Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

What are your end game ideas?


Nash
 Share

Recommended Posts

5 hours ago, (PS4)leduanjohan said:

Endgame for me would be leaderboard competition for missions that could actually satisfy a leaderboard system.

I'll share my idea.

First, I'm gonna explain reasons why leaderboards don't work for me in their current state. And then, I'm gonna suggest how to make endgame missions that satisfy a leaderboard system.

Leaderboards for endurance missions are meaningless due to the nature of the endurance missions and the lackluster state of the leaderboards.

These are the reasons that make leaderboards for endurance missions meaningless:

1.- Endurance missions are endless. Take defense for example, no matter how fast and efficiently you or your team managed to complete say 60 waves. Another team comes in, takes 5h to complete 65 waves and they are placed higher on the leaderboard.

2.- Fissures and regular endurance share the same leaderboard, and leaderboards don't highlight whether the mission was done in a fissure or a regular mission.

3.- The leaderboards are lackluster. They don't show enough parameters to indicate how efficiently or competently a team performed. For the most part they only show the time it took for the run to be completed or the number of waves. Take kuva survival for example, one team defends and extracts all kuva for an hour and leave, not losing a single capsule. Then a lone tenno goes in with Ivara covert lethality, defends no capsule, gets 0 kuva, but stays for 1h 1min getting higher placement on the leaderboards.

4.- What is the point of having these leaderboards when one team composition will always be most optimal for a type of mission, making only one team composition competitive.

My suggestion: get rid of the meaningless leaderboards and create endurance missions that can actually satisfy a leaderboard system.

Steps to accomplish this suggestion:

1.- Create non-endless endurance missions that last for 1h or 1h 30min on average. Make them have a final time or wave. Of course, keeping the option to extract early, but no option to go further than the established time or wave. Auto extract once the final time is reached or final wave completed. Or, if auto extracting doesn't feel too smoothly in a survival for example, freeze timer and stop enemy spawn, so that players have no choice but to extract.

2.- Create leaderboards for these non-endless endurance missions that take into consideration more than two parameters to decide the placement on the leaderboard and to indicate the efficiency of the run. For example, in order of parameter importance:

Survival: time of the run (capped at 1h) > capsules activated (the less the better) > total number of enemy kills (the more the better)

Defense: number of waves completed (capped at 40w) > time of the run (the less the better) > total cryopod damage taken (the less the better)

Kuva Survival: time of the run (capped at 1h) > number of kuva extractors successfully defended > total number of enemy kills 

Excavation: number of cryotic extractors successfully defended > time of the run (capped at 1h) > total number of enemy kills

Interception: number of waves reached (capped at 16) > time of the run > number of enemy kills

3.- Apply to these missions the same format that elite sanctuary onslaught uses: the tilesets remain the same for a whole week (or two weeks?) until leaderboard reset. The intention behind this is to provide fairer competition. If tilesets were random some teams would be luckier than others because some tiles are better for enemy spawns or provide more strategic locations for fighting the hordes of enemies.

4.- Make the game assign what warframe and what type of weapons are allowed for the endurance missions, let the game dictate the loadouts (not the mods, just the loadouts so as to not undermine player progression entirely). And make this mandatory loadouts last for the whole week. Each endurance mission type will have its own specific loadout, and these loadouts will remain the same for the whole week, until leaderboard reset.

The intention is the same as above with the tilesets being the same every time, fairer competition. For example, take sanctuary onslaught. A team composed of atlas, trinity, loki, and titania, all armed with daggers, bows and pox, will never have a chance against a team composed of equinox, volt, saryn, and rhino, all armed with polearms and whips, arcaplasmor and catchmoon. So in order to make competition fairer the game will have every player or squad pick a specified loadout and warframe to participate in the missions for that week.

5.- These missions should also be either 4 man only or solo only. And have a separate leaderboard for solo tenno as well so that there is no confusion between group or solo placement. Players will be able to compete in a solo or squad category. Both categories, solo or squad, with their own loadout specifications.

There are at least 8 endurance mission types in game already, so this would mean that there would be 16 different non-endless endurance missions (8 solo, 8 squad) each week to pick from. Each with its own loadout and warframe requirements. They would reset weekly or bi-weekly along with the loadout requirements and the leaderboards.

6.- Make these missions extra challenging. Besides having the game decide what type of weapons and warframes are allowed, make the missions harder by limiting gear number and options (no 200 large energy pads, no specters), increasing enemy starting level, increasing scaling speed, adding mini bossess in intervals (assassins, rathuum, index, or orb vallis enemies), etc.

7.- Make these missions extra rewarding. A reward for mission completion and a reward to top 3 places on each leaderboard.

For completion of mission the reward could be a riven for one of the weapons that the game-mode required players to use.

For leaderboard reward the idea is a bit more complicated. First, make players pay a fee to be allowed to enter the missions. The fee can be a sought-after resource like endo, kuva, or ducats. 

Example: Say, 2 ducats per player to run the survival non-endless mission. After the leaderboard reset, reward top 3 players or teams on that mission with the accummulated resources (ducats in this example) that were used by all players to access the mission. For example, 50% of resources accumulated for 1st place, 30% for 2nd place, and 20% for 3rd.

These missions would accomplish a few things. They would require team play (for team category at least, and for complition reward) which is almost non-existent in the game bar eidolons. This would give a good reason to playing with clanmates and friends. The nature of the missions would also make it really easy for clans and alliances to organize contests and events based around these missions. And these missions would bring to the game a piece of content that wouldn't feel so repetitive as each week the requirements and tilesets (setting) change for each mission type. The game-mode would also incentivize players to build all weapons and warframes in order to qualify for the mission requirements.

Problem with that is that, there will always be an optimal set up to get things done. Thats unavoidable. Missions where you have to kill brainless enemies is a resident sleeper I'm tired of killing a S#&$ ton of enemies you are practically saying this.

