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Codek_726
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(PLEASE READ TO THE END)

 

CURRENT SITUATION

It is public knowledge that during the last 2 years Warframe has not had major updates despite providing a large amount of content and things to do. The state in which the community is today regarding this issue is also publicly known and may be due to several factors:


- The large number of bugs that updates present: beyond the fact that updates always result in a big step for developers and perhaps due to the anxiety of providing new content, it makes these updates suffer from errors that even in certain cases affect incredibly the gameplay making the new result in a failure or frustration on the part of the players. Year after year, the standard of demand on the part of the players becomes higher and the developers inevitably should correspond with this.

Unfulfilled promises: referring to the above, the fact of showing or committing to certain content either in a devstream or in a tennocon; it generates an expectation in consumers that is then not fulfilled as expected. That affects the credibility and trust of the community towards the developers, losing interest not only in the missing content but also in the future.

Bad publicity: Although the scope of the game can be massive, either due to its free-to-play condition or due to advertising campaigns, Warframe is losing the ability to retain players, which should be its main objective. This is a real problem and in part it may be due to just promoting an update and not the full game, thus warning the new player about all the content available to date.

- Not respecting a line of progress within the game: referring to the previous point, and given the constant effort to reach a new audience, the fact of advertising only part of the content, forces developers to make new content available to new players, losing any type of relevance that it may have at the time of implementation. (We will cite as an example, the Scarlet Spear event, where new players or at least those without completing all the necessary adventures have the ability to obtain arcane augments very easily compared to things you should do defeat an Eidolon).

- Lack of a detailed guided tour on damage and defense mechanics: to this day and after 7 years of development, new players still do not understand essentially what their mission is and how to carry them out. Beyond people's level of understanding, the game lacks this information in comparison to the levels and possibilities that are provided within it after being properly informed either through other players, wikia or content creators. As of today this seems even intentional and it would be good to at least clarify this last point.

Gameplay slowdown: These hidden attempts behind unnecessary mechanics make the gameplay heavier and the game less entertaining. Examples, that a capture is transformed into an extermination arbitrarily (in spy missions the alarms must be activated for this to happen), that in void fissures the enemies suffer a stage of unnecessary invulnerability, or the random change in a mobile defense and even the limits of the environment by forcing a black screen when just one foot goes off the map and generates a meaningless spawn, not only slowing down the game but also causing more than tiresome and overwhelming game experience (although this has been decided to avoid possible bugs).

Interconnection between updates: mainly the Railjack was built to play other repetitive missions and 99% disconnected with the rest of the system. We know it is in development and the Scarlet Spear event is a test of potential, but the implementation of such a connection would be urgent.

The value of the time spent in the game: It is well known that the content in Warframe “always comes back” or over time it becomes easier to obtain. But this makes sure that the time invested by any player at the time of implementation is incredibly depreciated, either due to a very short exclusivity or because the developers themselves "give it away" (drops), thus preventing a new player from passing for the same phases as others, even when developers liquefy their own content implementing "improvements". Examples, the Thumpers prevented people from having to mine or fish in the plains of Eidolon and even avoid certain contracts, the Exploiting Orb did the same with the resources of Fortuna and not to mention the change in the arcane augments blueprints of Cetus, the change of Nezha from raids directly to the Dojo or Ignis Wraith blueprint on invasions, or items directly into the Baroo marketplace without even having a tactical alert involved or avoiding invasions.

Lack of progress: with each major update the game has suffered changes and our characters too, giving us the possibility of becoming more powerful. Examples, The Acolytes (melee mods), the second dream (focus tree), Law of Retribution and the Jordas Verdict (arcane augments), The Eidolon Hunt (same arcanes), Arbitrations (more arcanes and mods like Adaptation and Rolling guard). Content like this is the one that justifies doing the same missions over and over again, since the objective is the reward, which will make us stronger or more capable of facing greater threats, which does not exist nowadays thanks to the new armor, shield and health scaling.

The main thing of all this is that despite the variety Warframe can offer, if there is no progress at the end of the road, it is useless to play the same missions over and over again.

Next, we will propose a series of suggestions or alternatives that you may consider.

