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IdeaFrame: Ideas And Solutions To The Problems in Warframe


Solaris-X

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Hello fellow Tenno. I am Solaris-X. I also made videos on YouTube of exactly what this post contains if you don't like reading. Basically, these are all just ideas and suggestions that I and my friends have come up with while playing the game. I have played for over 5 years and I can't help but notice some problems and issues that we have in the game. This also comes with some solutions for said problems.

I do not expect Digital Extremes to implement these solutions but it would certainly be great if they did. This game is huge and has a ton of little mechanics and details in place that Digital Extremes may have forgotten about or didn’t think of. Many of these details are old concepts in the game but can be fixed or improved upon but as of now, Digital Extremes is putting their main focus forward on the big things like the New War. So many of the things I will talk about have sadly been put on the shelf because Digital Extremes rarely looks back on what the game already has unless it is to nerf something overpowered.

 

  1. Better Reinforcement Beacons:

The concept of enemies calling in reinforcements has always been a great idea in Warframe, especially in the open-world maps. But the biggest flaw of the Corpus Reinforcement Beacon is that unlike the Tusk Seeker Drone the Grineer uses in the Plains of Eidolon, which is small and not that easy to hit, the Corpus Reinforcement Beacon is the opposite. It is too big and is stationary, making it very easy to destroy by accident. Sometimes when I break just one Reinforcement Beacon, the Alert Level begins to drop even though there are other beacons in place.

 

So, a solution I have come up with is for the Corpus Reinforcement Beacon to be unbreakable. Make it so that it cannot be destroyed accidentally. And the only way to remove one is to have a player interact with it or hack it with the Parazon. You could make it so that it would fold itself up and disappear when interacted with or just explode after a few seconds like it currently does just to make sure that it will only disappear when a player actively wants to. This would be very useful when Toroid Farming. It’s such a hassle to avoid breaking these things especially when I’m using Wukong. Regardless of what weapon I use, my Celestial Twin cannot stop blowing these things up again and again simply because a random enemy happened to pass by the beacon.

 

  1. Bigger Grineer Galleon doors:

Enemies get stuck all the time behind the small circle Grineer Doors, especially in Survival. That’s it. Just make them all bigger or wider. This might be implemented when Digital Extremes reworks the tileset the way they did the Corpus Ship with large passageways making it hard for enemies to get clumped up together and stuck.

 

  1. A way to influence what weapon a Kuva Larvling drops:

It’s really odd that you have the chance to get 1 of all the 19 Kuva Weapons from just one Larvling. The wiki states that “All weapons have an equal chance of spawning from a Kuva Lich.” I don’t know how true that is but of the countless Kuva Larvlings I have vanquished, the weapons I always seem to see are the Kuva Hind, Brakk, Kraken and, Seer. There are currently 19 Kuva Weapons obtainable from Liches. That’s a lot. It doesn’t matter if the drop rate has an “equal chance of spawning.” If you do the math, each weapon only has a 5.23% drop rate. That’s pretty low. And will continue to get lower when Digital Extremes decides to add more Kuva Weapons. And killing one Larvling per mission is needlessly long. And it’s worse when you want to make the weapon stronger, you have to farm these weapons over and over again depending on how lucky you are with the status rolls. I have collectively spent, I kid you not, literal hours upon hours just whacking Larvling after Larvling just to get a specific weapon. You already have the Warframe Progenitor concept to influence what element the weapon has. Why not another way to make sure you get the specific weapon you want? Or at the very least, make it so that you have a higher chance to get what you want.

 

I have thought of multiple solutions for this. Some of which are complicated but still get the job done.

 

Solution A: Node-specific weapons. There are currently 6 nodes that spawn Kuva Larvlings. Anthe, Numa & Cassini Saturn. Adaro & Naga Sedna. Then Plato Lua. Digital Extremes could designate 3 specific Kuva Weapons for 5 nodes and 4 Kuva Weapons for the 6th one to balance out the 19 Kuva Weapons making it significantly easier to get the Kuva Weapon you want. Digital Extremes can also put a system in where the weapons swap out every other day or week to have variety. Just remember to add a way to see what specific set of Kuva Weapons will have the chance to drop if I kill a Larvling in any of the aforementioned nodes.

