Jump to content

Plains of Eidolon: Facts & Fundamentals of Focus 2.0


Recommended Posts

Just now, LSG501 said:

You know what I was pretty 'hyped' for PoE when it was announced at tennocon, a big open space to fight our enemies in using our warframes and even adding in a bit of archwing (which lets be honest very few of us like) but maybe it's just the way it's being explained and shown to us but I'm getting less and less hyped the more I hear about the planed changes..... it just seems that it's losing a lot of the 'essence' that got me interested in the game to start with and is trying to become too much like titanfall with it's dual character/mecha approach.   I started playing the game because of the warframes each with their unique abilities etc but now it seems that all the updates coming out are basically trying to 'force' us into using the operator to do the killing etc (looks like it's the only way to kill eidolons or getting kuva for example) instead....



I am sorry for using you as a snippet, but let's... clarify something.

PoE on its own rocks. It shows rather interesting gameplay and would be an amazing platform for future updates. The atmosphere, sound design and whatever we have seen from direct "messing around and acting like a maniac" is cool. 
The operator system so far should be viewed as separate entity, that alas comes as part of the package.

Link to post
Share on other sites

Since the Focus 2.0 is all about the physical Operator, I gotta ask, what happens during that time to our Warframes?

As we all know, Second Dream Ghost Operator mode renders our Warframe (and the Operator avatar) completely invulnerable. We don't have to worry much about our safety while dishing out various mild-to-powerful effects for a very limited window, after which we must wait a minutes-long cooldown to be able to trigger this mode again.

Fast-forward to War Within Operator. Our Warframe is still completely immobilized in plain sight but is now target practice for our enemies- it is utterly vulnerable to damage. The Operator has 100 Health, moves slowly even while sprinting, suffers from fall damage, and his attacks, stealth, and maneuver all share a small energy pool.

Now in Focus 2.0, the Focus Schools augment the Operator's abilities (Void Blast, Void Mode, Void Dash) with extra effects beneficial to us and allies and detrimental to enemies. If we're invested enough in them, we can improve the Operator's health, ammo energy (assuming related to Quills hand beam weapon), Operator abilities energy, and 4 unknown passives from Naramon and Unairu (I assume they are move/sprint speeds, and armor) stats using the 2 Universal Passives per school. That's great, the Operator can be a little tougher to kill, but I digress.

From the demos in the recent Devstreams and in Prime Time, Rebecca's Warframe remains stationary while she is in Operator mode. No only do we have to worry about our current safety as the squishy warrior-emo-kiddo, we have to keep a very close watch on our defenseless Warframe where we last left them. This leads people to a) outright ignore physical Operator mode, b) hop in, hop out, there's no time to stay in Operator mode in heated combat when my frame will die from the crossfire.

The risk and reward is disproportionate here, and I hope Focus 2.0 will address this. Make the Warframe invulnerable for a time, make it invisible, make it into an autonomous Specter to fight alongside us, I don't really know the solution to that problem- but it can't just stay still doing nothing without protection of some kind, or else Operator mode stays as worry-about-my-frame time.

Link to post
Share on other sites
1 hour ago, BornWithTeeth said:

Which means that in almost all cases, it will still just be a better idea to bullet jump your 'frame out of the way, and then kill your attackers.

   Yeah, it is often better to just bullet jump out of a situation. I wasn't saying it wasn't, I was just trying to clear up what looked like misunderstood poor phrasing.

Link to post
Share on other sites
1 hour ago, [DE]Rebecca said:

All spent Focus Points have been returned so you can respec your skill trees.

This may seem like a silly question, but what about unspent points? Do they stay as is and the spent points are added to that unspent point pool?
I just want to make sure unspent points aren't completely cleared off the tree (clean slate) and then spent points are returned to a 0 point pool.

Link to post
Share on other sites

My biggest problem with the system thus far is the way your Warframe becomes completely inert when using Transferance or Operator Mode. I'm hoping that in the future if this 'sapient warframe' thing happens, it'll change this.

Link to post
Share on other sites
Just now, phoenix1992 said:



I am sorry for using you as a snippet, but let's... clarify something.

PoE on its own rocks. It shows rather interesting gameplay and would be an amazing platform for future updates. The atmosphere, sound design and whatever we have seen from direct "messing around and acting like a maniac" is cool. 
The operator system so far should be viewed as separate entity, that alas comes as part of the package.

