentive to endure the waves. The rewards are of equal importance to the mission.

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vor 33 Minuten schrieb Synpai:

It is very important. For example, Sanctuary Onslaught is incredibly "fun" but it falls short when players lack incentive to endure the waves. The rewards are of equal importance to the mission.

Depends on the question.

 

Because this would be a change for players that still play fissures for example.

So for them the question "What are the rewards in the fissure mission in PoE?" Doesnt exist, is selfexplanatory what the rewards are, the same as anywhere else.

This topic is not about "Will A Vet that played for 5 years and has absolutly everything will play again with these changes".

 

I mean, how is "a person that doesnt need anything anymore in the game will not play it" an argument against these implementations?

To go with your ESO-example: yes, a player that doesnt play ESO anymore because he doesnt need anything anymore will not play ESO again suddenly just because he can do it somewhere else. But that is not the goal of my suggestions. Its about the player that still plays ESO, and that player might like some variation.

(ESO might be a bad example for this because it takes place in all tiles already, but thats why i was talking about fissures, alerts, and all other types of missions)

 

Edited by DreisterDino
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vor 3 Stunden schrieb Lewtenant:

Hold the phone, Jethro. This is integration. In the list of fissure missions you could run a plains bounty. There could be an invasion mission on the plains. This is just increasing the variation in locations for existing content, not restricting the locale for farming.

Indeed. We only got 2 OpenWorlds so far, thats 2 planets. Jupiter is not Earth neither Venus. You go there for different stuff.

So people still have to go to all kinds of missions to get ressources that are not available on those 2 planets.

 

And if we look at the list with all fissure missions, i dont want that all of a sudden all fissures are PoE/Fortuna only.

Spoiler

 

Since we only got 2 OpenWorlds, out of 8 Fissures maybe 1 would be an OpenWorld fissure most of the time. (Would be nice to have 1 on each planet active always imo though)

On top, if the Open World Fissures would be Axi, but you wanna open Lith, ´you do the normal mission.

Or you have two Axi missions, one Capture in normal tileset and one survival in an OpenWorld...

there are always players who prefer the Caputure and others who prefer the Survival.

Both missiontypes and tilesets will still be played, but there is more variation.

 

 

Another example: Neo-Interception - most of the time its this one tileset on Uranus. Some might always prefer that tileset, others would be happy to go somewhere else from time to time.

Thats what its all about. Choice and Variation. If DE doesnt make it so that everything that happens in the game is only PoE/Fortuna, everything will be played just as much.

Edited by DreisterDino

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On 2018-11-07 at 11:57 PM, (PS4)LoisGordils said:

-Snip-

This isn't an open world game. PoE and Fortuna are, essentially, very big tiles. Moreso PoE, with Fortuna going beyond that simple idea. The "Landscapes" will add on to the game, not replace it.

Saying an orange can't be used as a substitute in an apple pie doesn't make me a shill for Big Pie. It's stating a fundamental issue with someone's view, something that is irreconcilable with reality.

The OpEn WoRlDs are going to be useful for different things than the standard tilesets. If they weren't going to go back to them they wouldn't be doing the new tileset for Jupiter.

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i want a open world for at lest jupiter, uranus eris, ceres, mars, europa each of the more unque tile sets basicly.

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7 hours ago, DreisterDino said:

Depends on the question.

 

Because this would be a change for players that still play fissures for example.

So for them the question "What are the rewards in the fissure mission in PoE?" Doesnt exist, is selfexplanatory what the rewards are, the same as anywhere else.

This topic is not about "Will A Vet that played for 5 years and has absolutly everything will play again with these changes".

 

I mean, how is "a person that doesnt need anything anymore in the game will not play it" an argument against these implementations?

To go with your ESO-example: yes, a player that doesnt play ESO anymore because he doesnt need anything anymore will not play ESO again suddenly just because he can do it somewhere else. But that is not the goal of my suggestions. Its about the player that still plays ESO, and that player might like some variation.

(ESO might be a bad example for this because it takes place in all tiles already, but thats why i was talking about fissures, alerts, and all other types of missions)

 

I think that's only the first part of your argument. The second part is the longevity of said content via events, to which I was responding to. I mean there are a lot of points in this post. What you're saying here, tis true, but I don't think it covers everything in the post.

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vor 8 Stunden schrieb Synpai:

I think that's only the first part of your argument. The second part is the longevity of said content via events, to which I was responding to. I mean there are a lot of points in this post. What you're saying here, tis true, but I don't think it covers everything in the post.

You dont think Events add to the longevity of the OpenWorlds?

 

I can just talk about me here, but for me those Events would be "a reason to go back to those places once in a while because there is something new to see, even if its something silly".

Ghouls? I am annoyed by their steady appearence and would love to have a spam-folder to which those notifications go

Plague Star? The 2nd time i played exactly 1 round although i needed forma. I am not a fan of copy-paste-content, and any content offers more longevity to the game as this imo.

