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Quality Of Life


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Additions!

---------- Archwing

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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I'd forgotten all about that, I'll throw that in, Ciaus, as well as...

---------- Navigation

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.

---------- Gameplay

When selecting Relic Rewards, give players more time than 15 seconds to select which item they want, or need.

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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 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.

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4 hours ago, LightstealKnight said:

Detailed post, but many of these suggestions are not QoL

QoL does not change gameplay, it only makes it more convenient to do what is already possible.

I will add your relevant suggestions to my QoL post too

You're incorrect, but you're free to copy whatever you want.

Edited by Extraxi
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9 hours ago, Extraxi said:

You're incorrect, but you're free to copy whatever you want.

I don't copy, I quote.

QoL are not gameplay changes, that is why they have a category of their own.

QoL is getting indoor plumming, or a washroom inside your house.

It just makes it easier and more convenient to do what you were doing before.

Here are some examples that are NOT QoL suggestions.  They may still be good suggestions but they are NOT QoL.

 

On 8/21/2015 at 6:28 PM, Extraxi said:

Allow players to leave a Survival at any time they want after extraction opens.

On 8/21/2015 at 6:28 PM, Extraxi said:

Remove friendship doors.

On 8/21/2015 at 6:28 PM, Extraxi said:

Dynamic Reloads.

On 8/21/2015 at 6:28 PM, Extraxi said:

Roll buttons, preferrably on Q and E by default.

On 8/21/2015 at 6:28 PM, Extraxi said:

An additonal slot in the Gear radial, at the center.

On 8/21/2015 at 6:28 PM, Extraxi said:

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.

On 8/21/2015 at 6:28 PM, Extraxi said:

Change all lenses to no longer be branch specific.

 

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You remain incorrect and won't be able to prove otherwise, unfortunately, so I don't know what you're trying. The fact of the matter is, gameplay can very much have quality of life improvements. Changes that improve gameplay to handle better, much like any quality of life change. Leaving Survival whenever is quality because Defense has it, some people need to go early and others want to stay. Friendship doors block people out of nowhere and needlessly act as a speedbump for gameplay, ruining quality of it. There's often roll buttons in flight games, what Archwing works like now, and without, it's a bit awkward to fly through areas diagonally, the ability to adjust that, of course, being quality.

I'm sorry you don't understand this, but it is a basic concept, and it's an inarguable fact, so I'm sorry for your loss.

Edited by Extraxi
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7 hours ago, Extraxi said:

You remain incorrect and won't be able to prove otherwise, unfortunately, so I don't know what you're trying. The fact of the matter is, gameplay can very much have quality of life improvements. Changes that improve gameplay to handle better, much like any quality of life change. Leaving Survival whenever is quality because Defense has it, some people need to go early and others want to stay. Friendship doors block people out of nowhere and needlessly act as a speedbump for gameplay, ruining quality of it. There's often roll buttons in flight games, what Archwing works like now, and without, it's a bit awkward to fly through areas diagonally, the ability to adjust that, of course, being quality.

I'm sorry you don't understand this, but it is a basic concept, and it's an inarguable fact, so I'm sorry for your loss.

I predicted you would answer like this.

You are practicing what is known as a literal understanding of an idiom or a figurative concept.

You are saying I am wrong because you understand the literal words of QoL.

To use a hyperbole, I will give you the phrase "Lemon Party".

The literal understanding is:

lemonparty.jpg

But I suggest that you don't go look up the idiom of what this actually is.

 

QoL has an idiomatic meaning in gaming.

QoL increases convenience without affecting gameplay.

You can say I'm wrong over and over again, but you're only saying that you don't understand the difference between literal and figurative concepts.

 

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7 hours ago, Extraxi said:

You remain incorrect and won't be able to prove otherwise, unfortunately, so I don't know what you're trying. The fact of the matter is, gameplay can very much have quality of life improvements. Changes that improve gameplay to handle better, much like any quality of life change. Leaving Survival whenever is quality because Defense has it, some people need to go early and others want to stay. Friendship doors block people out of nowhere and needlessly act as a speedbump for gameplay, ruining quality of it. There's often roll buttons in flight games, what Archwing works like now, and without, it's a bit awkward to fly through areas diagonally, the ability to adjust that, of course, being quality.

I'm sorry you don't understand this, but it is a basic concept, and it's an inarguable fact, so I'm sorry for your loss.

It is actually not written anywhere what QoL means in gaming.  Usually people who are new to concepts will revert to their literal meaning.  QoL in gaming originally means non-gameplay convenience but because of newer people to gaming there is a crowd that understands it in a literal sense.

