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The Second Stream Podcast: Cyst, Hema resource cost, Damage 3.0, & Special Guest [DE]Steve!


[DE]Drew
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The Second Stream  

744 members have voted

  1. 1. What's your view on the contagious Warframe Cyst?

    • Oh god, get it off!
      219
    • eww.. kinda gross
      120
    • Meh, it's not so bad.
      175
    • I kinda like it.
      62
    • Gimme more Cysts!
      55
    • Other (post an explanation below)
      29
    • No opinion on this topic.
      60
  2. 2. Do you have difficulty meeting the resource costs required to craft new weapons?

    • I always have difficulty.
      32
    • I often have difficulty.
      90
    • I sometimes have difficulty.
      303
    • I rarely have difficulty.
      219
    • I never have difficulty.
      55
    • No opinion on this topic.
      21
  3. 3. Do you think weapons should require a significant time and/or resource investment to craft?

    • Yes, all weapons should require investment.
      43
    • Yes, some weapons should require investment.
      457
    • No, weapons should not require a significant investment.
      167
    • Other (post an explanation below)
      30
    • No opinion on this topic.
      23
  4. 4. What is your first impression of a Nullifier weak point that would require heavy direct damage to destroy?

    • I like it - great for bows/snipers
      445
    • Not sure - need more information.
      246
    • I don't like it (post an explanation below)
      16
    • No opinion on this topic.
      13
  5. 5. What is your first impression of Damage 3.0 revolving around refreshing enemies rather than mods?

    • I like it! - don't touch my mods
      214
    • Not sure - need more information
      413
    • I don't like it (post an explanation below)
      66
    • No opinion on this topic.
      27

This poll is closed to new votes


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1. What's your view on the contagious Warframe Cyst?

I feel like there is a lack of information in regards to why we got it and what it does. Of course now after experimenting and talking to other players you can come to some sort of conclusion, but there are still unanswered questions. Such as infecting others affects your "good/evil" alignment (this doesn't happen for me but others have mentioned that it has). Infections not always working; you see the infection occur but after a day or so you check back to your frame and there is no cyst.

Me and a friend were joining the dojo with different frames infecting each other to come to these conclusions. Not sure if there's a limit to how many frames can be infected, or how long between infections, or if all the DNS changes to the servers causing connection issues meant that the infection never occurred even though we saw it happen on the client side.

In closing, I don't mind the cyst. So long as there is a good enough reason to have it - seeing as the reason to have it (new companion) wasn't completed/polished it seemed unnecessary to have the cyst acquirable. That may have been an oversight and that is fine, but I would like there to be sufficient reason to have the cyst (not just for some unfinished unexplained companion).

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Thank you for making this feedback thread! I'll share it with my friends so you guys can get some more data. Here is some of my extra feedback on these questions:

  1. I chose "other" because I feel like I would need to have some information on what the "final form" of the infection (as mentioned by [DE]Steve somewhere, I don't remember where) is. If the entire purpose of the infection is to sit there and look ugly and sometimes make helminth chargers, then it should go. Depending on what this "final form" is, it should stay.
  2. I am assuming this is in reference to the Hema. I chose "sometimes" because the only two things I have recently had any trouble farming (resource-wise) is, of course, the Hema, Vauban prime, and maybe the orvius. That being said, I think that there are too many weapons in this game that are good yet have low build requirements, so the resource requirements on some higher-tier weapons should be increased. However, don't increase them to the point of the Hema. That was WAY too far, and if you do want a weapon to have very high resource requirements, then make be on the side of the player building it, not on the side of the clan researching it because many clans have gotten torn up over the Hema.
  3. I chose "some weapons". Resource cost and time investment should increase with weapon tier. If you want a high-tier weapon like the Tonkor, you should be prepared to put in more time and resources than getting a low-tier weapon like the Furis. Again though, don't go too far with these requirements and have another Hema.
  4. I love this idea! Put it in the game! Just balance it so that it is large enough and stable enough for players to realistically be able to hit it, with some skill
  5. Whew...Damage 3.0...here we go. Yes, the damage system in warframe is out of whack with all of the god-tier crit weapons roflstomping everything else. I do like the idea of balancing enemies so that players' builds aren't affected. I don't know how you are going to do this, but go ahead and go for it. That being said, I don't think that enemy balancing is going to be enough. I think that weapon balance is also going to have to be looked at, specifically crit. Currently, I think crit weapons are just overpowered in general, and almost every "god-tier" gun in warframe has crit. Again though, don't nerf crit into the ground and screw with people's crit builds, but just make it less powerful. Not only that, many weapons that should be good simply aren't that good or even decent (looking at you, flux rifle and hind).

