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A (rather big) varied, organized collection of ideas for DE


(NSW)Gamer-Steve

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These are various ideas that I thought of for future updates (Even smaller updates possibly!), so I hope both players & DE staff like what they find. Many of these are relatively straightforward!


I have this organized based on somewhat broad categories: Customization, Single / dual wielding weapons & combat, Gear, Misc.. Each section will have various points and context for how the things could be implemented (Ultimately up to DE as to how, etc.), and will be concise & to the point.

Notice (08-18-2020):
The "Reason for edit" section ran out of room, so I'm thinking of posting updates to the list as and when they come!

For DE staff (If this helps), I'll also quote the new section of this list in any update thread where I post the main topic there (That being this thread of course).

Without further ado;   (I changed the font color below to show up on light & dark themed website pages)

  • Customization

    • Operator Customization:

      • Armor & Syandanas (Check the linked thread for more details): I mentioned it a couple of times in the past, but I decided to make a standalone thread for expanding Operator customization! To clarify, this pertains to cosmetics on this point. I'm just linking it here so this post doesn't get super long on the web page.

         

      • Operator Voices / blending: With only 4 voice options (2 male / female) available currently, there’s not much variety for how your operator sounds. If there were at least one more male / female option (It’ll take some time to do all the possible lines for actors / actresses of course), that would help.

        • Along with that, considering how there's actual face-blending (Really interesting!), I was thinking it may be possible to work on voice-blending as well. I did think of a way to make it work for the player;

          You choose a baseline voice to start with, and then a second voice option (It may help to be able to play both voices before trying it!). With the voices on either side, there could be an audio slider, and a voice testing button to find a point between the two voices that sounds like what you feel is good for you.

          • The main issue I can think of with this is to make sure it blends properly for every possible line that your operator may say during missions as well as cutscenes (Both now and future ones).

    • Body & Step Ephemera:

      • Considering the ever-growing number of ephemera, and that only one can be equipped on your Warframe / companions, etc. at a time for each one, might it be possible to have two appearance tabs for a "Body" ephemera and below that a "Step" ephemera section? The step ephemeras would really only apply for Warframes, Operators and animal companions (Who have actual feet!), whereas the body ephemeras could / already do apply to everything (Including the Vengeful ephemera on Archwing and certain K-Drives).

        • The main point of that is to be able to expand a little further on Ephemera use and Fashion frame. But if implementing that could possibly harm your performance too much (GPU-wise), maybe it can have the visibility of the body ephemera go down a little while a step ephemera is equipped.

        • There are many combinations you can achieve with this, so it may take time to test everything I'm sure. Depending on the type of body / step ephemera however, it may also be a good idea to slightly reduce the brightness of some of them during cutscenes.

          • That being said, maybe there could be an "Ephemera Brightness" toggle pertaining to cutscenes, which the player can slide left or right!
             

  • Single / dual-wielding weapons & combat

    • Operator Combat:

      • Currently Operators fight with Amps mainly. But as noted further below, what if they could wield an amp on both hands at once? It could take up more energy in the process, but it could help make them a stronger force to be reckoned with. A secondary fire could launch a blast from the other hand, while the trigger button uses the dominant hand's amp.

        • In a sense, this could make certain amps' Void Beams seem a little like Iron Man, in that there could be alternating fire from either amp. While one arm recovers, you could use more of the opposite arm.

      • Expanding on their arsenal, Operator melee weapons. I've seen mention of a Void blade elsewhere on the forums, so you can craft the hilt of the weapon, and depending on the main part used, it determines the weapon type (Like with Zaws!). The Operator could generate a Void-based Katana or Machete-like sword, or if dual-wielding these "melee amps", Operators could (Pretend to be Elektra) use Void Sai.

        • Speaking of melee, perhaps a Void shield could be generated briefly to block enemy fire with a freed-up hand.

    • Simultaneous weaponry:

      • I'm not sure how it may be implemented, but if you were to craft a second copy of a sword (Or perhaps other combinations of weapons you already have), perhaps you could link them together in some way (Foundry segment?). Dual Broken Wars, perhaps a singular sword alongside a glaive (To compensate you could not have a secondary / primary selected in the loadout), and other possible things.

