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List of 200 "easy" improvements to the game (v.17)


Lluid
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On 9/7/2016 at 3:33 PM, Lluid said:

This is a list of details in the game that don't require much work (I think) but would be beneficial to the game. Therefore I ignore some aspects that require more work or debates (but every entry can be seen as debatable obviously).
Before starting, note that I made a list like this one more than a year ago, and I'm happy to see that about half of the items have been addressed. Keep it up DE !

There's actually more than 150 entries, don't mind me but I stopped counting. :laugh:

Note that the idea about the chat filters is the most critical in the whole list, to me (see the 2nd and 3rd images inserted below).

 

MATCHMAKING

FtVPiMX.png

  • Let us select the pace of the mission : rush or normal. The two options would be mutually exclusive, meaning you can't join someone with the other option. Of course that would reduce the chances to join other people, but that would improve the pleasure of playing with other people greatly, for both sides ! We could have tooltips explaining, say, for the "rush" option : In this mode players won't focus on exploring or killing enemies. The objective is the only priority, and the team leaves as soon as possible.
  • In public, let players chose to host (many would prefer hosting at the risk of being alone). It's frustrating for instance when you're looking for a synthesis target and jump in the middle of a mission that of course has no target to chase.
  • Similarly, give the option NOT to host (some players don't want others to suffer from their bad connection or computer). After thinking about it, the "wait for players" option doesn't always solve this.
  • Set an option so that you leave the squad automatically after a game, if you want. Others are in the recent players list anyway. One particular example of why it's annoying : with a slow computer you can find yourself sent to another mission without joining your liset if a squadmate launches the timer fast enough (occurred only once to me).
  • Prevent host migrations when we rejoin our ship. It probably appears to slow computer users when the host leaves squad before we finish loading.
  • Show the matchmaking options to all players when a squad is formed. Only the one who invited could modify them as of now.
  • Let us time to cancel joining a squad after clicking a node in public (for the reason mentioned above when searching simaris targets). 5s are enough I think.
  • Don't set the timer to 15 or 20s when we join a single Tenno. Not sure why but it happens sometimes.
  • When the last squadmate leaves us, keep our vote if we clicked a node !
  • Don't say "xxxxx joined squad" three times when in fact we joined them (not sure what triggers it but it happens).
  • "Join a lone Tenno in need". When a new player is alone in a game, in public, and having trouble (whether he dies once or just looses health maybe?) enable others to join if they want to help (without ruining his experience by killing everything of course). There could be a special "node" on each planet that activates when help is needed. And no special reward, so that only those who really want to help come. (alternate idea : a "request assistance" option as suggested in comments. I'd prefer something automatic though)
  • Squad : allow us to invite someone when we're not in the navigation screen. We can do it through the "esc" menu, so why not from the chat or the friend menu ? I guess it means anyone would be considered "in a lobby" instead of some "in menus".
  • Similarly, switch automatically from solo to "invite only" when inviting someone (instead of displaying an annoying message : our intention is clear).
  • Let us queue multiple missions if we're "waiting for players" !
  • Add a recruiting board, showing player-created objectives (maybe among an exhaustive list) to join easily people with the same goal as you, without using the crowded boring chat. If it's too much work, see the entry below.
  • Add chat filters for the recruiting tab (help / resources / relics / clans / trials...). That would encourage us to use it much more ! Note that filters could be automatic depending on the text we type.

wqxjbWk.png

 

