(PSN)Vexx757 Posted December 5, 2021 Author Share Posted December 5, 2021 (edited) Just letting you guys know I will be updating this post with any ideas I come up with so if you want to be notified on this post follow the post which you can find on the on the top right hand corner of the page. To find new info, hold CTRL + F then type VEXX INFO to go strait to it. Edited December 5, 2021 by (PSN)Vexx757 Link to comment Share on other sites More sharing options...
Felsagger Posted December 6, 2021 Share Posted December 6, 2021 The amount of information here is perplexing. I'm glad that everything is gathered here. I'll keep things simple and easy to read for everybody. 1. Operators needs better tools for the face customization. This is the 'avatar part' of the game that may require a bit of more work. 2. Operators needs 'somehow' different body types so the player customize more his or her apparel. 3. There are better version of the Teshin armor for female Tenno than male Tenno. Switching between female version and male version of the Tenno feels extremely odd and creepy lol. :P. Would be nice having two Tennos. The male and female version slots. We could use any of them whenever we want. 4. Tenno looks like dead dolls. They should look more human. If these are genetically engineered humans they must have attributes that indicates that. 5. Tenno weapons? Well that will be happening soon. I don't know how I feel about melee but I do like an FPS approach with classical weapons if the player decides that path. He can choose between amps, melee and classical fps depending on his style. However amp should stay as a standard load out for everybody. 6. There should be a fashion frame capture and share like the ones we have for warframe apparel. People likes to show their Tenno outfit in chat. These are my 2 cents on this on going discussion. This thread SHOULD BE and MOST BE official. Period. :p 1 Link to comment Share on other sites More sharing options...
-Krism- Posted December 6, 2021 Share Posted December 6, 2021 I'll give more thoughts once TNW launches to see if they improved or changed them, but for now the only thing I can think of would be to teleport back to our frame by holding the transference button instead of always teleporting the warframe to us My transference button is X, so let's say: Press X > Teleport warframe to Operator (How it works now) Hold X > Teleport Operator to Warframe 5 Link to comment Share on other sites More sharing options...
Genitive Posted December 6, 2021 Share Posted December 6, 2021 What I'd like to see first and foremost is fixing operator visuals. It really bugs me that we had operator suit rework years ago and we still have clipping issues, things having wrong colors, helmets that shave us, etc. (you can refer to my bug thread https://forums.warframe.com/topic/1142468-a-bunch-of-operator-bugs/). Aside from that, it would be nice to be able to turn focus abilities on and off in missions. We have 4 free ability buttons, they could be used to turn on and off nodes for void blast, void dash, and void mode. Maybe I don't want void mode to deal damage or drain more energy all the mission. Regarding mobility, what I really wish for is adding aim glide. I don't really have any opinions or ideas about improving operator movement, but aim glide would be really useful. 2 Link to comment Share on other sites More sharing options...
ant99999 Posted December 6, 2021 Share Posted December 6, 2021 (edited) Huh, that's a nice thread I never knew existed. Thanks @(PSN)Vexx757 I do indeed love Operators, though their current implementation is lacking. Not all of your suggestions though agree with me. Let's go through them. Movement While I agree more mobility options are great for the Operators, let's not forget the idea behind them. They are not a second warframe with Void damage. They are posessed children. They are like witches from fantasy games, or Warlocks from Destiny. They should not have any comparable acrobatic abilities to a warframe, and never were advertised as such. Instead of combat acrobatics and parcour it would be better to focus on their raw Void power (think teleports, protective barriers, mass crowd control as forms of defence). Tbh I'm against reusing any animations from warframes, but I know it's inevitable (Except for running, it seems clunky as hell, needs to be reworked. Maybe their sprint should be a kind of levitation, like Specters in Granum Void) So, again, not nimble acrobats, but powerful mages. Focus I think I'm not the first to point that out, but numerical changes are not nearly enough to make the Focus system work. First of all, reduce the damn grind. It is unbearable for me to the point of burning out, that's why I never finished a single tree. Nowhere else in the entire game there is such ridiculous amount of grind for little to no payback. Not to mention, you have to farm focus using a warframe to play as Operator! What kind of joke it is? Second, you are telling Focus shouldn't support warframes, but why? I don't see any problem with that. The trees were obviously designed with classical MMO classes in mind, and Vazarin and Zenurik are specifically two support trees. The other 3 however should totally be self-sufficient (as an option). And again, numerical changes are not the solution. Madurai should feel like a warrior and not a slightly buffed amp. So, more offensive powers, melee attacks even, the iconic Madurai beam that should literally oneshot enemies (it's Warfrane after all, you couldn't surprise anyone with oneshotting enemies). Naramon is a thief, so thief it should be. Near constant invisibility, teleports and attacks from behind for ridiculous crit chance. Unairu is a tank. So instead of measly armor buff it should project invincibility bubbles and inflict powerfull CC (like, Nova levels of powerful). Maybe some propper aggro at last would be great. Also, and I couldn't stress it more, amps should be moddable. Mods are a system that already works fine, we don't need to invent a wheel with all those school passives. Just convert them into mods like you did with avionics. So, firstly less grind. Secondly, not numerical changes but total rework and active powers. We could easily get along without new warframes for some time for such an occasion. And moddable amps. Void melee That is similar to what I was thinking of for a long time. Though, I would be more in favor of simplification and giving every school a signature weapon or two, but then make them look something completely different to Warframe melees. Which is a lot more believable than an Operator with a Galatine P twice their height in length. The rage mode is also something I was thinking of though things like that come to mind in the first place because Operators are underpowered as they currently are and it has some drawbacks of its own. If they would get a propper arsenal, maybe such system wouldn't be needed. The drawbacks are: first of all, needless complication; second, it forces you to play as the Operator exclusively, without switching to warframe, which isn't the plan for DE. Which is why it isn't very likely to be implemented. (On the side note, why would Operator scream in rage, wouldn't a pained cry be more appropriate for literally a kid. But it is all fluff, let's move on.) In short. I'm for a simplified arsenal, but tailor made for operators rather than reusing what we have. And I'm not necessarily for the rage system. Operator missions The first couple of suggestions seem to be Operator Raids more than missions. Which is... ok, I guess. But then, we should probably have regular Raids first. Anyway I was never interested in Raids in the first place, so I will pass this one. On 2021-04-28 at 3:29 PM, (PSN)Vexx757 said: As for this part I’m not going to take credit for, I can`t remember who said but this person basically said that instead of gaining focus by putting lenses on warframes and weapons, it would be better to get focus by a specialised mission for operators that an NPC gives based on the focus school you are currently with. Yes please, we so should have this instead of awful system we've got now. On 2021-04-28 at 3:29 PM, (PSN)Vexx757 said: Operators can also be used in conclave in fact I think they should replace warframe to give them a use. There could be a game-mode where you have to find 6 parts for you necromech, build it then you can use it to defeat you rivals. Please don't get me started on Conclave. Pass. Operator cosmetics. It's all nice and stuff, but seriously, implement a better face customization. I managed to get my Operator to look pretty, but I realise how limiting this system is. You could even leave the face mixing be (it reminds me of a similar system they had in Dauntless at some point where you chose your character's parents' faces). But having individual face features customizable is a must. Every MMO has it, I can't understand why it wasn't implemented into Warframe in the first place. Also if we get customizable face features I don't see any reason in not getting customizable body parts as well. Although I suppose it would be difficult to scale animations for different skeletons, but at least a couple of options for physique would be great. QoL On 2021-04-28 at 3:29 PM, (PSN)Vexx757 said: Give us the ability to customise the operator in captura. Yes please On 2021-04-28 at 3:29 PM, (PSN)Vexx757 said: You should be able to use operators in the relays. · Give operators new idle animations. Also great And that seems to be all I want to comment on. The idea of reworking Operators is great, and a lot of changes you're proposing are much needed. I only want to point out that the game is called Warframe. And as such warframes gameplay is and will always be a priority. So the Operators shouldn't be designed first and foremost as a replacement to warframes, but as an addition, something we can pair with our warframes to get even more powerful. While Operator-exclusive content is nice as a refreshment, their main role is still cooperation with warframes. Edited December 6, 2021 by ant99999 I am sorry, English is hard 2 Link to comment Share on other sites More sharing options...
Scar.brother.help.me Posted December 6, 2021 Share Posted December 6, 2021 Like! I wish every or most nodes were unbindable, for example Zenurik Heavy Attack Efficiency + Naramon Combo decay imo should be used from any school and help combo+heavy builds 1 Link to comment Share on other sites More sharing options...
cute_moth.npc Posted December 6, 2021 Share Posted December 6, 2021 8 hours ago, Felsagger said: . 3. There are better version of the Teshin armor for female Tenno than male Tenno. Switching between female version and male version of the Tenno feels extremely odd and creepy lol. :P. Would be nice having two Tennos. The male and female version slots. We could use any of them whenever we want. Lol I am okay with the female armor being better because otherwise the operator fashion in this game is like going to a Hot Topic made for 15 year old guys xD Link to comment Share on other sites More sharing options...