 

RELICS SYSTEM

We always say that the rewards do not equal the effort or time invested by the player in a game, therefore everything is summarized in a speed run for efficiency reasons. Here is a suggestion:

-Be able to open more than one relic according to the duration of the game. For example, after 60 minutes, allow players to open 2 relics at the same time and thus also obtain 2 rewards from a pool of 8 (full squad) and that after 120 min they can open 3 relics and choose 3 rewards of a pool of 12 (limit) requiring the same amount of reactants for each one of them (10 reactants each). That would provide the alternative to having the same performance as a speed run on capture missions, but playing an endurance mission and facing greater threats.

-Expand the stock of traces that can be stored at least x2.

-Be able to upgrade more than one relic at a time.

-Be able to upgrade relics with e void traces we are currently winning during the mission.

-Remove the immunity phase of the enemies when suffering the void corruption, it only exists with the purpose of slowing down the game. Speed up animation and maintain shield, armor, and life restoration properties.

 

RIVEN MODS

The original intention of applying this new system was to reuse weapons that had become useless compared to the performance of new ones over the years and thus offer different "goals" betting on the player's fun without forcing him to use the "best weapons of the moment”. But that’s not everything, in addition to reviving old weapons, we also managed to become more powerful in the process.

Sincerely, such inclusion (RIVEN MODS) is considered as one of the most “sustainable” content within the game in the long term, since it requires a lot of investment time to achieve the desired STATS in a designated weapon.

In the first instance, play a series of missions to have the possibility of acquiring one of these MODS (1st RNG) and that in turn is the type of weapon you need (2nd RNG) and once it is discovered, have the Luckily it is for the desired weapon (3rd RNG) which can also be done only once a day (CAP). Like many other forced limits that are known within the game with the sole purpose of making the content "more durable".

Of course there are also the "riven slivers" which are a kind of relief and consolation prize after 2 YEARS of the inclusion of said system.

Then comes the part where you have to get a certain resource (KUVA) to modify the stats of that MOD and thus raise the potential of the weapon, with an infinite RNG. All of this, and despite the hard work and time invested, seems to be worth it since our arsenal will be renewed and also as a consequence we will become somewhat more powerful or capable of facing certain enemies with the affected weapons (PROGRESS); UNTIL YOU DECIDED BALANCE RIVEN DISPOSITION IN THE WORST WAY POSSIBLE, BASED ON POPULARITY.

Honestly, this is the most effortless and least responsible way to make changes to the TIME INVESTED by the USERS. Everything that a person could have invested in achieving a certain ROLL, which can be summarized in 1 or more than 100 attempts, can be worth absolutely nothing simply because DE has decided months later that it should not be so, when in fact they could have foreseen the potential of ALL GUNS IN THE GAME before implementing the system and thus provide a reliable platform for the player where their time invested is not put at risk, whenever “SOMEONE” comes up with it. As the best example, we will quote GRAM PRIME. You decided to incorporate into the game a heavy melee weapon with the best base stats compared to its peers and still allowed its riven disposition to be at max for 18 MONTHS and then pretend to people not to use it??? To be honest, there are mistakes that you cannot make after 7 years of developing the SAME GAME, there are no more excuses. The only thing that’s clear is that you don’t care about the time (MONEY) that your users invest in the game and everything just an insult. This is not balance; this is the way you use to keep the player circling. We want to continue playing, but it seems that you don't.

With that being said, here we leave a suggestion on how to could modify the system without playing with the time invested by your players and, of course, without damaging the RIVENS system.

-Remove the independent disposition according to the version of the weapon. If a version or variant of the weapon is better, it should be better in all its aspects, including the RIVENS.

-Eliminate the system of variable dispositions based on popularity, and instead establish a fixed disposition that is considered viable for each weapon, and with a fixed disposition we mean that it will NEVER CHANGE. The fact of regulating the dispositions only taking into account the use that said weapon undergoes during an X period of time causes the time or money invested by the player to acquire said mod to be affected almost in an immeasurable way, not to mention the effect this has on the market. Having a fixed disposition, it will also provide confidence to users who decide to buy a certain MOD in addition to offering more stable prices in the market.

