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Quality Of Life


Magnus
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This is the Quality of Life master post, a complete and comprehensive compendium of all suggestions, both new and old, towards the betterment of the user experience. This does not include things like weapon/warframe balance or actual bugs, but instead deals with issues of general mechanics, gameplay elements, UI elements, and the general streamlining of the complete user experience for more convenience and better understanding.

This is also made as a thread of landmarks, as below, many suggestions have been crossed off and implimented into the game in some way thanks to feedback like yours and mine, not just DE alone. Take a look back through time, and see some things that seem like it'd be obvious to have in the first place.

Remember that any one player can, with enough effort, get the ear of DE and give them a good idea. Just be sure it is actually a good idea, and not something like 'bring Bladestorm back how it was but make it more like Omnislash from FF7'.

You can find my other work here.

---------- Chat

Remove autokick and autosuspend specific phrases.

Have Kickbot issue a warning for saying an inappropriate word via whisper, specifying which word, and remove the post. A second attempt to post the bad word or phrase in question kicks the user, and informs them why they were kicked. A third attempt upon returning to chat suspends the player from chat for a day, and informs them that they had attempted to say X too many times and can resume chatting the next day.

If a different word is said after receiving a warning from the first word, a warning is issued for that word as well. This way, players can learn what words are unacceptable without a trial by fire.

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Two rows of tabs for the chat window, the top row being all whisper tabs. This allows players to see if a new whisper has come in all scenarios.

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The ability to leave an offline player a message via whisper or mail.

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The ability to highlight and copy text.

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When clicking the name of someone in chat while the chat window is at the bottom of the screen, have the dropdown menu instead go up so part of it isn't completely off screen and unusuable.

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More fonts and font sizes.

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The ability to save adjusted sizes and location of the chat window.

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Choose your default chat tab, which chat tab you're looking at when you exit a mission, or even enter one.

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Middle click on a name to immediately open a chat tab.

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An option to disable switching chat tabs with Tab, with default on Off. Most people use Steam, you know.

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When creating a long post, prevent entering further characters after reaching the possible posting limit. As it is now, it's very easy to lose track of how long your post has gotten, and it will all vanish completely upon pushing enter which is very disorienting.

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Allow Trade and Recruiting Chats in Plains. There is no reason you shouldn't be able to just relax, mine nodes, catch fish while also trying to find that Riven you really want.

Allow Region chat for Dojos. Why not have access to it?

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With the 'inline whispers' option enabled, do not inline whispers into OTHER whisper tabs. It's seriously easily confusing.


---------- Navigation and Squads

Allow the ability to change from Public to Friends Only to Invite Only to Public while already in a group in the Orbiter or mission, as to stop disbanding the group just to change it.

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Dragon Keys treated like Void Relics. No longer accidentally leave a key on or forget one. Select a Derelict Mission, and get presented with a choice of keys to equip.. or not to equip.

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Display more prominently what Relic or Dragon Key was equipped by your squad. It's important to see if someone's not taken one at all.

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Upon selecting a mission when alone, do not disband the squad when standing up to allow players to access their arsenal so players can simply open up their menu and accept the mission, instead of returning to navigation to either invite more people or start the mission.

Bonus: The ability to invite players without first sitting at Navigation while not in a Relay.

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Prominently display what resources are dropped from a planet.

Currently, with Starchart 3, they are hidden via an Extractor wall. You must build an Extractor first, then know to hover over the icon on the bottom right while focused on a planet to see what resources drop from the planet.

This is not okay, as it becomes less transparent of where a new player needs to go to get something, and will plague Region chat with more questions of where X is more than ever.

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For Extractors; when not focused on a planet, a small panel that shows what each one has gotten, as well as a button to claim all Extractors and deploy new, undamaged ones to the same planets previously selected, without having to go to each one every time.

This was only half done: extractors can be collected in the overview of Navigation, but you still need to select each planet and an Extractor again, as well as remember which planets you want to put Extractors on as well. A Redeploy button is still beneficial, automatically using undamaged Extractors of the same type for deployment.

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Allow players to swap focus and syndicate sigils quickly through Navigation (if you do not intend to improve teh system and unbind Standing gain from cosmetics), like with how loadouts are now. To avoid clutter, only have the highest syndicate sigils available to the player shown.

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Clearly label alerts whether they are Archwing or not in the solar state menu. Having to check the planet to see if an alert is archwing or not, rather than just starting from the menu, is somewhat inconvenient.

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Disable AFK punishments for private games. Perhaps a friend had to go to the bathroom and is gone for at least five minutes, players with their friends will understand and still want them to get rewards.

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Allow players to leave a Survival at any time they want after extraction opens. Defense gives you the option to leave every five waves, without your squad, but Survival does not.

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Display all active Kuva nodes within the Solar State Window, with Floods on top.

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An Archwing Loadout quick select while in Navigation, much like the one we have for Warframes.


---------- Orbiters, Relays, and Dojos

Like the main six Syndicates, we should be able to redeem rewards not in person, but from the Orbiter as well for Simaris and Teshin.

It's possible to combine all of these together into the one Syndicate console on the left, allowing us to view our current status among everyone, if not Teshin being kept to the right side console.

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Arsenal access in the Simulacrum, or access to the Simulacrum from the Orbiter. Changing gear for testing is otherwise a chore, running through a Relay.

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In a relay, allow for teleporting, like to Navigation and Conclave, to Simaris and Darvo.

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Remove seeing others' landing crafts outside of your Orbiter. Host Migrations in a 'lobby' is not ideal, and sometimes can randomly take much too long. Circumvented.

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In a dojo, when using the Treasury post, allow players to also donate resources, such as Forma and Neurodes rather than only credits, so any kind of dojo production isn't slowed by players not being online at the right time.

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Arsenal, Navigation, Foundry, Inventory, and Mod access from the dojo. Almost there!

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Add two buttons in the radial (Q) menu for decoration placement and decoration editing in the Orbiter and Dojo, as opposed to pushing Esc every single time, or even just allow a hotkey for it.

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Environment simulation for the Orbiter and Dojo: make it rain, snow, feel dry, look cold, or just generally change the lighting of your Orbiter.

This comes with the addition of music boxes for the Orbiter teased at Tennolive. Being in a spaceship or satellite 24/7 can be pretty terrible. Give players, for the orbiter and dojos, the ability to make it more like how they want their home.

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Give music boxes to Dojos too, not just Orbiters.

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When placing an item and holding shift, have the object snap to specific degrees of rotation, rather than just its location. Have that statue perfectly parallel to the wall or one item to another with rotation snapping, in other words.(This used to be in game, but was abruptly removed with no reason.)

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When trading, hide used special weapons, you can't trade them anyway. Viewing them at all adds needless clutter.