You want the game to pick what weapon or which frame you should use?What if I don't want to play Loki? With Leaderboards? I don't really consider that to be endgame. I would prefer to take my 5 forma Braton Prime into a mission than be forced to use a boltor prime when I don't even like.

The addition of bosses or assassins would be nice. But at that point you might as well just have a Bloody Palace like DMC3-5. Where enemies spawn in and get harder and much more difficult to kill as time goes on. Quality over Quantity.

End game to me is something like this

~ Wailing Eidolon - Expedition~
 - Requires Adherent, and Surah. Requires 100 Eidolon Hydrolyst Captures. Can be done Once per Cetus Day. A squad full of clan members have increased drop rates for rare items. 
 - "Tenno, the Unum sees danger looming deep within a grineer dig site. Head there immediately and Destroy the source of her worries." - Onkko
 - 2-6 Player - 1 Life only. The Caves Sentient Energy is interfering with your Transference limiting your revives. You can be revived by team mates but if your timer hits 0 you are not allowed another life. This is geared to more Advanced players.
Can be cleared Once per Cetus Day.

 *Stage One - Exterminate the Thralls
  - Head the Caves of Otowan, there in the first cave you will find enthralled grineer, (similar to revenant thralls) defeat all of them, Last Enemy units will be 2 Tusk Version of Grustrag Unit carrying a HEK shotgun and a Brokk Hammer. After their defeat, head deeper into the cave.
    Heavy Tusk Thrall(Shotgun)  Heavy Tusk Thrall(Brokk Hammer)
      Lvl.50 HP: 200,000                 Lvl. 52 HP: 225,000  Both have Crit Resist: of 12% and Damage Reduction of 20%
Critical Resist - Yellow Crits turn into Regular Damage, and Orange Crits back into Yellow crits so on so forth reducing the damage taken on the boss by a small amount.
Snipers have reduced damage against Expedition Bosses, but they will have marked areas on the boss similar to Banshees sonar that will allow Sniper to do its full amount of damage from time to time. (Blast Proc knockdowns on Ground level Field bosses immediately illuminate their heads opening them up for full damage head shot multipliers.)
Status Effects affect these bosses but you need a couple of procs for it to be effective for example if you are using blast damage it will take 8 procs to cause the field boss to be stunned or dropped for a few seconds allowing you to do slightly increased damage. But when they get back up they will be immune to anymore procs for 20-30 seconds.)

**Stage two - Ghast
- Sneak inside the grineer base within the base to find the 3 consoles, hack into them and gather the key codes to input into the door leading to the next cavern.
- Alerting the alarms will fill the base with Vay Heks stockpiled poison, Wiping the players and ENDING the mission. 
  - Inside the cave there are Cameras and Laser Trip-wires that cannot be destroyed and follow a specific pattern (similar to corpus spy missions)

  - Remember the codes in the order they were obtained because that will be the order to put when you get to the locked door.
- Inside the cave, you will find a Raptor-RX sized Vombalyst Fossil, With Widen Eyes and a moving maw surrounded by nearby grineer equipment. press "X" on the fossil to start the battle.
  - This Vombalyst Fluctuates between physical and ethereal form. Ghast recovers health while its ethereal. Use operator or physical damage to force it back into Physical Form. Vombalyst speed toned down.
    - Ghast Lvl. 55 HP: 2,000,000 Damage Cap of 300,000 Crit Resist: 20% and Damage Reduction of 24%
- Attacks
      - Foward dash, leaves behind corrosive residue on the floor. CD 20 seconds 50 DMG per Tick, 200 DMG when hit by Dash.
      - Plasma Beam, Open Mouth and fires a beam from it, Tracking the player while slightly lagging behind. 100 DMG per Tick Lasts 3 seconds. Clears Buffs. CD 30 seconds.
      - Plasma Burst, charges a fast thin beam, Beam Animation lasts for 5 seconds builds up a energy bubble then when it pops a beam blasts forth. 500 DMG. CD 50 seconds.
      - Seeking Bullets, Similar to the hydrolyst seeking bullets, Ghast summons Balls from the floor that soon explode releasing projectiles. CD 30 seconds.
      - Vacuum Laser, Picks a players last location creating a small magnetic area pulling in players within 5 meters with a slight pull, before releasing a powerful laser that does 1000 DMG/per second. CD 40 seconds.
      - Black Hole, Creates a  Giant Ball of Swirling Magnetic Energy, dragging in players within 20 meters. 300 DMG per hit. CD 30 seconds. (Being hit by black-hole removes all buffs/abilities. Abilities cannot be casted during Black Hole.)
- Buffs
      - Damage boost, Lasts for 15 seconds and increases Ghasts Damage by 30%
      - Resonance, Summons 3 Vombalysts every 70 seconds. If they are not killed within 15 seconds, Ghast will detonate releasing an Energy Spike Destroying shields and doing 300 to Health.
      - Revival, Ghast breaks its armor into 4 segments while its ethereal form starts healing in pulses recovering 50,000 health per pulse. (Shoot the Armor segments to get with your              weapon or blast them with void energy each segment requires 10,000 Damage to reattach it back forcefully onto ghast.) 3 Pulses, and Revival lasts 15 seconds.