-The disposition system is affected by the Mastery rank, so the higher the mastery rank the player has, the higher stats the mod will have. In this way, the player will be encouraged to play more and reach higher mastery ranks, giving them a true meaning when using his arsenal.

 

ROLLS & RNG and dissolution of a MOD

-Be able to lock on stats in exchange for an additional cost of kuva for each locked stat. For example:

1 Positive Stat Locked = Roll + 2k Kuva

2 Positive Stats locked = Roll + 2k Kuva from the 1st stat + 4k Kuva from the 2nd stat

Lock a negative Stat = Roll + 6k kuva

-As for dissolving a MOD Riven it is known that we can recover not only part of the ENDO invested in the mod but also an additional amount of endo for each roll that said mod has suffered. It would be great to recovering part of the KUVA invested instead.

 

HEALTH, SHIELD AND ARMOR SCALING - DAMAGE SYSTEM AND STATUS EFFECT:

With the aforementioned, it is clear that the difficulty must return when facing an endurance type mission, whether it be a defense, survival, interception, disruption, etc.

With recently implemented scaling changes, the difficulty does not exist regardless of the level involved; not only due to the fact that the amount of health is insignificant compared to the potential damage we have, but also applying the same mechanics solves the problem of how to defeat enemies, using VIRAL + SLASH remains the most efficient method regardless of the type of enemies you face.

We believe that it would be necessary to work again on the enemy’s health scaling. Currently, a level 9999 Corrupt Heavy Gunner has approximately 320k health, making it possible for a simple bypass build to kill them in seconds. Maybe, if these enemies at maximum level (lvl 9999) managed to have a maximum of 30 million health (current one X100) would be a slightly more realistic situation about the potential we have when it comes to doing damage.

Along with this, make a review of the status system to truly expand the options of both weapons and builds when facing a certain faction.

 

- The corrosive status should not be limited to 80%, instead, it should allow the minimum level of armor to be reached, but without removing it.

- Piercing status, instead of reducing enemy damage (which is useless), could instead grant a damage multiplier against armored enemies (maybe 200%), just like magnetic works on shields.

-The gas state should work the same way that the slash status and the toxin status do, but without bypass.

-The impact status, could stun enemies and also decrease their precision; remove the knockdown and leave the explosion status as it was before.

-Adjust the mod "Shattering Impact". Increase the armor reduction value per hit so that it is affected by the proportion of impact damage that the weapon originally possesses.

-About the simulacrum, let us configure the highest level possible in game to test our weapons even when you think it’s pointless. That’s not just a “content creator” feature, many people like to test things there as we don’t have to wait 4 hours to face a challenging enemy. Or at least, that the player can configure the highest level that they have ever faced in the game.

If we allow the enemy's health to scale as stated before, controlling that the armor and shield levels maintain certain levels; weapons with impact, piercing, or slash as primary damage will be able to reach similar potentials with the correct build.

This is not against new or casual players, but in favor of a progression system according to the damage potential that can be achieved.

 

QUESTS:

As for the adventures, they turn out to be more playable and not just interactive cinematics like the last ones that have been presented.

 

FOCUS TREE:

For a very long time, the focusing system broadened our horizons in terms of damage, crowd control, mobility, and survivability. It would be nice to be able to give greater relevance to schools that were left behind such as the Unairu or Vazarin expanding the effects they cause in Warframes as well as giving a better use to all those Eidolon Shards we already own once we maxed all schools.

RAILJACK and NEW SYSTEMS

While Railjack (Empyrean) is one of the game's newest additions, its implementation was perhaps one of the sloppiest or hasty in Warframe history. Both Railjack and the entire Archwings system need to be integrated in a more relevant way within the game loop.

Some Additions:

-Have access to the avionics configuration from the railjack boarding from the orbiter, avoiding the passage through the dojo and the dry dock.

-Have several avionics configuration slots (A-B-C) as we have in Warframes, companions and weapons.

 

ARCANE AUGMENTS

-Be able to equip the arcane in the items for which it grants their benefit, being these not modular. An example Arcane Fury in the melee, Arcane Avenger in the warframe or Arcane Tempo in the primary. In case of Exalted Weapons, Arcanes will continue to be equipped in Warframes. Thus, although the suggestion results in a BUFF, it would be more useful to have multiple sets of arcane augments. Just as the exilus adapter exists, we could obtain another adapter to be able to equip the Arcane Augment on the desired weapon. This would only apply to non-modular weapons (Kitguns and Cetus melees are excluded).

