omegaskorpion Posted October 27, 2014 Share Posted October 27, 2014 (edited) I love how much this game has evolved around the year, we get new stuff faster than many games. How ever our dear Developers have not fixed main issues of the game. The gameplay. Gameplay does not leave impact and goes repetitive after a while weapons are not balanced and mods are just for power. enemies either are pinjatas or walking tanks stealth is non existing. Maps, even with random generation feel all the same. There is no matchmaking Parkour is clunky and gimmicky. Melee is better than it was before but it does not feel much different. weapon sounds feel muffed or &!$$ shooters (magnus) Enemy types are scattered and have no progression weapon progression is from @$$ Also we are starting to get grinding problems. Rare resources are hard to get even from long survivals and boss runs. most of the common resources (alloy, spores, ferrite, etc) are hardly ever used in building. Syndicates ask extremely rare resources (potatos) DE has made good things to the game but gameplay is lacking which makes farming feel like worst job ever. (in game) Games like Killing floor have balance, gameplay, sound, enemies and systems that are very simple, but very fun. So in my opinion next big update (or smaller ones) should FOCUS on the base game, the game that many players started from the very beginning and are still following it today. I have suggestion for making gameplay more FUN. Reward in games, the gameplay should be the reward, not what we achieve, so games you don't achieve anything and you still play it because its fun. (extra credits can explain better: ) Right now players are grinding to get better gear or resources to make the guns, frames and new stuff that comes with updates. How ever that grinding gets very boring after a while and is no fun. gameplay is the thing we need to look first to fix most of the problems. Missions How About the missions? like Nightmare mod? Nobody plays it for fun, only for the mods. After people get the mods its forgotten. Place like Void Should not be a grind fest. Challenging void should replace that. Dark sectors: Since balance between weapons and abilities suck its not fun to play conflict and is not even completely developed mod either. And playing non-conflict Dark sectors missions are just normal missions with better reward (not much better, rare items are more rarer than ever) This post is long, so here is rest: Matchmaking is needed, just that player can find others easier. Game needs difficulty slider in all missions. Possible real bullet mechanic, so enemies can be accurate but wont hit instantly. (rest about this is in weapons) All title sets need more places to explore, right now i think we have seen same places 15612 times. Certain amount of places (like 25-40) can fix this. Weapons Weapons in warframe are unique but lose their usability against higher level enemies. This would not be problem if mods would scale better or weapons would upgrade during their level up. but since weapons are left at their normal stats they lose their viability. In games like bordellands this does not matter since they use same weapon models. In warframe that hurts the player since he has to get better gun to survive in higher levels. Some times potato helps weapon but those aren't reliable resource. i had my idea to make weapons good but still keep the game progression: https://forums.warframe.com/index.php?/topic/316990-possibility-to-make-all-weapons-viable-over-time/ also weapons seem to suffer from identity crisis, what are they? snipers have no differences to rifles in core, only in stats. Shotguns just have more bullets/pellets shot out. to fix this, weapons should have their own special abilities weapons should have abilities like: sniper: shots have inner punchure and they penetrate targets and enemies, they also deal more damage to enemy weak points. Shotguns: When most of the pellets hit, enemy will fly back and in most cases get stunned. Weapon abilities, gore, bullet speed and hit detection In my opinion all weapons ammo should have projectile speed instead of hitscan. Projectile speed can be extremely fast, mimicing real life bullets, but only time you really need to lean your shots with bullet weapons is long range (and medium in some cases), weapons like snipers have even faster bullets speed. Enemies also should have hit direction, when enemy gets hit in the head, he should feel it and maybe stun him for second. When you shoot enemies to their bodies, their body also moves when they are hit. When you shoot with weapon like sniper, enemy will stun for sec and have animation where he has been affected by impact. weapons like shotguns blast pushes enemies away and stuns them. Enemies body parts also could have hp, when you shoot enough many times to enemy arm, he will be disarmed for a moment, if you shoot his leg he will drag it along him. If you shoot enemy head and its killing blow, his head will blow of (with powerful weapons) If you shoot enemy leg/arm with shotgun, his arm/leg will blow of. making them weaker. weapon damage types also matter in gore: impact: all weapons that have impact will send enemies for little fly, the more impact damage, the more he will fly. his arms and other body parts can also break from the impact. punchure: Punchure will penetrate the enemy and leave holes to his body, penetrated ammo can hit other enemies. Slash: slash ammo will cut enemies in half and even more effectively cut their body parts when you shoot them. Explosives: when enemy is hit by explosive weapon he will explode to million peaces. Weapon sound Weapon sound is important and right now many weapons sounds don't either fit them, or they sound muffled. Vulcar has great sound, but it also sounds muffled, making it blend to the background, which is bad. Magnus has terrible sound, instead of highpower revolver, it sounds like cornflakes. Lex has great sound too, but it sounds muffled too. Ballistica has great sound. Melee weapons Melee 2.0 was good, but lacking. Instead of 1 button presses we should get 2 button combos (heavy and light attacks and combos between) Normal melee attacks by using normal melee button and heavy melee attacks when pressing reload. Charged attacks also could be used when keeping heavy attack pushed down. Melee hits also should stun enemies in places where they hit them, when you hit leg, their leg hurts and so on. SOME melee sounds need updating, since some of the very old melee 1.0(-0,1?) sounds are pretty good. (like skana sounds) MELEE could also use same kind of damage gore like weapons: Impact: crushes enemies body parts Punchure penetrates enemies and leaves holes to their bodies Slash can cut their body parts, (even when they are alive) Good melee system also requires better melee enemies (but we get to that later) Mods Mods give fall sense of customization and their purpose is to make