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About the possibility of difficult PVE


Dragon_Ruler

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In the forum I saw that on Tennolive 2021, Scott and Geoff mentioned a little bit about the future direction of Warfame in their text reply.
It contains a view:

Warframe should slow down a bit.


Feeling sentimentally, it is not that the player abuses the bullet to cause the game to move fast, but the difficulty of the game does not make the player feel jittery.
From Sortie to arbitration to Steel Path mode, perhaps the enemy health has increased or given the enemy's invincible drone, those little things can't give experienced players difficult challenges.
I still want to play for the new rewards I put in, and I just ignore the official content that I want players to experience after brushing it out.

There are three reasons:

 

  •  The process is extremely tired and boring

The officially anticipated high difficulty mode is actually an unobstructed increase in difficulty. The endless heap of blood and the number of enemies causes players to prefer to use efficient enemy kill configurations and efficient weapons for eliminating monsters.
For example, Kuva Bramma and Tenet Envoy, even if the official is cautiously reducing the preparation of bombs and the attenuation of the explosion damage, they cannot do without the strategy of efficiently clearing the entire group of enemies. The current strategy of the mission,
It's nothing more than to achieve mission goals. In non-annihilation mode and other modes that must kill the enemy, even the enemy can ignore it and not kill, as long as the journey is fast.

 

  • The reward probability is so low that the task must be efficiently and quickly swiped

Some of the conditions encountered by the new Corpus Lich must enter the Granum Void and complete the first stage of the challenge before they have a chance to encounter it (sometimes there will be a bug that will not be triggered), and when you see a new weapon you want to use the chance to brush out.
Repeat the task if you can't brush it. It is a normal thing to have a chance to brush a treasure game. After more than 20 games, it has been wasted a lot of time to brush out the larvae and check the weapons.

 

  •  Teammates cause public weakness

Almost all missions, including the current Empyrean series missions, can be cleared without teammates. The existence of teammates only increases the number of monsters and drops.
Even if three people lie down and hang up, as long as one person works hard, they still complete the task. Meaninglessly helping teammates who don’t know, teammates still don’t communicate, feeling of loneliness is increasing day by day, and the meaning of team channel existence is not high.
Based on the above three points that make people retreat, the following solutions are proposed.

Increase the difficult content of PVE, the master Sortie mission.


Same as the general Sortie task level, it is divided into three stages.
The differences are as follows:

 

  • Increase the mode-limited master enemy

Players prefer high-damage AOE weapons, prompting other single high-damage weapons and other non-AOE weapons to be left out. Grandmaster enemies will be difficult to deal with, prompting players to use specific weapons to deal with them in a targeted manner.

The following are examples of master enemies: overload, unstoppable, and barrier.

Overload

Heavy units that appear in the enemy, such as Corpus Tech, Heavy Gunner, and Ancient Healer.
Overloaded units will permanently restore their own life (30% maxHp/s) and increase the firing speed of their weapons.
The enemy's skill cooling is completed very quickly, and the skill casting speed is also faster.
Example: Corpus Tech will deploy Shield Osprey more frequently, Heavy Gunner will quickly cast shock waves and repeat them in a short time, and Ancient Healer will use their hooks more quickly and the skills will cool down quickly.
To deal with overloading, players must use high-speed long-range weapons to hit the enemy's weak points (humanoid units' heads) uninterruptedly, which will temporarily stop the unit from regenerating life, unable to use its own skills, and stop using weapon attacks. Once it misses Or the player will change the magazine to restore the unit to its normal state.
Unstoppable
The melee units that appear in the enemy, such as the Butcher, Prod Crewman, and the Charger.
Unstoppable units are immune to all controls, including the control skills of the Warframe and the staggering state caused by the abnormal impact of the weapon. Melee damage will be increased and become more lethal. Give the player an overwhelming aura, reducing permanent damage by 95%.
To deal with the overwhelming way, the player uses weapons to hit the enemy's randomly designated weak points. The weak points can be displayed in the form of light by referring to the Helios Detect Vulnerability module. (Can be the back)
Unstoppable weak points will stagger briefly when attacked and remove the resistance that reduces damage by 95%.
Barrier
Long-range units that appear in the enemy, such as: Ballista, Sniper Crewman, Nullifier Crewman.
When the damage reaches a certain level of its own blood volume (3/4maxHp), the unit will cast an impenetrable spherical energy field covering a certain range of space at its center until its own blood volume is full, and when it is covered by the energy field quickly Restore one's own life.
When the player enters the energy field, all skill buff effects will be cleared and Warframe skills cannot be cast (for the effect, refer to Nullifier Crewman). The energy field will not shrink even if it is attacked by the player, and the energy field cannot be destroyed with normal strategies.
The way to deal with the barrier is to use weapons to accurately destroy the mobile drone on the energy field. After destroying the drone, the enemy's energy field will be destroyed and the unit will fall into a short-term staggering state. Even if the machine is destroyed, the barrier unit will continue to cast the energy field when the blood volume of the barrier unit is reduced below a certain level in a state other than staggering.


