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Suggestions Take It Or Leave It.


RazgrizOne
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I have been playing the game for a couple days now and I feel like I have a grasp on what the game has to offer and what the weak points are.

First I will break it down into fast suggestions that have a good chance of getting read.

Cards and equipment

- Cards of the same type and level should stack

- Allow selecting equip level of cards to fine tune builds without owning all 6 of the same card at different levels

- make sure a back button is on every screen and reacts how it should. use back or X not both, thats just confusing

- Give a good pop up screen tutorial that is fast. As it is the card system is cool, but many people may not stay around to learn why it is cool

- add a new currency that is gained by completing missions that can only be used on a slot machine that acts like a card pack, but can also give you items, rarely weapons, and REALLY rarely suits. give an option on the side to buy spins with real money when they run out of the currency. You directly make players participate, and have a good chance of hooking people on the gamblimg aspect (see Mass Effect 3)

Gameplay

- Roll while using speed boost is still slow as normal running and takes forever to recover from

- climbing and wallrunning are slow, but its cool I know they just got added.

- make an option for only having to hit the run button once instead of holding it down to run. (call of duty) maybe hold it to roll instead

-allow hacking to be done with a 360 controller

-obviously you need more maps, but that will come with time.

This next one will likely be taken with a grain of salt because your either working on it, or have your own idea in mind but seriously...

- add an invasion mode. give people increased rewards for choosing to be invadable. Seriously the game screaming for an invasion mode and its just different enough from normal pvp to be interesting. It also would not need to be as crazy balanced as a normal pvp mode AND you can have a protector faction that attempts to stop invaders.

-Add more random elements to the game, They are very exciting and can create interesting scenerios. I don't know if tenno need oxygen, but you could have a ship loose its life support mid mission and force players to run from air pocket to air pocket. or have a second faction attack the ship your on allowing you to fight both or wait for one to kill the other. have someone plant a bomb on the ship causing you to have a time limit. completely change mission objectives half way through missions.

-----Thats about all the good stuff, past this point its just a lot of words, so if your afraid of words you have read enough.

How I see it, this game is a very fun co-op FPS Rpg with pseudo random elements. The game has a weak tutorial and fails to show the excitement of the late game. This is the weakest point of the game and puts the game in real danger of being passed up. I would suggest pitting new players against a large force with other players. Give them an overpowered gun and let them go to town as if to say. "this is a taste of what your going to get if you work at it" I would also seriously look at the way the menus are structured, add a tutorial for them, and make them controller enabled so you can sell the game as a big picture game. There is a reason why Steam made big picture, controller enabled games sell.

Inventory management / Card system / character customization

Okay lets get the bad stuff out of the way first, because this is where the game has it.

I don't even know where to start with the market, card system, and inventory when it comes to managing and sorting these different things. They are all over the place. The back button doesn't work like you think it should, not all menus can be backed out of or Xed out of. When you want to equip new things you have to go through 2 different menus and always must click accept before leaving the equip screen which screws me up more often then it helps me. Then if you want to upgrade a card you must first unequip it when you should be able to just click upgrade from that screen instead of unequiping it, sorting you inventory of 100 cards, looking for that specific one, clicking upgrade, sorting your inventory again, oh wait sorting makes you no longer upgrade and now you have to find the item all over again... Yeah so that needs some SERIOUS work.

Next you have a maximum inventory space for things you own. so you can only own 8 weapons and 2 suits untill you use real money to upgrade the space. While the extra space is cheap, I think its a mistake to make it impossible to get more space without real money. This game teeters on the edge of looking like a pay to win game, Though the trained eye will see that it isn't the design of the shop makes it look like it is, be careful. I will make my suggestion on how to get easy money in a minute.

This is crazy important if you want to make money, this will make it for you in spades.

Add a full blown slot machine that can only be used by a currency completely dedicated to it, that can only be won through completing missions *give out a fair amount of it 2-3 spins per mission* or buying spins with real money. You force players to play it because they are getting free spins.

by dedicating a currency to it you avoid players ignoring it since they have no other use for the currency than to put it into the slot machine that could get them important equipment and mods. By directly engaging players with a money driven component of the game you have a good chance of hooking them and getting them to buy spins which will translate into many of them buying ingame items.

Edited by RazgrizOne
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add an invasion mode. give people increased rewards for choosing to be invadable. Seriously the game screaming for an invasion mode and its just different enough from normal pvp to be interesting. It also would not need to be as crazy balanced as a normal pvp mode AND you can have a protector faction that attempts to stop invaders.

This is a pretty cool idea. It would be kind of like Dark Souls. It adds another layer of excitement knowing there are enemy players hunting you down in your own mission.

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Next you have a maximum inventory space for things you own. so you can only own 8 weapons and 2 suits untill you use real money to upgrade the space. While the extra space is cheap, I think its a mistake to make it impossible to get more space without real money. This game teeters on the edge of looking like a pay to win game, Though the trained eye will see that it isn't the design of the shop makes it look like it is, be careful. I will make my suggestion on how to get easy money in a minute.