(PSN)Vexx757 Posted December 12, 2021 Author Share Posted December 12, 2021 I`m glade Harrow prime is a thing, he is the only warframe I cared about but what I want to talk about is this sick looking operator suit this looks amazing, I hope more operator outfits like this come out in the future (but not behind a pay wall). VEXX-INFO: SPOILERS Operator or Drifter The short version? I’d rather play the operator over the drifter. Specifics : Spoiler I am disappointed in the drifters (drift) and after playing her I understand why people don`t want the operator to be similar to warframes. · When I say my drift I was severely disappointed she had a man-head and I could not take her seriously, they should of made it a close match to you`re operator like how mass effect andromeda changes how you dad looks based on you character customisation. · The voices for the female drift does not fit the face of her appearance. Since they only could hire two voices for the role their needs to be a solution and the solution is to give use the ability to change the sound of the voice by increasing the pitch of them to fit the face of people`s chosen appearance. · The choices of faces are underwhelming not one of them had a face that I liked which was very disappointing, I don`t understand why they decided to go with faces that looks on their 40s I was expecting the adult operator to be from their mid to 20s to mid 30s I don`t like this at all, instead of the secondary face to combine them (which is not enough) they need to have a deep customisation on the face and the body of the drift so people can truly have a different look compared to anyone else, examples like mass effect and saints row comes to mind. · Another reason I could not take her seriously is that there is not much options for outfits in the end I had to take the outfits off for her to look good. The drift needs more options of outfits including wearing the outfits the operator wears. Even through the drift can use the same abilities as the operators I still prefer to use the operators over the drifts, to me it looks weird for my drift to stand next to my warframe being the same hight Their movements are too similar to warframes, why would I ever use the drift over my warframe, I think is because the animations are the same as warframe if they were different (like the operators) I would like them better. However, despite this I still want the operators to get improvements to movement. There is nothing unique about them that would want me to play them besides appearance and movement because of this unfortunately I think DE will make them use wf weapons and if that happens it will cause a problem, you not going to use them over a warframe but if you use them they will make the operators and amps have no reason to be used that`s why I didn`t talk about that on the main post. If the above solutions were to be implemented, I might play them more often but for now I’m going to act like the drift don`t exist. 2 Link to comment Share on other sites More sharing options...
Densoro Posted December 24, 2021 Share Posted December 24, 2021 (edited) Hey, thanks for the DM! I'll start to crack into it. I'm going to lump Operators and Drifters together as 'pilots' for this.Movement I think Erebus had the tone of a lot of my responses. I'm with a lot of people who feel that full double-jumping seems too fancy, but support a charged jump. Might even be nice if its charge rate/cap increased with the speed you're moving, so you're rewarded more for using it at a full, sustained sprint. Aerial directional influence is one of the big things that sets Warframes apart from other entities. If our pilots had to commit more to each jump, unless they spend Void energy, this seems like an ideal outcome. They can't just aimglide in a full semicircle like our Warframes take for granted. Even if there was a Focus school based around teaching them basic forms of parkour like Teshin demonstrated, they shouldn't have the same amount of DI. That said, I think the 'interactive cutscene' dash could take the form of a beacon we throw out, that pulls us to the location it lands on, similar to Teshin's use of Orvius. Might even be able to place about six of them like Wisp's motes, and click on an active one to pull ourselves to it again. The limits of 'line of sight' should make this intriguing without being busted or clunky. It pushes Void-empowered movement to its observed limits thus far, but also has strong commitment and low DI. Melee 'Fight smarter, not harder' is the direction I'd like to see most of the game go, especially for our pilots. For this reason, I really like the idea of them using the air-slide to kick enemies over, and I'd love to see them gain access to things like ground finishers to go along with this. Now that TNW's out, I have to say, I actually really love what the Drifter brings to the game (so much that I made an entire loadout for Ivara that replaces her iconic Prowl with Voracious Metastasis, just to experience it some more). They're able to use melee weapons, but not with the same flashy wushu wire-fighting nonsense the Warframes use. The range and mobility on their knife combo was suitably more limited. I'd like to see them branch out melee weapons in a way that emphasizes the differences between these weapons, while also highlighting the vulnerabilities -- for example, give spears notably more range, but a more limited moveset that forces engagement with enemies one at a time and gets weaker at close range, to contrast the Chun Li Spinning Bird Kick stuff the Warframes do. I support infusing weapons with Void energy for something like Void Blasts, blade waves, or even Channeling (there's a blast from the past), but only if they have to alter a weapon they're already holding, rather than summoning one from thin air. More of a Xata's Whisper than an Exalted Blade. This seems way more in-character than giving them a God of War-style Rage meter. I'm with a lot of people who said that letting pilots wield bladewhips and gunblades etc seems overkill. I'd extend this and say, I'm fine with pilots not being able to do Aquarid and Eclipse Narta, etc. They just don't have the ninja dexterity for it. In fact, unless they're using a shield, I'm hesitant to let them physically block bullets at all, even with partial damage. Blocking shots with the Void is one thing, but in terms of raw physical ability, they're more like the Rescue and Defense operatives or the tag-along agents from syndicate missions. Blocking melee attacks though, at least from non-Heavy units, seems fair. Amps/Guns Now on the other hand, the worst part of using Amps is waiting for them to recharge, twiddling your thumbs. 'They get good once you're 3/4 of the way into ONE OR TWO upgrade trees' is not a good reason to make them so unengaging to use in the first place. We need either less downtime, or more that we can do while we're waiting for our energy to refill, because I don't feel that the game makes interesting use of energy rationing or downtime the way something like a survival horror game does. It's just time spent not engaging with the game. Sirocco fixed this nicely, and I'm curious about going a step further and letting us wield and 'active reload' Void shots on any of our simplest firearms. Maybe like, Corinth and Veldt yes, throwing knives and single pistols yes, Javlok and Staticor maybe, Kuva Bramma god no. Bonus if each weapon has a different rhythm for active reloading, tho that might take more coding than it's worth. Let's also extend it to Amps retroactively, just with no/fewer bonuses so that the Sirocco stays special. Aesthetics Fully support making us at least as customizable as our RJ crew, and kinda thought crew was the prototype for this. Hopefully so. I wish pilots in general had things like head tracking, idle animations while in combat mode, etc. Even after TNW's more flexible Drifter, Operator is still stuck in an aiming stance unless you put their weapon away, instead of gradually resetting to idle like Warframes do. Drifter can't even equip idle animations yet. And for the love of god let us crouch again. Might be cool to let us use Warframe animation sets too, honestly. I don't think they'd break the pilots' rules too badly, since we can already levitate, as Erebus mentioned. Totally support having completely different faces on different loadouts. Not sure I'm as wild about full Black Desert/Mass Effect-style face tinkering, just because I think every game having that will cause players to gravitate to the same conventional options instead of exploring and experimenting to try and make face fusion work. idk if this is just a case of 'me being nostalgic for a worse experience' or if the tradeoffs and challenges really do seem compelling. Differentiation Maybe an uncommon take, but I'd like to see Operators keep a more Void-focused upgrade tree (also subject to rework), and Drifters focus more on tech, to make them meaningfully different options. Drifters should still have Void-based core abilities related to Transference etc, but rely on hard tech to get things done, because they're not as experienced with the Void as Operators are, and didn't benefit from the whole vision quest in The War Within. Right now the Operator is a pile of passive upgrades to base skills like dash and blast. I'd rather see the Drifter's Focus tree unlock dozens of active abilities, such as the ones they used in TNW, as well as Kahl's grenade/deployable cover, Veso's remote hacking, Vauban's bouncepad, Ivara's dashwire, and countless more. Only give us 3-4 buttons, but make us choose which of these abilities we'd prefer to bring along. In this way, the Operator climbs toward total Mastery of the Void, whereas the Drifter spreads out into countless niche specializations. Misc. Am I the only one who wishes we could level pilots by...playing as them? The 'vicarious leveling through Focus' silliness made sense during the Second Dream since we were stuck in our chair, but now it just feels like a clunky artifact. Sure, maybe we'd speed through Focus nodes if this was allowed, but at least we'd do it during normal gameplay and not by playing one very specific build on like three very specific maps. I agree that the Focus system needs other changes, but the DPS-focused changes suggested in the OP don't really fit my vision of pilots 'fighting smarter, not harder' so generally all I've got is: not my cup of tea, but I hope it works for you haha That's all I can think of for now, cheers! Edited December 25, 2021 by Densoro Why did I call them pilots when I could've just called them Tenno??? lmao oh well. fixed some typos but am keeping pilots in 4 Link to comment Share on other sites More sharing options...
ForgottenGruver Posted December 27, 2021 Share Posted December 27, 2021 I like what I see. I think a lot about what could be done with operators and could not make post that could be good into the game. But I saw solutions in NW quest when I play greener/corpus/teshin/drifter and understand what must be done first and this was just remade of what we have in game already just swap some of functions and give more buttons to operator game mode and give melee. And I want tenno bikes. But about you write. You make really great job but I do not think it's balansed. All I write - just simple solutions that will could easily balansed by DE. Adding some solutions you write could be really OP and unbalanced I think. But still good job mate. Thank you for typing me. Because of it I understand I'm not alone in my wishes 1 Link to comment Share on other sites More sharing options...
