Renegade343 Posted May 26, 2014 Share Posted May 26, 2014 (edited) Hello all, Having played Warframe since U8 and clocking in 700 hours of gameplay, I have a few suggestions that could potentially improve gameplay and return value of Warframe (please note that almost all of these changes are independent of each other, so you can read them individually without missing out on any information if you wish) (the timestamps do not indicate that this idea is set in stone. Rather, it is meant for me to keep check of my written proposals). The list is below:Ceres beacon rework (Updated as of 2014-06-15 22:24 GMT +08:00): As of right now, only two to three Grineer nodes exist in the Ceres system, heavily impacting the spawn rate of Prosecutors and thus the drop rate of beacons, making Vay Hek virtually inaccessible through casual gameplay. To prevent such an event from happening again (Corpus domination of Ceres resulting in virtually no beacons), my proposal to counter this is to award beacons in the completion of Ceres Spy Missions (around 2-3), with stealth (i.e. no alarms must be activated at all during the course of this mission [this does not include resetting alarms]) granting extra beacons (around 3-4). The reason for this is in Spy Missions, we are tasked to collect intel from enemy consoles, and what better intel to collect than collecting Vay Hek's frequency transmission fragments (i.e. beacons) from the Grineer Galleon consoles (the ones at the Spy mission nodes)? However, as the Corpus took over all of the Ceres Spy Mission nodes (Two in total), I have a small transcript for Lotus to speak if the Ceres Spy Mission is taken over by the Corpus: Lotus: The Corpus have been attempting to locate Vay Hek through analysing the frequency fragments from fallen Prosecutors to take him out. I fear if they do, Vay Hek will use this as an excuse to rally the Grineer troops to wipe out the Corpus. As much as we want this to happen, I fear this will disrupt the balance and allow the Grineer to focus their powers on wiping us out. We cannot allow this to happen. They have stored these fragments into the terminals. Get to the terminals, steal the frequency fragments, and get to extraction.If the Grineer control those node(s):Lotus: The Grineer has stored Vay Hek's frequency fragments into their consoles on this ship, ready to be given to the Prosecutors. Steal some of the frequency fragments so we can locate Vay Hek.Also, if the Grineer control those node(s), a scenario room can be created where we witness to creation of the Prosecutors (A Grineer IT extracts the frequency fragments as a beacon, gives it to a Guardsman, along with the module used to create the resistance aura, and sends the newly made Prosecutor to the Grineer pod to be dropped into Ceres). This room can either be interactive (i.e. kill off everyone in there for a chance for more beacons, but higher risk of detection), or just as a scenery. However, some people may ask: Why not place them in Interception as well?My justification for this is Vay Hek is smart (or relatively smart for a Grineer), and knows that placing frequencies into consoles and areas that can be easily taken away, such as Interception areas, by anyone will jeopardise his location (after all, the less locations where he stores his signals, the less chances for enemies of Vay Hek to pinpoint his location). Also, remember the Grineer ITs I mentioned in the above paragraph? These IT are hard to come by, as only a few Grineer have the intelligence to have a good degree of competence in utilising and manipulating consoles (every other Grineer only has a rudimentary grasp in it), thus Vay Hek does not want to risk losing them, thus placing them on Spy Ships and sending his frequencies there. The chances for beacons to be rewarded in these missions will be shown below (if player has no beacons at all): Delta Beacons: 25% Gamma Beacons: 25% Kappa Beacons: 25% Omega Beacons: 25% Of course, these reward percentages can be extended to all Prosecutors as well (25% to drop one of the four beacons, in quantities of 1-3), allowing players to have choices in where they obtain the beacons from. If that change is implemented, then the beacon crafting requirements for the Vay Hek Frequency Triangulator will be changed: 7 Delta Beacons 7 Gamma Beacons 7 Kappa Beacons 7 Omega Beacons Even if this change were to be in the game, I still understand that players may obtain relatively bad seeds and have too much of an excess of one type of beacon. Thus, my solution to this is to create a mechanism where the Ceres Missions will first check the beacon type that has the least amount for a player, then create a seed that will grant the player a higher chance of obtaining said beacon type (e.g.: If Delta Beacons have the least amount compared to other types of beacons, then a seed will be generated that will grant a higher chance of dropping Delta Beacons). This will hopefully allow players to obtain a more level and even amount of beacons (i.e. little standard deviation if using mean to calculate the average number of beacons). If this mechanism were to be activated, then the chances will be: Beacon type that has the least amount for a player: 34% All other beacons: 22% for each beacon type. With this mechanism in place, I hope to breathe some life into the Spy Missions (actually make them engaging), create some lore on the creation of Prosecutors, reestablish our duty to keep the balance, and to reward stealth more. Warframe Ability/default Sentinel (or Kubrow) Precept Mods Rework V2 (Updated as of 2014-07-23 17:09 GMT +08:00) (from the discussion in this thread): Now most players would probably realise that Warframe and Sentinel (or Kubrow) Mods are diluting the mod drop tables by quite a bit (the worst offender would be Slash Dash dropping constantly from Corpus Crewmen), causing some mods to be essentially locked away. To solve this, I have the following proposal: Make all Warframe Ability and default Sentinel (or Kubrow) Precept Mods built in into the respective Warframe/Sentinel (e.g.: Saryn will have all of her abilities built into her, and Dethcube will have built-in Swift Deth/Vaporise). These Warframe Ability/default Sentinel Precept Mods can still be removed and reinstalled at the player's will. The initial Mod placement of the Warframe Ability/default Sentinel (or Kubrow) Precept Mods will be at the Warframe Power Polarity Slots/Sentinel slot with the Precept Polarity (e.g.: Saryn will have all of her abilities built into the four corners of her Warframe slots [where the Warframe Power Polarities are], while Dethcube will have its Swift Deth/Vaporise occupying two of the four slots that have the Precept Polarity). Thus, Mod cost of these will be the same as now. Now to under-clocking these mods. Whenever a player ranks up one of these mods (e.g.: Saryn's Venom is upgraded from Rank 0 to Rank 1), then a power slider appears beside said one of these mods. The power slider allows players to adjust what rank would their Warframe Ability/default Sentinel (or Kubrow) Precept Mods be, allowing easier customisation. The power slider's maximum will equal to the maximum rank of the Warframe Ability/default Sentinel (or Kubrow) Precept Mod Rank (e.g.: Using the above example, the power slider that appears beside a Rank 1 Venom will only slide between Rank 0 to Rank 1). This addition will allow players to under-clock their Ability/default Precept Mods. Of course, this mechanism can also be applied to all Sentinel Precept Mods, to allow a wider customisation and choice of precept power, meaning one player can adjust his/her Sentinel to have maximum damage output, while another player would want his/her Sentinel (or Kubrow) to have a jack-of-all-trades type utility. With this change, this will allow enemies not drop all Warframe Ability Mods and all default Sentinel (or Kubrow) Precept Mods, allowing more useful Mods to be dropped. To compensate for players having these excess Mods (since these Mods will be removed from the Mod Collection if this change were to become true), Fusion Cores/Credits can be reimbursed to them. EDIT 1 (Updated as of 2014-06-05 20:02 GMT +08:00): Vay Hek + Goal: With the new Vay Hek requiring a key to fight him, the Earth is now lacking a boss to fight against. I propose that the new boss on Earth is the old Vay Hek, with a twist. When players fight him for the first time, everything will be the same (exactly like fighting Vay Hek pre U13). But once you defeat him, the real Vay Hek comes onto your screen as a transmission, and laughs at you for thinking you defeated Vay Hek. He will state that the one you fought was just his decoy, and taunts you by saying you will never find him. Once his transmission is over, Lotus will say that she has discovered that to find Vay Hek, you must go to Ceres to collect Vay Hek's frequency fragments in order to defeat the real Vay Hek. Subsequent fights with the Earth Vay Hek will be renamed on-screen to: Vay Hek Decoy.Vay Hek's transcript (Subject to change): (Maniacal laughter for a few seconds)Vay Hek: Tenno, Tenno, Tenno. You think you have defeated me? The one that you just fought was my decoy! You think you are victorious? You will never be until you find me!