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Should DE fix old content at the risk of Content Drought 2019 or continue creating new content ignoring old ones?


NaoEthelia
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Fixing old stuff counts as new stuff, if they for example made town and ship life more interesting, added some more features to Cetus areas, so players can go farther out-of-bounds new enemies, or mechanics other than bullet jumping, you could allow all the warframes to have more passive traits and purpose when they aren't near enemies or iddle/abilities then would have purpose outside of battle, while crouching, sprinting, and secondary fire being altered likewise....things like that are good enough for me. What makes the game more interesting outside of repeating missions, and dojo is that there are many planets, refreshing them with monsters, natives, and sidequest/new items/blueprint parts...S#&$likethat.

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Since the beginning every new feature had pretty much been bolted on.

Would be cool if they went back and integrated everything that works well and cut things that aren't that great.

I'd love to the see the level of quality found in Fortuna be present from the beginning.

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Even if  they just go back  and fix   things,   it  won't cause a content   drought if  they  do   it  right.   There  are  a    ton of things    in  this   game that   no   one plays or   currently        doesn't   have     fun interaction because of how poorly  designed  it is(arching,  sanctuary, operator combat, focus  farming, boss   fights(dmg  in general),  conclave,  etc.) if all of   this   stuff    and more was  fleshed out,  it  would be a   ton  of added content  for players. Same  with    fixing frames.  I    don't   use    a  ton  of frames  because   their kits  need   work(last  4  frames, nyx,  valkyr,   zephyr(except  in   open  world), ember, etc.)  if  they  all  got   good  rewords ,   they   might  as  well be new frames  content  wise  because it's  new viable  options(better  than  the  newest   frames   DE  has been   putting  out).

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6 hours ago, Zgwortz said:

Heh.   Do you think they don't do that already?  The time they spend tweaking numbers of individual weapons and warframes is almost certainly a result of those data harvesters.   The problem is a point of diminishing returns and decision making - at what point does a bot/harvester take more time to code and maintain to do X vs when it's faster or better to do X by hand?   The final tweaking is almost certainly done by hand because it would take a serious AI to make those same decisions - which would take FAR more time to code than the hand tweaking.   Programming isn't being creatively lazy - it's all about knowing *what* to be creatively lazy about and what isn't worth doing so.   DE is pretty smart about such things - odds are good that for anything they could code a bot/data harvester for, they've already long done it.

Further, the people doing that tweaking are almost certainly *not* taking away "time they could spend on other stuff" - because on a project like this, there are MANY people doing different stuff.   The person doing the tweaking isn't going to be the person designing the next cinematic quest, or the person fixing texture maps, or the person scripting enemy AI.

They're forever releasing new guns and warframes, which are always inevitably going to require tweaking.  There's going to come a point where they've futzed with the numbers so many times they could have coded a program to do it for them -if they'd made the infrastructure for it in the first place.

The current core infrastructure they have, they're forever going to be bandaiding everything, and it's forever going to feel a little bit messy; if they patched up the core, building an algorithm to balance all new weapons and warframes wouldn't seem like such an insurmountable task.

Fixing numbers by hand works for the short term, but I'm looking at the bigger picture here.

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