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The Proving Grounds


sanghije
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This is an in-depth continuation of an idea that has frequented the Warframe community. While keeping the base premise intact, PvEvP, and expanding upon it to be beneficial to both PvE and PvP progression within Warframe. THIS IS NOT A ONE AND DONE IDEA, it is expected to change and be discussed further by both sides of the Warframe community, both PvE and PvP. This is a new take on it with a solid base to be built upon and move forward in healthy discussion between players to one day become a reality that a majority of players can enjoy. 
 
Disclaimer: The creation of this mode should not require any specially created assets, it should potentially be able to be created with pre-existing assets from within the game. This will save Devs potentially valuable development time when working on it. 
 
The Proving Grounds 
This will be a place where everything in the world of Warframe meets, with players competing against one another in a test of skill and experience for glory or its rewards. Two teams are tasked to complete their interception progress while defending their team’s pylon from Ads, and for those daring enough and, or, wanting to gain a lead over their opponents the Jungle beckons. The Jungle will test players face to face one another for control of its area and resources to further their own progress. The first Team to complete their interception progress shall claim their victory.
 
The Game’s Breakdown
Three tilesets are active during this game mode. Players will be initially be divided by two tilesets, a third tileset is accessed by both teams simultaneously.
-Tileset one will house team A.
-Tileset two will house team B.
-Tileset three (Jungle) will not initially house any players but can be visited all players from each team at a time, simultaneously if chosen to; however, the Jungle is locked for the first minute of the match. 
 
Teams in their initial tilesets will be tasked to protect an interception pylon from incoming enemy AI (Ads), this interception pylon will change location inside their room. Players may defend as a team or choose to spilt up and collect resources to help further their interception progress. These resources can be acquired from specialized Ad units, they look and function similarly to Power Carrier units, around their tileset. Players are not required to stand on point to actively forward their team's interception progress, interception progression is gained passively (very slowly) over time. Resources used to further progress interception progress resemble cores and are deposited by walking into the interception pylon's range.
 
When Ads enter within range of the interception pylon they will actively halt interception progression while occupying the pylon’s area, if not removed from the area of the interception pylon they will begin to capture interception progress for the opposing team, thus contributing to the enemy team’s progress. 
 
The Jungle
While players defend the interception pylon and, or, collect resources; players from each team may also choose to enter the Jungle to acquire more resources, all resources from the jungle are worth more than their non-jungle versions, to further their respective team’s interception progress or hunt a priority target. The Jungle is where direct pvp will take place, it can all players from both teams if need be. Access to the Jungle is done by a teleportation gate, both teams will have their own gate to go to and from through from their side. Using the gate will drop players somewhere randomly at the outskirts of the Jungle, typically grouped near other allied players; however, there is only one returning gate located at the center of the Jungle where both teams can use it gate to return to their respective team’s side. Teams can choose to play aggressively in numbers to secure the jungle and, or, priority targets, these kind of tactics can ensure a quick victory.
 
While in the Jungle players can hunt a priority target marked on the map and can drop large resource caches, to be picked up and taken back to the player’s team, or can be converted (via parazon) to be sent over to the other side to further disrupt the enemy team’s progression, priority targets look and behave similar to Demolyst or Demolisher, after being converted via parazon. After conversion a wave of Demolyst or Demolishers are sent to the enemy team’s side where they will now actively halt all of the enemy team’s interception progress until they are killed, this will not gain progress over for the team that deployed it. 
 
When a player is defeated inside the Jungle they are sent back to their side, with low health, and are restricted from entering the jungle for approximately 10 secs. Other players of the defeated player’s team can still access the Jungle while they are under this timed limitation. If players from either team do not kill the priority target within its 2 minutes after it spawns a wave of Demolyst or Demolishers will attack both teams while actively halting all further interception progression as well. Priority targets are set on a 3-minute cool down after having a Demolyst or Demolisher wave occur to either side or both.
 