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While in a relay, display which Relay instance you are on or under the map, as well as prominently display if you have been moved to a new Relay. If you're chatting with someone or a group, you deserve to know if you've been bumped.

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Allow the use of operators within Dojos.

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For the Somachord, enable or disable songs. Only play music you've enabled, not just every song you've unlocked.

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For the Somachord, after starting music and then going to a mission, returning will have your playlist automatically continue, instead of needing to go and turn it back on. It will only stop once you push stop on it.

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In regards to if a player joins your Orbiter, then you deploy to a mission, both you and the player will return to your orbiter upon completion/failure/abort.

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For Decoration Mode, view the size to which the item you are currently placed has been scaled, such as 50% to 500%.

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For Decoration Mode, simply ascend/descend commands for movement. Crouch to lower, Jump to rise.


---------- HUD

Allow the ability to adjust the Radar's size, such as how much is on screen at a time as well as how zoomed in it is.

Add in a hotkey to adjust the Radar's zoom on the fly, holding this key while using your scroll wheel.

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Update enemy icons: small triangles for minor enemies, diamonds for heavy units, diamonds with circles around them for Nullifiers. Different colors for different factions as well, to view enemy combat on your radar. Or, different colors for minor and heavy enemies as opposed to shapes.

Awareness of enemy types from behind allows you to react more appropriately. If a heavy unit is approaching, and there's nothing in front of you, you're given more reason to turn around to deal with them.

(This is from a discussion involving the punishment of knockdowns. Being more aware of your surroundings allows you to actively take more prevention in dodging anything that would ultimately get you killed, rather than being the given to option of recovering from a mistake. In other words, a more 'ninja' thing to do.)

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Update loot icons: hollow squares for containers, an X for a dead body in fire environments, small white circles for resources, [strikesomething for Excavation Batteries[/strike], and Syndicate symbols for Medallions/Seeds/etc.

Modules and Life Support Drops already have their own icons, which has been very beneficial. It lets you focus on what you want, and ignore the rest.

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View certain powers, and the range of them, on the radar. Such as, see how much distance Maim is covering on the map, or where a Snowglobe is at and how big it is.

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Provide multiple options for how to present shields, health, and energy to the player. A very popular option is to have it surrounding the aiming reticule in some way, much like Global Agenda, or to have it centered at the bottom of your screen. This allows players to focus forward while also being aware of how much damage they are taking without looking up and to the side to see how they're doing.

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More options for crosshairs. Perhaps even advanced, more dynamic ones, such as one that reads the distance of targets, for plat?

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View the energy of your teammates under their health and shields. This helps people know when to cast Energy Vampire, or to drop Energy Restores.

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Display the number of Medallions left in a Syndicate mission on the side, much like caches. Also acceptable, having the number in the escape menu. Not every map always has eight, and players may not be paying attention as they pick them up.

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Special waypoint markers for Cephalon Fragments, like Kuria get. A recent update made it so only the Host can mark it, but anyone should be able to.

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Share map data between players; as one person explores further out, the map completes for others in the squad. This helps prevent people searching an area already searched thoroughly by other players for things like Ayatans and Medallions.

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Thief's Wit showing item locations for other players but only around the players who have it equipped, essentially seeing their loot radar.


---------- Simulacrum

Freely equip any weapon, warframe or cosmetic available from the market for platinum while in the Simulacrum. This allows players to properly preview every aspect of something before purchasing, to appeal to the most frugal of players.

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Enemies remaining counter.

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Spawn Presets: Save your "favorite" encounter. Be it one Corrupted Heavy Bombard Eximi, or a slew of Healers, Disruptors, and Chargers. Rather than scrolling, each time, to select them out of the roster, just have the preset on deck for quick spawning.

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Conclave Mode: Test out your Conclave mods in fights against bots or dummies, try out all those conclave only stances you're curious about, and see how much damage weapons do to what Warframes.

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Archwing Mode: Test your Archgear on Archenemies and practice not flying terribly through some rings.

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Improved enemy selection UI. Two narrow rows severely limits number of possible selections at a time and forces more constant sideways scrolling, or the use of the search bar even when the desired enemy is a lower letter. Inventory suffers the exact same issue.

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A maximum level of at least 500 for serious testers.

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Cipher consoles, for practicing Grineer and Corpus ciphers.


---------- Gameplay

Allow players to swap weapons while sprinting.

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Dynamic Reloads. I will use Lex Prime and its eight round magazine to explain this.

As it is now, without expending Lex Prime's full magazine and then reloading, the Tenno will eject the magazine, and slide in a new one, and then pull the slide back, ejecting the chambered bullet, despite the fact the Tenno does not need to pull the slide back.

In reality, if Lex Prime's chamber still has a bullet, the Tenno only needs to replace the magazine. Skipping on pulling back the slide by performing a preemptive reload allows for a faster reload, and provides the extra chambered bullet, bringing the total amount of shots up to nine.

Dynamic reloading would not only apply to most automatic and semi-automatic weapons, but shell loaded weapons as well. As it is now, Tigris can be shot once, but both shells need to be loaded back in when the Tenno only needs to load one shell. While the change won't have reload time, it will shorten it still enough to make a difference.

This has already been done for Strun and Zarr as well and the detail would be appreciated, along with the small buff it brings.

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Reduce the spread of hipfire with Snipers. We're hyper advanced space infested golem ninjas with super strength and infinite power, we can at least hold a barrel in a general direction of something. A bullet shouldn't go flying off to the side.

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Two melee button support, one for basic attacks, and the other for charge and finisher attacks.

This is has been an ongoing issue for a long time, and is exacerbated by Inaros: his design is melee oriented, and such, he'll use Pocket Sand quite often. However, a finisher attack can only hit one enemy, and you might have a weapon that does far more damage outside of finishers.. and can hit multiple enemies at once, but accidentally meleeing too close results in a finisher attack instead of any combo.

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A clear indication that a player is able to leave the Rift by rolling, or drop Volt's Speed by backflipping, perhaps a large popup when entering their first mission with a Limbo or Volt. As it is, people tend to just panic in chat.

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The ability to disable screenshake. (I don't get motion sick but others do.)

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When using the emote Sit, Kneel, and Knee Bend, move the camera down with the Warframe to better see your own person.

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For Nekros, after he kills an eximus, allow the player to revive the non-eximus version of the enemy. When in an Eximus only situation, Nekros is given nothing to resurrect which severely hinders his survivability.

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For Nekros, have Shadows take more of your energy color, much like how Nullifier bubbles take on the energy color. It is currently impossible to distinguish a Shockwave Moa's shockwave from allied or enemy as well as a few other enemy effects.

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Keyboard support for reviving after death. Just push E to revive or X to stay dead and spectate! Or something else.