(More maniacal laughter before cutting transmission) Lotus's transcript (after Vay Hek's):Lotus: I have just discovered, based from his transmission frequency, that to locate him, you will need to find his frequency fragments on Ceres. Once you get there, collect enough fragments to build the triangulator I sent you and find the real Vay Hek. For new players, the triangulator will be sent after the first completion of this mission (first completion of the Everest node). The room that Decoy Vay Hek will be residing in is a bit like Emperor Palpatine's Throne Room (see Star Wars VI [the scene where Luke, Darth Vader and the Emperor meet in the Death Star] for an idea), but smaller, to make Decoy Vay Hek's shotgun more of a threat and to allow more room for cover (playing hide and seek, with Guardsmen trying to flush the player out). The map itself will be a Grineer Galleon. During the fight with Decoy Vay Hek, Guardsmen will periodically spawn and enter the room to protect Vay Hek and attempt to kill the player. Decoy Vay Hek will drop components for the Oberon Warframe, instead of the Eximi. With this tweak, I hope to present a goal for new players, expand on a bit of lore, and to continue building on the personality of Vay Hek. EDIT 2 (2014-05-26 22:52 GMT +08:00): Deception mission rework: As of now, Deception consists of: 1. Picking up a presumably corrupted datamass.2. Running to the target to upload said datamass so we divert a ship's course (or so the Lotus says).3. Get to extraction.Is that not a little bit boring? Why do we not spice it up by having the ship diverting its course into a planet/The Sun? Once we upload the corrupted datamass, we can have a timer (shorter than Sabotage Nuclear Meltdown Timer, for instance 02:30 or 02:00?) with the Lotus saying that the ship is on a one-way trip to the planet/Sun and everyone on it will be killed, so get to extraction before the timer hits 00:00. To make it realistic, we can have the windows of the ship display the diverted course of the ship (getting brighter as the timer ticks towards 00:00, for instance, to emulate the ship nearing the Sun). With this proposed change, this would make another mission type more tense and exciting to play, as unlike survival, we are actually running against time, with no way to delay or stop it. It will also allow us to actually see our progress and actions being executed during the mission, giving a sense of accomplishment that we have managed to annihilate a ship full of troops (after all, as of now, the Lotus said we diverted the ship's course without actually seeing the ship do that, which is truthfully a bit boring), thus increasing gameplay immersion and return value. EDIT 3 (2014-05-28 11:18 GMT +08:00): Snipetron Re-Introduction: Now that we are starting to obtain weaponry that was once considered exclusive to an event/a certain time, why not introduce the Snipetron? Yes, the Snipetron is a hit-scan weaponry which defies Corpus weaponry (plasma projectiles), but with a bit of history lore creation we can bring it back to the market and still have lore consistency. The Lore for the Snipetron is below: During the First Corpus Civil War, this bullet-based sniper had been used by the Separatists to protect their captured temples and kill off Loyalist soldiers. Thought to be lost in time, recent raiding and scavenging efforts in Neptune has brought this antique sniper back to the present. With this lore, we have more hints of the history of the Corpus (As the Snipetron uses bullets, it can be inferred that the Corpus has been established quite a long time ago; the Civil War hints that there has be schisms within the Corpus whose effects corresponds to today's Corpus [backstabbing and distrust within the Board], allowing justification for the corruption present amongst the Corpus), make the Corpus home planet slightly more interesting (after all, there was once a war there, so maybe a few aged, damaged encampments around the Outpost maps can be seen?) and expanding on the Sniper pool. EDIT 4 (2014-05-29 18:46 GMT +08:00): Sniper Rework (Will need more player feedback to improve this suggestion) (Will only focus on ones that can be brought/could be brought on the market) (Will be subject to change after an analysis/reasoning written by https://forums.warframe.com/index.php?/user/286182-thebluejelly/'>TheBlueJelly about the mechanics of Snipers): With the Snipetron Re-Introduction I had written previously, I have another idea to balance the market snipers if the Snipetron indeed comes back (to the market, as it had been before U8). I do acknowledge that in Devstream 29, the developers had mentioned about buffing snipers, but I wanted to make my own suggestion of buffing the sniper rifle class, as well as balancing them so they can be viable for gameplay. The current snipers we have on the market are:1. Vulkar2. VectisAnd with it, Vulkar is the underdog of the three market snipers, having a long reload speed relative to magazine size (1 second to 1 bullet), and its role as a anti-Corpus sniper rifle is overtaken by the Vectis due to higher critical chance and damage. Thus, my proposal to balance all Sniper rifles is below: Vulkar: Magazine size increased to 5, reload speed decreased to 3.0s. Reload animation is like re-loading a Lee-Enfield 5-round clip. Puncture damage is increased to 25, Slash damage is increased to 10 and Impact damage is increased to 135 for a total of 170 damage. Requires Mastery Rank 2 to build. This is meant to be a solid anti-shield sniper rifle. Snipetron: Magazine size increased to 6, reload speed decreased to 2.5s. Puncture damage increased to 100, Slash damage increased to 10 for a total of 120 damage. Fire rate will increase to 2 rounds per second. Accuracy increased to 15. Requires Mastery Rank 2 to build. This sniper fills the role of an anti-armour sniper rifle.To fit in with the lore I written for the Snipetron, another snippet of lore can be added for the Snipetron (could instead be for a separate codex titled Lore.Corpus [Yes, like the one in Closed Beta]: The Loyalists, when they received intel from their scouts about the Separatists building an armour piercing ballistic rifle to attack them, laughed at the scouts for days on end, for they reasoned: Our shields can already lessen the damage done by piercing objects, such as knifes and bullets, so why should we be worried about those Separatists building their fancy little piercing-bullet rifle? They will just be like stings to us. Besides, their rifle would probably be so inaccurate, they could as well shoot themselves and miss!And so the sound of laughter reached at its highest when the Loyalists said the final line, truly believing that the Separatists cannot build any accurate rifles. But their underestimation was their undoing. During the famed Battle of the Psamathe Temple, a few months after the scouts returned with their intel, many Loyalist soldiers charged towards the temple in hopes of overwhelming the Separatist hold, under the perceived knowledge that the newly built rifles, now seeing its first battle in the hands of the Separatists, cannot kill them. And so they continued charging. But almost all fell to the accuracy of the rifle, for the bullets did not stray far from its path and found their targets in the form of Loyalist soldiers' steel helmets, bypassing most of their shields as the helmet interfered with the personal shielding module, resulting in weaker shielding area around the helmet. The bullets drilled through the soldiers' helmets and into their skulls, killing them outright. Seeing his men falling left and right under the true power of the rifle, the Loyalist Field Marshal ordered the retreat, and the rifle has become the symbol of the Separatists: The thin light that pierced through the darkness. Up to this day, some Corpus personnel tremble at the sight of the Snipetron, now being held by the Tenno, for they fear that the bullet, although only seeing the light of the day recently, will stay on its age-old course and drill through their helmets. Inspired by Gaminus's story:https://forums.warframe.com/index.php?/topic/237894-short-story-the-braton-lato-and-snipetron-origins-ballistic-weapons-in-use-by-corpus/">https://forums.warframe.com/index.php?/topic/237894-short-story-the-braton-lato-and-snipetron-origins-ballistic-weapons-in-use-by-corpus/[/url'> Snipetron Vandal: Magazine size increased to 8, reload speed increased to 2.5s. Fire rate will be kept the same (at 1.5 rounds per second). Impact and Slash damage is reduced to 5 each, and Puncture is increased to 140 for a total of 150 damage. Accuracy is increased to 17. This change is meant to make the Vandal series more consistent (Same reload speed, higher but more specialised damage, higher accuracy and lower fire rate than their normal counterparts). The increase in magazine size is exclusive to the Sniper rifle families. Vectis: Impact and Puncture damage reduced to 55, Slash damage increased to 70 for a total damage of 180. A slight increase in accuracy to 14, and fire rate reduced to 1 round per second (as it is a single-action breech loaded sniper rifle). This sniper will reflect the age-old unsaid mantra of the Tenno to uphold balance, but also to act as a anti-flesh rifle (At least there is a sniper rifle that could be used for the Infested, but may need some rework). With these changes, I hope to elevate the power of the sniper so it will be played as much as all the other weapon classes, balance out the snipers to play their role, and to bring the Vulkar back into the player's possible choice of weapon. EDIT 5 (2014-05-31 00:01 GMT +08:00): Grineer Commander + Grineer (Elite) Lancers Teamwork (inspired by the discussion of [url=https://forums.warframe.com/index.php?