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May 1St: Community Hot Topics!


[DE]Drew
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Community Hot Topics  

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The one thing i wanted addressed in the hot topics didn't come up. Why is the event not a part of this? Its been THE major hot topic over the past couple of weeks with a lot of people stating their opinion, whether good or bad. This would have been the best opportunity to get some proper feedback from the community about what they did and didn't like about it. 

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Archwing improvements

 

-Pitch and roll controls: maybe this wouldn't be for everybody, but for me and many of those that I play with, we come from aviation backgrounds and would love more traditional pitch and roll: it would be more immersive and for us, more intuitive.  I think it would be best to add the option so everybody is not forced into it, but I think it would be really nice.

 

-Improved mini-map.  There needs to be better directional indication on the HUD- it's not always clear where the next point is in 3-D space.  The mini map may actually be fine, but a directional indicator on the HUD to the next objective would be a big improvement in navigation.

 

-Improved Archwing integration into mission.  Yes, absolutely.   Landing on a Grineer Asteroid or on a Corpus ship and going inside to hunt down enemies or search for items would be awesome.  What about exterminate missions where you had to fly to the ship and engage the enemyship fighters and defenses before breaching the ship and wiping out the occupants?  This would not only be cool, but it would make sense that you may have to fight your way in.  This could apply to many mission types to include sabotage, deception and rescues.

 

-Archwing assassinations:  Yes please. 

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im ok with anything from the votings, except archwing,

 

you really need to implement that transition archwing/normal mission, DE. the "cant extract with liset, extract with archwing" escenario is a good example

 

also, make kubrow avatars!( / o_o) /

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Nauseating Archwing cameras please. I need the IMMERSION.

 

And the ability to shoot things above and below me.

 

this, set a key to reset vetical orientation at will, and the rest of the time give us the option to turn 360 degrees freely

 

edit: please

Edited by rockscl
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1. Boss Reworks.

 

Whilst the bosses could be more dynamic, the trend towards giving them invincibility stages is exceedingly frustrating. I'd prefer a shift away from that.

 

2. Primed Mods.

 

The idea in itself isn't bad, but the last few rounds have been a bit underwhelming. I missed the first few rounds and have been waiting ever since for Primed Ravage to make a return, only for Primed Fast Hands, Primed Slip  Mag, and Primed Pistol Ammo Mutation to make their appearances first. I'd like Primed mods that were a bit more effective- those are mods that hardly ever see use due to how little of an effect they have as opposed to mods that simply increase damage dealt or improve status chance.

 

3. Archwing.

 

Archwing mode has a lot of promise. However, a lack of places to gain experience means it's very slow going, and it's a difficult process to acquire the mods that are required to access higher-level missions. Of course, higher-level missions are then extremely difficult to play since few others are active in them and the enemies are so powerful, even if we're carrying multi-forma weapons on a fully-maxed Archwing. The lack of variety doesn't help much either.

 

4. Avatars.

 

Discounted packs would probably be good for players who are interested. I just use a default avatar, though.

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I'm happy and sad at the same time

Glad to see bosses and archwing in hot topics but why did it take so long

If the devs wanted to I'm sure they could find all the info they need to improve archwing and bosses from already existing threads

I'll recap some ideas just incase they happen to see this

PLAYER TRIGGERED VULNERABILITY

luring bosses into attacks that reveal weak spots I.e. cracks in their armor

Using agro to lure bosses into the path of danger such as explosive barrels moved by cranes

Bosses located in arenas with dangerous mechanisms and technology that require spatial awareness and orokitty like reflexes to dodge and evade and I don't mean copter or roll

MINIBOSSES

eximus on rbht

Bigger tougher eximus with squads of lesser eximi that stay close to absorb bullets

Perhaps unique weapons or frame mimicry

ARCHWING

We need to be able to transition at will into archwing .. within reason

We need aw escort and capture

We need aw racing through the canyons on phobos and eris

And through the canopy of overgrown plant life on earth

And through the asteroid belts and rings of Saturn

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Boss Creep/Evolution

 

The thing that really adds some dissonance to the game experience is that the 'timeline' that a player goes through isn't rational, They way I see it, you should "defeat" a boss, not kill it. Similar to how Hek escapes from the battle in his assassination mission, I think all the non-mechanical bosses should just make an elaborate escape instead of dying. This is more rational when you consider that people return (quite often) to take on bosses again.