        • Considering the new Infested Arm Cannon, one possible idea is wielding two Arm cannons at once (For now that being the Shedu on one arm & the Infested Cannon on the other). You could just not be able to bring a melee or secondary in this case.

        • Depending on the weapon combo for melee, dual sword stances could be used, or new stances altogether for something such as a Sword and Glaive.

    • Archmelee Stance mods:

      • Creating new stances for a whole melee type could take some time, but some ideas of techniques for large swords in space could start with how existing Archmelee moves work, including;

        1. After a back & forth attack (Maybe with a third though), a spin in the returning direction could spin you around to slash two more times, until you reorient yourself.

        2. (Depending on the Archmelee type (Veritux or Knux for example!)) Moving forward while attacking could be a vertical spin forward, slashing like a giant saw blade (Sonic the Hedgehog 🙂 ). Or lancing forward at an enemy.

        3. A heavy attack for Archmelee swords could be holding the blade at full arm's length, and using your Archwing's thrusters (Or other propulsion) to spin you around in various directions to hit everything around you, like an advanced version of the spin of the 1st technique above. Most likely this will have you take more time to reorient yourself to balance it out.

        • This is at least one idea for an Archmelee sword stance! I hope it helps.

    • Pertaining to secondary weapons & possible Mastery:

      • I've seen it noted on forum threads from a number of years back, and I've mentioned it recently; Akimbo secondaries & their primes such as Akjagara & the Akstiletto currently don't have singular variants. Those could be opportunities to fill in missing Mastery points for those who need to pursue it.

        • The main weapon I know of which does have a singular variant completely separate from the dual version is the Twin Viper Wraith. Baro sells a singular Viper Wraith, while the bp (& parts) for the Twins come from invasions, as far as that goes.
           

  • Gear

    • Brand new Gear item:

      • After reading up on Orb Vallis Somachords and how hard it is to find them, I thought of an idea; A Walkman (Or set of earbuds, either way; Or Solaris equivalent of these) for Tenno to listen to their music while in the field!

        For an example, think of it like this: 

         

      • Going off of every song you've scanned fully, you can equip this in the gear wheel and it will play the song you have going in your orbiter. The playback can be turned on and off by selecting it in-mission.

        • When turned off, the main music will resume normally, or the mission's music will restart itself (The former would make more sense).

        • If a cutscene will begin during said mission, it will automatically turn itself off so as to not interrupt things. Same thing for Nightwave crime scenes or future Nightwave-interactable stuff.

      • You could theoretically buy this for Solaris standing in Fortuna! I'm not sure how much standing / rank would or should be needed for this though.
         

    • To help with in-mission gear organization (Apothics & Antitoxins):

      • Apothics: Considering how different baits can be selected when you're fishing, perhaps when you find a shrine & select it, it can open up a small box for your apothics. A step further would be to show a small image of which specter will be summoned (Thinking back to Kuva weapons showing up before you Parazon a Kuva Larving).

        • The number of in-mission apothics wouldn't need to be increased, the only point for this is to free up your gear wheel a bit more, like the baits.

      • Antitoxins: During the appropriate / relevant mission type (Such as Grineer Forest sabotage or future mission variety), when you find and select the target for the Antitoxin, in that same likeness it can pull up a list of your antitoxins. Except here it will show how effective each Antitoxin will be against the particular target. It can be listed as a percentage, for example.

      • When the Apothics / Antitoxin are equipped in the gear wheel, this should help with organization by allow you to equip only one to start with, but of course when you need to use it, it would show each one you've crafted, and let you use whichever one is necessary.

    • Another very notable thing is Sanctuary / Elite Sanctuary Onslaught.

      • Simaris does have gear items disabled, but there is one which may be relevant:

        Enabling the Archgun Launcher: If you were allowed to bring out your Archgun, I imagine it would greatly keep up your efficiency! I heard from a friend quite a long time back (Before the year 2020) that it was an idea discussed by staff before (Mentioned on a stream?).

    • A new launcher gear item for Archmelee, and a "Gravi-hilt" or "Gravi-helve"?

      • Hypothetically speaking, if Tenno ever wanted to swing a very big sword around (Or punch with very big gloves (Looking at you Knux)) in an atmospheric setting, one way to implement that could be by installing a unique variation of the Gravimag onto the weapon. The stats should probably be at least equal to how they are in space, but it could use Archmelee stances (Or a Heavy Blade stance, etc.) depending on the weapon.

