Zerrien Posted October 14, 2014 Share Posted October 14, 2014 I started playing around Update 11. I remember Valkyrie coming out, and being impressed that the game could have such fun combat, while being updated with new stuff constantly. Warframe is an enjoyable horde-slaughtering first person shooter. But, given it's been 3 'major' updates, with a fourth right around the corner... It's amazing that the game's core mechanisms have been ignored. Still. Every update expands on the game's structure, while piling more on top of the base of the game. Mods? Abilities? Sentinels? Those were the structure of the game, when I was first around... Now, it's Player Ships, Kubrow and the upcoming Archwingii. Kubrow are a Sentinel expansion pack. A great idea, really. But, what about the original batch? Carrier still reigns supreme, with it's Vacuum ability. The others are left to stagnate outside of each individual niche group that claims their Sentinel is the best. Player Ships are the continuation of Dojos, and a precursor to a living, walkable world. Space Stations? Hubs? No complaints. And, Archwings... The future! One update away. A whole new way to fight in Warframe! Different Archwings, different missions! New enemies! More mods, more abilities! But, how long will the luster last? How long before Archwings are the next Kubrow? Weapons Warframe is continually releasing content in an attempt to spike player numbers. Over, and over, and over. Every week or so, we're given a new cosmetic. Sometimes, a new weapon. A new weapon, that, isn't defining in anyway. A new burst rifle, with a delicious model. But... Where is the depth? The Hind is a burst fire weapon that fires 5 times. The Sybaris is a two-round burst rifle. The Burston is a 3-round burst rifle. What does the Tiberon bring to the table that the others don't? A new model. Some tweaked stats, (accuracy, low status, wow!) But, does it really need to exist? What builds does it open up? Mods More content is ALWAYS good, but, there are varying levels of return on the content. How do you build a Hind? Serration. Elemental Damage Mods. Fire Rate, Punch-Through, Multi-Shot. How do you build a Tiberon? Serration. Elemental Damage Mods. Fire Rate, Punch-Through, Multi-Shot. That isn't depth. That isn't interesting. It doesn't take advantage of the Hind's rapid 5 bullets. It doesn't take advantage of the Tiberon's extremely high accuracy. It's... one-dimensional. While the goal is usually the same in all games, 'maximize damage,' the current state of mods is absolutely stagnant. Sure, some status weapons benefit from some status mods. And there are other choice examples of interesting weapons that were released recently... But, new weapon content like that falls flat. No one asked themselves, or the forums, or their clan: "What can I do with this weapon?" Because the answer is the same as always. Warframes / Abilities Now, the problem isn't just with the mods, but, it's an easy place to press. There are currently 20 Warframes. Each with 4 ability mods. ... That's it. They still haven't expanded on the individual Warframe's powers. There are some ideas as to why, (why give Loki Mirage's skills, if they can just make a whole new Warframe, with a whole new Warframe slot, and Warframe to sell, with skins!) But, I'd rather just give DE the benefit of the doubt and suggest that it's hard work to think of new abilities. Now, some Warframes are hard to create abilities for. What does Rhino -need-? He has a DPS buff, a stun, a dash, and extra survivability. For balance reasons, it's completely understandable to say that Rhino is in a good place. But, what about Ash? A flourishy assassin-type, and no one's thought of a new move for him? Or Excalibur? The star-child of Warframe fame, and there hasn't been one alternative to Slash Dash or Super Jump? Power Customization There was a time where players were able to further customize their individual Warframes. Currently, they reside in the hands of rich players. While their implementation wasn't... ideal. (Items on a timed-release schedule that improved the specific Warframes, or... Purchasable with real life currency.) They did provide further customization for players to use. The only methods for specializing a Warframe, are, still, the mod cards, (which are lacking.) I can understand wanting to sweep this one under the rug, and making all Warframes carbon copies of each other... But, there is still the unsightly blight that SOME Arcane helmets still exist, leaving the potential for the future of stat-wise customization in a weird quantum limbo. Solution A lot of people simply refuse any complaints unless there is a solution given for these problems. Unfortunately, no matter what I suggest, it'll be met with discontent as it will require work. It call comes down to... Update existing content. We've asked for it before, U13, U14, U15... Will U16 finally show some of the older content getting some love? Mods need to be redone, entirely. There have been plenty of potential Mod insertion points. (Events. Events. Events.) Yet, they're simply raw-damage boosting mods. Seriously? I understand Events are limited time, and creating quality exclusive mods isn't 'fair,' but, at least show some more creativity than... +120%... slash damage. Warframe abilities. Give players the stock 4 by default, upon being built, and slowly insert various new ability mods into the drop tables. Super Slide for Excalibur? Passive Poison-Resistance Aura for Trinity? It's tough work, implementing new abilities, but, if 1-2 were added, per month? I guarantee players will be much more enthused about ACTUAL gameplay content, over rehashed burst rifle, or armor-set #25. Weapons... I think they have the potential to be fixed simply with a mod-rework. Providing players with an interesting set of mods will allow them to play to their favorite weapon's strengths, instead of copy pasting the generic MASSIVE DPS build. Power customization is tough... But why do Arcane Helmet exist? Is that really 'acceptable' to the developers? Link to comment Share on other sites More sharing options...
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