** In the case of uneven teams, a safeguard will trigger where the jungle is temporarily locked until both teams are equal in player count. The Demolyst or Demolisher waves will also be halted during this time. However, if a player joins creating even teams and disconnects this safeguard will not trigger again, this is to protect the safeguard from exploitation of delaying or halting any waves from occurring. The same goes for when players abandon a match with even teams. 
 
Throughout the match, enemies will have 1 out of 4 buffs applied to them as the team begins to progress further in their interception starting at 25% then 50%, 75%, and 90%.
 
The first team to complete their interception progress wins the match. Each match should ideally last no longer than 15 minutes but should be no faster than 5-10mins.
 
Applicable buffs onto AI enemy :
-Specialized ad spawn (i.e. infested healers, nullifiers, etc.)
-Increased armor
-Increase damage
-Increase speed
-Increased ad spawn rate
 
Limitations to players while in this gamemode :
-No gear slot items allowed for usage
-No Warframe or weapon mods 
-No companions 
 
Active effects to the player in this gamemode :
-Energy is passively regenerated to players over time.
 
Abandoning Matches :
Players who leave/disconnect matches before completion will not be met with an initial penalty; however, they will have their account flagged for abandonment and consecutive disconnecting will result in penalty/reduction to end match reward(s) gained. This system resembling the Conclave’s Abandonment Penalty System. 
 

End Match Rewards :
-All affinity earned inside the gamemode is converted into Conclave standing.
-Both teams receive 5 Universal Medallions 
-The winning team receives a 10% bonus to their rewards, Universal Medallions and affinity are affected by this.
-Consecutive wins earn players an additional 10% bonus to be added to whatever bonus they have, capping out at 100%. 
-Losing reduces your bonus by 5%.

Building Atmosphere with Supporting Cast
With all great arenas comes with a greater announcing voice to push the players to do better and warn them of events within the match. With Teshin already somewhat taken and recognized as a staple within normal Conclave matches, who better than to take this PvEvP mode announcing position than the three hilarious and memorable Conclave Cephalons Sark, Vull, and Apnar. Players may remember Cephalon Sark from their time in the Index but he should reappear within the Proving Grounds along with his fellow Conclave Cephalons. They would each be an announcer to one of the three tilesets (i.e. Apnar for Team A, Vull for Team B’s and Sark for the Jungle). This would contribute to a wonderful dynamic as supporting characters during the match. Apar and Vull can give their team immediate heads up for Jungle events or when their team’s interception pylon is being blocked out. As for Sark, while players are in the Jungle, he will fill the role of celebrating player's actions within the Jungle and informing them of players entering and exiting the Jungle and other events that are starting or ending within it. Whenever a player is knocked out of the Jungle Sark will congratulate the player that did the final blow; however, the player who was knocked out will receive a supporting message, from their respective sides cephalon (i.e. Vull or Apnar) to reassure the player that not all is lost and to try again.

Universal Medallions
Conclave should be a reliable source of universal medallions through a method of reputation conversion on a 1:1 conversion base. This would help tie in Conclave progression into the rest of the game as a side farm. To compensate for the ease of this potential conversion system for Conclave, the drop rate for Universal Medallions should be increased substantially in Disruption, to provide more methods of obtaining this medallion. Even with this increased availability, the limitations of available daily reputation, along with the very steep investment total 372 medallions to max out a syndicate does not account for possible purchases of items/gear that syndicates can provide. This creates a significant enough grind for those not wanting to participate in PvP based activities to acquire a Universal Medallion. These changes should also include the usage of Universal Medallions on Conclave Syndicate.

A vehicle for introducing the Conclave
This mode is not intended to replace the Conclave but give players the best of both worlds as much a possible. The Conclave can still serve its purpose for those who enjoy pure PvP environments and wish to practice against players to become more prepared for the Jungle. The same goes for players who specialize in the PvE aspect of the game to improve their proficiency and knowledge against enemy AI. This is to act as a middle ground for both aspects of Warframe to meet in an engaging and meaningful way. Keep in mind the Conclave is not separate from Warframe but is part of its experience, myself and many other Conclave players have it ingrained into our personal experience of the game and would love for others to have a chance to experience as well, even long after we are gone.
 

