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WARFRAME FEEDBACK (OUR LAST BULLET) (PLEASE READ TO THE END) CURRENT STATUS


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idea proposed by the Spanish-speaking community SinSux

WARFRAME FEEDBACK (OUR LAST BULLET) (PLEASE READ TO THE END) CURRENT SITUATION It is common knowledge that during the last 2 years Warframe has had no major updates despite providing a large amount of content and things to do. It is also public knowledge the state in which the community is today regarding this issue and it may be due to several factors: - The large number of bugs that updates present: beyond the fact that updates always result in a great step for developers and perhaps because of the anxiety to provide new content, it makes these updates suffer from bugs that even in certain cases incredibly affect the gameplay making the new result in a failure or frustration on the part of players. Year after year, the standard of demand from players becomes higher and, inevitably, developers should reciprocate this. - Unfulfilled promises: referring to the above, the fact of showing or committing to certain content, either in a devstream or in a tennocon, generates an expectation in consumers that is not fulfilled as expected. This affects the credibility and trust of the community towards developers, losing interest not only in the missing content but also in the future. - Bad advertising: although the game's reach can be massive, either because of its free-to-play status or because of advertising campaigns, Warframe is losing the ability to retain players, which should be its main goal. This is a real problem and part of it may be due to only promoting an update and not the whole game, thus warning the new player about all the content available to date. - Not respecting a line of progress within the game: referring to the previous point, and in the constant effort to reach new audiences, the fact of advertising only a part of the content, forces developers to force the availability of new content to new players, losing any kind of relevance it might have at the time of implementation. (Cite as an example, the Scarlet Spear event, where new players or at least those without completing all the necessary quests have the ability to obtain arcane augmentations very easily compared to the path to defeat an Eidolon). - The lack of a detailed guided tour on damage and defense mechanics: to this day and after 7 years of development new players still do not understand in essence what their mission is and how to carry them out. Beyond people's level of understanding, the game lacks this information compared to the levels and possibilities that are provided within the game after proper information either through other players, wiki or content creators. To this day this seems even intentional and it would be good to at least clarify this last point. - Slowing down the gameplay: these hidden attempts behind unnecessary mechanics make the gameplay more and more difficult and less entertaining. Examples, that a capture is transformed into an extermination arbitrarily (in the espionage missions the alarms must be triggered for this to happen), that in the void rifts the enemies suffer an unnecessary invulnerability stage, or the random change in a mobile defense and even the limits of the environment forcing a black screen when just a foot goes out of the map and generates a spawn without any sense, not only slowing down the game but also causing a more than tiring and overwhelming game experience (although this has been decided to avoid possible bugs). - Interconnection between updates: mainly Railjack was built to play overly repetitive missions and 99% disconnected with the rest of the system. We know it is under development and the Scarlet Spear event is a test of potential, but the implementation of such a connection would be of an urgent nature. - The value of time invested in the game: It is well known that content in Warframe "always comes back" or over time becomes easier to obtain. But this concerns that the time invested by any player at the time of implementation is incredibly depreciated, either by a very short exclusivity or because the developers themselves "give it away" (drops) thus achieving that a new player does not go through the same phases that others do or also when developers liquefy their own content by implementing "improvements". Examples, the Thumpers prevented people from having to mine or fish in the plains of Eidolon and even avoid certain contracts, the Exploding Orb did the same with the resources of Fortuna and not even talk about the "free" content.

