snipeorigin Posted March 28, 2014 Share Posted March 28, 2014 (edited) I would apprechiate critiques and opinions on my ideas very much! Disclaimer: I don't claim I came up with everything nor that I know whats best for the game. Your feedback helps me improving the topic! This is my topic from Reddit. I decided to bring it over. ____________________________________________________________________________________________________ Here is my wishlist for Warframe: Add invicibility frames to the roll (dodging?), make the animation shorter with less recovery time! Change the Enemy variety and feedback upon impact with any weapon kind. This creates fun attacking them. (As implied in a DevStream with melee 2.0 just with guns aswell) Shrink masses of enemies and make every enemy class unique in attack patterns, give them tricks and create a way to beat them (weakspots, trapping, elemental weaknesses, etc. ala Lech Krill) Strategic battles! Don't just make enemies stronger by increasing their stats. Give them extra abilities and attacks Put in more Mini Bosses than stalker-ish enemies which appear not frequent enough (more than a rare stalker encounter, i.e. in a survival or def mission a stretegicly fighting badass at the 5min/wave marks) Improve parkour as it feels washy right now, Get inspired by other parkour games Create Stages with parkour elements as a means of traversing and combat Make exploring stages rewarding by hiding better items or unique enemies with good drops in secret rooms overhaul drop system (implement ID or Warframe specific droptables for more diversity in drops, so 1 enemy doesn't have to drop 7 different items) It should help to provide "endgame resources". Resources you need to for example craft special ammo which is expensive and perfect for speed runs or hard missions. Those kind of items are always needed, even for endgame! (This is only one idea, I bet there are tons in the community and at DE) More warframe cosmetic design options Points I strongly agree with from other posts (in no order): balance the Weapons and Warframes get rid of Centralized marketplace Comment: I looked at the trading in EVE. I looks like Stock Trading and I don't like it, personally. As a optional more detailed and advanced view for your trades, it's more than welcome but that shouldn't be how you have to trade a single mod for another. Lobbies for void missions instead of chatroom party hunting. (As shown in the DevStream) a "helmet mod slot" and a complete balance out of helmet stats so that we can have stat changers and use whatever cosmetic items we want. Completely remove frame ability mods from drops. (heard this might be happening. (As implied in a DevStream) Re-skin infested (somewhere between dead space and what they are now). Re-skin infested maps and new tile sets (with organic walls and living ships) Add new infested exclusive maps, along with new types of infested(shooting troops, bio-electric perhaps? poison darts?). Back story on Ancients, make them their own faction perhaps. game lobbies instead of the star map. (As implied in a DevStream) polishing: Lore implemented in your mission. In game rendered cutscenes and the environment, lotus and enemies interact with the player better gunplay, add recoil and uniquly firing weapons! WHY ALL THIS?!, PICTURE THIS: Enemies don't get at you in hundreds as you have to handle every one differently. Every enemy feels like an entity not like a fly ready to get shot down. Pace of the game would decrease a lil' but would make every mission more unique and fun. No more runshing through stages as exploring is more fun now and challenging because you have to master a parkour first. Your defense mission which obvious lacks parkour and exploring now features tough mini-bosses and more ways of attacking as your abilities have been reworked. Communication with players is more personal as everyone represents hisself with his uniquly designed warframe sitting, dancing and chatting in the lobby. Infested don't only contain runners but very different kinds of "zombie-ish" monsters like in a breathing living environment threatening to infest you aswell! Every weapon is viable in a sense that you didn't lose the match before you started if you chose to run i.e. a Sniper Rifle in a defense mission. A marketplace creates place merchants can call home as some might wanna feel a sense of accomplishment through trading in a game and community they love. A nice ingame story keeps you hooked and gives meaning to your endeavors. Lore implemented in your mission, better looking intros as to why you do what you do. In game rendered cutscenes and progress which can be felt by the way the environment, lotus and enemies interact with you! __________________________________________________________________________________________________________________ Edited March 28, 2014 by snipeorigin Link to comment Share on other sites More sharing options...