weapons stronger. Mods should act like modifications in most games, giving more zoom, clip size, fire rate, silence, more abilities. To balance current mods they either have to be: Corrupted: almost every mod would have balancing down sides. but exceptions being zoom and silence mods. Less power: mods would have less power and more customization options. mods how ever are hard to balance as it is since players love their fully upgraded damage mods. how ever these damage mods also create infinite scaling enemies that break balance. Warframe Abilities Abilities aren't in my opinion enough customizable, right now we mostly want them to either deal more damage or last longer. it would be cool if we could get ME styled upgrade system. Its aples to oranges. either your skill cost less or has more range, it either does more damage or spreads to more enemies. Like having option to have Volts Shock to deal damage to 8 enemies or having it deal more damage OR Oberons Rekoning either deal 1000 more damage or that every enemy that is affected by rekoning spawns health orb. this kind of systems can suit many play styles. how ever some of the player don't like that abilities are so spammable, which sure creates some balance issues. We either should have cooldowns on abilities, or cool downs and energy in abilities. Parkcour To make parkour more interesting, we should be able to climb some walls and objects, we should also be able to hang on edges Also more better object direction would be nice, since it would help grapling on edges when falling. wall run should be non directional, meaning that you can run to any direction you want. Rolling and Dodging should give us more defensive moves. while bombard shoot at us, we should be able to dodge the missile. When enemies melee units try to hit us we could roll to dodge their attacks without getting damage on us. when we roll away from the explosive we take less damage. UI The current new UI is good looking but confusing. The planet selection is even more pain. i suggest that when we go to the map selection, we get the old styled solar system map. (but with better sizes) (also i am sure people want to hear this music again while in solar map: because that ambiance was good) Enemys Warframe has lots of enemies but they are all just slapped in our face, making enemy progression seem minimal. This could be fixed by using different enemies in different levels. (this is just example) Lancers in low difficulty missions More armored lancers in medium difficulty Troopers in higher difficulties AS we proceed in game, the enemies get also better gear and armor. Melee enemies still should be more challenging in all levels. Melee enemies should be the counter to our powerful melee and they should be able to: block our attacks and bullets Do deadly melee combos and possible combos that we cant block, but we can dodge with roll. Run fast and be less weaker for bullets overall. Good melee enemies make good melee challengers. Enemies base health and stats should only be multiplied with 2x in level 48 and up. level 1: 100 heath level 48: 200 health (since the levels didn't make any sense begin with) Enemy AI Enemies should react differently. Ballistas should be snipers that are far as possible but still see us and shoot us from cover. Shield lancers should provide cover for their allies and even form turtle formations if there is enough of them. Melee enemies should try to get behind us and flank us. Enemy lancers should try to do different tactics: flanking, shooting from the distance, full assault. Shotgun and flame troopers should try to get close as possible to shoot us. (their shotguns could give knock back on hit) Bosses Bosses should not be invulnerable, neither weak, this could be fixed by removing all mod damage done to bosses, making them balanced for all weapons. Also bosses like Sargas Ruk could take damage from every shot, but critical damage can be only scored on his weakpoints. (he could also use shields) Kril should also have backpack weakness, but other vise he would not be invulnerable. (he also should be hard melee boss) Elementals and passive abilitys Enemies based on some elemental should be immune to that damage. But this same goes to our frames. (frost is immune to ice, ember is immune to fire) Some elementals like magnetic don't effect on enemies, same time electricity does not affect on us. Enemies that are affected by magnetic should lose their abilities. Tenno hit by electric proc should be stunned. Dificulty Difficulty could be balanced by weapon and mod balance. but also (and if not balanced) with difficulty slider. having options like beginer easy normal hard prime players can choose what difficulty their want in mission, higher difficulty increases drop rates. Stealth Stealth could use "wall hunging" (normally you press button to take cover) but without button press, when player goes close to wall without running, the frame will automatically take cover, making him smaller target. When enemies see player, they wont see the rest of the players and they will only target the one they saw. Abilities like decoy and mind control wont alert enemies. (decoy will only harass them) Stealth kills are 1 hit kills with melee. Infested maps aren't stealthily since all that infested mass would feel you and send others to attack you (hiveminds) Enemies cant see players in extremely dark areas. the brighter the light, the easier the enemy is to see you if player isn't behind cover. Enemies react to gun shots, but don't know where they came from, if they saw where it came from, they try to search the shooting area, if they don't find anything, they leave. Rewards from exploring It would be good if exploration was rewarded just like in gate crash event. Lockers and crates should have change to drop mods. The more hidden place you go, the better the reward. Power combos when 2 frames cast ability on enemy, it should create elemental combination or damage boost. (if you have played ME3 you know what im talking about) Scanner Scanner should not have credit cost, since it has no uses other than taking scans from enemies and wallhacking ("hacking") normal enemies should only have 5 scan requirement, and scanning enemies should give some sort of reward. Also it would be cool if scanner could work as camera in some ways, making stealth mission around taking pics from grineer arsenal or something. Personally i think that balance is 1 of the weakest points of warframe since challenge is lacking and killing is too easy. That is personally in my opinion the thing that DE needs to fix soon as possible. (Launcher bugs should also be addressed since they stop some players from playing the game) (a wall of text, if you survived from reading, you have earned biscuit) Edited November 24, 2014 by omegaskorpion Link to comment Share on other sites More sharing options...
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