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Possible improvements and ideas for PoE, OV and Deimos (last addition: Review of Deimos)


DreisterDino

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vor 9 Stunden schrieb Bombarder0:

Whatever your ideas or good or bad,I can assure you this won't happen in the next 2 years,DE look more at Reddit than the forums suggestions,which is bad.

Might be true, but i find reddit a confusing mess and dont understand why it has become so popular for stuff like feedback^^

I took my time anyway to make OP more clear in case someone stumbles across it.

At least @[DE]Marcus made this post in General on how to provide good feedback, so i guess there might be a small chance someone is checking this forum every now and then.

 

vor 4 Stunden schrieb Eisdschungel:

Just say Tactical Alert in PoE/OV. Would totally be a Fan of that, since tacs have become so rare nowadays

I didnt really get to experience much of those, but sure, everything is welcome at some point.

 

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  • 2 weeks later...

Here are some ideas for Bounty Missions which could be also used as random Missions for NPC's, i took inspiration from normal gamemodes in Warframe and the Railjack trailer.


 

Zitat

 

Hijack a corpus/grineer ship:

- 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

 

 

Zitat

 

Rescue a target:

- 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

 

 

Zitat

 

Assault - plant a bomb:

- 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.

 


 

Zitat

 

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

- 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"

 

 

 

As you might have noticed, all these mission types focus on adding more diverse gameplay because there are different tasks the players have to do at the same time.

In a normal defense for example, you can have a frost defend it with his globe while the 3 other people do whatever they want, but in this case, something might always happen that needs the team to coordinate their actions and gives everyone something "meaningful" to do. At the same time, its not too complicated, so you dont have to be in Discord/Teamspeak to talk about everything - paying attention to what the other players do is already enough to coordinate your team.

 

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On 2018-11-07 at 11:22 PM, DreisterDino said:

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)

Really like this one!. This is actually kinda similar with guild wars 2's silvervain meta event. we capture and defend bases and then it leads to a boss fight!

On 2018-11-07 at 11:22 PM, DreisterDino said:

--- the Corpus attack an Outpost to get it under their control again

--- the player has a certain timeframe to defeat that attack and keep the outpost under his control (and gets a reward for it like in any other alert)

--- if he ignores the attack, he will lose control over the outpost again 

oh and this too. i actually suggested it on my feedback post too. Corpus trying to recapture the base make the world so much alive because it's not just we doing stuff to them, but they also react to our action. Make it like incursions, but instead of doing bounty mission, we defending the base we captured.

On another note, I think the "make enemy react to our action" thing is kinda important. Mostly in Warframe, players are the one  that always engage things. We infiltrate their buildings to steal info, we blow their moas and drones, we still their supplies, etc. Enemies rarely (or never) act against us. It's an issue that more often than not is overlook and open world might be the right place to start fixing it.

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23 hours ago, DreisterDino said:

Hijack a corpus/grineer ship:

- 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:

- 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:

- 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.

Hmm. I think this is too complicated for a 'simple bounty' missions. That being said it's suitable for something like 'dungeon equivalent' mission like strike from destiny 2. Not a raid, lesser than a raid, but more than just a simple mission, where there are multiple complicated missions in 1 mission (do I make sense here? lol)

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Am 29.11.2018 um 15:29 schrieb kingvaldemir:

Hmm. I think this is too complicated for a 'simple bounty' missions. That being said it's suitable for something like 'dungeon equivalent' mission like strike from destiny 2. Not a raid, lesser than a raid, but more than just a simple mission, where there are multiple complicated missions in 1 mission (do I make sense here? lol)

Might be true, dunno. I think its still fine, but who knows what players that dont play that often think about stuff like that.

Anyway, if its too complicated for normal bounties, those could be missions you pick up on the captured outposts.

So if its too complicated/annoying for you, you can ignore them and just do the regular bounties,

if you like some sort of coop-gameplay, you can go capture an outpost and do those bounties instead.

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  • 3 weeks later...

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.
  • 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

 

Check this spoiler to see possible missions with some co-op mechanics:

Spoiler

Hijack a corpus/grineer ship:

 

- 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:

- 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:

- 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:

- 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"

 

  • 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
  • i might add thoughts on the bossfight itself later though

 

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  • 2 weeks later...

Had an idea for a new mission type, called time attack - extermination

 

General idea:

  • its a mission you can pick up just like you can start K-Drive races in Orb Vallis
  • 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
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  • 3 weeks later...

I mentioned the Flying Eidolon early in my first post, and this is my idea of the Bossfight for him:

 

Call of the Condrocs - The Aerolyst

 

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.

 

Let me know what you think of it 🙂

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  • 2 weeks later...

Considering Point 3 in my starting post (large-scale-battles), i want to show you this idea.

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

 

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

  • 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


 

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 😛

 

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  • 3 weeks later...

Hey, its me again with a few more ideas for gamemodes/bounty-missions 🙂

I imagine that both mission-types could be fun in the Openworlds (i guess they will not work in normal tilesets though).

My suggestions are variations of defense-missions this time.


 

Zitat

Aerial Defense:

  • 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

 

 

Zitat

Aerial Defense (endless) in the OrbVallis Outposts:

  • 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)

 

 

Zitat

Recovery:

  • 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)

 

 

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  • 3 weeks later...

I feel like adding my feedback to the Buried Debts Update and the Event that came with it.

 

Considering the Boss fight, there is not much to say imo.....its a pretty good bossfight!

What makes it interesting and fun are the following things:

  • nice little cutscenes and animations
  • nice, unique tileset for the boss (1st stage)
  • interesting mechanics that can be done solo, but you can improve a lot if you play in a coordinated team

I could only make a few small criticisms:

  • sadly, this nice bossfight will not always be there probably
  • sometimes i am missing "feedback" of how i am performing, and the cooling-meter seems bugged which adds to that feeling
  • just a tiny bit too much "preparing to shoot the spider" compared to actually shooting it, if you understand what i mean 😃

 

But i really disliked the whole "scanning"-part of the Event, and i posted my feedback somewhere else already.