The change in the Arcana of Cetus, the change of Nezha from the raids directly to the Dojo or the plane of the Ignis Wraith in invasions, or items directly in the market of Baroo without even having a tactical alert in between or avoiding the invasions. - The lack of progress: with each major update the game has undergone changes and so have our characters, giving us the possibility of becoming more and more powerful. Examples, The Acolytes (melee mods), the second dream (focus tree), Law of Retribution and the Precept of Jordas (arcane augmentations), The hunt for Eidolons (same arcana), Arbitrations (more arcana and mods like Adaptation and Rolling guard). Content like this is what justifies doing the same missions over and over again, since the goal is the reward, which will make us stronger or more capable of facing greater threats, which of course do not exist in the game today thanks to the rescaling of life, armor and shield. The central point of all this, is that despite the variety they can offer, if at the end of the road there is no progress, there is no point in playing the same missions over and over again. Next, we will propose a series of suggestions or alternatives that you may want to take into consideration. RELICS SYSTEM It is always said that the rewards do not equal the effort or time invested by the player in a game, therefore everything is summarized in a speed run for efficiency reasons. Here is a suggestion: -Be able to open more than one relic according to the length of the game. For example, after 60 minutes allow players to open 2 relics at the same time and get 2 rewards from a pool of 8 (full squad) and after 120 min they can open 3 relics and choose 3 rewards from a pool of 12 (limit) requiring the same amount of reactants for each of them (10 reactants each). This would provide the alternative of having the same performance as a speed run in captures, but playing an endurance type mission and facing greater threats. -To increase the stock of vestiges that can be stored at least x2. -Be able to upgrade more than one relic at a time. -Being able to upgrade relics with the vestiges that are being earned in the game. -Remove the immunity phase of the enemies at the moment of suffering the void corruption, it only exists with the purpose of slowing down the game. Accelerate the animation and maintain the properties of shield, armor and life restoration. RIVEN MODS The original intention of applying this new system was to reuse weapons that had become useless against the performance of the new ones over the years and thus offer different "goals" betting on the fun of the player without forcing him to use the "best weapons of the moment". But that's not all, in addition to reviving old weapons, we also manage to become more powerful in the process. Honestly, this inclusion (RIVEN MODS) is considered one of the most "sustainable" contents in the game in the long term, since it requires a lot of time investment to achieve the desired STATS in a designated weapon. In the first instance, playing a series of missions to have the chance to acquire one of these MODS (1°RNG) and which in turn is of the type of weapon you need (2°RNG) and once discovered, being lucky enough to be for the desired weapon (3°RNG) which in addition can be done only once a day (CAP). Like many other forced limits known within the game for the sole purpose of making the content "more durable". Of course there are also the "cracking fragments" which are a kind of relief and consolation prize after 2 YEARS of the inclusion of such a system. Then comes the part where you have to get a certain resource (KUVA) to modify the stats of said MOD and thus raise the weapon's potential, an infinite RNG. All this, and despite the hard work and time invested seems to be worth it since our arsenal will be renewed and also as a consequence we will become somehow more powerful or able to face certain enemies with the affected weapons (PROGRESS); UNTIL THEY DECIDED TO MODIFY THE DEVICES IN THE WORST POSSIBLE WAY, BASED ON POPULARITY??? Honestly, this is the most comfortable and least responsible way to make changes to the TIME INVESTED by your USERS. All that a person may have invested in achieving a certain ROLL, which may be summed up in 1 or more than 100 attempts may be worth absolutely nothing simply because DE has decided months later that it should not be so, when in fact they could have foreseen the potential of ALL GAME WEAPONS before implementing the system and thus provide a reliable platform for the player where his invested time is not put at risk, every time "SOMEBODY" is put at risk, every time "SOMEBODY" is put at risk, every time the player is put at risk.

As the best of examples, we will cite GRAM PRIME. DE decided to incorporate into the game a heavy melee with the best base stats compared to its peers and still allowed its layout to be the maximum for 18 MONTHS and then they pretend that people don't use it???? To be honest, there are mistakes that cannot be allowed after 7 years of development of the SAME GAME, there are no excuses anymore.

The only thing they make clear, is that they don't care about the time (MONEY) that their users invest in the game and everything results in nothing more and nothing less than an insult.

This is not balance, this is the resource they use to keep the player going around in circles.

We want to keep playing, but it seems you do not.

 

That being said, here is a suggestion as to how you could modify the system without messing with your players' invested time and of course, without damaging the RIVENS system.

 

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

-Eliminate the system of variable provisions based on popularity, and instead establish a fixed provision that is deemed viable for each type of weapon, and by fixed provision we mean that it will NEVER CHANGE. Regulating the provisions only taking into account the usage that said weapon suffers during X period of time (which is never mentioned) makes the time or money invested by the player to acquire said mod almost immeasurably affected not to mention the effect this has on the market. Having a fixed layout will also provide confidence to users who decide to purchase a certain MOD in addition to providing more stable prices in the market.

