Deidaku Posted March 25, 2014 Share Posted March 25, 2014 (edited) First of all Happy birthday to warframe's Open Beta ! Here's the deal : About a month ago I made a thread about a mechanic that I thought was missing in the core gameplay of warframe : active recovery : here's a link for more details. https://forums.warframe.com/index.php?/topic/177682-de-i-know-youre-ultra-busy-with-20-but-i-hope-you-wont-forget-this/ So the question is : do you think some small simple mechanics are missing from the game? Comment below let me know :) PS: don't say stealth that 's obvious and they're adding it Same for lore , it's not even a mechanic , it's not simple to implement nor should it be small. Edited March 25, 2014 by Deidaku Link to comment Share on other sites More sharing options...
Angius Posted March 25, 2014 Share Posted March 25, 2014 Yeah, the damn Token System. Link to comment Share on other sites More sharing options...
-Upgreid- Posted March 25, 2014 Share Posted March 25, 2014 (edited) Yes, Alliances. Edited March 25, 2014 by UpgradeInProgress Link to comment Share on other sites More sharing options...
Deidaku Posted March 25, 2014 Author Share Posted March 25, 2014 Yeah, the damn Token System. i'm gonna sound stupid but what's a token system? Oo I've seen it mentioned a lot these days Link to comment Share on other sites More sharing options...
Deidaku Posted March 25, 2014 Author Share Posted March 25, 2014 Yes, STEALTH. They're adding it ..and it's not small nor simple Link to comment Share on other sites More sharing options...
123Olympian Posted March 25, 2014 Share Posted March 25, 2014 Yes, STEALTH. "PS: don't say stealth that 's obvious and they're adding i't Link to comment Share on other sites More sharing options...
Angius Posted March 25, 2014 Share Posted March 25, 2014 i'm gonna sound stupid but what's a token system? Oo I've seen it mentioned a lot these days System, where instead of 900th Paris Prime String you receive a constant amount of Tokens (T1 Void - 1 Token, T2 - 2 Tokens, T3 - 3 Tokens), which you can exchange for parts you want. This way you can actually work towards getting the Prime Gear you want, not getting 5000 Credit Cache at 70 minutes of T3 Survival... Link to comment Share on other sites More sharing options...
-Kasumi- Posted March 25, 2014 Share Posted March 25, 2014 Th way whips work seems a little bit... Weird. Like there is something missing to make them actually good. Not sure how to really fix or explain this though. Token system? As in the netcode? Link to comment Share on other sites More sharing options...
Letter13 Posted March 25, 2014 Share Posted March 25, 2014 Yeah, the damn Token System. I feel like sometimes I must be the only person who doesn't agree with implementing a token system. I mean, you don't need to use a token system to have a good drop/reward system. That being said... what do I feel is missing from the game? Cutscenes. Like maybe when you kill a boss, instead of just killing/ragdolling them, there's a neat cutscene that uses the current players' frames to finish the job? As for out of the game? I'm still waiting for Dethcube plushies and Shade beanies in the merch store... Link to comment Share on other sites More sharing options...
tsubasakuroi Posted March 25, 2014 Share Posted March 25, 2014 Token system as a safety net for excessive grinding especially in Void. I wish there was some way to upgrade weapons further outside of just modding or waiting for their Prime/Vandal/Wraith version Link to comment Share on other sites More sharing options...
Deidaku Posted March 25, 2014 Author Share Posted March 25, 2014 I feel like sometimes I must be the only person who doesn't agree with implementing a token system. I mean, you don't need to use a token system to have a good drop/reward system. That being said... what do I feel is missing from the game? Cutscenes. Like maybe when you kill a boss, instead of just killing/ragdolling them, there's a neat cutscene that uses the current players' frames to finish the job? As for out of the game? I'm still waiting for Dethcube plushies and Shade beanies in the merch store... yes more cutscenes ! But I gues these may come with the future lore. And must be unskippable but short Link to comment Share on other sites More sharing options...
ensignvidiot Posted March 25, 2014 Share Posted March 25, 2014 Cutscenes Lore Ability to recover from knockdown Passive resistances moved from mods to actual viable mechanics Blocking that actually does something https://forums.warframe.com/index.php?/topic/198911-structured-weapon-tiers/'>Structured Weapon Tiers https://forums.warframe.com/index.php?/topic/179405-event-and-location-sanctuary/'>And Awesome way to introduce new players to Warframe https://forums.warframe.com/index.php?/topic/169112-new-mission-types-specialist-tenno-missions/'>Missions that challenge players on their ability to Tenno https://forums.warframe.com/index.php?/topic/167086-new-void-tower-the-rng-tower/'>Something that pokes fun at the game itself Public Drop rates on new items (any other online game has resources for you to find this) Reputation system More "Social" Tenno utilities (Like working clan alliances) The ability to use multiple clan keys The ability actually USE cover (not like gears of war... something more fluid like Dues Ex: Human Revolution) passive bonuses for scanning (It was ORGINIALL PITCHED that fully scanning an enemy would give you a permanent passive crit bonus [like 5%] against that enemy) Link to comment Share on other sites More sharing options...
