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Next Big Update Should Center Around Gameplay And Fixing Old Stuff.


omegaskorpion
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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.

 

masseffect3skills.jpg

 

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

 

1376400-metal_gear_solid_2_3.jpg

 

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)

 

 

Starmap.png

 

(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

 

200px-ButcherDE.png

 

 

More armored lancers in medium difficulty

 

 

200px-LancerDE.png

 

 

 

Troopers in higher difficulties

 

212px-CBtroopers.png

 

 

 

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 by omegaskorpion
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Agree.

 

My contribution from another topic:

 

"IMHO this game should strive to be more like Killing Floor.

 

In KF we have like 50 weapons, 7 classes and little variety in enemies.

 

But they all have meaning, they all have their place and work toghether to make the game good.

 

They have weigth. You have to consider smartly taking into acount environment, enemy priority, team composition and weapons used.

It also forces you to position yourself, very few games do that and it's an invigorating challenge. In harder modes, if your position is a bit off in the map you're in big trouble and need to think fast before you get surrounded.

 

Some of the most thrilling moments I had in games  was escaping barely alive using my resources and thinking fast, switching to proper weapons for the right enemy, choosing the better route to flee, while having good aim to hit weakspots and kill as fast as I coul to avoid beign surrounded.

 

This is what gives us the accomplishment feeling that many seek in games."

"Here are some comparisons:

 

Warframe - 95% of enemies just shoot at you with different weapons, some with God's accuracy to give us the false sense of challenge.

 

Some Killing Floor enemies:

 

Clot: Slow weak moving zombie, dies in a few hits BUT if you don't kill them at a decent pace they grab you and don't let you walk, so stronger monsters cut you in half.

 

That's their objective, to stop you from moving and distract you.

 

Crawler: Fast spidery creature, it can catch up to you and if you are hit their venom blurs your screen for a few seconds.

 

Objective: Make the player panic.

 

Siren: Screams dealing AOE damage to your group's Health, the closer ou are the higher the damage.

 

Objective: Chaos, her scream bypasses armor and damages health directly, forcing your squad to split if caught unprepared.

ps: I've seen sirens anihilating squads that weren't paying attention to their surroundings.

 

Flesh Pound: Tall, tough and angry, with pointy iron cuffs that spin to shred your flesh.

 

Objective: Kill one player, and he's very effective at it. When taking damage within short intervals he enter rage mode, speeding and killing any zombie in its way to kill who was shooting him. Also you need at least two heavy gunned player to put him down or, if the sniper on your squad is good he can put him down by himself, with the proper weapon.

 

And that's what enemies in warframe need, OBJECTIVE."

Edited by Gordyne
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Agree.

 

My contribution from another topic:

 

"IMHO this game should strive to be more like Killing Floor.

 

In KF we have like 50 weapons, 7 classes and little variety in enemies.

 

But they all have meaning, they all have their place and work toghether to make the game good.

 

They have weigth. You have to consider smartly taking into acount environment, enemy priority, team composition and weapons used.

It also forces you to position yourself, very few games do that and it's an invigorating challenge. In harder modes, if your position is a bit off in the map you're in big trouble and need to think fast before you get surrounded.

 

Some of the most thrilling moments I had in games  was escaping barely alive using my resources and thinking fast, switching to proper weapons for the right enemy, choosing the better route to flee, while having good aim to hit weakspots and kill as fast as I coul to avoid beign surrounded.

 

This is what gives us the accomplishment feeling that many seek in games."

"Here are some comparisons:

 

Warframe - 95% of enemies just shoot at you with different weapons, some with God's accuracy to give us the false sense of challenge.

 

Some Killing Floor enemies:

 

Clot: Slow weak moving zombie, dies in a few hits BUT if you don't kill them at a decent pace they grab you and don't let you walk, so stronger monsters cut you in half.

 

That's their objective, to stop you from moving and distract you.

 

Crawler: Fast spidery creature, it can catch up to you and if you are hit their venom blurs your screen for a few seconds.

 

Objective: Make the player panic.

 

Siren: Screams dealing AOE damage to your group's Health, the closer ou are the higher the damage.

 

Objective: Chaos, her scream bypasses armor and damages health directly, forcing your squad to split if caught unprepared.

ps: I've seen sirens anihilating squads that weren't paying attention to their surroundings.

 

Flesh Pound: Tall, tough and angry, with pointy iron cuffs that spin to shred your flesh.

 

Objective: Kill one player, and he's very effective at it. When taking damage within short intervals he enter rage mode, speeding and killing any zombie in its way to kill who was shooting him. Also you need at least two heavy gunned player to put him down or, if the sniper on your squad is good he can put him down by himself, with the proper weapon.

 

And that's what enemies in warframe need, OBJECTIVE."

 

 

That is right, enemys need to be fully flessed out. how ever, so does our frames and weapons, since that is also part of the balance disorientation.

