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Nightwave + alerts removal feedback

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7 hours ago, No1Eye said:

Just remove nightwaves and replace them with the old alerts, just as easily and as fast as you replaced old alerts with the nightwaves.

you did not let both systems to be up and running for a while, just so to see flaws and stuff, coz you dropped it out there, by removing the old alerts at the same time and it fails spectacularly to its purpose.

well, kudos on that, now bring back the old nice alerts, and remove the boredwaves.

 

 

They should have implement the same technic that they did with Melee 3.0. Gradually. 

Keep the alerts and Nightwave at the same time and maybe see the players base appreciation or not.

That way new player could at least get some weapons and aura to get better from the start.

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GAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAH!

*sigh*

Well, Tuesday was... 3 day ago? And I documented my frustrations with said Wolf of Saturn Six at that time. Link.

I ran into him last night on Hydron. Holy ****. Level 75 again, face-tanks ALL the bullets. Luckily I had my ammo-regen Kitgun, but still, 4th time seeing him again, finally I'll get something worth all the time and anguish fighting him. Yeah, my first 3 times all I got was Molten Impact, but no one is that unlucky. Maybe I'll get the Wolf Motor or the Head, or the Wolf Sledge BP....

........

Another Molten Impact.

Who thought giving this guy standard mods as well as rare-awesomeness stuff was a good idea? Even the Acolytes don't do that stuff to players. They show up, they drop mods that only they can give you (even if you do have quite a few because you've fought them plenty of times before) and then they nope out. But the Wolf of S6? Frickin' Molten By-The-Lotus Impact.

When he never showed up, I wanted him to show up so I might get the new stuff he has. NOW that he DOES show up, I wish he'd go away because if I wanted another Molten Impact, I'd go run through Eris with my Ember Prime and Carrier.

This is not fun. This is not rewarding. This is being handed garbage after beating a human-shaped Lvl 100 Lephantis wielding a sledgehammer.

FIX. THIS.

 

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Posted (edited)

I started playing WF around 6 months ago. I usually don't play MMOs or F2P games, but the thing about WF that I liked was that, unlike those kinds of games, it respected my time. I'm not a teenager anymore and cannot spend hours every day playing games. Even WF's daily reward system seemed to respect me, by not punishing me for skipping a day (or more).

Then comes Nightwave. At first being able to obtain slots and built forma was very nice, but it quickly turned into a chore. Am I "engaging" more with the game? Yes, I am. But am I having fun doing it? I'm not so sure. I'll probably take a break of the game when reaching rank 30, because right now the feeling is too similar to being in a work assignment with a deadline or something.

Edited by (NSW)Netsphere
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Posted (edited)

As a new but not so new player ( Rank 9, been playing for like 200 hrs ), I think NightWave needs adjustments if it wants to replace the old alert system. The concept is good but the execution is just disappointing. I really think NW is a good way to introduce lore and side stories but right now it is just not good enough. 

I think my biggest problem is "Time-limited". Challenges are fun but when you are forced to do challenges when you don't want to it becomes a torture. Sadly since the creds may disappear when the event ends and I don't know whether I will still be able to get the rewards after that,  I have to complete all the challenges (of course I didn't manage to do that) in a rush. That takes up a lot of time and is really annoying, especially when you are still a newbie and there are many other things to do in Warframe. In addition, there are some challenges that are just impossible for me to complete, since it requires me to rank up to the highest level in Fortuna in only one week. It is also discouraging to those casual players who just want to play at a slow pace and gradually get the things they want. I think one good quality of the old alert system is that you can jump in at any time knowing that there are always things to get out of it, but NW is just...forced grinding.

In my honest opinion, each episode should be a permanent thing, so that everyone can engage in it at their own pace. However, finishing it fast / completing more challenges can give you more rewards (like credits or something else). You need to reach rank 30 in the first episode in order to unlock the next one, and stories should be unlocked gradually as you rank up.

Also, I think the reward system is also a big problem. I've seen some other guys talking about how DE wants you to buy more plat since stuff are harder to get in NW compared to the old alert system. But this will not encourage players to buy platinum, it will only discourage them and make them quit the game. I think a lot of players, like me, buy plats simply because we really enjoy the game. Like if you are having a good time grinding prime frames, you probably will also buy plats ( when you get 75% off ) to unlock more flashy outfits. Making too many things hard to get will only discourage people...