/user/177546-notionphil/]Notionphil's thread) Grineer Commanders are one of the offenders in being inconsistent with their name/description, as well as having cheap mechanics to punish the player. A Commander in battle is supposed to lead his/her troops in order to fight more effectively, and yet the Grineer Commander feels just like another normal soldier, but with higher health/armour and an unavoidable/uncontrollable Switch Teleport. Thus, my proposal to change the Grineer Commander is below: If anyone has played Borderlands 2, they would most likely, if not definitely, have encountered http://borderlands.wikia.com/wiki/Nomad'>Nomad Taskmasters (link for those who never have played Borderlands 2). These enemies have coding in the form of multiple if-then statements (or so it seems) that allows them to lead various enemies to fight more effectively, either by having all subordinate enemies throw grenades towards the player, or having the subordinates focus fire on one player. My proposal is that we can place the Nomad Taskmaster's mechanism to the Grineer Commander, replacing its Switch Teleport, have the subordinates' mechanism of listening to the Taskmaster be given to the Grineer (Elite) Lancers, and have the Grineer Commander know what tactics to use in different scenarios. The Grineer Commander will spawn on any node controlled by the Grineer (health/armour is still scaled to the planet's level), but to compensate, the Commander will have 350 Cloned Flesh and 60 Ferrite Armour, and will also have the old Vay Hek's mechanism of hiding behind cover to protect itself when its health is low (e.g.: at around a quarter of its health). With this change, I hope to make the Grineer Commander act like an <strong>actual </strong>commander, instead of a bullet sponge with a very annoying, cheap skill. The change can also make the player see and feel that the Grineer is an actual, structured militaristic fighting force, akin to the in-game description. Some people can argue: But this may take quite a bit of manpower to code! But I can tell from my long experience of playing Warframe that whenever an Eximus spawns, the enemies know that the Eximus is there and will advance with the Eximus if the player is hiding behind cover (I have seen this with an Ice Eximus with its shield raised, along with five Grineer Elite Lancers, all hiding in the shield, advancing towards me, so that has led me to believe that DE has some sort of a leader recognition/order following mechanism within the game already, thus they could take that mechanism to code for the Grineer Commanders and the Grineer (Elite) Lancers). EDIT 5.1 (2014-05-31 10:06 GMT +08:00): After another discussion with https://forums.warframe.com/index.php?/user/177546-notionphil/'>Notionphil about the feasibility of my previous suggestion, I came to realise I did not thoroughly looked through and analysed his post, and after another read, I forgot to read that the average enemy's lifespan is less than or equal to 1 second. Thus, this edit is made to consider this factor. The new proposal, under the consideration of the lifespan of the enemy, is below. My new proposal is that Grineer Commanders will have the same function as the Regulators, like a morale boost (attack damage + speed increase for all affected Grineer [radius of morale boost = 7.5m]), with a slight decrease in health and armour to 400 Cloned Flesh and 75 Ferrite Armour. The Grineer Commander will have the old Vay Hek's mechanism of hiding behind cover more frequently to increase its survivability, and all units within the radius will try and stay within the radius (akin to enemies staying within the Ice Eximus ice shield), as though being part of a squad. The units affected will be highlighted, just like units being affected by the Regulator. With this change, I hope to bring out a bit more challenge and flavour to the game via enemies actually knowing what is good for their survival, and to make the Grineer feel more like a organised fighting force. EDIT 6 (2014-05-31 10:53 GMT +08:00): Corpus Cameras/Grineer Sensors Logic Change: Now with the addition of Grineer Sensors, both the Grineer and Corpus ships have some security. But yet they do not seem to function as one, making them feel somewhat useless. But let's make them act like a true security measure! Now Corpus Cameras will turn on Laser Barriers and Turrets when it has detected a player, with is good, but yet the surrounding enemies are not aware of the sound and indication of the camera detecting a player? How does that make sense? Thus, I propose that whenever a camera detects a player, the enemies residing in the same and adjacent rooms as said camera will be put on alert mode (emulating trying to find their enemy) for one to two minutes, even if the player destroys the camera instantly after knowing he/she has been detected. If the cameras are in the Invasion mission, they will activate the Laser Barriers and Turrets if it detects anyone that is not allied with the Corpus or is the Corpus, the Laser Barrier will knock down all enemies of the Corpus if said enemies attempts to pass through, and the Turrets will actively shoot at the enemies. All Corpus and Corpus allies will not be harmed by the Laser Barriers (including knockdown effects) if it is turned on, and the camera will not activate if they walk into its detection range. Grineer Sensors just defy logic in all ways. Yes, it has a Magnetic field to proc the Magnetic Debuff on players/Corpus/Infested, which is logical, but the Sensors also activate the field when a Grineer passes through the door and debuffs them? Why would an allied ship kill its allied troopers? Thus, my proposal to this is to utilise the camera detection mechanism to the Sensor. That means if it detects a Grineer, the Sensor scanner will still be blue when the Grineer walk into its scanning range and will not activate the Magnetic field. However, if anyone other than a Grineer is detected by the Sensor, the the Sensor scanner will turn red if said anyone walks into its scanning range, and then activate the Magnetic field. The Magnetic field will be turned off after 3 seconds if the scanner cannot detect said anyone anymore, or destroying the sensor. Thus, the new mechanism for the Sensor will be similar to the Corpus Camera activating the Laser Barrier and Turrets when detecting an enemy other than the Corpus. Also, the field will not affect anyone who is a Grineer/allied with the Grineer, so players will not be procced with a Magnetic Debuff in Grineer Ship Invasions. This mechanism can be recycled from the Arc Traps (DE has made Arc Traps not affecting players siding with the Grineer in Invasions, so they can recycle this mechanism for the Sensors).With these changes, I hope to bring more logical changes to these security measures to make them act like an actual security device, reward players with high levels of stealth skill, and to make the enemies feel a bit smarter. EDIT 7 (2014-06-01 12:00 GMT +08:00): Alert Missions Improvements (inspired by Casardis's https://forums.warframe.com/index.php?/topic/239664-please-dont-put-event-alerts-in-front-of-mission-progression-on-early-planets/'>thread): Now with the Suspicious Shipment Alerts popping up around the place over this weekend, and with some of them popping up at low-level planets such as Venus and Earth, Rank 0 players will have a very difficult, if not impossible, obstacle to leap over, as the enemies in the alert deal damage that can tear down an under-equipped player, which fits the description of a typical Rank 0 player. Also, as the alerts are mandatory (i.e. it must be completed first), that means new players cannot progress on the Star Chart until the alert is over, which is typically around two hours. This is actually punishing new players. Thus, my proposal to this problem is to make all alerts optional, just like Nightmare Mode. In Nightmare Mode, we are given a choice of either doing the Nightmare Mission or the Normal Mission, so we can use this mechanism to apply it to the alert. That way, whenever a player presses on a node that contains an alert, the same pop-up screen will appear, asking players whether they want to do the alert mission or the normal mission. This way, new players can continue to progress through the Star Chart without fear of an alert blocking their gameplay, increasing new player friendliness, and veteran players can choose whether they want to play the normal mission or the alert mission (since the veteran players may be farming in that particular node). Also, it is noticed that when you finish an Invasion mission, the node is considered complete and allows further progress in the Star Chart. However, why do Alerts not do that? Technically, doing an Alert on an uncompleted node should make the node completed, as the player has ran a mission there already, just like Invasion. Thus, another change to Alert Missions is that whenever a player completes the Alert Mission on a node that has not been completed yet, the node changes to become complete. With these changes, I hope to bring more choices to doing what missions the player wants, increasing satisfaction of the players. EDIT 8 V2 (Moved to new thread as of 2014-06-20 08:31 GMT +08:00): Resource description and drop relocation (thanks to a discussion with https://forums.warframe.com/index.php?