Blatantfool Posted March 25, 2014 Share Posted March 25, 2014 Some stuff I feel like might be missing? I can throw an idea out here. - Having different missions on a planet feature different 'Awareness' levels. Basically, nodes further from the boss node would have 'Lower awareness', meaning that the enemy forces will not only start unaware, but they'll be organized poorer. Just like it is in-game now, enemies wont clump much and the enemy mixture will be more or less normal. Then you'd have missions with a 'Medium awareness level' in which enemies are organized better. Leader enemies are more common and have their own little squad that follows them. There will even be a higher concentration of defensive emplacements and traps. However missions closest to the boss node have high awareness levels, The highest levels will mean that the enemy knows your there, even from the start. Enemies mixtures are more potent, not just oceans of basic units. Leaders and Elite enemies will be able to call reinforcements and have their own entourages of slightly more powerful units. Enemy spawn rate is a bit higher then usual here. I think something like that seems more fitting then a barely present 'Star rating' for difficulty. Link to comment Share on other sites More sharing options...
xGryphus Posted March 25, 2014 Share Posted March 25, 2014 (edited) - Transmutation formulas- basic storyline/quest system- ANYTHING connected directly to mastery (some kind of talent tree?)P.S. When you mentioned active recovery I was thinking about recovering during that brief moment while mid air not on ground - if you're down, you're down - it hurts, take your time. Edited March 25, 2014 by xGryphus Link to comment Share on other sites More sharing options...
Deidaku Posted March 25, 2014 Author Share Posted March 25, 2014 - Transmutation formulas - basic storyline/quest system - ANYTHING connected directly to mastery (some kind of talent tree?) P.S. When you mentioned active recovery I was thinking about recovering during that brief moment while mid air not on ground - if you're down, you're down - it hurts, take your time. Well we're very rarely flung into the air so on the ground is a better option X) Link to comment Share on other sites More sharing options...
Deidaku Posted March 25, 2014 Author Share Posted March 25, 2014 Some stuff I feel like might be missing? I can throw an idea out here. - Having different missions on a planet feature different 'Awareness' levels. Basically, nodes further from the boss node would have 'Lower awareness', meaning that the enemy forces will not only start unaware, but they'll be organized poorer. Just like it is in-game now, enemies wont clump much and the enemy mixture will be more or less normal. Then you'd have missions with a 'Medium awareness level' in which enemies are organized better. Leader enemies are more common and have their own little squad that follows them. There will even be a higher concentration of defensive emplacements and traps. However missions closest to the boss node have high awareness levels, The highest levels will mean that the enemy knows your there, even from the start. Enemies mixtures are more potent, not just oceans of basic units. Leaders and Elite enemies will be able to call reinforcements and have their own entourages of slightly more powerful units. Enemy spawn rate is a bit higher then usual here. I think something like that seems more fitting then a barely present 'Star rating' for difficulty. That's very intersting! And makes so much sense But the AI isn't ready for something like this yet :/ Link to comment Share on other sites More sharing options...
xGryphus Posted March 25, 2014 Share Posted March 25, 2014 Well we're very rarely flung into the air so on the ground is a better option X) Gineer Heavies disagree :P Link to comment Share on other sites More sharing options...
Sasquatchias Posted March 25, 2014 Share Posted March 25, 2014 A balanced leveling system that isn't entirely reliant on mods and DPS builds. An incentive to not rush through every mission (I want a reason, an incentive to explore areas, take in all the sights and all that jazz.) Enemies that aren't dumb as bricks (though thats insulting to bricks.) Scaling that doesn't result in everything low-mid level dying in one shot. Incentive to go to the Void (I have no desire whatsoever to go to the Void for a small chance at getting something I want when I can probably get it for like 10 Plat from a trader.) Bosses that actually bring a real challenge and are not: Bullet Sponges Weaklings that die in one clip/mag Weaklings that rely on infinitely spawning enemies Weaklings that can be stun/CC locked and rendered helpless until death That are so slow and have such telegraphed attacks that they will never hit you (Lech Kril.) Link to comment Share on other sites More sharing options...
Legion-Shields Posted March 25, 2014 Share Posted March 25, 2014 Gore physics. Link to comment Share on other sites More sharing options...
Deidaku Posted March 25, 2014 Author Share Posted March 25, 2014 Gore physics. Isn't that already in the game but needs some polishing? Link to comment Share on other sites More sharing options...