Edit: Also I've seen veterans saying that the rewards to them are just meaningless. Sure but at the same time for newbies, it's just hard as hell to get. Pleasing neither side I guess.

 

 

Edited by DevonRayMun
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6 hours ago, Mogrol said:

 

  • For the first time, as far as I know, in the history of the game you could farm for slots.

Dex Weapons come with a free slot. Farm them and sell the surplus Dex copies. Just a thought.

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3 hours ago, DevonRayMun said:

But this will not encourage players to buy platinum, it will only discourage them and make them quit the game. I think a lot of players, like me, buy plats simply because we really enjoy the game. Like if you are having a good time grinding prime frames, you probably will also buy plats ( when you get 75% off ) to unlock more flashy outfits. Making too many things hard to get will only discourage people...

I'm with you there, every time DE releases good content, i buy some plat. With discount or not. When The Sacrifice was released, Fortuna, everytime i enjoyed new stuff. And even though i could really need some plat right now, i'll not buy it anytime soon with this mess that is nightwave. No matter how many discount coupons DE will throw at me at login. Voting with my wallet.

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The changes for season 2 from the devstream sounded like a step in the right direction. Co-workers were distracting me so I couldn't fully concentrate on stream however...did I hear correctly that the "with friends/clannies" challenges will remain but will additionally allow alliances? Ugh...

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Posted (edited)
42 minutes ago, (PS4)Elvenbane said:

The changes for season 2 from the devstream sounded like a step in the right direction. Co-workers were distracting me so I couldn't fully concentrate on stream however...did I hear correctly that the "with friends/clannies" challenges will remain but will additionally allow alliances? Ugh...

They said they'll "reduce" it, see the vid starting at ~25:50, series 2 gonna be "different story", "lot less grindy", "less fear of missing out", "reduce endless mission grind", "reduce the forced multiplayer stuff".

I'd like to see it removed completely though, no mentioning of the inventory checks (ayatan). It's a start.

Edit: Listening to it again Reb is indeed saying something about clan acts now include alliance members.... ugh, like that would change anything...

Edited by TheFBD
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2 hours ago, TheFBD said:

I'm with you there, every time DE releases good content, i buy some plat. With discount or not. When The Sacrifice was released, Fortuna, everytime i enjoyed new stuff. And even though i could really need some plat right now, i'll not buy it anytime soon with this mess that is nightwave. No matter how many discount coupons DE will throw at me at login. Voting with my wallet.

Well ill be voting with my wallet and buying plat.

Because I disagree with you.

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6 minutes ago, hazerddex said:

Because I disagree with you.

Fair enough. This is not like math where there is a definite right and wrong, and i will not try to change your mind and i appreciate you didn't try to change my mind.

You have your opinion and i have mine. We'll see what DE makes of this 100+ page thread in the future.

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With the new changes discussed in the devstream coming for Act 2 of Nightwave, I was hoping for some clarification on something. When they said there would be a catch-up mechanic and some Evergreen stuff does that mean there's potential to get rewards from Act 1 of Nightwave? I'm not talking just the Wolf drops, but also things like the emote, armor, etc from the Wave itself. I think it would be a really good gesture on DE's behalf if part of those evergreen rewards was a way of getting items from previous Nightwaves that you may of missed over a longer period of time: Once an act ends, unique items (armor, emotes, decorations, emblems, sigils, mods, etc,) get added to a Nora's Collection of sorts that you can use farmable credits on. I know some people will feel that detracts from the value of those items, they won't be as exclusive as before, but in my opinion Nightwave's battlepass system really doesn't seem to mesh with the rest of the game's and DE's own stated policy on events where nothing is truly lost forever. If nothing else, I hope something is done about this first Act's rewards due to it being the initial one and not being the smoothest start for the system.

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They were far far far too vague to say season 2 will "fix" Nightwave, IMO. (I really don't like the direction they decided with LESS Acts giving more standing... what we needed was more choice... it just feels like when you can't (or don't want to) do an act, you'll be missing even MORE standing than you do now.)

They were going to "reduce" the forced multiplayer stuff... instead of remove? Ug.

At least they're reducing the length of time in the survival type stuff... possibly sounds like they've changed bounties to stages completed, instead of entire bounty chains completed... so SOME things WERE heard correctly, and for that I am glad.

Anyway, will need to see the changes before I can say much more about that... just from what I've heard so far, a lot seems illogical in concept, already - not fixing the issues - it reads like they don't understand what some of the issues were.

