Too often the game updates ships and includes new mechanics which often creates game breaking events. On the topic of product quality, there is inadequate testing before the product is shipped. A prior explanation of how the new vaulting process works with relation to Relics prior to its implementation would create a lot more understanding and acceptance in the player base rather than just an offhand statement of "your Void Keys will retain value after their conversion." It would also enable players to come to terms with their perceived loss of value from their horde of accumulated Void Keys becoming of much lesser value because a new Prime frame/weapons will require an initial new-step of farming for new Relics. Much of the contents of Update 13 with fissures and collection of Void Traces would not have been required because the change in process would have been a more acceptable change. If the players would have understood this earlier, feedback could have been received and the initially delivered mechanic could have been avoided completely. Hard capping a collection of Void Traces to 100 severely limited enjoyment of gameplay for the players. Gathering Void Traces to rank up a relic is a core mechanic which will be highly desired by all players. Ranking up a relic to improve drop chance would have been something of high interest. Changing the way Prime components can be acquired from void drops to relic rewards is a wholly valid change – it is the desire to move people from living their game lives in the Void zones, however the mechanic and procedure of change was not discussed until the release of the product. Devstreams preview the upcoming product and many small quality of life game changes could be acted on prior to its implementation. The deep dive detail doesn’t have to be shown or discussed during the stream, however the detail could be released as an adjunct with or soon after to allow those who desire detail and analysis to view. It is fine to show off the updated gameplay, graphics and artwork and discuss the high level intention of a design change. There is currently a large section of the customer base being ignored each time a devstream event occurs. When doing presentations and customer engagement events, the presenters need to know their customers and present what the customer wants. How many of you have sought variety and are just frustrated because your poorly equipped, unlevelled Archwings are attempting higher than appropriate missions? This is poor transition and lead-in to game play. Players regularly completing level 20-30 missions, will then find themselves on Uranus with its plethora of higher level Archwing missions seeking out variety. The realisation often doesn't hit the player that the Archwing is actually another frame not affected by Warframe mods. A low level poorly or unmodded Archwing is in stark contrast to the players' Warframes which are by this time mid-levelled with a nice collection of mods. On completion there is a serious dearth of lower level Archwing missions which creates boredom. You can access Archwing missions after the completion of the buggy Archwing quest. Archwing is a piece of content highlighted here because it doesn't follow the game theme and ironically is afflicted by the a distinct lack of content/variety for the low level base.
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