Anyway, that's my 2 cents on warframe right now. I look forward to see what you guys do with this!

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 PHEW! My New Years Dream came true! Moooooorrreee official polls! Yes. Now, for inserting my two cents in the asked for slot. (Yes, I know this will also open things up to vehement criticism, but the potential benefits (with luck)seem to far outweigh potential bruises to the ego and verbal batterings  )

1. The Cyst= So long as the Helminthian plague is currently quarantined to my Ash (My Infested slaying machine), I feel no strong feelings about the matter. I AM however, concerned with how it effects/infects my associates. From the fashionista and role-playing departments, all I see is doom and gloom. I don't want you to lose out on those potential profit marginal areas.

2. Usually only in unforeseen and rare resource areas such as Oxium and Neurodes. Being an over-satisfied S.O.B however, I rarely need to build anything lately if it is outside one of my three Combat Archetypes, "The Direct Upgrader", "The Factional Specialist", or "The Covert Operative". Still trying to find parts for that Sicarus pile o pieces. . .

3. Not EVERY weapon mind you, just the ones that are . .. how should I put this. . ."Flavor of the Era"? Long ago, I would have asked for a Bolter Prime cost and time boost. Nowadays, the "increase" slot i would like to fill is the Synoid Simular and the Tigris Family. Basically, organic increases to things that could and will trivialize certain pieces of content, make them weapons of the veteran or the dedicated.

4. Insufficient intelligence for me here, gotta see the orb in action afore I can judge whether it will make or break things, even if it's only painted art or a photo "step-by-step".

5. Again, without seeing the chosen tweaks to our antagonizing legions, I can't judge the merit of this selected area of improvement. Are we talking about permutations of current units that have special tactics-altering bonuses or abilities (I've been a bit of "preacher" of this over in my concept thread)? Are there going to be newly introduced units that invalidate certain strategies? In proper terminology, "Gimme the deetz cuz."

 

Thethethethethethe. . .feckit, thats all folks. Good luck in the new year!

Edited by Unus
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3. Devs have already admitted it, the approach to trying to drain the (alleged, I've played for two years and had 400) mutagen sample stockpiles was too abrupt. Spreading it out over four or more weapons and moving more of that into the crafting cost instead of research cost would have been preferable.

I hear that this was supposed to bring clans together, but sorry, more than anything else it has made our clan want to cull members who just can't be around as often. Bad result.

Having it in crafting costs directly means clans could still need to grind for the material together, but don't have to make up for every other player who can't be around often or spend hours grinding regularly.

 

5. Refunds of mods with system changes is not a new thing. Ways of encouraging build variety are *not* well addressed by enemy changes and improvements - though those are also good.

This is like saying Rivens were a good solution for underused weapons: They can help some, at best. Mostly they're just used as more progression. Which is fine aside from too many RNG layers, but still leaves undertuned, outmoded, and outdated weapons in nearly the same spot they were.

So improve enemies. Add more "elite" style mobs. Great. But take a very careful look at doing something like making each main damage/multishot mod something we increase account-wide (Keeps investment), and swapping those two slots to "utility" or something.

Edited by Temragon
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Ah, I've missed these podcasts/streams! Glad to see it start 2017 on a strong note (:

Anyways, only things worth mentioning, starting with the whole horde-esque nature the game turned into. It'll definitely be interesting in my opinion on how they'll incorporate more meaningful and strategical options when fighting enemies versus the current state of the game now.