MENUS

  • Faster menu transitions (maybe no visual transition as an option ?). And with less clicks to go somewhere. The "esc" menu should be in 2D like the codex : more items on one page.
  • More info in the arsenal. What's the damage type of my archwing abilities ? Is there an alt fire on my equipped weapon ? What is the range of my melee ? All the missing stats, but also the weapon description, type, etc.
  • In mission progress screen, show planet and node names, mission duration, the active buffs/debuffs to better explain the icons, and also a description of the current objective.
  • The "inventory" menu should be accessible from the liset (without pressing "esc"), and with more sorting options.
  • If inventory is in the ship, place mods, ayatans and relics there !
  • The inbox also needs an access in the ship ! So many new players miss it...
  • Add a message system between players (to talk even if not connected at the same time). Maybe with the inbox system above ?
  • Similarly, add a black board decoration in dojos for any clanmate to leave messages.
  • Use the codex to answer most players' questions based on their experience. If I scan an enemy on Venus, show it and where I saw it even if I didn't complete all scans (same for mods). Other example, where's the mission where I got the best ratio of a given resource/time ? Where did I meet the most of this unit per minute ? Useful gaming info, based on actual in-game experience.
  • Codex : explain damage, armor and resistances. I still don't know how exactly is calculated damage for say corrosive damage through armor and health (including procs, armor reduction), because formulas include non linear calculations and therefore the order matters, and also because we know little about procs numbers (how do damage or criticals influence the corrosive proc value ?).
  • In any menu, activate the search bar by default. That would require that the "chat" key should be, say, "enter" instead of "T" by default.
  • When logging in, don't load Excalibur by default. I'd prefer waiting a few seconds and then see my liset with the warframe correctly loaded.
  • Boosters shouldn't activate automatically. Instead, they should appear in the menus and be activated on demand. Especially those we get as login rewards.
  • Give more info on the white little icons in the top right of the screen when in the liset. They concern foundry items ready, boosters, pending friends, real money offers. New players usually don't understand them easily.
  • Place the "rank up" button in another, more visible, place. Also introduce new players to it.
  • "Hide mastered" option in foundry, market, baro'ki'teer,... because "hide owned" is important but we might have sold the weapon already.
  • In the case of blueprints, or weapon parts, show "item owned" if we already own the built item ? Currently "owned" means we own the blueprint or part only.
  • Add a sorting system for foundry components.
  • Add a sorting system for Sigils
  • "Apply sigil to all warframes" option ?
  • Community driven wikia system within the game (with a spoiler system based on quests completion) (ok this one is huge sorry)
  • Reduce all building times by 2h (if longer than 12h). That way, a 1day-build item could actually be used the day after starting the build (i.e. 22h later). It would remove the frustration of having most builds finish after the hours we usually play (since we often start building at the end of play sessions).
  • In dojo, give us the option to rename transporters ?
  • In relics screen, grey out the relics from which we already obtained every item (including items you need twice) ?
  • Cyst : maybe Ordis should talk about that when it first appears - he should be disgusted right ? - and inform the player about how to cure it. The helminth charger draining system also needs some clues.
  • Add a selling board, where sellers register their goods and prices, and buyers consult all offers in region for a given good at once. No need for the seller to be available, and maybe not even connected. Less people "stolen". More incentive for using plat, which isn't bad for the company. It would probably necessitate to prevent re-selling a good. Note that this is a very debated question in the community, if you don't agree see the next entry !
  • Add chat filters for the trading tab (prime parts / syndicate offerings / mods...). See image below. This idea and the one above aren't mutually exclusive, but this one is easier to implement. Again, The filters would be automatic based on keywords or linked items. A must have. Really.

60DytdY.png

 

NAVIGATION

  • Navigation screen : don't zoom on previous planet (even more disturbing after a derelict mission since it zooms where... you weren't). It takes time, and is rarely useful (except after completing a junction obviously).
  • Navigation : zoom on the mouse pointer when using the mouse wheel (instead of zooming on the center of the screen).
  • Add a system to highlight missions on planets depending on their types : if I want to play a survival, I currently have to mouse over all nodes of a planet to search it (and I even have to click on the node when there's something special there, like invasions, alerts, syndicate missions...)
  • Make nodes icons bigger, clearer, maybe with colors and maybe differentiating different objectives visually (would solve the above).
  • In the invasion preview list, if there's more than 2 nodes invaded, let us click on each node name individually to select / highlight a given mission (without having to search the node itself).
  • Let us support the infested in invasions ! Sorry but I totally embrace their ideas.
  • When 2 or more missions are available on a node, show all the info when selecting the node (currently we can't see the lvl of enemies in the basic mission). Just duplicating the usual preview of the game would work for me.
  • In navigation, pressing "esc" should close the chat tab before exiting nav. (same for other menus I guess)
  • In navigation, when zooming on a planet, show resources by default. We can keep the option of hiding them by clicking on the extractor icon, but showing them is required for new players.
  • Also, show the rarity of resources in the list, since rarity depends on the planet.
  • Ask for unequipping dragon keys when voting for a mission that's not in the derelict.
  • Navigation screen seems to prevent or hide tooltips. Example : go to the clan screen from navigation, edit ranks, you can't see the tooltips there.
  • We sometimes want to find specific mission types, enemy faction, and level ranges. Going to every planet to see which one is high or low leveled, the right faction, and searching EVERY SINGLE NODE to find the right mission type is just atrocious! A search bar maybe? (by @(PS4)Ninjhetto )

QUESTS

  • All the previous events introducing new enemies could be reused as a "storymode" as the player unlocks planets. (this one requires quite some work sorry, but still less than entirely new quests right ?)
  • Give more details on the current quest state, mission objectives and even a "replay transmission" option (all of them). As a non-native english speaker, I often find myself asking the Lotus to repeat, and well she doesn't. Or sometimes I'd like to replay some audio content to think about the lore (without playing the actual missions).
  • When a quest is active, guide the player through it. It's weird when you receive a transmission or a message, then come back to normal in the Liset and have to figure out how to start or continue the quest. Sometimes it's intended, but sometimes it's not clear at all especially for new players. How often do we see "what should I do know ?" in chat ?