Don't get me wrong, I like the 'warframe' aspect of PoE that's been shown (although I feel I'm going to hate doing the mining shapes), fighting the enemies in a warframe or using the archwing looks great but the 'end game content' is basically coming across as 'fight the eidolon as the operator' and to put it in the simplest terms I didn't start playing this game to play as the operator (which has plenty of it's own issues as is). 

Link to post
Share on other sites

So we're gonna end up having to stop shooting things, or running, or doing whatever we were doing before, to enter a slow awkward to control Operator, to get a  buff that requires us to stay in the same place to regain energy? And do that every time we need more energy? Why would we do that instead of using an energy pad? Yeah, it stays in place the whole mission, but we move around. A lot. 

 

If the operator change was instant, it wouldn't be so bad, but as it stands now. Ugh.

Edit: The others don't seem so worth it either, the delay between transference is large, our operator dies if someone sneezes on them, and our frames are sitting there doing absolutely nothing

 

 

Edited by Zeata
Misread some stuff, clarified
Link to post
Share on other sites

I just hope that this is the extent of the operator/focus changes in that it makes it easier to tackle on Eidolons via the "tag-team" system that this is showing and not HAVING to void dash etc to make Eidolons vulnerable like the Kuva Guardians.
 

So we're gonna end up having to stop shooting things, or running, or doing whatever we were doing before, to enter a slow awkward to control Operator, to get a temporary buff that requires us to stay in the same place to regain energy? And do that every time we need more energy? Why would we do that instead of using an energy pad?


The only thing I can think of to alleviate the issue of "taking yourself out of the moment/warframe to gain buffs from operator" is if they added some kind of fluid transition like holding a key while melee/shooting which lets you switch in and out of operator/warframe "mode" mid animation/action instead of how it currently is.

ie: If I hold Alt while firing/melee I will go from Warframe to Operator mid animation and vice versa. I'm ok with the idea of switching to operator to get certain buffs especially if they persist throughout the mission. The problem is in a "high octane" action game like this it really takes you out of that feeling of being a space ninja BA when I have to stand still for about 1.5 seconds to become a child to get a buff, only to do the same thing to go back into Warframe. 

Edited by Mogar
Link to post
Share on other sites

DE, you have code for Specters. It's sitting so close to you that you could pet it. There is zero reason you couldn't use it or adapt it for Warframe's when using Operator mode. You seriously expect me to leave my Banshee standing in place, unable to defend itself, while I use a worse version of Loki's Disarm?

giphy.gif

 

Edited by TheTundraTerror
  • Like 1
Link to post
Share on other sites

for the most part i doubt many will have a complaint about whats happening, just sad the AoE energy from Zenurik, is a "Deployable-on-the-spot" and doesnt follow you as if teh frame radiates it or the Operator's Inner energy  while we're linked to said frame. it's alot better than nothing but.. please rethink this! and Make it Follow the player that activates it ?

Link to post
Share on other sites

I am not gonna put any judgement in it, it seems like you pull up with your operator once and then you get the passives all at once. Again as it was stated, it is something that can change AND HEY, you never know what is gonna happen, maybe it feels so smooth :D

Link to post
Share on other sites
1 hour ago, Geraion said:

I'm curious though, why is it you think spamming abilities is bad? People are having fun, enjoying the game on their terms, with the tools you gave them (I am entirely in favor of adjusting said tools for fairness though!), creating variety in builds, instead of limiting representation to 'easiest power builds'...Prime example Frost, Trinity, Loki... Oh, and speaking of Trinity...her EV is literally unlimited energy. For everyone in range. AND overshields. And she can spam that thing to high heavens, occasional 4, then laugh while pressing 2 some more.

Maybe I'm just jaded, but I really don't understand what's so bad about focusing on 'casting' rather than 'run and gun'. Some people prefer one over the other, and that's cool, it's nice when there's difference in what people do with the game, isn't it? Surely you want people to be able to enjoy the game in multiple ways?

Exactly this! 