 Drops

- On Death, Rewards 20,000 Focus/120,000 Affinity. 5 exceptional cores 2 Flawless Cores, 3 Brilliant Eidolon Shards. 
     (Focus Caps at Daily/Affinity Applies to Most Used.)
     - 4,000 Kuva on Death
     - 2,000 Endo on Death
     - Eidolon Brilliant Shard On Death
     - Various PoE Gems
     - Chance to obtain Burning Sentient Core
- Chance to Obtain Technique Glyph for Primary: Black Hole Laser, A Technique Lost to Time, now recovered. Put foward your hand extending your energy outwards. Draw in enemies forcing them towards your focal point before hitting them with your furious light. CD 15 seconds. Hits 4x, DMG/Crit/Crit DMG depedant on rifle.
- Unranked Black Hole Range 4m, Laser Range 8m DMG 100% of your rifle DMG. Requires 2,000 Endo, Teralyst Articula Challenge: Defeat 300 Enemies with Black Hole Laser to upgrade.
- R1 Increases Black Hole Range to 6m, Laser Range to 10m, DMG increased to 160%. Requires 6,000 Endo, 5 Brilliant Eidolon Shards and 100,000 Focus Challenge: Defeat Eidolon Teralyst with a Rifle to Upgrade.
- R2 Increases Black Hole Range to 8m, Laser Range to 12m, DMG increased to 220%. Requires 8,000 Endo 10 Radiant Eidolon Shards, And 400,000 Focus Challenge: Defeat Eidolon Gantulyst three times with a Rifle to Upgrade.
- R3 Increases Black Hole Range to 10m, Laser Range to 15m, DMG increased to 300%. Requires 15,000 Endo, 15 Radiant Eidolon Shards, 1,600,000 Focus, 1 Burning Sentient Core and a Gigantalyst Shard. Challenge: Kill Ghast with a Rifle to Upgrade.

Clearing in a squad awards you with a permanent 50+ Energy 3% Warframe Power Range on the Warframe used.
Clearing on Duo awards you with 50+ Energy 5% Warframe Power Strength on the Warframe used.

- After Ghasts defeat continue through the cave defeating Thrall'd grineers and Vombalysts. 
 
 ***Stage Three - Unlocking the Inner Cave
- the tunnel leading to the end of the cave is blocked with weird ethereal energy defeat the enemies to enter.
- This cave has Red Ore Deposits that is optional to mine.
- Survival for 15 minutes
- Endless amount of Thrall'd Grineers are spawning in defeat them, at the end of the timer an Eidolon Battalyst will spawn in defeat it and pick up its core. The core will remove the energy blocking your way.
- Continue through the caves till you reach the end defeating thrall'd grineers and Eidolon Battalysts along the way, their HP/Affinity are buffed slightly and their levels will at 80. Cave will not open until all are dead.
 

****Stage Four - Eidolon Gigantalyst - End Boss 
 *CD means Cooldown, meaning it cant use this attack constantly 
  *has innate 38% Damage Reduction. And 25% Crit Resist. Damage Cap of 400,000
- All players must inside to start.
- Enters a wide cave with Various Eidolon fossils like the ones out on the plains, crumbling, there is a waterfall behind the eidolon with its back to it. This room is also a gem deposite.
- Lvl. 63 HP: 6,800,000 Synovia HP: 900,000-1,100,000(4) Shields: 200,000 - Requires Operator to deplete shields, Does not recover shields after it is depleted.
- This Boss Cannot move, it is only a torso connected to the ground through a Large Bloom, it looks like a Gantulyst but its arm is shaped more like a cannon. Black, Gray and burning Orange Coloration. It holds itself up using its Rock Arm and Arm Cannon. Constant Howling as if it was in Pain at all times. This Eidolon Variant does not have homing bullets, so that frames that are weaker in armor ratings can enjoy this fight.
- This fight always begins with a Radiant Howl(this will clear all buffs and warframe powers regardless of anything you do, which means stacking void strike is pointless) followed by a Arm Cannon Blast.

   
   - Each Synovia affects both the Eidolon and the area in different ways, messing with the energy around it. A Disruptor at its finest. Each Synovia has 200,000 non adaptive shields.
     - Right Arm Synovia HP: 975,700
       - Buffs Eidolon Gigantalyst DMG by 10%-60% and small reduction to warframe healing depending on its HP, the lower its HP becomes the stronger the effect.
     - Left Arm Synovia HP: 900,000
       - Buffs Eidolon Gigantalyst Armor by 30%->50% and slightly reduces Warframe Jump and Air time depending on its HP, the lower its HP becomes the stronger the effect.
     - Left Shoulder Synovia HP: 1,072,500
       - Decreases Warframe Power Effiency by 40%->100% depending on its HP, the lower its HP becomes the stronger the effect.
     - Right Shoulder Synovia HP: 1,018,800
       - Decreases Warframe Power Strength by 40%->80% depending on its HP, the lower its HP becomes the stronger the effect.
- Destroying each synovia will cause the other synovias shields to go back up by half but the Eidolon will not go into an Invincibility phase, the Eidolon will release Energy Spikes, you have the choice of Attacking the body or the synovias when its sentient shields are depleted. Synovias that are Damaged recover 10% of their health when shields go back up. With each Synovia Gone, the Debuff becomes slightly Stronger by 5%. After the Synovias are gone the Gigantalyst will lose their respective buffs. And then you can attack it with your weapons, All synovias and the main body adapts to damage like a Battalyst, but when it is clear it cannot gain resistances for a full minute.

