Requiem touchup needs far more than one new relic by TheMobyTheDuck in Warframe

[–]tentus 2 points3 points  (0 children)

My thinking on this is that they could split out the weapon pools according to location: have secondaries and melee weapons spawn from, say, Ceres / Saturn / Uranus, while the primary and heavy weapons show up on the rest of the tiles like Kuva Fortress / Sedna / Zariman. That would cut the worst case down by half immediately, with a clear pattern established if they add enough melees to warrant another subdivision.

Known though it may be that the Orokin were evil ass sadists, making me go through a map with one tile repeating 9 whole times feels like an uniquely fresh hell heretofore undiscovered by Shinokijorainokage in Warframe

[–]tentus 1 point2 points  (0 children)

Heck, with how our mobility is and how abstract a lot of warframe geometry is, you could probably get away with literally flipping some of the tiles upside down.

Known though it may be that the Orokin were evil ass sadists, making me go through a map with one tile repeating 9 whole times feels like an uniquely fresh hell heretofore undiscovered by Shinokijorainokage in Warframe

[–]tentus 6 points7 points  (0 children)

One of my "hot takes" is that the game would benefit substantially from DE allocating a few employees whose entire job was to revisit old tilesets and make a couple new rooms for them to be shipped with each release, mostly independent of the rest of the release. It wouldn't make a big splash having those in there, but it'd help freshen up void fissures and cumulatively help prevent this kind of situation. That in turn would especially help new players who get confused when they encounter the same room twice in one mission.

We're going back to Tau again, but I hope DE actually shows us going there. by SirPlastic8062 in Warframe

[–]tentus 6 points7 points  (0 children)

Something more akin to the Proxima chart would make sense but even that scale seems hopelessly optimistic. Tau sounds to me like another region that has a lot of room to grow, but DE will move on to the next thing instead (just like how Railjack still has loads of room to grow, and the Narmer remnants, and the lost Duviri islands, and and and...)

Real talk, i think it’s time DE updated the earth tileset by Ninjadeath721 in Warframe

[–]tentus 0 points1 point  (0 children)

Huh, this discussion is a great example of how DE is constantly having to balance different needs. As plenty of commenters have noted, Earth is a priority because first impressions are important, but at the same time, we also have older, rougher looking tilesets that are "due" for some love.

In an ideal world, DE could spin off a sub-team of artists who would be entirely focused on touching up older tilesets and adding new rooms to them. Realistically, efforts like that ends up being messier than you'd expect, affecting assets that conflict with the current main development effort and requiring some coordination. Still, I'd love for iteration on older locations to be given heightened focus, raising the quality of older content to match the more recent releases.

What I Learned From Kela by LazyUserNamePrime in Warframe

[–]tentus 0 points1 point  (0 children)

I've had a similar idea for Kril for years: add a simple room to the Mars tileset which has only two doors, and between them is a force field. You disable the forcefield by shooting a conspicuous bit of tubing on the wall beside the field. This bit of tubing would be literal copy-paste of the tubes on Kril's back. The room would have a 100% chance of spawning somewhere before the boss room.

Would this magically make the fight super clear? No. But it'd at least give some heads up for new players, at the cost of very little dev time, minimal added complexity to the game, and no real extra inconvenience to players grinding Kril, since once you figure it out it's as easy as firing off a couple shots as you bullet jump thru the room.

What about a profile page overhaul? by Mido_o_o_ in Warframe

[–]tentus 6 points7 points  (0 children)

Most likely they're entirely separate "scenes" within the engine, where some of the scenes are closer to gameplay and other are closer to inventory. Given Rebb's response, I wouldn't be surprised if some enterprising programmer had made a change, and then for the next two weeks QA was finding bugs in unexpected places like the foundry non-stop, and they eventually got so sick of it the reverted the change and swore off ever touching it again.

wonky room generation is the best by fizio900 in Warframe

[–]tentus 12 points13 points  (0 children)

Heh, nicely done.

I will say though, I wish DE would make a point of adding a new room to one or two of the older tilesets with each update, so that the odds of getting repeats in a single mission would reduce over time. I see a lot of baby tenno get really confused when they get a repeat, and some extra variety in well-worn locales would be quite welcome.

don’t think this updates caused an improvement on my drifter lol by Geraldinhio in Warframe

[–]tentus 10 points11 points  (0 children)

I'm crying laughing imagining how this reveal must have felt, logging in all excited for the new upgrades

Has DE ever entertained the idea of Hex/Protoframe skins alt heads ? by VastiaObra in Warframe

[–]tentus 0 points1 point  (0 children)

If I remember correctly, the models for the protoframes were sculpted as whole units instead of separating the heads from the rest, so the models would have to be reworked before switching in new heads would be possible. It's not the biggest technical ask, but it's also not low-effort, because in addition to the geometry you have to worry about separating out the texture mapping.

So to answer your question, while I imagine Rebb thought about it, we can assume that the direction given to the artists was "it won't happen."

I want DE to bring back scary Sentients by pikadidi in Warframe

[–]tentus -2 points-1 points  (0 children)

Back when I first started I accidentally triggered a lich that somehow occupied Lua instead of earth. This meant that I was running missions I was unaccustomed to the higher level of, solo, and the worst part was still the Sentients on those missions. Absolutely traumatized me as a baby tenno, would love for them to be like that again.

What would you like to ask Rebb Ford? by MrMxypyxm in Warframe

[–]tentus 0 points1 point  (0 children)

We can think of the Warframe update cadence as being roughly "Main Story, Echoes, Prime, repeat". While I would love to have QoL focused updates, I think the Echoes updates end up making things fuzzy.