In the previous example, the precise weak points attack was mentioned many times. Taking the current environment as an example, the feedback given by the enemy's weak points system is optional, and AOE weapons can also hit the enemy's weak points and cause weakness damage.
Improve feedback on weak points in difficult PVE and re-emphasize technology. Weapons based on AOE can also trigger weak point damage, and the precise determination of AOE explosive damage can be removed in the future.
Considering that the player may ignore the enemies on the road with bullets in the non-annihilation mode, the master enemy can be placed in the mission area, such as the terminal room of the spy mission. Players can choose to deal with these elite units or can also use the official secret tunnels to avoid enemies.

 

  •  Decrease in the number of enemies

The reasons why players rely too much on explosive weapons have been mentioned many times before, and the number of enemies is mentioned in piles. In order to improve the efficiency of killing enemies, it is bound to focus on some weapons that can bring AOE damage.
When you want to make other non-explosive weapons usable, it should be when the enemies are rare, but all of them are powerful enemies. The master-specific enemies above replace the general mobs (Eximus) with more experience now. There are not many in number. The general mobs can increase their damage and resistance (increased damage in nightmare mode, physique of Steel Path mode Upgrade) to give a single high-damage weapon a chance (sniper rifle).
The mobs can be roughly divided into short-range, medium-range, and long-range units according to the official design. When the player reduces their own speed to ensure their own survival ability, long-range units and close units have little chance of hitting the player. The damage of these units can be increased so that the player can use Warframe other than the damage gain, such as Frost and Gara. Warframe with defense skills .
On the whole, the task of taking the route of elite enemies instead of miscellaneous soldiers can make AOE weapons less important than low-difficulty PVE killing a large number of enemies, thereby reducing the player's usage rate without debuff.

 

  • The probability and extent of the reward can be bold

In the Grand Master Sortie, players usually take more time to complete the task, which is difficult and time-consuming.The official may consider putting better rewards in it to encourage players to cooperate and challenge. The only selfishness, since Warframe can clear missions solo, why bother to match them publicly?

 

  • Enhanced level modification system

90% of the modification of the current Sortie mission can be ignored, and it cannot affect the player's mod configuration, customs clearance ideas, and the enhancement of the modification allows the player to think more before entering the mission and discuss what to bring into the mission. There can be more than one modification.
The following provides reference:

 

Lack of ammunition

the enemy reduces the chance of dropping bullets, and disables the ammunition conversion module (but the general bullet of the warframe conversion is not affected, and players are encouraged to use the unpopular warframe).