(XBOX)BlueDually Posted December 28, 2021 Share Posted December 28, 2021 I also would like some Operator improvements, but more in light tweaks. Their movement does need to be improved and they should be able to do nearly any of the parkour a Warframe can do with some restrictions. They should be quicker but not frame quick, same with jumping and wall running. Doable, but not at the speed or duration of a frame. The Vent kids can ride K drives, the Operator should definitely be able to ride one. Maybe some operator only accessible points in missions, as except for Titania, none of the other frames can shrink down in size. It could mix up the rescue, sabotage or spy missions, having duct work or pipes the operator could crawl through to disable sensors, lasers and the like. I know this isn't a "stealth" game but it does reward you for doing things stealthily. As for the schools, I don't/haven't messed around with them much aside from just painfully grinding it. I try not to look up how to do things and blindly stumbled into equipping lenses and running Sanctuary missions with an affinity booster, never earned so much focus in a single day ever. I'm sure there are better ways, but it would be nice if the game did give a little more info in how some of these things worked. Or as someone mentioned missions to earn focus in the school to lessen the grind or make it a little more "hey this will help you" kind of thing. Hell maybe something as simple as focus school random challenges like NW. As an Operator perform so many stealth kills, void blast X number of MOAs, perform 1 data extraction as Operator only... That would make it feel like your operator is actively improving their skills. Operator combat I feel should be more stealth, light touch or smarter not harder. It makes zero tactical sense to leave the Warframe in nearly every situation except stealth or to use void powers. Depending on the frame and build why would you leave basically a tank that can parkour? Doubly so in infested or survival missions. Hopping out of the frame to reset the sentiment's damage reduction or take down an eidolon's shields are really the only current reason to leave the frame. Other wise it makes no sense to leave the purposely designed and built for war, warframe. Going back to operator only areas of the map could give more reason, like spy missions. Leave the frame on kind of a low level AI guard mode and void walk into a tightly secure area to retrieve the data. Maybe the best way to defeat the newest Corpus robot killing machine is sneak in and cross a couple wires in it's charging bay and for some unknown reason its easily accessible by a kid crawling through a vent as cliche as that is. Cosmetics could definitely use a little work and some of it should be a credit cost not a platinum cost. Sorry, not sorry I don't think we should have to have platinum for a hair cut and maybe a couple different suits and a little larger color pallet. Having some behind a quest as a reward or a plat cost for the more special or prestigious things sure. And the UI in operator customization could be made a little more intuitive, I forget how long it took me to figure out you had to click on what you wanted, then click outside the box of options to apply it, same with amp, zaw and kit gun assembly. A little more work in the operator animations would be nice, smooth out their movement give them a little more expression in their faces. I would really like more operator and everyone else dialog, Ordis is damaged and forgot the old war, maybe he forgot the operator is a kid. The game has a faction of kids, maybe a little more interaction from that angle. Maybe a little distrust when the story progresses and factions find out about the operator. I am sure if some of the bosses knew the operator is a kid they would taunt them even more. That kind of stuff would make the operator feel more integrated into the game setting. 2 Link to comment Share on other sites More sharing options...
(XBOX)Rylor Threev Posted December 29, 2021 Share Posted December 29, 2021 (edited) All the ideas and buffs are good in general, some of these things could be implemented in a different focus tree, call it Operator tree or something, general QoL skills that you can toggle on/off, and of course adjust Op movement in general: Extra sprint speed, double jump are good, however I don't think the Op should have the same crazy movement as the warframes Chimera dash: I think this goes under the "the games playing for you" going into void mode then crossing the entire map after pressing one button Focus rework: DE once mentioned they won't rework the focus again, I wouldn't get my hopes up, but I do agree some focus trees could get some love, and that it should benefit the Op more Melee weapons: So the Op has their own weapons, I'd like to also be able to use a normal weapon like a dagger or a sword, as well as some secondaries But there's a slight issue: I don't think DE wants to turn the Op into... another warframe, if you know what mean, I don't think they want us to go around mass murdering everything with the Op as well, specific content for Op could work better instead of that Bugs, fixes are always welcome New cosmetics in Warframe are just as natural as mass murdering sprees in Warframe, so you can rest assured about that, if you're an artist you could try tennogen for Op On 2021-04-28 at 9:29 AM, (PSN)Vexx757 said: You can change operator visuals, focus trees and amps while in the simulacrum. AND CAPTURA Fixed for you Duviri Paradox will probably be an extension of what we got in TNW, expect anything there And I think that's it, the things I didin't mention I'm probably neutral or forgot about it Edited December 29, 2021 by (XBOX)Rylor Threev Link to comment Share on other sites More sharing options...
RLanzinger Posted December 29, 2021 Share Posted December 29, 2021 NEW WAR SPOILERS ! Ok it's a big red mention but no-one bother to do it, I don't want a warning 😛 Hi (PSN)Vexx757, a BIG post with a lot of think and an INDEX... ah this will spare me some times, thks. Movement Some polishing is necessary but speed NOT ! This will be absolutely Illogical. Some remember how clumsy was the "operator" in the New War but are we so slow ? I was unsure so I made a test run with My FAROVITE and the SLOWEST WARFRAME EVER : FROST vs OPERATOR vs USAIN BOLT Distance (m) Time (sec) Conditions Average speed in meter in seconds m/s, km/h, mph Human 200 19 Male World Record 10,5 / 37,9 / 23,5 Frost 200 12 Jumps and rolls 16,7 / 60 / 37,2 Frost 200 30 Simple Run 6,7 / 24 / 14,9 Operator 200 19 Run n' slide 10,5 / 37,9 / 23,5 Operator 200 33 Simple Run 6,1 / 21,8 / 13,5 Basically, OURS operator is as bad as FROST in simple run and with the sliding we perform as much as Usain St. Leo Bolt. Not bad for a teen' I admit it *feel* slow and clunky but SPEED is not the problem, I did not even bother to made a test with void dash. Beating usain bolt before adulthood feel enough to me. And for the Jump, outer performing JORDAN is not necessary either NOR wallrunning. BUT All others movements abolutely need to be polished to render the speed and high jump boost useless. I don't DE to correct a mistake by making another... Focus System Rework I mainly use Naramon and shadow stalker with Umbra really HELP me a lots... Nothing to say Void Melee Weapons I will rejoin Densoro answer about this part. Basic weapons (no heavy, no AoE...), no mods or conclave like limitation. Operator Game-Modes I admit, I sometimes do SPY in Operator mode only... or Ophix tier 1. Just for the FUN of it ... I don't need operator game modes but OPERATOR friendly modes, yes. Partial OPERATOR modes like Orphix killer, yes. Operator Cosmetics I love them but alsmost don"t use them cause I LOVE the ZARIMAN's spacesuit... and never use another. But I admit The more the better and MORE FACE cosmetics and MORE EPHEMERA... QOL, Bugs, Changes & Improvements The Operator + K-drive really is the Funniest part in the NW; I admit, I really LOVE this part... Operator should K-Drive, not the Warframe (did anyone seen MASTER-CHIEF on a Pink-overboard ??? ). What I want out of Duviri Paradox [Troll MODE ON]Anything that can put more salt in the tears of the whining players of NW [Troll MODE OFF] RIDING A HORSE DAMMIIIT ! Globally I approve most improvement, Good luck 👍 and have nice day, 🤗 2 Link to comment Share on other sites More sharing options...
Mifuyne Posted December 29, 2021 Share Posted December 29, 2021 4 hours ago, RLanzinger said: Some polishing is necessary but speed NOT ! This will be absolutely Illogical. Some remember how clumsy was the "operator" in the New War but are we so slow ? I'm wary of relying too much on realism to drive game mechanics design forward. The lore could always justify superhuman prowess in stuff like mobility. I agree with the others that the operators can really use a base speed boost, especially sprinting. New War spoilers ahead: Spoiler In [DE]Steve's thread, he mentioned plans on bringing the Drifter gameplay into the game, decoupled from quests. If they don't increase the movement speed, I could see them creating a smaller map to accommodate the slower movement speed. Drifters are also closer in height with the Warframes so there's a chance we'll see more varied movements. Personally, I wasn't a huge fan of Operators, but that's mostly because I don't like playing teenage/kids protagonists. They've been largely utility for me. Now with the changes brought on by The New War, I want to see what other changes and new features DE will introduce for the Operator mechanics in 2022. 1 Link to comment Share on other sites More sharing options...
NIX-01 Posted January 2, 2022 Share Posted January 2, 2022 I see you really love operator and you put lots of effort to make this post but I don't really agree with operator has more power or stronger than frame. that's because this game is about "warframe" means you use frame to be strong. It will be ridiculous if operator compete with frame that make frame become inferior. but I'll agree if operator has better use for specific task or mission, it makes operator not so useless after all. Overall this's really interesting post, hopefully DE make some changes for operator to make them more fun to play 😊 Link to comment Share on other sites More sharing options...
