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Roadmap for 9999 Level enemies


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We constantly talk about the scaling system and then we have people wanting to box everything else in or demand it to be nerfed into those parameters. Instead of the madness it is better to give us missions and a revamped system so that we can go from level 1 enemies to level 1 million enemies. It just takes new mechanics to make the game focus towards progression. It is better than waiting on bosses to be added that will slow down the player and act like bullet sponges that soak up to 10 million damage when they are level 60. We can’t be double minded on this if we want to aim at the best content possible. World of Warcraft does not have a problem with it; but Destiny does; so why do we?

Edited by (XB1)XGN DrFeelGood
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Problem with both of these systems is, they don't really fit warframe's playstyle.

Diablo 3 threw balance to the wind years ago, which is why most endgame elite do trillions + of damage. Everything below that threshold is considered irrelevant, and the rewards also hit a cap as well. Ancient items can only roll so high, and once you get that, you're capped on gear. 

World of Warcraft took this powercreep, but doesn't run with it as far as Diablo 3 did, they do a hard-reset every expansion. Making it so everyone is on a similar playing field come new expansion. However, ends up with loot being capped towards the end of the expansion and players end up taking a break/leaving for the hard-reset again.


Warframe is a game where you're expected to play the same missions/maps thousands of times over and never be bored. The issue with this is, players are getting bored. Why?

#1 They feel as if they aren't getting rewarded for the effort put in. Disruptions and Arbitrations are good examples of scaling rewards. Assuming they get received well, we might get a global rework of loot tables. 

#2 We need more dynamic AI. In most games now, AI either is smarter or just has more health/does more damage. Warframe is obviously in the latter category, but would benefit far more if it was in the former. Smarter AI means vets get a bigger challenge and need to be engaged and paying attention. Rewards scale as you get further (capping at a point) and reward players for staying in longer and surviving the onslaught of smarter enemies.  This is exactly what we need. Smarter, more agile enemies that observe our unique warframe abilities and act to counter us, but not "shut us down" in the lazy design choices, I.E. Nullifiers.    Because we're so powerful, it's very difficult to balance things. Which is why most 'balance' is either "You can't use abilities" or " invincibility for boss". Which is boring and ultimately undermines the experience of players and potential verticality.

#2.5 As such, because we don't have any real balance and warframes current form of balance is that of Diablo 3. Just like Diablo 3, many warframes simply don't work at endgame nearly as effectively as others. And that's something that could be fixed, but they need to re-balance the game for that to happen.

 

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15 hours ago, (XB1)XGN DrFeelGood said:

Instead of the madness it is better to give us missions and a revamped system so that we can go from level 1 enemies to level 1 million enemies.

This makes absolutely no sense. Scaling is not about numbers over enemies heads, but what those numbers mean. A road from lvl 1 to lvl 1 000 000 means fast escalating system, where there is almost no difference between lvl 7 and lvl 8. In this case, what's even the point? Lvl slider or number bloat is a bad solution, if a solution at all.

15 hours ago, (XB1)XGN DrFeelGood said:

We constantly talk about the scaling system and then we have people wanting to box everything else in or demand it to be nerfed into those parameters.

When people talk about new content with higher lvls, it can basicly be boiled down to a playground for overtuned gear, because TTK (time to kill) is too short. When somebody demands higher lvls, he is asking to increase TTK, which is just an indirect nerf to the player.
Often demanded and moronic solution is a "new high lvl planet". This cannot work, as in persuit of more and more power even this new playground will be power creeped - several years ago people wanted a lvl 100 node, today its is lvl 150, in 1 year it will be 200, and so on. Not only is this only a temporary soluion, as the benchmark rises with each new update there is more and more irrelevant old content in the end.
The goal should be to make existing content as relevant as it can be, Super Duper Kill Mode Mk2 is the opposite of what you want to achieve, because you abondon parts of your own game. Not to mention it takes significantly more time to create new content. If today, our damage would be halved, all the exisitng content like as well as Arbitrations, Sorties, ESO would become more challenging, becaouse enemies would stop being such pushovers. Or in other words, TTK would rise, which was the goal in the first place.

No, nerfs are not madness. Madness is baseless fear of substraction and lower numbers in damage UI.

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3 hours ago, ShortCat said:

 

No, nerfs are not madness. Madness is baseless fear of substraction and lower numbers in damage UI.

Exactly, players get upset and defensive that they might lose their favorite build or playstyle, even if it means Warframe is better as a whole because of it.

 

The thing is, no one has to do that. At the moment.

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