MISSIONS

  • Make exploring more rewarding. Or, better said, more meaningful. We could have optional objectives with clues scattered in the secret rooms of the map that make you think based on the map layout for instance. Secret rooms are not worth the time right now, while they're logically full of treasures compared to corridors. In particular, Ayatan sculptures and rare crates should spawn only in secret rooms, and we should be given hints, clues. Who would hide a valuable object in corridors ? Not even degraded clones. Finding them is just based on luck right now, it doesn't encourage exploring and therefore isn't fun (because it's actually more effective to rush without looking everywhere to find them currently).
  • Jackal is one of the first bosses and quite bugged (sometimes you can't even damage it even in the legs). Nerf his missiles and reduce the rate of his feet spamming, because new players don't even have time to understand how he works. It seems to be solved, I didn't see the hotfix notes about that.
  • Magnetic effects : remove 75% of energy, not all of it. And don't allow us to pickup energy for the duration of the effect, since it wastes orbs.
  • We could find a way to get energy in gameplay without orbs, like through special melee attacks (idea from @(PS4)Ninjhetto )
  • Rework in-mission challenges so that they can actually be achieved (like "hack a console" in a mission with no console). Might even have a cycle of 3 possible challenges maybe ?
  • Corpus mobile defense systems : we often walk over them when trying to start the objective. They should have a more "vertical" hitbox.
  • Ospreys' yellow mines and slow projectiles (i.e. bombard, napalm, leechs) : shouldn't we be able to shoot them ?
  • Give info about enemy weakpoints in the codex, and bring variety back : the previous ancient infested had weakpoints in the feet, it was fun to adapt to them. Moas have a weakpoint in the box behind them, that's fun too. But I'm afraid many players don't know that.
  • Consequently, replace the notion of "head shots" with the notion of "weakpoint shot" (or any better way to express it) in mods and mission objectives. Actually Moas' cameras are considered as a "head" but they're not a weakspot (they even take less damage there) so it shouldn't be rewarding to aim at that. Right ?
  • Let us change the orange color of Cephalon Symaris Scanners ? When searching for plants or enemies not fully scanned, the orange overlay often confuses me.
  • Create optional objectives that give 2 choices among rewards in normal missions. I don't want health restores and specters blueprints but I like those game types. :)
  • Add caches in all missions (except small environments like defense obviously), or other interesting things yeah.
  • Kuva siphons should spawn in the planets around the fortress, maybe with kuva showing in ressources.
  • The kuva fortress needs something unique to do there.
  • Stop color pigments from dropping when research is completing.
  • Spectres should have some sort of signifier that they are spectres. A ring on the energy color of the controlling players warframe would go a long way (idea by @TheChaotic1).
  • In the squad list in mission, replace profile icons by warframes icons. That would make sense since we have map warframe icons.
  • In stealth, let us mark enemies (sort of scan system ?) and gain affinity for not killing them and not being detected. True ninja alternative gameplay.
  • Oxium drops and blue drops : change their appearance and add the usual vertical line to allow marking it for others. Any mutagen sample is worth it.
  • "Bow only" missions (and similar) : auto unequip other weapons just for 1 mission.
  • Adjust number of completions of invasions depending on mission type and average duration. Also, change it to a succession of different objectives.
  • Maybe some hated enemies could disable our mods instead of our abilities completely.
  • Add more tools for fast communication between players, as proposed by @CyberneticSusurrus, i.e. more waypoint options and quick chat tools (in particular a press and drag option for waypoints to select among a circular list of messages)
  • Rework credit rewards, based on mission average duration maybe, or even based on community activity per node. Also compared to dark sectors, credits alerts are a joke.
  • Interception rounds should start with all points captured by Tenno ! Maybe only if there's one tenno on each point. Actually having nothing to do for about 20s is the worst a game can offer right ? I wouldn't mind if the rate of % increase is slowed down a bit so that the average time for completion is similar. At least we would be doing something. :D
  • In endless missions, when we chose "Extract" or "Battle", if a player stays at the center he should follow the majority of others.
  • Also if all players chose the same option (Extract or Battle), either make the countdown faster, or immediate.