And so far I do honestly think it's going in the right direction. Some prominent examples are the Kuva side missions where it comes down to 2 to 4 guardians and only a handful of enemies (instead of the usual horde of them lol), forcing to really cooperate with your teammates and not just playing it like it's Single-player but happens to have 3 other players in the background (if that makes any sense lol).

Another example, and my absolutely favourite one is Lua where it will go from 20+ enemies in an open room to just 3 Acolytes cornering you against the cliffside of the moon. One of the many reasons why Lua is my favourite tileset because of intense moments like these where you do genuinely feel threatened, with the thought "Oh man...I could actually die here.", applying to both just by yourself or with 3 other teammates.

Seriously, I've been really enjoying those aspects of the game and hope to see it expand more onto other planets and tilesets in the near future.

Speaking of Lua, since I friggen love the place, I still have my fingers crossed for an update some Defense Missions to be more dynamic like the one on Lua or Uranus. That would sick!


 

Also some food-for-thought, ever thought of making those level 85+ Kuva side missions exclusive to the Kuva Fortress tileset? Kind of like during a mission, running into that floating Kuva machine thing that's just coming back from Ceres or something.
But that's when you try to intercept it before it gets back to the factory location to deposit (or whatever they do with that Kuva lol).

I don't know, something to chew on I suppose lol.

Anyway, can't wait for the next podcast!

Edited by HalfDarkShadow
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Damage 3.0

I know futzing with mods is going to be painful as hell, but it's something that really needs to be done; I recall a devstream where there were regrets voiced about the design of the mod system, now's your chance.
As a vehicle of progression, mods are currently wonky and strange, and there's a heck of a lot less options than we're led to believe when min-maxing a weapon is practically necessary; we have 8 mod slots and usually 6 of them are already spoken for, no choice about it.
I think you have a chance to clear up ambiguity and make the systems more focused, you can build a system to denote progression in the game and you can build a system to allow us to customize and tweak our equipment to our personal preferences -they can be linked, but doesn't necessarily have to be the one system.

I know many people have invested an incredible amount of time and effort to acquire all the numerous mods, Primed mods especially, with the effort to max some of these mods out is also no small task, so I do realize messing with mods can invalidate a serious amount of time invested by the players which is kind of intimidating.
But Warframe needs to keep evolving and updating, enemies are all well and good but the foundations of the game need stabilization and clarity.
If you're worried about invalidating player time spent, maybe develop a system that can compensate those players?  Something that doesn't rob them of things to do with the new system, but also gives them the kind of advantages and comfort you'd expect from someone who's sunk several hundred hours into getting where they are.
It's pretty much a given you'll come across this situation more than once, so it might be worth your time.
 

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On 3. Weapons requiring a significant investment, I agree. The only problem is scaling the significance of that investment based on veteran players who have been playing for years. I think a good compromise would be to maybe implement a system similar to color research where you only get some new resource when you have research active or during a quest. Maybe tie those resources to various things like bosses or enemy types. I have no problem with any sort of grind. I only worry about grinding that scales with the player base. At some point something should be done to sort of "combat" all the resources just sitting in player's inventories waiting to instantly build whatever new item comes there way. Rather than locking everything behind big research costs, why not questify it somehow?

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1. I wont have much of a problem with the cyst once I can choose to remove it.

2. No I dont usually have any difficulty with resources for weapons, I've played for years and I've forma'd quite a few weapons. If I have difficulty collecting the resources how are new players going to manage? Putting to one side the reasoning that led to the Hema problem and the refusal to change the Hema cost, the problem now is that the scale of the Hema cost is completely out of whack with the cost of other items that need mutagen samples and out of whack with the drop rates. If you are going to keep the hema cost as it is then you need to fix the costs of the older items and fix the drop rate so they are at least vaguely on the same scale. (Maybe triple the other item costs for example and have mutagen drop in twos & threes. And boost the drop chance on Eris.)

3. Some weapons should require more than others, and provided they are worth it I have no problem with that.

4. Nullifiers are so weak to fast firing weapons and reasonable melee weapons that they are not usually a chore to deal with. (Unless they spawn right next to a frost globe.) Having said that, snipers, bows and to some extent shotguns are much weaker and given the pace of the game, yes there should be an option for a skilled player to at least weaken the nullifier bubble. Just dont overdo it and make it one shot and its gone, 2 or 3 at least.

