(PSN)Pengu_Imperialus Posted May 15, 2014 Posted May 15, 2014 The Nerf/buff discussion aside, what is the actual end goal? Our job is to provide feedback for the developers to improve the game but I am not 100% sure what direction they/we want the game to head. What is the balance point? Because without that how do we provide feedback on if something is too difficult or too easy.
notlamprey Posted May 15, 2014 Posted May 15, 2014 Keeping asking these questions. Our feedback starts to suck when we're too certain of the "rightness" of our ideas.
HillsAndTheSea Posted May 15, 2014 Posted May 15, 2014 DE will never have clarity of vision while listening to feedback on the forums, because there isnt even the slightest clarity of vision on the forums.
(PSN)Pengu_Imperialus Posted May 15, 2014 Author Posted May 15, 2014 DE will never have clarity of vision while listening to feedback on the forums, because there isnt even the slightest clarity of vision on the forums. I just wish DE would be clear what our goals were. Then we could discuss around that.
The_Sharp_Demonologist Posted May 15, 2014 Posted May 15, 2014 Their goals Should be to make a coop game that has an interresting story coupled whit a fun but challenging gameplay. Just saiying.
(PSN)Pengu_Imperialus Posted May 15, 2014 Author Posted May 15, 2014 Their goals Should be to make a coop game that has an interresting story coupled whit a fun but challenging gameplay. Just saiying. I was thinking a little more specific but yeah that too.
CatPhoenix Posted May 15, 2014 Posted May 15, 2014 Clarity of Vision: Looks at a Staircase Where do these stairs go? They go up. That's enough vision for me ;)
(PSN)Count_Dante Posted May 15, 2014 Posted May 15, 2014 They have developed a playground that can allow for a multitude of scenarios, events, growth, etc, Dont read the end of the book, man!
(PSN)Pengu_Imperialus Posted May 15, 2014 Author Posted May 15, 2014 They have developed a playground that can allow for a multitude of scenarios, events, growth, etc, Dont read the end of the book, man! Maybe I should clarify. If the strongest boss they are ever planning on putting out will be level 45 that's the point you balance for. The weapons and frame powers will need to be able to but not easily defeat that enemy. So if you have a weapon/power that makes that trivial it's OP and needs to be reworked down. What we don't know is where that point is, and so how can we rightly judge if we are able to use the tools we are given to "win" but not make it where if your cat strolls over the keyboard the big bady dies.
Mastikator2 Posted May 15, 2014 Posted May 15, 2014 The Nerf/buff discussion aside, what is the actual end goal? Our job is to provide feedback for the developers to improve the game but I am not 100% sure what direction they/we want the game to head. What is the balance point? Because without that how do we provide feedback on if something is too difficult or too easy. Does anyone really have goals? We all just wander aimlessly and make the best of where we land. I don't think anyone had a vision of what Warframe is today two years ago, it just happened.
(PSN)Pengu_Imperialus Posted May 15, 2014 Author Posted May 15, 2014 Does anyone really have goals? We all just wander aimlessly and make the best of where we land. I don't think anyone had a vision of what Warframe is today two years ago, it just happened. You have a design team so hopefully they have a design lol
MMZephyr Posted May 15, 2014 Posted May 15, 2014 DE will never have clarity of vision while listening to feedback on the forums, because there isnt even the slightest clarity of vision on the forums. I love you and this post. OP you are so meta and quite correct. This is why I love this community. At least 1/4 of the posts are intelligent.
Dogoframe Posted May 15, 2014 Posted May 15, 2014 (edited) The problem is that DE has a big problem with accountability. The communication is this beta is very one sided. It is also for one of the thinnest-skinned companies I ever saw. They absolutely refuse to even acknowledge feedback that is not coated with sugar. You hear it when the host says "at least some... 12 people...are commenting on this on the forums..." in the Livestreams, when anyone knows there are dozens and dozens saying the same thing, but without sugar on top. The bitter ones, no matter how right or insightful, are and were and will be ignored. Another indication of how this beta was set so inefficiently is the amount of data that players have to figure out if they want to give reasonable feedback. The community has not had ONE single post detailing Channeling mechanics from the dev team, the numbers and multipliers and how different weapons are made with design in mind. How are we supposed to give fast and efficient feedback on a mechanic when maybe half of those willing to take the time to test it cannot suffer the math involved to simply say that this or that weapon is OK? I am even more unwilling to give serious feedback after Livestream 27 when DE_Scott shamelessly twisted a piece of feedback by taking it completely out of context, and our wits for granted, in one fell swoop. Last but not least, why doesnt DE have a test-build of the game, accessible by few, hell, accessible only by Grand Masters even, to try stuff for a day or two before releasing it live? Airmech (to use a game WF players should be all familiar with due to MMOBomb competition) has a test build, some games have whole testing SERVERS. It would look like they are ASKING for crappy, rushed, unreasonable feedback if I didnt know (or think I do) better. So unless DE changes my opinion I think they have the best art in the business, but probably the worst accountability, as it thrives on a false feeling of "friendship" between the playerbase and the dev team. Edited May 15, 2014 by Dogoframe
HillsAndTheSea Posted May 16, 2014 Posted May 16, 2014 ironically, DE has already been clear about where they want the game to be balanced, and the community was clear with their answer, just not with a solution. DE says enemy level should work something like this. 1-11 = easy 12-23 = normal 25+ = hard 38+ = "you are on your own" for the most part, the community has unanimously agreed that the game does not work like this. the difficultly curve is backwards, as in the game starts out very hard, yet suddenly gets much to easy much too quickly once the player gets the proper gear unfortunately, the easiest way to fix the game, is to basically redo the mod system (ie base damage/multishot mods), and this is where the community's vision beings to blur
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