(PSN)AyinDygra Posted January 3, 2022 Share Posted January 3, 2022 I'm an idea guy, and generally make posts like this about things I'm passionate about, or get inspired to write about... so I'm glad you took the time. I had to stop reading at some point... at the Focus school reworks... mainly because this is mostly built on the current Operator foundation. I think a lot more needs to change with Operators than just the changes you've put forth, at least to make them part of my gameplay. I'm sure a lot of the Quality of Life changes in there would be welcome, without such a massive rework as I'd have in store for them. I think a faster base movement speed would be very nice. I'd LIKE to levitate around (not based on height off a ground surface like Hildryn... actual flight), similar to when you can first unleash the void power... and like you can in the cut scene with the Lotus vs Erra... I think a targeted teleport, like in Chimera Prologue would be nice. I find myself disorienting myself when using void dash. I have to keep the 2nd upgrade to it turned off. I think a combat teleport - teleport-to-behind-enemy+void energy melee weapon strike... would be interesting. Focus schools need a total rework. Nodes need to be independently activated, not requiring a pre-requisite active node, after unlocking, if they absolutely need to have an unlock order. Energy needs to have a generation method from each school... (I'll still likely use Zenurik for starting a mission on Loki, but I generally use Vazarin.) Operators need to be a bit more sturdy than a wet tissue. Even with all 10 nodes unlocked, without the Operator Arcane that heals you on void dash, my Operator just feels horrible to use in any combat situation. And really, if they let you use your operator in a combat situation they should be able to be there... not just be for invisible/invincible utility. I want my UNLEASHED FURY OF THE VOID special attack back... instead of my amp... I do not think Operators should be using Primary/Secondary/Melee weapons that Warframes can use, even the Drifter. Operators should be the masters of the void and void-based weapons/beams/powers-from-themselves. Just some musings of what I'd LIKE to see out of the operator... not really expecting anything to come from it... because reasons... Link to comment Share on other sites More sharing options...
ChillrendVN Posted January 10, 2022 Share Posted January 10, 2022 Hello, author! Thank you for writing to me and inviting me here to express my opinion. I find this topic interesting and I don't mind writing what I think, but I can't agree with all things. BE CAREFUL THERE IS A LOT OF TEXT FURTHER Movement (Sprint) Speed Definitely yes, the operator would be more convenient to use if they were faster, besides, it would be easier to dodge in the heat of battle for those who (like me) prefer to play more as an operator or combine the game for an operator and a warframe. Well, a more distant jump looks pretty impressive, in general, I like this idea. But it should be noted that, it seems to me, there are already some small problems with running animations (they look a little strange), and if the operator is accelerated more, it will look absolutely monstrous how the operator moves them legs at such a speed as if they has a cramp or they is an insect (this is basically visible on the GIFs in the first message). If we increase the speed of the character, then we will probably need to redo the running animations or use animations like warframes has, as devs did with the drifter, and remove this "combat stance" with an amplifier and make an animation as if the operator is just holding a secondary weapon attached to them hand (there is already such a things in the game, so it won't look out of place). Jump Hight & Wall Run Again, the ideas are good and, I think, they can make the game for the operator more convenient and fun, but here again there is a nuance. Have you forgotten that, unfortunately, we are still playing for humans? Well, even if the operators have the powers of the Void, they are still humans with biology and anatomy that familiar to us (unlike warframes made on the basis of Infestation, which are essentially some kind of incomprehensible things mixed with technologies), so it is not entirely clear how a double jump and a wall run should be carried out, how this is logically due (most likely, for these reasons, such movement capabilities were not initially added to the operators). The only idea that comes to my mind is to explain all by the forces of the Void and, what is also important, to show it. I think that operators will need to do a separate animation for these actions and, perhaps, make these actions energy-consuming, at least just a little bit, indicating that this is due to something and the operator does not make them double/enhanced jump on the fart thrust. It is also possible that it makes sense to link additional movement options to the focus schools' unboundable abilities. Dodging/knockdown Recovery To be honest, I don't fully understand what is meant, and I don't quite understand why need to change this mechanic when it doesn't seem to look out of place, especially considering that the operator can be upgraded to the survival level of a warframe. Well, basically this animation still refers to self-knockdown and in the context of the missing self-damage (but the present shock wave from the projectile), I'm not sure that it should be dramatic. After all, why fix something that isn't broken? In addition, the current self-knockdown animation has a big plus: it is fast and preventable with proper reaction speed, which makes the gameplay convenient, but the player is still punished for carelessness. Isn't it cool? Fly Kick/Slide Kick Is this often used? I thought that everyone is busy shooting at enemies and dodging oncoming attacks, and not trying to kick someone to death. Personally, this thing amused me only when I was quite a beginner back in 2018 and did not know more effective tactics of fighting. As for the operator, I don't think this function is necessary and logical (in fact, even for a warframe), because there are other ways to both control and rollover the enemy, and even better, just finish him off quickly, and not open up for someone else's strike while trying to kick someone's legs when sliding. And I would replace the sliding itself with a normal roll and -spring like a warframe, because this rubbing the floor with your butt looks somehow ridiculous and impractical. I advocate that the operator, like the drifter, finally has normal movement animations. Edge Grab What's unreliable about that? I don't know, I have no complaints about this animation - it looks quite adequate, and I would rather draw the attention of devs to the fact that sometimes this thing for some reason (apparently a bug) does not work and the character falls. Chimera Prologue Dash Isn't this the same as the void dash, but limited? I am not sure that this should be in the game, and even if it should, then only in strictly defined situations (perhaps this can be said just about quests), where it is appropriate. I can't say anything about stealth, since I don't really like it and it is often inappropriate specifically in a Warframe (with the exception of quests, I think). Enemy Vaulting Perhaps my opinion here will also not coincide with yours and will be the same as when I wrote about slide kicks: why jump behind the enemy and try to rollover them with your hands if there are already ways to just rollover or kill them? It does not look interesting enough or necessary, besides, it will be very ridiculous to watch a child taking down a large strong opponent in some way (at least in some way other than connected with the forces of the Void, but then we already have a void blast that can quite successfully rollover the enemy or throw them out from somewhere (for example, I like this way to throw guards from the bridge to the bottom of the Kuva Fortress map (spy mission), where instakill comes in, lol)) Running on ziplines I don't see anything unreliable here, especially if you keep in mind that there is a void mode that makes you invulnerable and slows down the fall in case of something. The speed problem can be solved if the speed of the operator as a whole is increased. But what may really be missing is sliding on these things, like warframes, perhaps even on the roll button (to leave the opportunity to enter the void mode). Focus System Rework To be honest, I'm not sure that a rework is needed here. Rebalance - maybe, a rework - not sure. The fact is that if you mess around and fully upgrade the operator, unbound all the unboundable abilities, and then pick up the right arcanes and an amplifier, then together with fully upgraded focus schools, the operator actually becomes quite strong on their own. The fact that they are tools for a warframe is only partly true, in my opinion. Yes, they support warframes, but after all, the operator's abilities affect them too, so they support themselves and can be quite self-sufficient. I've been going through many missions for a long time using purely operator mode or combining it with playing for a warframe, I've been going through The Steel Path and Arbitrage missions for an operator, I'm ranking up newbie friends and farming focus in the Sanctuary Onslaught using an operator and it feels not just comfortable, but I even notice that in some places my amplifier copes better than my main weapon, lol XD--- If you want proof of the operator's strength, then especially for this I recorded several videos with my playing for them on a sortie, on TSP and at the (Elite) Sanctuary Onslaught. Sortie missions: https://youtu.be/x3nDBgHVT_k | https://youtu.be/t-gGeX-Vnn8 | https://youtu.be/pm2YL4SFwHE TSP: https://youtu.be/5d2I--bXmbg | https://youtu.be/jwjkhPH0KMM | https://youtu.be/wl6vIbGfeSY | https://youtu.be/oBvy-rIV-sU Onslaught: https://youtu.be/YnEStkEtD-w | https://youtu.be/oc2njcWgNDE There is also a survival in the Void (MOT), only 10 minutes, but I can record more if someone has a desire to look at it.--- Also about the connectivity of nodes: the idea is good, but then it is not entirely clear what to do with the sequential upgrading of focus schools and how it should be carried out, and whether it should be consistent at all. Perhaps here the devs already know better how to do it. Void Melee Weapons Definitely the use of melee weapons by operators would make the gameplay more interesting and variable, as well as add fun and just more ways to kill enemies, which is also quite nice, and here in this forum topic I see a lot of interesting ideas about it, but I have to draw your attention to one nuance. Operators can have supernatural abilities to do all sorts of things with the help of void energy, they can be agile and fast (and use the energy of the Void for this too) for parkour and all that, and it still doesn't look somehow absurd (no more than anything else), but, frankly, operators clearly don't look like those people who can have sufficient physical strength and endurance for melee combat. In fact, these are small skinny teenagers who at some point could not even walk because of muscle atrophy (recall The Second Dream). Even though melee combat can also be based on abilities related to the Void and use of energy, still everything should have reasonable limits, and a frail teenager briskly brandishing a huge hammer or a claymore goes beyond these limits too much. Children with conditional "magic" don't look so bad yet, but children with (melee) weapons (especially large and heavy) look very stupid and like a bad anime with omnipotent lolies - it's just strange and absurd, it's more suitable for an adult drifter than an operator. It is even possible that melee combat (if it will be added) should be available to the drifter only, because they are more mature, experienced and large, they at least have some degree of physical fitness and experience with some weapons (including melee weapons), unlike the operator. Or, if you really want, maybe devs can allow the operator to use not all weapons, but only small and light ones like