Language is not static but a dynamic system of communication and meanings will change over time.

I don't know if the noob's understanding of QoL will win out over the traditional understanding, but both of you have a basis for what you are claiming.  But he is definitely not "wrong", probably just more of an old-school gamer than you are.

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I really don't care what you think or how it makes you feel about how I argue it. I have to deal with people of less understandings all the time. I just don't have the time nor interest to spoonfeed you.

It is how it is. You can look it up yourself.

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Extraxi, you need to calm down on this. Some of your suggestions really aren't under the scope of QoL, but would definitely be minor improvements. Given the phrase "Quality of Life" is fairly open to interpretation, flat out saying someone else is wrong for disagreeing on the definition is itself "wrong".

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I haven't been anything but calm, honestly. I'm just not going to spoonfeed everyone on basics. If he wants to be upset about that, it's up to him. Others just seem to want to make a big deal out of it, while I remain uncaring.

Quality of life is what it is. Personal warped interpretations hold no interest of mine.

Edited by Extraxi
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1 hour ago, Kthal said:

Thread got pruned of several replies when things devolved to personal attacks.

I saw what he said, I did not see any personal attacks.  The conversation was digressing, but mainly because you didn't really understand what he was saying.

That said, I hope we just leave it alone and he doesn't re-reply, otherwise I foresee this becoming a big mess.

Edited by Frivolimous
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---------- Simulacrum

  • Have an enemy counter below the minimap so we know if there are any enemies left/how many are left.
  • Let us save our favorite enemy composition so we can load it at any time without having to redo everything.
Edited by Crazystevenz
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7 hours ago, Crazystevenz said:

---------- Simulacrum

  • Have an enemy counter below the minimap so we know if there are any enemies left/how many are left.
  • Let us save our favorite enemy composition so we can load it at any time without having to redo everything.

Y'know, despite using the Simulacrum for DPS testing quite often, I'd never even considered these. Will add them.

 

I saw what he said, I did not see any personal attacks.  The conversation was digressing, but mainly because you didn't really understand what he was saying.

That said, I hope we just leave it alone and he doesn't re-reply, otherwise I foresee this becoming a big mess.

 

I'm sure he's learned his lesson.

Edited by Extraxi
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On 7/21/2016 at 7:51 AM, Crazystevenz said:

By the way, why isn't the community's most requested feature, global passive vacuum (even reduced in size), not in the gameplay list? I thought it's one of the most obvious things.

It is originally an issue of balance. Even if they keep releasing companions, people will stick to Carrier just because of Vacuum's own quality of life improvement over others. Despite that, they haven't changed it in years.

 

Also, additions!

---------- Navigation

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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  • 3 weeks later...

Fresh, new, out of this world but really not that special but still a good feature!

---------- Simulacrum
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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  • 3 weeks later...

---------- Chat

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.

---------- Gameplay

For Nekros, when 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 hurts 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.

 

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On 8/21/2015 at 5:28 PM, Extraxi said:

This is a master post for all things of a current poor quality that need an improvement, not pertaining to any type of balance or Warframe skills and etc. Small things that improve the general streamline and quality of the game, its immersion, and most importantly, the user experience.

This ranges from adjustments of the UI, additional mechanics to certain elements or gameplay or the customization of, to overhauls of such areas like, formerly, the Market.

You can find my other work here.

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

  Reveal hidden contents

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. Mostly success!

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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. Mostly success!


---------- Chat

  Reveal hidden contents

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 each chat window, the top row being all whisper tabs. This allows players to see if a new whisper has come in all scenarios, as in Relay/Orbiter, you are not given pink whisper text. Sorta success! We just got pink text instead.

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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. Complete success!

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More fonts and font sizes. One half success!

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

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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.The suggestion wasn't taken, but it was instead fixed, so kinda success! (We are now able to shift+tab without switching chat tabs.)

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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.


---------- Friends, Clan, and Recent Players

  Reveal hidden contents

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


---------- Squads

  Reveal hidden contents

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. Complete success!

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The option to restart a mission while still in mission, instead of aborting or failing.

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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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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.

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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.


---------- HUD

  Reveal hidden contents

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 squares/circles 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.

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, something for Excavation Batteries, 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. This allows players to focus forward while also being aware of how much damage they are taking.

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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. Complete success!

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Display the number of Medallions left in a Syndicate mission on the side. Also acceptable, having the number in the escape menu.


---------- Maps

  Reveal hidden contents

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.