 

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Posted (edited)

[Edit: When typing this, I had not found out that The Wolf would not be leaving at the end of Saturn Six. This fact changes...almost everything, really.

The issues with the wolf? Almost all caused by him being a short-time thing. If he becomes a permanent part of the game, Wolf's issues are ALL fixed.

The time-limited rewards? Most of the rewards that could disappear could very easily become part of the Wolf's drop-table at some point in the future. Those that couldn't could be obtained through other ways (except the umbra forma, but that's probably coming). 

I still cannot stand the structure of Nightwave and love how parameters can be messed with in an alert to give players some unique experiences. Also, the cred marketplace is just giving the game another currency (which disappears at some point). It's also really annoying that this whole tale never involved any player interaction (through the syndicates?). Overall, I'm still not happy with Nightwave, but I will still occasionally check my radio...but, it still needs to be removed.]

 

So, now that Nightwave is winding down, here are my final thoughts about this whole...thing.

As far as my gaming habits are concerned, Nightwave does not exist.

The "story" of this whole even barely existed, the replacements for Alerts were structured like a really bad mobile phone game and FELT LIKE IT, and DON'T EVEN GET ME STARTED ON THE WOLF!  I cannot think of a single positive element of Nightwave, other than the end of season 1 being a perfect time to remove it from the game. In the interest of not feeling bullied into playing a game, I'm pretending that Nightwave was a figment of my imagination and never interacting with the ship radio.

I fixed your game for you. You're welcome, DE.

 

[Edit, with what I now know about how things will work going forward, I'm really sorry I said this. I still have issues with this update, but, with my new understanding of how the wolf would be part of the game going forward, my final comment became very inappropriate, and I apologize.]


 

Edited by Helios5868
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Great, sounds like they heard what pissed everyone off & decided to take it slow in fixing the issues, why the hell didnt they do this in reverse? Trickle the NW in slowly, test the waters then gauge the reactions, find what works & what doesnt, instead they went whole hog & rammed this thing down players throats as fast as possible.

Frankly, ill still give them a chance, ill wait to see what they consider a Fix for the aspects of this festering wound on an otherwise healthy system.

But if I feel half the aggravation ive felt the last month at this circus of lunacy, ill be taking a break until they pull their heads outta their.....well lets just say it'll be a loud POP when they do.

Anyway, heres hoping folks!

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I agree the info we got is just too vague to really have an opinion on it.

To me the crucial part is how this "catch up" will be handled.
If it just means that unfinished weekly challenges go into a box for two weeks and pop back out after you tackle the live challenges ... I am not sure that would fix anything.
For people who have trouble investing the demanded time to begin with, it would rather lead to a stockpile of undone challenges with a delay on "missing out".

But it could also mean that they archive all challenges, and remove the hard end of the event. Knowing the event stays accessible even after the "live" version ended would indeed remove a lot of the stress-factor. Plus, players who start playing WF later on would have it as extra content.

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Posted (edited)

It's been a while since my first post on this thread. Update: I'm no longer playing the game. I'm not saying night wave killed my desire to play, but...well i guess i am saying that. Skinner box, plain and simple. In a perfect world i guess i wish DE would stop with the pointless grinding and focus on real expansions that truly diversify the content the game has to offer instead of doing the same thing in different places. Let the game die off a bit and then come back. No need to string people along for mindless content. Oh, and while i'm being outrageously rational, how about they drop the f2p crafting timers too.

Edited by Safe4Consumption
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Posted (edited)

According to what the devs have stated in the devstream concerning the nightwaves, it certainly feels like they are taking things to a better direction on that one, but still, i am not convinced by how much this will be any different, unless i see it up and running for myself first, plus, how a new player would feel for them and so forth.

so, let's wait for it to go live and then give the feedback.

i would certainly love to see the nightwaves be taken out and the old alerts to be returned, for many reasons i have stated as my feedback on this thread in the past, but let's wait and see how the episode 2 plays out.

how much pressure it will end up having, how less grindy it will end up being in comparison with the 1st episode and the old alerts as well (as they were).

how accessible will it be by new and newish players, how much enjoyable will it be and how much out-of-our-way gameplay will it be having for getting each tier's reward.

let's not forget that nightwaves are a replacement of the old alerts we used to know and access so easily and be rewarded so fast, so a comparison with the old alerts must be made as well, on each change they do on them, so to see the good and the bad.

i will certainly not like the change they are making to some of the acts stating with a friend or a clanmate to being acts with an alliance member, coz it is basically a similar thing, so, i feel like this is not a change to a better direction at all.

nightwave challenges should not have this restriction of running them with anyone at all.
those who want to do them solo, they will do them solo.
those who want to do them with friends, clanmates, alliance members and so forth, they will do them with those.
but forcing people to do them with others, otherwise you will not complete that specific act type of a deal, does not strike me as something being very good to have in there.
if we want to do them with others, we know the way, there is no need to be forcing us or leading us to do so.