- Attacks
- Slam - If a Warframe is directly under it, it will raise its arms slamming down. dealing 600DMG.
- Knockback - If a Warframe is directly under it, it will take its arm cannon and swing from its left to right. 600 DMG. Knock Back.
- Orb Spectrum - A Soft Cry comes the Gigantalyst, 1 Orb rises from the synovias on its shoulders, soon detonating raining down energy pellets on the field. CD 25 seconds
- Rock Arm Swipe Combo, swipes its arm from right to left. 400 DMG per Hit.
- Magnitude 4 - Roars and Quakes the Cave dropping 3 rocks from the ceiling dropping landing in players last location. 400 DMG per Rock. CD 15 seconds. 
- Arm Cannon Blast - Gigantalyst holds itself up on its rock arm, pointing its arm cannon out. Fires out One Huge Energy blast shaped like slow moving napalm fireball. 2000 DMG, getting hit increases damage done to your warframe by 1x last for 15 seconds. Fires at highest DPS or Healer. CD 30 seconds. (hits through invincibility)
- At 50% HP, It can fire 2 shots.
- Rock Arm Slam, Raises its arm and slams it down releasing a shock wave of yellow energy that travels along the floor. 400 DMG. CD 20 seconds.
- Stab, rams its arm cannon foward charging it up then exploding when it retracts. getting hit by stab 500 DMG, Explosion DMG 500. CD 20 seconds. (hits through invincibility)
- Sweeping laser, Sweeps Arm cannon Firing a Laser from left to right. 
- Wailing - At 3,250,000 HP, Gigantalyst begins to wail and lashes out, slaming its arms on the ground constantly crying out, Warframe and Pet Shields are Depleted by its Wail cannot recover until its over. Arm slam does 550 DMG per hit, after flailing is done energy pillars similar to the Gantulyst come out the ground at once but with a shorter duration. - CD 50 seconds. (Energy Pillars hits through invincibility)
- Energy Spike - Sends out a 3 Waves of Magnetic Energy. CD 90 Seconds. Getting hit by Energy Spikes Jams Primary and Secondaries for 15 seconds.
- Energy Pillars - Similar to Gantulysts Pillars, the Gigantalyst ram his arm cannon barrel first into the ground illuminating spots underneath the players. Releasing short in height but harmful pillars of energy. 10% Health per tick. CD 20 seconds.
    
- Buffs
- Berzerk Boost, 30 seconds. Howls with a soft red glow, Radiating with sentient Energy. Arm Cannon Blast, 1 shots always under Bezerk Boost. Sweeping laser, does more damage. Wailing has a shorter cooldown. Under Berzerk -15 seconds to Wailing.
- Summoning - Summons Eidolon Battalysts these variants carry tree branches for arms. 

- These Battalysts drop 150 Health Orbs.
       
- Radiant Howl - Sends out a wave of energy along the floor. Debuffs all warframes, removing buffs. if the wave hits you.
- Radiant Hum - Hums with energy. Increases its defense; reducing damage. Lasts 20 seconds. CD 60 seconds. Begins using at 3,000,000HP
- Deaths Call - Summons a Vombalyst Bloom, 4 Vombalysts will spawn out 1 by 1 if they Vombalysts reach Gigantalyst, it will release a EMP wave that one shot all players. CD 70 Seconds.

Drops

- On Death, rewards 200,000 Focus, Rare chance to obtain Gigantalyst Shard. (Awarded on Duo) (Focus earned is based on daily cap)
     - 15,000 Kuva
     - 3,600 Endo
     - 210,000 Affinity
     - 3 random rare always or brand new mods
     - Chance to drop new Hammer Stance, Shattering Pain.This Devastating Stance comes with ground pounding swings, flail your hammer with all your might tenno. This stances Charge Attack, is a charged upward swing inflicting massive amounts of Impact and Blast DMG. Lifting them up opening them up for air combos.
     - 2 Hydrolyst Capture Grade Arcanes
     - Chance to get Prebuilt Forma 
     - Rare chance to obtain Aura Forma BP
     - Rare chance to obtain a Random Riven Mod Type
- Rare Chance to obtain rare weapon bp for Sentient Launcher: Dementia, this launcher fires out a ball of pure radiation that arcs out hitting enemies in its radius, exploding on contact in a 5meter radius. Can be built and Sold at Rank 0.
- Clearing Wailing Eidolon Expedition will grant the warframe used during +100 Power +10% Power Strength +2% Duration
- Clearing Wailing Eidolon Expedition as a duo will grant the warframe used during +10% Duration +5% Power Strength

- *Extra* There is a secret map behind the waterfall, with a maze, completing the maze will lead you to a cavern filled with blue mining nodes, and Cetus wisps hanging about and an exit.

Spoiler

More Drops made up drops that are similar to arcanes and are tradeable giving us more abilities to play with and a reason for people to do it, for both platinum and abilities.
- Rare chance to obtain Technique Glyph for a WARFRAME: Inner Focus, A Technique Lost to Time. Created by tenno grandmasters. Channel your Void Energy through your warframe increasing your critical chance and power strength by 20% and 50% respectively. CD 60 seconds
- Unranked Inner Focus, Duration 5 seconds. Requires 4,000 Endo, 10 Eidolon Shard. Challenge: Defeat Eidolon Trio with a Full Squad of Clan Members to upgrade.
- R1 Increases Inner Focus Duration to 10 Seconds. Requires 6,000 Endo, 5 Brilliant Eidolon Shards and 100,000 Focus. Challenge: Defeat Ghast five times to upgrade.
- R2 Increases Inner Focus Duration to 15 Seconds. Requires 8,000, Endo  Shards, 400,000 Focus, 1 Terra Razor Systems. Challenge: Buff your team mates under the effects of Inner Focus 30 times to upgrade
- R3 Increases Inner Focus Duration to 20 Seconds. Requires 12,000 Endo 20 Radiant Eidolon Shards, 1,600,000 Focus, Secura Raknoid Disc. Challenge: Get the finishing blow on Gigantalyst with your exalted weapon upgrade. 
 
 - Rare Chance to Obtain Technique Glyph for Fist Weapons: Shatter, A Technique Lost to Time. Created by tenno grandmasters. Break through and snuff out resistance, unleash a devastating haymaker after usage gain a boost of critical chance and damage while taunting all enemies within 20meters. CD 12 seconds.
- Unranked Shatter DMG 200% Crit Chance +30% Damage +10%. Duration 15 seconds. Requires 4,000 Endo, 6 Radiant Eidolon Shard. Challenge: Defeat 2000 Enemies with Fist weapons to upgrade.
- R1 Increases Shatter DMG to 230% Crit Chance +35% Damage +20%. Duration 15s. Requires 6,000 Endo, 1 Terra Razor Systems Shards and 100,000 Focus. Challenge: Defeat Eidolon Teralyst with Shatter to upgrade.
- R2 Increases Shatter DMG to 300% Crit Chance +40% Damage +30%. Duration 15s. Requires 8,000 Endo, 10 Burning Sentient Cores, 400,000 Focus. Challenge: Defeat Eidolon Gigantalyst with Shatter to upgrade.
- R3 Increases Shatter DMG to 400% Crit Chance +50% Damage +40%. Duration 20s. Requires 12,000 Endo, 5 Crisma Toroids, 1,600,000 Focus, Gigantalyst Shard. Challenge: Defeat 200 Lvl40+ Nox Grineer Units with Fist weapons to Upgrade.
 