Edited by sanghije
Minor typo edit - (1/19/20)
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9 minutes ago, sanghije said:

While players defend the interception pylon and, or, collect resources; players from each team may also choose to enter the Jungle to acquire more resources, all resources from the jungle are worth more than their non-jungle versions, to further their respective team’s interception progress or hunt a priority target. The Jungle is where direct pvp will take place, it can all players from both teams if need be. Access to the Jungle is done by a teleportation gate, both teams will have their own gate to go to and from through from their side. Using the gate will drop players somewhere randomly at the outskirts of the Jungle, typically grouped near other allied players; however, there is only one returning gate located at the center of the Jungle where both teams can use it gate to return to their respective team’s side. Teams can choose to play aggressively in numbers to secure the jungle and, or, priority targets, these kind of tactics can ensure a quick victory.

Oh! This I like. I've always enjoyed playing as the Jungler role in mobas so this really appeals to me.

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12 minutes ago, sanghije said:

This is an in-depth continuation of an idea that has frequented the Warframe community. While keeping the base premise intact, PvEvP, and expanding upon it to be beneficial to both PvE and PvP progression within Warframe. THIS IS NOT A ONE AND DONE IDEA, it is expected to change and be discussed further by both sides of the Warframe community, both PvE and PvP. This is a new take on it with a solid base to be built upon and move forward in healthy discussion between players to one day become a reality that a majority of players can enjoy. 
 
Disclaimer: The creation of this mode should not require any specially created assets, it should potentially be able to be created with pre-existing assets from within the game. This will save Devs potentially valuable development time when working on it. 
 
The Proving Grounds 
This will be a place where everything in the world of Warframe meets, with players competing against one another in a test of skill and experience for glory or its rewards. Two teams are tasked to complete their interception progress while defending their team’s pylon from Ads, and for those daring enough and, or, wanting to gain a lead over their opponents the Jungle beckons. The Jungle will test players face to face one another for control of its area and resources to further their own progress. The first Team to complete their interception progress shall claim their victory.
 
The Game’s Breakdown
Three tilesets are active during this game mode. Players will be initially be divided by two tilesets, a third tileset is accessed by both teams simultaneously.
-Tileset one will house team A.
-Tileset two will house team B.
-Tileset three (Jungle) will not initially house any players but can be visited all players from each team at a time, simultaneously if chosen to; however, the Jungle is locked for the first minute of the match. 
 
Teams in their initial tilesets will be tasked to protect an interception pylon from incoming enemy AI (Ads), this interception pylon will change location inside their room. Players may defend as a team or choose to spilt up and collect resources to help further their interception progress. These resources can be acquired from specialized Ad units, they look and function similarly to Power Carrier units, around their tileset. Players are not required to stand on point to actively forward their team's interception progress, interception progression is gained passively (very slowly) over time. Resources used to further progress interception progress resemble cores and are deposited by walking into the interception pylon's range.
 
When Ads enter within range of the interception pylon they will actively halt interception progression while occupying the pylon’s area, if not removed from the area of the interception pylon they will begin to capture interception progress for the opposing team, thus contributing to the enemy team’s progress. 
 
The Jungle
While players defend the interception pylon and, or, collect resources; players from each team may also choose to enter the Jungle to acquire more resources, all resources from the jungle are worth more than their non-jungle versions, to further their respective team’s interception progress or hunt a priority target. The Jungle is where direct pvp will take place, it can all players from both teams if need be. Access to the Jungle is done by a teleportation gate, both teams will have their own gate to go to and from through from their side. Using the gate will drop players somewhere randomly at the outskirts of the Jungle, typically grouped near other allied players; however, there is only one returning gate located at the center of the Jungle where both teams can use it gate to return to their respective team’s side. Teams can choose to play aggressively in numbers to secure the jungle and, or, priority targets, these kind of tactics can ensure a quick victory.
 
