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Bounties Desperately Need Variety


BlackCoMerc
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So yesterday, I logged on for the first time in months. Spent some time on Relic runs, then went to Cetus.

I did one Bounty run, level 40-60. And was done with PoE. For the day. One Bounty run was all I could stomach.

Bounties are tired. We have run the same (very) few missions for far too long. They we're never very good missions; low effort, serviceable at best. Let's ask why this is:

Capture is a copy pasta. Been there, done that.

Defend and Liberation are just Defense missions.

Caches are...a horrible experience. There's nothing fun about this. At all.

Drones is...an escort mission. Rightfully the most derided, lampooned mission type in gaming. And it's as boring as you'd think. I mean, the mission is basically just 90 seconds of running, while casting CC 2-3 times. That's literally it.

Bounties need a rework. And it needs to happen stat. These could be so much better than they are. There are plenty of open world games from which Warframe could take inspiration and it's high time it does so.

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I just had this "fun" experience.

Rescue the Prisoner. 600 Meter away. While getting the message "abandoning bounty in 5 seconds".

As you may have figured. It was a fail after 2/5. 

Until DE finally decides to fix the massive problems with PoE I won't do anything there unless I really have to

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I agree, and of course a large part of the problem you're describing is that mobile defense, escort, sabotage (etc) are the stock mission types that get recycled in slightly varying ways. In this case it's the same missions on a different node and until more of the unique ideas from the mission idea sandbox make their way into the game this general issue is going to be how it's gonna be.

 

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Yeah im insure why DE chose such basic missions. Heres some examples thatd be cool.

Dargyn capture: hijack a dargyn at this location and deliver to this one, if the pilot beats you to it (nearly impossible) you have to destroy it and forfeit that stages reward.

Chaos: activate the sirens at a base and cause an airstrike to be called down upon all the grineer, if you are detected it turns into liberation

Raze: destroy the encampment at this location, basically you have to find X explosive barrels

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I soooo agree with you OP, though I actually do like the cache searching very much. Here are a few thoughts I would like to add:

1) When I first explored the plains, I thought that the electric station and the pipes of Grineer Camp 2 (and the windmills nearby) could be somehow sabotaged. The windmill can, but not in a really meaningful manner. It's a shame that I don't really have to care into which camp I go: Just kill enemies, watch out for some of the turrets and that's basically it. I wish we'd get sabotage type missions which should be unique to every camp.

2) Somehow it's odd that every bounty type can be achieved with the exactly same set of stages, only the order varies.

3) Why does Lotus have to hack the Armored Vault? Can't we just destroy it or the mechanism by which it is opened? I mean: Our goal is for the Grineer not to get the stuff, not that we necessarily get the stuff.

4) I wish that at least some bounty types would have different means to finish them. Take the assassination or capture for example: We could brute force our way to them (like it currently is) or we do it more secretly (hack into consoles here, gather information there, silently sneak upon the target without him knowing you are there).

5) Capture the agent: It would make more sense if the agent was running away from the Cetus gates towards a Grineer camp and we would have to capture him before he reaches it.

6) Why can't we stumble upon the prisoner on the plains? Sometimes he is kept at a spot where I was just mere moments ago. It would make more sense, if we forced the Grineer to relocate the prisoner to then intercept him. An alternative (see 4)) would be to hack into the Grineer system to see if/when the prisoner is relocated or to initiate such a relocation. I always found it odd that the prisoners are always walked across the plains.

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56 minutes ago, Fishyflakes said:

Another thread listing problems without any suggestions.
Warframe Bingo time I guess.

It's not my job to fix their game. I'm a customer, not a developer. Unlike you, I don't get paid by the word for being here.

Edited by BlackCoMerc
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23 minutes ago, tsoa said:

I soooo agree with you OP, though I actually do like the cache searching very much. Here are a few thoughts I would like to add:

1) When I first explored the plains, I thought that the electric station and the pipes of Grineer Camp 2 (and the windmills nearby) could be somehow sabotaged. The windmill can, but not in a really meaningful manner. It's a shame that I don't really have to care into which camp I go: Just kill enemies, watch out for some of the turrets and that's basically it. I wish we'd get sabotage type missions which should be unique to every camp.

2) Somehow it's odd that every bounty type can be achieved with the exactly same set of stages, only the order varies.

3) Why does Lotus have to hack the Armored Vault? Can't we just destroy it or the mechanism by which it is opened? I mean: Our goal is for the Grineer not to get the stuff, not that we necessarily get the stuff.

4) I wish that at least some bounty types would have different means to finish them. Take the assassination or capture for example: We could brute force our way to them (like it currently is) or we do it more secretly (hack into consoles here, gather information there, silently sneak upon the target without him knowing you are there).

5) Capture the agent: It would make more sense if the agent was running away from the Cetus gates towards a Grineer camp and we would have to capture him before he reaches it.