I mean they could have kept the bossfight but change the stages that come before it a little bit for example...just a little variation.

Not expecting them to reinvent the wheel each time, but if they want me to come back and play they wont make me do it that way..

 

Although the fight in the recent Relay-building Event was nothing special really, i enjoyed it.

It was a different place, it felt different, and i simply thought "well that was a nice experience"

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45 minutes ago, DreisterDino said:

You dont think Events add to the longevity of the OpenWorlds?

Retrace the conversation a bit:

 

19 hours ago, Synpai said:

I don't think adding more events solve the problem (Not saying I don't think it's a good idea), it just dilutes it; it's still more of a matter of time scenario without proper incentive. 

After 1000+ Eidolons (or after getting all of the arcanes, focus maxed, etc) the incentive to run them dissipates; somehow, someway, DE need to give us an incentive system that lets us work toward something that doesn't rely on them adding in new things. I.e: Gilding weapons into syndicate versions.

They do add longevity, but it's a question of to what extent not just for vets, but for players in general. Like even with all those events it's safe to say that after a year of them constantly being there, they get old. You said yourself that Ghouls have lost the thrill and they haven't even been around at all times. What you've suggested is not a bad Idea, it will ensure things "last longer," but no clue as to how long because it'd add another system that would need additions in order to stay relevant. It's just that the incentive aspect of it that also needs to be taken into consideration.

Adding catalyst and reactors ensures that some will at least play it for those rewards but not necessarily after they've gotten those rewards.

 

45 minutes ago, DreisterDino said:

It was a different place, it felt different, and i simply thought "well that was a nice experience"

This is just how new things are, it isn't what makes them last necessarily.

 

Again, variation is a good idea. But if you're saying fissure on fortuna and it's a capture....that could very well be 3000+ meters to the target and then hunting to figure out which enemies are corrupted, and then hoping (if pubs) your teammates don't run off collect the fissure stuff leave squad and extract solo. Exterminate where enemies are suddenly 1000 m apart from one another sending you back and forth and back and forth.

They would kind of have to reinvent the wheel for some game modes (or use the open world alternative). Where survival is the territory control bounty

Edited by Synpai

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Had an idea considering the "outposts" on Fortuna you can capture.

Right now you can capture them to start certain Bountys from there, which is not a bad idea.

I dont know yet if they plan to add something to it, but if this is all, i think it needs something more.

There are 2 ways of adding to it imo.


 

Zitat

 

1st possibility: Make it persistent

- if you capture a point, it stays captured forever, even if you leave extract

- you can start the regular 5 Bountys from there aswell so you dont have to go back to the central each time to start over

- this would be some sort of incentive to capture them

- there also should be ammo/health/energy supplies it those outposts then so you might chose to go there real quick if you are close and in need

- In public matches, the host determines wether they are captured or not

- if you are not the host but are in the lobby when it gets captured, it counts as captured for you aswell

- although this maps are called OpenWorlds and advertised as such, i agree with peter that they dont feel much like it. So on those Outposts, different NPC's (with little backstorys) could appear that offer little Missions.

--- The rewards would be things you usually get from something else, for example rare fish. So if you dont like fishing, you could do a task for one of those NPS to get like 5 of the rare fish for example. Or completly the other way around, the NPC wants you to fish and gives you something else for it.

--- Those NPC's and their tasks are constantly changing

--- If you select a task, it could be either that you have to finish it in one session, or it could be tasks like certain riven challenges or the Simaris scanning that you simply accept and then you keep it until its finished. One task for something like that could be "Find a Toroid in a cave"

 

 

Zitat

 

2nd possibility: Make it the start of "something big"

- they are not persistent, so the system stays like it is now

- but capturing those outposts is the condition to start other, more difficult and longer missions

- so all players have to capture all those outposts first

- after that, multiple things could happen:

 

--- it triggers a big boss or multiple bosses you have to fight, like Eidolons for example

--- it triggers massive attacks of the Corpus, and you have to defend those Outposts. So you might get a message like "it seems the Corpus try to get back the Orokin Dig Site, they might arrive in 1 minute", and then you have to go there and defend it. Corpus might send those big spiders along a big army 

--- unique events on the different outposts: On the Orokin Dig Site for example, the portal might open and different enemies might come out of it, we have to push them back and close the portal again

--- other "big missions like "massive extermination": now that we managed to get a few Outposts, we might try to get rid of all Corpus on the plains. We have to take down all the spiders in Orb Vallis alongside most of the enemies. We could be also send to exterminate the huge corpus facilities where those Toroids are farmable right now (no respawning enemies, but hundreds of high lvl enemies are there already waiting for us)

 

 

Whatever those missions are, they would take a little longer and be a little harder, but make this feel even more like an Open World with "real goals"

Edited by DreisterDino
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