 

GAMEPLAY

-RAIDS: Although they were removed from the game years ago, and perhaps because they could become boring or not so played through time (like any other type of mission), they are still a game mode that contributed a lot to Warframe.

-The waypoint: it would seem that the same formula applies to all tilesets which obviously is not optimal from a gameplay point of view. Dedicating the necessary time and adjustments tileset by tileset would be what we think the best option, previously the waypoint guided the player from the room on the way to the exit; at the moment, we only have a marker positioned at the extraction point.

-Arch-melee: As heavy melee with mods of the standard melee (revision of their stances) otherwise they would not be viable as an alternative.

-Implementation of the new start guide: for new players who have little understanding of the game and its mechanics. Expand the information and put into practice the content in the codex.

-Kuva Liches: be able to invoke the liches as it happens with a specter. Perhaps when capturing it, we could get a reusable blueprint to create beacons or something similar.

-A higher level of customization of the HUD, being able to locate the information in the sector of the screen that best suits us or likes beyond also being able to modify colors and transparency. This is due to the high level of lighting, reflections and special effects that the game provides and it is difficult to concentrate in the center of the action or to keep an eye on the team.

-Syndicates: when the enemy syndicate is defeated in its entirety, it would be nice to have a chance to get some random item from its offerings.

 

Development, implementation and performance

-Provide a Test server to a designated and appropriate team (with experience in the game as a player), for which you could take advantage of your Partner program, for example. It is unfortunate that the partner program is only an advertising guideline.

-Take more time to provide more polished updates. People will always understand that something well done takes time. Although it is known that part of the testing is left to the players (PC), the errors suffered by the latest updates make it impossible to experience the new content.

-Have more frequent monitoring of skills, synergies and damage system to avoid generating a habit in the players and thus avoid any disagreement with the changes made if necessary.

-Implement a better reporting system for bugs in-game, where the game can record the last 10 seconds of the game and with just one key you can send said material for analysis. Optional for the player to have it activated or not as it would affect the performance of the game.

-Improve the pairing system in terms of stability and host migration.

-Cross play is a very difficult goal to achieve, hopefully it may happen sometime.

-Control the Hype that is generated in the users when announcing news. Development times are getting longer and it all ends in incomplete content by forcing an implementation date.

-Stop imposing limits on the game, in terms of skills and / or synergies. Example, Kuva Bramma + MAG Magnetize.

 

SCARLET SPEAR EVENT

Although the purpose of the event was to compensate for the grind and also test the “squad link”, the fact that MR 3 users have access to the event causes them to skip the progress curve in cetus without even having finished the necessary adventures or hunted an eidolon. After this event, these players will have no reason to play such content.

 

CONCLAVE

1-      All Warframes with the same stats, without mods, or arcanes, without abilities (300 shield and 300 health).

2-      Weapons scattered on the map randomly but the least used.

3-      Small defense maps with random respawn and all vs all of 8 people.

4-      Game time limit, deathmatch style.

5-      Rewards: Nightwave system, credits, glyphs, weapon skins, syandanas, decorations for the orbiter for each 10k of accumulated points.

6-      The points earned will be paid at the end of the match.

1st 5000 - 2nd 4500 - 3rd 4000 - 4th 3500 - 5th 3000 - 6th 2500 - 7th 2000 - 8th 1000 (this values are just as example).

Another game mode could be implemented, mixing pve and pvp just like Gambit on Destiny 2.

-The CELESTIA syandana can remain Active depending on the number of challenges that have been completed at least once in a day.

 

DOJO

-Be able to rearrange the rooms without destroying them and also be able to accelerate their destruction.

-Be able to put NPCs in the dojos, with the implementation of the dry dock the rest of the dojo has become so empty compared to it.

 

FASHION FRAME - DECORATIONS

-Be allowed to create a fashion set, be able to decide which syandana / armor / sigil / ephemera to equip quickly by just selecting a predefined set. Be allowed to create a set of colors to quickly equip on the warframe or accessories. Be able to set accessory as favorite, whether it be syandana / armor / sigil / ephemera to see them earlier in the inventory.