daggers, one-handed swords, rapiers and some more. It will be more logical and it will look better. Another solution, quite a compromise, is to allow players to change (definetly with some restrictions, so that players do not create monsters in the character editor and there are fewer bugs) the height and physique of the character, so that there is freedom in customization and choice of weapons and the player, if anything, could make the character larger and more impressive for the sake of carrying large melee weapons, or they could not do it if entertainment is important to them, not logic. So all players will be able to get what they needs from the game, depending on them preferences. Operator Game-Modes The voiced missions and, in general, something gameplay exclusive for the operators sounds quite interesting and tempting, perhaps I can only find fault with the fact that a plot justification is needed (given the already existing things in the game, I think devs will have no problems with this) for the existence of such missions tied to the game for the operator, as well as really useful rewards that will give sufficient motivation to the game not only for those who like to play without a warframe, but also for those for whom it is not so interesting and convenient. As for the conclave, I think that the best solution for the game will not just be PvP, but, given the amount of equipment and its combinations in the Warframe, something like battle royale (like it should be called that, but I don't remember, to be honest), where you can also weave the game for the operator. The point: a lot of players find themselves on a large map, on which a bunch of different equipment is scattered. The player appears without anything, as an operator who can only use their abilities. The task is to find and collect equipment and, of course, fight with rivals, the effectiveness of it depends on what kind of equipment you can find. First it can be an amplifier, then you find a warframe and you can use its abilities, then different weapons and ammunition, perhaps in special cases and with special luck you can find equipment in the form of a necramech/k-drive, and so on. The winner is the one who is the last to stay alive. Devs can somehow implement a narrowing of the map, and also add several winning places, not just one - for example, the first place with the best awards, the second and third with average ones, and for the rest of the players a consolation prize for participation or something like that. Considering how many combinations there are in the warframe for modular weapons like amplifiers and how much equipment there is in the game as a whole, such a gamemode can be quite fun and interesting, but players will clearly need motivation to play it in the form of good rewards, and also for such an amount of equipment in PvP a balance is required and it all will be very difficult to make playable and competitive. Operator Cosmetics/Customizations And for this I have an opinion. Perhaps I would also like to see syndicate armor for the operator (I've been thinking about this for a long time), the use of syandanas and, in general, some customization extensions, for example, the moderate change in the physique and height of the character I mentioned above to make them look more impressive and finally make them look not like a puny child, but someone who can kick someone's ass. Of course, I would also like to see more respect for the user's choice of customization in cinematics - I mean, I don't understand why a closed helmet opens in cinematics, and in cinematics of The New War helmet and all the decorations are removed from the face (I have my own topic on the forum and a detailed analysis of the problem: https://forums.warframe.com/topic/1256767-forced-opening-operators-helmetshoods-in-quests/) It would be nice to make the system of facial accessories more flexible, such as placing hats in Team Fortress 2 - so that you can put any accessory in any of the three cells without restrictions, and also so that when putting on some helmets masks and visors do not disappear from the operator's face, as this is seriously annoying and often unreasonable. We already have Grineer armor (for the drifter), so we are expecting Corpus armor, lol But at the expense of sets of decorative armor for operators, I'm not really sure and I think it's unnecessary. Firstly, we already have an analogue in the form of a fairly flexible customization of the transference suit with the possibility of choosing leggings/sleeves/ hood/and other things from different sets; and secondly, additional decorative armor, unlike syandana, will most likely look bad because of the intersection of the textures of this armor with the textures of the protruding parts of the transference suit. In addition, decorative armor has a different location, size and shape and is likely to be very time-consuming to configure (on the part of the devs), because for each element of each set of armor for each transference suit, devs will need to select some optimal location and size, which may also be very baggy. I'm not saying that in this case, the character editor may be too overloaded for some players who don't really like to mess with the character's appearance for a long time. It is much easier with syandana, because it is on the back and does not always completely touch the body, sometimes syandana is just quite bulky, so problems with the location and clipping of textures will be minimal or invisible due to the number of details. A possible way out of the armor situation is to make separate sets of decorative armor for the operators, which will suit the operators only and their transference suits. At the expense of styles related to culture from the real world (transference suit in egyptian/japanese/roman/some other style) - I strongly disagree, because it will be too much out of the general tone of the game. The game as a whole has its own unique style, and we also have a choice of styles of different specific factions (of which there are many now) present in the game, and this is quite enough, while anything that does not match the style of any of the factions will look too strange and pretentious, as if it were not of this world. Each design in the Warframe is adjusted for the atmosphere of the game and the fact that it should roughly correspond to the theme of Tenno/Dax/Corpus/Grineer/Infestation/Orokin/Sentients/Solaris/Ostron/Entrati/syndicates. At least approximately. Even if the style of some culture from the real world is taken, it will still be edited to match the tone of the game or simply not accepted by the devs. And in the end, I would recommend respecting the uniqueness of the Warframe and not destroying the charm of its own individual style. QOL, Bugs, Changes & Improvements Basically everything is reasonable and to the point, I have nothing much to add. I'll just say that in-depth customization of the face, voice and physique is what I want too, but at the same time it's also something that may not be the best solution for the game, because a lot of players play Warframe who don't know how to use the character editor normally or making ugly colorful clowns out of characters just for fun (but it's not fun, because everyone considers themself a genius and a humorist who just has to do it). And this is just now, with limitations. Can you imagine what will happen and how many disgusting monsters will appear in the game as soon as the devs add in-depth settings of the operator's body? I'm not talking about bugs at all. Duviri Paradox All I want from the Duviri Paradox is an interesting quest and an interesting open world, which will not be made according to the standard already boring scheme, but will be more individual and unusual, bringing something really new to the game. And Yes. ENOUGH IN CINEMATICS TO REMOVE ACCESSORIES FROM THE FACE AND OPEN THE CLOSED HELMET PLEASE STOP I guess that's all I wanted to say. Thank you for your attention! 1 Link to comment Share on other sites More sharing options...
(PSN)Vexx757 Posted January 17, 2022 Author Share Posted January 17, 2022 (edited) VEXX-INFO: Movement/abilities I had a theory about how the operators will turn into adults that`s interesting but unfortunately, they are now a thing in an uninteresting way but I will still share it since this concept can be used. Them turning into adults it could be like Ultear from fairy tail with her arc of time (time skip) ability in the third original release (if you have watched fairy tail you might know where am going with this). Here is what it does on the fairy tail wiki: Spoiler Third Origin Release: This spell grants the user the Magic Power that, in the future, they have the potential to obtain, however, the casting process by which the recipient can gain this power takes some time to cast. The immediate side-effect of this spell being cast is that the recipient physically ages some years; for instance, they appear as an adult should they have been a child at the time of the casting. A Third Origin release can only be received once, as once the effect wears off, the user loses the ability to use Magic forever, something which occurs due to the permanent disappearance of Magic from the recipient's body. Relating this concept to the operators body and the mind has fast-forward years in time and gained things that they don`t have currently. Physically the operator will look older and they body has changed through growth (gaining muscle), mentally they will gain knowledge and experience of whatever the operator has learned through the years. This can be reflected by they focus abilities being stronger, gaining more abilities, moving faster, being able to perform parkour, combat manuvers for example the first part of my post I talk about movement, when you are in the adult form you now have the ability to run on wall which is something you learned and experienced how to do without using your warframe however you can`t use that ability because you haven`t learned it long enough to be able to do it. To "make it make sense" the operator`s mind will have fast-forward year in the future where they will have experience in knowledge and fighting abilities. VEXX-INFO: Sirocco Amp: Problems & improvements When I saw that I had a new amp for our operator I was happy since I like using the operator, I like using amps and the sirocco looks sick, I love the design however after using it I found using it to be underwhelming and not fun to use. Problems · As much as it unique to have a reload mechanic on it its not practical on the amp. Operators don’t have survivability and when enemies are all around you, you don`t have time to look at the reload indicator trying to press it in the small space, you will get shot down during that time. Also, the radical it only a dot in the middle of the screen which is so small you can barely see it which makes it hard to be able to aim at enemies when a lot is going on the screen. · When equipping the scanner, the amp doesn’t fold away which makes it look weird. · The amount of ammo it has is small for a single shot amp. · The fire rate is a bit low. · Compared to other amps it`s very weak and doesn`t do much damage. · You will barely get to use the charged fire since it is hard to use the reload mechanic while under fire. · Reload on an amp is not helpful. Improvements · Remove reload mechanic and add secondary fire. · If an enemy is not killed by the first shot, it will act like a sticky bomb where pressing the secondary fire will cause it to explode in a 7m radius. · Each enemy hit by a shot will show a damage multiplier indicator on the top right of the screen, when it`s empty, by pressing the secondary fire the last shot will deal all that damage to an enemy and it will explode in a 10m radius. · When equipping the scanner, it folds away like other amps do. · The amount of ammo it has is small for a single shot amp. · Increase the fire rate just a small bit. · Increase the secondary damage shot to 4,000. · Increase the magazine to 20. Edited March 12, 2022 by (PSN)Vexx757 Link to comment Share on other sites More sharing options...