 

An interesting side effect of this could be that as you progress through the star chart, you go back to previously defeated bosses as they make their return to operations. The battle could be more difficult, have alternate phases or arenas, and perhaps add new/different rewards than the first encounter.

 

If this sort of system were used the lore would be less nebulous for new players, where you take on a boss and assume he is dead, but then he appears as an adversary in new events or missions. Linearity could be added, or remain where it makes sense ( in the case of Vor, or Alad V )

 

New Avatars

 

Perhaps add avatars for each of the factions, either for standing or each faction has a pack. you could have the leader, the followers, and the adjutant who accepts tokens. pricing for each faction (in the case of platinum pricing) could be 60 plat for a pack of three for a faction or 120,000 standing each, if standing is used to buy.

 

Examples:

LmY3mwD.jpg8OJAwOs.jpg

mPpXQwn.jpgukXAzft.jpg5pVfq85.jpg

0hAbkG8.jpgHuFA5Tu.jpggVXor6R.jpg

ceA288m.jpgpLefF26.jpgVmv7Uz6.jpg

GXnqBuH.jpge4a5beB.jpg2w7We2w.jpg

 

and for the player killers among us

zvCgK7U.jpg

Edited by Kalimando
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Boss Reworks:

 

Personally, the recent boss rewords were cool until you look at the scaling side (New players sometimes don't get to see the boss itself because of other veteran players killing it too 'quickly').

 

Instead of just reworking the bosses and updating their models or whatever, how about focusing on the scaling too? Something that maybe adds a challenge to both new players AND veteran players, instead of just shooting it with a Boltor Prime and kill it under mere seconds (The current "Conclave" scaling is broken and should be reworked).

 

I understand that a 6 Forma'd weapon should kill quickly, but aren't bosses supposed to be a challenge and deliver the "Oomph" feeling to the audience? That's why scaling should come in.

 

Here's something that I have been thinking off that would add a new fresh air to the battle, instead of just increasing the boss' HP and damage, how about adding new special attacks too? This should apply to every single enemy as well, for example let's talk about the Grineer Elite Lancer, from LVL 0-15 he normally uses his Hind, then from LVL 15-30 he starts to use his grenades, then from LVL 30-45 his A.I. becomes much smarter and now coordinates with other nearby allies to form a squad to ambush the players, from LVL 45-65 if he is low on health, he will start sprinting towards the player and self detonate himself with his own grenade dealing insane amounts of damage to the players, and so on...

 

 

The possibilities are endless, doing this would not make me only happy, but would make me actually coordinate with my team to encounter the deadly attacks of the enemies and possibly solve this "Scaling problem".

 

Primed Mods:

 

I have seen worse actions than this, DE. But adding a whole new "Grinding" level for a new pack of mods (Like we didn't have enough...) is just frustrating, many players abandoned the game because of the grind, and you are adding more to the grind.

 

Instead of focusing on the grind, how about you focus on other WAY important stuff? (Endgame?)

 

The current system of leveling up mods is broken (You need over 500 R5 cores to level up a rank 10 mod. Over 500 R5 cores).

 

Either rework the system to be less grindy, or make R5 cores drop more often.

 

Archwing:

 

No opinion on this topic.

 

Avatars:

 

Didn't really care about them, but the way that you must use a limited amount of avatars (Tenno/Grineer only) kinda bugs me. And by that I mean why can't players use their own created avatars? I know that you are afraid of the "Abusive" avatars, but adding a report option would solve everything. OR making an in-game avatar creator would be very welcome (Look at EVE Online's avatar creating system, its very well done.)

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Bosses

 

Well for me and to be totally honest, bosses in Warframe atm lack the fun factor (besides Lephantis when it comes to fun but even he needs a buff)... Fighting bosses atm is not a challenge and there is no final sense of satisfaction once they die. 

 

To be more specific.. Bosses are easy to kill and not surprising at all in terms of mechanics, they do not scale according to player and gear (conclave!?) and are simply easy or dull (this needs serious rework imo, like more than 4 mechanics on the same boss so that its always different and perhaps a enraged mode or 2 for that "oh S#&$ moment kinda feeling"). We should take more than 1 or 2 minutes to kill a boss, atm they are really underwhelming!

