(XBOX)JadeSalamander Posted April 27, 2017 Share Posted April 27, 2017 These are my thoughts and constructive criticisms after about a year of playing and introducing new players to the game. New player experience Tutorials hiding in the codex: A lot of games just use codices as a place to info dump lore, and many players I introduced to the game didn’t know there were additional tutorials there. A couple quick lines from Lotus and/or Ordis about putting them in the codex in case we had memory damage from our cryo sleep would fix this. Damaged mods: Should either have a quest to fix them or be replaced with undamaged mods that are vital for new players. Upgrading these is a waste of resources at the time in the game when resources are the most scarce. Furthermore, hunting down damaged mods equipped to frames and weapons can be a pain later in the game. Pacing Issues: The early part of the star chat would benefit massively from a story quest on par with the later content. I know that older players are constantly clamoring for more endgame content, but for players that enjoy story the road to Second Dream is extremely long. Something that showcases civilian reactions to tenno would be excellent, I heard Glast Gambit does this but again, that’s after a huge time investment, a more formative point in the player’s perception of Tenno would offer a greater pay off. Co-op introduction: Less a criticism, more a suggestion, having an option for a veteran player or squad to rescue a new player as a tutorial with tiles that require teaching things like bullet jump would be fantastic. Kind of like a refer-a-friend but with more killing. Importance of clans: Solo players may not realize how much content is kept in the dojos. Lines from NPCs and a legend in the codex marking weapons and frames that need to be researched in the dojo would help with this. Mastery Rank: Needs better early game explanation, and also players should be told about the option to practice in the relays. Trading: A Darvo Dealmaking Primer would help new players avoid making some mistakes in Trade. Verticality: For players not used to being a ninja, the verticality of levels (especially ceiling vents on the Grineer asteroid tileset) can be tough to wrap their head around. I enjoy the fact that not everything is a straight line, but new players need to be put into that mindset. Importance of base damage mods: Since Point Blank, Hornet Strike, Serration, Pressure Point, and (early to mid game) Redirection/Vitality are so important, maybe a different color border like green would help new players. Also, base damage vs damage could use some clarification for new players. Sniper rifles Hip fire: If we aren’t aiming down scope, let us fire our secondary instead. Specialized rounds: Give sniper rifles something akin to a stance slot that offers things like punchthrough, ignoring barrier effects, or silenced shots. Things that make the slower style of sniper rifles pay more dividends. Sentinel support: A sentinel that displayed trajectory and travel time while aiming down scope, and warned about approaching enemies while we’re sniping or gave us reduced visibility to enemies while aiming down scope could be fun. Status and snipers: We have a fairly large percentage of status sniper rifles, having locations that we could target with superior status effects, like fire on fuel tanks or magnetic on corpus proxy AI nodes would add more reward for the playstyle. Archwing Narrative depth: There’s so much potential for storytelling with archwing mode, and it feels squandered by shoehorning in the regular game modes. Most notably we could get colonist interactions to add a sense of who we’re fighting for. We could have an endless mission where we are helping evacuate a dying ship while Grineer raiders try to hijack the shuttles for use as slave labor. A tense firefight against Corpus extortionists amidst a densely packed shipping lane that rewards precision and punishes collateral damage. A pitched battle between colonial and enemy forces where we intervene to take out priority targets and eliminate enemy interceptors while allied bombers overwhelm the enemy flag ship’s shields, allowing us to target key ship systems and bring it down. Narrative substance could offset the void of fighting in largely empty contextless space. Revamped radar:This has been brought up before by others, but archwing radar needs a revisit to prevent controllers and mice going through walls. Space-fu: Our warframes are designed to take heavy impacts given that we don’t take fall damage, so why does that disappear when we strap rocket wings to our backs? Instead of treating us like spaceships, let us use objects in space to bound off of and do dramatic course correction. This would be particularly appreciated on the Corpus Death Star trench run maps, where fast movement is often punished (or maybe I just suck as a ninja astronaut). Rush: Great idea but as presented but I think it’s a bit too early in the star chart or needs a more generous timer. Also, Hyperion Thrusters being easier to obtain may help this. Endless Missions (that aren’t Interception): More a want than an issue, this would help psychologically with leveling archwing gear. Support: Having companions in Archwing such as salvage drones or full on starfighters and support craft could open things up. It could fill the gaps currently existing in the mode (Utility mods on warframes sometimes work but there’s not certainty unless you do a fair bit of research. Ship support could be earned through raising status with the colonists, you help them and they’ll help you. Focus Gaining focus: I think it would be better if focus gain on lensed weapons was “always on”. As is, the focus icon tends to either drop right after you have killed everything or irritatingly far away from whatever objective you need to protect. Passives and activation are a one sided choice: With the current system, passives are just too good to pass up and boosting the activation effects leads to cooldown that makes the payoff too low to be feasible. Alternative: Instead of basing focus benefits off of activation and cooldowns, tie it to affinity gain so that the more you accomplish in a mission, the better your focus school benefits get. Reward active playing rather than waiting. Players can customize order of activation for the benefits, but it creates progression to the power level without relying on waiting. The activated focus ability of each school would have a cost that comes out of this pool, allowing players to use as they choose, at the cost of slowing down their unlocked passives and buffs to the activation ability for that mission. Operators need scaling: As the title says, but I have a feeling that DE is already planning this and it will just take time. That said, maybe something based off of MR... Schools should reward their playstyles: Bonus focus affinity for killing lots of enemies quickly (Madurai), healing and