6) Why can't we stumble upon the prisoner on the plains? Sometimes he is kept at a spot where I was just mere moments ago. It would make more sense, if we forced the Grineer to relocate the prisoner to then intercept him. An alternative (see 4)) would be to hack into the Grineer system to see if/when the prisoner is relocated or to initiate such a relocation. I always found it odd that the prisoners are always walked across the plains.

Good points.

We should get Bounties for clearing camps. Kill all enemies...but no defense.

Hijack camp: sabotage caves or camps (stealth possible).

Retrieve artifacts, from camps/caves.

Defend mining ops.

Clear travel lanes: move along a route, clearing enemies for Cetus villagers.

Honestly though, Poe needs dynamic content. Enough with the scripted repetitiveness. We need a shifting wafront that generated dynamic goals on the fly. Otherwise, it's just a big mission tile, no more.

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1 hour ago, GnarlsDarkley said:

I just had this "fun" experience.

Rescue the Prisoner. 600 Meter away. While getting the message "abandoning bounty in 5 seconds".

As you may have figured. It was a fail after 2/5. 

Until DE finally decides to fix the massive problems with PoE I won't do anything there unless I really have to

I am starting to feel this way. The bounty run I completed was my second. The first just auto failed for no reason. 

Poe was a nice idea. But the implementation just fell flat. It's just a big mission room, with long waiting periods between missions.

Open world games are so much more than this, that to use the words open world to describe Poe is to insult the genre.

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On 3/19/2018 at 11:54 AM, BlackCoMerc said:

I am starting to feel this way. The bounty run I completed was my second. The first just auto failed for no reason. 

Poe was a nice idea. But the implementation just fell flat. It's just a big mission room, with long waiting periods between missions.

Open world games are so much more than this, that to use the words open world to describe Poe is to insult the genre.

I think your giving the de team to much credit, and in doing so criticizing them.

 

poe is not the same open world you’d find in tom clancy, skyrim or fallout. That’s all those games were, this was an expansion that added a new dynamic. To say that this is “and insult to the genre” is being disingenuous bc they weren’t trying to make an open world game, they were making an open world level. This was not supposed to be somewhere to spend hundreds of hours, this is them basically adding a new planet + worth of content, in a new style that honestly, idk how you can fault what they did. They added the same missions in a different flavor, in a world that showed they were willing to expand their game in different directions.

i guess you could falt the glitches and such, but the implementation of a free, massive expansion that wasn’t just a reskinned planet using slightly updated existing tilesets should get more applause then its garnering. Like, we could’ve gotten destiny 1 crap that was cut and rehashed into the next game in a 20$ expansion. Instead we get inovative free content that is fresh to the game

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4 hours ago, (XB1)Android2715 said:

I think your giving the de team to much credit, and in doing so criticizing them.

 

poe is not the same open world you’d find in tom clancy, skyrim or fallout. That’s all those games were, this was an expansion that added a new dynamic. To say that this is “and insult to the genre” is being disingenuous bc they weren’t trying to make an open world game, they were making an open world level. This was not supposed to be somewhere to spend hundreds of hours, this is them basically adding a new planet + worth of content, in a new style that honestly, idk how you can fault what they did. They added the same missions in a different flavor, in a world that showed they were willing to expand their game in different directions.

i guess you could falt the glitches and such, but the implementation of a free, massive expansion that wasn’t just a reskinned planet using slightly updated existing tilesets should get more applause then its garnering. Like, we could’ve gotten destiny 1 crap that was cut and rehashed into the next game in a 20$ expansion. Instead we get inovative free content that is fresh to the game

Innovative?

We low effort filled missions unfit for SIDE QUESTS in any other game from a multi million dollar company. Heck, these things would get laughed out of most indie productions these days. I mean...stand here. Guard this until a timer ticks down. Then run over here and shoot this guy a dozen times until he falls down and you activate him, while your spawn people ON YOUR HEAD while you try and do so because we cant be bothered to implement REAL difficulty so just annoy you instead...

Bounties are terrible. From a technical standpoint, as we saw tonight, and as we continue to see. They barely work. And are bug riddled when they do. From a creative standpoint. They are just defense, escort and capture, otherwise known as "all the stuff we were already doing." Not only are they not innovative in gaming terms...they arent even innovative for Warframe. 

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I seriously want De just to rip off Monster Hunter and change Bounties from 5 missions slapped into one bounty with hunting down one or more powered puzzle bosses like the night time Eidolons...I'm burned out on bullet jumping, running, and flying from point A to point B over and over and...repeat...if I have to do that...I'll take a giant bullet sponge with some attack patterns rolling around from A to B in the plains during the day to kill. 

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  • 2 months later...
On 2018-03-23 at 9:44 AM, (PS4)FriendSharkey said:

I seriously want De just to rip off Monster Hunter and change Bounties from 5 missions slapped into one bounty with hunting down one or more powered puzzle bosses like the night time Eidolons...I'm burned out on bullet jumping, running, and flying from point A to point B over and over and...repeat...if I have to do that...I'll take a giant bullet sponge with some attack patterns rolling around from A to B in the plains during the day to kill. 

Daytime boss fights with rewards worth bothering with? 

Yes please.

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