Jump to content
Dante Unbound: Share Bug Reports and Feedback Here! ×

Optional Mission Feedback Survey


[DE]Rebecca
 Share

Recommended Posts

Exploratory mission? What's that?

 

What I hate the most are the double whammy missions. Like "Oh you rescued the hostage, now go collect 4 data masses WHILE escorting the sometimes wonky AI" or the classic double decker spy mission of "Oh 4 data masses? I'll be needing 4 more of those from the exact opposite side of the ship you JUST traversed."

Link to comment
Share on other sites

Done.

 

No more 4 data mass, then "Change of plans" asking for another 4 data mass.

 

Rescue NPC AI is terrible about following and running in circles.

 

Also, separate Survival extractions, please and thanks.

 

 

thumbs-and-ammo-5.jpg

we have soo much in common then XD

Link to comment
Share on other sites

I'll be amazed to know of anybody who didn't pick rescue as their least favorite mission.

 

I have had fewer Rescue missions glitch out if they are played properly (IE actually escorting the target), than I have seen lolnova's spam their 4 key through an Exterminate or Invasion and ruin the game for everybody else.  I would sooner have an occasional pathfinding failure than encourage 4-key spammers.

 

Probably just me.

Link to comment
Share on other sites

Thanks DE, you should make more of thee, it's a way more accurate way of getting some feedback on some issues 

 

EDIT: could you explain the "Exploratory" part? 

maybe like find some treasures on phobos desert with a cute shovel for 50p

Link to comment
Share on other sites

Done, because screw Deception and Spy missions. 

they aren't so bad when you don't get the double whammy of either of them.

 

Those are the worst, (deception/rescue, deception/deception, rescue/spy, spy/spy, decpetion/spy).

 

 

will you take feedback from PS4 users as well?

 

why trhotttle the amount of feedback? do you plan on reading all of the texts?

I put my input into the survey, it's not like this is a PC only forum section

Edited by (PS4)Chip_Foamy
Link to comment
Share on other sites

 

I put my input into the survey, it's not like this is a PC only forum section

i just dont like the idea of a chokepoint on feedbacks.

 

i remember what happened last time a survey like this was put up. 

Link to comment
Share on other sites

There was a question on this survey asking about the importance of exploratory missions.  I gave this a 1/5 (least important) and I want to share why.  Warning:  This post is really stream-of-consciousness, I hope that it all makes sense.

 

After playing a specific tileset for a few hours, you are invariably going to see every tile at least a few times.  There's not really much of a sense of "exploration" when every level is created by RNG.  This isn't to say that it's bad all the time, but it makes me not give an F about exploration when the tiles are just randomly arranged anyways.  I think that if we are going to have "exploration" based missions, then we need to have maps that really support and encourage that.  Less (or no) randomly generated tile layouts in exploration-style missions, give us a reason to keep returning to a single location to really find all of the neat stuff.  Give us a reason to find a really tricky, hard-to-navigate path through a Corpus Ship to find some Spy Terminals.  Loot Rooms in the void are a really great example of what I'm talking about.  I'm not going out of my way to get to a random locker with 50 credits in it (LIKE EVERY OTHER TILESET IN THE GAME, ANGRYFACE), I actually have a chance for some rare mods dropping from the containers.  Plus, figuring out the optimal routes and trying to get all the loot from containers is really fun.

 

People generally don't like a lot of the game modes like Deception, Raid (back when it was a thing), Extermination, SPY, and sabotage because most of them take a long time to complete and don't offer much reward.  To me, they feel like a pain in the butt to play more than once.  I would classify all of those as an "exploration" type game-mode, since you are out to find an object in the world and interact with it/kill it dead.  I leave Assassination out of this list because, while it's truthfully not much different than sabotage missions in many regards, it is at least a really engaging experience.  You really feel like you have accomplished something by offing a boss, whereas nothing really happens in say Sabotage other than all the alarms going off.  Plus there's the whole "get a warframe part, rare mat, and mod" basically guaranteed from them each time, which makes the missions rewarding in a more literal sense.  You flat out get more for it.

 

So, this brings me to a bunch of bulletpoints with some thinking points, but as I am writing this I am realizing more and more just how difficult this situation really is.

 

- Make Sabotage more engaging.  If we are destroying the power core of the ship and it's about to go critical, make the ship seem like that's actually happening!  Shut off all the lights except a few emergency ones, identify if bulkheads to be open for personnel to pass through, or shut to contain an explosion.  Maybe make them slowly close over time so we have to get out fast, like void loot rooms that lock if you're not fast enough?  Maybe an ambitious combination of Sabotage and Spy where once the ship starts going critical and the crew should be evacuating, we can opt to go for some optional intel to give us extra rewards IF WE DARE?

