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A list of things I would like to see in Warframe.


VinnyBoy
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There's a few little things that I feel like Warframe could do better, and instead of spamming the forums, I decided to list there in a single post, and thus probably shoot myself in the foot doing so.
Anyway, here goes:

-Even during nightwaves, there were time where I was just logging in to see that nothing was happening and thus I ended not playing.
I would like to have alerts back.
However I understand why they were removed. To have them be tied to special ressources or rewards that were otherwise inaccessible felt like a lottery to many. I propose that the alerts should simply be credit rewards and possible a bundle of the ressources that the mission already dropped. Just to have a little incentive to do varied missions. And we don't "miss" anything since its all stuff we can already get. I would enjoy that.

-The kavat should ride the space roomba, once in a while.

-I would like it if the arsenal could display the total damage, with weapons. While I can easily calculate it myself, I feel like the arsenal should really do it already. It's the least it should do.

-I believe it is time to break the Assault Rifle weapon class into more categories, namely Launchers and Beam weapons (and possibly more). Not only it could lead the team into releasing interesting mods for these new classes, but it could be fun to have, say, a Launcher only sorties. Lots of self kills all over the place. Also it would end the joke I often do when I call the Ogris an assault rifle.

-I would be very amusing to see how much monetary damage we do to Nef Anyo while we roam around in Orb Vallis.

-Since the introduction of parkour and bullet jumps, which was a while ago, many invisible walls become rather easy to hit, and such I do believe that these barriers should be pushed away, or even entirely removed. Many rooms have us conveniently teleport in a save spot because we hit a floor that we could easily get out of our own. We have fancy moves to roam around, let us use them to get out of these holes.

-I think that these early mods that gives stuff like 30% damage to a type should add 30% of base total damage to a give type. They would still be crap mods, but I'm sure that some clever players would find ways to use them in amusing builds.

-While I understand that hiring voice actors and doing voice works can be tricky, I really think that there should be much more banters going on in missions. I know that the grineers uses archaic weapons that are crude and dangerous. I would like to hear other things.

-Extermination missions should have deathsquads at some point, just to spice things up.

-Theres little reason to have defense missions work in waves anymore. A round should be a single "wave" that constantly sends packets of enemies until we fill a kill quota that announces the end of the wave, thus ending the round. I say this because defense missions are slow, with lots of downtime. They should be faster.

-There are enemies that instakill me in Orb Vallis and I have no idea which one does it because I do not see what hits me. Enemy shots, especially powerful shots, should be plenty visible.

-Similarly, grenades should be flashy. They should glow in a bright red light that indicates "danger do not stay there". Grenades should be things that prompt us to react by getting out of the way. Not just a random amount of damage we do not see because a tiny pebble produces a puff of smoke that does 15,000 damage.

 

Edit: I forgot to say that I very much enjoy Warframe and I appreciate the work the team puts into it. I like the countless memes it produces, and I especially likes the recent artistic direction that started with Mesa Prime's asset correction and that stayed up to Wisp. If anyone from DE's team read this, thanks for your efforts and for this game.

Edited by VinnyBoy
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A few things I want to pick out:

 

6 hours ago, VinnyBoy said:

-Even during nightwaves, there were time where I was just logging in to see that nothing was happening and thus I ended not playing.
I would like to have alerts back.

Agreed. For all the benefits of Nightwave, losing Alerts removed a major source of "quick play" missions and made the public matchmaking queue a lot more irritating. There are still SOME options, but things like Invasions, Kuva missions and Nightmares are pretty easy to work through before you have to wait for them to reset. With Alerts, there was always something going on. Warframe can use a "Quick Play" solution of some kind so that those of us who "just want to play" have an option to jump into "whatever" and start playing without any sort of game plan.

 

6 hours ago, VinnyBoy said:

-I would like it if the arsenal could display the total damage, with weapons. While I can easily calculate it myself, I feel like the arsenal should really do it already. It's the least it should do.

Agreed, though the Arsenal really needs an overhaul altogether. I'd personally like to see the ammo capacity of my guns, accuracy and recoil stats which mean anything, actual Status and Critical hit chances, pellet count, etc. I'd also like to see the ability to toggle on individual buffs to preview my stats with them, like Harrow's Penance effect on my rate of fire for example. The Aresnal is very bare-bones and a lot of the game's mechanics aren't explained, so the information you get out of it could be worse than misleading at times.

 

6 hours ago, VinnyBoy said:

-Since the introduction of parkour and bullet jumps, which was a while ago, many invisible walls become rather easy to hit, and such I do believe that these barriers should be pushed away, or even entirely removed. Many rooms have us conveniently teleport in a save spot because we hit a floor that we could easily get out of our own. We have fancy moves to roam around, let us use them to get out of these holes.

Agreed. A lot of the older tilesets are replete with invisible walls and low-lying floors that we clearly have the capacity to navigate but it teleports us anyway. Ceres is probably the worst, with plenty of "off-map" geometry that I can easily jump to, only to be ported back on the map. They seem to be addressing this with map remasters, though, as Jupiter Remastered doesn't have any of those issues. If you can get to it, the game will let you stand on it.

 

6 hours ago, VinnyBoy said:

-While I understand that hiring voice actors and doing voice works can be tricky, I really think that there should be much more banters going on in missions. I know that the grineers uses archaic weapons that are crude and dangerous. I would like to hear other things.

Video game developers really need to learn this lesson, and learn it hard. If you're going to call voice lines procedurally and potentially have them repeat often, RECORD MORE VOICE LINES! Don't give a character 4 voice lines per action. Give them 40, even if some of them are the same line read multiple different ways. I get that this takes up hard-drive space, but so do uncompressed textures and that doesn't seem to stop anyone these days. Seriously - varied voice lines, cadence and delivery help stave off repetition A LOT.

 

6 hours ago, VinnyBoy said:

-Similarly, grenades should be flashy. They should glow in a bright red light that indicates "danger do not stay there". Grenades should be things that prompt us to react by getting out of the way. Not just a random amount of damage we do not see because a tiny pebble produces a puff of smoke that does 15,000 damage.

Learn from Half-Life. Have grenades trail smoke and flash a light faster the closer they are to exploding, as well as the existing beeping sound. Let players easily see where the grenade is, such that the challenge becomes reacting to the grenade, rather than squinting at it trying to find which pixel is making that beeping sound.

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