 

In killing floor even weakest weapons have purposes, in warframe they are just trown away.

 

enemys are basicly just bullet sponces or weaklings and that has to be fixed in warframe.

 

(i should wrote about bosses)

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I'm pretty sure most of these changes could be done separately from the new content cycle.

Why they haven't been done yet is another question.

 

Its big mystery, DE focuses too much on bringing new content that they forget what hast been fixed, even if their studio does do fixing and new content same time, the old content fixing has been lacking.

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Its big mystery, DE focuses too much on bringing new content that they forget what hast been fixed, even if their studio does do fixing and new content same time, the old content fixing has been lacking.

Agreed, there does seem to be a lack of overall focus sometimes.

That has nothing to do with new content though, which I think is something a lot of people forget. What the actual reason for that lack of focus is, I have no idea.

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Agreed, there does seem to be a lack of overall focus sometimes.

That has nothing to do with new content though, which I think is something a lot of people forget. What the actual reason for that lack of focus is, I have no idea.

 

the biggest problem is that if DE won't start fixing old content and build new content over the old, the content tower will crush on its head and make many things either too old or unplayable

Edited by omegaskorpion
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You are telling a large portion of a FTP game development team to sit on their well trained behinds and do mostly nothing just so it seems like more fixes are happening than content.

 

Please tell me that you don't think that's reasonable.

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enemys either are pinjatas or walking tanks

 

Pinjatas.. Lmfao at this point, though you're completely right

 

 

steath is non existant

 

+111 Stealth 2.0 or Rescue 2.0 didn't change anything. Now it's just be lucky or run. There should really be a better.. well there should be a stealth mechanic at all.

 

Parcour is clunky and gimicy.

 

Completely sharing your opinion here too. Its not even real parkour

 

U16 as a gigantic Warframe Aid Kit would be nice

 

Cheers ~NovaCry

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You are telling a large portion of a FTP game development team to sit on their well trained behinds and do mostly nothing just so it seems like more fixes are happening than content.

 

Please tell me that you don't think that's reasonable.

 

dont get me wrong, DE is one of the most hard working game companys i have ever seen.

 

How ever they have ingnored base game guite long and have andded so much new stuff that they are drowning in it.

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You are telling a large portion of a FTP game development team to sit on their well trained behinds and do mostly nothing just so it seems like more fixes are happening than content.

 

Please tell me that you don't think that's reasonable.

 

This is a fallacious argument and people need to stop using it.

 

Fixing old content requires the exact same set of skills, and the exact same developers as creating new content. This is a prioritization issue, not a personnel issue.

 

Do you honestly think that once new content is created, it somehow changes to a different programming toolset and is now maintained by historian fixer programmers? No. The same dev that just made archwings animations can also go back and fix parkour, stealth and weapon balance. Fixes of old content require artists, programmers, writers etc, just like new content creation does.

 

Please stop using that incorrect argument.

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Pinjatas.. Lmfao at this point, though you're completely right

 

 

 

+111 Stealth 2.0 or Rescue 2.0 didn't change anything. Now it's just be lucky or run. There should really be a better.. well there should be a stealth mechanic at all.

 

 

Completely sharing your opinion here too. Its not even real parkour

 

U16 as a gigantic Warframe Aid Kit would be nice

 

Cheers ~NovaCry

 

 

 

Thanks, i just hope that DE would make the U16 the health kit to warframe

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If a majority of the community backed DE and told them we could let one major update pass with little new content but rather major fixes and improvements, we could see an entirely improved game. The problem is, a good 75% of the community wouldn't back this because a good lot of them rely on new content in updates. Its sad but true.

The only way we can persuade DE to begin an update to fix nearly everything in the game is for the community to want this, because believe it or not, we have huge influence on the game as testers.(yes the game is still beta)

But I never see this happening. Its disappointing to say because I want fixes and change, but it will be a long while before that occurs. So in better words, Soon.

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If a majority of the community backed DE and told them we could let one major update pass with little new content but rather major fixes and improvements, we could see an entirely improved game. The problem is, a good 75% of the community wouldn't back this because a good lot of them rely on new content in updates. Its sad but true.

The only way we can persuade DE to begin an update to fix nearly everything in the game is for the community to want this, because believe it or not, we have huge influence on the game as testers.(yes the game is still beta)

But I never see this happening. Its disappointing to say because I want fixes and change, but it will be a long while before that occurs. So in better words, Soon.

 

1 can only hope, i just hope we get major fixes and improvements before its too late, since if they add too much content they have even less time to fix old stuff since they have to bugfix every new update and pach (bugfix for bugfix)

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This is a fallacious argument and people need to stop using it.

 

Fixing old content requires the exact same set of skills, and the exact same developers as creating new content. This is a prioritization issue, not a personnel issue.