5. Damage 3.0 needs to deal with the mandatory mods problem. Its what people are expecting, anything else will feel like a cop out. And it is a problem for a solo player who hasnt found a clan/doesnt have friends already in the game. How long does it take to find that first serration etc? Sure damaged mods exist, but it can still be difficult as they dont drop that many places. As others have said, I like stuff that changes the way a weapon works, different tools for different situations, at the moment versatility is being sacrificed most of the time in persuit of the highest multiplier. Its just gone too far at the moment. (Change weapon configuration mid mission? With a cooldown as it converts?)

Personally, I would also like to see the damaged mod system developed, make damaged mods more common in early systems, but allow the damaged mod to be upgraded to a normal mod, (at a suitable cost,) and why not allow normal mods to be upgraded to something more powerful too. Have these upgraded versions only available by crafting/upgrading. That would allow lower level players to have the basic mods but astill allow them to be useful later on.

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the thing that i dislike about crafting is the common material to Rare material used to craft stuff.

like, we have players who have Millions on millions of the common resources like alloy plates and salvage, but when it comes to crafting weapons, you'll only need about 20,000-40,000 of these common resources, which could easy be obtained within a 1-2hour endless mission but then you have the rare resources like Natain and Oxium, where they are so rare, it takes almost days to get the required ammount to craft a single weapon

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5.) The mod system is in a really rough state.
- Polarity system may as well not exist. v V V VV
- Old mods are irrelevant and fully replaced by new ones.
- The infamous mandatory mods, especially the feared duo (Dmg+ and Multishot). There is almost no build variety.
- The numbers are YUGE. Balancing the game around players getting permanent quad damage midway through the game.... No wonder the new player experience is terrible and veterans have nothing to do. The game has a lot of content, but one-shotting stuff while invincible is not challenging at all and fun for about 5 minutes.

When I joined, the meta was rainbow builds. It wasn't very creative, so DE replaced them with grey builds.

Also, it's strange to see DE be so careful with nerfing stuff... all of a sudden. Aren't we still in beta?

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1. The concept is interesting but the execution is rather annoying... It might as well be optional, more unique per each individual and has actual unpredictable effects

2. The problem is very specific on Hema which 2 years of daily supplies of Mutagen Samples are not even half enough for the minimum research project (direct experience, no exaggeration).

3. Maybe, as long as the investment does not require mindlessly doing same thing over and over and over excessively, repetitive "farming" is NEVER a desirable way to play a game.

4. That does not help with the inconsistencies of their power (for example, why their power do not protect them from the fissure and Void corruption or why not use that technology to dominate the Tenno and be done with it) but it sure sounds better than status quo.

5. 0 clue._.

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1. The cyst in general is a cool idea. I'm terrible at fashion frame so it wouldn't bother me to have it there. And as for the cure and reinfection, to be cured of something doesn't mean you can't get it again. Every time you have a cold it's the "same" virus just with a few differences in the genes and proteins. Assuming the infestation has a high rate of mutation I see no problem with getting infected over and over.

2. Most of the time I can build something a day or so after it's released. Being a veteran, I have a stockpile of most resource. It's the oxium that gets me and that's just because I don't like corpus so I don't fight them often.

3. As Rob said, things with a high build requirement should pack a punch. I also think it should go the other way too. If things like the tonkor were locked behind a bit of a resource door, it would feel more satisfying to use them once someone had them. Of course, people will whine about the grind but at least this way it's not completely RNG.

4. A nullifier weak point is long overdue. I think they're necessary to prevent some cheese tactics but hitting them with a sniper shot that would normally do in the tens of thousands of damage and having it go down by the same amount as it would from one furis bullet just doesn't make sense. 

5. If we're fairly compensated for mods and formas, do whatever you want for damage 3.0. But i also agree that the enemies need a change. I think scaling enemies are fine but it's all the exponentials that go into the heavy enemies without having the credits, drops, or affinity benefitting to a similar degree that I have a problem with. 