        • Also depending on the weapon, perhaps to use any unique Archmelee heavy attacks, the Gravi-hilt or Gravi-helve could replicate the propulsion force needed to move the weapon with the same force as in spatial environments! This would lead to an equally decent recovery time for your warframe of course.

        • The Archmelee weapon Launcher hypothetically could have a cooldown similar to the Archgun Launcher, depending on how much it was used, or be tied to how many attacks it's Gravihilt / helve pushed.
           

  • Miscellaneous things

    • To help with scanning objects and enemies both in & out of Archwing, etc.:

      • Archwing scanning: In normal Archwing missions (Both underwater and in Space), it isn't too terribly hard to scan enemies since they don't move around super fast, but it may help if the Helios Sentinel were able to scan them while in Archwing mode.

      • Empyrean Scanning: I have seen (& I'm sure some players who see this know) how hard it is to scan enemy fighter-craft in any Empyrean missions, and while one idea is to use Amesha's abilities to slow them down, what if Cephalon Simaris sold a Scanning Avionic (Or Scanning ordnance?) to be used by the Railjack Pilot?

        • As to the name of this avionic or how much standing it'd be worth (Or Flux energy needed per use), I'm not sure. But when used, it could shoot out to latch onto an enemy fighter, and after a few seconds it can perform the scan for you! The only thing you need to do is get it in your sights, and silently fire it off.

      • On-foot scanning: There are a couple of things I thought of for on-foot scanning actually!

        • Radar widget for Simaris Scanner: This can alter the enemy icons shown by your radar mods by highlighting the minimap arrows noticeably for enemies that have not been fully scanned yet! This way you don't need to directly open and close the scanner to see the red highlight on an enemy. Since you can use the scanner during Archwing, this widget will also work there for all those fast enemy fighter craft.

          • Maybe this widget can also help with locating Somachord / Cephalon fragments in Open world environments? Theoretically by showing you a Sanctuary Target (Double-helix) like-trail just like if you were going after a Simaris Bounty Target! It would help with finding them in such a huge place.

        • Helios Window Precept?: Tied with how hard it is to scan fast-moving enemies in Empyrean Missions, I thinking it would also be very useful if Helios had the ability to target and scan enemies through Glass, as long as Helios has a line-of-sight on the enemy to be scanned!

          • I'm not the first to think of Helios scanning through Railjack windows, but I just wanted to bring more awareness to that part!

          • This includes the windows around your Railjack (For Crew members staying onboard to protect / maintain the Railjack), and all windows to be found within the tilesets of the game (Unless the sentinel is looking through more unique forms of glass like Mirrors, but then Helios could scan itself!). In theory, this could help people finish their Empyrean scans (It took me a long time to get everything in Earth Proxima scanned) in a welcome way. It could even be an upgrade for the existing Scanning precept for Helios.
             

    • Some limits of minimap radar:

      • Speaking of scanning and radar above, would it be possible to change / update how radar works? As noted on the Loot Detector ( https://warframe.fandom.com/wiki/Loot_Detector ) page, the vertical detection is capped at 12m above and below you. But it may give you a larger enemy / ally / object detection radius if it were more of a sphere.

        • Theoretically this would take your maximum detection range, and apply it to all directions (Including diagonally), effectively making it a sphere instead of a flat disc. It would improve the players situational awareness.
           

  • New idea (08-18-2020)!

    (I'll try adding things like this when I can!)

    • UI indicators with Defense objectives: (Let me know if this is already a thing, but I don't remember seeing it)

      • One important thing I noticed that isn't already a thing is various Damage Reduction, etc. icons next to the Shield / Health gauge of whichever defense target you happen to be defending. There are numerous abilities that can now provide protection from status procs, HP-healing, and damage reduction to either mobile defense objectives, excavators, NPCs that walk in various directions, and more. I think it would be very useful & informative if the ability buffs could be shown on the defense's gauge.

        • That being said, if any enemies proc status ailments, etc. those should be visible as well for the player's UI information!