/user/272115-casardis/'>Casardis): This has been redirected to this thread. EDIT 9 (Moved to new thread as of 2014-06-17 14:57 GMT +08:00): Enemy Eximus Overhaul: This has now been redirected to this thread. EDIT 10 (2014-06-05 10:51 GMT +08:00): A small Melee 2.0 modification: With the Melee 2.0 now online, it allows melee weapons to be more viable via combos, melee weapon buffs and stance move-sets, making them more useful. Despite this, there are a few things that need to be altered with Melee 2.0, but I will only talk about one in this section: The combos. The combos are nice, with some of them very useful at times, but the execution of the combos is flawed. It is difficult to execute a combo where a player needs to either hold or pause the melee attack button in order to execute a particular combo, and in the heat of the battle, this is difficult to perform. So, my small suggestion is that we get rid of the hold and pause buttons, and instead use the Quick Melee Button (QMB) (used when primary/secondary is out) instead when the melee weapon is equipped (one press of QMB = pause, 2 presses of QMB = hold). This eliminates the need to either hold down the melee attack button or wait before pressing just to perform a particular combo. As an example, a combo with the old key system (MAB = Melee Attack Button [when melee is equipped]): MAB MAB Hold MAB MAB With my proposed system, it will become: MAB MAB QMB QMB MAB MAB This small change would make the combos be a bit more easily executed, allowing players to actually have a choice to choose what combo they want to execute in the game, increasing gameplay variety. EDIT 11 (Moved to new thread as of 2014-07-22 14:19 GMT +08:00): Loki's Radial Disarm Rework: This has been redirected to this thread. EDIT 12 (Updated as of 2014-06-23 08:50 GMT +08:00): Void Reward Rework: With U13.7.1 online and the excessive dilution of Void Rewards, players are being quite irate over this. I have my own proposal for this: The Void Towers will keep their Prime part/blueprint rewards table, but will now have two new items: Orokin Salvage and Orokin Equipment Module. Orokin Salvage will be dropped from enemies as a resource, replacing Alloy Plates, and the Orokin Salvage's drop rate will be lower than the current drop rate of Alloy Plates in Void Towers, but slightly higher than Rubedo's drop rate. The Orokin Salvage will drop in quantities of 10-20. Orokin Salvage can also be rewarded at the end of Void Extermination, Capture and Mobile Defence (T1 = 30, T2 = 60, T3 = 90, T4 = 150), or be one of the rewards in Defence, Survival and Interception (T1 = 10, T2 = 25, T3 = 40, T4 = 55). The chance for Orokin Salvage to be rewarded in these missions will akin to the chances for an uncommon-rare resource to drop (since the enemies will be dropping Orokin Salvage at a moderate chance). Prime parts can either be sold or be turned to varying amounts of Orokin Salvage with a small price (2,500 credits) (Prime blueprints can only be sold). The minimum amount of Orokin Salvage obtained using this mechanism will be 25 Orokin Salvage, and the maximum amount will be 50 Orokin Salvage. The Orokin Salvage resource will have the flavour text: Pieces of Orokin equipment and parts found in the Void Towers. The maximum amount of Orokin Salvage that a player can hold in his/her inventory is 20,000 Orokin Salvage. If players do not need the extra Salvage, they can sell them for 500 credits for each Orokin Salvage. The Orokin Equipment Module can be made in the Foundry (requires 500 Orokin Salvage and 5,000 credits [subject to change]) and requires 45 minutes per Orokin Equipment Module. The unique feature of this is that it can be queued and it can be stored, meaning players can set the Orokin Lab to create x amount of Orokin Equipment Modules and allow it to be stored there, thus creating some flexibility in crafting materials (this should actually be applied to all crafting items). The Orokin Equipment Module will have the flavour text: These modules contain varying information about the equipment used by the Orokin Empire. The maximum Orokin Equipment Modules that a player can hold in his/her inventory is 150 Orokin Equipment Modules. If players do not need the extra Orokin Equipment Modules, they can sell them for 1,500 credits for each Orokin Equipment Module. Of course, if the player wants to speed things up a bit, then the player can utilise Argon Crystals to reduce the time taken for creating one (or a set of) Orokin Equipment Module(s). In the crafting screen for the Orokin Equipment Module, there will be a small window beside to asking players how many Argon Crystals do they want to use for crafting. One Argon Crystal subtracts fifteen minutes from the creation time of Orokin Equipment Modules (i.e. If a player wants to create four Orokin Equipment Modules [180 minutes] at one time, then chooses to use one Argon Crystal for this, then the crafting time will be 180 - 15 = 165 minutes). A maximum of four Argon Crystals can be used (i.e. subtracts a maximum of sixty minutes from the creation time of Orokin Equipment Modules). If a player decides to create only one Orokin Equipment Module, then the maximum number of Argon Crystals that can be used will be set to three (i.e. no negative time). Now to the cost of the Prime parts/blueprints (may be subject to change to make individual costs to each and every Prime part and blueprint, but the pricing below is easier to code and group) (there will be a tab on the Market dedicated to this): - All Prime Melee Parts: 25 Orokin Equipment Modules - All Prime Melee Blueprints: 35 Orokin Equipment Modules - All Prime Secondary/Sentinel Parts: 30 Orokin Equipment Modules - All Prime Secondary/Sentinel Blueprints: 40 Orokin Equipment Modules - All Prime Primary Parts: 40 Orokin Equipment Modules - All Prime Primary Blueprints: 50 Orokin Equipment Modules - All Prime Warframe Parts: 55 Orokin Equipment Modules - All Prime Warframe Blueprints: 65 Orokin Equipment Modules When a new Prime Access is available, players cannot use Orokin Equipment Modules to buy the parts and blueprints for the new Primes in the Prime Access for three weeks, meaning that players who want the new Primes will either buy the Prime Access or go to the towers to search for the parts/blueprints for the new primes. Once the three weeks are up, the parts/blueprints for the new Primes will be available on the Market for twice the cost (e.g.: A new Prime Warframe Part will cost 110 Orokin Equipment Modules than 55 Orokin Equipment Modules for the other, old Prime Warframe Parts) for two weeks, before reverting to the normal cost. This is meant to stall players from obtaining the new Primes instantly with stockpiling Orokin Equipment Modules. Although there is a thread that suggests to use Argon Crystals as a token to obtain Prime parts/blueprints, since Argon Crystals do drop frequently every now and then, and it is more easier to code this than my proposal, it still has the problem of players obtaining very bad resource seeds and thus lacking Argon Crystals to buy the Prime parts/blueprints they need, meaning players who have very bad seeds in both Prime parts/blueprints and resource drops will still be unable to progress. With my proposal, players can still have some progress towards obtaining the Prime parts/blueprints they need (since the Prime parts can be recycled to obtain Orokin Salvage, and the enemies also have an uncommon-common chance to drop Orokin Salvage. This means that they can still collect Orokin Salvage to create Orokin Equipment Modules to trade for Prime parts/blueprints). Of course, once the player collected all the Prime parts/blueprints, what will he/she do with those Orokin Salvage and Orokin Equipment Modules? A suggestion would be to use the Orokin Salvage and Orokin Equipmnet Modules as a resource for the Orokin Lab to research and manufacture hybrid Prime/(Grineer/Corpus/Tenno/Infested) clan-tech weaponry. The design of these weapons will be a hybrid between the Prime design and the Grineer/Corpus/Tenno/Infested design (see the Seer for a small idea), allowing a constant inflow and outflow of these materials and giving some more use to the Orokin Lab. With this change, I hope to bring a workable token system alongside the current Prime reward system that allows players to see their progress and be motivated to continue playing. EDIT 13 (2014-06-12 18:37 GMT +08:00): A small enemy spawning rework (inspired from the discussion from this thread): As most players have probably experienced, enemies spawn behind them while they are attempting to do a stealth mission, causing surprise and frustration from players as they are suddenly spotted just because an enemy spawned behind them and not from their own blunders. Thus, my proposal is that to change the spawning point of enemies to all the red, locked doors players see during their missions. These doors will only spawn enemies when the alarm is sounded or reactivated (i.e. a white/yellow power button appears on the mini-map). When the alarm has been reset or not yet sounded, enemies can only spawn in front of and in sides of the player (for sides, it must be no more than 30° from the player). With this change, players can enjoy the rewards of being stealthy and will not suffer the frustration of having to look back constantly to see if a single enemy has spawned behind the players' backs. EDIT 14 (2014-06-14 17:25 GMT +08:00): Planet Flavour Text Additions (inspired from this thread): Now with Invasions being a part of the game, the flavour text of planets may sometimes not reflect the current situation of the planet (e.g.: Ceres has a flavour text 'The Grineer has expanded their empire into this region' despite being mostly controlled by the Corpus). Thus, my proposal is to change the flavour text based on who controls the most nodes on a planet (only catering to Grineer and Corpus for now). The current flavour text of a planet stays where it is if the original controlling faction controls most of the nodes of said planet unless specified. The planets' new flavour text is below (some current flavour texts will be changed [marked with an asterisk]): Earth: - If Corpus control more than 6 nodes: The Corpus is searching in the abandoned cities for old Earth technology. - If Corpus control 4-6 nodes: The Corpus and the Grineer is fighting for control amongst the Earth forests. Jupiter: - If Grineer control more than 7 nodes: The Grineer is attempting to decipher Alad V's logs on his research in Biotics and collecting more Biotic samples within the Gas City to be sent to their bio-labs. - If Grineer control 5-7 nodes: The Grineer is fighting against the Corpus in an attempt to secure Alad V's research in hopes that it can stall the Grineer clone deterioration. - If Grineer control less than 5 nodes (*): Alad V and his renegade army is currently collecting rare gases and Infested tissue in this planet and its asteroids to further his Biotics research. Europa: - If Grineer control more than 10 nodes: The Grineer is collecting robotic parts and attempting to reverse-engineer Corpus robots to serve the Grineer, as well as collecting energy weapon research notes from the captured Corpus bases. - If Grineer