-Favorites in inventory. That a warframe / weapon / melee / sentinel / archwing / archgun could be bookmarked so that it could be seen earlier in the inventory.

-Have the options "Previous" and "Next" in random color settings.

-Being able to equip armor on the forearms and legs of Warframes. That would make it more useful to have multiple sets. Also be able to rotate them and maybe adjust their size.

-The creation of the WEAPON ARTICULAS in real size and WARFRAME ARTICULAS in real size.

 

TIME FOR D.E. - CONTENT AND PROGRESS FOR PLAYERS

Of course, it takes time to continue the Warframe story, and during that time players need to have something to do. Any type of sustainable content must promise a breakthrough in characters to make it worthwhile.

Our suggestion.

-Strengthen the link between the Operator and its Warframes.

Thanks to the creation of the Railjack, our Warframes and the operator will be able to access a new place that may perhaps be outside the Origin System, in addition to accessing that place we could face either enemies as well as asteroid belts, having to repair our ship permanently and avoiding obstacles, etc. Said trip or transition could have a time limit where if it is not met, it returns us to the beginning to try again.

Once there, the mission will be simple, a huge RAID BOSS, without invulnerability phases, but with mechanics that we can foresee and make use of our movement system to evade them and of course a LOT OF HEALTH to test our full damage potential.

The mission should not be done alone.

The mission should not be done more than 3 times per day.

All people must have their Railjack built.

Blocked by Mastery Rank.

Blocked by intrinsics level.

Must have all Focus schools at max.

Once defeated, the reward will be a 1% bonus for the Warframe that has successfully participated in the mission and the operator will decide where to apply it, being it Duration, Efficiency, Range or Power strength with a total bonus limit of 40 % regardless of their distribution by Warframe.

Said Boss will get stronger and stronger with each defeat, depending on the amount of bonuses the Warframes participating in the fight have; taking the highest as reference.

The application of the bonus will be irreversible, but the player will have the option of having multiple Warframes of the same type in order to have as many combinations as they want.

This content is not intended for veterans only, but for those who have passed at least 80% of the game. It would be considered END GAME content.

 

We really hope that all this tips or suggestions may help you and that you can choose the most suitable solutions.

The most important thing to understand here is that we want you to keep going further, help us to keep playing Warframe and reach its true potencial.

 

Sincerely, your community.

Edited by Codek_726
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It seems to me something that they should urgently pay attention to, since I haven't even been motivated to play the last event, or the game in general, since I feel tired of almost most of the content.
I agree, with everything that is mentioned here perfectly, because it could bring fresh things, in addition to giving new life to the previous content.

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totally in agreement with this, the new player does not have how to know all the content of the game, and the veteran in addition to not having how to see his compensated time above is lost many times (in the case of the rivens) by unwise decisions by from the DE team

 

Edited by akatsky94
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I agree with most suggestions and it's not worth arguing over small things since likelyhoid of anything being implemented is small but I do not like the idea of rerolling rivens and saving a stat.

Most of the time I only bother with rivens with good stats on first roll.  So if I find a really good one, I don't care what weapon it's on, I'll build that weapon up.  

If you can reroll and keep cc, cd, as, etc. then all rivens will be about the weapon and not the stats on it.  This would crash the riven market because no one will care about any riven except the meta weapons.  

Now if you want to make any plat, you'll have to get the desired weapon, then roll it out to meta stats, then sell it.  Random stats keeps the market price high when you get that lucky roll.

Why bother buying a nice roll when you can just do it yourself?  

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A well made post with an original take on how to improve the game with numerous ideas. Digital Extremes should implement at least  one of these suggestions since it'll definitely benefit the game and the players.

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Le 24/04/2020 à 01:34, Codek_726 a dit :

The only thing that’s clear is that you don’t care about the time (MONEY) that your users invest in the game and everything just an insult. This is not balance; this is the way you use to keep the player circling. We want to continue playing, but it seems that you don't

Why did you have to put that there? Everything was perfect until there. I just can't stand that kind of arguments. 

So I was instantly driven away from the rest of your post but the suggestions until that have a big +1.