- Rare Chance to Obtain Technique Glyph for Sparring Weapons: Rapid, A Technique Lost to Time. Created by tenno grandmasters. Taking a powerful grounded stance,
   before unleashing a flurry of deadly punches, channeling increases range to 5meters. Animation Lasts 4 seconds with the last punch being a palm strike. CD 12 seconds
- Unranked Rapid DMG 50% Ramping up to 80% DMG per hit. Requires 4,000 Endo, 3 Radiant Eidolon Shard. Challenge: Defeat 1000 Enemies with Rapid to upgrade.
- R1 Increases Rapid DMG to 80% Ramping up to 120% DMG per hit. Requires 6,000 Endo, 1 Terra Razor Systems and 100,000 Focus. Challenge: Mot Survival for 60 minutes 70% of your kills must be melee to upgrade.
- R2 Increases Rapid DMG to 110% Ramping up to 160% DMG per hit. Requires 8,000, Endo 10 Burning Sentient Cores, 400,000 Focus, and MR14 to Upgrade. Challenge: Defeat Gigantalyst with clan mates to upgrade.
- R3 Increases Rapid DMG to 200% Ramping up to 350% DMG per hit. Hold Rapid Key to do an Uppercut Launching you into the Air Uppercut DMG 500% this can chain to directional slam attacks Requires 12,000 Endo, 5 Crisma Toroids, 1,600,000 Focus, Gigantalyst Shards. Challenge: Defeat 6 Hydrolysts solo using Rapids Uppercut to upgrade.
  
 - Rare Chance to Obtain Technique Glyph for Bows: 8-Shooter, A Technique Lost to Time. Created by tenno grandmasters. Channeling your warframe energy, you recreate your arrows shape. Send the replicas flying in quick succession. CD 20 seconds.
- Unranked 8-Shooter DMG 70% Ramping up to 100% DMG. Requires 4,000 Endo, 3 Radiant Eidolon Shard. Challenge: Defeat 1000 enemies with a bow to upgrade.
- R1 Increases 8-Shooter DMG to 90% Ramping up to 120% DMG. Requires Requires 6,000 Endo, 1 Terra Razor Systems and 100,000 Focus to Upgrade. Challenge: Defeat Eidolon Teralyst solo with 8-Shooter to Upgrade.
- R2 Increases 8-Shooter DMG to 130% Ramping up to 190% DMG. Requires 8,000, Endo 10 Burning Sentient Cores, 400,000 Focus. Challenge: Defeat Hydrolyst six times solo with 8-Shooter to upgrade.
- R3 Increases 8-Shooter DMG to 180% Ramping up to 270% DMG. Requires 12,000 Endo, 5 Crisma Toroids, 1,600,000 Focus, Gigantalyst Shards. Challenge: Defeat 3 Secura Raknoid with 8-Shooter solo to Upgrade.
      
Rare Special Reward:
- Operator Ability: Tenno Art: Assaulter, 
is a Naramon Warframe ability, dash and cleave through your enemies with bursting speed, slicing them with a spectral katana sheathing your blade when the damage is done. A Savage blade, ruthlessness in the form of energy, Procs Void and Slash damage Ticking 2%Health a second on your enemies. Lasting 8 seconds. Slash/Void DMG 15,000 Crit Chance 70% Crit DMG 2.5x at max rank. CD 20 seconds. After Obtaining it will not appear in rewards.

 

Edited by _Behemot
  • Like 1
Link to comment
Share on other sites

Boom End game created, not that hard or I wish it wasn't that hard. Stuff like that a mixure of mission types/game modes, with beefed up and juiced up enemies that can take our damage with, mechanics and no need for invincibility added in. Time put in to completing the content with guaranteed rewards. With stuff we want or may want. 

Link to comment
Share on other sites

It is time for OPEN WORLD TRIALS that take thought and organization!!! Trials are not public based as they are difficult, also a few more non-open world trials (Variety is the best for clans and friends to organize for). 8 man player trials are nice because it allows Friends/Clans to work together and socialize this game is 100% based on socialization imho (you get less bored when farming with a friend and talking about stupid stuff),

Edited by Midas
  • Like 3
Link to comment
Share on other sites

dark sectors/rails and clan vs clan activities/bragging rights, this should have been endgame material or at least the start of it, even now 5-6 years on, we have clans that are as good as paper weights, they are utterly pointless other than providing a private chat and vending blueprints to us.  Instead we get the same thing as eve online, mech warrior online and many more, constant new ships/mechs/frames and let them be the bulk of "content".  There needs to be places to use all this stuff we collect, again the clan+alliance dark sectors should have been stage 1 in giving us all continual end-game related clan activities (with rankings/bragging rights/name in lights) to do and maybe have some fun doing so.

Link to comment
Share on other sites

One thing needs to be understood by those of us participating in these discussions, be they leading to actual feedback or just thought experiments.

  • Roughly 10% of a game's userbase reads the forums.
  • Roughly 10% of those participates, and those who do are invested.
  • The perception of "all of us" being mid-to-end game kitted and in clans is a false one.
  • The silent casual gamers that plays by themselves or with a friend or two makes up the majority of the game's population.

