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Resource System and Ecomomy Rework pls


JonnesTT

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Soooo, there's been this idea cruising around my head for the past... well since I play Warframe.

 

Would it not be possible to rework the resource system of Warframe into a system in which resources are dropped by WAAAAY fewer enemies, but we get missions with targets like "steal a cache of [insert resource]" so the farms can be reworked into "oh hey, you need CLEMtons of resources, let's have a steady but rewarding farm with like four different mission types having diminishing returns refreshing whenever you run another mission with the same reward resource" from the current "oh yea just rerun that one singular mission till you get lucky or give up live entirely".

With a new resource sink in the form of the helmith system you could even reset some of the experienced players (although, that might not even be necessary), maybe mix in an "oops, your relays got scraped go donate your resources to make us un-scrap it" to catch some of the more invested, players.

 

Oh and on that note, would you not like to have an actual ammo and energy economy anymore? Reducing those drops might help that as well. (I don't think energy dash is that strong, but it's a bit too reliable and might need a nerf if that's something you're interested in.) On the other hand that ash with his self-pun zaw in that corner over there is stacking his x12 combo and dealing thrice the damage any gun could ever dream to deal... yea maybe that later. Valkyr is sitting in another corner crying because she utilizes the crit of... No! Sorry there are a lot of corners with a lot of crying... gear? my head but, I wanted to make this about economies today. (But seriously just give exaulted melees the mods, then giving warcry away would be fine, honestly that was even a good choice, or just give RIP-Line away instead if you're too scared, I mean there are enough essentially useless abilities on that table. CLEM me, I'm sorry, I should really stick to the topic)

While this next part is a completely different economy (another part I would change if I had the chance to) why have we still not gotten an automatic marketplace like any other good MMO? (it is an MMO, FIGHT ME!) I know prices are gonna crash into all directions the second it goes life, that is to be expected and it will equalize naturally over a few months. And if you're scared of deleting some jobs at warframe.market, just hire the people to do the developing for you. That's just experts doing their thing if you ask me and they'd prolly be happy about having an automated system too considering they are or have been players themselves, most likely those who wished for an automated system the hardest... I mean they made a hub just the automation is missing now.

Place access to that on the relays and have a trade tax based on how many relays are up right now to incentivize keeping relays up (I don't think I have to say this as explicit as I'm about to do but !do not, under any circumstances take plat as taxes, that would invalidate the entire system!). There really is no reason to have more than the earth and maroos relay up currently (outside of aesthetic and emotional attachment). Then you could also dish out access to the good archgun mods like it doesn't matter, because that part really shouldn't matter. And archguns are still we.... No! NO! I wanted to stay on economies for today.

 

I have a more elaborate exploration of possible changes in the works, which I'm planning to make a YouTube video out of (yet another outlet I'm only starting to conquer), but how this game is being broken time and time again just because some of its core systems are simply not suited for an MMO breaks my heart and I needed to make at least some suggestion early enough to catch the chance helmith gives us, because, although I'm only studying to be part of the games industry and don't have a track record yet, I really love the story of Warframe because it shows that a cool idea CAN get funding even if the producers disagree.  (Which, my gran sent me a newspaper article about some producers claiming to support studios with less conventional ideas, so that's apparently no longer the case. So yea, you go, random reader, make your game about peace, tranquillity and stabbing CLEM with everything that might or might not be pointy!)

 

Oh, and please, whoever does the math to keep gear balanced (I've seen the 30k modded raw dps, there must be someone! :D) please, include status effects into your equations (and combo multi... that CLEM is insane)

 

 

Oh and a bit oof topic, make gas worth using again you plebians!

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This is probably the most chaotic mess of a post I have seen in my life. But since you brought up the topic of resources in the title i will give my ideas here.

There is do decision/purpose/target to farming resources, most of them just fall from enemies and you really do not notice how much, or what things dropped because there are so god damn many of them they might as well not be a part of recipies and be deleted from the game.

On the other hand we have open world resources witch are fewer and are more specific, but once again there is no factual way of acquiring the ones you want. And yes, fishing is a good system and is not included here, but for example minig is quite a mess and is very much based on RNG.

In my opinion, what in needed are special resource-farming missions, where you go after a warehouse/convoy/abandoned temple try to get in, acquire the SPECIFIC RESOURCE YOU CAME HERE FOR and get out, with game play elements witch allow you to trade risk for more output(ex: standing on a point much like interception, staying for longer with environmental threats increasing kinda like survival etc). While also to remove all the clutters of alloy plates, ferrite, rubedo and other junk

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vor 21 Stunden schrieb UnusualDeathCause:

This is probably the most chaotic mess of a post I have seen in my life. But since you brought up the topic of resources in the title i will give my ideas here.

Not entirely unwanted 😄 

But for clarity’s sake, I'll use your answer to organize my thoughts on the resource system if you don't mind.

vor 21 Stunden schrieb UnusualDeathCause:

There is do decision/purpose/target to farming resources, most of them just fall from enemies and you really do not notice how much, or what things dropped because there are so god damn many of them they might as well not be a part of recipies and be deleted from the game.

That is exactly the problem here, it turns those resources into more of a progression system. Progression systems are fine for games you play once and then abandon or create a completely new save file, but long term live services need more of an economy based on choice and player interaction. I believe this is also why all of the open worlds and railjack got their own resource system instead of combining them, you would have simply progressed through large parts of that content before even starting, just because every other farm throws those same resources at you like they don't matter.

vor 21 Stunden schrieb UnusualDeathCause:

In my opinion, what in needed are special resource-farming missions, where you go after a warehouse/convoy/abandoned temple try to get in, acquire the SPECIFIC RESOURCE YOU CAME HERE FOR and get out, with game play elements witch allow you to trade risk for more output(ex: standing on a point much like interception, staying for longer with environmental threats increasing kinda like survival etc). While also to remove all the clutters of alloy plates, ferrite, rubedo and other junk

While I personally don't mind classical survival farming, I do indeed believe there is a place for it, I also think more variable and thematically fitting farming methods and a slimming down of the resource system are long overdue.

I wouldn't remove the base resources tho. Turning some of those into filler rewards would be an option (y'know, so loot tables like the one of the Granum Voids don't happen again), there'd need to be a resource cost for end game items then tho, as filler rewards that aren't actually useful are... well no rewards at all.

The Idea of using existing mechanics like the interception towers to increase yield didn't come to me, this would make it vastly easier to create some of those farming missions (implementing new core mechanics usually ends up being ten times harder than reusing old ones - example... railjack ._.) and they'd be some cool mechanics.

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