        • Edit (08-27-2020): I noticed a few nights ago that ability buff icons and status procs from enemies, etc. don't appear for sentinels (This may be the same for any companion) whatsoever, making it a bit harder to tell if they're affected by those things! It would be just as important to show their status icons as well, for the players' information regarding the effectiveness / duration of each given effect.
           

  • New idea (08-18-2020, @ 3:49 PST)

    • "Vaulted" category when searching through Prime items, and when Relics are cracked open:

      • Every time I go to see Baro Ki-teer (Or check the inventory), I usually find myself looking up some parts on the computer to find out if they've been vaulted yet or not, but I think it would benefit everyone to be able to sort out which prime items they have that're vaulted at the time. In theory, that could also just be a "Hidden / Not Hidden" sort of toggle at a Ducat Kiosk & in the inventory, like how in the market you can toggle whether or not you want to see things that you've already mastered or currently own.

        • This "toggle" would basically not show the vaulted Prime parts, so you don't accidentally sell something you can't get back!
           

      • As for Relic cracking, in an effort to shave off time figuring out if something is vaulted (In the brief seconds you have with cracked relics), I think it would be just as useful if there was a "Vaulted!" indicator on a person's prime part if they happen to be using a vaulted relic (But of course considering whether or not the revealed part is currently vaulted, otherwise that could be accidentally misleading), when everyone gets to select a prime part at the end of a wave or mission. That way, they will know if they should try selecting that particular part or blueprint before the chance slips through their fingers.

        • As a matter of fact, when trading with another player, it would also be a good thing to have that "Vaulted!" indicator in case you want to know if what they offer / you offer them is in fact vaulted.
           

 

Edit (05-05-2021): Some new things to add to the main post!     (Copied from a post I made below)

  • Feedback I've written covering multiple recent Devstreams:
  • This discusses quite a lot of thoughts I've had on not only the Command Intrinsic, but also a solid way to handle Scarlet Spear returning and a pair of new mission types I thought of. This ^ thread is honestly probably the longest post I've ever made, so adding those thoughts directly on here would be way too long :)
     
    • But in the meantime, here's the TL;DR from it:
      Spoiler

      (Copied directly, with a tiny bit of re-formatting; Apparently it created some spacing issues on the forum post)

      Thoughts on the Orphix Venom missions in Empyrean (Orphix Spawns have potential for more player info)

      • Re-using Archwing space tilesets & assets, and thoughts on an Archwing Spy mission in space
      • Also touching on Empyrean-izing more missions in the Railjack-way (Namely "Core Warframe" things)
         

      Incorporating Empyrean Invasions

      • Also some in-depth thoughts on Scarlet Spear
         

      A few new mission types I thought of

      • Outlast & Escort
      • A possible way to handle Void Storm Fissures, and how multiple relics could work
         

      Empyrean-related suggestions from a thread I made in the past

      Bugs that I'm aware of in Empyrean (Some may or may not be fixed as of this writing)

      • Intangible Grineer missile platform turrets (Any proxima region), Gyre / Exo Roller sentries are non-existent, and some Codex issues, etc.
         
      • As mentioned in that section of this post, I'm planning on making a separate bug report for each of the bugs.
        • (I'm wondering, are you allowed to post multiple reports in the same post on the megathreads, or do you need to make a bunch of posts individually?)
           

      Lack of Empyrean codex entries / names

      • This includes both enemies & objects (As well as a Debug sort of object?)
         

      Suggestions to improve the Railjack itself

      • Also includes a small thought on the Railjack's boost gauge being removed, and the Necramech Haste intrinsic.
         
      • One more brief thought regarding showing others when you're on the Tactical Menu / Pause menu.
         

      Rebalancing Intrinsic point requirements per rank, & possible new bonuses

      • This was from before the Command Intrinsic line was revealed, as well as the new actual bonuses for the other 4 classes.
        • This basically includes the ideas I thought of if certain things were removed from the original Intrinsic bonuses, and the max rank went up to 15 per class; & some new math that handles the point requirements (Assuming 512 would be the highest amount) up to the new ranks.
           

      What I would do with the Command intrinsic bonuses (I found a way to streamline that class, I think!)

      • This still includes everything it currently has, but it still leads into whatever is in the works for Command rank 10 most likely.
         