For every one that is rolling their Riven for the 78th time to get the god roll, there's 1000 duration-spec Frost Mains that bubble on Infested missions, people that unironically play Ash, people that go into E/SO and run out of affinity range, people that run away from the team during survival, people that call Volt useless on Kuva Farming, people that find Archwing hard, Lokis that run off during Excav and call another Rig down which they can't defend, Excalibur Umbra on Eidolon hunts, people that don't pick relics on endless fissures because they snooze at the selection screen, and people that trail behind the team because they stop to open every locker and crate.

The average player isn't good. The average player isn't organized. The average player doesn't understand why Drifting Contact is good and why Spoiled Strike is bad. The average player doesn't understand why Octavia is one of the most powerful frames in the game, or how to mod Saryn. The average player isn't in a fully researched clan, nor does he participate in #trade, #region or even #squad chat. But these players are the content, the roster fillers, and the paying, silent masses that keep this game funded and alive.

And they need to be catered to. They need to be appeased and kept interested. Any endgame proposition needs to make sure these players can participate and access the content, or it's a DOA, or worse, a wasted development effort. Profit-Taker and Exploiter are already too exclusive for the majority to reach. Nightwave R30 is entirely unattainable for many. These people will never see Arcane Grace, or a Tridolon.

So, what's left, what's feasible and possible?

Excitement-driven mission chains. Bounties married to Sorties, with a dash of E/SO conduits, but cranked to eleven. Do X to do Y, while Z happens. Extract this data from a vault to divert this ship, then defend the reactor room while the melt down sequence runs, then Archwing out of the ship and fight your way through an enemy blockade, board another S#&$ and break into the Orokin lab aboard that thing, find the three Data Caches, combine them by slotting them into this console on Lua while Sentients and Corrupted attack, then take a portal to a boss arena.

Every stage needs to give a reward - maybe a currency, maybe a token of sorts that can be turned in for something nice. Think Arby's Essence. The deeper you go in the chain, the more you get. The answer can't be BIGGER NUMBERS, the answer can't be LONGER MISSIONS, the answer can't be HARDER ENEMIES, the answer can't be MORE CONVOLUTED SYSTEMS. That's short-sighted, insular and nigh-on selfish daydreaming up a devil you can't chain down if he ever rears his ugly head. What's needed is agency, choices, chained events that give tangible meaning and progress towards a goal suited to your powerlevel. Maybe you can only go to the third leg of a chain because then you gotta feed your kid. Maybe you stop at the fifth leg, because it's late and you gotta go to school tomorrow. Maybe you need to stop at the seventh stage because you just don't have the firepower to handle that. Cash in, and "Thank you for your efforts, Tenno. Others will take it over from here." Start a new chain. Or leave it sitting there and continue your chain within the next 24h.

 

Addendum: PvP isn't the answer. This is a PvE game, and the Battle Royale crowd is neither a good one, nor is that festering pestilence of toxicity a good one for Warframe. Conclave is deserted for a reason. Neither are Solar Rails (clan wars), neither are leaderboard events, as they all burn people out and create a sense of futility. I should know - my clan ruled supreme from the very first ever leaderboard event in Warframe until Warbros was sundered and leaderboard events ended. Every other clan competed for second place. Many gave up and said, there's no point in trying hard if they always lose to the same people. And don't fool yourself - it'll return. It'll be like that again. 1.5 years of unbroken rule sent a clear message to the community ("You aren't good enough.") and to DE ("This is dividing our playerbase and kills motivation for all but the hardest grindlords.")

"𝚆𝙰𝚁𝙱𝚁𝙾𝚂 #𝟷" used to be a bannable offense on these forums. Using alternative ASCII characters because I don't know if it still is.

Edited by Ced23Ric
Link to comment
Share on other sites

i think several ideas mentioned here are good, but my observation is there are too many Tenno that would cry over it. Many people want easy and now....

 

DE needs to make clear levels/tiers of difficulty and not budge... make four tiers with the last requiring serious skill and or planning. It’s possible and would be good for the game in the long run. I can’t stand all the beginners asking for help with missions they have no business trying to complete... grow a pair DE... make tiers please. 

  • Like 2
Link to comment
Share on other sites

3 minutes ago, Softballbryan said:

DE needs to make clear levels/tiers of difficulty and not budge... make four tiers with the last requiring serious skill and or planning. It’s possible and would be good for the game in the long run. I can’t stand all the beginners asking for help with missions they have no business trying to complete... grow a pair DE... make tiers please. 

Community division is, never, a good idea. Especially not if you foster an illusion of deserved elitism, a trait you are already showing in your post, bud. I can understand not wanting to carry a potato through a mission they have no business being in, but installing a system where you'd lean down from the balcony of your lofty Tier 4 echelons and spit on the filthy casuals in Tier 2 is just a breeding ground for hostility. Contents needs to be accessible to all, as even that MR8 player is either content or customer, one way or another. The veterans are a vocal minority, and not the party to adjust content to. Exploiter was actually a good fight because of how irrelevant your gear is, whereas Profit-Taker was a step in the wrong direction, as it's not just time/grind gated (like EXP), but also showering the players with so much damage and chaos, the lower masses of players won't have much of a chance of finishing that fight unless a vet carries them in a pub.

Link to comment
Share on other sites

14 minutes ago, Ced23Ric said:

Community division is, never, a good idea. Especially not if you foster an illusion of deserved elitism, a trait you are already showing in your post, bud. I can understand not wanting to carry a potato through a mission they have no business being in, but installing a system where you'd lean down from the balcony of your lofty Tier 4 echelons and spit on the filthy casuals in Tier 2 is just a breeding ground for hostility. Contents needs to be accessible to all, as even that MR8 player is either content or customer, one way or another. The veterans are a vocal minority, and not the party to adjust content to. Exploiter was actually a good fight because of how irrelevant your gear is, whereas Profit-Taker was a step in the wrong direction, as it's not just time/grind gated (like EXP), but also showering the players with so much damage and chaos, the lower masses of players won't have much of a chance of finishing that fight unless a vet carries them in a pub.