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Option to seppuku while in bleedout. Some situations are time sensitive and you have no time to wait out your timer or deal with an Oberon trolling you by elongating your bleedout time over and over. Just take your revive at the cost of finishing the mission.

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Moving or jumping to exit a gesture rapidly, such as from sitting or dancing, as opposed to having to enter the radial menu and selecting another gesture or even pushing esc. Goofing off in mission is one thing, but being trapped in goofing off is rather unfortunate.


---------- Archwing Gameplay and HUD

Do not fade out the red enemy icons from the screen upon zooming. It's hard to see things in space, and zooming shouldn't make it harder.

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Remove Vertical Mouselook Lock from space Arcwhing missions. Moving in space is about freedom, not restriction.

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Change Archwing's radar to work more like the radar of space navigation: spherical, not circular, based on the direction you're looking.

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Improved Controller support: allow players to set up seperate keybindings for Archwing from on foot gameplay.

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Do not place the player at the center of the screen anymore, such as when sprinting, this blocks the view of where you're going and what's in front of you completely.

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Move the player's camera back further from the Archwing for an improved FOV, as there can be a lot in space. This also alleviates the issue of getting in too close to enemies blocking off the entire screen upon melee.

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3D Radar. I think you know why by now.

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Roll buttons, preferrably on Q and E by default. Because there's no reload in Archwing, R can be used for melee instead.

Alternatively, have R be the Roll button, and while holding it, the mouse will adjust the player's orientation.

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Remove autocorrect.

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Keep health/shields "above" enemies, in regards to your current orientation.

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An OPTION for a vertical mouselook lock for players with weaker stomachs and prone to motion sickness. As superior and more fun as the new system is, not everyone can physically handle it.


---------- Fishing and Mining

A Bait and Tackle Box: Currently, we need three different spears in order to be prepared to just fish for everything. We have a large selection of gear already eating up our inventory, including for some players, the Anti-Serum Injector. Instead of having multiple spears, simply a bait and tackle box as the gear item. Within it, players will find each spear they own, as well as all of their baits and dyes and such.

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The ability to organize our bait and dyes freely, or give them set positions, like spears have, rather than having them positioned by which you crafted first. Right now, it's an OCD person's nightmare.

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A timer for how long both bait and dye work.

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Clients and Hosts sharing bait and dye effects. Dye or bait being put in the water means everyone should get the effect since it's all the same water for everyone in the group. This does not mean the fish have to be shared, though. Implimented, but currently a buggy as #*!% mess. So... Yeah.

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Clients no longer being able to spook the Host's fish.

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Harpak literally has a harpoon launcher, it should at least work as a base or tier 2 spear. Even if just for consistency.

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New fishing gear: fishing manual, a rough guide on where fish are and what times they come out, written by the Ostron. No need to go to the wiki or hover over other sites to always remember where to find something and minimize the waste. Also, possibly tips and tricks within the book as well. http://semlar.com/fish Semlar handled it.

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While holding a spear, allow the usage of the operator. Vomvalysts start nagging and poking you, but you aren't allowed to fight back until you put your spear away first, and then have to re-equip your spear after returning, and it's just annoying overall.

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With a Kavat or Kubrow equipped, have the animal path themselves further behind you while mining or fishing. Currently, they will make spears go far off from where you're aiming when too close, or can block your mining laser completely.

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A Grineer spots you fishing quietly at the edge of the water and has two choices: shoot at you and surely die, or don't report the tenno, pretend he never saw it, and quietly walk away and live another day. One is more obvious than the other. Vomvalysts, however, are brainless and should still just attack anyway.

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Grineer are currently put on alert when attacked by Vomvalysts, then immediately know where you are and are impossible to calm down without killing them.

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Fishing and mining from archwing. Just float right over a hotspot and get all the fish you want, spot a gem from the air and collect it without having to waste an archwing launcher. We have the tools, let us use them.

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An ENTIRELY NEW gear wheel dedicated to hunting, fishing, and mining. With upcoming Venus content, we're about to be burdened with even more gear, than ever before.

The current gear wheel is already filled to the brim with basics plus spears and mining tools, leaving only two really flexible spots, and no one wants to constantly change their gear around, especially if they've set up hot keys. The obvious solution is to have a more in depth secondary gear wheel that folds out into mining tools, spears for both Venus and Earth, different baits, the animal caller, and whatever else might come up with future updates.


---------- Missions and Rewards

Remove friendship doors. Seriously. These only exist in older tiles and serve to slow down faster players, or even hinder slower players trying to explore.

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Remove Moon friendship doors. If one player goes beyond it, and another just looks back for a moment, the latter will be left unable to progress at all unless the first player comes back.

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In Interception, when a tower is being taken, bring more attention to it. As it is now, the small flashing letter on the screen isn't a very big indication and can be easily missed for some players. The graphic should be flashier, or you can have Lotus/Darvo chime in to say 'Delta is being taken.' or something of the like. The alarm that sounds? Very limited audio range on it currently as well.

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When selecting Relic Rewards, give players more time than 15 seconds to select which item they want, or need. For instance, give players a full minute to choose. Once everyone has selected their reward, the timer is cut short. If a player fails to select, the full minute plays out and he gets his own relic's output.

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When selecting Relic Rewards, display if a prime part or blueprint is already owned or not.

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When selecting Relic Rewards, display the Ducat value of an item, so people after only ducats know what they want.

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When selecting Relic Rewards, display the rarity of a blueprint/part. Someone might not realize just how hard it is to get that Vauban Prime part.


---------- Arsenal

Remove the Arcane Enhancement's dependancy on cosmetics. Previously, DE had decided that cosmetics should not affect gameplay. This is true, a player should be allowed to look how he feels without impacting gameplay. Why they went back on this is confusing.

A more in depth look in replacing the current system can be found right in this link, as Steve had said he doesn't want it to simply be like mods and requires a fancier explanation.

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Remove the requirement of sigils to gain standing for Syndicates, including PvP. Have a non-cosmetic GLOBAL slot for an item that dictates which Syndicate you're going to be playing for and the amount of bonus standing gained. The second slot is exclusively for PvP Standing, so you can always keep it on without punishment. This way, players can equip whatver sigils they want based on looks, and won't forget to equip a specific syndicate's sigil on a specific frame's specific loadout.

A good location for this slot would be the Gear screen, potentially the middle of it, as it is a global equip as well.

See: Dark Souls 3 covenant items, easy to change and does not affect you visually (unless you are a phantom).

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For melee weapons, display the damage percentage blocked per weapon, energy cost per bullet of channeled blocking, and the reach of the weapon.

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For guns, display if it is hitscan or not, the amount of recoil, and the total ammo.

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For shotguns, display the base pellet count of the shotgun and how it's effected by multishot.