 

Edited by No1Eye
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As it stands, I do not enjoy Nightwave in the current iteration. I've posted some minor gripes earlier, but to be quite honest, they're one of many reasons that I felt pushed away from the game. There are many factors to this so there's no need to go into detail within this specific post about anything other than Nightwave itself.

 

My biggest issue is that, while I'm in favor of rewarding players' dedication, I do not appreciate being subjected to extended time sinks from the game. There are so many things vying for our already limited time and Warframe being another one of them is not rubbing me the right way. I know that the seasonal approach may seem like it's lenient or enough time to provide, but realistically, popping on and getting slapped with weekly Nightwave challenges when you've got a weekend (or maybe only a couple hours) to try and clear them before they are shuffled off and you have a brand new set of challenges to not complete is really disheartening. It's the same problem generated by the previous alert system, if you don't have the time, you're going to miss out. This time, the rewards seemed actually decent. Which is a shame, because at this point I'm not going to be able to get any of the rewards I'd like from this first go unless DE decides/figures out a way to allow for standing to be earned for previous events. 

 

I get that the goal is to continue, as live service models tend to do, to attempt to keep players engaged with the game by stoking the fear of missing out. I don't think that's a great way to create player engagement. Folks that are already dedicated to a live service game will continue to focus on that game primarily, even if they wander away for a while, they'll return so long as the game is able to maintain interest. Nightwave in the present state doesn't do that for me.

 

I'm fine creating a barrier for entry. I'm fine with creating a challenge to obtain gear. I'm not fine with arbitrary time limits imposed as a means to pressure players. This is exactly what we didn't want. We'll see how the second round goes, we've already got RNGsus to contend with, we don't need harsher forms of grind to compound this ever-present arbitrary limitation.

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Hi everyone! I waited for the Devstream before I posted my opinion in case DE addressed the points I was going to make. They barely touched on the topic of Nightwave (and said nothing about Arbitrations), instead spending half of the time on cosmetics, so my opinion remained pretty much the same. I hope you find my feedback constructive.

A little background: I am a solo player (mostly due to both my Internet and PC being what they are) with 670h of play time and I got to the rank 30 in about 8 weeks. Please remember that I am speaking for myself and as much as I sympathize, I can’t fully enter a new player/hardcore veteran mindset. Here is what I think about the Season 1.

1. Daily/weekly missions:

Missions should be skill-based.

I am OK with Orb/Eidolon hunting tasks, even though I never killed one – it’s fine, I play solo/casual, can’t do them yet, I skipped those missions. I am not OK with missions with friends. I did the “5 sorties in 1 week” (skill) easily, but I couldn’t get the “1 sortie with a friend” (player independent) done. Some people are forced to solo for technical or personal reasons. I’ve seen posts on the Forum by people who physically lack coordination or have no social confidence, who play solo because of other’s criticism of their team play. It was the first time I was 100% locked out of content, and it did not feel good. Missions should be possible (not necessarily easy!) for everyone.

More is more.

Not the other way around. By introducing less missions, you will make people who can’t do them lose more standing per week. I get that it allows for faster catch-up system, but this is easily fixed by not making people do all the current tasks before you can catch up. Just make the old ones pop up in place of completed one by one. Also, if  there is stuff like Ayatans or Perfect Conservations every week, that some people find hard to complete, your version of catch-up may frustrate many players by forcing them to do these things. Some argue that you do these weekly tasks automatically, just by playing. Please remember that everyone likes to do something different. More missions every week with a weekly standing cap, rather than “you should be OK if you miss 35%”, would allow people to actually do what they like more often and reduce burnout.

Standing amounts need more variation or missions have to be better adjusted.