 

- Expansion of all of the aforementioned gametypes.  Make all of them have at least partially set-in-stone tile configurations, with minimum procedural generation inbetween.  Give us a reason to explore the levels, be it for exclusive loot, experience bonuses, resource bonuses, something to make me not want to bring a max speed Nova and mash 4+ignis and zoren through levels.  All of these changes require really significant alterations on the developer side though, so thoughts like this aren't good for much more than inspiration.

 

- Stealth.  Warframe desperately needs Stealth 1.0.  What is preventing the Corpus from finding out we are on their ship, and destroying all data before we can get it?  Think "The Cole Protocol" from the Halo series -- when they know the ship is compromised, time to self-destruct and purge data.  Currently if we are found out to be on the ship, what happens?  An alarm goes off and the doors lock.  Like, c'mon.  We need to be punished WAY WAY WAY WAY WAY harder for being spotted, so people who want to go loud and hit hard must also do so quickly. 

 

Anyways, I'm rambling.  I miss the excitement of exploring the void and finding all the loot rooms.  I was really disappointed to find out that the Derelict Loot Rooms didn't drop any mods when they first came out, and since haven't gone back to explore them because I have no real reason to.  There's nothing there to excite me enough to make me want to do the exploring to begin with.  And, until I start to have a reason to want to play these gametypes again, I'm just going to keep grinding survival and defense to get the affinity I always need and can reliably have from those missions.

Link to comment
Share on other sites

It needs fixing, not removing. 

I definitely agree, I think it's a cool concept and it adds much-needed variety, the problem I have with it is the hostage not even being able to get out of the room you rescued him from half the time because he seems terrified of things like stairs.

Link to comment
Share on other sites

Rebecca...

 

Y U NO GIVE US OPTION FOR RAID in the Survey?

 

Some of us LIKED Raids.

 

No Timed Extraction like Sabotage.

No stupid targets running away from you that you have to drop what you're doing to chase.

 

They were better than Sabotage/Capture.

Link to comment
Share on other sites

Rebecca...

 

Y U NO GIVE US OPTION FOR RAID in the Survey?

 

Some of us LIKED Raids.

 

No Timed Extraction like Sabotage.

No stupid targets running away from you that you have to drop what you're doing to chase.

 

They were better than Sabotage/Capture.

The one thing I liked about raid was the option to REALLY explore the map. Which now I feel more constrained to save ammo for the generator, and what not...

Link to comment
Share on other sites

The one thing I liked about raid was the option to REALLY explore the map. Which now I feel more constrained to save ammo for the generator, and what not...

 

Not so much saving ammo for the generator (you can melee most of it), but more the timed extraction that I hate. And it doesn't always happen, its random. Though I will admit there were times I had constant mobs picking on me when I was just trying to break the stupid reactor and sometimes you need ridiculously good aim to get it (their hitboxes are so freaking small!) especially while under fire.

 

I miss good ole Raid.

 

I used to do those way more than anything else.

Link to comment
Share on other sites

Not so much saving ammo for the generator (you can melee most of it), but more the timed extraction that I hate. And it doesn't always happen, its random. Though I will admit there were times I had constant mobs picking on me when I was just trying to break the stupid reactor and sometimes you need ridiculously good aim to get it (their hitboxes are so freaking small!) especially while under fire.

 

I miss good ole Raid.

 

I used to do those way more than anything else.

Raid 2.0

 

This might be a good time to post my idea about the importance of bringing the Raid mission type back into the game.  We have heard from many about Survivals, Defenses, and other mission types that feel to grind-y for very little rewards.  Maybe you guys, DE, want it that way--and maybe not.  

 

https://forums.warfr...0/#entry2152267

 

This idea doesn't "fix" or answer all questions and concerns regarding game-play and game-types, however it does aid the tension of time vs rewards.

It's concept is clear and new players will understand what needs to be done within this game mode; there's no learning curve and it can be a quick pick-up-and-play mode or a long hard working game mode.

Link to comment
Share on other sites

Raid was better then Spy and Deception...  especially in the Void, but if the data they received showed that players were not playing them. But I did not mind them in the void... it kinda aligned with the idea.

 

All for getting rid of (or making them meaningful reward wise) Deception and Spy.

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
 Share

×
×
  • Create New...