 

Boss rewards should be increased and varied so we have more than one reason to go and pay them more than a few visits in order to get that specific frame part. Adding rare weapon part drops and some boss specific cosmetics (and i'm not talking about a sigil), boss exclusive gear with a mark that lets everyone know that we grinded the hell out of that boss would be sweet.  

 

 

 

Archwing

 

Although i don't touch this game mode with 10 feet pole, i would really like too but in its current state, i'de rather not.

 

Archwing needs to be and feel like its a part of the rest game (i know the devs are working on this) and be something that can be need at any moment and without we knowing it before going into a mission, into any mission. 

 

It needs to be improved movement wise, enemy AI wise, HUD wise (a better and different map would help) and have a better reward system for endless type missions but overall to be seamlessly included in the rest of our Warframe universe, plus a free roam option with mining objectives on asteroids in search of raw materials that we could farm so we could synthesize rare elements would be sweet (more grinding i know but this is Warframe). 

For the bosses, play sargus ruk solo. Its extremely hard. What is needed is to code the node so enemy difficulty scales with party size and weapon/wf/sentinel rank.

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New Avatars

 

Perhaps add avatars for each of the factions, either for standing or each faction has a pack. you could have the leader, the followers, and the adjutant who accepts tokens. pricing for each faction (in the case of platinum pricing) could be 60 plat for a pack of three for a faction or 120,000 standing each, if standing is used to buy.

 

Examples:

LmY3mwD.jpg8OJAwOs.jpg

mPpXQwn.jpgukXAzft.jpg5pVfq85.jpg

0hAbkG8.jpgHuFA5Tu.jpggVXor6R.jpg

ceA288m.jpgpLefF26.jpgVmv7Uz6.jpg

GXnqBuH.jpge4a5beB.jpg2w7We2w.jpg

 

and for the player killers among us

zvCgK7U.jpg

no meridian ?!

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Just because Archwing is part of Warframe doesn't mean it has to follow the same mission types, either.  Suppose we have some new mission types that play to the strengths of Archwing?

 

Example:

 

Fomorian Chase: A Starfox-styled on-rails mode where a squad of Archwings has to overtake/disable/destroy a Fomorian.  Imagine having to frenetically dodge asteroids while destroying Grineer troops while inching ever-closer to a Fomorian battlecruiser.  Dodge the lasers, asteroids, and enemy fire to close in on the Fomorian's engines and disable them.  Take too many bumps, and it's mission failed.  Lower-level worlds can have a great margin of error, while higher-level planets (like Ceres) require much more finesse to pass.  This would also be a good format for Archwing Assassinate missions.  This format of mission would really let Archwing Abilities shine, such as Odonata's forcefield and missiles, to block and destroy asteroids and enemy fire, and Itzal's Blink, to dodge lasers, enemies, and obstacles.

 

Deep excavation: There are many chasms that even the Tenno cannot scale without aid.  Imagine being deep underground in an enormous chasm with stalactites above you and inky blackness below, as harder-to-reach, more-precious artifiacts are uncovered where no Tenno could previously reach.

 

I understand that both of these would require entirely new tile sets, but I feel like Archwing is being crippled by not truly letting us spread our wings and fly.

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Bosses

 

Well for me and to be totally honest, bosses in Warframe atm lack the fun factor (besides Lephantis when it comes to fun but even he needs a buff)... Fighting bosses atm is not a challenge and there is no final sense of satisfaction once they die. 

 

To be more specific.. Bosses are easy to kill and not surprising at all in terms of mechanics, they do not scale according to player and gear (conclave!?) and are simply easy or dull (this needs serious rework imo, like more than 4 mechanics on the same boss so that its always different and perhaps a enraged mode or 2 for that "oh S#&$ moment kinda feeling"). We should take more than 1 or 2 minutes to kill a boss, atm they are really underwhelming!

 

Boss rewards should be increased and varied so we have more than one reason to go and pay them more than a few visits in order to get that specific frame part. Adding rare weapon part drops and some boss specific cosmetics (and i'm not talking about a sigil), boss exclusive gear with a mark that lets everyone know that we grinded the hell out of that boss would be sweet.  

 

 

 

Archwing

 

Although i don't touch this game mode with 10 feet pole, i would really like too but in its current state, i'de rather not.

 

Archwing needs to be and feel like its a part of the rest game (i know the devs are working on this) and be something that can be need at any moment and without we knowing it before going into a mission, into any mission. 