Explosive Maniac

The speed of the enemy's cooling grenade is increased, and the damage of the grenade is increased.
Signal masking

The minimap disappears, and all modules marked on the map (marking enemies, marking items) are disabled.
Sombra

The damage of melee enemy units is increased, and they can be moved instantaneously at a small distance (the ability of the Flameblade).
Damage weakness

The enemy's (specific damage) is increased, for other damage is reduced, the enemy's weapon will add additional (specific damage).
Tenacious resistance

The duration of the abnormal state received by the enemy is reduced, and the damage of the abnormal state is reduced.
Strong Physique

Critical damage taken by the enemy is reduced.
Accidents come quickly

The environmental damage of the scene is increased (toxic gases, burning flames, etc.).
Explosion Premonition

After a certain period of time, if the mission cannot be completed, the mission will fail.
Sixth sense

The enemy's detection range is increased, regardless of the player's invisibility.
Void Drain

The upper limit of energy is reduced, and the energy continues to decrease.
Limit rebirth

The team shares the number of revives. When a player is bleeding out, the number of revives will be consumed after the rescue is completed. Killing the master enemy can increase the number of revives.

Complete extinction

All players cannot be resurrected. When all players die, the mission is considered as a failure.


Death is the end of the mission. Players will be more careful to deal with the enemy. Naturally, the behavior of using bullet jumping to ignore the enemy will be reduced, so as to achieve the purpose of extending the playing time.

The above is a small suggestion for the old players. Look at the weapon usage rate and just look at the background data to determine which weapon is too strong, so that the powerful weapon is debuff. As long as the player's mind remains unchanged, he will eventually find highly efficient weapons to continue to use, and other weapons will continue to be left out. It is better to let players change the concept that efficiency is the first. 

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A quick word of advice, add some white spacing and structure to your essay. This wont be read by most people because a wall of plain text like this doesn't invite to read. Use the forums numeration and you will get spacing for your numbered points.

Press enter between separate parts.

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41 minutes ago, Dragon_Ruler said:

In the forum I saw that on Tennolive 2021, Scott and Geoff mentioned a little bit about the future direction of Warfame in their text reply.
It contains a view:
Warframe should slow down a bit
Feeling sentimentally, it is not that the player abuses the bullet to cause the game to move fast, but the difficulty of the game does not make the player feel jittery.
From assault to arbitration to steel toughness mode, perhaps the enemy's blood volume has increased by N times or given the enemy's invincible drone, those little things can't give deep players difficult challenges.

Out of curiosity, where is this from? I'd really be interested in seeing this.

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1小时前 , Quimoth 说:

A quick word of advice, add some white spacing and structure to your essay. This wont be read by most people because a wall of plain text like this doesn't invite to read. Use the forums numeration and you will get spacing for your numbered points.

Press enter between separate parts.

Thank you for your suggestion. This is the first time I have spoken in a foreign forum.

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2小时前 , Loza03 说:

Out of curiosity, where is this from? I'd really be interested in seeing this.

This article is based on discussions I have seen on other forums:

The argument that the game is too fast.

I want to talk to the official suggestion.

The idea refers to the difficult content in Destiny 2.

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Just now, Dragon_Ruler said:

This article is based on discussions I have seen on other forums:

The argument that the game is too fast.

I want to talk to the official suggestion.

The idea refers to the difficult content in Destiny 2.

I meant Scott and Geoff's reply about the future of Warframe, if that's OK?

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1分钟前 , Kontrollo 说:

By "Assault" you mean Sortie? The 3 missions with special modifiers?

Do you want me to help finding better/more appropirate english words there? Might help others to understand it better, too.

I am not familiar with English, and the content is translated using google.

You mentioned the task of special modifiers, that's right.

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Alright, so here are a few things:

  • Assault -> Sortie
  • Arbitration is correct
  • Steel toughness -> Steel Path
  • enemy's blood volume has increased -> enemy numbers have increased  -or-  enemy health has increased  -or-  enemy hit points have increased
  • deep players -> probably "experienced players"
  • not sure what you mean with "The cooling of your own skills will be completed at a very fast rate and the skills will be cast more quickly."
  • "weakness" in some places -> weak points
  • module configuration -> mod configuration
  • The team shares the number of rescues. When the player is near death, ... -> probably: "The team shares the number of revives. When a player is bleeding out, ...
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