Killing 150 enemies does not equal deploying a glyph, and 1-hour survival does not equal five sorties in a week. Amounts need to be adjusted to difficulty of a task, and tasks have to be predetermined (more or less), to avoid past missions becoming worth much more or much less when you think back. Have the same amount of standing every week, but distribute it differently. Missions need to be ‘priced’ according to difficulty/time consumed/repeat numbers, and not in a rigid 1-3-5k way.

Missions are too repetitive.

I am not talking about “Complete 3 missions X”. I am talking about the same mission coming up every other week. Reducing 60 minute survival to 30 is pointless, difficulty was never an issue, as Nightwave is not new content (at least mission and mechanic-wise). Warframe is full of potential simple mission ideas, and I was very disappointed in the lack of variety. One of the ideas I had was to include riven unveiling-like missions. Not the “Headshot a Tusk Ballista while backflipping from a Dargyn five times in one day” kind, but there are so many I would rather do than three mobile defences, a.k.a. listen to Octavia’s 1&4 for 15 minutes. I have a more detailed idea for getting some standing the end of the post, please check it out and let me know what you think. The more variety, the more engaged your players will be.

Timer. Please give us a timer for Season 2. I get that this was a test run, but PLEASE give us a timeframe next time. Not knowing how many weeks you have left is one of the top reasons of burnout and fear of missing out.

2. The Wolf encounter.

Wolf encounter probability is bad.

The Wolf found me four times. Twice during week 4 or 5 (same day!), and twice this week. Once per 2,5 weeks on average, with me playing daily. My solution would be to make Wolf an optional miniboss. For example: you found Fugitives > you captured two > you get a message saying they deployed a distress beacon > you destroy the beacon (or get out of range) > continue mission OR you let it signal the Wolf and he arrives to help the Molotov Brothers. This accomplishes several things: higher spawn rate, no players complaining about being not geared, new players are able to ignore him. A player in a team destroying the beacon on their own may be an issue, but how is it worse than what we have now? I am sure you could find a workaround. Make the season’s Big Bad an opt-in encounter, not an RNG unicorn.

Wolf is dumb like a bag of sand.

Encounters 1 and 2: speedrunning Lith relic exterminations, Wolf spawns at level +/- 11. I am invisible (Loki). I empty a clip from 6-forma Amprex at point blank range in his face. Takes a full clip to kill him, but he does not even move. Even grunts in Warframe try to shoot at your last location if you are invisible and follow you if you use loud weapons. Thumpers and Dargyns have some kind of Orokin magic in them allowing to ignore your invisibility completely sometimes. Wolf just stands there and tanks. Encounter 3: leveling gear. Still the same blind Wolf (lv 38), with three irritating extras this time. Fighting with level 5 Pangolin Sword is obviously like sculpting marble with a feather, Amp does very little (2-2-2 gilded), I think I saw the health bar move after 15 shots or so. Decided to bail, Wolf does not follow, because blindness. Encounter 4: running Axi relics. Level 48 Wolf dead after 70 Catchmoon rounds (2 forma, no riven). Fight took 2-3 minutes, and consisted of me walking backwards in a circle while invisible, because this time he actually followed me. I let him attack me a little, and honestly it felt like the Molotov Brothers were out-damaging him. He has no interesting mechanics to him, he’s just a bullet sponge, which is not the same as difficulty! Make the Big Bad actually dangerous and unique!

Lack of rewards.

Wolf is known mostly for dropping Molten Impact (as he did twice for me), and that’s not OK. The fight is not rewarding at all considering how rare it is for most players. I get that he will be a permanent addition, but still. Why in the Clem’s name is he not dropping Wolf Creds? If I had a currency named after me, I’d never leave house without some. Make fighting the Big Bad actually worth our time!

3. Rewards.

Rank 1-30 rewards are pretty good.

I liked the variety with some mods, some cosmetics. I loved the Kuva. Not much to say here. I would consider reducing the ranks to maybe 25 to reduce burnout and focus a little on the prestige system, but that’s a large, event dynamic-changing step. I was happy with the rewards, but also happy to be done with them.

Prestige system is a joke.

After I saw it I stopped caring and am actually not sure if I ranked up more than once since rank 30. I stopped doing Nightwave missions altogether, at least consciously. I check the missions on Monday, laugh, and do what I want, not Nora. My solution would be obviously to increase the reward, but also to add some variety. As I recommended earlier to put a cap on weekly standing, I’d remove it for prestige. I think 50 Wolf Creds would be much better, maybe in a Wolf Creds – Kuva – Endo sequence and something fun every 10 ranks. Maybe all 3 or a small booster? Remember people hoping that prestige would give the same rewards as ranks 1-30? Yeah. There is no point in doing the prestige system right now.