There are so many different play styles that we can use but yet those who prefer ones that have high energy usage are chastised as "spamming". The problem is that DE themselves set a bad tone right from the start by saying that they never wanted the game to become an "energy spam" game (or some phrasing like that), which immediately put energy-lovers on the defensive. Rather than say, "Wow. We didn't think you guys would go for that" we got a condescension akin to "well, you shouldn't have been playing it that way".  We shouldn't? We're having fun! Isn't that what we're supposed to be doing?

am jaded (and I'll admit it) simply because how we play shouldn't be an issue. What DE expected and how we actually ended up playing is (or should be) inconsequential. And rather than embrace what the players have done, we got the equivalent of DE waving their finger at us - at least at first. They've obviously relented and said that they're working on finding ways to compensate, and I'm fine with that. I'll wait to see what they have in store for us; but this matter could have been handled a lot better.

Edited by WidescreenRules
Link to post
Share on other sites
1 hour ago, Syvarin said:

f all you need to do to activate your passive abilities is switch to your operator once, is it really necessary at all? People will just press 5 twice at the beginning of every mission.

This. I can understand the impulse of encouraging people to Operator, but... why bother for passives? Have them truly BE passive.

Link to post
Share on other sites

Maybe it's just me, but from what I'm getting, you load into a mission, press 5, and all your passives are there? Or are the passives still locked behind ghost mode? Looking at Vazarin, I press 5 and gain extra affinity range immediately and permanently, which seems a little strange considering the way they worked before. The active effects are pretty straightforward, since they're active abilities, but the residuals seem a little less so. Could we get clarification on how these work, or will we need to wait for release? Obviously "Once you activate the Operator for the first time (i.e Second Dream activation style or simply calling out the Operator), this remains for the whole mission." was repeated so often for a reason, but getting insta-ups every time I press 5 seems absurdly broken, and clearly won't be the case, but that's how it reads.

Link to post
Share on other sites

While I can understand the lore of "on entering operator mode" to activate passives, it's clunky. Press 5 twice at the start of the mission, done.

(Also, that's more than a bit of a spoiler)

I'd include, instead, as part of the mission starting anim an "operator power" swirl and simply grant the passives.

Edited by DawnFalcon
Link to post
Share on other sites
2 hours ago, [DE]Rebecca said:

Residual Starting Node: Energy Pulse. A Residual effect that grants you a radial energy pickup effect for teammates. Once you activate the Operator for the first time (i.e Second Dream activation style or simply calling out the Operator), this remains for the whole mission.

@[DE]Rebecca Could you clarify this a bit? As I read it, this is a persistant Energy Restore effect centered on the Warframe/Operator who activates it, and moves with them, rather than the stationary effect of the consumables. That is, it periodically pulses energy from the activating player for the rest of the mission. Is that accurate?

Link to post
Share on other sites
Just now, Archeyef said:

@[DE]Rebecca Could you clarify this a bit? As I read it, this is a persistant Energy Restore effect centered on the Warframe/Operator who activates it, and moves with them, rather than the stationary effect of the consumables. That is, it periodically pulses energy from the activating player for the rest of the mission. Is that accurate?

It's the same as one of Zenurik's current passives, you pick up an energy orb, the people around you get the energy as well.

Link to post
Share on other sites

How the operator works is not a big problem for me, I will get used to it, as always.

To be honest, I think that the true problem is that useless chattering ugly kid named Tenno itself.

I do not even want to see them, I do not want to hear the annoying kid speaking on a quest.

 

(Is it just me or is the operator really annoying?)

Edited by daga
typographical errors
Link to post
Share on other sites

So Zenurik goes from being simple, straight forward, and hassle free. 

...to being none of the above?

Well, that just makes a metric ton of sense.

If you are putting features in place that expect all the schools to be invested in heavily; Why jack what is probably the most heavily invested school up? 

Forgive me for saying...That sounds rather petty.

 

Link to post
Share on other sites

Not gonna lie, Zenurik just sounds clunky as can be with this rework.  Like I'm glad there's "some" form of energy regeneration, but the fact that you have to effectively stop combat, switch to your operator, dash some random place, then switch BACK to your Warframe and sit there inside what I can only call a "bubble" is just a process that I think will really break up the nice flow between powers and gunplay that the current Zenurik gives.

Link to post
Share on other sites
1 minute ago, daga said:

How the operator work is not a big problem for me, I will get used to it, as always.

To be honest, I think that the true problem is that useless chattering ugly kid named Tenno itself.

I do not want to see their face, I do not want to hear the annoying kid speaking on a quest.

 

(Is it just me or is the operator really annoying?)

No one with half a brain thinks that the operator dialogue is good.

Link to post
Share on other sites
Guest
This topic is now closed to further replies.
×
×
  • Create New...