While in the Jungle players can hunt a priority target marked on the map and can drop large resource caches, to be picked up and taken back to the player’s team, or can be converted (via parazon) to be sent over to the other side to further disrupt the enemy team’s progression.
priority targets look and behave similar to Demolyst or Demolisher, after being converted via parazon. After conversion a wave of Demolyst or Demolishers are sent to the enemy team’s side where they will now actively halt all of the enemy team’s interception progress until they are killed, this will not gain progress over for the team that deployed it. 
 
When a player is defeated inside the Jungle they are sent back to their side, with low health, and are restricted from entering the jungle for approximately 10 secs. Other players of the defeated player’s team can still access the Jungle while they are under this timed limitation. 
If players from either team do not kill the priority target within its 2 minutes after it spawns a wave of Demolyst or Demolishers will attack both teams while actively halting all further interception progression as well. Priority targets are set on a 3-minute cool down after having a Demolyst or Demolisher wave occur to either side or both.
 
** In the case of uneven teams, a safeguard will trigger where the jungle is temporarily locked until both teams are equal in player count. The Demolyst or Demolisher waves will also be halted during this time. However, if a player joins creating even teams and disconnects this safeguard will not trigger again, this is to protect the safeguard from exploitation of delaying or halting any waves from occurring. The same goes for when players abandon a match with even teams. 
 
Throughout the match, enemies will have 1 out of 4 buffs applied to them as the team begins to progress further in their interception starting at 25% then 50%, 75%, and 90%.
 
The first team to complete their interception progress wins the match. Each match should ideally last no longer than 15 minutes but should be no faster than 5-10mins.
 
Applicable buffs onto AI enemy :
-Specialized ad spawn (i.e. infested healers, nullifiers, etc.)
-Increased armor
-Increase damage
-Increase speed
-Increased ad spawn rate
 
Limitations to players while in this gamemode :
-No gear slot items allowed for usage
-No Warframe or weapon mods 
-No companions 
 
Active effects to the player in this gamemode :
-Energy is passively regenerated to players over time.
 
Abandoning Matches :
Players who leave/disconnect matches before completion will not be met with an initial penalty; however, they will have their account flagged for abandonment and consecutive disconnecting will result in penalty/reduction to end match reward(s) gained. This system resembling the Conclave’s Abandonment Penalty System. 
 

End Match Rewards :
-All affinity earned inside the gamemode is converted into Conclave standing.
-Both teams receive 5 Universal Medallions 
-The winning team receives a 10% bonus to their rewards, Universal Medallions and affinity are affected by this.
-Consecutive wins earn players an additional 10% bonus to be added to whatever bonus they have, capping out at 100%. 
-Losing reduces your bonus by 5%.

Building Atmosphere with Supporting Cast
With all great arenas comes with a greater announcing voice to push the players to do better and warn them of events within the match. With Teshin already somewhat taken and recognized as a staple within normal Conclave matches, who better than to take this PvEvP mode announcing position than the three hilarious and memorable Conclave Cephalons Sark, Vull, and Apnar. Players may remember Cephalon Sark from their time in the Index but he should reappear within the Proving Grounds along with his fellow Conclave Cephalons. They would each be an announcer to one of the three tilesets (i.e. Apnar for Team A, Vull for Team B’s and Sark for the Jungle). This would contribute to a wonderful dynamic as supporting characters during the match. Apar and Vull can give their team immediate heads up for Jungle events or when their team’s interception pylon is being blocked out. As for Sark, while players are in the Jungle, he will fill the role of celebrating player's actions within the Jungle and informing them of players entering and exiting the Jungle and other events that are starting or ending within it. Whenever a player is knocked out of the Jungle Sark will congratulate the player that did the final blow; however, the player who was knocked out will receive a supporting message, from their respective sides cephalon (i.e. Vull or Apnar) to reassure the player that not all is lost and to try again.