      Bugs I'm aware of outside of Empyrean

      • Odonata Prime texture bug, when your Necramech is killed in the presence of an Acolyte, and various K-Drive bugs (In and out of missions), etc.
        • Ideally, I'd like to post all the bugs I'm listing into one bug report if I can, on the correct / current bug-reporting megathread (That's another thing I'm wondering; Where should I post them, considering these have been around since before the current update, and don't relate to Corpus Railjack?)
           

      Thoughts on Corpus Queenpins and their things

      • Some questions about their motives / number of personalities, etc., the Briefcase weapon, and new Ephemera ideas!
        • Also an idea starting from that, "Weapon Emotes"?
           

      Closing Remarks :)

       


       

  • My own thoughts on Voidrig and Bonewidow. Not reworks, but more like a revisit:
  • I'm not 100% sure if revisit is the proper term for this ^, but around the time of Orphix Venom, I spent a fair bit of time thinking hard on how to improve both Necramechs, and I realized a few ideas to help them be a benefit for non-Mech users (As the title mentions!). I think it would take up quite a bit of space to copy their passives here (Voidrig's "Backup Power", and Bonewidow's "The Entrati Endure"), but overall those are probably my favorite hypothetical aspects of them :)
     
    • The thread also introduces some augment mods for Voidrig's Necraweb (Father's recipe), and Bonewidow's Meathook (Mother's Remorse). It took some time, but there's also some math involved, showing how long various effects last with the Augments and their abilities overall, among other things.

 

  • All of the bugs I could find in Empyrean (& some non-Empyrean) before Sisters of Parvos:

"Update 30: Bug Reporting Megathread (Closed)"

  • I'd rather not go into too much detail on here, but essentially I found at least 18 different bugs, 10 Empyrean, and 8 non-Empyrean related. They weren't exactly game-breaking, but some were more frustrating than others. Thankfully, a couple have been fixed since I made that report!
     
    • Some things that were fixed since then included Gunnery Intrinsic Rank 9 not functioning after defaulting the Railjack controls, and another was finally adding "Reload" to those controls! Both are things I was happy to see.
       
    • For now, in short a couple of the more significant bugs I found still include Acolytes leaving when you're in a Necramech that is killed (By any source of damage), several missing Codex entries, and that for Mirage Prime specifically, the TennoCon 2021 right shoulder Armor is misplaced compared to her left shoulder.
       
      • I tested different skins for Mirage Prime, and only her default Prime skin is affected for some reason. It's similar to Volt Prime's right shoulder not having the Itzal Armor aligned properly (I checked since my bug report, and confirmed it's still an issue in the current update).
         
  • I've included plenty of images and details behind all 18 or so bugs, and all the steps I'm aware of to recreate them. Feel free to take a look at the report if you'd like to see how some things are, and if you have any details on them that I haven't learned. I'd be up for discussing it if anyone wanted to.

 


I hope this was a worthwhile read! Let me know what you think. Hopefully we can actually see things like this happen someday. (Let me know if I need to change the font color again, and if so what color might work best for Light & Dark)

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On 2020-08-09 at 3:47 AM, (NSW)Gamer-Steve said:

Body & Step Ephemera:

  • Considering the ever-growing number of ephemera, and that only one can be equipped on your Warframe / companions, etc. at a time for each one, might it be possible to have two appearance tabs for a "Body" ephemera and below that a "Step" ephemera section? The step ephemeras would really only apply for Warframes, Operators and animal companions (Who have actual feet!), whereas the body ephemeras could / already do apply to everything (Including the Vengeful ephemera on Archwing and certain K-Drives).

    • The main point of that is to be able to expand a little further on Ephemera use and Fashion frame. But if implementing that could possibly harm your performance too much (GPU-wise), maybe it can have the visibility of the body ephemera go down a little while a step ephemera is equipped.

    • There are many combinations you can achieve with this, so it may take time to test everything I'm sure. Depending on the type of body / step ephemera however, it may also be a good idea to slightly reduce the brightness of some of them during cutscenes.

      • That being said, maybe there could be an "Ephemera Brightness" toggle pertaining to cutscenes, which the player can slide left or right!

if DE do this part! it was going to be incredible...i like think same u and my friends too.

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31 minutes ago, Samusnews said:

if DE do this part! it was going to be incredible...i like think same u and my friends too.