I disagree bud... teirs, or something like it, is a good idea. I help all kinds of players and enjoy the game but established players need more long term. DE should provide something and not worry about hurting the feelings of the beginners as they have plenty of options.....

Edited by Softballbryan
  • Like 1
Link to comment
Share on other sites

40 minutes ago, Softballbryan said:

I disagree bud... teirs, or something like it, is a good idea. I help all kinds of players and enjoy the game but established players need more long term. DE should provide something and not worry about hurting the feelings of the beginners as they have plenty of options.....

See, the thing is, this isn't about hurting feelings, but hurting their primary source of income. I very much understand that you want something challenging, something bigger, something that puts your seven forma god-roll riven meta-build to the test, but that's a level of performance only a marginal part of the playerbase has reached. At that point, you have to ask - and answer - a few questions.

Are there different rewards for different tiers? If so, it's content-gating. If not, are you going to get that accomplishment? Are there tests/requirements to play at Tier X? If so, it's content-gating. If not, what stops a low MR player from clicking Tier 4 and get carried again? What's an established player? Above MR10? MR15? Content-gating, and even worse, potentially money-gating content, too. 

I could go on. Tiers aren't going to solve your issues without creating more issues in the same wake.

Link to comment
Share on other sites

My Endgame idea is for people to stop using the word endgame like it actually exists.

My suggestion is to push for a starting level selector and see how far you can get. NPC lv 200? 300? 400? THERE is your "endgame". Pushing the limits of everything you have in your arsenal. INCLUDING WUKONG!

This game is 3 more MRs from "endgame". We are on 27 and there has been MR30 achievement sigil since at least MR20. THERE IS NO ENDGAME! yet.

 

Link to comment
Share on other sites

38 minutes ago, Ced23Ric said:

See, the thing is, this isn't about hurting feelings, but hurting their primary source of income. I very much understand that you want something challenging, something bigger, something that puts your seven forma god-roll riven meta-build to the test, but that's a level of performance only a marginal part of the playerbase has reached. At that point, you have to ask - and answer - a few questions.

Are there different rewards for different tiers? If so, it's content-gating. If not, are you going to get that accomplishment? Are there tests/requirements to play at Tier X? If so, it's content-gating. If not, what stops a low MR player from clicking Tier 4 and get carried again? What's an established player? Above MR10? MR15? Content-gating, and even worse, potentially money-gating content, too. 

I could go on. Tiers aren't going to solve your issues without creating more issues in the same wake.

Gate the content then... again, have the fortitude to make tough/challenging/difficult content for players who are established. If you want the rewards or the challenge, you develop your Tenno to do so... not hard really... DE just has to be willing to tell players it’s tough content and we are not sorry they can’t do it. It would be healthy for the game. Already piles of content for players learning the game. Actually it might be too much content for many... 

I’m nowhere’s near a veteran but I want to see difficulty ahead.... some of it creative and brutal... some of it that I’d hate as well because you may love it... 

Edited by Softballbryan
Link to comment
Share on other sites

More non-tennogen FashionFrame. Cause there's absolutely nothing that would incentivize me to waste my time in endless missions, so I'd rather just play missions that I find fun, make some plat, and get my FashionFrame game up, even if just a little.

Link to comment
Share on other sites

Just now, Softballbryan said:

Gate the content then... again, have the fortitude to make tough/challenging/difficult content for players who are established. If you want the rewards or the challenge, you develop your Tenno to do so... not hard really... DE just has to be willing to tell players it’s tough content and we are not sorry they can’t do it. It would be healthy for the game. Already piles of content for players learning the game. Actually it might be too much content for the many... 

Im nowhere’s near a veteran but I want to see difficulty ahead.... some of it creative and brutal... some of it that I’d hate as well because you may love it... 

But that's not what you want. You don't want an endless moment where you go through the same motions again and again to test your endurance. You don't want to go to Wave 90 Defense, you don't want to sit 2.5h in Survival, you don't want to pick the most meta frame loadout and most meta gear with RNG mods that run four digit plat and/or hours of Kuva farming so you can hit those numbers. You want to be entertained, you want to feel accomplished, you want to feel appreciated.

2HpA3oT.png

I've been here for a while, and I've done all that stuff, and it doesn't feel rewarding. It doesn't feel gratifying to cheese content in order to reach arbitrary numbers. I didn't feel appreciated, even though I was part of the crew that got the gold statues to show for our ability to sit down and get things done. The only reward, the only thing that made it worth that hollow, bitter grind was the clanmate next to me, and the feeling of getting over a mountain with my buddies.

Tier X,  requiring powerlevel Y, with time investment Z isn't going to return fun to you. It'll be a slog, and you'll hate it. You'll look at the rewards and they're either going to be the same or similar for less effort, or they are going to cause a rift in the community, with thread upon thread complaining about it. Just look around - have you seen the threads complaining about Nightwave alone, which doesn't even touch upon any true challenge for even slightly above average players and is attainable even by MR10ish folks? Look at that, multiply it by ten. That's what rewards gated behind Tier X play is going to be. Or the rewards are the same, and you'll ask yourself why you'd do that.

Link to comment
Share on other sites

1 hour ago, Ced23Ric said:

But that's not what you want. You don't want an endless moment where you go through the same motions again and again to test your endurance. You don't want to go to Wave 90 Defense, you don't want to sit 2.5h in Survival, you don't want to pick the most meta frame loadout and most meta gear with RNG mods that run four digit plat and/or hours of Kuva farming so you can hit those numbers. You want to be entertained, you want to feel accomplished, you want to feel appreciated.