control 8-10 nodes: The Grineer force is fighting a war of attrition against the Corpus within the rocky surface of the planet. - If Grineer control less than 8 nodes (*): The Corpus has branched its Robotics R&D and built its first weapons R&D in here. Mars: - If Grineer control more than 9 nodes: The Grineer is searching the Orokin derelicts in order to kill off any sleeping Tenno within the derelicts. - If Grineer control 7-9 nodes: The Grineer and the Corpus is waging a brutal war within the Orokin derelicts. Phobos: - If Corpus control more than 11 nodes: The Corpus is investigating the abandoned settlements in hopes of gaining any advantageous information over the Grineer. - If Corpus control 9-11 nodes: The Corpus is enduring the harsh desert environment in order to weaken the Grineer foothold on this planet. Saturn: - If Corpus control more than 11 nodes: The Corpus is setting up their own equipment and using captured Grineer equipment to extract rare gases and materials from the planet and its asteroids. - If Corpus control 9-11 nodes: The stationed Grineer troops are defending its shipping lanes and training orbiters from constant Corpus sieges. Sedna: - If Corpus control more than 14 nodes: The Corpus is rounding up Grineer troops and citizens to be indoctrinated to the Corpus beliefs. - If Corpus control 12-14 nodes: The Corpus is at a fighting impasse with the Grineer battalion stationed at this planet. Uranus: - If Corpus control more than 12 nodes: The Corpus is systematically destroying all Grineer research on bio-modification and gene repair so that the Grineer must rely on the Corpus for cloning equipment. - If Corpus control 10-12 nodes: The Grineer army here is fighting to the death to defend the research bases from being taken over by the Corpus. Eris (may be obsolete if the Infestation permanently take over Eris): - If Grineer control more than 14 nodes: The Grineer is occupying and using Corpus Weapon R&D labs as its energy weapon research bases. - If Grineer control 12-14 nodes: The Corpus is attempting to repel the Grineer with new weaponry made from the R&D labs. - If Grineer control less than 12 nodes (*): The Corpus has hidden its weapon R&D in this planet. Neptune: - If Grineer control more than 7 nodes: The Grineer is ransacking the temples and R&D labs to kill any dormant Tenno and to capture Corpus scientists to help the Grineer build better augmentations to boost the fighting force of the Grineer. - If Grineer control 5-7 nodes: The Corpus is throwing everything to stop and repel the Grineer advancement on this planet. Ceres: - If Corpus control more than 11 nodes: The Corpus is utilising the Grineer's shipbuilding equipment to build more better ships for the Corpus. - If Corpus control 9-11 nodes: The Corpus and the Grineer is using guerrilla warfare to fight inside the shipbuilding factories and yards. - If Corpus control less than 9 nodes (*): The Grineer has expanded their empire into this region for shipbuilding purposes. Pluto: - If the Grineer control more than 7 nodes: The Grineer is analysing the shattered Outer Terminus Rail in hopes to build its own version of it to conquer other systems. - If the Grineer control 5-7 nodes: The Corpus and the Grineer is fighting for control of the remains of the Outer Terminus Rail. With these additions, this will allow Invasions to have a bit more immersion into it than being a raw game mechanic. EDIT 15 (Moved to new thread as of 2014-06-20 08:34 GMT +08:00): Toxic damage rework (to make gameplay fair): This has been redirected to this thread. EDIT 16 (2014-06-22 09:27 GMT +08:00): A small inbox addition and tweak (for quality of life): Most players would already know that the inbox is where we receive mail from the Lotus, Corpus and Grineer. However, it feels rather empty, as we only receive mail from them, without allowing us to do the same. Thus, my proposal is that there should be an addition where we players can send text-only mail to other players (this still fits the lore, as Tenno do not audibly speak, but still uses other forms of communication to contact with other Tenno), giving players another, more permanent option than using the chat (as the contents of the chat will be wiped after the player logs out, whereas the contents of the inbox can be saved until deleted). Of course, we can have Kickbot check the contents of the mail before allowing the mail to be sent, so that spam mail can be reduced to a minimum, but care must be taken to write up the if-then checks for Kickbot or it may deny the wrong mail to be sent. A small tweak for the inbox would be allowing players to delete mail in a bunch, instead of deleting them individually (which is the current mechanism), just like all the other e-mail systems (Hotmail, Gmail etc.). This would allow players who want a clean inbox to be able to clear out mail with less hassle. With these changes, I hope to make the inbox system a bit more useful to use, and make the 'social gameplay' (if it can be called one) aspect in Warframe a bit more fleshed out (since we only have the chat as our communication), allowing players to have another choice and potentially be more engaged in this 'social gameplay' (since players tend to write more when using a mail system for some reason). EDIT 17 (Moved to new thread as of 2014-07-18 16:51 GMT +08:00): A small Corpus sub-faction addition: This has now been redirected to this thread. EDIT 18 (2014-06-29 09:16 GMT +08:00): A small Slash status chance rework: Now most players would have already seen Slash status effect bypass shields and attack health. This means that players may die from this despite the fact that they have full shields. So, my suggestion to rework this status chance is below: If Slash status chance occurs on a(n) player/enemy with shields, then the player/enemy will suffer from slashed shield regeneration (shield recharge speed will be reduced to 5% of the original shield recharge speed), but will not bypass shields and damage health. It is only when shields are down, then Slash damage will damage health (it will still damage health if the player/enemy receives the Slash status effect when the player/enemy has no shields, but the shield recharges during the status effect duration). To compensate for this, the duration of Slash status effect will be increased to 10 seconds, and the DOT will be increased to 40% of the weapon's or power's base damage. This mechanism will be applied to both players and enemies. Stacking Slash status effect will only affect the player/enemy when shields are down, and thus will not affect the slashed shield regeneration (i.e. Having a stack of Slash status effect will not affect the reduced shield recharge speed [still be 12.5% of the original shield recharge speed], but will affect the DOT when shields are down). With this change, I hope to make Slash damage feel more logical, make it more fair to us and the enemies, and to make Slash damage have a bit more of a tactical use. EDIT 19 (Updated as of 2014-08-25 10:39 GMT +08:00): A status chance rework: This has been moved to this thread. EDIT 20 (2014-06-29 16:55 GMT +08:00): An Arc Trap rework: Most players will dread and groan when they hear these two words, or when they see it: Arc Traps. But do not worry. I have a potentially viable solution for this: For everyone that has played Star Wars: Republic Commando (good game, by the way. It is definitely worth a try), they would have seen Trandoshan proximity mines, and to bypass them (a circle is shown, which is where the mine explodes if the player stands and walks into that circle), they must crouch down to not trigger the mine, and deactivate them. My solution is to utilise this mechanic with Arc Traps as well, meaning that the Arc Trap will show a circle indicating the shock radius (probably around 3m radius?). If a(n) enemy/player stands and walks into that circle, then the enemy/player will be shocked. If the enemy/player crouches, then the enemy/player will not trigger the Arc Trap. Also, the player can reconfigure the Arc Traps (must not be activated at all [i.e. activating it, then deactivating it by crouching down will remove this option]) so that these Arc Traps will instead attack enemies of the player (allied Arc Traps will not have this option), giving some more tactical depth to a mission. These traps can be detected if the player has Enemy Sense/Enemy Radar, just like the Corpus cameras, as well as having the ability to be destroyed by explosions. To compensate for all these changes to the Arc Trap, the damage per second of the Arc Traps will be increased (at level 30, will deal 275 Electrical damage per second). Also, with reports of Kubrows constantly getting killed by Arc Traps, my solution is to make it when the player crouches, the Kubrow also crouches with the player, meaning it too will not be affected by the Arc Trap. With this change, I hope to make the Arc Trap be less annoying to players, especially while doing stealth runs, while making them give more options to players, in terms of how to run the mission or utilising the enemies' weapons against them. EDIT 21 (2014-07-07 11:27 GMT +08:00): Four small UI additions: This is now redirected to this thread. EDIT 22 (Moved to new thread as of 2014-07-08 16:33 GMT +08:00): A suggestion to install a small equipment progression system: This has been redirected to this thread. EDIT 23 (Moved to new thread as of 2014-07-12 08:41 GMT +08:00): Platinum Market tweaking (to make buying a bit more satisfying): This has been redirected to this thread. EDIT 24 (2014-07-13 18:16 GMT +08:00): Alternate Warframe stats re-introduction: Ever since the alternate helmets have lost its stats, players are polarised on the issue. Some players think it is a good thing (consistency and more fairness), while others think it is alright as it is (i.e. do not fix what is broken). Thus, to make the best