WEAPONS

  • with bows, it's easy to see that shooting through a window (or an enemy) deviates the arrow even while aiming. More precisely, it's a third person view consequence : the arrow doesn't follow the direction given by {camera + crosshair} but rather {weapon + first solid thing touched in crosshair's direction}. It seems logical, but the fact that a direction is defined by another direction makes it confusing in game. Sometimes it even makes you fire at an enemy behind you (if he's in front of the camera). All this doesn't happen if you zoom with weapons that have a first person zoom of course. Please give us the option to switch between the two aiming possibilities (I don't know if we should allow the arrow to be shot from the camera, or more simply make the camera come in first person when zooming with any weapon)
  • "No weapon" melee attacks : if we don't equip a melee weapon, let us use our fists and feet anyway. We already have the stance.
  • All explosions should have radial damage decrease and be blocked by objects (line-of-sight but through entities).
  • Napalm should fall on the floor !
  • Add a cooldown to telos boltace special effect, but add damage too.
  • Little bug with scanners : when holding a datamass or cell, switching to a scanner and back to secondary weapon, the datamass is dropped with no obvious reason.

SYNDICATES

  • Replace all syndicate weapons explosions by specialized effects similar to those in the syndicate melee weapons.
  • Syndicate missions could be removed, and Medallions could be found in any mission. There could be a daily quest like "find n medallions of this syndicate for 5k syndicate points". I'm not sure if they should be universal (each player sees the medallion of one active syndicate) or random.

ABILITIES

  • Allow all abilities to be cast while airborne, and maybe without cancelling reloads (delaying at most). Even banshee could start her ult in the air and fall for a bonus in range or something.
  • Effects invulnerability like Oberon's carpet or Trinity's link should prevent arson eximus and others from sending you flying (being knocked down is less annoying than the displacement itself)
  • Some control abilities (Trinity's EV, maybe others) lose their animation when the targeted enemy suffers other animation-creating events (like puncture procs). The ability is still partially working (energy bursts), but doesn't control the enemy anymore (no pain animation). As long as the ability is up, all its effects should remain.
  • Similarly, enemies with an effect preceded by an animation (shockwaves, blasts) shouldn't perform their effect if we managed to stop their animation (example of EV again). Or the animation shouldn't be interrupted, I don't mind. There should just be coherence between animations and effects.
  • Nullifiers' bubbles shouldn't cancel area abilities like Oberon's carpet on contact : it should just "nullify" them locally, temporarily, and only inside the bubble.

EXCAVATIONS

  • Excavators should fly away instead of exploding when they are complete. It's confusing.
  • We should have to press the "use" key to call an excavator. Often, the excavator spawns right on top of you and you activate it by error.
  • We could also press the "use" key to add an energy cell to an excavator (more debatable but sometimes you need a cell that is close to a full excavator).
  • Carriers should have a reason for carrying energy cells. Else they're just kindly bringing them to us. Maybe give them a shield ? (but set their health similar to their allies') Or maybe they could drain energy from the excavator ? It would explain better why we use "%" and "s" as two different units while they're the same thing right now.
  • Enemies (and specifically carriers) should spawn more accurately near each active point. We often see no enemy at all for minutes in new rooms (especially in solo it seems).
  • Change the vertical line color of cells because it's confusing with rare mods or reactants.
  • Excavators that are still running when we extract should give cryotic. Or, broken excavators shouldn't give any cryotic (wouldn't be that bad : easier to follow the rotation).
  • Let us leave excavation or survival independently of other Tenno, like in other endless missions. No need to force people to stay, and no need to force others to leave.