Universal Medallions
Conclave should be a reliable source of universal medallions through a method of reputation conversion on a 1:1 conversion base. This would help tie in Conclave progression into the rest of the game as a side farm. To compensate for the ease of this potential conversion system for Conclave, the drop rate for Universal Medallions should be increased substantially in Disruption, to provide more methods of obtaining this medallion. Even with this increased availability, the limitations of available daily reputation, along with the very steep investment total 372 medallions to max out a syndicate does not account for possible purchases of items/gear that syndicates can provide. This creates a significant enough grind for those not wanting to participate in PvP based activities to acquire a Universal Medallion. These changes should also include the usage of Universal Medallions on Conclave Syndicate.

A vehicle for introducing the Conclave
This mode is not intended to replace the Conclave but give players the best of both worlds as much a possible. The Conclave can still serve its purpose for those who enjoy pure PvP environments and wish to practice against players to become more prepared for the Jungle. The same goes for players who specialize in the PvE aspect of the game to improve their proficiency and knowledge against enemy AI. This is to act as a middle ground for both aspects of Warframe to meet in an engaging and meaningful way. Keep in mind the Conclave is not separate from Warframe but is part of its experience, myself and many other Conclave players have it ingrained into our personal experience of the game and would love for others to have a chance to experience as well, even long after we are gone.
 

Perhaps the 1:1 conversion from conclave standing might be too high? I mean, you can earn more than 100,000 conclave standing in a single day.

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8 minutes ago, Gabbynaru said:

Why do you guys always feel like you have to prove anything to random strangers online? Are you that uncomfortable playing a freakin' video game, something that's supposed to entertain and to be enjoyed?

What even are you talking about? 

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14 minutes ago, Gabbynaru said:

Why do you guys always feel like you have to prove anything to random strangers online? Are you that uncomfortable playing a freakin' video game, something that's supposed to entertain and to be enjoyed?

He's suggesting a game mode that brings together PvE and PvP Players. Two isolated communities in Warframe. This idea should not be thrown away and actually explored for further potential. There's nothing here saying that he doesn't like the game, just that he wants to share ideas and see the game progress further increasing the fun.

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On 2020-01-18 at 6:51 PM, sanghije said:

This is an in-depth continuation of an idea that has frequented the Warframe community. While keeping the base premise intact, PvEvP, and expanding upon it to be beneficial to both PvE and PvP progression within Warframe. THIS IS NOT A ONE AND DONE IDEA, it is expected to change and be discussed further by both sides of the Warframe community, both PvE and PvP. This is a new take on it with a solid base to be built upon and move forward in healthy discussion between players to one day become a reality that a majority of players can enjoy. 
 
Disclaimer: The creation of this mode should not require any specially created assets, it should potentially be able to be created with pre-existing assets from within the game. This will save Devs potentially valuable development time when working on it. 
 
The Proving Grounds 
This will be a place where everything in the world of Warframe meets, with players competing against one another in a test of skill and experience for glory or its rewards. Two teams are tasked to complete their interception progress while defending their team’s pylon from Ads, and for those daring enough and, or, wanting to gain a lead over their opponents the Jungle beckons. The Jungle will test players face to face one another for control of its area and resources to further their own progress. The first Team to complete their interception progress shall claim their victory.
 
The Game’s Breakdown
Three tilesets are active during this game mode. Players will be initially be divided by two tilesets, a third tileset is accessed by both teams simultaneously.
-Tileset one will house team A.
-Tileset two will house team B.
-Tileset three (Jungle) will not initially house any players but can be visited all players from each team at a time, simultaneously if chosen to; however, the Jungle is locked for the first minute of the match. 
 
Teams in their initial tilesets will be tasked to protect an interception pylon from incoming enemy AI (Ads), this interception pylon will change location inside their room. Players may defend as a team or choose to spilt up and collect resources to help further their interception progress. These resources can be acquired from specialized Ad units, they look and function similarly to Power Carrier units, around their tileset. Players are not required to stand on point to actively forward their team's interception progress, interception progression is gained passively (very slowly) over time. Resources used to further progress interception progress resemble cores and are deposited by walking into the interception pylon's range.
 
When Ads enter within range of the interception pylon they will actively halt interception progression while occupying the pylon’s area, if not removed from the area of the interception pylon they will begin to capture interception progress for the opposing team, thus contributing to the enemy team’s progress. 
 