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For archguns, display a more proper reload rate, such as Reload/sec meaning how many shots are restored per second.

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While viewing Abilities of a Warframe with mods equipped that alter said abilities, show the stats of the abilities effected by the mods as well as the base stats.

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An undo button appearing once any changes have been made cosmetically to a frame, restoring all the way back to when you had first entered the Arsenal.

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Favoriting warframes, cosmetics, weapons, mods, gear, and even color palettes. That's right. Get to what you like to use ASAP. The more that's added to the game, the more you have to sort through to find what it is you enjoy when swapping.

While search bar was added, a favoriting system would be superior. The search bar is not only not focused on upon entering the menu, but it's still slower. And players 'know what they're looking for' isn't always an accurate excuse. People can be quite scatterbrained.

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When clicking and dragging a mod, use the mouse wheel to adjust the level of the mod if maxed. This way, players won't need two of Fleeting Expertise, or will be able to fit more mods on a frame while leveling it. They'll also be encouraged to max a mod still, in order to get this level control.

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Enhanced Legacy Color support: when looking at a palette, have an option to switch back and forth between saturated and unsaturated. Don't hide it in Options.

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While coloring a weapon or Warframe, improve presentation of the item to either be the weapon alone, or the Warframe holding said weapon as if he were presenting it to the fourth wall, or the Warframe alone with no weapons at all.

Melee weapons are often held awkwardly, and it's not that easy to know what it is you're changing on something like Sheev. Handles on guns and melee are also always hard to see, with the hand always wrapped around it until you back out. And when coloring a Warframe, it can be annoying to need to unequip everything to see it better.

Bonus Immersion Points: if presented by a Warframe, rotating the weapon is actively done by the Warframe itself, spinning it around for the camera.

Super Bonus Points: Let us see the Nikana's blade while we're coloring it. I mean, c'mon.

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Display the equipped item's mod loadout letter label in the overview, as to skip opening up the mod loadouts to see which is on.

For example, Loki Prime A is your invisiblity loadout, and Dakra Prime B is specialized for Corpus. So at one glance, you're aware if you need to change your mods.

Bonus: Renamable Configurations: Loki Disarm, Trinity EV, Oberon Trash, Rhino Stomp.

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Display a small, unintrusive potato/jiggy icon over weapons/warframes that have a potato/jiggies in them in the Equip menu (when you push Equip in the arsenal), for players to quickly identify which weapons that are more up to par in their loadout. Good for players who don't play as often, or are forgetful.

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After applying Forma to a weapon or Warframe, leave all mods slotted on the item in question. As the item levels, mods unlock in the order as the capacity for them becomes available.

This is inspired by the original Dark Sector mod system and can ease pain relating to using forma on anything, making the item in question grow stronger as it levels.

Partially done so far.

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Replace 'Select Mode' button with two large buttons, one on either side of the screen while in the Arsenal, the right labeled Archwing and the left labeled Conclave. Clicking either will rotate into the other, appropriate Arsenal.

While in the Archwing Arsenal, the left button will be Cooperative, and the right will be Conclave. And then in Conclave, right will be Cooperative, and left will be Archwing. Basically, a rotation around the three different arsenals.

This stems from the issue of the question 'how do I mod archwing' always popping up in Region or Council Chat; people just don't notice the Select Mode button or understand what it could possibly be, and large labeled buttons on the edge of the screen should draw more attention.

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Revert this change: http://imgur.com/a/rZ9oM

In 18.5, the Arsenal UI was shrunk down to improve the visual of the Arsenal overall. It was a very welcome change, as it reduced clutter significantly and made the viewing of your personal equipment much more appealing, and UI overlap was no longer an issue. 18.6.3 undoes the change, and makes the UI once again much too fat to be at all appealing.

It needs to be shrunk down again, or given the option to allow players to shrink the needlessly oversized Arsenal buttons.

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Category sorting, such as weapons by type and sigils by Syndicates/bosses/assassins/specials.

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Click and drag color swaps: your primary is white, and your secondary is black. Click on primary, drag it down over secondary, and release. Now your primary is black, and your secondary is white.


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Disable Prime bits with skins as an option.

You love Rhino, you love him so much, you even went out of your way to get Graxx Rhino or Rubedo Rhino with some real money. But then you got Rhino Prime, and the massive shoulder additions completely ruin the skin. They look so out of place and don't match the rest of the skin at all. Either give up the bonus stats from Rhino Prime, or give up the fashion you had paid for. Neither is a good choice.

Disable Umbral bits with skins, too.

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Color locking to prevent changing it during randomizing, can be added as a smaller button on top of the color selection button. 

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Color akimbo weapons (like AkLex Prime) seperately. Players should have to choice to fulfill their ebony and ivory weapon fantasies. Also, like Attachments/Syandana, make sure to include the option to simply copy the other gun's color as well.

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While viewing a Zaw, also display what components it's built of, in case you want to share that information and haven't memorized it.

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Convert Excalibur Umbra's scarf into an auxilary attachment, much like Valkyr's Bonds or the Mortos Syandana for Nekros.


---------- Gear

Split Air Support Charges into four separate special Air Support Gear items, unlocking a blueprint for each one upon crafting or buying its respective support effect.

This removes the reliance on having Liset equipped to use Liset's special cipher, allowing you to use the Scimitar if you enjoy its appearance more without giving up Liset's support.

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Gear coloring. Color our restores, color our spears, color our mining laser, our pherliac pods, kinetic siphon traps, and whatever else actually has a physical appearance.

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Give Ciphers their own slot in gear. They're already used by pushing Y, what use is it to have them take up a slot where something else could go that we need to manually activate?

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Archwing Launcher: Either tap to deploy to the ground, or hold the button to immediately equip it on yourself.

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Archwing Launcher: After deploying to the ground, place a waypoint for it as well. It can get lost rather easily at night, you might have deployed it into a tree by accident.


---------- Companions

Universal Vacuum on all companions without the use of a mod and WITHOUT reducing its range. This makes pets as generally useful as sentinels and increases build diversity for sentinels themselves. No one enjoys meticulously picking up every little ammo pack and resource, or missing out on them either. 

Bonus: Just have it on Warframes without the need for Companions at all.

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On thawing a pet with an upgraded incubator, prompt if you would like to rush their recovery immediately, rather than going back through to the stasis menu to rush it.

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Reviving Sentinels of some kind. After they've exploded, they automatically return after one minute, or use a special Gear item to have Ordis send in a replacement.

Having to die intentionally just to regain Vacuum or Animal Instinct is lousy.

Reawaken is nice, but the other Sentinels remain boned.


---------- Foundry

The ability to set how many of an item you'd like to start building. This should take all resources for the total. The items are not all built at once, but instead a chain of building the one item type is started.

