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Been Discussed A Lot But, I Want More Out Of The Mod System.


Xelorx
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Back in mod 1.0 days, pre-U7 I believe, we had an interesting yet lacking mod system. Now? We still have a somewhat lackluster mod system with less variety in mod drops.

I'll start making sense. With mod 1.0, we needed a skill tree to unlock our mod slots, powers, and other benefits. I don't care too much about the skill tree though. The mod system, however, was still interesting and made each mod drop exciting. To see a blue-named mod appear and give multiple different benefits in one package. It felt very much like a "lootfest" RPG.

When Mod 2.0 came out, there was an enormous amount of backlash. Unfortunately I didn't read much of it because I was still deciding if I liked it or not. And I did at the time, until eventually someone on my friend's list reminded me that you can "stack" mod effects pre-U7, like have multiple loot radar effects that add up the range if you wanted, course if you had good blue-named drops, you could have that and more.

I felt this gave a lot of decision within itself. Yea we didn't have much room for these mods unless you had a potato, which gave a bit more. But the main idea I want to get across, if nothing else does, is make mod drops more exciting again. If you want my take on it, I'll give it a spin. But I know I want some change to what's been going on.

I am mainly just tired to see that all I got during ANY mission that's not nightmare or from a vault run in derelict, is a bunch of vitality, redirection, regen, and well of life mods. Heck, even the RARE category mods are not exciting to get, nor are most are even wanted in trading.

I want to put part of mod 1.0's system into the one we have already in place. Imagine if I got a rarer version of Redirection, that still offers the shield capacity you'd expect, only it added a bit of Sprint Speed and armor, or maybe some vitality and a loot radar. The secondary effects would never be more powerful than the main mod that offers the effect, but it'd allow for BOTH stacking opportunities, and interesting trades. The numbers of the secondary effects can be randomized, as well as the effect itself. The mod cost however for them would (or could) be slightly higher, giving more incentive to specialize your Warframe further with forma.

I could go on, but Warframe has never been the same since this mod system took form. The surprise element of what you got just disappeared. I've always felt at least a little rush getting mods back then as opposed to now where I just hope I got a good fusion core and NOT another worthless duplicate mod.

SO, if any of you have anything that YOU could suggest on giving mods a nice feel to the drop system, PLEASE mention them. My idea may not be the greatest, but I want a good mod system that'll have me coming back JUST for the loot.

Thanks for reading. It was fun typing this on the iPad's screen.

Edited by Xelorx
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I wasn't around for the Skill Tree, although part of me wishes I was just to see the pros and cons. As innovative as Mods 2.0 is, I personally feel it's kind of lacking and the fact that acquiring essential things such as Vitality is reliant on acquiring completely random drops is fundamentally flawed. Then there's the issue of limited space due to certain mods being necessary, which severely limits build diversity.

 

I actually started a thread discussing the old mod system some time ago, I think it could've worked if they had simply balanced out the mods themselves rather than scrap the whole thing. Kind of hoping to see a Mod System 3.0 in the future, the current mod system is adequate at best but I feel as though it has some major issues.

Edited by Paradoxbomb
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https://forums.warframe.com/index.php?/topic/137875-a-complete-rework-of-the-foundation-of-warframe/

 

found it! forgot who did it/where it was so took me a bit longer. the post is quite long but is fantastic.

Ahh I read that before.

Thing is, he's wanting to go with a skill tree system. I'm not wanting a skill tree. Warframe doesn't need it. Even if it isn't a linear one (like Path of Exile's tree), I already like the polarity system going on in 2.0. This is just my opinion though and I'd loved to be convinced of a better idea.

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Ahh I read that before.

Thing is, he's wanting to go with a skill tree system. I'm not wanting a skill tree. Warframe doesn't need it. Even if it isn't a linear one (like Path of Exile's tree), I already like the polarity system going on in 2.0. This is just my opinion though and I'd loved to be convinced of a better idea.

most of what i took away from his post is separation of different mod types(edit: meaning that the mod intruder doesnt have to compete with streamline), seeing as there are S#&$tons of warframe mods that are almost entirely useless when compared to some of the other mods. i dont particularly care for skilltrees so eh.

Edited by Retrikaethan
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I wasn't around for the Skill Tree, although part of me wishes I was just to see the pros and cons. As innovative as Mods 2.0 is, I personally feel it's kind of lacking and the fact that acquiring essential things such as Vitality is reliant on acquiring completely random drops is fundamentally flawed. [snip]

I think the only thing innovative about Mods 2.0 is that has taken a loot based gamed (that is what DE claims Warframe is) and has made it so the entire loot aspect is devalued.

 

I think OP hit on something important, and that is for a loot based game Warframe is entirely lackluster. Most loot based games have 10,000+ items of loot, and while 9,000 of those items might be vendor trash, that still leaves 1,000 or more that have some potential value to the player, more if the game allows a large variety of builds. In Warframe there are hundreds of items, with half of them being trash, and the other half losing all value once you have found them just one time, and there is almost zero variation in builds for 9/10 of the titular frames.

 

If DE is serious about Warframe being a loot based game then they need to make loot more valuable by either opening up the potential builds that frames and weapons can have (and no, Damage "2.0" did not do that at all for weapons), or scrapping the current mods and rebuilding them from the ground up with an eye on costs vs benefits and allow potential stacking again.

 

The game is built like an actiony TPS, not an ARPG, but the stated goal is to make it a "loot grindan game", and the two are at conflict resulting in a shallow mess.

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Loot after mod2.0 has been lacking, badly. You got one mod, you got them all. The same mod that shows up later doesn't matter anymore since you only need one or two for each weapon type.

 

Warframe needs more loot. Despite what RNG haters say, we need more random loot to open up opportunity for greater gameplay variety.

 

If we take a look around ARPG genre as a whole, we will see loot and skill as main mechanics. Diablo, Torchlight, PoE, etc all feature randomized loot and socketable item. Typically, they have armor, helmet, glove, shoulder guard, leg plate, shoes, pendant, rings, shield, sword, polearm, yadayadayada that can be socketed with runes and gems plus they can come in different rarity/quality which result in even more variety.

 

What Warframe has right now is just plain weapon (just weapon) and mod which act as rune/gem. It's no surprise that Warframe's loot is not exciting, not varied, and extremely repetitive (who need provoke mod in Mercury, which asshat put the damn mod there?).

 

Now, we need a better direction for loot in Warframe. The game needs to spend more time polishing loot. As much as i hate it, I feel that what make Warframe unique in term of loot isn't helping the game at all. It needs to be more Borderlands/Diablo crossover. More guns, bajillion of guns with different statistics, different mechanic, and different prefix/suffix while keeping them moddable. Mods themselves must be more than increase stat power. Mod that change how the gun operate, mod that change how power works, we need them.

 

Hell, if we replace Well of life with BP of these weapons the game will feel a lot better. 

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-snip-

 

Pretty much this. I was using the word innovative loosely; props to them for wanting to break away from the classic skill tree system, but for a loot-hunting game there's simply a lack of variety with what you can actually find in terms of mods. Rather than finding unique mods that promote build diversity (with a few exceptions like Berserker) the whole game is essentially you collecting +Damage or +Health mods, things you should've had from the beginning.

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Im sorry but randomized mod stats sounds like a terrible idea , while warframe is a arpg/tps it does not have to copy diablo or anything , randomized mods will make an already grindy game infinitely more grindy , i am all for new mods and new build possibilities but i do not believe that randomized mod stats is the way to go , diablo already exists we dont need to copy its entire loot system in warframe.

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