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1. While I find the implications of the cyst very entertaining, releasing it in a such a clearly incomplete state, and with a very noticeable physical affect to players (in a way it is almost certain most players wouldn't be fond of) makes me far from warm to it. Perhaps I would have been fine keeping onto the cyst if there had been actual build up during the reception stage and perhaps even following that made me feel like there was more to it, if there were dialogues lines addressing the deformity growing on our neck, or how it's spread to other tenno's frames, things that make it feel like a real in-world happenstance, but none of that happened, the cyst just appears, grows, and is never addressed within the game's world, and that makes it go from an interesting story device to just some ugly and unnecessary neck mole. 

2. For the question of difficult obtaining weapons, that would depend on how you define what is being difficult and what isn't? Do I have troubles getting weapons the day of release, or at least starting their creation? No, not at all, outside weapons that are added with new resources I can easily craft anything the comes along. But that ease is only because I have amassed a great amount of resources during my time playing, and that is several years of work that went into amassing those resources, so the question becomes, do those hours of effort prior to items induction count towards the difficult for crafting it? Do those years prior that I put into being able to a weapon the moment it is released count as part of the endeavor, or do you believe my past dedication to be invalid? I'm of the mind it isn't, which makes it much harder to genuinely discern how difficult a weapon is to get, since I can't recall all the work that went into getting x resources so long ago. 

3. Depends, do you plan to make these weapons worth their investments? And will they be introduced in ways that aren't so intrusive to the more casual playerbase? If you say yes to both of those, then surely, and if not then naturally stay away from it. You should be wary though, it's no easy feat to properly manage what is and isn't a powerful/interesting weapon, let alone stick a fair value to it, and seeing DE's history you guys need a lot more to pick up on if you want to go down this route without a lot of hitches. 

4. There really isn't enough to go on at this point as to whether or not this will be a great thing or not. It sounds like it'll be positive though, my biggest grievance with nullifiers was always the way they invalidated most weapon types, giving it more weaknesses for different sorts of weapons to exploit is what I've always wanted, hopefully it works out.

5. Both a breathe and fresh air and a tinge of disappointment with this one, while I've always wished DE would address enemy unit scaling, I always had been very excited when I heard damage 3.0 would address the glaring issue of mandatory mods in this game. I had already assumed that plan was ditched with rivens, but having it confirmed just dug the knife in deeper. 

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1. What's your view on the contagious Warframe Cyst?

Some sort of explanation would've been nice. I got it on my Loki, but have no idea how or why. I've seen enough of the forums, although I try to avoid spoilers, to figure that it's got something to do with Nidus. That also corresponds with me getting one of the part blueprints for Nidus.

2. Do you have difficulty meeting the resource costs required to craft new weapons?

No, but 30,000 Cryotic for Sibear, a weapon that'll most likely end up as mastery fodder, is just plain stupid. Also weapons that require weapons, that also require weapons, to craft, are also on the side of lesser fun.

3. Do you think weapons should require a significant time and/or resource investment to craft?

To some extent yes, but 30,000 Cryotic for Sibear, a weapon that'll most likely end up as mastery fodder, is just plain stupid.  Also weapons that require weapons, that also require weapons, to craft, are also on the side of lesser fun.

4. What is your first impression of a Nullifier weak point that would require heavy direct damage to destroy?

Sounds like a nice idea. Current nullifiers are nice, if they were just a proof of concept, but not as a fully implemented enemy unit.

5. What is your first impression of Damage 3.0 revolving around refreshing enemies rather than mods?

Enemies do need refreshing, but mandatory mods are still a major flaw in a system that could be so much better.

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Regarding 3: The trouble is 'significant' means what, exactly? A couple of days? A few weeks? Months and months? I'd put a week or two of farming as significant, in my current state of resources. My 10ish months of play have set me up well for resource gathering: I have Pilferoid and Nekros, I have Secura Lecta and Chroma, I have a Smeeta, I have already crafted the majority of the items in the game, and everything else bar pigments in my small shadow clan dojo has been researched. For me, significant is going to be different to someone who's played 1 month, and also different to someone who's played 3 years and is in an active Mountain clan. Hema research appears to have been projected to require between a few days to a couple of weeks, but the reality for my clan of 20ish (mix of hardcore and casual, daily players and monthly visitors) will be months. To me that's beyond significant into the unacceptable territory, for a single weapon.