compromise between these two group of players and DE(L), I have the following suggestion: Re-introduce all the alternate stats that was with the helmets (the naming will be the name of the helmet which the stat was tied to, then the word 'systems'), but in the form of alternate Warframe systems (i.e. not tied to cosmetics). These alternate systems will be in the form of a blueprint, only rewarded in Alerts (will not be sold in the Market whatsoever) (when the Alert mission has these alternate system blueprints as one of its rewards, the Alert mission time will be around 75-105 minutes). These alternate systems can be used by all Warframes. To equip these alternate systems: In the Arsenal screen, when we highlight (or click) the Warframe tab, under the Upgrade UI, there will be a separate button beside the 'Mods' button (located below the Mod slot loadout UI) labeled 'Systems'. When the 'Systems' button is clicked, it will display the default system and all the alternate systems the player may have. The resources and credits needed to craft these alternate systems: 300 Circuits 2 Control Modules 1 Morphics 600 Nano Spores 10,000 Credits Crafting time: 12 hours Rushing cost: 25 Platinum If this suggestion goes into the game, then everyone who has the Arcane helmets will be given the complete corresponding system free of charge (e.g.: A player with an Arcane Thrak Rhino Helmet will be given the complete Thrak systems free of charge), but all the Arcane helmets will thus lose the stats tied to it, making them normal alternate cosmetic helmets. Of course, the alternate stats would need some tweaking to make them another viable option (i.e. a side dish) for players. With this change, I hope to bring back some player choice in the game, giving players more choices and decisions in how to make their Warframe. EDIT 25 (2014-07-15 22:20 GMT +08:00): Defence mission immersion: Most players would have played Defence missions, and would have heard the Lotus say, "Reinforcements are on the way", and yet we never see said reinforcements. Thus, my proposal is this: For all cryopod defence missions on outdoor maps (where the cryopod has no roof covering it, when the last player decide to leave, there will be a cutscene where the Liset (our ship) will come in, grab the cryopod and leave, while another Liset (the player's own ship) will come and pick the player up, ending the mission. For all cryopod defence missions on outdoor maps where there is a roof covering the cryopod, a Tenno reinforcement team will come in, levitate the cryopod and bring it (along with you) to two Lisets (in which one of them is the player's ship, where the first ship will grab the cryopod and the Tenno reinforcement team and leave, while the player's ship will grab the player and leave. For all cryopod defence missions on the Grineer Galleon, a Tenno reinforcement team will come in from cutting a large hole in the roof beside the cryopod, levitate the cryopod and place it underneath the hole, where a Liset will grab it and fly away. The player's Liset will then come, grab the player and leave. For all cryopod defence missions on the Corpus ship, a Liset will blast a wide enough hole for it to come in (I do believe the Lisets have some self-defence weapon), grab the cryopod and leave. The player's Liset will then come in, grab the player and leave. For all Grineer Asteroid Orokin Power Core defence missions, a Tenno reinforcement team will just come in and continue to defend the Power Core while the player simply leaves off-screen. With these cutscenes, I hope to make players feel that their efforts are actually worth something in endless Defence missions, increasing immersion. EDIT 26 (2014-07-18 08:50 GMT +08:00): Physique Aura rework: Most players would have seen or observed that Physique is, frankly, useless compared to Rejuvenation or even Vitality itself (at max rank, it can be outstripped by a rank 0 Vitality), meaning it will be just a tossed aside Aura. Of course, that leaves two choices for the D Polarity Aura: Infested Impedance and Rejuvenation, but most players will choose Rejuvenation over Infested Impedance simply because they can regain health over time. However, this suggestion will only target to making Physique a viable alternative choice, so here is the proposal: The proposal is to make Physique actually increase the health of a Warframe using the Warframe's maximum health. That means the description of the Physique card will now say: Maximum health increased +X% from Maximum Health Also, slightly buff the Physique Aura to be +4% at Rank 0, +4% per rank until +24% at max Rank (Rank 5). This will also mean the description of Vitality will be thus: +X% from Base Health Now, a sample calculation to demonstrate my point: A Trinity with 300 health at Rank 30 equips a Physique Aura at max rank with the above suggestion. Her maximum health will now be: 300 + (300 * 0.24) = 372 This will mean when Vitality is also equipped, the effectiveness of this Aura will also increase, meaning it is now a better support aura: A Trinity with 740 health at Rank 30 and equipped with a maxed Vitality also equips a Physique Aura at max rank with the above suggestion. Her maximum health will now be: 740 + (740 * 0.24) = 893 With this change, I hope to make the Physique Aura more useful, and act as a true support aura module for players to increase player build diversity. EDIT 27 (2014-07-18 09:22 GMT +08:00): Aura stacking diminishing returns: While aura stacking is fun and good for high level team missions, sometimes it seems to take away what was left of the difficulty of the mission. Also, due to the current aura stacking mechanism, solo players do have some problems with certain auras not being as useful in solo missions due to the low percentage/values. My solution is thus: In team-play, if there are two or more of the same aura in a team, the aura will have diminishing returns, where the second same aura card will be three-quarters of its original value/percentage, and continuing on. A sample calculation is below: Players A, B, C, and D all equipped Energy Siphon at max rank. Player A will be providing +0.6 energy per second. Player B will be providing (0.6 * 0.75) = 0.45 energy per second. Player C will be providing (0.45 * 0.75) = 0.34 energy per second. Player D will be providing (0.34 * 0.75) = 0.25 energy per second. Total energy supplied per second: 0.6 + 0.45 + 0.34 + 0.25 = 1.64 energy per second. That means with this solution, DE(L) can boost up some of the values/percentage of auras to make them useful in both solo and in teams (for instance, Infested Impedance or Dead Eye), increasing player aura build diversity while rebalancing some of the auras to make them more useful/provide another choice. EDIT 28 (Moved to new thread as of 2014-07-20 21:27 GMT +08:00): Howl of the Kubrow Improvements: This has been redirected to this thread. EDIT 29 (2014-07-19 12:13 GMT +08:00): Infinite Vertical Wall-run Re-introduction/Modification: Most players would have known, learnt, and loved the infinite vertical wall-run glitch: Tap the Crouch button twice while wall-running to continue on climbing up the wall. It has been used for various occasions, from trying to get up to a platform another way, to getting up to that vent to kill a small Crawler, to finding a good place to snipe enemies without fear of retaliation. With U14 now online, this glitch is fixed. While the animation and mechanism is, frankly, a glitch, and should be gone, most players voiced their opposition towards this, stating that this is also part of the parkour system. Thus, to satisfy both these players and DE(L), my proposal is thus: Allow all players to continue their 'infinite' vertical wall-run, at various speeds depending on the speed of the player before he/she starts the vertical wall-run, but make it consume a steady rate of stamina so that it will make the player slide down once all stamina is gone, but low enough to warrant its use (say 5 stamina points per second?). That means there is no need to use the crouching glitch, and thus allows smoother animation of just the Warframe running upwards. Another alternative solution is below: Players can still wall-climb continuously, but the stamina drain will be calculated as thus (inspired from the discussion in this thread: Sta_Deplete_per_second = Init_Sta_Deplete_per_second + (Init_Sta_Deplete_per_second * x), where x is (a_predetermined_constant) * (seconds_player_has_done_this_continuous_wall_climb), and wall-climb speed will decrease as stamina approaches to zero. Once it is zero, the player will stop wall-climbing and fall. However, if the player holds the crouch button/presses the toggle crouch button while wall-climbing, then he/she will grab on to the wall without falling and regain stamina, but stamina regain will be a quarter of the stamina regain when the player is on the ground. Releasing the crouch button/pressing the toggle crouch button again will allow the player to continue wall-climbing (the grabbing mechanism is originally suggested by https://forums.warframe.com/index.php?