Deidaku Posted March 25, 2014 Author Share Posted March 25, 2014 Cutscenes Lore Ability to recover from knockdown Passive resistances moved from mods to actual viable mechanics Blocking that actually does something Structured Weapon Tiers And Awesome way to introduce new players to Warframe Missions that challenge players on their ability to Tenno Something that pokes fun at the game itself Public Drop rates on new items (any other online game has resources for you to find this) Reputation system More "Social" Tenno utilities (Like working clan alliances) The ability to use multiple clan keys The ability actually USE cover (not like gears of war... something more fluid like Dues Ex: Human Revolution) passive bonuses for scanning (It was ORGINIALL PITCHED that fully scanning an enemy would give you a permanent passive crit bonus [like 5%] against that enemy) Lore isn't a mechanic ; it isn't small nor simple but it is coming Link to comment Share on other sites More sharing options...
xGryphus Posted March 25, 2014 Share Posted March 25, 2014 (edited) Bosses that actually bring a real challenge and are not: Bullet Sponges Weaklings that die in one clip/mag Weaklings that rely on infinitely spawning enemies Weaklings that can be stun/CC locked and rendered helpless until death That are so slow and have such telegraphed attacks that they will never hit you (Lech Kril.) Agree with that. I've been always finding bosses that requires some timing and particular tactic most challenging. Especially if even minor mistake can cost you life (let Lechh Kril swing his hammer but if he hit's - you're dead or at least near dead). WoW raid bosses and Monster Hunter bosses are quite a good example IMHO. Edited March 25, 2014 by xGryphus Link to comment Share on other sites More sharing options...
ensignvidiot Posted March 25, 2014 Share Posted March 25, 2014 (edited) Lore isn't a mechanic ; it isn't small nor simple but it is coming Lore is the "Why" in the game. Why am i shooting this box? Why am i modding to kill this boss? Why is this Tenno trying to kill me? Why am i subjecting myself to so much pain in a survival mission? I see it as a mechanic, because its sole purpose in a videogame is to drive the player forward. Its to serve as a reminder that "hey, you are doing this because if you dont, X will happen, and that means you are a bad person for letting X happen", childish a bit, but that formula has worked for a good long time. This game is being marketed as a MTPSRPG (Multiplayer Third-Person shooter/Role-Playing Game), it cant be an RPG without some form of Immersive lore to drive its player-base forward. I mean, its half the reason why people do events (the other half is for shiney new toys). With Lore, it could help us take the pain away from the Grind, and just consider it part of the normal gameplay. It could help to turn a blind eye to some glaring balance issues, and huge RNG and dillution problems. Its a bandaid so big you could call it a Skin-Graft or a Tourniquet. I think its an integral part of any game that wants to call itself an RPG, without it, it cant be one. Edited March 25, 2014 by ensignvidiot Link to comment Share on other sites More sharing options...
evo454 Posted March 25, 2014 Share Posted March 25, 2014 A balanced leveling system that isn't entirely reliant on mods and DPS builds. An incentive to not rush through every mission (I want a reason, an incentive to explore areas, take in all the sights and all that jazz.) Enemies that aren't dumb as bricks (though thats insulting to bricks.) Scaling that doesn't result in everything low-mid level dying in one shot. Incentive to go to the Void (I have no desire whatsoever to go to the Void for a small chance at getting something I want when I can probably get it for like 10 Plat from a trader.) Bosses that actually bring a real challenge and are not: Bullet Sponges Weaklings that die in one clip/mag Weaklings that rely on infinitely spawning enemies Weaklings that can be stun/CC locked and rendered helpless until death That are so slow and have such telegraphed attacks that they will never hit you (Lech Kril.) Yeah, Lephantus is the only REAL boss battle. We need multi stage and ability changing bosses. Just an opinion. Link to comment Share on other sites More sharing options...
Deidaku Posted March 25, 2014 Author Share Posted March 25, 2014 Lore is the "Why" in the game. Why am i shooting this box? Why am i modding to kill this boss? Why is this Tenno trying to kill me? Why am i subjecting myself to so much pain in a survival mission? I see it as a mechanic, because its sole purpose in a videogame is to drive the player forward. Its to serve as a reminder that "hey, you are doing this because if you dont, X will happen, and that means you are a bad person for letting X happen", childish a bit, but that formula has worked for a good long time. This game is being marketed as a MTPSRPG (Multiplayer Third-Person shooter/Role-Playing Game), it cant be an RPG without some form of Immersive lore to drive its player-base forward. I mean, its half the reason why people do events (the other half is for shiney new toys). With Lore, it could help us take the pain away from the Grind, and just consider it part of the normal gameplay. It could help to turn a blind eye to some glaring balance issues, and huge RNG and dillution problems. Its a bandaid so big you could call it a Skin-Graft or a Tourniquet. I think its an integral part of any game that wants to call itself an RPG, without it, it cant be one. Warframe isn't an Rpg....even though it has some elemens it's more of hybrid like Mass effect but closer to the TPS genre. + I agree with you but what I was asking for were smaller things X) I should change the title of the post Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now