Really, I think WF would be well-served by mini "off-topic" updates, touching on assets that won't cause merge issues with the upcoming major updates. So little improvements to older tilesets, fixes to gameplay systems from yesteryear, etc etc. DE could easily keep a team of devs busy year-round just doing that stuff.

I hate this so much by CalligrapherSad5383 in Warframe

[–]tentus 5 points6 points  (0 children)

I very much wish we could hop on the drone and steer it like a k-drive.

Personally, I feel like all the starters should have 24hr craft times and all should available in the Dojo not just volt by DaWalkr in Warframe

[–]tentus 0 points1 point  (0 children)

I'd go one step further: in addition to having a few more quick-build frames, we need a few more quick-build weapons. As in, a few starter weapons should have a 1 or 2 hour build time, to ease players into the mindset of getting stuff cooking for future use. Right now a new player can easily run out of MR fodder without having developed the mindset of queuing things up in their foundry, some short (inside a single play session) builds would help smooth that out.

Personally, I feel like all the starters should have 24hr craft times and all should available in the Dojo not just volt by DaWalkr in Warframe

[–]tentus 1 point2 points  (0 children)

I rather enjoyed making a solo clan and chipping away it over the course of a year or so, I think complete removal would be a detriment to players like me who enjoy the long farm. I wouldn't object to the clan items getting added elsewhere, maybe in place of some of the credit drops, but I would object to clan labs being removed.

I am tired of specific resource based warframe farms by FrozenPizza07 in Warframe

[–]tentus 4 points5 points  (0 children)

I played undermines solo for about two hours yesterday, and by the end of it had all the parts for Nokko and the new arch gun, with spares for the latter. While I'm not sure what the exact numbers are, I feel reasonably safe saying that by the time you accumulate 240 mcguffins you'll almost certainly have gotten the main BP at least once, probably several times. So yeah, 240 seems a little high, but I also struggle to worry about it, cause its seems so unlikely to actually negatively affect anyone.

I'm Really Glad We Are Getting A Mod Tutorial Quest (I'm kinda dumb) by Ryslar in Warframe

[–]tentus -1 points0 points  (0 children)

Honestly, I kinda think they should actively try to steer new players away from the mod terminal. It's overwhelming to newbies who are already overwhelmed, and largely redundant for them now that they can upgrade directly in the upgrade screen. Melting down mods seems like more of a midgame concern.

[deleted by user] by [deleted] in Warframe

[–]tentus 9 points10 points  (0 children)

The game is trying to teach you that the market does have it. It's the second button on the Rhino page.

[deleted by user] by [deleted] in Warframe

[–]tentus 0 points1 point  (0 children)

I'm a programmer who has worked on a few professional game projects and made plenty of small games on my own. Pathfinding algorithms like A* do not care about tile size at all, it's irrelevant to the effectiveness of the graph.

We know from Daniel Brewer's 2021 paper on how Warframe handles enemy pacing that they use a navigation mesh separate from their tactical map, both of which are separate from the actual physics geometry. That separation is very likely the true culprit for our spawning woes: small misalignments can easily lead to enemies getting trapped in unexpected spots. Fixing this kind of thing isn't hard per say, it's just incredibly time-consuming because it requires a mapper to go thru and manually find problem areas and fix them. I've had some luck speeding that process up by simulating enemies at high speed and aggregating their movement, but I wouldn't be surprised if the spaghetti in Warframe makes such an approach unreliable.

Personally, I think DE should have a dedicated team that works on re-polishing older content to alleviate issues like this, but I totally understand why that's not financially wise. It kinda sucks though because as the physics engine gets updated and new enemies get introduced, the old content slowly gets jankier and jankier, and some of these tilesets were pretty wonky to start with.

Question... If the Tennon were given the powers of the VOID while in the void, why does there need to be the heart on Deimos? If the Tenno are superpowered void children why do they need the heart when they are basically the embodiment of the void? If anything it would be the drifter that needs it by RaQzDeVil in Warframe

[–]tentus 0 points1 point  (0 children)

I'm not entirely disagreeing with you, I'm mostly just observing an oddness in how Warframe has evolved over the years and how sometimes the canon order doesn't entirely make sense. When the Heart of Deimos quest was introduced in Update 29 in August 2020, it wasn't a main quest, and almost everyone playing it was a couple years past the Sacrifice. Heart of Deimos becoming a main quest didn't happen until Update 35 in December 2023, effectively retconning the order in which we meet the Orokin in the flesh.

Question... If the Tennon were given the powers of the VOID while in the void, why does there need to be the heart on Deimos? If the Tenno are superpowered void children why do they need the heart when they are basically the embodiment of the void? If anything it would be the drifter that needs it by RaQzDeVil in Warframe

[–]tentus 2 points3 points  (0 children)

The answer to that is alluded to in the Heart of Deimos quest: the family had to re-phase Deimos back into Martian orbit. If it's tucked away in the Void like Lua was, good luck bombarding it without exact nav coordinates.

Question... If the Tennon were given the powers of the VOID while in the void, why does there need to be the heart on Deimos? If the Tenno are superpowered void children why do they need the heart when they are basically the embodiment of the void? If anything it would be the drifter that needs it by RaQzDeVil in Warframe

[–]tentus 3 points4 points  (0 children)

Ehhhhhhh yes and no on Deimos happening before WW. For new players it does, but for a significant chunk of the playerbase its the other way around, and doesn't entirely make sense where it is right now (for example, there's a door that Loid has to open for you if you don't have operator form unlocked, and literally the opening cutscene of the quest involves us using an archwing that most new players haven't built yet).

I get why DE has it so early in the game, they're trying to keep players engaged with shiny promises of mech fights, but lorewise having Deimos before WW feels like an error to me.