2HpA3oT.png

I've been here for a while, and I've done all that stuff, and it doesn't feel rewarding. It doesn't feel gratifying to cheese content in order to reach arbitrary numbers. I didn't feel appreciated, even though I was part of the crew that got the gold statues to show for our ability to sit down and get things done. The only reward, the only thing that made it worth that hollow, bitter grind was the clanmate next to me, and the feeling of getting over a mountain with my buddies.

Tier X,  requiring powerlevel Y, with time investment Z isn't going to return fun to you. It'll be a slog, and you'll hate it. You'll look at the rewards and they're either going to be the same or similar for less effort, or they are going to cause a rift in the community, with thread upon thread complaining about it. Just look around - have you seen the threads complaining about Nightwave alone, which doesn't even touch upon any true challenge for even slightly above average players and is attainable even by MR10ish folks? Look at that, multiply it by ten. That's what rewards gated behind Tier X play is going to be. Or the rewards are the same, and you'll ask yourself why you'd do that.

Give me creative missions that, for example, reward parkour and shooting skill... don’t just give me timed achievements or cheese loadouts.... I like the randomize button for loadouts that we have now.... take whatever is giving to you on that mouse click and play a mission with the random loadout.... stuff like that. I’m not interested in long missions, but someone else might be.... give us creativity and variety. Make more use of the nice open worlds that have been created... how about user created missions that fit within the four tier parameters that get voted on and monitored by number of mission attempts/completions.  I’ve played some good user created missions in other games...

Link to comment
Share on other sites

3 minutes ago, Softballbryan said:

"Give me creative missions that, for example, reward parkour and shooting skill... don’t just give me timed achievements or cheese loadouts...."

giphy.gif
Thank YOU

Edited by _Behemot
Link to comment
Share on other sites

Just now, Softballbryan said:

Give me creative missions that, for example, reward parkour and shooting skill... don’t just give me timed achievements or cheese loadouts....

I’m not interested in long missions, but someone else might be.... give us creativity and variety.

How about user created missions that fit within the four tier parameters that get voted on and monitored by number of mission attempts/completions.

Yes!  I absolute would appreciate that!

Also with you 100%!

... but what constitutes a higher tier? Let's assume it's speed in case of parkour. And then we're back at something like Zephyr or Volt. Maybe Saryn. Disable abilities for it, and I'll point to Sprint Aura, Mobilize, Armored Agility, Amalgam Serration, etc. and we're back at cheese builds. Disable mods, and I'll ask where my build or frame even matters. I'd love to discuss a tier system that has merit, but I am not seeing it other than for the bragging right of "I'm Tier IV, you're just a Tier II scrub".

Link to comment
Share on other sites

1 minute ago, Ced23Ric said:

Yes!  I absolute would appreciate that!

Also with you 100%!

... but what constitutes a higher tier? Let's assume it's speed in case of parkour. And then we're back at something like Zephyr or Volt. Maybe Saryn. Disable abilities for it, and I'll point to Sprint Aura, Mobilize, Armored Agility, Amalgam Serration, etc. and we're back at cheese builds. Disable mods, and I'll ask where my build or frame even matters. I'd love to discuss a tier system that has merit, but I am not seeing it other than for the bragging right of "I'm Tier IV, you're just a Tier II scrub".

I agree that some of the harder content would be made much easier by certain frames abilities.... that’s fine if you have those frames... but creative missions can still be made that are enjoyable to many.... as far as the bragging rights... I don’t care about it... an invested player is gonna be good at most of the game... if they want to brag about it, that’s another issue... there still should be a place for players to line up more with skills/investment... I’ve played competitive softball for years and we had all kinds of levels... they were a good idea as men of similar skill needed to play against each other... not against every man

Link to comment
Share on other sites

16 hours ago, _Behemot said:

Problem with that is that, there will always be an optimal set up to get things done. Thats unavoidable.

I dont have a problem with optimal set ups. My concern is with variety. By enforcing specific loadouts and frames on this game-mode im proposing you'll get a place in the game away from the meta, it would be refreshing. It has to be like this cause otherwise ppl tend to gravitate to the same loadouts and frames that cheese missions, cause it's easier and comfortable to reapeat same boring, grindy missions with loadouts and frames that trivialize them.

16 hours ago, _Behemot said:

Missions where you have to kill brainless enemies is a resident sleeper I'm tired of killing a S#&$ ton of enemies you are practically saying this.

Warframe is a horde shooter. Lets improve the horde shooting, not replace it with something it's not.

16 hours ago, _Behemot said:

You want the game to pick what weapon or which frame you should use?What if I don't want to play Loki?

Play any of the other 15 potential non-endless endurance missions that would come with this gamemode. Choose the one you think matches your style or the one that might proof a challenge for you.

I said it's a loadout per mission. Not every mission same loadout. And they refresh weekly !! To keep things fresh.

16 hours ago, _Behemot said:

I would prefer to take my 5 forma Braton Prime into a mission than be forced to use a boltor prime when I don't even like.

Ok, i know i didnt go into detail about the loadout specifications, so i might have been pretty vague. But i never said the game will make you choose a specific weapon. I said 'type of weapon.'

This means that the game would have to create many more weapon categories.

For rifles, for example, there should be auto hitscan, burst hitscan, semi hitscan, automatic projectile, burst projectile, etc.

So if the mission requires you to choose as primary a burst projectile rifle, then you'd have options such as battacor and hema. Or automatic projectile, options such as boltor, dera, tetra, supra, etc.

16 hours ago, _Behemot said:

With Leaderboards? I don't really consider that to be endgame.

And thats precisely why i proposed two types of rewards. One for mission completion, for ppl that dont care for leaderboards. And one for top 3 places on leaderboard, for those that have an interest on leaderbaords.

All endgame means to me is a piece of replayable content that offers a challenge to my gear and loadout, and bonus if it feels refreshing each week. What better challenge to that gear and loadout than other similar gears and loadouts from other players? Thats what a good leaderboard system paired with good missions would offer. It would be a sort of pvp.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share

×
×
  • Create New...