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34 minutes ago, (NSW)Greybones said:

Is discussion needed to say I’m not being spoken for? 🤔 What if I don’t justify my request?

Was just curious what you disagreed with and why. Overall I agree with OP - considering a large portion has been a long time coming and needs changes.

Again, was just curious why you wouldn't agree with any of it. But I won't lose sleep if you don't want to elaborate.

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39 minutes ago, Tinklzs said:

Was just curious what you disagreed with and why. Overall I agree with OP - considering a large portion has been a long time coming and needs changes.

Again, was just curious why you wouldn't agree with any of it. But I won't lose sleep if you don't want to elaborate.

I like curiosity. Give me a bit to gather my thoughts and I’ll clarify.

edit: Hoo boy, as I mull over what I’m going to say while I re-read the topic, I am again thinking “I can see where the OP is coming from for a lot of these observations. I’d question many of their examples, but I find their observations good food for thought”. Once I end up at the ‘Next, we will propose a series of suggestions or alternatives that you may consider.’ part, I’m almost shockingly aggressively thinking “Now hold on one god damn minute, I didn’t see a dotted line to sign up for any of this”

Edited by (NSW)Greybones
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1 hour ago, (NSW)Greybones said:

“Now hold on one god damn minute, I didn’t see a dotted line to sign up for any of this”

And you don't have to, if you disagree you have the right to either ignore this post, or go down the list - point by point - if you feel obligated to do so, and refute and debate each. 

I don't agree with posts blindly attacking DE nor blindly praising them "Wow you guys suck" "Wow you guys are doing awesome, ignore the haters!"  So I just ignore them for the the most part. No worries from me if you don't agree with the OP, I truly wonder why you wouldn't (many of these ideas have been requested for quite awhile) however, if you're just insulted that he said "community feedback" and didn't get your signature, but is "using your name, because you're apart of the community". Then I defer to my original statement, just ignore it and move on, too many things to be upset about in the world and I wouldn't make this one of them, not worth the hassle, in my opinion.

Have a good day.

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On 2020-04-23 at 7:34 PM, Codek_726 said:

-Be able to upgrade relics with e void traces we are currently winning during the mission.

The main reason I cannot see this being possible is we don't have snapshotting. So say you're 60 minutes into a survival mission with 20 'rewards' (not including bonus), and you disconnect. You would end up having relics 'improved' by traces you don't technically own.  With snapshotting, it would take a picture of your 'mission inventory' and all the loot you would receive at the 'end mission screen'. If we go back to the 60 min survival scenario, you disconnect and are unable to reconnect - you get an in-game mail giving you what you would've received had you left the mission at that moment. Snap shots would happen whenever a mission reward would be received (so every 5 minutes, you get a endo/relic reward, the game 'snapshots' the inventory) this would remove the 'I lost all my stuff from host migration' complaints. If we had snapshotting, you'd *technically* own the traces, so it would be possible then.

On 2020-04-23 at 7:34 PM, Codek_726 said:

-The disposition system is affected by the Mastery rank, so the higher the mastery rank the player has, the higher stats the mod will have. In this way, the player will be encouraged to play more and reach higher mastery ranks, giving them a true meaning when using his arsenal.

This I disagree with. Mainly because it incurs more powercreep, which is what rivens were a band-aid 'solution' to try and prevent. I'd argue rivens need to be more than 'raw stat boosters' and instead be changed into custom augments, this is a loaded statement, but for the sake of brevity I'm not going to elaborate further because it's a small novel on its own.

On 2020-04-23 at 7:34 PM, Codek_726 said:

Once defeated, the reward will be a 1% bonus for the Warframe that has successfully participated in the mission and the operator will decide where to apply it, being it Duration, Efficiency, Range or Power strength with a total bonus limit of 40 % regardless of their distribution by Warframe.

This is another part I don't agree with. It's further timegates with powercreep as a reward, and it won't alleviate issues with the lack of variety of frame builds but make them worse.  I'm fine with a boss and challenge, but the reward shouldn't be something that gives power directly, or even indirectly. Cosmetics/skins/resources are fine, but raw power increase like that I don't like. (same with the arcanes on melee/weapons/frame, it's just more powercreep, when DE need to be balancing the game not making the balance even more out of wack).