Kaggelos Posted January 31, 2022 Share Posted January 31, 2022 What i can add to this is Dr/Op exclusive missions, in which Orphixes hamper the use of our Warframes. Operators and Drifters have opened up new posibilites for us from gameplay perspective. So i'd like to add/offer some ideas: Drifter/Operator exclusive missions, nodes that are affected by Orphixes that disable the use of Waframes, thus forcing us to use our Op/Dr. As for the gameplay/combat aspect of Op/Dr (i wont offer any extreme ideas), they could use the Operator's abilities (which i admit i preffer more to the Drifter's, sry folks, not saying they were bad). Have at least a primary or secondary weapon. Not both i guess, and maybe a specific, void-exalted melee that is standard for all Op/Dr, but moddable to an extent for personal expression and execution, similar to Parazons. Imagine a silent sniper rifle for a spy mission, or an Ignis in an Infested mission, etc. more cosmetic options, such as syandanas and warframe attachments, animation sets, etc As for the Drifter's abilities, we could may be able to switch them in the Operator Menu, between Operator and Drifter abilities and let us choose how to tackle a Op/Dr mission. All these points are obviously open to suggestions and are not fleshed out yet, im just throwing ideas out there for you to look into and hopefully get inspired to do more than me, or heck even DE themselves decide what's best, they're the experts. 2 Link to comment Share on other sites More sharing options...
(PSN)Vexx757 Posted February 4, 2022 Author Share Posted February 4, 2022 (edited) Vexx-info: My disappointment with the new operator voice options/solution When I played the new war quest my experience was ruined for one reason, the voice didn`t fit my customised operator. When I heard that they were going to change the voice actors and actresses I was not happy, for my operator, I chose the raven voice, even though her voice didn`t really fit the face of my operator that much it was passable and the voice acting was good enough to let it slide however, I don`t like the new voices of the female operators and when I found out that my voice had changed when I heard my operator speak for the first time, I was extremely upset. Here is a scene from the quest and you can tell me if the voice fits the face of both operator and drifter. Spoiler The one thing I don`t like in video game is where they don`t think about the different types of players that play their game, the only game I can think of that does this is saints’ row 3 and 4. In that game they have up to around 3 to 5 different voice actors which provides a deeper customisation and caters to people of different ethnic groups. I understand that DE can`t afford to hire people of different ethnicities however I have a solution to this that should solve this issue. Give us the ability to edit the sound of the operators/drifter`s voice, to change how high or deep the voice sounds by pitch. Spoiler What are the benefits? · This saves time on seeking actors and actresses. · This saves money on hiring different actors and actresses. · It adds a deeper customisation to operators/drifters. · It will make everyone’s operator and drifter unique and completely different to someone else’s. Here are some voices that would suit my operator well. Spoiler Maya Welsh: The division 2 42:09 Jayme Lawson: The batman Shaina West Ella Balinska Lupita Nyong'o' This added will be a plus for the game and will cater to everyone. This needs to happen and if DE care about the people that play their game this is something they should implement. Edited February 12, 2022 by (PSN)Vexx757 3 Link to comment Share on other sites More sharing options...
(PSN)Vexx757 Posted February 11, 2022 Author Share Posted February 11, 2022 (edited) Vexx-info: Interactions with the creatures in the Duviri Spoiler From what I have gathered from the Duviri trailer, it might be an open-world and in that trailer, they showed animals that had an orokin look to them and it gave me an idea. In Duviri there could be a game-mode where you have to hunt down (orokin) creatures but not like the boring conservation, you get to hunt them down like in Horizon zero dawn weakening them, targeting their weak spots then the operator can kill them or perform transference on the creatures which have useful roles e.g. A cheetah that`s stealthy and fast, a falcon that can fly, a spider that can climb up walls, a pangolin that can dig and roll around or my personal favourite, a crocodile that can submerse into water, creatures that can be used to reach or travel to places that operators cannot. The creatures won`t be the sizes of the animals on the other three open words, they will be a lot bigger. I could also be a way to get parts or resources from them to build something and I think it would be cool to have them as companions similar to how the dog mechs are in the sisters of pavos, instead of a boring floof they can get a action figure of them, if this was a thing I would defiantly be collecting them 100x better than floofs. Also while you`re there, the creatures can roam around, some can be docile and some can be hostile, just imagine the possibilities. Vexx-info: My Prediction When you play missions on the void and Lua there are small pillars on the floor, when you go near them they rise up but that`s all it did, but in the second dream quest for the first time you could interact with them by shooting them. When we had access to the back room, I noticed that we had the same circular terminals. Years back when I saw them I was saying to myself that something will happen with those four circles. I think sometime in the future the four circles will have a part to play with the operators especially when they changed the colour of the circles. You have to ask the question, why do they do that? There is no reason for them to do that unless they have plans for them. So keep that in mind when duviri comes out and let’s see if I’m right. Also as a reminder the devstream will be on March 11th where they will talk about and a quote: "Angels of the Zariman. From gameplay to progression". And maybe they might show the four circles on the floor and reveal how they have a part to play. Spoiler Vexx-info: Two new focus schools Besides the five focus schools there`s a possibility for two more focus schools, one is called penjaga and the other is called koneksi. “Penjaga is Indonesian/Malay for "guardian" or "protector", and mods in this category are reserved for Companions.” This could be a focus school evolving around companions assisting the operator by giving buffs and increasing their survivability, using the gear wheel or certain actions sends out a command. “Koneksi is also Indonesian/Malay in origin, in this case translating to "connection", reflecting how Fusion Cores were the only mods that bore this Polarity.” Am not 100% sure but this could reflect being connected to all focus school (including penjaga) like a jack of all trades, it could not only have some of the abilities of each of the schools (or an ability similar) but also buff focus powers. Here are examples of abilities from each of the two schools: Penjaga Passive: Operator, companion and warframe`s attack will inflict toxin damage while doubling status duration. Imprisoned Dash: Dashing into enemies will suspend them in the air, each suspended enemy killed will give 100 armour for operators and companions up to a max of 2000 armour. As a bonus any companion you take can also gain focus points. Koneksi Passive: Duration and range on all and any abilities are increased by +5 Contained Blast: Enemies hit will have a magnetic bubble that attracts enemies but repels attack (Unairu), holding it will charge up damage and when release will shoot a seeking projectile that will deal damage based on the weakness of the enemy it hits (Madurai). As a bonus it could take the focus points from each of the five focus schools. People have wanted another focus school but since these two already exists it makes sense to have those as the new focus schools instead of making up new ones however, I think the other focus schools needs some improvements before these two are made. Spoiler Offtopic Rant When someone stats something that is considered crazy, you want them to show facts to prove you`re point right? ok put a pin in that. So, I was on a warframe streamer and I asked her opinion on a “certain warframe” and she said that the frame was ok, I told her based on facts and ppl`s actions, that despite pp`l saying this frame is good this frame needs a revisit. She disagrees with me (which is fine) and say this frame is popular but if the frame was popular as she says, this frame would be the top 10 frames that are popular/most used with wukong and she keeps mentioning steel path when the performance in steel path is not my argument and she tries to make me look stupid while no proving my point. So I sent the link to a mod in her chat and she clicked on it (which I give her credit for since she didn`t have to) she say the same thing that ppl keep saying this ability is good but talking about the augment and not the ability it`s self and talking about an ability were compared to the old one it bad when it comes to the speed of the ability I even said this ability can`t deal with lvl 6 enemies in a team. She wanted to prove me wrong so since she wanted that I wrote “go to a normal earth defence mission with a team and just use that ability and at the end see if you will get the most kills, but instead she tries to prove me point by doing the complete opposite to what I asked her to do. She goes to steel path, picks a survival, has the mod on the ability (which proves the point that without it the majority of ppl think it`s crap), she replaces the frame`s 4th by using Protea`s 3, does it by herself and used weapons to kill, she did not prove my point one bit. Then the mod JumboDragon7 Wrote to me: “No, you have some statistics that you've misinterpreted because you think it proves your point.” Then the ppl in the chat makes me out like I’m stupid and the more I tell them to go look at the post, the more they don`t and in the end, this happens to me. I`m sorry for going off topic but I just wanted to get this off my chest and just to show how stupid ppl are when you have a different opinion on something and the worst thing is that these are grown men on here acting like this, now I understand how truth tellers feel. I`m not going to reply to comments about this on this post since I want the topic to be on the operators but if you want to know who the frame is, see the facts and be open-minded just message me. Vexx-info: Void Melee Weapons Expansion I just thought of a sick idea for void melee. I didn`t know how to implement the attack animations to them but after use the sword stance iron phoenix I came up with an idea. The void weapon will have normal strikes with a good amount of speed however instead of taking the Iron phoenix stance and slotting it in, imagine having the ability to customise our own stances, in basic terms you can pick the stance you like and use them onto the weapon. An example of this is a game called remember me which has the feature called the combo lab. To make this make sense the operator has been controlling the warframe for so long that it has learned the moves that they can perform and they use their imagination to create a weapon out of void energy (like Excalibur`s exalted blade). How would this work? · In the equipment section you will have void melee, when selected there will be a mod slot. · The mod could represent the operator`s memory of the weapon he/she wants. · If you choose a sword, you have the option to choose stances from the other stances that you can customise. For example, for a void sword, you can take stances from iron phoenix, crimson dervish, vengeful revenant and swooping falcon. Here are the combinations of the sword stances. The stances combined are iron phoenix, swooping falcon and vengeful revenant. Here are the combinations of the duel dagger stances. The stances combined are gnashing payara, sinking talon and spinning needle You also have the option to customise the stances when you activate void rage. I do think that pulling of combos should be like the old god of war or devil may cry (x,x,pause,x,x) , either make this exclusive to operators or completely change it on warframes also similarly like melee 2.0. The point of this is for visuals no power advantage just to look sick while fighting enemies, this not only brings another level to customisation but you can choose what combos you like and change combos when you feel like it. Edited February 14, 2022 by (PSN)Vexx757 3 Link to comment Share on other sites More sharing options...