/user/604229-ps4iiidevoidiii/'>IIIDevoidIII, but with a few of my additions) That means players can still continue their wall-climb, but it will now be more skill-based and more balanced against the other parkour movements. With this re-introduction, I hope to bring back an useful element of parkour, and slightly improve on it to improve the flow of movement. EDIT 30 (2014-07-19 18:32 GMT +08:00): Kubrow Scrambler Improvements (inspired from the discussion in this thread): As some players now realise, the Kubrow Scrambler makes your Kubrow obtain a random pattern and colour (or other cosmetic traits). This is fine and all, but then it falls into the devil's pit of RNG, where some players use excessive amounts of platinum to get the desired pattern/colour/cosmetic trait for their Kubrows, and soon found out the specific patterns cannot be stored for later use, meaning if they want to get another combination they like, they will have to spend more platinum. This is not a good monetization strategy. Thus, my solution is below: When the player obtains a Kubrow, the cosmetic combination it has when it is born will be stored in a new tab (will be called the Kubrow cosmetics customisation [will be referred as the KCC in this thread]), split into patterns, colours and other cosmetic traits. They can be used for personal Kubrow customisation (free of charge), solely for gameplay reasons. Then, make the current Kubrow Scrambler be purchased with credits (say 75,000 to 100,000 credits?) only, while making a Precise Kubrow Scrambler be purchased with platinum only (say 25-35 Platinum?). Both the Kubrow Scrambler and the Precise Kubrow Scrambler will have access to all of the patterns/colours/cosmetic traits within the game, and the elements of the cosmetic combination made by the (Precise) Kubrow Scrambler that was not previously seen by the player will be stored in the KCC for personal customisation. The Precise Kubrow Scrambler will allow the player to choose from all of the pattern/colour/cosmetic trait of the Kubrow available in the game, giving the player two viable choices: Gamble with credits, or shell out some real money to get the pattern/colour/cosmetic trait he/she wants. The Kubrow gene storer will work largely the same, but will only store the patterns/colours/cosmetic traits the player has identified through his/her breeding of Kubrows/use of (Precise) Kubrow Scramblers. Another addition, inspired from a suggestion by Varzy (see this post), is to have the Precise Kubrow Scrambler also act as a Kubrow gene storer for the player only. The player will first interact with the Incubator with a Kubrow Egg inside, then will have an additional option saying "Use Precise Kubrow Scrambler". This will then allow the player to do the same thing as the Precise Kubrow Scrambler in this suggestion, which, when confirmed, will make the Kubrow baby have the same patterns/colours/cosmetic traits as the elements chosen on the Precise Kubrow Scrambler (e.g.: Player chooses Pattern 1 and Colour 3 on the Precise Kubrow Scrambler when he/she has used the option in the Incubator, with a Kubrow Egg. When the egg hatches, the Kubrow baby will have Pattern 1 and Colour 3). With this suggestion, players will not feel that they have been cheated out, while DE(L) can continue to make more patterns/colours/cosmetic traits for the Kubrows to entice players to actually spend platinum in a more happier manner. EDIT 31 (2014-07-21 17:42 GMT +08:00): Slots suggestion (inspired from the discussion in this thread): Slots, as most players know, allows them to store Warframes/weapons/Sentinels (will be called the WWS in this suggestion), and buying more slots allows them to store more of these WWS. However, free players could be discouraged to continue playing due to this, as slots are only obtainable through Platinum. While there is the starting Platinum and trading, the starting Platinum can be used up very quickly while trading needs time and commitment to get a decent amount of Platinum. Some members have suggested to make these slots craft-able or provide it for free, without a cost, but these slot purchases do support DE(L), and while these suggestions benefit the free players, it does harm DE(L) due to loss of revenue from slot purchases. Thus, my suggestion is this: For every 5 Mastery Ranks gained by the player, he/she will be rewarded with a free Warframe slot and two free weapon slots. For every 10 Mastery Ranks gained by the player, he/she will be rewarded with two free Sentinel slots. Players can still keep the starting Platinum for doing whatever he/she likes to do with it. As of U14.0.4, players have enough equipment to gain Mastery Ranks up to Mastery Rank 16, meaning if the player continues to play, then he/she will gain three free Warframe slots, six free weapon slots and two free Sentinel slots. Of course, to introduce the use of Platinum, the Market module quest could have the Lotus introducing what you can buy in the Market and with Platinum once you installed the module. With this change, there can be some sort of progress with Mastery Ranks, while potentially enticing players to support DE(L) a bit when they want more slots (give them a taste of having additional slots, and they may want more) and giving free players a bit more on even ground with paying players, at least in terms of slots. EDIT 32 (Moved to new thread as of 2014-07-21 22:13 GMT +08:00): Mastery Experience Additions (inspired from the discussion in this thread): This has been redirected to this thread. EDIT 33 (2014-07-23 12:27 GMT +08:00): Kubrow DNA Integrity/Loyalty Improvements: Now with Kubrows being with U14.0.7, it is a nice addition to Warframe (another option besides Sentinels, even it is a bit expensive), but it can be improved to make it more palatable and less frustrating to players. My suggestion for improvements is this: Kubrow DNA Integrity will decrease over time, from 100% to 0%, then to 0% to -100% (at which it dies [assumed]). Even though this is DE(L)'s way of attempting to make players care for their Kubrows by logging in each day to check up on it, it could be better if it the DNA Integrity would just decrease from 100% to 0% over time, starting from one day after the last login (i.e.: From double to normal health). To compensate, an injury system can be introduced, where if the Kubrow dies during a mission, it will suffer an injury that will deduct a percentage of the base health (e.g.: A Kubrow dies in a mission. Because of this, it will now have a 20% base health penalty to itself [meaning at maximum DNA Integrity, it would be 180%]). The percentage of these injuries will be random, but to the point where it will only make the mean of the percentage have a small standard deviation. These injuries can stack, meaning a Kubrow can die if the stacked injuries deducts ≥100% of base health. These injuries will heal over time (say between 3-4 days?), but using DNA Stabilisers (will now heal 25% of DNA Integrity/injuries) will deduct the injury percentages first (i.e. reducing base health penalty first) before boosting the health to the maximum of 100% more health (as though actually treating the injuries on the Kubrow). Using the Stasis chamber when the Kubrow is injured will halve the injury healing time. Also, with Kubrow Loyalty, it can be tweaked so that it will go from 100% to -100% in 4 days after one day after the last login (at Loyalty = 0%, Kubrow deals normal damage). When Loyalty <0%, there is a chance when the player equips the Kubrow to come with him/her in a mission, the Kubrow will not come with the player (dependent on negative Loyalty value), with a 100% of not coming with the player on any mission. Players can now pet the Kubrow to increase its Loyalty by 15% (a slight decrease in value from the current build), but the Market will now have something akin to Kubrow Food (say 85,000 for 5 of them?) that, when fed to the Kubrow, will increase its Loyalty by 20%. Using the Stasis chamber will halt the Kubrow's rate of loyalty decrease. With these two changes, I hope to keep the vision of DE(L) wanting players to take care of their Kubrow, while making it less frustrating for players. EDIT 34 (Moved to new thread as of 2014-07-28 18:48 GMT +08:00): Ballista and Sniper Crewmen Improvements: This has been redirected to this thread. EDIT 35 (Updated as of 2014-07-25 15:44 GMT +08:00): Nervos Re-introduction/tweaking (inspired from the discussion in this thread) Nervos has been removed as of the Closed Beta Test due to being quite a hinderance in team gameplay, as players need to shoot it off of affected team members, and the Nervos can be stuck in a quite inaccessible place, which just pulls down the pace of the game. However, it does have potential to be one of the elements in the game, and my suggestion to bring it back is this: Seekers will now deploy either the normal Latcher or the Nervos at random, at a slightly increased frequency. The Latcher will have a slightly red glow surrounding it when rolling around (will have the normal glow and sound when latched), and when latched onto a player and explodes, it will have a 100% of dealing Blast status effects (but will take a longer time to explode). The player can still roll to shake it off, but the shook off Latcher will deal radial Blast damage (radius = 0.75m) when a(n) player or enemy is near it and the Latcher explodes. The Nervos will have a slightly blow glow surrounding it when rolling around (and be slightly larger than the Latcher, but smaller than the Roller), and will have a deeper blue glow and a small crackling sound when latched. When latched onto the player, the player's speed is cut down by a half. If another Nervos latches on, then the player's speed is cut down by a half again, and so on with this formula: Speed = Initial_speed * (0.5)^n, where n = number of Nervos latched onto a player, with a necessary cap of Speed = 0.125 * Initial_speed (i.e. three Nervos) to prevent players from not moving at all. The player can roll to shake them off, which will then be on the ground and explode after two seconds on the ground, dealing little radial Electrical damage (radius = 0.5m) to any player/enemy standing near it. Of course, to compensate, we will make the all Seekers wield Vipers and fire in full-auto, making them more of a support enemy (thanks to CBAROG for reminding me about Seekers' Krakens). With this re-introduction/tweaking, I hope to make the Seekers a slightly more deadlier support enemy. EDIT 36 (Updated as of 2014-08-05 15:53 GMT +08:00) (inspired from the discussion in this thread): Some small Login Rewards rework: DE(L) has stated that it would check back on the current login rewards and possibly overhaul them to keep it up to line with the updates and such. One of my suggestions to make the login rewards a bit more lucrative and useful is this: Players who play would have seen that there are experience points that can be awarded to him/her when the login rewards stop at the experience point image. However, there are two problems with that: 1. It instantly gives the experience to the relevant equipment that the player equipped before he/she logged off, meaning potential experience gain can be lost if the player forgets to equip non Rank 30 equipment (not to mention that the player might want to save some bit of the experience to level other weapons). 