 

Regarding 4: As long as said weakpoint doesn't become the -only- way to remove the bubble, I like it. Bullet hoses are unchanged and bows/snipers don't cause their users to die of boredom/no ammo before being able to kill the guy in the bubble.

 

Regarding 5: Well I was kinda hoping the previously talked about idea would happen: the innate damage mods being removed and instead the damage increase being integral to the weapon as it levels to 30. Outside of a few niche builds there is an absolute standard mod setup and straying outside of that results in such a drastic drop off in combat usability that it's pretty boring to be honest. Outside of the occasoinal gimmick it feels like weapons are merely interchangeable vehicles for a handful of mods. Changing the odd enemy here and there in the middle of the minion hordes isn't really goign to change the mod meta. it just means the higher output weapons will be even more heavily favoured.

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The only problem with the cyst is that it was pushed out the door waaaaaaaaaaay to soon, so once the next update with the permanent cure drops it'll be fine.

Regarding resource costs etc: The only 2 things that I think are just crap and S#&$ty decisions are Argon and the Hema cost.

1) Argon: A rare resource that also has a time limit, drops as a single unit yet a lot of stuff that requires argon demands 2.What if RNG is not on your side? What if you can't play Warframe for long each day because you're young with a full time job and side projects in your spare time to try and make something of your career and life? Oh, just pay then? For something that deletes itself after 24 hours? ARE YOU INSANE? Thats robbery, nothing more, nothing less. Either limit Argon requirements to one, increase drop rates or incease the timer to 48 or even 72 hours. And to those who say: just go run endless void or something, I say: RNG & our lives are not the same, and we definately do not like the same things. Also, once in a while you need to draw a line, or you get crap like Argon and Hema research costs, or even worse.

2) Hema: Reading the uproar on the forums, I went to check for my self in my 1-man clan (yes, I made a clan with me as the leader and only member, since I sometimes take month-long brakes from warframe which will get you kicked out of 99% of the clans), and was suprised that even I, 1 freaking mortal had to cough up 5000 (5000!) mutagen samples. Heck, I even have trouble getting 60 for another infested research! I'd have to do the 1 thing I hate in warframe, which is running public endless missions (can't pause & can't quit), for thens, if not hundreds of hours before I get that! The ice hammer, while also high, is still doable, but this? Nuh-huh.

 

About Damage 3.0: I like the idea, but one hit kill or invulnerability phases on enemies are not fun, so please stay away from those.

I really like the rest of Warframe though, and I am definately looking forward to the Nulifier change, and maybe the infested pet if it doesn't require an upkeep.

Edited by Dragon_AV
About the enemies
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Not touching mods, especially mandatory mods for damage 3.0 is not a good direction. Mandatory mods definitely need to be addressed. ALL mods do.
- Why can I have 60% element and 60% status on one mod and only 12.5% status on a mod that is barely a different cost. Why not 60% element and 12.5% status vs 60% Status?
- Why not incorporate Serration into the leveling process if you are going to have to put it on... or just buff guns by 165%?

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1. What's your view on the contagious Warframe Cyst?

When Cysts were introduced, I did not have a "OH NO!" reaction to it because I knew it was building up for something. My immediate thought was "OH, that's new!" followed by "I wonder what they're going to do with this". I knew it was for something, you guys don't put things in the game without a reason for it, whether it is known or understood is a completely different topic.

I feel this idea of the cyst, its unknown purpose and mechanics were great ways to build suspension and use as a lead up. The aesthetics be darned, I was excited to see what you were going to do with the idea. 

2. Do you have difficulty meeting the resource costs required to craft new weapons?

As a veteran player, I have a reasonable stockpile of resources so typically I have the vast majority if not all of the costs to craft the new weapon, with the exception of Argon crystals, which are by design. 