Glad to hear it! Sorry about the dark text though, I haven't figured out how to solve that yet. Though I've been wondering if I should post this on the Heart of Deimos thread to see if [DE]Helen has thought about it.

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On 2020-08-08 at 11:47 PM, (NSW)Gamer-Steve said:

New idea (08-18-2020)!

(I'll try adding things like this when I can, and each time I do I'll update other places where I'd post this thread at for further clarity on how things are coming along)

  • UI indicators with Defense objectives: (Let me know if this is already a thing, but I don't remember seeing it)

    • One important thing I noticed that isn't already a thing is various Damage Reduction, etc. icons next to the Shield / Health gauge of whichever defense target you happen to be defending. There are numerous abilities that can now provide protection from status procs, HP-healing, and damage reduction to either mobile defense objectives, excavators, NPCs that walk in various directions, and more. I think it would be very useful & informative if the ability buffs could be shown on the defense's gauge.

      • That being said, if any enemies proc status ailments, etc. those should be visible as well for the player's UI information!

I've updated the list of ideas!

(This is also noted now in the main post itself, near the top)
The "Reason for edit" section ran out of room, so I'm thinking of posting updates to the list as and when they come!

For DE staff (If this helps), I'll also quote the new section of this list in any update thread where I post the main topic there (That being this thread of course).

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On 2020-08-08 at 11:47 PM, (NSW)Gamer-Steve said:

New idea (08-18-2020, @ 3:49 PST)

  • "Vaulted" category when searching through Prime items, and when Relics are cracked open:

    • Every time I go to see Baro Ki-teer (Or check the inventory), I usually find myself looking up some parts on the computer to find out if they've been vaulted yet or not, but I think it would benefit everyone to be able to sort out which prime items they have that're vaulted at the time. In theory, that could also just be a "Hidden / Not Hidden" sort of toggle at a Ducat Kiosk & in the inventory, like how in the market you can toggle whether or not you want to see things that you've already mastered or currently own.

      • This "toggle" would basically not show the vaulted Prime parts, so you don't accidentally sell something you can't get back!
         

    • As for Relic cracking, in an effort to shave off time figuring out if something is vaulted (In the brief seconds you have with cracked relics), I think it would be just as useful if there was a "Vaulted!" indicator on a person's prime part if they happen to be using a vaulted relic (But of course considering whether or not the revealed part is currently vaulted, otherwise that could be accidentally misleading), when everyone gets to select a prime part at the end of a wave or mission. That way, they will know if they should try selecting that particular part or blueprint before the chance slips through their fingers.

      • As a matter of fact, when trading with another player, it would also be a good thing to have that "Vaulted!" indicator in case you want to know if what they offer / you offer them is in fact vaulted.


I almost forgot about this idea! I've had it in the back of my mind for a couple of months now. I'm honestly not sure why this hasn't been implemented long ago.

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  • 2 weeks later...

Not a full-on section, but I noticed something new recently that should be changed as well, regarding the UI with defense objectives.

On 2020-08-08 at 11:47 PM, (NSW)Gamer-Steve said:

Edit (08-27-2020): I noticed a few nights ago that ability buff icons and status procs from enemies, etc. don't appear for sentinels (This may be the same for any companion) whatsoever, making it a bit harder to tell if they're affected by those things! It would be just as important to show their status icons as well, for the players' information regarding the effectiveness / duration of each given effect.

It turns out that (As an example) my Dethcube Prime sentinel was still being buffed with my Titania Prime's Spellbind, but the icon for it only showed up for her (Which is normal at the moment) and not for the sentinel. I believe it would be useful to know how a player's companion is doing beyond how much Health & shields they have at a given moment.

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39 minutes ago, Letter13 said:

So, @(NSW)Gamer-Steve, I have to ask....

Why are you posting this in the Off-Topic forum?

I mean tbh it’s hard to tell the difference of off topic vs general discussion since everyone posts warframe related stuff on both. It’s almost like there should be just one discussion tab I personally think.

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4 minutes ago, (NSW)JJA209 said:

I mean tbh it’s hard to tell the difference of off topic vs general discussion since everyone posts warframe related stuff on both. It’s almost like there should be just one discussion tab I personally think.

This wouldn't belong in General Discussion either. This would be either Fan Concepts or Feedback (probably Feedback).