The Jungle
While players defend the interception pylon and, or, collect resources; players from each team may also choose to enter the Jungle to acquire more resources, all resources from the jungle are worth more than their non-jungle versions, to further their respective team’s interception progress or hunt a priority target. The Jungle is where direct pvp will take place, it can all players from both teams if need be. Access to the Jungle is done by a teleportation gate, both teams will have their own gate to go to and from through from their side. Using the gate will drop players somewhere randomly at the outskirts of the Jungle, typically grouped near other allied players; however, there is only one returning gate located at the center of the Jungle where both teams can use it gate to return to their respective team’s side. Teams can choose to play aggressively in numbers to secure the jungle and, or, priority targets, these kind of tactics can ensure a quick victory.
 
While in the Jungle players can hunt a priority target marked on the map and can drop large resource caches, to be picked up and taken back to the player’s team, or can be converted (via parazon) to be sent over to the other side to further disrupt the enemy team’s progression.
priority targets look and behave similar to Demolyst or Demolisher, after being converted via parazon. After conversion a wave of Demolyst or Demolishers are sent to the enemy team’s side where they will now actively halt all of the enemy team’s interception progress until they are killed, this will not gain progress over for the team that deployed it. 
 
When a player is defeated inside the Jungle they are sent back to their side, with low health, and are restricted from entering the jungle for approximately 10 secs. Other players of the defeated player’s team can still access the Jungle while they are under this timed limitation. 
If players from either team do not kill the priority target within its 2 minutes after it spawns a wave of Demolyst or Demolishers will attack both teams while actively halting all further interception progression as well. Priority targets are set on a 3-minute cool down after having a Demolyst or Demolisher wave occur to either side or both.
 
** In the case of uneven teams, a safeguard will trigger where the jungle is temporarily locked until both teams are equal in player count. The Demolyst or Demolisher waves will also be halted during this time. However, if a player joins creating even teams and disconnects this safeguard will not trigger again, this is to protect the safeguard from exploitation of delaying or halting any waves from occurring. The same goes for when players abandon a match with even teams. 
 
Throughout the match, enemies will have 1 out of 4 buffs applied to them as the team begins to progress further in their interception starting at 25% then 50%, 75%, and 90%.
 
The first team to complete their interception progress wins the match. Each match should ideally last no longer than 15 minutes but should be no faster than 5-10mins.
 
Applicable buffs onto AI enemy :
-Specialized ad spawn (i.e. infested healers, nullifiers, etc.)
-Increased armor
-Increase damage
-Increase speed
-Increased ad spawn rate
 
Limitations to players while in this gamemode :
-No gear slot items allowed for usage
-No Warframe or weapon mods 
-No companions 
 
Active effects to the player in this gamemode :
-Energy is passively regenerated to players over time.
 
Abandoning Matches :
Players who leave/disconnect matches before completion will not be met with an initial penalty; however, they will have their account flagged for abandonment and consecutive disconnecting will result in penalty/reduction to end match reward(s) gained. This system resembling the Conclave’s Abandonment Penalty System. 
 

End Match Rewards :
-All affinity earned inside the gamemode is converted into Conclave standing.
-Both teams receive 5 Universal Medallions 
-The winning team receives a 10% bonus to their rewards, Universal Medallions and affinity are affected by this.
-Consecutive wins earn players an additional 10% bonus to be added to whatever bonus they have, capping out at 100%. 
-Losing reduces your bonus by 5%.