3. Do you think weapons should require a significant time and/or resource investment to craft?

Considering the current pay for convenience model of Warframe, I don't see a problem with significant time/resource costs to craft. I feel the current outlook on the Hema and what was discussed in the podcast is on point. It was a misdirection of expectations between what DE thinks clans are, vs what players think clans are.

5. What is your first impression of Damage 3.0 revolving around refreshing enemies rather than mods?

I'm very excited to see what ideas come forth from this. I'd love to see more engaging enemies that are less about bashing with damage and requiring finesse or ones that synergize with each other or something along those lines. I'd also like to see some changes to scaling as well, perhaps to balance out the new mechanics of enemies being more how the game establishes difficulty rather than just hit points.

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1. What's your view on the contagious Warframe Cyst?

I don't like its' aesthetics, seriously guys, WHYYYYY pink.. WHYYYYYY

Jokes aside - at the same token, if this is going to give me more lore reveal, aside of the Helminth Charger - then I'll wait it out and not use the cure which is given out, because people wanted an ability to quick fix. To my understanding, this should be part of a 'larger' system. If it means waiting for a bit; by all means. Take your time. Rushing anything never paid off. You either get a quality content or a rushed, problematic one. Can't have it both ways. What I would suggest is, more transparency and something akin, it needs to make sense by lore/story means. Ordis says nothing when our Warframes sprout the monstrosity, neither does the Operator. Small interaction wouldn't hurt.

2. Do you have difficulty meeting the resource costs required to craft new weapons?

I don't. But I have 1,7k hours in-mission time played. New players have it much, much harder. Think of the newer guys too. I can see how some resources are problematic to get, ie. Nitain, Mutagen Mass...

3. Do you think weapons should require a significant time and/or resource investment to craft?

Within reason. Currently, there's a bit of what I would call disconnect between the playerbase and devs, in terms of what is 'grind' and what not. There are certain limits which shouldn't be crossed, in order to keep things fun and give the players the feel of clear progress. But that's whole another topic; won't go into too long rant in this one.

5. What is your first impression of Damage 3.0 revolving around refreshing enemies rather than mods?

Not enough informations to be able to comment by any meaningful way. But if by refreshing is, enemies 'cheating' with invulnerabilities and timegating.. then please, please, no. I don't want to wait to smack the dudes out~ :)

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1. Weapons should require some investment, but if the Hema research cost is considered "significant investment," then the best weapon in the game should require 10% - 20% of that. Why? Because this game is about trying new things and collecting. Having to spend 72 hours farming mutagen samples for one gun is not worth it because that gun is just ultimately going to be relegated to the back of your arsenal once that new car smell wears off. In short, if a weapon requires unreasonable time and farming effort to craft, then the weapon will almost certainly not be worth a fraction of the time you had to put in to get it. In the case of the Hema, it isn't worth 1/15th of the time required for the actually active and cooperative members of most clans to obtain it, nor would any weapon be, even the tonkor or the soma prime. If "investment" means something like 1/10 of the Hema resource cost in regard to rare materials, then yes that is absolutely reasonable and i'd like to see that more often, as long as it scales with the rarity of the items. I.E. 500 mutagen samples would translate to about 3000 or so fieldron samples, as they are much more common.

2. Cyst is fine for the charger, but after you get a charger, you should be able to remove the cyst from any frame immediately and permanently as soon as you get it. Fashion frame is the true endgame; don't want to spoil it.

3. Nullifier weak points. Yes, please. Maybe I can use a secondary other than the akstiletto prime. I'd also like this weak point to fracture the bubble rather than degrade it over time, as when you get 3 or more nullifiers in a crowded area, it is almost always a certain death sentence because of the crowd control mitigation and how long it takes the bubbles to actually dissipate, and I'd like to actually be able to do something about it, as well as the fact that this would reward accuracy and not result in people just bringing their boltor primes because spamming is easier and just as effective.