This. So much this. Everything else of import is available through playing. Why not the slots? Even if it were hard to get them or they would cost a lot of creds (50k or up).

Sure, if you spend your starting plat on slots you are less restricted than others who blow it on potatoes or other stuff, but eventually you will reach the point where you have to permanently say bye-bye to a rank 30 warframe or weapon if you are a free player. Feels... wrong.

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They said in the beginning that same cards wont stack to avoid overpowering, like 5 times 300% shield boost will make you immortal, etc.

I'm pretty sure he means stacking them in the inventory, so we don't have to go through 40 copies(roughly 2 pages) of the sentinel vitality before we find the 1 frame vitality we have, while fusing/upgrading.

Edited by Naqel
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I have been playing the game for a couple days now and I feel like I have a grasp on what the game has to offer and what the weak points are.

- add a new currency that is gained by completing missions that can only be used on a slot machine that acts like a card pack, but can also give you items, rarely weapons, and REALLY rarely suits. give an option on the side to buy spins with real money when they run out of the currency. You directly make players participate, and have a good chance of hooking people on the gamblimg aspect (see Mass Effect 3)

There's already a free gambling system, login rewards. I'm going to assume you have an average understanding of human psychology. People are much more likely to spend a decentralized (aka in-game) currency than real-world money to gamble. This is partly why casinos use poker chips. Consumers should play and put money into this game because it has superior features over similar ones, not because they're compelled to gamble their in-game currency and real-world money on what is already easily obtainable by playing.

More than enough mods are earned through playing the game; if I'm farming with friends, I have no problem picking up 5-7 per 10-minute match. I don't think anyone in their right mind would bust 90 Platinum on a pack of 5 mods when they could do just as good on a round of Saturn-Tethys. If anything, get rid of the mod packs or let them be bought with credits.

- climbing and wallrunning are slow, but its cool I know they just got added.

Wallrunning is faster than sprinting.

-allow hacking to be done with a 360 controller

?

The game has a weak tutorial and fails to show the excitement of the late game. This is the weakest point of the game and puts the game in real danger of being passed up. I would suggest pitting new players against a large force with other players. Give them an overpowered gun and let them go to town as if to say. "this is a taste of what your going to get if you work at it"

The tutorial is supposed to teach a new player how to play. I don't know what you mean by "late game", it's a very similar game throughout and there isn't a particular climax or ending. I don't know how much you know about marketing, but it's a pretty basic principle that your product shouldn't give away the full experience immediately. Warframe isn't always a 4-vs-hoard last-stand-style shoot-em-up (although with the recent defense buff that sure seems like where it's headed). There are (were) plenty of times when being sneaky pays off, and if you give a kid a Cawadoody-style OMG SO INTENSE experience in the first 5 minutes the rest is going to seem boring.

I don't even know where to start with the market, card system, and inventory when it comes to managing and sorting these different things. They are all over the place. The back button doesn't work like you think it should, not all menus can be backed out of or Xed out of. When you want to equip new things you have to go through 2 different menus and always must click accept before leaving the equip screen which screws me up more often then it helps me. Then if you want to upgrade a card you must first unequip it when you should be able to just click upgrade from that screen instead of unequiping it, sorting you inventory of 100 cards, looking for that specific one, clicking upgrade, sorting your inventory again, oh wait sorting makes you no longer upgrade and now you have to find the item all over again... Yeah so that needs some SERIOUS work.

Obviously the menus are going to be tweaked before the full release.

Next you have a maximum inventory space for things you own. so you can only own 8 weapons and 2 suits untill you use real money to upgrade the space. While the extra space is cheap, I think its a mistake to make it impossible to get more space without real money. This game teeters on the edge of looking like a pay to win game, Though the trained eye will see that it isn't the design of the shop makes it look like it is, be careful. I will make my suggestion on how to get easy money in a minute.

Use your starting Platinum to buy more slots, perhaps?

This is crazy important if you want to make money, this will make it for you in spades.

Here we go.

Add a full blown slot machine that can only be used by a currency completely dedicated to it, that can only be won through completing missions *give out a fair amount of it 2-3 spins per mission* or buying spins with real money. You force players to play it because they are getting free spins.

This is the exact same suggestion as your fifth bullet up there. There are people who will potentially put money in the game and peole who will never put money into this game. This idea isn't going to win anyone over, and if by some miracle it did, it would be for the wrong reasons.

by dedicating a currency to it you avoid players ignoring it since they have no other use for the currency than to put it into the slot machine that could get them important equipment and mods. By directly engaging players with a money driven component of the game you have a good chance of hooking them and getting them to buy spins which will translate into many of them buying ingame items.

Mother of God, why hasn't the US Government hired you to resolve their economic crisis?

Seriously though, you need to play more Warframe and learn a bit more about business, marketing, and economic philosophy before making these kind of suggestions.

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