---------- Gameplay

  Reveal hidden contents

Allow players to swap weapons while sprinting. Success!

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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.

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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 Carrier or Helios isn't the most pleasant of experiences.

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Reduce the spread of hipfire with Snipers. We're hyper advanced space ninjas, 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.

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

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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 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 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. Success!

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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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For Nekros, when 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 hurts 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.


---------- Graphics

  Reveal hidden contents

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

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Perform a quality pass on each Tennogen item that had been accepted for the game. Many people will vote on an item, but because we can't actually see it in game, it may not actually be up to part.

For instance, each one of Excalibur's Steam helmets are far too large for his body, they're very awkward. Volt's Arrester Helmet is completely glossy, which is in complete contrast so his more fabric, or matte, body parts that it connects to.

While it was made by someone else, DE should still take responsibility for the content they put in the game and refine it if necessary.


---------- Archwing

  Reveal hidden contents

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. Success!

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

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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. Success!

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

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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. Success!

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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.


---------- Navigation

  Reveal hidden contents

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 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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Quick Switch Window, always visible in Navigation or the Esc menu to the right. Shows syndicate sigils, only with the highest payout to minimize cluttering, and each Focus tree to immediately swap between them.

When choosing a mission, you can make sure your proper sigil is on, and the right focus for your warframe is on as well. No running back down to the arsenal, or your star child, to swap things out.

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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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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.

-

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.


---------- Foundry

  Reveal hidden contents

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.

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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.

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

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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.

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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.


---------- Arsenal

  Reveal hidden contents

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 dictate which Syndicate you're going to be playing floor and the amount of bonus. 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 sigil on a specific frame's specific loadout.

A good location for this slot would be the Gear screen, as it is global 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. Complete success!

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The ability to favorite a color set to apply to an item instantly, not just singular colors.

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An undo button appearing once any changes have been made cosmetically to a frame.

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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.

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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.

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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. Half success but really good enough! Why would you be jiggying something you haven't potato'd, anyway?

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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.

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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, 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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An additonal slot in the Gear radial, at the center.

Every slot is always filled with something. We have a lot of gear in the game. First, one of every type of restore; you never know when you'll need them. That's already four slots taken up. Then, you've got scanners, ciphers, and kinetic traps, good to always have on you. That leaves one slot open.

If you've done Jordas Verdict, you tend to leave the Antiserum Injector on at all times, just to avoid ever forgetting to put it on. It's also the slot people use to generally switch out for Dragon Keys, quest specific gear, spectres, remote observers, antitoxin, fireworks, air support charges, corruptors...

An additional slot, even one at the center, offers just a bit more customization for what you bring to the fight that you can leave on all the time.

If you're like me, you also use the Numpad for your gear radial, so that nice little 5 at the center can get some use too.


---------- Mastery

  Reveal hidden contents

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.


---------- Focus

  Reveal hidden contents

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. In 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.

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Set Focus Primaries based on Warframes; 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.

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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.

This would stack up to 700k, so people who only can play once a week aren't punished.


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

  Reveal hidden contents

Add a filter for Shotgun mods and PvP mods. Half success! We need that shotgun filter, though!

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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.

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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.

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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.

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


---------- Inventory

  Reveal hidden contents

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.

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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.

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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.


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

  Reveal hidden contents

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. Complete success! Bonus: Arsenal access in the Relay! Extra success!

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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! You can now just quit out of a host migration.

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Give music boxes to Orbiters, too, not just Dojos.

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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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Navigation, Foundry, and Inventory access from the dojo.

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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, relays, and dojos: make it rain, snow, feel dry, or just look cold.

This comes with the addition of music boxes for the dojo 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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When trading, you can't trade Special Weapons that've been used yet it shows them anyway. Instead, just don't show them, it adds clutter.


---------- Simulacrum

  Reveal hidden contents

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.


---------- Market

  Reveal hidden contents

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.) Indirect success! Market's now much more clear, woop woop.

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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. Wonderful success!

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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. Total success!


---------- Baro ki'Teer

  Reveal hidden contents

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.

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An upgrade to Baro's inventory: one new item, two old random items, PLUS the new item from two weeks ago. This allows players who have missed out, for whatever reason, to have another chance at gaining it, as not all items can be traded.

This also heavily encourages players to clear the star map towards whatever relay that held the item they want in question, bringing up their efforts and maybe even get them to spend plat on new gear to level, if you aren't yet convinced, DE.


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

honestly, DE needs to do all of this after war within update, seriously u just made a guide for DE in all of our names, DE NEEDS to make ALL of these CHANGES, great thread man, hat off

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