Densoro Posted February 17, 2022 Share Posted February 17, 2022 Had another stray thought or two about this: 1) To fit with Drifter's use of Nataruk and Sirocco, it could be cool if the Void-infused melee strikes I mentioned in my previous reply were also based on precise timing, like Squall's gunblade or Nero's Exceed system. That way, anytime you Transfer out, you're focusing on how you press your buttons. 2) In relation to revamped/diversified Focus schools: for Drifter or both, maybe there could be a Dax Focus school to go along with the Tech school I suggested last time. Teshin would be the gold standard for this, with his parkour and maybe even his ability to swap elements mid-mission. Maybe even go beyond him and learn to combine those elements like Lavos. 1 Link to comment Share on other sites More sharing options...
Monsieur_Fromage Posted February 25, 2022 Share Posted February 25, 2022 Was asked to link this bug report of mine here about operator animation bugs: For me their big draw back is, not only how under powered they are, but how clunky they are to play as. Adding things like faster sprint speed, or a knee slide would greatly help with this. It's especially awful with Drifter, because for them it looks like their running in slow mo (and Naramon doesn't help that much, certainly not worth the grind). I'm not too worried about Operators being under powered, because I think DE know this and will likely rework focus at some point (hopefully lower the grind aswell, maybe make lenses reusable?), however I feel like they'll look at movement and not see it as a huge problem, and leave it as is, hence why I mention it whenever operators come up. It just needs a lot of work really. Nice to see I'm not the only one who thinks this way tho :) 1 Link to comment Share on other sites More sharing options...
(PSN)Vexx757 Posted March 21, 2022 Author Share Posted March 21, 2022 (edited) Vexx-info: My opinion on the focus rework so far I don`t like that they are removing void blast and void mode, these two abilities make them capable on their own it`s like removing melee from warframes, if you remove them, they will be even more of a tool for warframe. Here are the issues if you remove them: · The war within tutorial on the operator powers will make no sense. · It destroys the gameplay of eidolon hunts. · You won`t be able to weaken the kuva guardians in kuva syphon missions. · You will be removing the offensive and defensive abilities which makes them useful to use and good on their own. · It will remove the ability to use the arcanes the require to use void blast and mode. The same goes for void dash the void dash is good as it is plus it will ruin the function of using arcanes then need to use void dash. I love to use the arcane magus cadence to increase the sprint speed of my operator (which the operator needs a sprint speed increase. Just to give an example here are some improvements I would do to the Naramon focus school`s abilities: Spoiler Mind step · Increase the movement speed of the Operator by 50%. Void stalker · Void Mode increases Critical Chance of melee attacks by up to 50% over 2s. This chance gradually decreases over 30s when the Operator leaves Void Mode. This ability costs an additional 2 energy/s. or can be duration based. · When operators get melee weapons, it will work for them also. Void hunter · Void Mode reveals enemies within 30m through walls. This will stay active up to 20s before it disappears when the Operator leaves Void Mode. This ability costs an additional 1 energy per second or it can be duration based. Executing blast · It will open enemies up to finishers and increase finisher damage taken by 50%. (swapped with Executing Dash) · Enemies affected will have a coloured highlight indicator on them (colour is depending on chosen energy colour). · Enemies hit with void blast will be knocked back instead of a small ragdoll (similar to enemies affected by Ash`s smoke screen) Disarming blast · Enemies hit by Void Blast will have a 100% chance to be disarmed. Disorienting dash · Void dash will confuse enemies for 20s, causing them to be unable to distinguish friend and foe. (swapped with Disorienting Blast) · Enemies affected will have visual radiation indicator. Surging dash · Creates a wave while dashing, increasing the damage by 60% and the area of effect around the Operator by 12m. · Enemies hit will have a slash proc which can stack with multiple dashes. Power spike I have talked about operators having void melee weapons and I strongly want this to be a thing in the future, just by looking at the Naramon focus school, you can see how operators having a melee weapon will complement each other. In my honest opinion I don`t think we should get any focus improvements until the operator movements are reviewed first. As a side note... I hope you guys see why you need to know the difference between a rework and a revisit because this happens. People ask for a warframe to get a rework when the really mean a revisit, So to stop ppl from being ignorant let me tell you the difference between a rework and a revisit (when it comes to warframes): Spoiler Rework A warframe that has one or more of their abilities either removed or combined and replaced by a new ability. Examples; Excalibur, Limbo, Wukong, Vauban and Ember. Revisit A warframe that receives small changes or improvements to its abilities without completely changing the ability. Examples; Oberon, Nezha, Saryn, Nyx and Titania. This is why I get irritated when ppl keep saying rework, coz they don`t know what they are asking for until they get it. I will hold my hands up, when it came to focus I said rework when I meant a revisit so yes I'm guilty in this aspect but to DE don`t completely rework the focus schools, improve on what you currently have and add the other new abilities to it, I think most ppl will appreciate that. VEXX-INFO: Movement Expansion I mentioned edge grabbing and enemy vaulting, by combining the two (since this is a thing already) operators should be able to vault over ledges and obstacles (edge vault) which can have a mechanic a high vault and a velocity vault. 1. After jumping near a ledge or obstacle, pressing the jump button at the right time will make the operator jump higher than normal. 2. When hanging on the ledge moving the thumb stick forward while holding the jump button will propel the operator forward at great speed and landing will give you 20% boost of speed for three seconds and as a bonus if you collide into an enemy, they will take damage and knock them down. Here is proof that edge vaulting can be a thing. My opinion on the focus rework Overall, I don`t like the focus rework, the biggest thing I fear has happened, I wanted the operators to be good on their own to be able to defend themselves but after removing void blast this is now the case. It`s like removing melee from warframes, ppl want to talk about it making sense, it doesn’t make sense that you can`t even punch. In general fps game you can use melee attack but operators can`t? this makes no sense, the only way I will be ok with this is they get void melee but as for now I hugely disappointed. Void dash has changed and I still don`t like it, there was no issue with it. The majority didn`t complained about it only the minority did but I bet there are more ppl that want operator to get melee than ppl that complained about void dash, it looks cool but that's it, besides its more of a teleport than a dash. The Naramon focus school is the biggest disappointment for me, the way it is currently, is (somewhat) supported the operators and it had stealth and other abilities (see enemies through walls) now it`s only melee buffs for warframes and very little to support the operator on their own. I used it less coz I was waiting for them to get melee but I probably won`t use that tree ever. Why not give us the option to to have void blast and have void melee? press is the current void dash and hold is the slow void teleport, why not (like I have been saying) keep the current abilities but add the new ones so that the operators can not only support the warframes but be dependable and fun on their own? Why even have the operators even walk? you might as well just make them float like in focus 1.0 like everyone wanted, you make them move around like a person but remove a simple thing as meleeing to defend themselves. There are some problems when using the operators plus somethings that could improve them as well so there needs to be some QOL/bugs/changes/improvements for them. Since the update is coming for operators these issues/improvements should be addressed. If their is something that I haven`t mentioned please add it on the post. · There is a delay between pressing the button and operator crouching. · Companion mods like animal instinct should work while in operator form not just warframes. · Two arcanes can be installed on amps. · Include the A, B & C slots for amps to give option to change amps, colours, equip arcanes and lenses. · Include the ability to change the face of the operators in the slots of A, B & C. · Operators can ride on K-drives. Spoiler · You can change operator visuals, focus trees and amps while in the simulacrum. · Give us the ability to customise the operator in captura. · Add an in-depth face customisation (nose length, eye width etc) and separate body sliders to change the length, width and height of the operators. · Add different voices for operators (from different ethnicities) and have a slider to manipulate the sound to make it unique to your operator. · Sentinels are invulnerable while you`re in operator mode. · If you extract with your operator, the operator is what you will see getting onto the ship. · You can open lockers and switch to synthesis scanner while moving. · If you have vacuum mod on your sentinel or companion and you are in your operator form, the operator should be able to pick up items. · You should be able to use operators in the relays. · Give operators new idle animations. · Make the cursor more visible on amps. Spoiler · Make operators be able to use all emotes. · Give the ability to switch to scanner while running. · Remove the long delay between doing a hard landing and when you start moving again. · Make it where you are able to view the emotes while using operators on the menu screen. · Remove