Wolf Cred shop has no interesting items.

Fortunately for current prestige system, there is nothing worthwhile in the shop. If someone played for more than 2 months and did not get the helmets before Nightwave, they probably do not care. I get that auras are nice, and new players need Nitain. I bought the decoration and as many catalysts as I could just not to waste the Creds. I would love either more unique cosmetics, or some kind of a currency exchange. I would, for example like to purchase void traces, as I am always low on those. Shop is mostly for new players (Which is OK! They need this stuff!), but Wolf Creds are pretty useless, at least for me.

4. Lore.

Nora who?

Unless I missed something at the beginning, we just trust this person with pretty much no explanation. Her rants became a little repetitive after a while, but that doesn’t bother me much. I would love some physical introduction to the character. Like the Corpus raiding her radio station and us helping her relocate in a rescue-like mission. I feel no attachment to her.

Wolf’s motivation.

There are topics on the Forum already how his story is full of holes. Yes, we don’t know his full story (to quote Nora: “news to me too”), but why would he antagonize the Tenno? He is an escaped convict, and Tenno are people who in three days can destroy for example a Fomorian, that took months to build, while being extremely reluctant and complaining how easy it is all the time. Maybe it’s in Wisp’s lore, but I’d like an enemy with a plan.

5. “Bounty Hunting +” system

This is a draft of a proposal for Nightwave task, I’d love to see your feedback. It can be implemented as some capped standing per week or an alternative for catch-up system. The idea is to have few marked enemies every week and to get Season standing for killing some of them. Simply killing would not be very efficient though, unless you do it in a specific way. There would be a set of modifiers, looking for example like this (numbers of course to be discussed):

Task:     kill 50 Bombards (200 standing)

a) with a melee weapon (+100)

b) with a polearm (+100)

c) with cold damage (+100)

d) in a lv. 40+ mission (+100)

e) in one mission (+600)

Modifiers have to be fulfilled in sequence, so killing 50 bombards with a primary weapon in 1 go will yield you only basic standing. So you can get from 200 to 1200 standing per repeat, as this is meant to be repeatable, but capped. The better you are, the less repeats necessary, but also the basic standing will be earned passively as you play and kill these enemies. Let me know if this is worth discussing here or in a separate topic.

TL;DR: Playable, not 100% enjoyable. Needs a lot of work and will still never satisfy everyone. I think that overall it’s a large improvement over old alerts, at least for my caliber of a player. It left me hoping for upgrades rather than despairing over the flaws (of which there are many).

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3 hours ago, No1Eye said:

i would certainly love to see the nightwaves be taken out and the old alerts to be returned, for many reasons i have stated as my feedback on this thread in the past, but let's wait and see how the episode 2 plays out.

I strongly believe both could be merged into something better.

Purely in terms of actual ingame activities, I think NW`s daily/weekly challenges are the better system.
They have more variety (with a lot of headroom up from what NW1 offered) and work well for showing (new) players what`s on offer in the game.
If they would just pop up and give us direct rewards like the Alerts did, I would be quite happy with it.

I think it`s possible this is actually what DE are heading for, they are probably just (over-)selling the work-in-progress (of coding challenges) as "event".
However, the NW "event" in itself remains the most unpleasant experience I had on Warframe. I hope I can regain my love for the game once it`s all over.
 

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So at first pass, we are seeing some concerns rise to the top:

  • Ayatan Challenges - too RNG dependent.
  • Survival Challenges - too long in one sitting.
  • Friend / Clan Challenges - "I have no friends/my friends don't play Warframe".  

For some of these Elite challenges, we were attempting to speak to the endurance runners, but it seems we may have missed the mark - if you liked it, or didn't like it, comment below. In the end, we wanted to make a series of challenges that spoke to every type of player, but we do not want to do so at the cost of enjoyment overall.

