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Optional Mission Survey Feedback: Results @ A Glance


[DE]Rebecca
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The majority don't like fast missions, so don't complain when they add features like the traps, cameras, door sensors, etc.

 

This isn't the proper way to look at this data. The largest group of people (Rank 3 - Medium) rank a Fast mode as 'kind of important,' but if you look, it needs to be rewarding, it needs to be challenging.

 

In the current implementation, people want to go fast, because, the reward is at the end. In the data, here, it says that more people are willing to explore, if the challenge is there, and the rewards are there.

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9 out of 10 Invasion missions are running behind a Nova or Volt spamming their 4 key. Not exactly compelling gameplay.

 

Oh, I see. Well, I play Invasion mostly alone and it is helluva fun to stand shoulder to shoulder with a friendly Ice Leader and blast away those pesky MOAs, while doing everything possible to keep my NPC teammate alive. Try to play them alone, for a change, maybe you'll like it, too.

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 I know how to save rescue DE : 2 options

 

why not rescue a ragtag group of  tenno sympathizing marines. Those the grineer want to crush and the corpus want to profit from. You actually find them in mid battle against the enemy faction and you must make sure they all live . + they can  be armed with primariy weapons like the Halo marines

 

OR ;  a prison break. you must evacuate as many prisoners as possible . if more than a certain percentage dies the mission fails. Rewards scale according to the amount of prisoners you saved

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This isn't the proper way to look at this data. The largest group of people (Rank 3 - Medium) rank a Fast mode as 'kind of important,' but if you look, it needs to be rewarding, it needs to be challenging.

 

In the current implementation, people want to go fast, because, the reward is at the end. In the data, here, it says that more people are willing to explore, if the challenge is there, and the rewards are there.

 

No you are reading it wrong.

 

This data shows us that "Fast mission" is currently ranked at "Medium Importance" (Rank 3)

 

With the majority of players having voted as "Least Important" in comparison to those who voted "Most Important".

 

I'm not making anything up, that's just what this survey shows us.

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The majority don't like fast missions, so don't complain when they add features like the traps, cameras, door sensors, etc.

People complain when such features are implemented incorrectly

 

I see what point you're trying to make and where it is directed towards but it doesn't apply. 

Edited by Naith
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No you are reading it wrong.

 

This data shows us that "Fast mission" is currently ranked at "Medium Importance" (Rank 3)

 

With the majority of players having voted as "Least Important" in comparison to those who voted "Most Important".

 

I'm not making anything up, that's just what this survey shows us.

It is rather up to some degree of interpretation. 

Fast could either mean speed and pacing, or mission run time. 

If it means mission run time(Well, at least that's how I interpreted it), a lot of people may still want to go fast, but not necessarily have fast mission run times.

Some clarity might be needed.

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Least favoured is Rescue? Come on, how typical.

 

If you've got 2 hostages to cover (or even one) and escort it makes the game a whole lot more interesting that 'lol go fast and rush! Get it over and done with', with the common person saying upon reflection of the game 'Omg so boring, nothing to do, no teamwork!'. Yet survival is high when all it is is mindless slaughter with no real goal. Hmm... I have to wonder about this community sometimes >_>

 

Ah well, hopefully DE just improve on making all missions better which is what the point of this survey was anyways. Don't just focus on improving rescue though D: 

^

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Well i think its Important to note, for the most part its not that rescue missions aren't enjoyable, It's that the reward in playing survival missions is greater. "High XP, Material drops, mods,ect"  there for this is were most people spend their time farming. same with defense and assassination. as you can see in the graph.

 

rescue missions don't need to vanish like raid missions did. they just need to be more rewarding.

 

My suggestion is that these missions are more frequently linked to special rewards like weapon, helmet, reactor, or catalyst blueprints. maybe even orokin cells or other rare mats. like a gift from the rescued VIP. Making these missions a short, sweet, and productive mission to run when you need to find certain things.

 

But at the same time i suggest you make them harder. possibly give the VIP aggro so the enemies target them as you try to escape rather than the escorting tenno.

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Predictable, game is super easy thats why everyone wana play hardest maps, bosses ar fun for begining ,later they become useless,you can kill almost all bosses in few seconds solo,  i hate invasions/exterminate , mobilde defenses i dont like because u need to run more then in almost any other mission, and  for endgamer everything is boring and not chalanging(means u rush everything with ease), u need to play hour in defenses or survivals to make game become chalanging, i want to start from that counter,tonns of 14,15 rank players and there is still no endgame content :( 

Edited by drunkpunk222
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Nobody is surprised that survival is at the top of the list. When the other game mods start to scale in term of Rewards, drops and XP the way Survival scales, maybe the community will start to have 'em as a preference and something they'd do because they enjoy it instead of "lets get it over with".

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Invasions are boring. Now, if they were multi-stage missions, like capture into sabotage into mobile defense into deception and finally assassination. But exterminate? Nightmare Exterminate is more rewarding.

This could certainly be interesting.  Imagine if the "3/5 runs" system for battle pay were done away with, and instead invasions were epic multi-objective missions kind of like "raids" in MMO games, that would require at least an hour of dedication and a full team to complete, but maybe doing one of those would be better than running a short and usually easy mission 5 times.  Objectives could be different too depending on whether you're attacking or defending.

If it were set up like this then it would probably also be better if Invasions were rarer, lasted on the starmap much longer, and generally gave better rewards.  Things could (potentially) get really interesting if the happening of Invasions and maybe even the rewards they give were someday governed or influenced by the "Badlands" and "Proxy Wars" systems instead of straight RNG blarfing all over the starmap.  This could also of course lead to certain clans eating everything though...hence the (potentially)

 

Solo players wouldn't be happy if they got shafted by this, though.  The idea probably needs adjusting to take that into consideration.

Edited by BLOODGAZMS
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Honestly, i don't think so.

I'd prefer if DE removed this mission type from game, not the Raid one. The Rescue was never popular, guys, i'm sorry.

 

The idea of Rescue is good, the implementation has been not so good.

Edited by BLOODGAZMS
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I think the problem a lot of people have with interception is that it's hard as hell to beat without a team of high-level frames with strong weapons, yet it's on the 3rd planet that most new players will get to as they're unlocking levels and beating Eurasia is required to progress and players who haven't somehow got their hands on good equipment already get destroyed by that mission and can't progress in the game.

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If we were freeing a small army that was proficient and intriguing...it could help. If we were freeing another Tenno -- not one on the roster but a freelance agent or Stalker-antithesis type character...that could be interesting.

 

But currently the Rescuee is the least appealing thing about Rescue.

Edited by RawGritz
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Imagine if Rescue was like the Zanuka Capture post-mission. Except you have to free a fellow Tenno, and accompany them as they recover their gear. Each stage the Rescue target thus gets more powerful, and at the end it is like you have a boss-type character at your side, who decimates enemies by the dozen. Make the actual frame type vary each mission, and you have some interesting replayability.

Tho actually writing that AI might be a bit of a hassle... :|

 

Sabotage needs more objectives, and more dynamic events after you destroy the things you had to destroy. I guess I'll make a post for that on the feedback section.

 

EDIT: Here, written down some ideas :D

https://forums.warframe.com/index.php?/topic/198834-mission-type-revamp-suggestions/

Edited by ScorpDK
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