Everytime the build of one item is complete, it's automatically placed in a pool of retrievable items from the Foundry without ceasing construction of the next.

For example, you have 47 Forma Blueprints, the Foundry gives you the option to build anywhere from 1 to 47. It would require 47 Orokin Cells plus the other resources to set the maximum build amount, and would take 47 days to build. Everyday, one more Forma will be retrievable from your Foundry, and ultimately returns more Forma over time, as there's no downtime between building.

Bonus Points: the ability to add more to the total building without interrupting or waiting for the build to finish.

-

The ability to cancel building, and return all resources not yet built into a full item. Maybe you built the wrong thing?

If you're using the group building feature for keys, maybe you used too many of the wrong key type and need to stop it.

-

Be able to see how many blueprints you have of something in the Foundry, rather than just the Inventory.

-

Seperate Components into Resources and Components. Also, remove Nav Segments, Ducats, DNA Stabilizers, Nai-Zhen Collar, Genetic Code Templates, and Exilus Adapters, as they're not used in crafting anwyay.

Components are now only viewable in the hell that is the Inventory menu, where there is no search bar and funneled down to only two rows, making it less convenient to view what parts of weapons you do and don't have. But at least we can just see what Resources we have clearly, though it's mislabeled as Components.

-

Dynamic platinum rushing: much like a Dojo, a room or decoration costs less platinum to complete the closer it is to being done. Simply apply this to foundry items as well. Partial success.

Currently, after half of a build time has passed, over the course of the second half, the plat cost will slowly decay from 100% to only 50%. While waiting to start to count until half the time has past, the platinum cost should decay from 100% down to 1%. The fact it still costs twenty something platinum to rush it with only a minute left seems a bit absurd.

-

New category for Resources. We've already had numerous resources in the foundry, but now with Plains, we have a lot, enough to warrant its own section.


---------- Mod Station/Codex

Add a filter for Shotgun mods and PvP mods.

-

Shrink the Actions buttons some, they're very large for what they need to do just because of the graphics on them. Shrinking them will allow for another row, or two, for mods which will reduce scrolling significantly.

Shrinking them will also provide more space for filter options.

With the addition of the Dissolve action, there isn't much room to shrink them down anymore without comprimising the graphic. C'est la vie.

-

Allow players to view mods with either horizontal OR vertical scrolling at the table. Vertical will allow players to see more at once because of the mod's collapsing nature.

-

Like unranked mods, allow multiple of a maxed mod to stack. If there is ever a conflict, say of two Point Blanks, it would automatically equip the one not already equipped when applying to a weapon.

-

Remove Auras from the Warframe filter, as they already have their own filter.

-

In Relics & Arcanes, searching 'Trinity Prime' should display every relic that has a Trinity Prime part in it, as opposed to flipping through each relic to see what it has.

-

Display Kuva total while rolling Rivens.


---------- Inventory

Expand the inventory to more than just two horizontal rows. Being able to take in more of what you have at a time, rather than scrolling a lot, is beneficial.

This should expand to the Ducat Kiosk.

-

A list view of the names of all items and their prices, without the icon, for people who are more interested in seeing as much as possible at once, trying to quickly sort through things.

In other words, a Grid View, and a List View.

-

Removal of the word 'owned' from items in your inventory. Players only need to see the number, the fact its in our inventory means we own it already.


---------- General UI

Sort Recent Players by players you've played most recently with, without them being a friend or in clan impacting the order.

-

A Market Tutorial, showing players who first access it a quick 'try buying this Latron blueprint' to better show players how to buy weapons without Platinum. (This comes from the frequent questions in Region about how to buy weapons without platinum. It is apparently not clear enough for some people.)

-

Allow players to buy slots directly from the Market, and more importantly, allow players to gift slots to each other. You should be able to help out a newer friend without hurting his credits.

-

Remove the two seperate sections for Blueprints and Prebuilt weapons and warframes. Instead, simply list all possible equipment that is purchaseable in their respective section.

When clicking on the weapon, it will give you the option to buy the blueprint with credits, or the built weapon with platinum (or buy the built weapon for credits). In the list, it will also display the cost of credits and platinum at the same time, signifying if a blueprint is available, or the prebuilt version only costs credits, at first glance.

This addresses the issue of weapons, such as Braton, hidden in the Prebuilt Weapons. Newer players don't immediately realize that they're able to straight up purchase certain weapons for just credits to better further their career.

-

For Baro ki'Teer, add a Trader Status screen to News, or on the side of the Market console, or another part of the Orbiter. Region and Relay chats are frequently bombarded with 'Where is the Trader?' even when it's not the time he's meant to arrive, or 'What does the Trader have?' long after he'd already left. It can become exhausting directing players to Deathsnacks.com so frequently as well. The email sent by him now, despite opening automatically, manages to not grab the attention of Tenno at all.

-

Bloom requires a slider. Instead of turning it off completely like usual, players can instead opt for softer bloom.

-

Individual UI scaling per menu. I like my Arsenal UI small, since it's mostly pictures, but then everything else gets illegibly tiny.


---------- Login Rewards

Remove X experience bonus and replace them with Experience Tokens. These can be applied to the frame or weapon of your choice.

Experience Tokens range: Small, Medium, Large and are given based on login chain. The more you log in, the larger, of course.

Experience Tokens will vanish after a day to prevent stockpiling, so players cannot immediately level up new gear with a massive stockpile. Experience Tokens may also be sold for credits if you have nothing to actually level, so your reward wasn't useless. Larger sell for more.

I feel as though this is a very useful exchange, and acceptable, as there are medallions for reputation already in game.

-

Remove Blueprints from the login rewards. Right now, Gorgon and Glaive may be harder to get, and they're a pleasent the first time. However, repeatedly getting them means they're just a lousy credit reward. Getting Warframe BPs seems entirely pointless, as they all eventually become something to simply sell.

Being able to sell Experience Tokens is of the same convenience of getting credits indirectly, but can also be more useful, avoiding the dilution of login rewards.

Alternatively, detect if the user has a Gorgon Blueprint already, and remove it from the rewards if the player does as to not get piles of copies.


---------- Mastery Benefits

An edit of the newly implimented Mastery bonus to give us extra mod capacity at level 0:

When obtaining a new weapon for the first time, it is level 0, and has 0 mod capacity. Upon leveling it to 30, and using Forma on it, it is reset to your Mastery Rank in its level. In other words, an MR20 player will have their weapon reset back to level 20 with the new polarity.

As it stands now, when leveling a weapon, for the first twenty levels, you gain nothing but levels that do nothing themselves. If damage mods are ever removed, and leveling defines the damage, using forma would still be a chore. This doesn't at all discourage the use of an affinity farm or encourage alternate methods of leveling, either.