  • Ayatan challenges dont feel like challenges once u got the 4 rooms implemented in your head
    would be nice if there were, elts say 30 minirooms in a pool, and every challange has 3-5 rooms that u need to complete, in a manner that theyre more friendly with directions? but harder than "i watched one youtube video, and now all of them are boring and i can do them with eyes closed"

     
  • survival challenges are great, the longer they run the tougher the enemies and the faster life support drops,
    Cutting this in a half will make this "elite challenge" laughable..
    also it would be nice, if farm-orientated warframes like khora / nekros / hydroid wouldnt make enemies drop more lifesupport, because this way one or two of them become more or less mandatory for creating a team to take on the "challenge"

    cutting time in a half is fine, if you double the speed at which enemies gain levels and increasing life support drain, returning it to its original difficulty
    i enjoyed the kuva challenge last week, since it actually felt like its tough to some degree (unless ure super high end geared and choose op frames, such as saryn)
    note: i failed twice at it first... making it actually feel like a challenge, unlike afkfarming other elite missions (frost prime made 40 round defense a joke...)

     
  • warframe is meant to be played multiplayer, all aspects of the game point towards that! (although i despise taxing and carrying newer people, because they get into an enviroment where theyre completely useless and also overwhelmed by the game itself, whic his neither good for random people they go with, nor is it beneficial for them growing as tennos
    also: giving solo players what they want means spoiling their unwillignes to socialise, which is a) bad for the game b) bad for their personal life
    look at it like this: urging people to play together because of game mechanics, improves the social skills of socially awkward ppl + as a company you are even helping them out with their personal problems (not being able to/ refusing to socialise is indubitably a symptom of a bigger problem)

and a personal one:
making nightwave challanges more accesible and feasible by combining them with other rewarding missions would be nice
for instance, i waited almsot half a week to find a nice defense fissure to farm rare ressource, do relics and complete 40 wave nightwave challange
i bet alot of people dont even try increasing their efficency with their nightwave mission by combining it with other missions and therefore complain how dull it is, but thats their own shortcoming, not DEs

Dont touch the wolf, he is not the problem, the players are the problem, that refuse to equip 1 out of 3-5 weapons to kill him
All that you have to do is include one weapon to kill him with, as i know we tennos are armed with a setup of multiple weapons, namely primary, secondary, melee and heavy gun later, some even have an exalted weapons so, if youre in a squad of 4 people... that means 16 weapons, if one of these weapons cant take on the wolf, then you and your squad dont deserve to be able to kill him, since it is your own fault for not taking one out of 16 weapons to kill this boss
stop blaming game mechanics for your own bad decision when u enter a mission!
"i want to farm MR effectively and dont have any guns that can kill him" eeeeeeeexactly u want to farm MR, u dont want to kill the boss if he appears, so either start equipping a decent weapon or stop these pathetic complains about yourself being too weak

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I like the concept of Nightwave but would have liked to keep the alerts mainly for just jumping in and playing with random people. Now I cant do this as I have to trawl through the planets and nodes just to find a squad to play with. It's very very frustrating

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9 hours ago, Kakoii-is-cool said:
  • warframe is meant to be played multiplayer, all aspects of the game point towards that! (although i despise taxing and carrying newer people, because they get into an enviroment where theyre completely useless and also overwhelmed by the game itself, whic his neither good for random people they go with, nor is it beneficial for them growing as tennos
    also: giving solo players what they want means spoiling their unwillignes to socialise, which is a) bad for the game b) bad for their personal life
    look at it like this: urging people to play together because of game mechanics, improves the social skills of socially awkward ppl + as a company you are even helping them out with their personal problems (not being able to/ refusing to socialise is indubitably a symptom of a bigger problem)

Waframe is entirely feasible solo. There's no content in the game currently that cannot be taken on solo. Raids were the only exception to this rule. There's zero reason to force people to play how they don't want to play. As for your assessment of people's choices for playing solo: don't come onto a game forum and preach that a company ham-fistedly implementing a system which excludes people's preferred playstyle is a good thing benefiting the players when the game itself does nothing in any other form to discourage this.

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So the friend challenges don't get any better and count for more standing? How is that an improvement for next season?

My alliance is less active than my clan. 

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Just please get rid of Nora.  She is bearable for a season, but if she is the new face of a new system I have to interact with daily it sets up a system where annoyance from nora is balanced against the perceived rewards.  I already take long breaks from playing.  I don't need another reason to not play.

She is immersion breaking, nothing says space ninja like an 80's radio PI broadcast.  She would fit if we were on a one time investigative quest, but as a general quest giver Darvo is a million times better.

Even Clem just saying 'Clem' in different inflections would be better than Nora.

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