-The layout system will be affected by the Mastery rank, so the higher the Mastery rank, the higher the stats. In this way, the player will be incentivized to play more and reach higher ranks giving the Mastery rank a real meaning when using our arsenal.

ROLLS & RNG and MOD dissolution

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

1 Positive stat blocked= Roll + 2k kuva.

2 Positive stats blocked= Roll +2k Kuva 1st stat + 4k Kuva 2nd stat

Block negative = Roll + 6k kuva

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

 

 

LIFE, SHIELD AND ARMOR SCALING OF ENEMIES - DAMAGE SYSTEM AND STATUS EFFECT:

With the above mentioned, it is clear that the difficulty has to come back when facing an endurance type mission, be it a defense, survival, interception, disruption, etc.

With the changes recently implemented in the scaling, the difficulty does not exist regardless of the level involved; not only because the amount of life is insignificant compared to the potential we have, but also because applying the same mechanics solves the problem of how to defeat the enemies, using VIRAL + SHARP is still the most efficient method regardless of the type of enemies faced.

We consider that it would be necessary to work again on the enemies' life scaling. Currently, a level 9999 Corrupted Gunner has approximately 320k health, which makes it possible for a simple bypass build to kill them in a few seconds. Perhaps if these enemies at maximum level (lvl 9999) could have a maximum of 30 million health (x100 of the current level) it would be a more realistic situation about the potential we have when it comes to doing damage.

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

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

- The piercing state, instead of reducing the damage caused by the enemy (which is useless), could instead grant a damage multiplier against armored enemies (perhaps 200%), just as magnetic works on shields.

-The gas state, should work in the same way as the cutting state and toxin do, but without bypassing.

-The impact state, could stun enemies and also decrease their accuracy; remove knockdown and leave the explosion state as it was originally.

e the weapon originally possesses.

-About the drill, allowing us to set the highest possible level in the game to test our weapons even when you think it doesn't make sense. That's not just a "content creator" feature, many people like to test things there, since we don't have to wait 4 hours to face a challenging enemy. Or at least allow the player to choose the highest level they have ever faced in the game.

 

If we allow the enemy's health to scale as said before, controlling armor and shield levels to keep levels in check; weapons that have hit, piercing or slashing as their main damage can reach similar potentials with the right build.

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

 

QUESTS:

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

FOCUS TREE:

For a very, very long time, the focus system broadened our horizons in terms of damage, control, mobility and survival. It would be nice to be able to give a greater relevance to schools that were left behind as the Unairu or Vazarin expanding the effects they cause in Warframes as well as giving a use to all those Eidolon Fragments that there is nowhere to spend them.

 

RAILJACK and NEW SYSTEMS

While Railjack (Epyrean) is one of the most recent additions to the game, its implementation was perhaps one of the most sloppy or rushed in the history of Warframe. Both Railjack and the entire Archialas system needs to be integrated more relevantly within the game loop.

Additions:

-Having access to avionics configuration from the railjack by boarding from the orbiter, avoiding going through the dojo and drydock.

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

 

ARCANE AUGMENTATIONS

-Being able to equip the arcana in the items for which it grants the benefit, being these not modular. An example: Arcane Fury in the melee, Arcane Avenger in the warframe or Arcane Tempo in the primary. For the case of exalted weapons, arcana will still be equipped in warframes. Thus, while the suggestion results in a BUFF, more utility would be given to owning multiple sets of arcane augmentations. Just as the exilus adapter exists, we could obtain another adapter to be able to use the Arcane Augmentation on the desired weapon. This would only apply to non-modular weapons (Kitguns and Cetus melees excluded).

 

GAMEPLAY

-RAIDS: while they were removed from the game years ago, and perhaps because they may have become boring or not as played over time (like any other type of quests) they are still a game mode that brought a lot to Warframe.

-The waypoint: it would seem that the same formula applies to all tilesets which obviously is not optimal from the gameplay. Spending the time and necessary adjustments tileset by tileset would be the right thing to do in our opinion, previously the waypoint guided the player to the exit of the room on the way to the exit; today a marker is simply positioned at the extraction point.

