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    Warframe Warframe Weekly Q&A | Ask Your Game-Related Questions Here!

    Warframe Warframe Weekly Q&A | Ask Your Game-Related Questions Here!


    Warframe Weekly Q&A | Ask Your Game-Related Questions Here!

    Posted: 19 Jan 2020 07:32 AM PST

    This thread is for those who aren't that knowledgeable about the game to freely ask questions and get answers. Questions will be answered any day of the week!

    This place will be a troll-free environment so that anyone can ask a question without backlash. In other words: negative attitudes will NOT be tolerated.


    If you wish to just view top level comments (i.e. questions) add ?depth=1 to the end of the page url.


    Comments are sorted by new by default! And remember...

    Questions will be answered any day of the week!

    submitted by /u/AutoModerator
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    Kuva Fortress Assault in today's Sortie. You know what that means!

    Posted: 19 Jan 2020 10:00 AM PST

    My SO and I met on Warframe, so I painted this for him!

    Posted: 19 Jan 2020 12:57 PM PST

    Missing Floof

    Posted: 19 Jan 2020 03:54 PM PST

    I thought Zephyr's abilities made her a perfect fit for a Dark Samus cosplay, so I created this!

    Posted: 19 Jan 2020 08:55 PM PST

    Hmm yes the door here is made of door

    Posted: 19 Jan 2020 01:13 PM PST

    I guess she is just gonna lie there and enjoy the beautiful lake under the moonlight while trembling violently.

    Posted: 19 Jan 2020 05:17 PM PST

    Jade Malevolence

    Posted: 19 Jan 2020 01:36 AM PST

    Isaaaaaaah

    Posted: 19 Jan 2020 05:43 AM PST

    this trippy puddle I found on the plains

    Posted: 19 Jan 2020 03:23 AM PST

    My Ash Prime, aka Zero

    Posted: 19 Jan 2020 03:21 AM PST

    This time is the Night Hunter Nidus Skin perfection time (yes, Nidus is my Main)

    Posted: 19 Jan 2020 07:14 PM PST

    "So you wanna run Plague Star?" Titania & Sarpa Build

    Posted: 19 Jan 2020 09:00 PM PST

    Have you guys found this guy yet he keeps looking for tenno

    Posted: 19 Jan 2020 11:33 PM PST

    Ah yes, Saturn's rings of purple squares

    Posted: 19 Jan 2020 10:43 PM PST

    We need enemies that reward skill not power

    Posted: 19 Jan 2020 09:27 AM PST

    I understand that warframe is a horde shooter but we need more mini-boss enemies that are a threat but reward being good with the movement systems. This means enemies that deal a ton of damage but if you know what you are doing you can dodge their attacks using the game's movement system.

    The best part of the game is the movement system imo and it should be more directly tied to combat instead of just as a way of moving from point A to B.

    TLDR: Make Bullet Hell enemies the game is already half way there

    submitted by /u/Eumenes45
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    Ghost of Umbra

    Posted: 19 Jan 2020 10:17 AM PST

    [Volt] My Volt Prime in the Orb Vallis

    Posted: 19 Jan 2020 12:00 AM PST

    A match made in the void.

    Posted: 19 Jan 2020 11:16 PM PST

    We All Lift Together - Warframe ~ Violin Cover

    Posted: 19 Jan 2020 01:28 PM PST

    Friendly reminder to the fellow Frost users: You can destroy your bubble by shooting with your first ability.

    Posted: 19 Jan 2020 02:08 PM PST

    I'm seeing this as a common problem, so thought it's worth a share.

    submitted by /u/Arnoldthehawk
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    Difficulty doesn't always mean more damage

    Posted: 19 Jan 2020 02:24 AM PST

    During the Dev Stream it was mentioned that DE wants to increase difficulty by increasing damage. As others have correctly stated before me a huge variety of frames already isn't viable due to getting 2 hit killed lategame or we see new / reworked frames with major damage reduction abilities.

    Damage can be a layer of difficulty when there's game elements like cover mechanics, a Borderlands style downed state that allows you to revive yourself by killing an enemy and in games with generally avoidable damage from non-hitscan weapons. It's not an appropriate lever for Warframe as it is, though.

    Now how can difficulty be implemented?:

    • Accuracy: Requiring players to hit small moving targets, or just small targets like the Nox helmet. However this does not work well in Warframe as enemies lack momentum and do weird instant 180° turns that often make tracking frustrating and unfun.
    • Durability: Extending fights always is an option to see whether players perform consistently well. In Warframe this has gotten a bad taste as DE essentially always misses the mark on what's appropriate (remember Wolf?) and then goes the extra mile by disabling a lot of mechanics (like status proc) from working against those targets, making those encounter particularly blunt in Warframe whereas they're actually fun in other games. A massively varying power level due to riven stat roll RNG simultaneously makes it impossible to balance. Allowing players to re-roll stats separately would allow DE to balance for the best case scenarios, but I'll likely get death threats from the riven mafia in my inbox just after suggesting this.
    • Mobility: Considering that we already have MR tests with despawning platforms I'm surprised that this hasn't made it into more missions. Forcing the players to react to traps and shifting surroundings is one of the most basic concepts to add difficulty to content.
    • Teamwork/Coordination: While this is nothing for your average PUG mission, stuff like RAIDs which are meant to be played with a clan can be designed in a way where players have to do different tasks simultaneously and in a well timed manner. While DE kind of tried to implement this with Disruption by allowing players to do multiple objectives at the same time, they (yet again) blew it via enemy health and armor scaling of incoming suiciders (and RNG buffs/debuffs and RNG key drops....).
    • EDIT - AI: Improving AI and making enemies act smarter (hiding behind cover while reloading, etc.) also is an option to improve difficulty. Then again, it's possibly the most difficult to program change. I feel like this would also have to be done in combination with the beforementioned changes to momentum as "smart AI" which can instantly duck or change direction in an instant might easily become its own source of frustration.

    Conclusion:

    Mindlessly increasing damage in order to make difficulty will only make things worse. We've been having the same issue for years, if not since release. DE has shown in the past that they're willing to revisit game mechanics - and the revive system as well as enemy momentum are two inherent mechanics that deserve to be revised or at least looked at. As should mobility and coordination for future map designs.

    submitted by /u/sdric
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    My Excalibur from the 22XX, aka Zero

    Posted: 19 Jan 2020 09:34 PM PST

    ah yes... lich?

    Posted: 19 Jan 2020 11:51 AM PST

    Uncommonly proud of my Zaw name.

    Posted: 19 Jan 2020 02:32 PM PST

    Guess what arcane I have equiped and name the rest of them a.k.a Why are 'Item Labels' hidden by default?!

    Posted: 19 Jan 2020 05:14 AM PST

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