FISSURES

  • "Play now" shouldn't ask again for the relic you equip. Also, let us double click relics and remove the confirm window after choosing a relic.
  • Don't suppress the reactant markers when we look in their direction, rather only when we're close.
  • Don't enable exterminations in fissures, specifically as a change of objective. It's so frustrating to have 9/10 reactants when you reach extraction, and no enemy spawning anymore. It happened to me in a spy mission (we split up on purpose, but at the end nothing spawned).
  • If you look at the profile of someone while waiting at extraction, the choice of rewards doesn't come up for you ! That's annoying only once, but still a problem.
  • Rewards : common and rare colors are hard to differentiate. Commons rewards could simply be written in black.
  • When playing alone (in solo or public), don't give us 15s to choose our only reward, or at least give us 2 choices.
  • Let us set waypoints for reactant (and don't show it to those who have enough, or already took it)
  • Show reactant "shadows" even when we have 10 so that we can mark them for allies.
  • Remove the immunity when enemies get corrupted. The healing is more debatable. Sometimes there's still an immunity, sometimes not, weird.
  • Remove the corrupted yellow glow from dead enemies. I keep walking on them thinking there's a reactant. It's not respectful.
  • Make reactant pickups shared, like credits. We enjoy warframe gameplay, not catching balls.
  • Remove prime blueprints from relics, and place them as rewards in the void, maybe with a npc we can ask to find a particular Bp, or as rewards from parkour rooms. That way, we'll have things to do in the void again and relics will contain only prime parts, i.e. objects as opposed to a simple "blueprint". I imagine some kind of little quest where we rescue a target, gather his information, and then go to a mobile defense to get the "receipe", the blueprint. No RNG involved, just some work to do. Additionnally, and arguably, the relics would list the rewards only if we own corresponding Bps (else we can get them but they're shown as a "?"). It means that Bps would be the first step in getting the prime object instead of "just another part".
  • In the relics screen, apply text search when switching tabs (right now we have to add/remove a letter to activate the search).
  • During endless missions, let us refine relics (but no need for an additional timer : we'll do it while choosing). There are possibilities, like sacrificing void traces gained for the refinement, or simply the void traces previously owned.
  • Allow relic refinement in the navigation relic screen.
  • Allow un-refining relics for void traces (since we can get them in a refined state)
  • Remove "Exceptional" and "Flawless" relics entirely. There's no reason to use them (I mean you can but that's not efficient). To be clear, there would be only "Intact" and "Radiant" relics.
  • Add relic tooltips in chat when clicking a linked relic instead of the full screen that makes you lose the chat control (and therefore the line you clicked on). The tooltip would simply list the possible rewards and the relic count you own.
  • When selecting a relic, don't show the confirmation window if we clicked the button "equip for this mission". Maybe keep it if we double click a relic, but I'm not sure it's necessary.
  • When clicking a linked relic in chat, the relic count should also include all relics already refined.
  • Let us refine relics that are already refined ! Especially those we get in endless fissures.

MOVEMENT

  • Right clicking to stick to walls is annoying, sometimes you want to aim glide and suddenly stop. Moving the camera while zooming is complicated too. Instead, it could be triggered by maintaining the space bar (release to jump off in the direction of crosshair).
  • Toggle sprint should make you sprint all the time, even after you shoot or do anything. Press sprint once and then forget it. Or should sprint be on by default (then pressing the key would make you walk) ? Similarly, pressing the sprint key continuously shouldn't be canceled by these actions (currently we need to un-press and press again in some cases).
  • Add an acceleration time of around 4sec to reach full sprint speed (2x current speed, to avoid spamming the slide+roll keys, as silly as previously with the coptering system).
  • Buff sprint speed for the Tennos that are further from objective/extraction ? (to help them join the rest of the team)
  • Remove little "edges" above most doors. We often find ourselves standing on the top of a door, it doesn't make sense and breaks the pace of our run.
  • Similar problem, from below : enable warframes to jump-climb cliff edges that are less than, say, 0.5m wide. We can climb a huge slick wall and can't even grab an edge that is right above us ? The animation could be nice.
  • Make us press X to get out of archwing in "submersible" missions. We often get out of water by mistake (or the opposite, don't manage to get out).
  • Crouching and moving on a rough terrain results in sudden sliding (since you fall for a split second). Very annoying in stealth.
  • "jump + slide" should make capture targets fall again, together with nullifiers, and should interrupt most enemies animations (like heavy Grineer shockwaves). It is very fun way to control a single target (or a little group) with this technique that, of note, does almost no damage. I used it a lot in capture to help new players complete the objective themselves.
  • Tweak the direction of rolling when in air. I find it hard to predict, based on current speed and camera direction. Or maybe I'm just bad.
  • Avoid situations where the player can't do anything ! When Grineer commanders use their teleport ability, don't impose the surprise animation : the player himself does it anyway to realize where he is, but faster, no need to simulate the surprise. Similarly, let us roll out of staggers (from quick thinking or Stalker's melee attacks). Rolling being the only allowed movement.
  • Bullet jump (croutch+jump) makes us jump in a direction higher than the reticule. It's annoying.
  • Let us croutch+jump from ziplines.