Rather than have players still need to fully relevel the weapon, having forma reset it to your Mastery Rank far more heavily encourages increasing the player's Mastery Rank, gives far more benefit in working to improve a weapon, cuts down on farming time significantly, and players aren't left leveling a weapon for 20 something levels for no benefit.
-

Additional Riven Slots based on Mastery.


---------- Operators and Focus

Change all lenses to no longer be branch specific. Either give us the ability to attune lenses to specific branches and change them at the operator, or instead let us gain just general Focus to apply where we see fit.

This stems from the large issue of the inability to use certain frames or weapons if you can't update their lenses to a new focus branch you've worked on. If you use them, you'd gain focus towards a branch you no longer want, from the limited cap of focus you have per day. As an example, you can't use Excalibur because it has Madurai on it, because you really want to gain Naramon instead, until you finish a focus farm. If you instead play passively to gain focus, you may never play Excalibur again outside of replacing his lens, which may just be a luxury to some players.

-

Set Focus Primaries based on Warframes or Loadouts; while Trinity and Vauban are great with Zenurik, Excalibur and Valkyr better with Naramon. Instead of going down to the operator each time to change focus branches, just allow players to bind a branch to each Warframe instead.

-

Dynamic Weekly Caps for Focus and Syndicate Standing.

For example, each day you get 100k focus you can gain. If you skip a day, that 100k will move on to the next day. You can earn 200k in that day, so you don't fall behind because you had to do something or you're away for the week.

This would stack up to 700k, so people who can ONLY play once a week aren't punished and can go in hard and earn it all if they so please.

-

Allow operators to freely re-enter their Warframe while in the air after exiting their Warframe while in the air.

-

Swapping to operator while in archwing in the Plains. There is no reason you shouldn't be able to. This allows the murder of Vomvalysts without surrendering your archwing.

-

While holding a datamass, swapping between your warframe and operator should not drop it. Instead, it exchanges hands. Only on death of either operator or warframe should the datamass drop. (It's important to make ease of operator usage to make using the mode as a whole more appealing to newer players.)

-

Active Void Mode powers, such as Unairu Void Shadow and Chrysalis, should not increase in total energy drain as they're leveled. Making a focus node worse as you pour a lot of time into it, unable to revert it, shouldn't be your 'reward'.

-

Unairu Void Spines should be useful and do damage, reflect procs, or literally anything else besides fifty damage or less.

-

Vazarin Mending Soul should have instant revives that recharge over time, with up to a capacity of four charges. In other words, if you expend one, it'll start charging from three to four. Use another and it'll keep the amount so far charged, going towards three, and so on, slowly counting up.

-

As client, when swapping to operator, instead of jarringly changing the direction of your view, simply continue to look in the same direction as you were in your warframe as if you were host.

-

Void Dash needs to stop getting stuck on trees, bushes, and general shrubbery.


Feel free to post suggestions you'd like added to OP or comment on individual parts.

Edited by Magnus
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Well, the afk punsihment is too harsh.

And you forgot the most important thing.

The rewards go backwards not forwards.

I highly disagree with you implementation of removing ARC helm from u10 and back, I don't use them but still, they are there for fun.

Baro k' teer needs a command like /timeleft

And i'm confused by filter for shotgun...either way, adding more ways to organize stuff won't make it better.

I completely agree with you on the liset, but then again, what would be the point of the relay?

Should friendship doors really be removed? They are limiters for a reason, but they slow you down just enough to make sure everyone gets to a certain spot of stuff.

Ummm, HUD zoom in feature would be nice, but the range can't be extended, because none of the mods are suited to such lengths, unless it's for valkyr close combat.

Why would you remove duplicates? and give them tokens? that's a loss of 2500cr, which is about 25% of the missions cr.

I'm not saying your doing a bad job.

However if this was implemented in-game directly without a few changes, a ton of people would be depressed

 

Except for the  Foundry upgrade segement. 

 THANKS FOR SUPPORT FOR CONTROLLERS A TON

​​ ​

Edited by Magnulast
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Please give us an in game mailing system. This one request would greatly increase the quality of life of managing an alliance or a clan. As it stands now in order to send the same message to every warlord within my alliance I  have only the option in game to set an alliance motd. Which more often then not is easily overlooked.

Edited by --Skitz0--
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And i'm confused by filter for shotgun...either way, adding more ways to organize stuff won't make it better.

I completely agree with you on the liset, but then again, what would be the point of the relay?

Should friendship doors really be removed? They are limiters for a reason, but they slow you down just enough to make sure everyone gets to a certain spot of stuff.

Ummm, HUD zoom in feature would be nice, but the range can't be extended, because none of the mods are suited to such lengths, unless it's for valkyr close combat.

Why would you remove duplicates? and give them tokens? that's a loss of 2500cr, which is about 25% of the missions cr.

 

As it is now, Primary mods are all mashed together. Now that shotguns are relevant, it's nice to be able to view their mods separate from the mass of rifle/sniper mods.

 

Relay ultimately devolves to showing off, or for Larunda, helping newer players, or is another chatroom apart from Region. Disregarding either of those, people run into the relay, go to where they want, get what they need, and leave, which makes the relay simply an obstacle. In other words, it's forced on players who don't want to spend time in the relay. Having the same access to things on the Liset as you do the Relay allows players to get what they want at the pace they want, while the opposite should apply as well, where the relay should have more functionality of the liset so players can talk with whatever group of strangers while doing what they'd otherwise do alone on their liset.

 

A game about going fast shouldn't have blocks on it aside from needing every player at an objective at the very least. Having random friendship doors that can even spawn while solo make no sense. It's an unpleasant speed bump in every sense and breaks the flow of gameplay.

 

Range can be extended by equipping more loot radar/enemy radar mods. Having more than just Animal Instinct on should have its own realistic benefit. For instance, once the Sniper buff takes place, and someone wants to snipe and they take perch, and with Enemy Sense in the Exlius slot on top of Animal Instinct, it aids greatly in sniping. Of course, that's just an extreme example. Being able to zoom can also just mean you want to see more of less of the current tileset, doesn't have to be about enemies or loot all the time, it's just a very beneficial convenience.

 

You misread how you can sell Experience Tokens much like you'd sell a BP.

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Well, the afk punsihment is too harsh.

And you forgot the most important thing.

The rewards go backwards not forwards.

I highly disagree with you implementation of removing ARC helm from u10 and back, I don't use them but still, they are there for fun.

Baro k' teer needs a command like /timeleft

And i'm confused by filter for shotgun...either way, adding more ways to organize stuff won't make it better.

I completely agree with you on the liset, but then again, what would be the point of the relay?

Should friendship doors really be removed? They are limiters for a reason, but they slow you down just enough to make sure everyone gets to a certain spot of stuff.