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1 hour ago, Letter13 said:

This wouldn't belong in General Discussion either. This would be either Fan Concepts or Feedback (probably Feedback).

Hm, feedback sounds more accurate than the off topic category now that you mention it. When I started this thread, I actually had a hard time narrowing down where this sort of thing should go, since it's mostly already based on in-game things, but with a large amount of improvements in several areas of the game overall. Originally I wasn't sure what category this qualified as, partly because it was started right around the hype of HoD, and every other category seemed a bit different than what I was going for.

 

Considering all of that, is there a way to place this there @Letter13 (I'm not sure if the category changing on it's own would suddenly move it over there), or should it be copied & pasted into a new Feedback category thread?

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  • 3 months later...
  • 4 weeks later...
Am 9.8.2020 um 08:47 schrieb (NSW)Gamer-Steve:

New idea (08-18-2020, @ 3:49 PST)

  • "Vaulted" category when searching through Prime items, and when Relics are cracked open:

    • Every time I go to see Baro Ki-teer (Or check the inventory), I usually find myself looking up some parts on the computer to find out if they've been vaulted yet or not, but I think it would benefit everyone to be able to sort out which prime items they have that're vaulted at the time. In theory, that could also just be a "Hidden / Not Hidden" sort of toggle at a Ducat Kiosk & in the inventory, like how in the market you can toggle whether or not you want to see things that you've already mastered or currently own.

      • This "toggle" would basically not show the vaulted Prime parts, so you don't accidentally sell something you can't get back!
         

    • As for Relic cracking, in an effort to shave off time figuring out if something is vaulted (In the brief seconds you have with cracked relics), I think it would be just as useful if there was a "Vaulted!" indicator on a person's prime part if they happen to be using a vaulted relic (But of course considering whether or not the revealed part is currently vaulted, otherwise that could be accidentally misleading), when everyone gets to select a prime part at the end of a wave or mission. That way, they will know if they should try selecting that particular part or blueprint before the chance slips through their fingers.

      • As a matter of fact, when trading with another player, it would also be a good thing to have that "Vaulted!" indicator in case you want to know if what they offer / you offer them is in fact vaulted.

Would be so great to have anything like that. I'd rather sell my vaulted relics to someone that needs those prime parts instead of trashing whatever i get out of it for Ducats.

A great addition to that would be an indicator if we already mastered that weapon (excluded frames and sentinels as they are way easier to track yourself) which that prime parts belongs to, at like 200 weapons in the game it's kinda hard to remember which you already assembled and which you don't. Pretty much as i can hardly remember all of the current 280 Vaulted Relics :(

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  • 3 months later...

I haven't updated this thread in quite some time due to college (Online) work and trying to get my feedback out in the open for some things related to Update 30 and the Command Intrinsic (Which I'm closer to finishing), but hopefully the ideas on the thread are still useful for a lot of you :)

 

With that being said, a couple of things I'd like to add to the main post (These should've been added sooner):

Feedback I've written covering multiple recent Devstreams:

  • This discusses quite a lot of thoughts I've had on not only the Command Intrinsic, but also a solid way to handle Scarlet Spear returning and a pair of new mission types I thought of. This ^ thread is honestly probably the longest post I've ever made, so adding those thoughts directly on here would be way too long :)
     
    • But in the meantime, here's the TL;DR from it:
      Spoiler

      (Copied directly, with a tiny bit of re-formatting; Apparently it created some spacing issues on the forum post)

      Thoughts on the Orphix Venom missions in Empyrean (Orphix Spawns have potential for more player info)

      • Re-using Archwing space tilesets & assets, and thoughts on an Archwing Spy mission in space
      • Also touching on Empyrean-izing more missions in the Railjack-way (Namely "Core Warframe" things)

      Incorporating Empyrean Invasions

      • Also some in-depth thoughts on Scarlet Spear
         

      A few new mission types I thought of

      • Outlast & Escort
      • A possible way to handle Void Storm Fissures, and how multiple relics could work
         

      Empyrean-related suggestions from a thread I made in the past

      Bugs that I'm aware of in Empyrean (Some may or may not be fixed as of this writing)

      • Intangible Grineer missile platform turrets (Any proxima region), Gyre / Exo Roller sentries are non-existent, and some Codex issues, etc.
         