 

Do you honestly think that once new content is created, it somehow changes to a different programming toolset and is now maintained by historian fixer programmers? No. The same dev that just made archwings animations can also go back and fix parkour, stealth and weapon balance. Fixes of old content require artists, programmers, writers etc, just like new content creation does.

 

Please stop using that incorrect argument.

 

Indeed, same delopers work with both fixing and new content, how ever the fixing part seems to be lacking in major scale.

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Well, let's start some sort of online petition and send it to DE. I have to agree with the main idea of this thread completely, and I will be quite annoyed if I never see anything done about this. I'm not sure where one goes to start a petition of this sort though, so someone more internet savvy than myself will probably have to start it.

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Case and point we don't need minor fixes anymore, we need an update with massive fixes. We have Archwing, which is enough to get us buy for one big update if you only add a few new bits of content to explore DE. Loyal Tenno can survive one update of little content of it means the better side of Warframe.

I'll be willing to start a petition to show the many who support them in taking a step back and fixing what we have so far. They are ambitious devs with a big heart, but these bugs add up and at this point you start to see a sloppy game. Our recent big updates have been riddled with bugs and issue, so by god let's change that in U16. Make U16 the Update that Improved and Fixed Warframe.

Take the time, evaluate assests. Nip every bug that has been documented by players, then check quality of life and dare I say even the business model of the game, not that that really needs tweaking (except for the 50plat Animations, seriously remove that, that is just a Paywall in its own regard)

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You can't have a balance pass, story line and endgame and new developments working altogether in the same time as DE is a small team.

 

But I can let the latter 3 go on the back burner while they try to fix stuff.

In the mean time, the art team can actually re-visit old gear and actually polish up some of the stuff.

 

Like the re-work Torid and Gram.

For example, we can re-skin the Lanka and re-introduce back the Snipetron with minimal hand waving. That is content re-introduced without major efforts.

Edited by fatpig84
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You can't have a balance pass, story line and endgame and new developments working altogether in the same type as DE is a small team.

 

But I can let the latter 3 go on the back burner while they try to fix stuff.

In the mean time, the art team can actually re-visit old gear and actually polish up some of the stuff.

 

Like the re-work Torid and Gram.

For example, we can re-skin the Lanka and re-introduce back the Snipetron with minimal hand waving. That is content re-introduced without major efforts.

My point exactly. When they add all this new content in, you get minimal fixes and balances for the general amount of the game. We need so much more fixed

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My point exactly. When they add all this new content in, you get minimal fixes and balances for the general amount of the game. We need so much more fixed

 

i dunno- i think you vets are just salty.

 

As a "new" player (200 hrs), a lot of the issues the vets complain about aren't really that apparent. Nothing ive encountered seemed so broken or unbalanced that i couldnt enjoy it. The one thing that IS apparent after a few hours- is that the game is very repetitive. I enjoy it immensely, but its obviously a grind of repetitive content.

 

DE is addressing that most obvious issue with WF -variety of content. i dont see anything wrong with that. AW is awesome. Syndicates are awesome. Its what WF needs the MOST right now.

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i dunno- i think you vets are just salty.

 

As a "new" player (200 hrs), a lot of the issues the vets complain about aren't really that apparent. Nothing ive encountered seemed so broken or unbalanced that i couldnt enjoy it. The one thing that IS apparent after a few hours- is that the game is very repetitive. I enjoy it immensely, but its obviously a grind of repetitive content.

 

DE is addressing that most obvious issue with WF -variety of content. i dont see anything wrong with that. AW is awesome. Syndicates are awesome. Its what WF needs the MOST right now.

 

The majority of vets know that any game that involves some form of farming will always be a grind.

You can have random map generators all the time but a set pattern will always appear.

 

Warframe is in essence a third person shooter dungeon crawler hack and slash that is similar to the games like the Elder Scrolls. 

Just with less RPG factors but more on looking sleek.

 

But a grind will still be a grind.

The core issue is to make the grind enjoyable. 

That is how dungeon crawlers or loot fest games make it tick.

But DE has not really gotten this down to pat, yet.

 

 

 

And while there isn't anything that is so game breaking broken, the vets know there are issues that need to be addressed.

 

Like frame balance (Frost, Ember nekros etc)

Weapon balance. Yes we chosen a progressive system, but the progress system is borked at the moment, like rank 2s running around with Boltor primes. Or Supra a rank 7 gun being average, if you are a very forgiving player like me of course.

 

Old memory leaks (getting better !)

The strict NAT that occurs still on and off. 

 

Semi autos sucking absolutely balls with anyone with less than 120 fps.

For example your brakk will have awesome 80k dps on paper.

But in reality if u chug at 60 frames, you will be lucky to get even half the DPS.

At 40 you are doing 1/3 the DPS.

But luckily for the Brakk, it does so much front loaded damage that you can ignore those flaws.

 

Other semis like Vastos, Magnus, Bolto, Acrid etc ?

Not so lucky dude.

 

Just to name a few.

Edited by fatpig84
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