knockdown from amps and use the knockdown system for when they receive it from enemies. · Fix the bug where the scaffold that`s on your amp is clipped into the amp. Spoiler To see other ideas and improvements for the operators, look at this post. Vexx-info: Focus rework suggestions: Now that I have had time to digest this, I want to come up with some suggestions for the focus rework. I still think the operators should have gotten other improvements before focus improvements, the biggest thing they need is better movement, like increased sprint speed, knockdown recovery and more. Like I keep saying the operator needs to be good on their own if people are going to want to use them, it`s irritating that they can`t even defend themselves if a melee enemy charged at them, the only way I will be satisfied if the operator gets void melee weapons. If void blast was not going to be removed I could of overlooked void dash being changed and this would have been the best update ever but with the removal of void blast it kills it for me, they have mixed in the good with the bad. Naramon: Spoiler Key - OM = operator melee – it can benefit from Mind step The sprint speed should have a 50% speed increased (operators sprint needs to be improved all across the board), the speed of the operator is too slow. Opening slam This could be useful if operators had melee but again this only benefits warframes, unless operators get melee this is an ability, I won`t be using. To make it more useful why not make it pull enemies in the centre to bring them together. Amp strike I like this but I have to use my warframe to get it this would synergise well if operators had their own melee, unless it’s easy to get 8x combo I think it should be reduced to x4. I Like that they get their amp buffed but I can`t get it while in operator mode. Void levitation I like this but again if operators had melee this would be good for them, 6m radius is too small this should be 15m radius and the duration should be increased to 10secs (I also think this is what Nyx`s 1st ability should be). Enemies should levitate like Trinity`s 1st ability not like Calaban`s 2nd. Lethal levitation I like this (om). Sling stun Even through I don`t like the new change I like that you kept this ability (om) Killer`s rush Operators should also be doing the finishers (OM). Overall Despite what I said I am disappointed in the changes to this focus tree. You have removed the stealth part of the tree which I enjoyed (seeing enemies through walls - Void hunter), this focus school has just made the damage melee meta worse. I didn`t use it that much coz I wanted om to come out to make it be fun but with the stealth part removed and no om this is the focus school I won`t be using. Like I kept on saying keep the abilities we have but just add the new ones to it. Zenurik: Spoiler Harden wellspring This should also support the operator: Operator will have electrical orb surrounding him/her which will seek out enemies within 12m which will shock them and deal 1,000 electric damage for 20 seconds. Disarming sling This should be on Naramon, it synergises with melee gameplay so put this on Naramon instead. Temporal drag The range should be around 15m for it to be useful and the duration should also be 15 secs. Temporal shot This will only be useful for operators if the radical is more visible for AMPs like warframe weapon radical otherwise it won`t work. Madurai: Spoiler Void strike The duration should be increased to 15secs and the cooldown for 10 secs. Chained sling To add to this, it should send have a fire explosion at the end of the dash that damages enemies and leave a napalm behind for 20secs. This will synergise with contamination wave. Contamination wave The wave should have a range of 15m with a wide cone. I should also include operator damage in general. Vazarin: Spoiler Mending souls The faster revive should take 4secs. Squad regen To make this better for you and your team, if you and the team`s health is full you will get 100 over-health. It will also give 100 shields. Void snare The pull range should be 15m, it also should drain enemies’ health also. Guardian shell The 4sec duration won`t start until it takes damage. The shield can resist knockdowns. Guardian break This should work for operators by giving them shields. Unairu: Spoiler The radius should be 15m to make it useful. Unariu wisp The seeking needs to be fast otherwise it will have the issues of Oberon`s old 3rd ability. Magnetic flair This should have a 15m radius and if enemies leave it their shields should be permanently striped. Bringing back some void blast/mode abilities You have mentioned that the operator has a 1st and 2nd abilities but they don`t have a 3rd and 4th ability. My suggestion is to bring some of the other abilities that supports the operators. Void mode abilities can be combined with void mode but not drain anymore energy while void blast abilities can be on the 3rd ability. Void mode ability/Void blast (Vb) Naramon Void hunter Void Mode reveals enemies within 30m through walls. This will stay active up to 20s before the range decreased overtime when the Operator leaves Void Mode. Basilisk Gaze (from unairu) Increase the radius of Void Blast by 60% and can knockdown enemies with a slow knockdown recovery. Madurai Blazing Dash Void Mode leaves a trail of fire that deals 1000 damage/s over 20sec. Flame Blast Void Blast releases a ball of fire that deals 250% of the Void Blast damage and explodes on impact. Zenurik Void Static Void Mode emits a pulse that deals 500 damage/second over 15 meters. Voltaic Blast Void Blast creates a surge of electricity, zapping enemies within 10 meters for 200% damage. Vazarin Void Aegis Void Mode creates a shield up to 12m over 5s. Guardian Blast Void Blast grants 160 shields when allies are hit within 8m. Unairu Void Chrysalis Void Mode reduces damage taken by allies (operators) within 25m by 50%. · When out of void mode you and ally operators will have 20secs before the affect wears off. Void Spines You are invulnerable for 4secs, after that 100% of damage taken is returned to the attacker staggering them. · 4sec invulnerability won`t start unless attacked. · The damage will also scale. And the 4th ability can be equipped button for operator melee. Make it have a skill tree like this one for the operator and one for operator/warframe synergy. I can`t believe I'm just thinking of this now. The focus rework changes do not support operator only gameplay. The operators now with void blast can protect themselves and makes them (somewhat) fun, playing the operators is like the equivalent to batman and superman operators are not over powered so they have to rely on what they have (they still need more) but the changes require you to switch between operator and warframe to get the buffs which mean your operator can`t use their powers to fight back or defend themselves. If you are surrounded by infested and you can`t move, how are you going to fight back? and I'm NOT including arcanes I'm talking about their void powers it doesn`t make sense in a third person shooter that you can`t use some sort of melee attack to attack against melee enemies, it`s like taking melee away from warframes and if that ever happened... I keep on saying it but the operators needed other improvements before they get a focus changes, they need better movement to make people want to use them, the speed of the operators is the same speed as a warframe jogging. This not only makes no sense but it`s not practical or fun, it`s unfair that you listen to 1% of players that wanted sentinel riven and the one person that didn`t want universal medallions but the over 1% people that enjoy playing operators on their own wants void blast to stay but you won`t listen. Doing this will make operators no different than using a sentinel for uni vac, a tool for the warframes, if that`s want you wanted why even make them walk or run? you should of just left them how they were the first time (focus 1.0) when we didn`t have an issue with the operators and people liked it, now we got use to using void blast and you’re taking it away use, if you don`t reconsider you will turn people off on playing operators on their own. So just keep void blast and their current abilities and add the new abilities to what we have, one skill tree is for the operators and the other skill tree is for operator and warframe synergy. Make it have a skill tree similar to this, one is for the operator and the other is for operator/warframe synergy. This is operator gameplay to showcase how fun playing the operators is and how good void blast and void dash is. Compared to warframes they are batman, even though they are weak, they have to rely on what they have which makes playing them fun. Here are time stamps to see the potential they could have. 00:33 – Doing this is very useful, it can give you an opening to kill them off. 00:45 – As you can see the movement speed is way better than how fast they sprint currently. 03:07 – I wish you could take it down. 04:56 – It would be sick if operators had a melee for this. 05:32 – It would be cool if they could fly-kick into an enemy. 05:59 – Using their own trap against them thanks to Zenurik`s pulling ability. Vexx-info: Operator Gameplay This is operator gameplay to showcase how fun playing the operators is and how good void blast and void dash is. Compared to warframes they are batman, even though they are weak, they have to rely on what they have which makes playing them fun. Here are time stamps to see the potential they could have. Time stamps: Spoiler 00:33 – Doing this is very useful, it can give you an opening to kill them off. 00:45 – As you can see the movement speed is way better than how fast they sprint currently. 03:07 – I wish you could take it down. 04:56 – It would be sick if operators had a melee for this. 05:32 – It would be cool if they could fly-kick into an enemy. 05:59 – Using their own trap against them thanks to Zenurik`s pulling ability. Edited March 21, 2022 by (PSN)Vexx757 6 Link to comment Share on other sites More sharing options...
SkylarSP Posted March 27, 2022 Share Posted March 27, 2022 I like many ideas here. Please make some of these into Operator rework/buff! 2 Link to comment Share on other sites More sharing options...
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