2. The value is a bit too small to provide any measurable progress (Tier 3 experience rewards will show, but just a bit). Thus, to solve these two problems, my first suggestion is to first make these experience rewards as cards, which would allow the player to use on one relevant equipment of his/her choice (these cards can be stockpiled, and will have a button in the Upgrade tab labelled 'Experience modules' for the player to use these cards, next to the Upgrade Orokin Catalyst/Orokin Reactor button). Once a card is used on a piece of equipment, the player must gain fifteen times the experience of the card by running missions in order to use another card again. An example is below: Player has two 2,400 Primary weapon experience cards, and uses one of them in Primary Weapon A. Primary Weapon A gains 2,400 experience, and the player must gain 36,000 experience in order to use another card on Primary Weapon A. When a card is used on the corresponding piece of equipment, the equipment will have a red dot beside its name in the Arsenal screen (the one where the whole loadout can be seen). If the requirement is fulfilled, the red dot will be gone. If the player attempts to use another card before the requirements is fulfilled, an error message will pop up, stating that the player cannot use another card due to not having enough experience earned through normal missions (will also show earned experience remaining to reuse card). The experience cards' values will increase, from 800 to 1,000 at Tier 1 login, from 1,600 to 2,000 at Tier 2 login, and from 2,400 to 4,000 at Tier 3 login. Also, there has been a good suggestion around that the login reward system should reward one hour Affinity, Credits and Resource boosters. This can either replace the current suggestion I have with the experience cards, or be included with it, but in exchange, all weapon blueprints will not be part of the login rewards, and any login reward weapon blueprints that is not on the Market will now be on the market (Gorgon and Glaive, for instance), as well as Warframe blueprints. With these changes, I hope to make the login system be a bit more rewarding. EDIT 37 (2014-08-02 10:23 GMT +08:00): Health regaining improvements: In Warframe, there are a few ways to regain health when needed, such as Rejuvenation, (Medium) Team Health restores and the like, but most, if not all, of these methods are either slow or just available to a small number of Warframes. While there are health orbs to recover health, it starts to fall flat at higher health values. Thus, to make health orbs a bit more useful, the following suggestion is this: Have health orbs drop a slight bit more frequently from lockers (and maybe storage containers). The health orbs will heal 5% of the player's maximum health when picked up, at a minimum of 25 health. That means for any health value > 500, the health orb will start to heal more than just 25 points. With this change, I hope to make health regain a bit more widely available and more effective during missions. A small collection of fixes/changes/additions that can bring a higher quality of life/gameplay (if the idea I wrote down there is yours, then please message me with evidence) (This is meant to function as a portal to the actual threads so more people will recognise it, as I am constantly updating this thread) (Updated as of 2014-06-15 21:56 GMT +08:00): - Add some sort of aerial attack for melee (Casardis's thread). - Better 'Dumb' AI for gameplay variety (https://forums.warframe.com/index.php?/user/177546-notionphil/'>Notionphil's https://forums.warframe.com/index.php?/topic/238581-forget-better-ai-we-need-better-dumb-enemies/'>thread). - Allow Capture targets to be captured onto our upcoming ships (maximum of 2?) so we can interrogate them for a personal alert that rewards a Rare Mod/Void Key. - Allow the use of Vermillion/Lapis Antitoxins to obtain Cierco Crisis Mods (https://forums.warframe.com/index.php?/user/304086-twilight053/'>Twilight053's https://forums.warframe.com/index.php?/topic/238674-so-since-antitoxin-sabotage-serves-little-purpose/'>thread). - Let the Miter have initial Punch Through of 0.85m for a uncharged shot, with a fully charged shot having 5m Punch Through, with higher projectile speed (around 65-75m/s). Make it more versatile (trading low damage and Punch Through for more shots per fired vs. high damage, Punch Through and Projectile Speed for low Fire Rate). -Tweak the Invite system so that players cannot invite other players to a node that the invited player has not unlocked yet, no matter what is on that node (Alerts, Invasions etc.) (e.g.: Player A, who has already unlocked node X, invites Player B, who has not yet unlocked node X, to play on node X. Under this new suggestion, Player A will receive a message: Cannot invite Player B as Player B has not unlocked this node yet.). For Dark Sectors, players must have completed the node connecting to it before they can be invited to that Dark Sector. This change will give more incentive for new players to complete the Star Chart instead of just being taxied to nodes just to obtain rare items. - Change all Cold Damage Mods to a Dash Polarity, just to bring consistency to the polarities of all elemental damage mods. Also, tweak the Cold Damage of Deep Freeze and North Wind to be the same as the Cold Damage of Cryo Rounds and Chilling Grasp (i.e. 15% at Rank 0, +15% per rank until +90% at Max Rank). Increase the Mod Cost for all Cold Damage Mods to 6 (11 at Max Rank). - Tweak the Electric Damage of Shocking Touch to be the same as all the other elemental damage mods (i.e. 15% at Rank 0, +15% per rank until +90% at Max Rank). - Boost the Status Chance of Rifle Aptitude, Sure Shot and Melee Prowess to 22.5% at Rank 0, +2.5% per rank until 35% at Rank 5. Make all of their Mod Cost to 4 (9 at Rank 5), with the same polarity (D polarity). - Boost the Status Chance of Shotgun Savvy to 35%, +5% per rank until 60% at Rank 5. Make this Mod's Mod Cost increase by one to 5 (10 at Rank 5), with the same polarity (D polarity). - Remove Parry as a Mod and instead have the player perform Finishers if the player blocks (with channeling) just as the enemy hits the player with a melee attack (a small time window, for instance ±0.15s, to make the enemy open to a Finisher [i.e. When the enemy performs a melee attack, if the player blocks (with channeling) within 0.15s of the attack connecting to the player, then enemy is staggered and is open for a Finisher). - Make Shockwave MOAs drop Pathogen Rounds instead of Trick Mag, Elite Crewman drop Contagious Spread instead of Infected Clip, and all Butchers drop Fever Strike, with normal Butchers replacing Pressure Point for Fever Strike. With this change, new players will have an easier time obtaining elemental mods through normal gameplay. - Have all Shield Lancers be less accurate while firing the Viper over their shields (as the Shield Lancer is carrying a shield and a machine pistol at the same time, that means his hand will not be as steady, causing some accuracy loss). - The ability to find stashes around the Origin System via killing Eximi to drop a small item of interest, which, when picked up, leads to a small mission chain in order to pinpoint the stash, as well as create some dynamic lore (little bit like a quest) (this change will give a reason for exploring maps, doing Interception Missions and adding some lore) (VegetableBasket's thread) - Tweak the MK1-Braton to be Puncture-based (2.6 Impact, 10.3 Puncture, 4.3 Slash), since the gun is a Corpus-forged knock off, thus the bullet type is altered to be able to properly use the gun (this can be changed along with the re-release of the Snipetron [see EDIT 3]). This will allow new players to survive a little bit better in Mercury and be interested to continue. - Tweak the Lato to be Impact-based (7.2 Impact, 3.0 Puncture, 1.9 Slash), just so the starting player's arsenal will be balanced (MK1-Braton will be Puncture-based, Lato will be Impact-based, Skana will be Slash-based). - Move Ambulas boss fight to Outer Terminus so that it looks like this new and powerful prototype proxy is defending the shattered Outer Terminus Rail against enemies. - Have rewards given when players increase their Mastery Rank (preferably core rewards, for example damage+ mods), with the aim to motivate new players to continue playing and to serve as a small tutorial on the elements of the game (Neah's thread). - A Quest system that has different tiers (bad score, mediocre score etc.) that grant different tiers of rewards (bad score reward, mediocre score reward etc.), with random missions within a quest to make it interesting and fun every time. This system also allows players to repeat the quests if they want to achieve the perfect score. (HurricaneBones's thread). Please take the time to read through these few changes (may continue to expand), and give constructive feedback/suggestions on these, or give new fixes/tweaks. Renegade343 To see my other threads, please go to my profile. Edited September 1, 2014 by Renegade343 Link to comment Share on other sites More sharing options...
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 account
Already have an account? Sign in here.Sign In Now