NEW PLAYER EXPERIENCE

I recently created a brand new account and started from scratch, without any help from the old account. It's refreshing and interesting in therms of feedback :

  • The howl of the kubrow quest should provide an incubator power core : crafting it requires nanospores, which is not in line with the expected level of players. (argon is fine : it drops in al quests)
  • Rhino and Frost are the first warframes you can get, they shouldn't require Plastids to craft them. Plastids are too rare on Phobos, and Saturn is far away at this time.
  • The introduction quest should introduce the bullet jump and aim glide key combinations. I was surprised not to see the good tutorial we got when the movement system was released. Honestly nobody goes to the codex when they need tutorials.
  • Maybe lock infested missions before the player completes the once awake quest. Doesn't make sense to meet infested before they're released.
  • In the arsenal, "equip", list the weapons you can buy with credits first by default.
  • Ascaris negator : why do we keep the blueprint after using it ? Looks like we get 2 in fact. Same with other quest related items like Chroma signal objects.
  • The earth excavation spawns too many enemies for a beginner mission. I went there with a MR 2 player (my test account was MR1) and we couldn't even defend the first excavator. After one day and a few mods I could play it alone easily, so the main problem is that the mission is accessible in the very first nodes of the game.
  • Maroo isn't introduced to new players yet they can access the bazaar before accessing the quest.
  • In the archwing quest, the Lotus talks about a dangerous fomorian without even explaining what is a fomorian : it was clear during the event, maybe the text needs some refreshing ?
  • After the MR3 test, the player should be hinted to join a syndicate. Also explain the sigil mechanism when he joins one.
  • Add a basic universal stance mod (maxed at 2 mod points maybe) to introduce stances to players.
  • Add a basic aura too, maybe a damaged Rejuvenation would fit well.

COMPANIONS

  • Add an order system ("defend here !" "stop attacking !" "focus on this enemy !"), maybe through "stances" that give a limited number of options as proposed in comments.
  • Enable us to search dens without destroying them (duration of 4s, higher egg chance) ?
  • Carrier seems to throw drops out of the map sometimes for other players (Carnage2K4 's thread here )
  • Instead of a vacuum system for pets, let us teach them to retrieve items like feral kubrows, with a selectable importance order (rare ressources / credits / endo / mods first ?)
  • "Put in stasis" option should be available in the main companion screen (I often confuse it with "consign").

MODS

  • Remove mods colors showing rarity (back to original mods color), because colors are a lot of shiny info for no real reason. Leave stars for rarity, and optionally let us chose the frame colors to identify favorite mods ourselves ? I really appreciated when mods had each their own color. That could be an option too.
  • Rework the notion of rarity. The fact that stances (and most mods) are obtained through two layers of RNG makes the "rarity" notion very vague. Indeed you first need to find the right enemy, which requires different efforts among the enemy list, and then there's the usual randomness of the drops. Maybe rarity should be based on the number of mods really obtained by all players, actualized every week maybe, and shown in the codex.
  • Invert names of various archwing mods so that it feels more logical ("efficient" seems better for efficiency, "morphic" for range, "amplifier" for strength, "durability" for duration).
  • Add an option to auto-sell or auto-dissolve all duplicate mods we get in missions (if we have more than 2 maybe) ?
  • In the arsenal, let us double click mods to enter a fusion mode without leaving the page : the process is much simpler now ! It would require showing the total endo owned too.
  • Mods shouldn't show as "new" if we already owned them and then sold them.
  • Add an augment mod slot ! Really, I don't use augments because I can't accept to make my warframe weaker just for them.
  • Carrier looting mod : it should attack resources similarly to containers. Also it shouldn't take so long to activate.

 

ARCHWING

  • Make exploring rewarding, in this mode too ! Maybe put a ton of resources inside an asteroid sometimes, and credit treasures in corpus maps.
  • Add more variety in archwing missions (requires a lot of work but @(PS4)Ninjhetto  noted it below)
  • Melee : the camera should go back instead of closing up. Currently we can't see anything so we just press melee blindly.
  • Fix aiming going crazy when using invisibility sometimes (easy to see with fluctus). Maybe the same occurs with Odonata's 1st ability.
  • Show archwing loadout in the lobby ? Only when voting for an archwing mission.
  • Shield dargyn's shield is larger than it appears : sometimes you can't even shoot another enemy that is clearly not behind the shield area.
  • In 6D option, let us press "R" to rotate back to the original "horizontal" plane.
  • In archwing, the map needs a complete rework. The "above" and "below" signs don't mean anything and are even more confusing since we can be upside down. It should at least be based on the plane defined by a normal vertical vector (from the player perspective).

 

Of course there are many other possible items, feel free to add yours and I'll actualize the OP.