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

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

-Kuva Liches: to be able to summon liches as it happens with a wraith. Perhaps at the moment of capturing it, we could obtain a reusable blueprint with which to create beacons or something similar.

-A higher level of customization of the HUD, being able to place the information in the sector of the screen that best suits us or we like beyond also being able to modify colors and transparency. This is due to the high level of illumination, reflections and special effects that the game provides and it is difficult to concentrate on the center of the action or to be aware of the equipment.

-Syndicates: when the enemy syndicate is defeated in its entirety, there is a chance to drop some of all the items of their offerings.

 

DOJO
-Being able to rearrange the rooms without destroying them and also being able to accelerate their destruction.

-Being able to place NPCs in the dojos, with the implementation of the dry dock the rest of the dojo has little life in comparison.

 

Development, implementation and performance

-Provide a Test server to a designated and commensurate team (with experience in the game as a player), for which they could take advantage of their entire Partner program, for example. It is unfortunate that the partner program is only a publicity campaign.

-Provide a Test server to a designated and appropriate team (with experience in the game as a player), for which they could take advantage of their entire Partners program, for example. It is unfortunate that the partner program is only a publicity campaign.

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

-Have a more frequent monitoring of skills, synergies and damage system so as not to generate a habit in the players and thus avoid any disagreement with the changes made if necessary.

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

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

-Crossplay is a very difficult goal to achieve, hopefully it will be possible to happen at some point.

-Control the Hype that is generated in the users at the moment of announcing novelties. The development times are increasingly longer and everything ends up in incomplete content by forcing an implementation date.

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

 

SCARLET SPEAR EVENT

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

 

KEY

1- All Wf with the same stats, no mods, no arcana, no skills. (300 shield and 300 life).

2- Weapons scattered on the map randomly but the least used (DE has stats could do it).

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

4- Game time limit deathmatch style (quake).

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

6- The points of the battle pass will depend on the position in the game.

1st 5000 - 2nd 4500 - 3rd 4000 - 4th 3500 - 5th 3000 - 6th 2500 - 7th 2000 - 8th 1000

Another game mode could be included, mixing pve and pvp as it happens with Gambit in Destiny 2.

-The CELESTIA syandana could remain active according to the number of challenges completed at least once in a day.

 

FASHION FRAME - DECORATIONS


-Allow to create a set of fashion, to be able to decide which syandana/armor/sigil/effery to equip quickly by just selecting a predefined set. Allow to create a set of colors to equip quickly in the warframe or accessories. That could be marked as favorite some accessory either syandana/armor/sigil/efimera to see it before in the inventory.

-Favorites in inventory. That a warframe/weapon/melee/melee/centinela/archwing/archgun could be marked as favorite to see it before in the inventory.

-To have the options "Previous" and "Next" in configuration of random colors.

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

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

 

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

Of course, continuing the Warframe story takes time, and during that time it is necessary for players to have something to do. Any kind of sustainable content should promise character advancement to be worthwhile. Our suggestion.

-Strengthen the link between the Operator and his Warframes.

Thanks to the creation of the Railjack, our Warframes and the Operator will be able to access a new space that may be outside the Origin System, and to access that place we could face enemies as well as asteroid belts, having to permanently repair our ship and avoiding obstacles, etc. This trip or transition could have a time limit where if it is not fulfilled, we are returned to the beginning to try again.

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

 

The mission cannot be done alone.

The mission cannot be done more than 3 times per day.

All persons must have the Railjack done.

Blocking by Mastery Rank.

Blocking by Rank of Intrinsic.

Have all the focus schools at maximum.

This Boss will become stronger and stronger with each defeat, depending on the amount of bonuses that the Warframes participating in the fight have.

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

The application of the bonus will be irreversible, but the player will have the option to have multiple Warframes of the same type in order to have as many configurations as he wants.

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

We hope that all this will be of help to you and that you will be able to choose the most appropriate solutions.

The most important thing to understand here is that we want you to go further, help us to keep playing Warframe.

 

Sincerely, your community. SinSux

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