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I'd just like to congratulate the devs of Warframe


Lee-Jynn

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... for giving me the worst gaming experience of my life in the form of New War quest.

I hated every minute of it.

Why would we want to spend time being trash mob npcs in a game focused on powerful war frames?

Why do I have to use youtube videos and google just to figure out what I am supposed to do next?

Why do you consider exercises in frustration 'fun and challenging' game mechanics?

Why would I want to spend over 8 hours dying and retrying content that otherwise lacks depth?

I now understand why you lock people into the experience, because more than half of us wouldn't bother finishing this garbage.

Cue the people who want to insult me and call me all kinds of names for not enjoying a very lack luster experience that concentrates

on making you retry the experience over and over again rather than filling the experience with fun and meaningful content.

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59 minutes ago, Lee-Jynn said:

Why do I have to use youtube videos and google just to figure out what I am supposed to do next?

 

because you are bad at figuring out stuff? the quest is pretty straigth forward minus the fortuna section, but that's about it

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Let's give a big applause to player who join 5 years ago to (still) complain about New War. What next the Angel from Zariman require you to use operator? Veillbreaker made you move slowly like normal shooting game? Oh, I'll love to hear your complain about Duviri.

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1 hour ago, Lee-Jynn said:

I now understand why you lock people into the experience, because more than half of us wouldn't bother finishing this garbage.

Actually that is a fair point. I'd imagine easily 60-70% of people quitting the quest if it was an option.

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33 minutes ago, Traumtulpe said:

Actually that is a fair point. I'd imagine easily 60-70% of people quitting the quest if it was an option.

I know I would have. "Stolen Plates" was very "We have Metal Gear Solid at home."

(I like stealth games. "Stolen Plates" was not a good stealth game.)

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45 minutes ago, BroDutt said:

Let's give a big applause to player who join 5 years ago to (still) complain about New War. What next the Angel from Zariman require you to use operator? Veillbreaker made you move slowly like normal shooting game? Oh, I'll love to hear your complain about Duviri.

I loved the New War during the section as our Drifter, which is why I love Duviri. (Just a shame I can't opt out of doing Undercroft) 

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I was wondering if this topic was a trap or not, and I wasnt dissapointed XD. Anyway this topic is way too hateful. Yes, the update is not good, but the quest itself isnt hard at all. Looking up YT videos for guidance is a big problem, but not really in the duviri quest. Maybe in duviri after the quest, but its still much more prevalent in New War and Veilbreaker. In any case, there are better ways to express how much the update disappointed you, you dont have to make a hate-filled post to make your point.

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14 hours ago, Lee-Jynn said:

... for giving me the worst gaming experience of my life in the form of New War quest.

I hated every minute of it.

Why would we want to spend time being trash mob npcs in a game focused on powerful war frames?

Why do I have to use youtube videos and google just to figure out what I am supposed to do next?

Why do you consider exercises in frustration 'fun and challenging' game mechanics?

Why would I want to spend over 8 hours dying and retrying content that otherwise lacks depth?

I now understand why you lock people into the experience, because more than half of us wouldn't bother finishing this garbage.

Cue the people who want to insult me and call me all kinds of names for not enjoying a very lack luster experience that concentrates

on making you retry the experience over and over again rather than filling the experience with fun and meaningful content.

Right, so to cover my behind; bait post or not, this is a good opportunity to clarify on how I view this microcosm of TNW struggle.

As someone who's played the game practically non-stop for nearly 8 years, the fact that this was and still is an issue with players is baffling to me. I understand people like and play different games, so maybe that is a product of the fact that Warframe is easily my "primary" fixation in that world.

I've stuck around through several total reworks of systems (focus and status to name a couple), introduction of new or isolated mechanics (Railjack for the first, TNW/Veilbreaker for second) and more - yet I have never perceived or encountered the total wall which some players appear to face through both TNW and Duviri.

It's difficult to word my position without coming off as either condescending or dismissive, but I am genuinely confused how people are this tight about things you only have to do once. Throughout the quests, I was learning new things and mechanics on-the-fly as they were new to me. A couple of stages/points had me stuck for maybe a few minutes, but nothing to the point where I had to stop and think or search for help.

It's also extremely difficult to properly glean the issues from those encountering roadblocks and the like, as so many come in waving their pitchforks from the get-go with statements like "don't tell me to git gud" or "why do I have to use youtube videos and google" as well as those responding with "git gud" or "you obviously just don't like it". Your post does at least a slightly better job than some as it details a couple of hitches, but still falls short in its own right.

The quests should (did when I completed them, on introduction - wouldn't be the first time that updates since had changed things though) capably explain all the requisite mechanics without directly telling you every single step - figuring out what is next from implied/incomplete information and the catharsis that follows is part of the appeal of quests in general; also why Warframe is not primarily quest-driven.

Regarding "spending time being trash mob NPCs";

  • You control Kahl through a very short and very linear mini-level. It gives some context to his character and means more now that he has been introduced as a permanent fixture following Veilbreaker.
  • Veso-R is a one-time jaunt through a less-linear but still straightforward section until you reach the Jackal. That part has admittedly confounded a large number of players and the actions required could be better communicated to the player. As before though, his section gives deeper Corpus context to the all-encompassing nature of The New War as a whole, as well as potentially being a further option for DE to re-implement in future - this time with players being familiar with how to play Veso.
  • Teshin - again - explores his perspective on the conflict while fleshing out a different facet in the factions.
  • The Drifter had been teased and danced around for ages in concepts and likely evolved from a previous idea, this has obviously been expanded upon hugely following the release of Duviri.

They all have roles that do a fair job of helping add depth to the lore without being overbearing on that front, while also expanding on potential gameplay options. My primary gripe with them is the considerably slower movement compared to Warframes themselves, but it is both short-lived and thematically relevant so I can live with that.

For TNW specifically, of the entire quest structure the only three struggles I came across were;

  1. Figuring out the exact method of fighting the Jackal as Veso, took ten-twenty minutes or so. (This is the main point that I believe DE should improve.)
  2. Sneaking past the Deacons, this was more about using an optimal/available route and intelligently using my abilities while learning how to efficiently avoid active pursuit.
  3. The different feel of the combat loop as the Drifter, though this has now come full circle and helps to ease players into how the Drifter plays in Duviri.

I would love to hear what part(s) caused you to struggle such for so long. Knowing that allows us to explain (in detail) how DE can improve both TNW as it is and future quests with how they communicate information to the player.

They lock people in because of the thematic connotations of beginning the war in earnest, as well as the terrain/environmental changes that take place throughout the course of the story. Simple as that.

Now, in having said all of this... Please do expand on what specific parts or points (this invitation extends to everyone) cause/caused you grief and how do you think they could be improved? Ideally less or none of the "cut it I hate it" kinda stuff as that's both disrespectful to the time and effort put into the game and its universe, as well as careless to the droves of people who didn't dislike the additions.

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