Have a nice day ! :)

i didnt read like 50 % of it but of the 50% that i did read i only disagreed on the normal vs rush game mode! all of these seem quality of life and amazing features which would make this game almost flawless but to implement all these would take an insane amount of workers or days

 

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  • 3 weeks later...

Thks guys ^^

New OP update, here are the additions for those who already read the list before :

Spoiler

- linked items in chat should have a different color if we own them (or mastered them). Maybe even a special color if they're in the whishlist ?
- Show all weapons in the codex ! (Same apply to all lists) Maybe grey out those that can't be obtained anymore, and show how to obtain the others. It would be a good way to learn about things that you can obtain like the helminth charger for instance : we souldn't have to check external sources...
- show vaulted relics as vaulted if we own them
- let us join friends/clanmates even if the objective is completed (but no special mission reward then)
- let us see clanmates' current mission (like in friends list)
- multi-targets stealth melee attacks ! A lot of cool possible animations come to mind...
- introduce a set of weapon-specific challenges for validating the mastery xp. For instance, affinity could be capped every 5 lvls, but completing a challenge mid-mission (like for rivens or mission challenges) would unlock the affinity gains up to the next 5 lvls. Every weapon previously mastered would probably have to be considered as complete.
- remove bonus affinity (at end of mission) and double the base affinity. One particular reason is the lack in sense of progression for new frames : we often gain a few lvls in the reward screen and don't even have time to notice and experiment the evolution of our powers.
- in quests excavations (limbo's I think), you can activate excavators after completing the objective, but these don't give anything ! You should probably just remove new excavators spawns in those cases.

 

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  • 2 months later...

New update !

New items added to the OP :

Spoiler

- Show all relics that we don't own. Either grayed out or in another group, smaller icons or something.
- Limbo's quest comes too early in the game. There are plenty of other warframes that are more straightforward to understand and would qualify. Also, the excavation is weird because it doesn't reward anything until you get the liimbo part : Lotus says "Look what we found" but we get nothing from excavators, except cryotic. Finally, the excavation and the archwing part are too high lvl for mostly solo players.
- Organize weapons per genre. When a new player tries to get a new weapons, the huge amount and variety are overwhelming. By default, list first the weapons that can be bought with credits or that require early resources.
- When launching a mission, check who's the best possible host. I know it's supposed to work like this already but most of the time it just keeps the one who invited as host.
- Divide melee stances into independent movements that can be performed though specific key combinations, in the order we want, and as an option. Using the same movement all the time could lead to a decrease in damage, while variety would provide bonuses.
- Get rid of the derelict keys, and make it public We might as well use nav coordinates directly when we get into a derelict game instead, like to "locate" the place.
- The chat filter icon (magnifying glass) should be moved to the right of the chat window, because it's a zone that's generally not occupied by text. At least one guy I talked to didn't know there were filters now.
- extend the notion of wishlist so that it highlights all prime parts that you need in the relic screen, possibly highlight the relics themselves, and maybe even in the fissure rewards screen.
- add some way to hide ayatan star markers. Like by pressing "waypoint" twice.
- player profile stats : add account creation date !
- clan stats : add creation date !
- don't show "wait for players" when clicking a relay/dojo and set countdown to 5s.
- Change scale for focus : multiply all values so that a weapon with a normal lens gets as much focus as it would get affinity.
- show total resources owned in the end of mission screen (Neurodes 2 (total 15)) Same for credits

 

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My two cents:

1. Sahasa Kubrow -> mod "DIG": must be able to unearth objects during battle. Currently only works when there are no enemies nearby.

2. Sniper weapons, all: increase your base damage X2, increase your critical strike chance from 45% to 55%.

3. Coming soon ... :)

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I think we should add a mastered Symbol in the foundry, the market and all similar Windows (Baro Ki'Teer, Syndicate Offerings etc.), for the same reasons as your Suggestions about "hide owned / hide mastered" and the additional Information while choosing relic-rewards.

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  • 3 months later...

Actualized the list and added those items

Spoiler

- allow us to select a relic even after the timer during endless fissures
- chat : weapon [links] should also list their parts and wether they're owned or not.
- chat : click link, back, back, still in chat but closed !
- in arsenal, upgrades, gray out mods that have no effect on this weapon (example : puncture on an electric weapon)
- add a hide list in foundry (any right-clicked blueprint would go in this new category, next to 'miscellanious')
- void traces alerts should give 150 traces. Else they're a waste of time
- add some variety to gameplay with some kind of choice or alternating between "a few tough enemies" or "many weak enemies" at a given mission level.
- clan menu : when a research is underway, tell us when it finishes !
- clan menu : similarly, when the research is complete it should not disappear from the list !
- damaged mods should not be upgradable
- show if a weapon is a primary/secondary/melee in market. A little icon would be enough.