snipeorigin Posted March 28, 2014 Author Share Posted March 28, 2014 A very good comment on this topic was from: http404error Ah, there are a lot of excellent and noble ideas in here. Of course, many of these items are very intensive and could easily be split into an entire topic of their own, but I'll try to chip in what I can. Enemies respond to being hit There are localized stagger animations, and some death animations like MOAs, so the current situation is pretty okay. What could improve is the AI's reaction to taking fire. They should be affected by suppression and flee when hit (exception: robots and most bosses fight without backing down) Fewer and more unique enemies I definitely support this venture. I firmly believe that most enemies should be more dynamic and take more hits. There are several interesting enemy mechanics that could be utilized: Swarm-type enemies do have their place, but most enemy types should not die in one hit. I think that the Corpus could use a Bulk Combat Osprey and/or MOAs. Infested could use Crawlers, which makes room for Chargers and Runners to be more nuanced. Leapers are nearly perfect. The vulnerability window is a little long, and 10x is a little extreme, but they play really well into the game. No enemy should be invulnerable to damage like Lech Kril or Sargas Ruk, but instead should be rather difficult or annoying to take down without utilizing a weakspot or vulnerable phase. Armor should be degradable (ie have its own health) and only apply to specific armor plating on the unit models, forcing you to either carefully aim, unload into a single plate, or use armor corroding or piercing. Added bonus: single-target warframe abilities now suck less! Scaling high-level enemies in cooler ways The exponential health/damage increase is an issue. Health/damage scaling should be more linear for both enemies and player weapons. I advocate for nerfing Serration and company while adding damage per level for weapons, similar to how warframes get shields/health/power per level. Also, there are plenty of ways to scale enemies more interestingly. Faster attack animations, shorter delays, less forgiveness. They hit faster and harder, and start triggering procs on you (lower level enemies should not). Additionally, higher level defenses (Proto Shield, Alloy Armor) should be more resistant to their strengths, but also more vulnerable to their weaknesses, since the game should reward specialization in the endgame, not generalization. Gaining new attacks would be interesting, although in this case I would advocate for replacing the enemies with an Elite variant so that the difference is more noticeable. Elite Lancers could have incendiary grenades on top of their Hinds, Elite Chargers could have a mini Sonic Boom. More ranged attacks, more area denial. That should ramp up the difficulty more noticeably. Minibosses Well, we have Leaders. DE has expressed that the existing leaders are only test cases and aren't anything near final designs. That makes me happy, because they kind of stink right now. Better and more rewarding parkour I don't think anything would argue that wallrunning isn't a little choppy right now. There isn't a specific need to emulate a specific parkour game, but just to make the movement more fluid and responsive. Please recognize that this is a very daunting and difficult task. As for rewarding parkour, there are actually a ton of tucked away loot rooms that need parkour to access, it's just that the... Loot sucks Yeah, it's not worth anyone's time to stop by the lockers. Fortunately, I have an evil scheme to fix loot. You'll note that material drops are per planet and that mod drops are per enemy (except Oxium, because I don't know why). Flip it around. Resource drops are per enemy family. Grineer soldiers drop Ferrite, Neurodes, Detonite Globs. Ospreys drop Circuits, Oxium, Fieldron Cubes. And so on and so forth. Mod drops are per planet. Let's say Europa's rare drops are Intensify, Enemy Sense, Shock Absorbers, Stabilizer, and Heavy Trauma. Note that it has a nice mix of essential and niche mods, like all the planets. It also, like all other planets, has a common staple mod like Serration (should be common) or Redirection. Now you can actually farm for mods effectively and get some variety of mission types in if you want, instead of running Vor over and over and over... Oh, and one more thing! Lockers and storage containers can drop mods from that planet's drop table. The drop rate should be decent, with each loot room yielding at least one mod on average, although of course it would usually be a common. 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