On 2020-04-23 at 7:34 PM, Codek_726 said:

This content is not intended for veterans only, but for those who have passed at least 80% of the game. It would be considered END GAME content.

The other short-sighted issue here is, there isn't anything challenge to exercise this 'new endgame content' powercreep boost on without an unreasonable amount of mission time before enemies get challenging. There are more rewards than just 'power' for players, and adding power like this you get pigeonholed into certain mods/boosts. Again, this won't alleviate the 'must have' mods. Instead of adding more power creep in this capacity, balancing the mod system (and abolishing must have mods and buffing the weapons to compensate), and making irrelevant mods better is the way to go.  Otherwise balances gets even further messed up.

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and read your proposals carefully and I find them very interesting I hope that at least one will be taken into account and applied to the game.

Although I regret the fact that there are already critics of your proposal, unfortunately there will always be people who are against what you say even if they do not understand anything or are affected by what you say.

All that remains is for me to apologize for the bad time that those people put us through even if it is not my fault and escapes my control if I forgive 🙂

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1 hour ago, Tinklzs said:

Have a good day.

🤔 Tell you what. I’m just going to leave my original, hassle-free, not-too-bothered 10 word post as it is. I appreciate your curiosity, as it’s driven me to more clearly organise my own thoughts as I was deciding what to write, but I think I’m going to have to leave you dry of answers as I bid you good day as well.

Don’t mind if I satisfy my own curiosity by reading your considered post where you lay out your thoughts on the matter, though. I like learning about others, and I thank you for taking the time to write it 👍 

Edited by (NSW)Greybones
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14 minutes ago, plecustomus said:

and read your proposals carefully and I find them very interesting I hope that at least one will be taken into account and applied to the game.

Although I regret the fact that there are already critics of your proposal, unfortunately there will always be people who are against what you say even if they do not understand anything or are affected by what you say.

All that remains is for me to apologize for the bad time that those people put us through even if it is not my fault and escapes my control if I forgive 🙂

If those things were added we would be effected though, debate isn't a bad thing it should be welcomed if the endgoal is to improve the game.

14 minutes ago, (NSW)Greybones said:

I thank you for taking the time to write it 

Your welcome👍

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On 2020-04-23 at 7:34 PM, Codek_726 said:

Gameplay slowdown

I agree with removing the invincibility phase for corruption, but strongly disagree with removing aspects like, "Change of plans."

Easter egg hunting, exploring containers and tile sets, stealth for fun.. all of these are abandoned in public to facilitate the breakneck pace some players demand.. at the cost of much of the intent, development, and desires built into the level design and mechanics of the game, as well as the hopes of players who are drawn in by these aspects. This is something I feel may make good sense to you, as you refer to the similar root cause of what I see in some respect, as:

On 2020-04-23 at 7:34 PM, Codek_726 said:

the rewards do not equal the effort or time invested by the player in a game, therefore everything is summarized in a speed run for efficiency

Under no circumstances do I wish to see this rut (grind-speed>gameplay) grow deeper, without expanding just the same to preserve these other playstyles from being choked out any further. RIP stealth.. also, what are lockers even for these days? ...Casualties of catering to speed grind.. which is symptomatic of the RNG.. and those two factors (speed running and steep RNG,) are self perpetuating and co-morbid!

Asking for more shortcuts/time saving = asking for more RNG, in order to retain/recover that player time. I'd rather less RNG with mechanics vastly more accepting of detours, fresh circumstances, unique modifiers happening organically; the higher the bar is set for everyone to just speed run, the less they can implement meaningful player immersion.. and those who play the game with a focus on the environment, are having to forego any chance of reward, in order for DE to minimize the level of advantage a speed optimized method has in negating time in game. These players are treated as speedbumps as it is.
 

