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Question To The Community : Do You Think Some Mechanics Are Missing From The Game?


Deidaku
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First of all 

 

 Happy birthday to warframe's Open Beta !  

0oja5x.jpg

 

 

 

 

 

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 by Deidaku
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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...

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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...

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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 

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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)

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 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.

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- 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 by xGryphus
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- 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)

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 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 :/

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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.)

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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

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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 by xGryphus
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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 by ensignvidiot
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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.

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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 

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