4. Damage 3.0. Yeah, mess with the enemies, please. The one thing that I can say definitely needs to happen is that the power creep needs to be addressed in scaling, meaning that enemies start at higher levels and the scaling is less intense in endless missions. I would also like to see some sort of logical progression aspect to the game's difficulty. Especially star chart and fissure missions. Everything on the star chart is a joke at this point, and sortie missions are only 3 per day. Alongside that, primes should be considered endgame for players, as farming the void is pretty much the most fun thing for veteran players to do other than sorties. For example, why should we have Lith relics with enemies that start out at level 6-10? I rarely ever see anyone below MR10 doing these fissure missions, and every fissure mission usually just ends up being a boring spamfest because all of the enemies are a joke. I have to run a T4 equivalent (Axi Era) Orokin fissure survival for 30 minutes before the difficulty starts to pick up to a level reasonable enough to justify bringing a frame like Chroma or a weapon like the Sancti Tigris, or the Vaykor Hek even. I would like damage and armor scaling on enemies to be less intense, and have enemies start out at higher levels, with higher level planets and fissure missions starting out at levels that veteran players would consider fun, like the first sortie bracket, so they have enough EHP to justify bringing powerful weapons, but they don't 1 shot every frame that isn't Mesa, Inaros, Rhino, or Chroma. I've also made a post on some QoL improvements to modding that I think the community at large would welcome with open arms. It addresses some issues such as base damage mods being an annoying tax (while still retaining the progression aspect of base damage mods, which is very welcome), and quality of life mods, such as seeker and fast hands, almost never being used over damage mods. It can be found here:

 

Edited by Daggerpaw1
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  1. 1. What's your view on the contagious Warframe Cyst?
 
  1. Nothing but gimmick at the moment. Need to see how the devs flesh it out
  2. 2. Do you have difficulty meeting the resource costs required to craft new weapons?
 
  1. Somewhat
  2. 3. Do you think weapons should require a significant time and/or resource investment to craft?
 
  1. Yes, but it has to be proportional to the quality of the weapon. 5000 Mutagen samples per person is just ridiculous for a just decent weapon whose sole gimmick is 'Feeds on your health and heals on headshot"
  2. 4. What is your first impression of a Nullifier weak point that would require heavy direct damage to destroy?
 
  1. I get a strange feeling that the Weakpoint will scale infinitely with level and requires a single 500,000 damage shot to take down; just like the giga-health of Ramparts
  2. 5. What is your first impression of Damage 3.0 revolving around refreshing enemies rather than mods?
 
  1. If the completely cheesy knockdown/AoE/Bombard magic missile spam that enemies constantly use gets reworked as well, I'm up for it
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Ok, I feel really strongly about this whole "Make clans meaningful therefore the Hema costs X"

Please remember the following:

  • MR is this game's main personal progress marker, its is "level" in other games
  • Weapons/Warframes/Companions are the only way to progress MR
  • Locking personal progress behind enforced group participation sucks

This is a breaking point to me, you start locking personal progress behind group participation and I'm done with this game, and I don't say that lightly, I can put up with a lot but not this.

I have no need for new "internet friends" I've done the "clan" thing in other games, it always sucks, always (YMMV)

Kuva fortress:

The tileset is very pretty, but the very frustrating, please remember that a good map informs the player of the flow, think of the colours in mirrors edge that lead you through. I spent the little time I did spend in the kuva fortress essentially in a red and black darkroom trying to interpret the squashed 2D minimap.

Even if there was something I wanted there I would avoid it, pretty though it may be, it's IMHO not a good player experience.

Edited by SilentMobius
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1. I like where you guys were going with it. An infestation that spreads through the playerbase. I do think a cure or workaround should have been implemented with the introduction of it though. I'd like to see DE do something more with this kind of idea though

 

2. Usually no. As long as it isn't annoying to gather resources for. If it IS annoying to gather resources for (like the Hema), I'll just buy it with plat.

 

3. It definitely depends on the weapons. With weapons having more interesting mechanics lately, they should definitely take more investment. The Hema, for example, SHOULD take a fair amount of investment, but I think it requires too much for what it is. The amount of investment required for many people to obtain this weapon should be going towards a weapon such as the upcoming Sentient Arm Cannon.

 

4. Please. Just, yes

 

5. I think Damage 3.0 should focus on mods, and refreshing enemies should be it's own thing, because both really needs to happen.

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