While i dont think that this part will come back, i still want to leave my suggestions in a spoiler here on how it could have been more fun:

Spoiler

Hey there,

i want to talk about the Community task that is about scanning the Data-Hashes and how you feel about it.

I also want to make a suggestion on how it could/should be designed so that it could it achieve what it is probably supposed to achieve.

 

So, in the best-case scenario the goal of this task is that players go out and explore Orb-Vallis to look for this fragments.

Does it achieve this goal? No, not at all.

  • the reality is that only a few people go out and try to find those things, and everyone else is simply using a Map where the locations are marked
  • for the majority of players, there is no exploring, its just a checklist with places they have to go to (with Helios so it is even more easy)

 

Why is it like this?

  • when you put a few parts that are only a few centimeters big on a map that is a few square-kilometers large, there is no fun in trying to find them, so ofcourse people "cheese it"
  • if you try to do it alone, it might take you several days looking at every single corner of the map, walking slowly around because you can miss them so easy

 

How could it be done?

  • make the parts a lot bigger, at least the size of a cache or locker or something
  • give them a sound like the special caches that drop credit-boosters for example
  • maybe even add some FX, like a glow
  • maybe add a message by Eudico when you are close to a DataHash ("Tenno, i think we are onto something here, open your eyes")

 

Would this change something?

  • ofc some people would still use a pre-made map to scan them, that might always be the case
  • but, people that want to explore Orb Vallis to find them could do that and it would be alot more fun
  • it would still not be too easy, you'd have to explore the map and it would still take some time
  • with the change though, it would be more convenient to do so and you can use your eyes and ears to do so

 

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  • 3 weeks later...

Another user posted an idea about convoy attack mission for the OpenWorlds,

and i really liked that idea and was thinking about something similiar for some time.

This was the topic:

Spoiler

 

 

I want to expand the idea a bit and post a concept on how this mission-type could be the new Incursions.

I think the general idea of incursions was good, but the missions have been kinda generic and rewards werent worth it.

 

Convoy Attack Incursions:

 

  • 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

 

  • 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

 

  • 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

 

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.

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  • 2 weeks later...

So, with the recent riot about Itzal probably getting nerfed,

i think its a good time to talk about K-Drives 🙂

I started this post in this general discussion, and some of the points below have been made by other Users.

 

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
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  • 4 weeks later...

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. 🙂

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  • 5 weeks later...

This time, i want to present an idea for a Mission-Type that is a lot like Tower Defense 🙂

I was thinking for a possibility to implement a mission like this for a long time, and i think Disruption gave me the final inspiration ^^

 

So, what is the general idea of this Gamemode?

  • 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)

What will the Gameplay be like?

  • 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.

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  • 3 weeks later...

ODTJ1kS.jpg

 

Hey there,

 

after the recent PlagueStar-Event, i want to make a Suggestion that is related to Point 2 - Variation.

There is nothing wrong with Plague-Star in general besides one thing - after you have grinded it the first time, it gets pretty boring because you are doing it alot.

I only played it alot the first time, the 2nd and 3rd time i only did like 2 or 3 runs each (its the same for many of my clan members aswell).

 

So, what is my suggestion?

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.

 

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

Thats basically it - i still think adding variety is one of the most important things to keep Warframe interesting and fun. Since most of the Events/Syndicates require us to run a certain mission a lot, i am 100% sure many players would welcome this. Just one example:

 

If you want to get only the 2 Zaw-Arcanes from Plague Star you need 5000*10*2=100k standing. with a possible maximum of 3k per run, this means we have to do 34 runs just to get those (ranking up, buying BP's for the Catalyst/Phylaxis not included). Dont get me wrong - i think its totally fine that we have to do some work to get an item like this to max rank and i dont want to change this at all - but i want to suggest to change the process itself and make it more fun 🙂

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  • 2 weeks later...

eyH7Z5D.jpg
 

The Kuva-Fomorian:

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.

 

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
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  • 4 weeks later...

This time i want to share a short idea for a Bounty-Mission.

Anyway, this is the idea:

 

Zitat

Exterminate-Assasination:

  • 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

 

Besides that, i reworked my ideas about the Outposts and personal Alerts (Point 3 in the first post)

and while doing so i had another idea for a quick travel function which could be useful and help solving the "Itzal-Dilemma"

 

Zitat

add a Quick-Travel option to the Outposts:

  • 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 adress 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

 

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I just had another idea for a Bounty-Mission which focuses on "Racing" a little bit 🙂

 

Zitat

Rush-Sabotage:

 

  • 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

 

vor 13 Stunden schrieb DOOMPATRIOT:

It is sad that DE won't do any of these, because they don't care about what the players want, but instead what THEY want, just sad to see.

I have still hopes that someday they will look at the OpenWorlds again and really try to improve them,

afterall if i didnt have this hope i wouldn't update this thread anymore i guess 😄

And there are still additions (Thumpers / Graphical overhaul for example) but those things dont really adress the main issues many players have with the OpenWorlds.

 

The OpenWorlds are a pretty time-intensive grind which becomes repetitive and boring too fast.

I mean, PoE is almost 2 years old and i think there hasnt been one single addition to the bounty missions.

We still do the same 5 or 6 different missions (...and half of them are variants of defense which doesnt make it better).

 

It wouldn't be a problem that the Grind in the Open Worlds is time-intensive if it remains fun, interesting and diverse.

Sadly, i doubt anyone would say that Bounties are diverse and remain fun and interesting...

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