I'm also working on a similar list in the PoE subforum :)

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  • 2 months later...
Il y a 2 heures, AJ5511 a dit :

Jeez man you have way too much time on your hands

Exactly ! If that time can be spent to help improve the game experience for millions of new players, then I'm willing to continue. If no one reads the list at DE, then it's fine I had fun making it anyway.

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Added 2 comments in the Weapons section, including the face of a grineer that I find hilarious, and one about how tricky actions should be rewarded by affinity (like shooting an infested drone + crawler should give at least the affinity for the crawler too).

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  • 2 weeks later...

New actualization pass !
Added these entries in various sections of the OP :

Révélation

- The relics we can get from bounties should be randomized. It might seem a good idea to allow players to get a specific relic, however it's even more frustrating when it's not a relic you want, and you can get far too many of the same in a short time. The previous time I tried to get Eidolon lenses, I ended up with 75 times the same Axi relic. It would be better if any relic could drop, depending on the tier of course. That would be a good alternative to other Axi relic farm spots, but should require a similar amount of work.
- as a client, the operator keeps going into a sprint loked mode, preventing us from firing amps if moving. Pressing sprint key once stops that behaviour untill we transfer again. Doesn't happen as a host.
- stealth kills in stairs (when we're above the enemy) very often lead us to go through stairs, fall down, teleport back to the stairs but stuck inside of the material, unable to move or use abilities. Dying and reviving is the only solution I found, /unstuck doesn't do anything.
- gara quest : many players search for Saya in the plains because konzu says "in the outskirts" of Cetus. Maybe prevent access to Cetus in this particular phase of the quest ?
- codex : please give a name to unscanned targets
- free roam and first bounties are way too hard for beginners : simply reduce spawns
- operator passives should always be activated
- go fishing as a client, then do 1 incursion, then go to cetus corridor and leave squad : fishes are lost. In fact it can happen even without doing an incursion.
- go to a console, close enough to see the message "hack", transfer to operator, the "hack" message doesn't appear so you can't use the console
- bug in the profile : some zaws appear as mastered if we reached lvl 30 with them, without gilding. Others don't. Note that all show as mastered after leveling them twice, as expected. Also they don't count kills, but a few other weapons don't either.
- secondary fire of Amp III, ?? brace, keeps targeting dead or invulnerable enemies (like corpses, lures, bursas, broken cameras, non-activated turrets) and doesn't target arc traps. Even as a host, although it's less annoying.
- make somachord tones client-sided ? Or replace cephalon fragments with tones if we completed them.
- let players use the operator ability of their focus school even after The War Within. Operators are supposed to learn things, not forget them.
- play the "shields depleted" sound only once per minute. Please.
- when entering the PoE with a drone escort mission up, the drone doesn't get a marker
- let us capture a target in archwing ! There are few things more irritating than doing your best to avoid hellion missiles, killing everyone, and then lose your archwing just because you capture the target...
- let us chain missions, in any environment. Example : I start a spy mission on Venus, complete it (or even fail it), then Lotus proposes a choice between another task like sabotage, or extraction. Rewards are saved each time, like they -should- be in PoE. Squad mates would be free to leave independently. How would tasks be selected ? I'd prefer if we could have a choice, but not all mission types should be available every time. And starting an endless mission would prevent doing other tasks afterwards. I don't care if there's a loading screen each time, but losing host should never lead us to go back to our ship, to preserve immersion. Also we could jump from a ship/asteroid/planet base to another with archwing, that would be neat.
-Example of how it could be calculated (be prepared for complex sentences) : With n an integer, after reaching a nth of the total focus at a 10*r rate (r is the current rate), the rate of the focus gains for one lens would be reduced to
r * (n-1)/(n-1/10)
Numeric example: for n=4 and one single lens, you'd get one forth of your daily focus gains at 10x rate, then it would be reduced to 77% of the current rate if you stick with the same lens, reaching the daily cap in the same amount of total affinity. But if you switch the warframe/weapon between missions 4 times, you'll reach the total 10x faster.
A more reasonable example would be n=16, meaning you'd need 4 complete sets of {warframe + 3weapons} equipped with lenses to reach the cap 10x faster than now, while with only 1 complete set it would be reduced to 90% after a 16th of the daily cap for each weapon, reaching to daily cap as slowly as now in total.

 

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