Ummm, HUD zoom in feature would be nice, but the range can't be extended, because none of the mods are suited to such lengths, unless it's for valkyr close combat.

Why would you remove duplicates? and give them tokens? that's a loss of 2500cr, which is about 25% of the missions cr.

I'm not saying your doing a bad job.

However if this was implemented in-game directly without a few changes, a ton of people would be depressed

 

Except for the  Foundry upgrade segement. 

 THANKS FOR SUPPORT FOR CONTROLLERS A TON

​​ ​

 

-Extraxi is not talking about the removal of arcane stats, he/we simply do not want them on any cosmetic item. we want arcanes to be equippable. e.g. like auras were "Artifacts" back in U9 or U10.

 

- or you simply show a timer when baro appears again.

 

- you are wrong, a shotgun filter would improve the game. shotguns have mods independend of other primary weapon mods, but they are still in the category "primary" with other "primary mods". it s a bit confusing.

 

- the relay has no point yet. exept of the void trader and 2 syndicates.

 

- yes, friendship doors have to go. They slow you down.

 

- when you care about 2500 credits as login reward and compare those with credits as mission rewards, then you are definitely playing the game wrong.

 

- the community can handle a lot changes. i refer to dmg 2.0, melee 2.0, conclave 2.0, parkour 2.0.... etc.

 

and those changes are basically "Quality of life". it does not even change the game itself.

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Just because i have nothing else to do i will mention that i handed mister Steve a list while i was at TennoVIP that reads as follows. I hope you guys agree with the content of that list and if not feel free to lynch me.

 

  • Ash falls out of the map and while I’m aware that it has been slightly “fixed” by not being able to die from falling into an endless abyss I’m also convinced that it should be possible to not be able to fall out of the map at all.

 

  • Valkyrs Hysteria should deal AOE damage.

 

  • Nekros needs a rework badly since he’s just the guy that spams desecrate all day every day.

 

  • Rhinos Iron skin should scale better (Maybe with armor like snow globe?) so that it doesn’t

pop after 1 bullet at higher levels.

 

  • Nyx has no reason to exist anymore since loki has his disarm augment (shouldn’t be a thing). Loki ‘s disarm outperforms chaos in every possible way: It is recastable, disarms  and irradiates opponents with the augment while nyx has to use chaos sphere to make chaos barely viable. If I was to give this matter a headline it would be “Make all skills recastable.” Because there is no reason not to in my opinion.

 

  • This game needs stacking rewards for wave based missions because nobody wants to see 3 orokin cells on wave 200 Defense (just an example). This is clearly a problem mostly veterans will encounter but they are the ones who backed you up back in the day and will continue to do so as the game progresses.

 

  • Rediculous grinding walls are getting even more ridiculous (Equinox, Uranus – Caelus). Seriously I get the idea that the game is grindy but there is only a certain degree of annoyance that a human mind can handle. To me the worst example to date is Equinox (It took 80 runs for me to get that frame).

 

  • Lobby issues like leaving a squad and still seeing the player icons or not seeing them when still in a squad, also it is necessary to be able to change matchmaking while in a squad.

 

  • If the Game crashes for whatever reason, you lose all rewards and the support won’t recover your items 2 times out of 4. I understand that the support people are really busy but I actually had a situation with a buddy of mine where we went into a mission where he got his stuff refunded and I didn’t even though we wrote almost identical tickets.

 

  • No decent reconnect function (You basicly reset all your progress and loot if you reconnect to an ongoing mission, so you would be better off not rejoining at all since even the reward waves (Rotation A B C) are reset for you. So if your teammates are in wave 20 and you reconnect, they will receive a Rotation C reward while you will get an A reward.

 

  • Augment mods are used to fix bad/broken skills. You should rather fix the skills first and then release augments that are not mandatory for the frames functuanality (Chaos sphere etc.)

 

  • Only like 30% of all weapons are viable in "lategame" because of their ridiculously bad stats, which is kind of a shame if you think about it

 

  • Armor reduce skills/augments are obsolete because CP

 

  • Shield/Hp/Armor mods are obsolete because sooner or later you die to one hit anyways and on really low levels you don’t need them either.

 

  • Standart mods (example status mods) should have more % than the dualstat mods (Melee prowess should have like at least 100% more status).

 

  • Simulacrum should be accessible through the Codex and have a button that removes armor like 4 corrosive projections would do. Furthermore there should be another button that freezes enemies because it is a shooting range and not a boxing ring. Lastly there should be no level cap for enemies in the Simulacrum because if you have seen lvl 9999 mobs you don’t wanna test your weapons against lvl 95 mobs.

 

  • Mobs should have a rework to their armor and damage since it just multiplies as they gain higher levels.

 

  • Rhinos Iron skin should scale better (Maybe with armor like snow globe?) so that it doesn’t pop after 1 bullet at higher levels.

 

  • Slash/Impact/Puncture dualstat mods should be a thing (I think 90% 90% would be great since you sacrifice the power of element combos when you focus on slash damage etc)

 

  • The AFK-check is a horrible idea and should be removed since all that does is punishing mesa/nekros or stationary frames for playing the way they have to. And no you can’t always be on the move if you have to defend a pod. At least remove it from premade parties because the initial idea behind the check was people leeching invasion missions public, which is natural since they are mindbuggingly boring to play.

 

  • Embers World on fire needs to have its target limit removed. Thats just a simple change that makes her more viable and actually able to contest with saryn.

 

  • Stealth multipliers need to work permanently, not only for the first hit since you cannot defend against an invisible target whatsoever so it makes no sense that loki and ash would lose their advantage in stealth after getting just one hit off. (Make the multiplier x2 again if you have to... that’s still better than having a x4 multiplier for one hit only)

 

  •  More places to farm neural sensors please. Jupiter gets really old really quick.

 

  •  Consigning Kubrows shouldn’t cost credits, you should get money from the lotus instead.

 

  •  No Game objective aside from farming for the sake of farming.

 

  •  Reach mod just makes the hitbox of the weapon bigger overall and doesn’t actually enhance your range by the correct amount.

MFG Natsu526

 

PS: This list was just from the top of my head, I couldve easily added another 8 pages. Steve promised me though that i would get my old loki multiplier back ( IM STILL WAITING BRO).

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More for Syndicates:

Allow PvP sigils to be usable at the same time as PVE Syndicate ones and/or allow PvP cosmetics to be separate from PVE ones. Currently you can't use Teshin's with the PvE ones, which causes annoying sigil swapping every time you switch modes.

 

That one is already included.

 

-snip-

 

Most of this is balance material, instead of quality of life changes.

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How about different guides for non-standard missions?

Syndicate missions should be guided by a Syndicate representative, invasions should be guided by a member of the faction you are working for. Both of these are largely mercenary activity, and having Lotus guiding me through them just feels wrong. As we have had special guest stars (Ordis and Darvo come to mind) for guides, there would seem to be no lore specific reason others could not also guide us through these missions in her place.