buffing allies (Vazarin), surviving massive damage (Unairu), Crowd control (Zenurik), and stealth kills (Naramon). Miscellania Healing other players: While I know that it could be exploitable with self damage, affinity for healing would be nice for healing warframes like Trinity. Training in dojo: Let us have more than one person on the obstacle course so that we can show new players how to ninja through obstacles. A version of simulacrum to teach combat and enemy strengths and weaknesses would be nice too. Simulacrum access from orbiter: QoL change and a cyber playground shouldn’t be tied to a physical location. Clan research: I think that I understand the thought process behind the Hema’s cost, clans are blowing through research too quickly and it doesn’t feel like something earned through group effort. However I also get that people would think why harvest that much when I can just spend some plat. Maybe future large research projects should be clan wide small buffs to weapon types associated with the given lab. For example giving energy weapons a bit of extra punch through. Excavation: In terms of getting cryotic there is no difference in payoff between a T1 and T4 planet, meaning you usually get less goods for more effort on higher level nodes, especially since extractors don’t scale. Also, having issues with enemy spawns getting stuck elsewhere on the map and turning the extractor location into a ghost town. Wouldn’t be as much as an issue if space mom would remember to plug the excavator into the charger for more than five minutes before the mission, but c’est la vie. Survival: Let us hack consoles to increase spawn rates (but not the same one twice in a row if you want to prevent camping). Also, a visual indicator of low life support would help as Survival tends to put players in the zone and miss Lotus’s warnings/ lose track of the counter on the left. Survival also seems to suffer from stuck spawns occasionally. More codex utility: With more non human enemies and enemies with unique systems being added, having information like critical damage locations and information how things like ancient healers work would be useful and incentivize scanning enemies. Ember and World on Fire: As someone that plays a large amount of solo warframe I appreciate the utility of world on fire, especially on kuva missions, to deal with the horde while I focus on the kuva. That being said, it feels like it makes the rest of her kit meaningless. An augment that switches WoF to a continuous low self damage burn proc that boosts power strength (and maybe adds other buffs or effects to her powers) and restores energy to ember and her teammates in range while it is active would allow for more involved gameplay. Equinox being one sided: Switching aspects to refresh her four and making them duration instead of channeling would push the duality aspect of her and prevent 4 to win. Hydroid has great marketing: But his description for four might oversell it. Just a bit. Also, the ability to place the tentacles and make it channeled instead of duration would make him a stronger point defense warframe. Dragon keys: As a solo player, my sanity would love it if there were more than one vault on derelict maps in case we didn’t pick the right one out of four keys. Or if we could have more than one dragon key equipped. As it stands now though, the mechanic feels like a punishment for playing solo, and breeds a fair bit of frustration. Channeling: Few weapons support channeling with a better channeling modifier, channeling mods tend to give benefits that other mods do better and at no energy cost, and equipping multiple channeling mods quickly wrecks your efficiency. Maybe having the efficiency penalty be limited to the highest penalty of all equipped channeling mods might be a start, but channeling just needs to offer more for its cost and/or provide something you can’t get from other builds. Forma in relics: I’d love you guys forever if you’d let us spend void traces to reroll forma blueprints from relics. Farming ducats for Baro and getting five forma BPs in a row is slightly homicide inducing. XP bonus node variety: Having infested and endless void fissure missions be the only ways to raise affinity makes you choose between efficiency and variety. It would be nice to have other options. Dragon keys on non derelict missions: A confirmation pop up would be helpful for forgetful people that accidentally go into sorties and other hard missions with one equipped. I’m bringing this up for a friend, of course. =================== Thanks for getting through that wall, and while I talk about a lot that could be better, i want to stress that I love the game (after all I did just type like five pages about it) and hope that this will be taken as constructive and not complaining. Link to comment Share on other sites More sharing options...
(XBOX)Prime Pedestal Posted April 27, 2017 Share Posted April 27, 2017 8 minutes ago, (Xbox One)JadeSalamander said: Hip fire: If we aren’t aiming down scope, let us fire our secondary instead. You deserve a cookie Link to comment Share on other sites More sharing options...
1tsyB1tsyN1nj4 Posted April 27, 2017 Share Posted April 27, 2017 A lot of good ideas, but preferably DE looks at enemy scaling and player damage output first. Most notably, changing punch through to only affect enemies and giving Snipers innate environmental punch through. Link to comment Share on other sites More sharing options...
(XBOX)JadeSalamander Posted April 27, 2017 Author Share Posted April 27, 2017 8 minutes ago, (Xbox One)AnnoyedHaddock said: You deserve a cookie I do like cookies... Link to comment Share on other sites More sharing options...
Voltage Posted April 28, 2017 Share Posted April 28, 2017 +1. Good points Link to comment Share on other sites More sharing options...
Voltage Posted June 21, 2017 Share Posted June 21, 2017 There are many good points in this thread, especially the channeling section. I would like to add to XP that stealth multipliers are an option so we do have that. I feel XP variety is actually pretty good Post Draco removal. Link to comment Share on other sites More sharing options...
Jobistober Posted June 21, 2017 Share Posted June 21, 2017 So many good points, man. Cheers. I'm walking some new players through the game currently and I have had to explain all the things you've pointed out. The game needs to walk players through these features better. Link to comment Share on other sites More sharing options...
(PSN)skitch1965 Posted July 24, 2017 Share Posted July 24, 2017 I'm new to the game and I just seen I have a bunch of mods that are damaged. My question is do they become damaged after you equip them and play for a certain amount of time or do they drop damaged and I should convert to endo after I get one that isn't damaged. thank you for any help Link to comment Share on other sites More sharing options...
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