 

It needs to be improved movement wise, enemy AI wise, HUD wise (a better and different map would help) and have a better reward system for endless type missions but overall to be seamlessly included in the rest of our Warframe universe, plus a free roam option with mining objectives on asteroids in search of raw materials that we could farm so we could synthesize rare elements would be sweet (more grinding i know but this is Warframe). 

I'd like to emphasize my agreement mostly in your archwing suggestions/reflections. While I also agree with your comments on bosses, I would like to share my own opinion.

 

The only boss I have not fought in my time playing is MAV, that being said, my favorite boss mechanically is councilor Vay Hek. His fight is present during the entirety of the mission, and requires skill especially if you haven't chosen a weapon like Tonkor (which is a viable choice, explosive weapons should hurt things all around them). His fight is multi-layered and for most first timers, challenging. He has a scripted path in his main room which is necessary, but not always predictable. If you attempt to sit under him or back into a corner he can magnetize you, discouraging exploitation. Personally, I would be surprised if any changes were made to Hek (unless maybe they were stat changes, but I could only see that happening far from now, when power inflation has risen more noticeably). 

 

Now, I've mentioned my favorite. Now it's time to mention some of my least (to my knowledge, these have all been reworked as well, though they may not be finished?) Captain Vor. Namely his void representation (or use these for normal, this is really just a brainstorm) is well, too normal. He is the same boss, with a smaller target. I consider his fight to have no noticeable mechanics, there are only 'you can damage this spot' and 'you can't damage him now'. Something that may be a nice idea?

 

Vor is part of the void now, he argue's he can control it. Why not have him teleport the team (or even parts of the team at different times) into a small trial area, maybe an opportunity to maneuver past void traps, make it to vor wherever he is, then get a few shots at his gut? Similar to Hek you could trade out teamates from their void mission and give them all turns to damage vor. Once he is damaged enough, you could have a grand phase. Maybe bring void back into the mission, strengthening his void ally's? Or bring everyone into the Vor arena, with himself in Uber mode. 

 

I wrote a lot more than I was intending, if this gets any attention and should be put somewhere else let me know!

Thank you for reading.

 

Edit: Changed a few reflections to make them less rude, and attempted to polish it up a bit.

Edited by Bio-Organic-Yahn
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One thing your list for archwing is missing: dashing. A lack of quick omni-directional burst movement to avoid incoming damage is one of the most frustrating things in the mission type, for me at least. The lack of integration and massive tedium behind improving your arsenal are narrowly ahead on that list. Archwing remains effectively pointless in contrast to the rest of the game, which certainly seems to be the main point that's killing the mode.

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One thing your list for archwing is missing: dashing. A lack of quick omni-directional burst movement to avoid incoming damage is one of the most frustrating things in the mission type, for me at least. The lack of integration and massive tedium behind improving your arsenal are narrowly ahead on that list. Archwing remains effectively pointless in contrast to the rest of the game, which certainly seems to be the main point that's killing the mode.

Search topics for;

Archgun Lockon System

It has a description of the booster system youre looking for.

Edited by (XB1)LordPuck
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On the issue of Archwing:

 

At the moment, the whole archwing thing feels tacked on like a seperate minigame. The fact that whichever warframe we chose to fly in doesn't matter to gameplay makes it feel like a sub par add on. What I'd like to see is that whichever warframe we pick would be an additional modifier to the archwing we use, ie. the warframe's armor, hp, and shield gets added as a small percentage to the total archwing stats, and the frame's skills could act as a sort of skill modifier to the current set of archwing skills, just like how syndicate mods are.

 

as for primed mods, I'd be happy with a primed thunderbolt. that is all.

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On the issue of Archwing:

 

At the moment, the whole archwing thing feels tacked on like a seperate minigame. The fact that whichever warframe we chose to fly in doesn't matter to gameplay makes it feel like a sub par add on. What I'd like to see is that whichever warframe we pick would be an additional modifier to the archwing we use, ie. the warframe's armor, hp, and shield gets added as a small percentage to the total archwing stats, and the frame's skills could act as a sort of skill modifier to the current set of archwing skills, just like how syndicate mods are.

 

as for primed mods, I'd be happy with a primed thunderbolt. that is all.

Warframes used to use their stats for Archwing. It was a bad system. All I saw was Rhino, Frost and Valkyr lol, now I at least see a little more variety :)

 

I could see bonuses based on some Archwing Syndicate Ranks but not from Warframes.  

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