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Really nice list! Well done!

 

I have some requests, mostly interface related - 

 

- Allow us to select a mission, go to the arsenal and get geared up, then hit accept mission from the ESC menu. Sometimes this works currently, but sometimes it will 'forget' that I had a mission selected and I will have to go back to the navigation panel and re-select the mission.

 

- The whole inventory menu needs to be reorganized. The horizontal layout only being two rows deep makes for a lot of horizontal scrolling around to find stuff. The list would ideally read vertically and there should be filter capability.

 

- Allow us to select multiple items at once through the trade interface. If I'm trading somebody a full set of Boltor Prime, I don't want to go through the selection menu a separate time each for the receiver, stock, and barrel. 

 

- The foundry should tell you how many blueprints you have. For example, if I have 3 built formas and 2 blueprints, that should be identified right there in the foundry. It's a lot of extra clicking to go to the inventory screen to check how many blueprints I have.

 

- Color schemes should be easily copyable from weapons to warframes to sentinels etc, either via a "copy warframe colors" button or user customizable color presets. Color favorites help but it's still a lot of clicking to go through the primary secondary tint3 tint4 etc for each piece of equipment. A simple "use color preset 1/2/3/4" button would be handy. The color favorites are already set up in rows of five which correlate to primary, secondary, tint 3, tint 4, and energy color, so this would be easy to implement I think.

 

- An 'undo' or 'cancel' button for color customization would be handy.

 

- Find some way to keep our warframes from getting in front of our aiming reticle! Allow more customization of camera placement in general.

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How, exaxtly, would a varied mission guide effect anything other than QoL? Will it alter game mechanics? No. Will it alter rewards? No. It is just a different face, a different sound, a new name to grumble about not shutting up. It is cosmetic, and only alleviates some of the repetition. It changes nothing of importance. Nothing. The missions themselves make it clear that we are working for a given faction in their design, this suggestion just takes that in a logical direction.

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Really nice list! Well done!

 

I have some requests, mostly interface related - 

 

- Allow us to select a mission, go to the arsenal and get geared up, then hit accept mission from the ESC menu. Sometimes this works currently, but sometimes it will 'forget' that I had a mission selected and I will have to go back to the navigation panel and re-select the mission.

 

- The whole inventory menu needs to be reorganized. The horizontal layout only being two rows deep makes for a lot of horizontal scrolling around to find stuff. The list would ideally read vertically and there should be filter capability.

 

- Allow us to select multiple items at once through the trade interface. If I'm trading somebody a full set of Boltor Prime, I don't want to go through the selection menu a separate time each for the receiver, stock, and barrel. 

 

- The foundry should tell you how many blueprints you have. For example, if I have 3 built formas and 2 blueprints, that should be identified right there in the foundry. It's a lot of extra clicking to go to the inventory screen to check how many blueprints I have.

 

- Color schemes should be easily copyable from weapons to warframes to sentinels etc, either via a "copy warframe colors" button or user customizable color presets. Color favorites help but it's still a lot of clicking to go through the primary secondary tint3 tint4 etc for each piece of equipment. A simple "use color preset 1/2/3/4" button would be handy. The color favorites are already set up in rows of five which correlate to primary, secondary, tint 3, tint 4, and energy color, so this would be easy to implement I think.

 

- An 'undo' or 'cancel' button for color customization would be handy.

 

- Find some way to keep our warframes from getting in front of our aiming reticle! Allow more customization of camera placement in general.

 

The first one, it's because you disband the singular squad you're in upon standing up if no one's joined. It's a bit stupid.

 

These are good, and I'll add them in later.

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Wow, those are a whole bunch of nice suggestions! DE, this is supposedly the "year of quality", so PLEASE look at the great list the OP has provided! PLEAAASE! :'(

 

Thorough feedback time! :D

 

Login rewards - Sounds great.

 

Chat - The two tab rows (one for whisper, one for regular channels) YES PLEASE!

I'd also like to add: Not having the 120 second message cooldown reset when you type again before the 120 second cooldown is reset. That's just seriously dumb! -.-

 

Squads - No afk for private games, yes please!

 

HUD - I like the enemy and loot icons suggested, but ability icons I'd prefer to be without. Sounds cluttery to me.

The multiple display options of hp/shields/energy sounds good, as does the ability to see allies' energy.

 

Foundry - Multicrafting and able to cancel crafts sounds really nice indeed.

 

Arsenal - +1000000000000000000000000. Urgh, this is the part in need of changing the most, imo.

The seperation of enhancements and cosmetics was supposed to be a thing, yet they do the opposite?! Mkay. So yeah:

* Arcane Slots (even if the slots requires unlocking) + Arcane Enhancements being more like mods + Arcane Helmet bonuses becoming part of the Arcane Enhancement system (so new players can also get a hold of them) - Yessssss frikkin' pleaaaaaase! The current systems is just SO bad T_T

* Sigil seperation of bonuses vs rep gains - Yes pleeeease! I really like your suggestion of it being a GLOBAL thing too, changed in the gear area or something like that (as long as it doesn't occupy a gear slot though).

* Melee display of channeling and blocking would be nice (channeling and blocking needs a rehaul though, but alas, yes, it needs to be displayed nontheless).

* Abilities display, showing modded and unmodded stats: YEEEES! Also, show more stats please, the ability view section is horribly lackluster.

 

More so, in regards to weapons, please also display:

* Range  (Particularly useful for continuous weapons, melee weapons etc)

* Recoil  (Grakata has high accuracy, but also has a massive recoil, for example)

* Projectilespeed  (Then people know wether a weapon is hitscan or not)

* Explosion radius

* Punchthrough

* Multishot

* Ammotype used  (Castanas and other explosive secondaries, those use Sniper ammo (which is stupid, but I digress). That's good to know in advance)

* Ammoreserves

* Archwing-specific: Show both reloadrate and reloaddelay. The current "reload" stat doesn't display anything of worth currently...

 

Yeah, LOTS of things are missing in that regard *sigh*

This should also be shown in the market (along with also showing what modgroup they belong to, particularly important for melee weapons, due to there being so many different stances)

 

Modstation/codex - PvP and Shotgun filters, urgh, yes please -.-

 

Syndicates - Quicker access to medallion hand-ins + Teshin & Simaris + simulacrum = YES PLEASE!

 

Void trader - Some display for his presence would be VERY much appreciated, yes!

 

 

So wow, yes, agreeing with EVERYTHING here except the ability radar icons. I think (imo) that the Arsenal issues are the ones that needs fixing first. Those are just downright detrimental/annoying/uninformative as they are right now :(

Edited by Azamagon
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