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Earth: Re-Imagined


Duke_Deddy
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I recently got back into Warframe after taking a two year hiatus due to lack of internet. Here are some thoughts on the "new player experience" that I think could be pretty simple to implement because everything is already in-game:

- make the "Training/Movement" tutorial in the Codex the very first node on Earth so that new and returning players have an easy place to find the basic game mechanics. Use the Grineer tileset already in place instead of the Simulacrum-esque room. To make it easier, you can put in a machine that looks like the modding station right at the start of the mission so that players can recognize the machine as important right from the start. Have this training station also include the information already in the Codex on energy, health, shields, MR, and damage types.

- make the very first node a spy mission and give the players a choice between 3 randomized Warframes so that they get a chance to play a frame for free to decide if they like it or not. This will encourage players to more willingly grind for that frame later.

- make the second node an Exterminate mission and again put a mod station at the start to teach players how damage works. At the end of this node, consider giving them one gold mod as a one-off mission reward. At the end of node #13, consider giving them a stance mod as a one-off reward.

- the sabotage mission would be a wonderful way to explain how affinity affects MR by making use of the various anti-toxins to demonstrate how using more than one antitoxin will level up the player more quickly. Maybe they can be set up something like in later sabotage missions where you have to go and destroy a canister keeping the antitoxin contained before you go and start the count down to neutralize the toxin machine itself.

- the 14 nodes could possibly be set up in this order: spy, exterminate, mobile defense, mobile defense, sabotage, excavation, rescue, interception, capture, cross-exterminate, defense, dark sector excavation, dark sector defense, void fissure.

- Node #4 should be archwing, with the option to choose which archwing to use to see which of them they prefer, again so that they more willfully grind for them later.

- let players unlock a companion at the end of the first Excavation mission, or a kubrow if they picked up an egg by having an incubator on world. They would still need an incubator on the Orbiter for Helminth Chargers and Kavats.

- Node #10 should be a Corpus vs Grineer fight to demonstrate different armor types and provide a cinematic intro to Vay Hek vs Nef Anyo.

- Node #13 should be Infested on a Grineer ship tileset.

- push the Vay Hek boss battle back to Mars, and push each subsequent boss battle until the Sergeant back one planet. Get rid of the Sergeant, as the fight doesn't seem to fit.

If you've stayed with me this far, thanks for your attention! I thought it may be helpful to voice some suggestions from the perspective of a new-returning player. Just a personal gripe, but please also consider a way to level up mods by using duplicates of that mod, much like how the arcanes are levelled, in addition to the option to use endo. The endo system is solid, but high level (aka primed) mods require a ton of it. It would be nice to have the option to level up mods like Target Cracker, for example, without using endo so that we can save it for the rare or powerful mods.

Thanks again! 

Edited by Duke_Deddy
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