Building Atmosphere with Supporting Cast
With all great arenas comes with a greater announcing voice to push the players to do better and warn them of events within the match. With Teshin already somewhat taken and recognized as a staple within normal Conclave matches, who better than to take this PvEvP mode announcing position than the three hilarious and memorable Conclave Cephalons Sark, Vull, and Apnar. Players may remember Cephalon Sark from their time in the Index but he should reappear within the Proving Grounds along with his fellow Conclave Cephalons. They would each be an announcer to one of the three tilesets (i.e. Apnar for Team A, Vull for Team B’s and Sark for the Jungle). This would contribute to a wonderful dynamic as supporting characters during the match. Apar and Vull can give their team immediate heads up for Jungle events or when their team’s interception pylon is being blocked out. As for Sark, while players are in the Jungle, he will fill the role of celebrating player's actions within the Jungle and informing them of players entering and exiting the Jungle and other events that are starting or ending within it. Whenever a player is knocked out of the Jungle Sark will congratulate the player that did the final blow; however, the player who was knocked out will receive a supporting message, from their respective sides cephalon (i.e. Vull or Apnar) to reassure the player that not all is lost and to try again.

Universal Medallions
Conclave should be a reliable source of universal medallions through a method of reputation conversion on a 1:1 conversion base. This would help tie in Conclave progression into the rest of the game as a side farm. To compensate for the ease of this potential conversion system for Conclave, the drop rate for Universal Medallions should be increased substantially in Disruption, to provide more methods of obtaining this medallion. Even with this increased availability, the limitations of available daily reputation, along with the very steep investment total 372 medallions to max out a syndicate does not account for possible purchases of items/gear that syndicates can provide. This creates a significant enough grind for those not wanting to participate in PvP based activities to acquire a Universal Medallion. These changes should also include the usage of Universal Medallions on Conclave Syndicate.

A vehicle for introducing the Conclave
This mode is not intended to replace the Conclave but give players the best of both worlds as much a possible. The Conclave can still serve its purpose for those who enjoy pure PvP environments and wish to practice against players to become more prepared for the Jungle. The same goes for players who specialize in the PvE aspect of the game to improve their proficiency and knowledge against enemy AI. This is to act as a middle ground for both aspects of Warframe to meet in an engaging and meaningful way. Keep in mind the Conclave is not separate from Warframe but is part of its experience, myself and many other Conclave players have it ingrained into our personal experience of the game and would love for others to have a chance to experience as well, even long after we are gone.
 

Jesus Christ Sang, you went all out with this one. 
An idea that is well formulated and thought out, on the forums, about PvP.

Where to start?
The game mode you proposed is well constructed, and and based on tried and true constructs. Nice!
In my honest opinion, this game mode if executed well by DE could not only lower player burnout, and remedy content drought, but bring a lot of new players to Warframe.
A semi competitive PvP game mode, that introduces something almost unheard of in the world of Warframe before, playing for fun, not rewards. 
ALSO, you proposed adjustment to some PvE game aspects that would be impacted if such a game mode would be introduced. You should get paid for this.

If this game mode got somehow implemented into Warframe, oh God, wildest dreams came true. Now lets just hope that DE keeps up their promise on the Buzzword of 2020.

Keep it up man, we need more Sangs! ❤️

Edited by -CheffDegu
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Just now, (XB1)The Repo Man151 said:

Well, then that game mode isn't for you. Good thing you have the entire rest of the game for you to enjoy.

oh if its optional i dont see why people cant have it but if its not and its being forced on people. no thanks. im glad lunaro and conclave are completely seperated from the rest of the game.

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22 minutes ago, Gabbynaru said:

Why do you guys always feel like you have to prove anything to random strangers online? Are you that uncomfortable playing a freakin' video game, something that's supposed to entertain and to be enjoyed?

Why do you always feel like you have to prove something to random strangers online? Are you that uncomfortable looking at forums, a freakin' place of discussion, something that's supposed to garner fresh and interesting ideas, and let people discuss important/interesting topics?
Please, he is just PROPOSING a very, VERY well thought out game mode, that CAN be enjoyed by a lot of players. In the world of forums, this post is outstandingly high quality. 
While yours is just a strawman and a very not nice way of trying to farm some forum karma.

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20 minutes ago, -CheffDegu said:

While yours is just a strawman and a very not nice way of trying to farm some forum karma.

No, it's just a genuine question that, for some reason, you people are clearly too offended by to answer honestly. Though, I suppose in a way you did answer it. So thank you!

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