 

Solution B: Dynamic Drop Rates. This might get a little complicated, but this is Warframe we're talking about. Things have always been complicated in this game. You can disregard Solution A entirely and just subscribe to this idea. How this works is that let’s say I want to get the Kuva Hek but when I downed a Larvling the weapon it displays is, let’s say, the Kuva Bramma. But I don’t want the Kuva Bramma, I already have it maxed. So I head to extraction without mercying the Larvling. At this point, the weapon of the Larvling I didn’t mercy should be removed from the drop table. This makes sure that the chances of me getting the specific Kuva Weapon I want gets higher and higher the more Larvlings I don’t mercy. From the normal chance of 5.23%, it then becomes 5.55%, and so on. 

# of Attempts

Chance for 1 Kuva Weapon

Weapons left in Drop Table

0

5.23%

19

1

5.55%

18

2

5.88%

17

3

6.25%

16

4

6.66%

15

5

7.14%

14

6

7.69%

13

7

8.33%

12

8

9.09%

11

9

10.00%

10

10

11.11%

9

11

12.50%

8

12

14.28%

7

13

16.66%

6

14

20.00%

5

15

25.00%

4

16

33.33%

3

17

50.00%

2

18

100.00%

1

You can still be extremely unlucky and do it 17 times in a row for the final 50-50% chance to get the weapon you want. All of this resets when you finally Mercied a Larvling for you to do it again later.

 

Solution C: This is the easiest solution of them all. Just spawn more Larvlings in one mission. Maybe a maximum of 4 Larvlings per mission for all players to get one if they want to. That’s it. No node picking, no complicated percentage computing. Just add more of the enemy that drops the weapon you want. And that no two Larvlings will display the same weapon. So you have a selection of 4 out of the 19 weapons at one time. The first Larvling you mercy will become your new Lich.

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Those sound like some good ideas so far. Its always nice to see when people post solutions alongside criticism, a lot more helpful to the devs than rants if they ever do read this.
Especially solution C, that would also have the added benefit of even if they didn't spawn with a weapon desired by the player, you'd still get a decent amount of kuva from it too.

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9 hours ago, Solaris-X said:

Better Reinforcement Beacons:

usually if I'm out of Corpus to kill when toroid farming, deploying archwing, blinking away and then blinking back makes some enemies respawn, and then I just kill them until they deploy beacons, then wait for reinforcements. if the beacons were to become hackable-only, that poses a problem for any newer players on the Vallis that can't hack very well and want to lose their "wanted level". just making the beacons a lot sturdier would do the trick.

9 hours ago, Solaris-X said:

Bigger Grineer Galleon doors:

probably gonna have to wait until the Grineer Galleon tielset gets a remaster, lord knows when that could be. but yeah, when they get around to it, bigger doors, and less uber-narrow corridors are a must.

9 hours ago, Solaris-X said:

A way to influence what weapon a Kuva Larvling drops:

easiest system that balances being fair but also not being *too* convenient would be to make larvlings offer the same weapon ammo type as the one used to kill them, so it would look like this:

- use assault rifle, drops Karak, Quartakk or Hind for Liches, Tetra or Flux Rifle for Sisters

- use sniper, drops Chakkhurr, Ogris, Tonkor or Zarr for Liches, Envoy for sisters.

- use shotgun, drops Kohm, Drakgoon or Hek for Liches, Arca Plasmor for sisters.

- use Secondary, drops Seer, Brakk or Twin Stubbas for Liches, Spirex, Cycron, Detron or Diplos for sisters

- use melee, drops Shildeg for Liches.

- use Archgun, drops Ayanga or Grattler for Liches.

- using powers will make the drop table based on what weapon you have equipped e.g. if you are holding a shotgun but kill larvling with a power, shotgun pool is used.

granted, it means Shildeg will be uber-easy to get, and it's not perfect, but a 1 in 4 chance is leagues better than the current 1 in 19 for Liches, and 1 in 8 for sisters. unless you are insanely unlucky wit shouldn't take nearly as many runs to get the weapon you want.

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20 hours ago, (PSN)robotwars7 said:

use Archgun, drops Ayanga or Grattler for Liches.

Most of that idea sounds neat, but I'm very much against the idea of needed to grind rank 5 of fortuna and do profit taker just to get a archgun, no thanks 😬
Perhaps they could be considered 'sniper' ammo type instead?

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On 2021-07-26 at 6:13 AM, Solaris-X said:

A way to influence what weapon a Kuva Larvling drops:

DE promised us a token system (kill Lich with weapon you don't want, give unused Kuva weapon to NPC, NPC gives "token of X" of your choice i.e. you can chose it to be "token of Tonkor". Next larvling will have guaranteed Tonkor), but they never delivered

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