      • As mentioned in that section of this post, I'm planning on making a separate bug report for each of the bugs.
        • (I'm wondering, are you allowed to post multiple reports in the same post on the megathreads, or do you need to make a bunch of posts individually?)
           

      Lack of Empyrean codex entries / names

      • This includes both enemies & objects (As well as a Debug sort of object?)
         

      Suggestions to improve the Railjack itself

      • Also includes a small thought on the Railjack's boost gauge being removed, and the Necramech Haste intrinsic.
         
      • One more brief thought regarding showing others when you're on the Tactical Menu / Pause menu.
         

      Rebalancing Intrinsic point requirements per rank, & possible new bonuses

      • This was from before the Command Intrinsic line was revealed, as well as the new actual bonuses for the other 4 classes.
        • This basically includes the ideas I thought of if certain things were removed from the original Intrinsic bonuses, and the max rank went up to 15 per class; & some new math that handles the point requirements (Assuming 512 would be the highest amount) up to the new ranks.
           

      What I would do with the Command intrinsic bonuses (I found a way to streamline that class, I think!)

      • This still includes everything it currently has, but it still leads into whatever is in the works for Command rank 10 most likely.
         

      Bugs I'm aware of outside of Empyrean

      • Odonata Prime texture bug, when your Necramech is killed in the presence of an Acolyte, and various K-Drive bugs (In and out of missions), etc.
        • Ideally, I'd like to post all the bugs I'm listing into one bug report if I can, on the correct / current bug-reporting megathread (That's another thing I'm wondering; Where should I post them, considering these have been around since before the current update, and don't relate to Corpus Railjack?)
           

      Thoughts on Corpus Queenpins and their things

      • Some questions about their motives / number of personalities, etc., the Briefcase weapon, and new Ephemera ideas!
        • Also an idea starting from that, "Weapon Emotes"?
           

      Closing Remarks :)

       

       

 

My own thoughts on Voidrig and Bonewidow. Not reworks, but more like a revisit:

  • I'm not 100% sure if revisit is the proper term for this ^, but around the time of Orphix Venom, I spent a fair bit of time thinking hard on how to improve both Necramechs, and I realized a few ideas to help them be a benefit for non-Mech users (As the title mentions!). I think it would take up quite a bit of space to copy their passives here (Voidrig's "Backup Power", and Bonewidow's "The Entrati Endure"), but overall those are probably my favorite hypothetical aspects of them :)
     
    • The thread also introduces some augment mods for Voidrig's Necraweb (Father's recipe), and Bonewidow's Meathook (Mother's Remorse). It took some time, but there's also some math involved, showing how long various effects last with the Augments and their abilities overall, among other things. I hope you'll find it a worthwhile read.
       

 

All of the bugs I could find in Empyrean (& some non-Empyrean) before Sisters of Parvos:

"Update 30: Bug Reporting Megathread (Closed)"

  • I'd rather not go into too much detail on here, but essentially I found at least 18 different bugs, 10 Empyrean, and 8 non-Empyrean related. They weren't exactly game-breaking, but some were more frustrating than others. Thankfully, a couple have been fixed since I made that report!
     
    • Some things that were fixed since then included Gunnery Intrinsic Rank 9 not functioning after defaulting the Railjack controls, and another was finally adding "Reload" to those controls! Both are things I was happy to see.
       
    • For now, in short a couple of the more significant bugs I found still include Acolytes leaving when you're in a Necramech that is killed (By any source of damage), several missing Codex entries, and that for Mirage Prime specifically, the TennoCon 2021 right shoulder Armor is misplaced compared to her left shoulder.
       
      • I tested different skins for Mirage Prime, and only her default Prime skin is affected for some reason. It's similar to Volt Prime's right shoulder not having the Itzal Armor aligned properly (I checked since my bug report, and confirmed it's still an issue in the current update).
         
  • I've included plenty of images and details behind all 18 or so bugs, and all the steps I'm aware of to recreate them. Feel free to take a look at the report if you'd like to see how some things are, and if you have any details on them that I haven't learned. I'd be up for discussing it if anyone wanted to.

 

If anyone has any thoughts on these things, by all means share them. Hopefully it could even improve the next update, if not after that one.

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