On 2020-04-23 at 7:34 PM, Codek_726 said:

after 120 min

...does anyone actually trust the game not to host migrate in that time? o_o That would have me wicked nervous. Kidding aside, the scaling of reward tables has always been underwhelming. This helps drive the impression that players are better off bailing on their party as soon as it stops being immediately convenient. ...like the tradition of droping squad the moment players return to their ship. Even keeping on a rotation C is like, "ok, so I have a 1 in 16 chance of getting the thing I want while the game outpaces my kit, or demands I use some exploit strat... but it doesn't want us to rely on exploit strats.. but we don't want the game to feel easy, even though we want those exploits.. point being, if it's both slower and more of a cluster***k staying past Rotation C, why would we bother? I know I instinctively expected rewards to keep scaling.. but they just don't work like that at all.

If waves are going to start taking roughly twice as long.. why isn't there twice the reward for our effort? ...I think part of that reason is, having frequent parties to enter. If we're always leaving to start over, we can bring a new person along each time, and have to replay the first few waves. This works in largely in DE's favor due to the longer player engagement, but also ours, as there are more frequent open parties to join.. though perhaps there's a compromise? ..Having people able to join later in, scaling with Mastery Rank. Standard up to MR 6. Have more open parties available where players will be able to enter, asking them, "the first X objectives have been completed without you, do you still wish to join?" May have to be some earned consumable involved from prior rotations, so that players don't Exclusively wait for Rotation C to get started their whole in game career. Make that tradeable, and you've given a ticket for new players to benefit old players and vice versa. "Pay to rush," where the recipient is the player who doesn't find it tedious to populate fresh nodes.. and if they leave early to farm these, the party isn't left alone with no hope of backup. Just a concept I came up with on the spot, but something to that effect would breathe new life into endless missions.

Combining (something like) these elements with yours, and those mentioned by @Tinklzs with snapshotting, there could be people who spend whole afternoons in a single node. One more step I'd add to that.. the ability to ratchet down the scaling, to be able to bring lower level people back into the fold. Maybe a player's kits are like mine.. experimental hybrids that may only work well up to level 70, tops. Doing 15 runs of the same mission for a chance to get a relic, for a chance to get a part you need from it.. that's what makes that kind of build diversity impossible. Mostly because, there's another way to build that or another kit that outperforms it humiliatingly in ROI, though does not have the same feel or mechanical comfort the player desires. I see that as an oversight.. to have so many permutations/options to result in the game feeling awful to a player, or their character feeling inept, for having expressed a personal choice.
 

On 2020-04-23 at 7:34 PM, Codek_726 said:

ROLLS & RNG and dissolution of a MOD

Yes. 10/10. 100%. Yes.

As for the Dispositions, I disagree with your sentiments. The balance of, "popularity," is because players for Years have any little choice in the weapons they took. "The popular weapons," were the ones everyone had to bring, because they were practically exploitative in their damage by comparison. As for Weapons with higher quality versions having lower stat bonuses, I agree with DE's decision there as well. When there's a clear best, players who prefer something about the, "wraith," version are at a disadvantage. Often, the acquisition is equally difficult or tedious, and if time has value, then the end result should be worthy.. and without this provision, that would be less true.

 

On 2020-04-23 at 7:34 PM, Codek_726 said:

slightly more realistic situation about the potential we have when it comes to doing damage.

Ok.. so.. while that potential exists in some cases, I see that as a problem. We have weapons and combinations that do damage around 20-1000 on a good day against level 80s.. That certainly does not suggest to me that they should lean more exclusively into challenging the, "other," combos that do millions. the output from say, a Magnetic damage build on a Dera Vandal is how people speak of the way they want game to feel, so why does no one do that? There must be caps on things like Mag + Kuva Bramma for this very reason... No one uses the damage that feels right to them, but only the things that utterly shatter the game mechanics. Then, they want those combos challenged.. and when they do, everything else becomes an absolute waste. Why would you possibly want harder enemies, while you still want more broken combinations? Aren't those experiences functionally opposed? If the result is <1000 dmg kills everything, and players do >1000 dmg, it's the same thing as dealing 30 million against an enemy worth 30 million.. only, it throws out hundreds of potential mechanics and build choices in the process by being so definitive.

 

On 2020-04-23 at 7:34 PM, Codek_726 said:

Sincerely, your community.

You don't want me speaking on your behalf.. I'd nerf things. Likewise, you speaking on my behalf isn't doing me any favors in a few of your points.. if not totally undermining what I see as, "the game's true potential."

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